#include "root.h" #include "box.h" #include "material.h" #include "node.h" #include "light.h" #include "model.h" #include "animation.h" #include "animationController.h" #include "animationChannel.h" #include "assetManager.h" using namespace std; using namespace vb01; int main(){ const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/"; const int numTextures = 6; string skyboxTextures[numTextures] = { TEX_PATH + "top.jpg", TEX_PATH + "bottom.jpg", TEX_PATH + "left.jpg", TEX_PATH + "right.jpg", TEX_PATH + "front.jpg", TEX_PATH + "back.jpg" }; //Loads the assets to be stored and retrievable at a later time for(int i = 0; i < numTextures; i++) AssetManager::getSingleton()->load(skyboxTextures[i]); /* * Gets Root object to start the sample, * also passes the base path for asset retrieval. */ Root *root = Root::getSingleton(); root->start(800, 600, PATH, "Light sample"); root->createSkybox(skyboxTextures); Node *rootNode = root->getRootNode(); /* * Places the camera above the platform at an angle. */ Camera *cam = root->getCamera(); cam->setPosition(Vector3(0, 1, 1) * 20); cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm()); string modelPath = MODEL_PATH + "platform.xml"; AssetManager::getSingleton()->load(modelPath); Model *box = new Model(modelPath); /* * Creates a material with diffuse, normal, and specular maps attached. */ Material *mat = new Material(PATH + "texture"); mat->addBoolUniform("texturingEnabled", true); mat->addBoolUniform("lightingEnabled", true); mat->addBoolUniform("normalMapEnabled", true); mat->addBoolUniform("specularMapEnabled", true); string im0[] = {TEX_PATH + "bricks.jpg"}; string im1[] = {TEX_PATH + "bricksNormal.jpg"}; string im2[] = {TEX_PATH + "bricksSpecular.jpg"}; AssetManager::getSingleton()->load(im0[0]); AssetManager::getSingleton()->load(im0[1]); AssetManager::getSingleton()->load(im0[2]); Texture *diffuseTex = new Texture(im0, 1, false); mat->addTexUniform("textures[0]", diffuseTex, true); Texture *normalTex = new Texture(im1, 1, false); mat->addTexUniform("textures[1]", normalTex, true); Texture *specularTex = new Texture(im2, 1, false); mat->addTexUniform("textures[2]", specularTex, true); mat->addFloatUniform("specularStrength", 1); mat->addFloatUniform("shinyness", 2); box->setMaterial(mat); rootNode->attachChild(box); /* * Creates a spotlight placed at an angle agaist the platform. */ Light *light = new Light(Light::SPOT); light->setColor(Vector3(1, 1, 1)); Node *lightNode = new Node(Vector3(0, 5, -10), Quaternion(.7, Vector3(1, 0, 0))); lightNode->addLight(light); rootNode->attachChild(lightNode); /* * KeyframeChannel structs determine what object and how it will be animated. * They also use keyframes which in turn are determined by their interpolation types, * values that are returned for animatable parameters, e.g. x coordinate for position * and frame number. */ KeyframeChannel kcA; kcA.animatable = light->getName(); kcA.type = KeyframeChannel::SPOTLIGHT_OUTER_ANGLE; kcA.keyframes = vector({ KeyframeChannel::createKeyframe(Keyframe::LINEAR, .1, 1), KeyframeChannel::createKeyframe(Keyframe::LINEAR, .7, 60), KeyframeChannel::createKeyframe(Keyframe::LINEAR, .9, 120) }); KeyframeChannel kcB; kcB.animatable = light->getName(); kcB.type = KeyframeChannel::SPOTLIGHT_INNER_ANGLE; kcB.keyframes = vector({ KeyframeChannel::createKeyframe(Keyframe::LINEAR, .1, 1), KeyframeChannel::createKeyframe(Keyframe::LINEAR, .7, 60) }); string animName = "spotlightAnim"; Animation *animation = new Animation(animName); animation->addKeyframeChannel(kcA); animation->addKeyframeChannel(kcB); /* * The AnimationController plays the animations set in the AnimationChannel objects. * AnimationChannel objects require an animation and animatable objects, e.g. textures to work. */ AnimationController *controller = AnimationController::getSingleton(); controller->addAnimation(animation); AnimationChannel *channel = new AnimationChannel(); controller->addAnimationChannel(channel); channel->addAnimatable(light); channel->setAnimationName(animName); channel->setLoop(true); while(true) root->update(); return 0; }