Files
vb01/pbrSample.cpp
2021-12-01 19:58:44 +02:00

131 lines
4.3 KiB
C++

#include "root.h"
#include "model.h"
#include "material.h"
#include "texture.h"
#include "light.h"
#include "box.h"
#include "quad.h"
#include <string>
using namespace vb01;
using namespace std;
int main() {
const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
string skyboxTextures[] = {
TEX_PATH + "bricks.jpg",
TEX_PATH + "bricks.jpg",
TEX_PATH + "bricks.jpg",
TEX_PATH + "bricks.jpg",
TEX_PATH + "bricks.jpg",
TEX_PATH + "bricks.jpg"
};
/*
* 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);
Camera *cam = root->getCamera();
cam->setPosition(Vector3(1, 1, 1) * 2);
cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm());
Node *rootNode = root->getRootNode();
Model *model = new Model(MODEL_PATH + "sphere.vb");
model->setReflect(true);
Material *mat = new Material(PATH + "pbr");
mat->addBoolUniform("albedoMapEnabled", false);
mat->addBoolUniform("normalMapEnabled", false);
mat->addBoolUniform("roughnessMapEnabled", false);
mat->addBoolUniform("metalnessMapEnabled", false);
mat->addBoolUniform("ambientOcclusionMapEnabled", false);
mat->addBoolUniform("environmentMapEnabled", true);
mat->addVec4Uniform("albedoColor", Vector4(1, .764, .03, 1));
mat->addFloatUniform("metalnessVal", .9);
mat->addFloatUniform("roughnessVal", .1);
mat->addFloatUniform("ambientOcclusion", .1);
/*
string fr0[]{TEX_PATH + "rustediron2_albedo.jpg"};
string fr1[]{TEX_PATH + "rustediron2_normal.jpg"};
string fr2[]{TEX_PATH + "rustediron2_roughness.jpg"};
string fr3[]{TEX_PATH + "rustediron2_metallic.jpg"};
string fr4[]{TEX_PATH + "rustediron2_ao.jpg"};
mat->addTexUniform("textures[0]", new Texture(fr0, 1, false), true);
mat->addTexUniform("textures[1]", new Texture(fr1, 1, false), true);
mat->addTexUniform("textures[2]", new Texture(fr2, 1, false), true);
mat->addTexUniform("textures[3]", new Texture(fr3, 1, false), true);
mat->addTexUniform("textures[4]", new Texture(fr4, 1, false), true);
*/
model->setMaterial(mat);
rootNode->attachChild(model);
model->setPosition(Vector3(0, 0, 0));
{
Node *lightNode = new Node();
Box *b = new Box(Vector3(1, 1, 1) * 1);
Material *m = new Material(PATH + "skybox");
m->addTexUniform("tex", model->getChild(0)->getMesh(0)->getPostfilterMap(), true);
b->setMaterial(m);
lightNode->attachMesh(b);
rootNode->attachChild(lightNode);
lightNode->setPosition(Vector3(0, 0, 0));
lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
}
{
Node *lightNode = new Node();
Quad *b = new Quad(Vector3(2, 2, 1), false);
Material *m = new Material(PATH + "texture");
m->addBoolUniform("texturingEnabled", true);
m->addBoolUniform("lightingEnabled", false);
//m->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
m->addTexUniform("textures[0]", model->getChild(0)->getMesh(0)->getBrdfIntegrationMap(), true);
b->setMaterial(m);
lightNode->attachMesh(b);
rootNode->attachChild(lightNode);
lightNode->setPosition(Vector3(-4, 1, 0));
lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
}
{
Light *light = new Light(Light::POINT);
light->setColor(Vector3(1, 1, 1) * 10);
Node *lightNode = new Node();
Box *b = new Box(Vector3(1, 1, 1) * .1);
Material *m = new Material(PATH + "texture");
m->addBoolUniform("texturingEnabled", false);
m->addBoolUniform("lightingEnabled", false);
m->addVec4Uniform("diffuseColor", Vector4(1, 0, 0, 1));
b->setMaterial(m);
lightNode->attachMesh(b);
lightNode->addLight(light);
rootNode->attachChild(lightNode);
lightNode->setPosition(Vector3(0, 4, 3));
lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
}
{
Light *light = new Light(Light::POINT);
light->setColor(Vector3(0, 0, 0));
Node *lightNode = new Node();
Box *b = new Box(Vector3(1, 1, 1) * .1);
Material *m = new Material(PATH + "texture");
m->addBoolUniform("texturingEnabled", false);
m->addBoolUniform("lightingEnabled", false);
m->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
b->setMaterial(m);
lightNode->attachMesh(b);
lightNode->addLight(light);
rootNode->attachChild(lightNode);
lightNode->setPosition(Vector3(-2, 3, 0));
lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
}
while(true)
root->update();
return 0;
}