mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
107 lines
3.0 KiB
C++
107 lines
3.0 KiB
C++
#include "root.h"
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#include "box.h"
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#include "material.h"
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#include "node.h"
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#include "light.h"
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#include "model.h"
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#include "animation.h"
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#include "animationController.h"
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#include "animationChannel.h"
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#include "assetManager.h"
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using namespace std;
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using namespace vb01;
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int main(){
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const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
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const int numTextures = 6;
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string skyboxTextures[numTextures] = {
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TEX_PATH + "top.jpg",
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TEX_PATH + "bottom.jpg",
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TEX_PATH + "left.jpg",
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TEX_PATH + "right.jpg",
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TEX_PATH + "front.jpg",
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TEX_PATH + "back.jpg"
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};
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//Loads the assets to be stored and retrievable at a later time
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for(int i = 0; i < numTextures; i++)
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AssetManager::getSingleton()->load(skyboxTextures[i]);
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/*
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* Gets Root object to start the sample,
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* also passes the base path for asset retrieval.
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*/
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Root *root = Root::getSingleton();
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root->start(800, 600, PATH, "Shadow sample");
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root->createSkybox(skyboxTextures);
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Node *rootNode = root->getRootNode();
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/*
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* Places the camera above the platform at an angle.
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*/
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Camera *cam = root->getCamera();
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cam->setPosition(Vector3(0, 1, 1) * 20);
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cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
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/*
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* Creates a plaform for the shadow to be cast upon
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*/
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Box *box = new Box(Vector3(40, .2, 40));
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Node *boxNode = new Node();
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Material *boxMat = new Material(PATH + "texture");
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boxMat->addBoolUniform("texturingEnabled", true);
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boxMat->addBoolUniform("lightingEnabled", true);
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string im0[] = {TEX_PATH + "bricks.jpg"};
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AssetManager::getSingleton()->load(im0[0]);
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Texture *boxTex = new Texture(im0, 1, false);
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boxMat->addTexUniform("textures[0]", boxTex, true);
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box->setMaterial(boxMat);
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boxNode->attachMesh(box);
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rootNode->attachChild(boxNode);
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/*
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* Creates a model that casts a shadow
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*/
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string modelPath = MODEL_PATH + "jet00.xml";
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AssetManager::getSingleton()->load(modelPath);
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Model *jet = new Model(modelPath);
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Material *jetMat = new Material(PATH + "texture");
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jetMat->addBoolUniform("texturingEnabled", true);
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jetMat->addBoolUniform("lightingEnabled", true);
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string im1[] = {TEX_PATH + "defaultTexture.jpg"};
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AssetManager::getSingleton()->load(im1[0]);
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Texture *jetTex = new Texture(im1, 1, false);
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jetMat->addTexUniform("textures[0]", jetTex, true);
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jet->setMaterial(jetMat);
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rootNode->attachChild(jet);
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jet->setCastShadow(true);
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jet->setPosition(Vector3(0, 2, 0));
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/*
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* Creates a light according to which the shadow will be cast
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* Lights are transformed by their node:
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* light position = node position, light orientation = node orientation
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*/
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Light *light = new Light(Light::POINT);
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light->setColor(Vector3(1, 1, 1));
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light->setAttenuationValues(.001, .001, 1);
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Node *lightNode = new Node();
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lightNode->addLight(light);
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rootNode->attachChild(lightNode);
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lightNode->setPosition(Vector3(0, 5, 0));
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float angle = 0;
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while(true){
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jet->setOrientation(Quaternion(angle, Vector3(1, 1, 1).norm()));
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angle += .1;
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root->update();
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}
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return 0;
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}
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