mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
138 lines
4.2 KiB
C++
138 lines
4.2 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, "Light 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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string modelPath = MODEL_PATH + "platform.xml";
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AssetManager::getSingleton()->load(modelPath);
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Model *box = new Model(modelPath);
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/*
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* Creates a material with diffuse, normal, and specular maps attached.
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*/
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Material *mat = new Material(PATH + "texture");
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mat->addBoolUniform("texturingEnabled", true);
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mat->addBoolUniform("lightingEnabled", true);
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mat->addBoolUniform("normalMapEnabled", true);
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mat->addBoolUniform("specularMapEnabled", true);
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string im0[] = {TEX_PATH + "bricks.jpg"};
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string im1[] = {TEX_PATH + "bricksNormal.jpg"};
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string im2[] = {TEX_PATH + "bricksSpecular.jpg"};
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AssetManager::getSingleton()->load(im0[0]);
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AssetManager::getSingleton()->load(im0[1]);
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AssetManager::getSingleton()->load(im0[2]);
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Texture *diffuseTex = new Texture(im0, 1, false);
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mat->addTexUniform("textures[0]", diffuseTex, true);
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Texture *normalTex = new Texture(im1, 1, false);
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mat->addTexUniform("textures[1]", normalTex, true);
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Texture *specularTex = new Texture(im2, 1, false);
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mat->addTexUniform("textures[2]", specularTex, true);
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mat->addFloatUniform("specularStrength", 1);
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mat->addFloatUniform("shinyness", 2);
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box->setMaterial(mat);
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rootNode->attachChild(box);
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/*
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* Creates a spotlight placed at an angle agaist the platform.
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*/
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Light *light = new Light(Light::SPOT);
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light->setColor(Vector3(1, 1, 1));
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Node *lightNode = new Node(Vector3(0, 5, -10), Quaternion(.7, Vector3(1, 0, 0)));
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lightNode->addLight(light);
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rootNode->attachChild(lightNode);
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/*
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* KeyframeChannel structs determine what object and how it will be animated.
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* They also use keyframes which in turn are determined by their interpolation types,
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* values that are returned for animatable parameters, e.g. x coordinate for position
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* and frame number.
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*/
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KeyframeChannel kcA;
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kcA.animatable = light->getName();
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kcA.type = KeyframeChannel::SPOTLIGHT_OUTER_ANGLE;
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kcA.keyframes = vector<Keyframe>({
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KeyframeChannel::createKeyframe(Keyframe::LINEAR, .1, 1),
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KeyframeChannel::createKeyframe(Keyframe::LINEAR, .7, 60),
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KeyframeChannel::createKeyframe(Keyframe::LINEAR, .9, 120)
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});
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KeyframeChannel kcB;
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kcB.animatable = light->getName();
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kcB.type = KeyframeChannel::SPOTLIGHT_INNER_ANGLE;
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kcB.keyframes = vector<Keyframe>({
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KeyframeChannel::createKeyframe(Keyframe::LINEAR, .1, 1),
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KeyframeChannel::createKeyframe(Keyframe::LINEAR, .7, 60)
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});
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string animName = "spotlightAnim";
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Animation *animation = new Animation(animName);
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animation->addKeyframeChannel(kcA);
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animation->addKeyframeChannel(kcB);
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/*
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* The AnimationController plays the animations set in the AnimationChannel objects.
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* AnimationChannel objects require an animation and animatable objects, e.g. textures to work.
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*/
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AnimationController *controller = AnimationController::getSingleton();
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controller->addAnimation(animation);
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AnimationChannel *channel = new AnimationChannel();
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controller->addAnimationChannel(channel);
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channel->addAnimatable(light);
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channel->setAnimationName(animName);
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channel->setLoop(true);
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while(true)
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root->update();
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return 0;
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}
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