From 2ee05c3b19d5e8e73c9bf8836dce2b4fa40b8a59 Mon Sep 17 00:00:00 2001 From: devZoGok Date: Wed, 23 Mar 2022 20:13:22 +0200 Subject: [PATCH] light sample improvement --- lightSample.cpp | 37 ++++++++++++++++++++++++------------- 1 file changed, 24 insertions(+), 13 deletions(-) diff --git a/lightSample.cpp b/lightSample.cpp index b9ae296..9c5f855 100644 --- a/lightSample.cpp +++ b/lightSample.cpp @@ -7,13 +7,16 @@ #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/"; - string skyboxTextures[] = { + + const int numTextures = 6; + string skyboxTextures[numTextures] = { TEX_PATH + "top.jpg", TEX_PATH + "bottom.jpg", TEX_PATH + "left.jpg", @@ -22,6 +25,10 @@ int main(){ 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. @@ -38,7 +45,9 @@ int main(){ cam->setPosition(Vector3(0, 1, 1) * 20); cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm()); - Model *box = new Model(MODEL_PATH + "platform.vb"); + 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. @@ -50,18 +59,21 @@ int main(){ 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); - string im1[] = {TEX_PATH + "bricksNormal.jpg"}; Texture *normalTex = new Texture(im1, 1, false); mat->addTexUniform("textures[1]", normalTex, true); - string im2[] = {TEX_PATH + "bricksSpecular.jpg"}; Texture *specularTex = new Texture(im2, 1, false); mat->addTexUniform("textures[2]", specularTex, true); - //Setting specular parameteres mat->addFloatUniform("specularStrength", 1); mat->addFloatUniform("shinyness", 2); box->setMaterial(mat); @@ -74,11 +86,9 @@ int main(){ Light *light = new Light(Light::SPOT); light->setColor(Vector3(1, 1, 1)); - Node *lightNode = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, ""); + Node *lightNode = new Node(Vector3(0, 5, -10), Quaternion(.7, Vector3(1, 0, 0))); lightNode->addLight(light); rootNode->attachChild(lightNode); - lightNode->setOrientation(Quaternion(.7, Vector3(1, 0, 0))); - lightNode->setPosition(Vector3(0, 5, -10)); /* * KeyframeChannel structs determine what object and how it will be animated. @@ -96,14 +106,15 @@ int main(){ }); KeyframeChannel kcB; - kcA.animatable = light->getName(); - kcA.type = KeyframeChannel::SPOTLIGHT_INNER_ANGLE; - kcA.keyframes = vector({ + 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) }); - Animation *animation = new Animation("spotlightAnim"); + string animName = "spotlightAnim"; + Animation *animation = new Animation(animName); animation->addKeyframeChannel(kcA); animation->addKeyframeChannel(kcB); @@ -116,8 +127,8 @@ int main(){ AnimationChannel *channel = new AnimationChannel(); controller->addAnimationChannel(channel); channel->addAnimatable(light); + channel->setAnimationName(animName); channel->setLoop(true); - channel->setAnimationName("spotlightAnim"); while(true) root->update();