mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
light sample improvement
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+24
-13
@@ -7,13 +7,16 @@
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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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string skyboxTextures[] = {
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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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@@ -22,6 +25,10 @@ int main(){
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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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@@ -38,7 +45,9 @@ int main(){
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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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Model *box = new Model(MODEL_PATH + "platform.vb");
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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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@@ -50,18 +59,21 @@ int main(){
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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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string im1[] = {TEX_PATH + "bricksNormal.jpg"};
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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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string im2[] = {TEX_PATH + "bricksSpecular.jpg"};
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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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//Setting specular parameteres
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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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@@ -74,11 +86,9 @@ int main(){
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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::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "");
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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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lightNode->setOrientation(Quaternion(.7, Vector3(1, 0, 0)));
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lightNode->setPosition(Vector3(0, 5, -10));
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/*
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* KeyframeChannel structs determine what object and how it will be animated.
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@@ -96,14 +106,15 @@ int main(){
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});
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KeyframeChannel kcB;
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kcA.animatable = light->getName();
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kcA.type = KeyframeChannel::SPOTLIGHT_INNER_ANGLE;
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kcA.keyframes = vector<Keyframe>({
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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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Animation *animation = new Animation("spotlightAnim");
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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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@@ -116,8 +127,8 @@ int main(){
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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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channel->setAnimationName("spotlightAnim");
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while(true)
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root->update();
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