mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-27 12:03:25 +00:00
improve filestructure
This commit is contained in:
@@ -0,0 +1,130 @@
|
||||
#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;
|
||||
}
|
||||
Reference in New Issue
Block a user