mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-27 03:53:24 +00:00
improve filestructure
This commit is contained in:
@@ -0,0 +1,132 @@
|
||||
#include <string>
|
||||
|
||||
#include "root.h"
|
||||
#include "text.h"
|
||||
#include "material.h"
|
||||
#include "node.h"
|
||||
#include "animationController.h"
|
||||
#include "animationChannel.h"
|
||||
#include "imageReader.h"
|
||||
#include "fontReader.h"
|
||||
#include "assetManager.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
|
||||
int main(){
|
||||
const string PATH = "../", FONT_PATH = PATH + "samples/textSample/fonts/", TEX_PATH = PATH + "samples/textures/";
|
||||
|
||||
/*
|
||||
* Gets Root object to start the sample,
|
||||
* also passes the base path for asset retrieval.
|
||||
*/
|
||||
Root *root = Root::getSingleton();
|
||||
root->start(800, 600, PATH, "Text sample");
|
||||
Node *guiNode = root->getGuiNode();
|
||||
|
||||
int numTexts = 4;
|
||||
wstring texts[] = {
|
||||
L"대한민국",
|
||||
L"ĄČĘĖĮŠŲŪ„“",
|
||||
L"عشرة",
|
||||
L"中華民國"
|
||||
};
|
||||
string fonts[] = {
|
||||
"batang.ttf",
|
||||
"Palem-nm.ttf",
|
||||
"Amiri-Regular.ttf",
|
||||
"sazanami-mincho.ttf"
|
||||
};
|
||||
bool leftToRight[] = {
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
true
|
||||
};
|
||||
bool horizontal[] = {
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false
|
||||
};
|
||||
|
||||
/*
|
||||
* Creates a material for text objects and
|
||||
* attaches a diffuse texture with 2 images
|
||||
*/
|
||||
Material *textMat = new Material(PATH + "text");
|
||||
textMat->addBoolUniform("texturingEnabled", true);
|
||||
|
||||
//Loads the assets to be stored and retrievable at a later time
|
||||
string frames[]{TEX_PATH + "bricks.jpg", TEX_PATH + "defaultTexture.jpg"};
|
||||
AssetManager::getSingleton()->load(frames[0]);
|
||||
AssetManager::getSingleton()->load(frames[1]);
|
||||
|
||||
Texture *texture = new Texture(frames, 2, false);
|
||||
textMat->addTexUniform("textures[0]", texture, true);
|
||||
|
||||
for(int i = 0; i < numTexts; i++){
|
||||
string font = FONT_PATH + fonts[i];
|
||||
AssetManager::getSingleton()->load(font);
|
||||
|
||||
//Specifies the range where to look for characters used in the current font
|
||||
Text *text = new Text(font, texts[i], 0, 60000);
|
||||
text->setLeftToRight(leftToRight[i]);
|
||||
text->setScale(.5);
|
||||
text->setHorizontal(horizontal[i]);
|
||||
text->setMaterial(textMat);
|
||||
|
||||
Node *textNode = new Node(Vector3(0, 50 * (i + 1), 0));
|
||||
textNode->addText(text);
|
||||
guiNode->attachChild(textNode);
|
||||
|
||||
/*
|
||||
* KeyframeChannel structs determine what object and how it will be animated.
|
||||
* They also use keyframes which in turn are determined by their interpolation types,
|
||||
* values that are returned for animatable parameters, e.g. x coordinate for position
|
||||
* and frame number.
|
||||
*/
|
||||
KeyframeChannel kcA;
|
||||
kcA.animatable = texture->getName();
|
||||
kcA.type = KeyframeChannel::TEXTURE_FRAME_A;
|
||||
kcA.keyframes = vector<Keyframe>({KeyframeChannel::createKeyframe(Keyframe::CONSTANT, 0, 1)});
|
||||
|
||||
KeyframeChannel kcB;
|
||||
kcB.animatable = texture->getName();
|
||||
kcB.type = KeyframeChannel::TEXTURE_FRAME_B;
|
||||
kcB.keyframes = vector<Keyframe>({KeyframeChannel::createKeyframe(Keyframe::CONSTANT, 1, 1)});
|
||||
|
||||
KeyframeChannel kcC;
|
||||
kcC.animatable = texture->getName();
|
||||
kcC.type = KeyframeChannel::TEXTURE_MIX_RATIO;
|
||||
kcC.keyframes = vector<Keyframe>({
|
||||
KeyframeChannel::createKeyframe(Keyframe::LINEAR, 0, 1),
|
||||
KeyframeChannel::createKeyframe(Keyframe::LINEAR, 1, 15),
|
||||
KeyframeChannel::createKeyframe(Keyframe::LINEAR, 0, 29)
|
||||
});
|
||||
|
||||
string animName = "tex";
|
||||
Animation *anim = new Animation(animName);
|
||||
anim->addKeyframeChannel(kcA);
|
||||
anim->addKeyframeChannel(kcB);
|
||||
anim->addKeyframeChannel(kcC);
|
||||
|
||||
/*
|
||||
* The AnimationController plays the animations set in the AnimationChannel objects.
|
||||
* AnimationChannel objects require an animation and animatable objects, e.g. textures to work.
|
||||
*/
|
||||
AnimationController *controller = AnimationController::getSingleton();
|
||||
controller->addAnimation(anim);
|
||||
AnimationChannel *channel = new AnimationChannel();
|
||||
controller->addAnimationChannel(channel);
|
||||
channel->addAnimatable(texture);
|
||||
channel->setAnimationName(animName);
|
||||
channel->setLoop(true);
|
||||
}
|
||||
|
||||
while(true){
|
||||
root->update();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user