#include "root.h" #include "box.h" #include "material.h" #include "node.h" #include "light.h" #include "model.h" #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/"; const int numTextures = 6; string skyboxTextures[numTextures] = { TEX_PATH + "top.jpg", TEX_PATH + "bottom.jpg", TEX_PATH + "left.jpg", TEX_PATH + "right.jpg", TEX_PATH + "front.jpg", 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. */ Root *root = Root::getSingleton(); root->start(800, 600, PATH, "Shadow sample"); root->createSkybox(skyboxTextures); Node *rootNode = root->getRootNode(); /* * Places the camera above the platform at an angle. */ Camera *cam = root->getCamera(); cam->setPosition(Vector3(0, 1, 1) * 20); cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm()); /* * Creates a plaform for the shadow to be cast upon */ Box *box = new Box(Vector3(40, .2, 40)); Node *boxNode = new Node(); Material *boxMat = new Material(PATH + "texture"); boxMat->addBoolUniform("texturingEnabled", true); boxMat->addBoolUniform("lightingEnabled", true); string im0[] = {TEX_PATH + "bricks.jpg"}; AssetManager::getSingleton()->load(im0[0]); Texture *boxTex = new Texture(im0, 1, false); boxMat->addTexUniform("textures[0]", boxTex, true); box->setMaterial(boxMat); boxNode->attachMesh(box); rootNode->attachChild(boxNode); /* * Creates a model that casts a shadow */ string modelPath = MODEL_PATH + "jet00.xml"; AssetManager::getSingleton()->load(modelPath); Model *jet = new Model(modelPath); Material *jetMat = new Material(PATH + "texture"); jetMat->addBoolUniform("texturingEnabled", true); jetMat->addBoolUniform("lightingEnabled", true); string im1[] = {TEX_PATH + "defaultTexture.jpg"}; AssetManager::getSingleton()->load(im1[0]); Texture *jetTex = new Texture(im1, 1, false); jetMat->addTexUniform("textures[0]", jetTex, true); jet->setMaterial(jetMat); rootNode->attachChild(jet); jet->setCastShadow(true); jet->setPosition(Vector3(0, 2, 0)); /* * Creates a light according to which the shadow will be cast * Lights are transformed by their node: * light position = node position, light orientation = node orientation */ Light *light = new Light(Light::POINT); light->setColor(Vector3(1, 1, 1)); light->setAttenuationValues(.001, .001, 1); Node *lightNode = new Node(); lightNode->addLight(light); rootNode->attachChild(lightNode); lightNode->setPosition(Vector3(0, 5, 0)); float angle = 0; while(true){ jet->setOrientation(Quaternion(angle, Vector3(1, 1, 1).norm())); angle += .1; root->update(); } return 0; }