#include "root.h" #include "model.h" #include "material.h" #include "texture.h" #include "light.h" #include "box.h" #include "quad.h" #include 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; }