#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" using namespace std; using namespace vb01; int main(){ const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/"; string skyboxTextures[] = { TEX_PATH + "top.jpg", TEX_PATH + "bottom.jpg", TEX_PATH + "left.jpg", TEX_PATH + "right.jpg", TEX_PATH + "front.jpg", TEX_PATH + "back.jpg" }; Root *root = Root::getSingleton(); root->start(800, 600, PATH, "Shadow sample"); root->createSkybox(skyboxTextures); Node *rootNode = root->getRootNode(); Camera *cam = root->getCamera(); cam->setPosition(Vector3(0, 1, 1) * 20); cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm()); Box *box = new Box(Vector3(40, .2, 40)); Node *boxNode = new Node(); Material *mat = new Material(); mat->setTexturingEnabled(true); mat->setLightingEnabled(true); string im0[] = {TEX_PATH + "bricks.jpg"}; Texture *diffuseTex = new Texture(im0, 1); mat->addDiffuseMap(diffuseTex); box->setMaterial(mat); boxNode->attachMesh(box); rootNode->attachChild(boxNode); { Box *box = new Box(Vector3(4, .2, 4)); Node *boxNode = new Node(); Material *mat = new Material(); mat->setTexturingEnabled(true); mat->setLightingEnabled(true); string im0[] = {TEX_PATH + "defaultTexture.jpg"}; Texture *diffuseTex = new Texture(im0, 1); mat->addDiffuseMap(diffuseTex); box->setMaterial(mat); boxNode->attachMesh(box); rootNode->attachChild(boxNode); box->setCastShadow(true); boxNode->setPosition(Vector3(0, 2, 0)); } /* { Model *box = new Model(MODEL_PATH + "jet00.obj"); Material *mat = new Material(); mat->setTexturingEnabled(true); mat->setLightingEnabled(true); mat->setNormalMapEnabled(false); mat->setSpecularMapEnabled(false); string im0[] = {TEX_PATH + "defaultTexture.jpg"}; Texture *diffuseTex = new Texture(im0, 1); mat->addDiffuseMap(diffuseTex); box->setMaterial(mat); rootNode->attachChild(box); box->setCastShadow(true); box->setPosition(Vector3(0, 3, 0)); } */ Light *light = new Light(Light::DIRECTIONAL); light->setColor(Vector3(1, 1, 1)); Node *lightNode = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "", new AnimationController()); lightNode->addLight(light); rootNode->attachChild(lightNode); lightNode->setOrientation(Quaternion(1.57, Vector3(1, 0, 0))); lightNode->setPosition(Vector3(0, 5, 0)); while(true) root->update(); return 0; }