mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
131 lines
4.3 KiB
C++
131 lines
4.3 KiB
C++
#include "root.h"
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#include "model.h"
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#include "material.h"
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#include "texture.h"
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#include "light.h"
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#include "box.h"
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#include "quad.h"
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#include <string>
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using namespace vb01;
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using namespace std;
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int main() {
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const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
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string skyboxTextures[] = {
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TEX_PATH + "bricks.jpg",
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TEX_PATH + "bricks.jpg",
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TEX_PATH + "bricks.jpg",
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TEX_PATH + "bricks.jpg",
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TEX_PATH + "bricks.jpg",
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TEX_PATH + "bricks.jpg"
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};
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/*
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* Gets Root object to start the sample,
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* also passes the base path for asset retrieval.
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*/
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Root *root = Root::getSingleton();
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root->start(800, 600, PATH, "Light sample");
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root->createSkybox(skyboxTextures);
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Camera *cam = root->getCamera();
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cam->setPosition(Vector3(1, 1, 1) * 2);
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cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm());
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Node *rootNode = root->getRootNode();
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Model *model = new Model(MODEL_PATH + "sphere.vb");
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model->setReflect(true);
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Material *mat = new Material(PATH + "pbr");
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mat->addBoolUniform("albedoMapEnabled", false);
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mat->addBoolUniform("normalMapEnabled", false);
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mat->addBoolUniform("roughnessMapEnabled", false);
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mat->addBoolUniform("metalnessMapEnabled", false);
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mat->addBoolUniform("ambientOcclusionMapEnabled", false);
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mat->addBoolUniform("environmentMapEnabled", true);
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mat->addVec4Uniform("albedoColor", Vector4(1, .764, .03, 1));
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mat->addFloatUniform("metalnessVal", .9);
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mat->addFloatUniform("roughnessVal", .1);
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mat->addFloatUniform("ambientOcclusion", .1);
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/*
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string fr0[]{TEX_PATH + "rustediron2_albedo.jpg"};
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string fr1[]{TEX_PATH + "rustediron2_normal.jpg"};
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string fr2[]{TEX_PATH + "rustediron2_roughness.jpg"};
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string fr3[]{TEX_PATH + "rustediron2_metallic.jpg"};
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string fr4[]{TEX_PATH + "rustediron2_ao.jpg"};
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mat->addTexUniform("textures[0]", new Texture(fr0, 1, false), true);
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mat->addTexUniform("textures[1]", new Texture(fr1, 1, false), true);
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mat->addTexUniform("textures[2]", new Texture(fr2, 1, false), true);
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mat->addTexUniform("textures[3]", new Texture(fr3, 1, false), true);
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mat->addTexUniform("textures[4]", new Texture(fr4, 1, false), true);
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*/
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model->setMaterial(mat);
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rootNode->attachChild(model);
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model->setPosition(Vector3(0, 0, 0));
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{
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Node *lightNode = new Node();
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Box *b = new Box(Vector3(1, 1, 1) * 1);
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Material *m = new Material(PATH + "skybox");
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m->addTexUniform("tex", model->getChild(0)->getMesh(0)->getPostfilterMap(), true);
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b->setMaterial(m);
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lightNode->attachMesh(b);
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rootNode->attachChild(lightNode);
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lightNode->setPosition(Vector3(0, 0, 0));
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lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
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}
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{
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Node *lightNode = new Node();
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Quad *b = new Quad(Vector3(2, 2, 1), false);
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Material *m = new Material(PATH + "texture");
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m->addBoolUniform("texturingEnabled", true);
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m->addBoolUniform("lightingEnabled", false);
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//m->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
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m->addTexUniform("textures[0]", model->getChild(0)->getMesh(0)->getBrdfIntegrationMap(), true);
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b->setMaterial(m);
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lightNode->attachMesh(b);
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rootNode->attachChild(lightNode);
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lightNode->setPosition(Vector3(-4, 1, 0));
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lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
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}
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{
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Light *light = new Light(Light::POINT);
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light->setColor(Vector3(1, 1, 1) * 10);
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Node *lightNode = new Node();
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Box *b = new Box(Vector3(1, 1, 1) * .1);
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Material *m = new Material(PATH + "texture");
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m->addBoolUniform("texturingEnabled", false);
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m->addBoolUniform("lightingEnabled", false);
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m->addVec4Uniform("diffuseColor", Vector4(1, 0, 0, 1));
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b->setMaterial(m);
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lightNode->attachMesh(b);
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lightNode->addLight(light);
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rootNode->attachChild(lightNode);
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lightNode->setPosition(Vector3(0, 4, 3));
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lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
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}
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{
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Light *light = new Light(Light::POINT);
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light->setColor(Vector3(0, 0, 0));
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Node *lightNode = new Node();
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Box *b = new Box(Vector3(1, 1, 1) * .1);
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Material *m = new Material(PATH + "texture");
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m->addBoolUniform("texturingEnabled", false);
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m->addBoolUniform("lightingEnabled", false);
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m->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
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b->setMaterial(m);
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lightNode->attachMesh(b);
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lightNode->addLight(light);
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rootNode->attachChild(lightNode);
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lightNode->setPosition(Vector3(-2, 3, 0));
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lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
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}
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while(true)
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root->update();
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return 0;
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}
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