Files
vb01/shadowSample.cpp
T
2021-10-19 19:06:42 +03:00

83 lines
2.2 KiB
C++

#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"
};
/*
* 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());
Box *box = new Box(Vector3(40, .2, 40));
Node *boxNode = new Node();
Material *boxMat = new Material();
boxMat->setTexturingEnabled(true);
boxMat->setLightingEnabled(true);
string im0[] = {TEX_PATH + "bricks.jpg"};
Texture *boxTex = new Texture(im0, 1);
boxMat->addDiffuseMap(boxTex);
box->setMaterial(boxMat);
boxNode->attachMesh(box);
rootNode->attachChild(boxNode);
Model *jet = new Model(MODEL_PATH + "jet00.obj");
Material *jetMat = new Material();
jetMat->setTexturingEnabled(true);
jetMat->setLightingEnabled(true);
string im1[] = {TEX_PATH + "defaultTexture.jpg"};
Texture *jetTex = new Texture(im1, 1);
jetMat->addDiffuseMap(jetTex);
jet->setMaterial(jetMat);
rootNode->attachChild(jet);
jet->setCastShadow(true);
jet->setPosition(Vector3(0, 2, 0));
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){
root->update();
jet->setOrientation(Quaternion(angle, Vector3(1, 1, 1).norm()));
angle += .1;
}
return 0;
}