mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
128 lines
3.5 KiB
C++
128 lines
3.5 KiB
C++
#include <string>
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#include "root.h"
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#include "text.h"
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#include "material.h"
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#include "node.h"
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#include "animationController.h"
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#include "animationChannel.h"
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#include "imageReader.h"
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#include "fontReader.h"
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#include "assetManager.h"
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using namespace std;
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using namespace vb01;
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int main(){
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const string PATH = "../", FONT_PATH = PATH + "samples/textSample/fonts/", TEX_PATH = PATH + "samples/textures/";
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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, "Text sample");
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Node *guiNode = root->getGuiNode();
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int numTexts = 4;
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wstring texts[] = {
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L"대한민국",
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L"ĄČĘĖĮŠŲŪ„“",
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L"عشر",
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L"中華民國"
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};
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string fonts[] = {
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"batang.ttf",
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"Palem-nm.ttf",
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"Amiri-Regular.ttf",
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"sazanami-mincho.ttf"
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};
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bool leftToRight[] = {
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true,
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true,
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false,
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true
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};
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bool horizontal[] = {
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true,
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true,
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true,
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false
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};
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/*
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* Creates a material for text objects and
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* attaches a diffuse texture with 2 images
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*/
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Material *textMat = new Material(PATH + "text");
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textMat->addBoolUniform("texturingEnabled", true);
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string frames[]{TEX_PATH + "bricks.jpg", TEX_PATH + "defaultTexture.jpg"};
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AssetManager::getSingleton()->load(frames[0]);
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AssetManager::getSingleton()->load(frames[1]);
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Texture *texture = new Texture(frames, 2, false);
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textMat->addTexUniform("textures[0]", texture, true);
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for(int i = 0; i < numTexts; i++){
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AssetManager::getSingleton()->load(FONT_PATH + fonts[i]);
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Text *text = new Text(FONT_PATH + fonts[i], texts[i], 0, 60000);
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text->setLeftToRight(leftToRight[i]);
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text->setScale(.5);
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text->setHorizontal(horizontal[i]);
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text->setMaterial(textMat);
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Node *textNode = new Node(Vector3(0, 50 * (i + 1), 0), Quaternion::QUAT_W, Vector3::VEC_IJK, "");
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textNode->addText(text);
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guiNode->attachChild(textNode);
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/*
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* KeyframeChannel structs determine what object and how it will be animated.
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* They also use keyframes which in turn are determined by their interpolation types,
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* values that are returned for animatable parameters, e.g. x coordinate for position
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* and frame number.
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*/
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KeyframeChannel kcA;
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kcA.animatable = texture;
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kcA.type = KeyframeChannel::TEXTURE_FRAME_A;
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kcA.keyframes = vector<Keyframe>({KeyframeChannel::createKeyframe(Keyframe::CONSTANT, 0, 1)});
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KeyframeChannel kcB;
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kcB.animatable = texture;
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kcB.type = KeyframeChannel::TEXTURE_FRAME_B;
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kcB.keyframes = vector<Keyframe>({KeyframeChannel::createKeyframe(Keyframe::CONSTANT, 1, 1)});
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KeyframeChannel kcC;
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kcC.animatable = texture;
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kcC.type = KeyframeChannel::TEXTURE_MIX_RATIO;
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kcC.keyframes = vector<Keyframe>({
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KeyframeChannel::createKeyframe(Keyframe::LINEAR, 0, 1),
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KeyframeChannel::createKeyframe(Keyframe::LINEAR, 1, 15),
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KeyframeChannel::createKeyframe(Keyframe::LINEAR, 0, 29)
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});
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Animation *anim = new Animation("tex");
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anim->addKeyframeChannel(kcA);
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anim->addKeyframeChannel(kcB);
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anim->addKeyframeChannel(kcC);
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/*
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* The AnimationController plays the animations set in the AnimationChannel objects.
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* AnimationChannel objects require an animation and animatable objects, e.g. textures to work.
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*/
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AnimationController *controller = AnimationController::getSingleton();
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controller->addAnimation(anim);
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AnimationChannel *channel = new AnimationChannel();
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controller->addAnimationChannel(channel);
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channel->addAnimatable(texture);
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channel->setAnimationName("tex");
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channel->setLoop(true);
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}
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while(true){
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root->update();
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}
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return 0;
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}
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