#include "MeshShadingDemoGame.h" #include "Actor/FlyCam.h" #include "Asset/AssetRegistry.h" #include "Component/Transform.h" #include "Component/TerrainTile.h" #include "System/FlyCamSystem.h" #include "Component/Path.h" #include "Component/WaterTile.h" #include "System/SplineCamSystem.h" #include "Graphics/StaticMeshVertexData.h" MeshShadingDemoGame::MeshShadingDemoGame() { } MeshShadingDemoGame::~MeshShadingDemoGame() { } void MeshShadingDemoGame::setupScene(PScene scene, PSystemGraph graph) { flyCam = new FlyCam(scene); flyCam->attachComponent(Vector(1, 1, 1), 1.0f, 2.0f); flyCam->getCamera().mainCamera = true; followCam = new PathFollowCam(scene); //followCam->getCamera().mainCamera = true; /* { Array lightPoints = { Vector(13.542, 3.12369, -12.3293), Vector(20.6668, 3.04548, -20.9486), Vector(11.5522, 3.09676, -45.9563), Vector(10.392, 3.0536, -63.238), Vector(14.8289, 3.01454, -72.0112), Vector(16.9386, 3.06158, -80.7447), Vector(17.6772, 3.05903, -89.3406), Vector(17.4801, 3.03598, -97.9897), Vector(17.1882, 3.04928, -106.596), Vector(16.8547, 3.05735, -116.065), Vector(16.6074, 3.05262, -123.884), Vector(16.331, 3.03858, -132.499), Vector(16.0015, 3.07391, -141.126), Vector(26.1148, 3.05149, -141.591), Vector(26.4517, 3.06293, -132.945), Vector(26.7491, 3.06205, -124.321), Vector(27.0371, 3.11222, -115.731), Vector(28.7401, 3.063, -98.5291), Vector(29.0123, 3.09289, -89.8635), Vector(28.5112, 3.07688, -81.2221), Vector(26.8285, 3.12346, -72.5381), Vector(23.7577, 3.07845, -63.8065), Vector(18.4836, 3.07243, -54.9846), Vector(11.5667, 3.0757, -46.1511), Vector(44.4868, 3.169, -11.858), Vector(50.5335, 3.15588, -21.1511), Vector(54.2709, 3.18958, -30.2516), Vector(55.6934, 3.22225, -39.0652), Vector(55.8267, 3.16783, -47.748), Vector(55.0125, 3.20429, -56.3455), Vector(54.0781, 3.20927, -64.9114), Vector(53.1076, 3.17979, -74.2689), Vector(52.2437, 3.21515, -82.0613), Vector(51.3169, 3.19196, -90.6292), Vector(50.3008, 3.20521, -99.2916), Vector(60.4217, 3.17473, -100.424), Vector(61.3612, 3.21026, -91.855), Vector(62.2923, 3.1473, -83.2846), Vector(63.2343, 3.18438, -74.7077), Vector(66.1857, 3.23896, -57.6697), Vector(67.1304, 3.19608, -49.0803), Vector(67.2474, 3.17215, -40.4073), Vector(66.2297, 3.20527, -31.6281), Vector(63.8036, 3.21531, -22.7063), Vector(59.241, 3.19388, -13.5084), Vector(53.0474, 3.21296, -4.20644), Vector(4.588, 3.085, 4.934), Vector(7.953, 3.121, -3.686), Vector(13.556, 3.187, -20.951), Vector(28.248, 3.119, -12.431), Vector(21.286, 3.132, -3.812), Vector(16.584, 3.1152, 4.822), Vector(14.232, 3.151, 13.474), Vector(13.178, 3.144, 22.079), Vector(13.074, 3.176, 30.716), Vector(13.053, 3.136, 39.339), Vector(13.062, 3.163, 48.746), Vector(13.067, 3.097, 56.555), Vector(13.051, 3.109, 65.204), Vector(13.073, 3.107, 73.822), Vector(2.997, 3.1082, 73.903), Vector(2.951, 3.127, 65.324), Vector(2.939, 3.117, 56.713), Vector(2.939, 3.100, 48.078), Vector(1.819, 3.048, 30.881), Vector(1.812, 3.076, 22.211), Vector(2.647, 3.154, 13.573), }; Path p = Path({ Vector(-16.9676, 5.7499, -77.5539), Vector(-3.95049, 3.51678, -60.7428), Vector(0.954792, 3.47537, -55.1175), Vector(16.9581, 3.26171, -34.3647), Vector(25.8841, 3.0817, -24.1843), Vector(42.8916, 2.71463, -7.55981), Vector(58.1216, 2.88532, -15.9938), Vector(67.3108, 3.40471, -48.757), Vector(73.9232, 3.10779, -144.263), Vector(81.7667, 3.32603, -172.821), }); for (auto p : lightPoints) { lights.add(new PointLightActor(scene, p, Vector(251 / 255.f, 207 / 255.f, 107 / 255.f), 2)); } path = new Entity(scene); path->attachComponent(p); chapel = new StaticMeshActor(scene, AssetRegistry::findMesh("Whitechapel", "Whitechapel")); followCam->getPathFollow().path = path; }*/ /* { Path p = Path({ Vector(-28.8013, 9.58383, -84.0442), Vector(-27.5597, 9.09855, -57.1531), Vector(-27.2196, 8.99756, -14.1793), Vector(-27.5354, 8.11755, 26.1741), Vector(-28.6125, 7.32383, 67.1864), Vector(-5.20891, 7.62963, 87.9103), Vector(18.1879, 8.19607, 113.661), Vector(18.8014, 5.01105, 149.623), Vector(18.6341, 4.84045, 183.52), Vector(21.6458, 4.17056, 190.23), }); path = new Entity(scene); path->attachComponent(p); for (uint32 y = 0; y < 2; y++) { for (uint32 x = 0; x < 2; x++) { suburbs.add(new StaticMeshActor(scene, AssetRegistry::findMesh("suburbs", "city-suburbs"))); suburbs.back()->getTransform().setPosition(Vector(x * 143, 0, y * 193)); } } followCam->getPathFollow().path = path; }*/ { Path p = Path({ Vector(33.3414, 36.8653, 28.819), Vector(69.6004, 42.7509, 109.65), Vector(82.0893, 43.8156, 127.942), Vector(106.724, 42.0612, 154.561), Vector(168.118, 39.9358, 220.453), Vector(219.94, 42.453, 273.038), Vector(244.23, 44.1136, 289.115), Vector(253.318, 44.4212, 303.567), Vector(256.505, 44.6277, 324.343), Vector(282.637, 45.0222, 371.102), Vector(299.247, 45.3911, 375.493), Vector(393.234, 37.4515, 364.943), }); //path = new Entity(scene); //path->attachComponent(p); //followCam->getPathFollow().path = path; //minecraft = new StaticMeshActor(scene, AssetRegistry::findMesh("minecraft", "minecraft-medieval-city")); //minecraft->getTransform().setScale(Vector(0.01, 0.01, 0.01)); } { Path p = Path({ Vector(89.3805, 153.648, 270.467), Vector(131.966, 119.247, 116.347), Vector(72.9846, 95.5085, 18.481), Vector(23.1404, 96.2972, 31.0632), Vector(-12.3954, 100.118, -10.2085), Vector(-11.1341, 104.619, -79.1077), Vector(-7.61656, 112.695, -102.459), }); //path = new Entity(scene); //path->attachComponent(p); //followCam->getPathFollow().path = path; //volvo = new StaticMeshActor(scene, AssetRegistry::findMesh("Volvo", "Volvo")); } test = new StaticMeshActor(scene, AssetRegistry::findMesh("rttest", "rttest")); //test->getTransform().setScale(Vector(0.01, 0.01, 0.01)); /*for (int32 y = -40; y < 40; ++y) { for (int32 x = -40; x < 40; ++x) { scene->attachComponent(scene->createEntity(), Component::WaterTile{ .location = IVector2(x, y), .height = 0, }); } }*/ center = new PointLightActor(scene, Vector(0, 0, 0), 10, Vector(1, 1, 1), 10); xAxis = new PointLightActor(scene, Vector(10, 0, 0), 10, Vector(1, 0, 0), 10); yAxis = new PointLightActor(scene, Vector(0, 10, 0), 10, Vector(0, 1, 0), 10); zAxis = new PointLightActor(scene, Vector(0, 0, 10), 10, Vector(0, 0, 1), 10); light = new DirectionalLightActor(scene, Vector(1, 1, 1), 1, Vector(0.4, -0.4, 0)); graph->addSystem(new FlyCamSystem(scene)); graph->addSystem(new SplineCamSystem(scene)); } Game* createInstance() { return new MeshShadingDemoGame(); } void destroyInstance(Game* game) { delete game; }