Ejemplo n.º 1
0
Scene::Scene()
    :   m_AmbientLight(0)
{
#if 0
#if 1
    for (int i=0; i < 100; i++) {
        DefaultShader *ds = new DefaultShader;
        Sphere *s = new Sphere(Vector3d(Libvec::Random(-50, 50), Libvec::Random(-50, 50), Libvec::Random(-50, 50)), Libvec::Random(1, 20));
        ds->SetDiffuseColor(colorf::RandColor());
        ds->SetShinyness(0.0f);
        s->SetShader(ShaderPtr(ds));
        s->Prepare();
        m_DrawableList.push_back(s);
    }
#endif

    Sphere *s = new Sphere(Vector3d(0.0, 0.0, 0.0), 50.0);
    {
        DefaultShader *ds = new DefaultShader;
        ds->SetShinyness(0.0f);
        s->SetShader(ShaderPtr(ds));
        s->Prepare();
    }
    m_DrawableList.push_back(s);

    Plane *p = new Plane(Ray(Vector3d(0.0, 0.0, -50.0), Vector3d(0.0, 0.0, 1.0)));
    {
        DefaultShader *ds = new DefaultShader;
        ds->SetShinyness(0.2f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
    }
    m_DrawableList.push_back(p);

    p = new Plane(Ray(Vector3d(-50.0, 0.0, 0.0), Vector3d(1.0, 0.0, 0.0)));
    {
        DefaultShader *ds = new DefaultShader;
        ds->SetShinyness(0.0f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
    }
    m_DrawableList.push_back(p);

    m_SimpleLightList.push_back(new SimpleLight(Vector3d(0.0, 0.0, 100.0), colorf(1.0, 0.0, 0.0), 100));
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(100.0, 0.0, 5.0), colorf(0.0, 1.0, 0.0), 100));
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(0.0, 100.0, 5.0), colorf(0.0, 0.0, 1.0), 100));
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(0.0, 60.0, 60.0), colorf(1.0, 1.0, 1.0), 100));
#endif
#if 0
    m_AmbientLight = colorf(0.0f, 0.0f, 0.0f);
    {
        Sphere *s = new Sphere(Vector3d(10.0, 10.0, 10.0), 8.0);
        {
            DefaultShader *ds = new DefaultShader;
            ds->SetShinyness(0.8f);
            s->SetShader(ShaderPtr(ds));
            s->Prepare();
        }
        m_DrawableList.push_back(s);
    }

    // bottom
    {
        Plane *p = new Plane(Ray(Vector3d(0.0, 0.0, 0.0), Vector3d(0.0, 0.0, 1.0)));
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(1.0, 0.2, 0.2));
        ds->SetShinyness(0.5f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
        m_DrawableList.push_back(p);
    }
    {
        Plane *p = new Plane(Ray(Vector3d(0.0, 0.0, 0.0), Vector3d(0.0, 1.0, 0.0)));
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(0.2, 1.0, 0.2));
        ds->SetShinyness(0.5f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
        m_DrawableList.push_back(p);
    }
    // back
    {
        Plane *p = new Plane(Ray(Vector3d(0.0, 0.0, 0.0), Vector3d(1.0, 0.0, 0.0)));
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(0.2, 0.2, 1.0));
        ds->SetShinyness(0.5f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
        m_DrawableList.push_back(p);
    }

//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(1.0, 1.0, 100.0), colorf(1.0, 0.0, 0.0), 100));
//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(100.0, 1.0, 5.0), colorf(0.0, 1.0, 0.0), 100));
//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(1.0, 100.0, 5.0), colorf(0.0, 0.0, 1.0), 100));
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(20.0, 10.0, 20), colorf(1.0, 1.0, 1.0), 100));
#endif

#if 1
    m_AmbientLight = colorf(0.0f, 0.0f, 0.2f);
    if (0) {
        Triangle *t = new Triangle(Vector3d(0.0, 0.0, 10.0), Vector3d(20.0, 0.0, 0.0), Vector3d(0.0, 20.0, 0.0));
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(0.2, 0.2, 1.0));
        ds->SetShinyness(0.5f);
        t->SetShader(ShaderPtr(ds));
        t->Prepare();
        m_DrawableList.push_back(t);
    }
    if (1) {
        Plane *p = new Plane(Ray(Vector3d(0.0, 0.0, -3.0), Vector3d(0.0, 0.0, 1.0)));
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(1.0, 0.0, 0.0));
        ds->SetShinyness(0.2f);
        p->SetShader(ShaderPtr(ds));
        p->Prepare();
        m_DrawableList.push_back(p);
    }

//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(1.0, 1.0, 100.0), colorf(1.0, 0.0, 0.0), 100));
//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(100.0, 1.0, 5.0), colorf(0.0, 1.0, 0.0), 100));
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(1.0, 100.0, 5.0), colorf(0.0, 0.0, 1.0), 100));
//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(20.0, 10.0, 20), colorf(1.0, 1.0, 1.0), 100));
#endif

    if (0) {
        MeshDrawable *md = LoadMesh("resources/cbox.obj");

        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(1.0, 1.0, 0.0));
        ds->SetShinyness(0.0f);
        md->SetShader(ShaderPtr(ds));
        md->Prepare();
        m_DrawableList.push_back(md);
    }
    if (1) {
        MeshDrawable *md = LoadMesh("resources/dude.obj");

        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(1.0, 1.0, 0.0));
        ds->SetShinyness(0.0f);
//          DebugShader *ds = new DebugShader;
//          ds->SetMode(DebugShader::MODE_NORMAL);
        md->SetShader(ShaderPtr(ds));
        md->Prepare();
        m_DrawableList.push_back(md);
    }
    if (0) {
        MeshDrawable *md = LoadMesh("resources/plane.obj");
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(0.0, 0.0, 1.0));
        ds->SetShinyness(0.0f);
        md->SetShader(ShaderPtr(ds));
        md->Prepare();
        m_DrawableList.push_back(md);
    }
    if (0) {
        MeshDrawable *md = LoadMesh("resources/csphere.obj");
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(0.0, 0.0, 1.0));
        ds->SetShinyness(0.0f);
        md->SetShader(ShaderPtr(ds));
        md->Prepare();
        m_DrawableList.push_back(md);
    }
    if (0) {
        MeshDrawable *md = LoadMesh("resources/blob.obj");
        DefaultShader *ds = new DefaultShader;
        ds->SetDiffuseColor(colorf(1.0, 0.5, 0.5));
        ds->SetShinyness(0.0f);
        md->SetShader(ShaderPtr(ds));
        md->Prepare();
        m_DrawableList.push_back(md);
    }
    if (0) {
        MeshDrawable *md = LoadMesh("resources/lerp.obj");
        DebugShader *ds = new DebugShader;
        ds->SetMode(DebugShader::MODE_NORMAL);
        md->SetShader(ShaderPtr(ds));
        md->Prepare();
        m_DrawableList.push_back(md);
    }

//  m_SimpleLightList.push_back(new SimpleLight(Vector3d(0.0, 0.0, 20), colorf(1.0, 1.0, 1.0), 100));

    m_Camera = Libvec::Vector3d(2.0f, 2.0f, 2.0f);
    m_SimpleLightList.push_back(new SimpleLight(Vector3d(1.0f, 4.0f, 7.0f), colorf(0.5, 1.0, 0.5), 100));
//  m_Camera = Libvec::Vector3d(80.0f, 80.0f, 10.0f);

    m_Target = Libvec::Vector3d(0.0f, 0.0f, 0.0f);
}