void MeshGame::initialize() { // Display the gameplay splash screen for at least 1 second. displayScreen(this, &MeshGame::drawSplash, NULL, 1000L); // Load the font _font = Font::create("res/ui/arial.gpb"); // Load the scene from file _scene = Scene::load("res/mesh.scene"); // Get the duck node _modelNode = _scene->findNode("duck"); _scene = Scene::load("res/room1.scene"); // Find the light node Node* lightNode = _scene->findNode("directionalLight1"); // Bind the light node's direction into duck's material. _modelNode->getModel()->getMaterial()->getParameter("u_directionalLightColor[0]")->setValue(lightNode->getLight()->getColor()); _modelNode->getModel()->getMaterial()->getParameter("u_directionalLightDirection[0]")->bindValue(lightNode, &Node::getForwardVectorView); // Update the aspect ratio for our scene's camera to match the current device resolution _scene->getActiveCamera()->setAspectRatio(getAspectRatio()); // Create the grid and add it to the scene. Model *model = createGridModel(); _scene->addNode("grid")->setModel(model); model->release(); }
void Audio3DTest::loadGrid(Scene* scene) { assert(scene); Model* gridModel = createGridModel(); assert(gridModel); gridModel->setMaterial("res/common/grid.material"); Node* node = scene->addNode("grid"); node->setModel(gridModel); gridModel->release(); }
_gridCheckBox->addListener(this, Control::Listener::VALUE_CHANGED); _gridCheckBox->setEnabled(true); // Set the metarial lighting _scene->visit(this, &SceneViewer::setLights); _clearColor = Vector4::zero(); // let add a node to have the Camera looking at Node *rootNode = _scene->addNode("root"); rootNode->setTranslation(0, 0, 0); Node *cameraNode = _scene->getActiveCamera()->getNode(); rootNode->addChild(cameraNode); // Create the grid and add it to the scene. Model* model = createGridModel(); _scene->addNode("grid")->setModel(model); model->release(); } void SceneViewer::finalize() { SAFE_RELEASE(_form); SAFE_RELEASE(_scene); } bool SceneViewer::setLights(Node* node) { if (node->getModel()) { Material * m = node->getModel()->getMaterial(0); m->getTechnique()->getParameter("u_directionalLightColor[0]")->setValue(Vector3(1,1,1));