void NormalMappingDelegate::onInit()
{
    scene = new Scene();
    this->move_forward=false;
    this->move_backward=false;
    this->move_left=false;
    this->move_right=false;
    this->move_up = false;
    this->move_down = false;
    scene->setRenderType (DEFERRED_SHADING);

    AmbientLight * ambient = scene->getAmbientLight ();
    ambient->setColor (QVector3D(1,1,1));
    ambient->setIntensity (0.5);

    auto sprite = new Sprite();
    sprite->setTexture (TexturePool::getInstance ()->createOrGetTexture ("./res/texture/mygame/fps/cross_hair.png"));
    sprite->setCamera (scene->guiCamera ());
    sprite->setPos (QVector3D(1024/2-sprite->texture ()->width ()/2,768/2-sprite->texture ()->height ()/2,0));
    scene->root ()->addChild (sprite);

    scene->setCamera (&camera);

    //set this scene as current scene
    scene->setAsCurrentScene();
    scene->root ()->addChild (&camera);

    //create a box
    auto the_box = new Entity("./res/model/box/box.obj");
    the_box->setShaderProgram (ShaderPool::getInstance ()->get ("deferred"));
    //set it's normal map
    the_box->getMesh (0)->getMaterial ()->setNormalMap (TexturePool::getInstance ()->createOrGetTexture ("./res/model/box/bricks_normal.jpg"));
    the_box->setCamera (&camera);
    scene->root ()->addChild (the_box);
    //this sample we don't use shadow
    the_box->setIsEnableShadow (false);
    the_box->onUpdate = [](Node* target){
        target->setRotation (target->rotation ()+QVector3D(0,0.1,0));
    };
    //then add  a Directional light
    auto directional_light = scene->getDirectionalLight ();
    directional_light->setIntensity (1);
    directional_light->setColor (QVector3D(1,1,1));
    directional_light->setDirection (QVector3D(0,0,-1));

}
void NormalMappingDelegate::onInit()
{
    scene = new Scene();
    this->move_forward=false;
    this->move_backward=false;
    this->move_left=false;
    this->move_right=false;
    this->move_up = false;
    this->move_down = false;
    scene->setRenderType (DEFERRED_SHADING);

    AmbientLight * ambient = scene->getAmbientLight ();
    ambient->setColor (QVector3D(1,1,1));
    ambient->setIntensity (0.5);

    auto sprite = new Sprite();
    sprite->setTexture (TexturePool::getInstance ()->createOrGetTexture ("./res/texture/mygame/fps/cross_hair.png"));
    sprite->setCamera (scene->guiCamera ());
    sprite->setPos (QVector3D(1024/2-sprite->texture ()->width ()/2,768/2-sprite->texture ()->height ()/2,0));
    scene->root ()->addChild (sprite);

    scene->setCamera (&camera);

    //set this scene as current scene
    scene->setAsCurrentScene();
    scene->root ()->addChild (&camera);

    //create a box
    auto the_head = new Entity("./res/model/scan_head/Infinite-Level_02.obj",Entity::LoadPolicy::LoadFromLoader);
    the_head->setShaderProgram (ShaderPool::getInstance ()->get ("deferred"));
    the_head->scale (30,30,30);
    //set it's normal map
    auto material = the_head->getMesh (0)->getMaterial ();
    material->setNormalMap (TexturePool::getInstance ()->createOrGetTexture ("./res/model/scan_head/Infinite-Level_02_Tangent_SmoothUV.jpg"));
    the_head->setCamera (&camera);
    //this sample we don't use shadow
    the_head->setIsEnableShadow (false);

        //bob
        auto the_bob2 = new Entity("./res/model/bob/boblampclean.md5mesh",Entity::LoadPolicy::LoadFromLoader);
        the_bob2->setShaderProgram (ShaderPool::getInstance ()->get ("deferred"));
        the_bob2->setCamera (&camera);
        the_bob2->setPos (QVector3D(-2,0,-10));
        the_bob2->setRotation (QVector3D(-90,0,0));
        scene->root ()->addChild (the_bob2);
        the_bob2->setIsEnableShadow (false);
        the_bob2->scale (0.05,0.05,0.05);
        the_bob2->getSkeleton ()->getEntityNodeRoot ()->findNode ("lamp")->addChild (the_head);
        //this sample we don't use shadow
        the_bob2->setIsEnableShadow (false);
        the_bob2->onRender = [](Entity * self, float dt){
            self->playAnimate (0,self->animateTime ()+ 0.02);
        };



        auto the_orc = new Entity("./res/model/orc/orc.FBX",Entity::LoadPolicy::LoadFromLoader);
        the_orc->setShaderProgram (ShaderPool::getInstance ()->get ("deferred"));
        the_orc->setCamera (&camera);
        the_orc->setRotation (QVector3D(0,180,0));
        the_orc->setScalling (QVector3D(0.1,0.1,0.1));
        the_orc->setPos (QVector3D(0,0,-10));

        scene->root ()->addChild (the_orc);
        the_orc->onRender = [](Entity * self, float dt){
            self->playAnimate (0,self->animateTime () + 0.02);
        };

        auto the_orc_axe = new Entity("./res/model/orc/axe.FBX",Entity::LoadPolicy::LoadFromLoader);
        the_orc_axe->setShaderProgram (ShaderPool::getInstance ()->get ("deferred"));
        the_orc_axe->setCamera (&camera);
        the_orc->getSkeleton ()->getEntityNodeRoot ()->findNode ("Bip001 R Hand")->addChild (the_orc_axe);

        //then add  a Directional light
        auto directional_light = scene->getDirectionalLight ();
        directional_light->setIntensity (1);
        directional_light->setColor (QVector3D(1,1,1));
        directional_light->setDirection (QVector3D(0,0,-1));
}