Пример #1
0
	LightNode::LightNode(Renderer* renderer) : BaseNode(renderer), m_need_update(true), m_always_update(false)
	{
		// create the canvas.
		// we will render everything on the canvas as additive, and then render the canvas itself with mod blend
		// note: canvas clear color will represent the ambient color, i.e. the color of light when there's no lighting.
		static unsigned int uniqueId = 0;
		m_canvas = ness_make_ptr<Canvas>(this->m_renderer, String("light_node_") + ness_to_string((long long)uniqueId));
		uniqueId++;
		//set_blend_mode(BLEND_MODE_ADD);
		m_render_target = m_canvas->get_texture();
		m_canvas->set_auto_clean(false);
		m_canvas->set_static(true);
		m_canvas->set_anchor(Point::ZERO);
		m_canvas->set_blend_mode(BLEND_MODE_MOD);
		set_ambient_color(Color::BLACK);

		// set default flag in case this node be put inside a z-node
		set_flag(RNF_NEVER_BREAK);
	}
Пример #2
0
void game_scene::start (void) {
	get_physics_world()->setGravity( btVector3(0.0F, 0.0F, 0.0F) );
	//
	std::string shader_file_name = "ver.sdr f*g.sdr";
	const unsigned int game_shader = 1;
	shader_load( shader_file_name, game_shader );
	//
	set_ambient_color( glm::vec4(0.218F, 0.218F, 0.218F, 1.0F) );
	//
	_light_base* light_one = new _light_base();
	light_one->set_diffuse_color( glm::vec3(1.0F, 1.0F, 1.0F) );
	/* light_one->set_diffuse_color( glm::vec3(0.36F, 0.05F, 0.67F) ); */
	light_one->set_specular_color( glm::vec3(0.9F, 0.9F, 0.9F) );
	light_one->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F) );
	/* light_one->rotate( 8.0F, vec3( 0.0F, 1.0F, 0.0F ) ); */
	light_one->translate( glm::vec3(400.0F, -100.0F, 400.0F) );
	add_light( light_one );

	_light_base* light_two = new _light_base();
	light_two->set_diffuse_color( glm::vec3(0.F, 0.F, 1.F) );
	light_two->set_specular_color( glm::vec3(0.9F, 0.9F, 0.9F) );
	light_two->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F) );
	/* light_two->rotate( 8.0F, vec3( 0.0F, 1.0F, 0.0F ) ); */
	light_two->translate( glm::vec3(-400.0F, 200.0F, 400.0F) );
	add_light( light_two );
	/* std::cout<<"dot: "<<glm::dot( glm::vec3(0.0F, 0.0F, -4.0), glm::vec3(0.0F, 0.0F, -1.0) )<<std::endl; */
	//
	camera_main* camera_m = new camera_main();
	camera_m->set_ID( 11 );
	camera_m->activate( true );
	camera_m->perspective( 45.0F, 1366.0F / 768.0F, 1.0F, 1000.0F );
	camera_m->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F ) );
	camera_m->rotate( 0.0F, glm::vec3( 0.0F, 1.0F, 0.0F ) );
	camera_m->_camera_base::translate( glm::vec3( 0.0F, 3.F, 8.0F ) );
	camera_m->_camera_base::rotate( -10.0F, glm::vec3( 1.0F, 0.F, 0.0F ) );
	add_camera( camera_m );

	//
	btCollisionDispatcher* dispatcher = static_cast<btCollisionDispatcher*>( this->get_physics_world()->getDispatcher() );
	btGImpactCollisionAlgorithm::registerAlgorithm( dispatcher );
	//
	{
		ship* ship_a = new ship();
		ship_a->activate( true );
		/* ship_a->generate_model(); */
		/* ship_a->load_model_data_from_assets( asset->get_model_data( "lowpolyspaceship.dae" ) ); */
		ship_a->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F ) );
		ship_a->translate( glm::vec3( .0F, 0.0F, -10.5F ) );
		ship_a->set_material_diffuse_color( glm::vec4( 0.0, 0.6, 0.6, 1.0 ) );
		ship_a->set_material_specular_color( glm::vec4( 0.0, 0.6, 0.6, 1.0 ) );

		
		/* //////////////////// */
		/* ship_a->init_rigid_body( 1.0F, btVector3( 0.6F, 0.6F, 0.6F ), tmpshape ); */
		ship_a->get_rigidbody()->setDamping( 0.05F, 0.01F );
		ship_a->get_rigidbody()->setAngularFactor( btVector3(0.4F, 0.4F, 0.4F) );
		ship_a->get_rigidbody()->setLinearFactor( btVector3(0.4F, 0.4F, 0.4F) );
		add_object( ship_a, game_shader );
	}

	{
		stone_a_l* stone_a_l_a = new stone_a_l();
		/* stone_a_l_a->generate_model(); */
		/* stone_a_l_a->load_model_data_from_assets( asset->get_model_data( "lowpolyspacestone_a_l.dae" ) ); */
		stone_a_l_a->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F ) );
		stone_a_l_a->translate( glm::vec3( .0F, 0.0F, -5.0F ) );
		stone_a_l_a->set_material_diffuse_color( glm::vec4( 0.0, 0.6, 0.6, 1.0 ) );
		stone_a_l_a->set_material_specular_color( glm::vec4( 0.0, 0.6, 0.6, 1.0 ) );

		
		/* //////////////////// */
		/* stone_a_l_a->init_rigid_body( 1.0F, btVector3( 0.6F, 0.6F, 0.6F ), tmpshape ); */
		stone_a_l_a->get_rigidbody()->setDamping( 0.05F, 0.01F );
		stone_a_l_a->get_rigidbody()->setAngularFactor( btVector3(0.4F, 0.4F, 0.4F) );
		stone_a_l_a->get_rigidbody()->setLinearFactor( btVector3(0.4F, 0.4F, 0.4F) );
		add_object( stone_a_l_a, game_shader );
	}

	{
		circle* circle_a = new circle();
		circle_a->catch_contrtoller();
		circle_a->catch_camera( camera_m->get_ID() );
		circle_a->set_position_in_world( glm::vec3( 0.0F, 0.0F, 0.0F ) );
		circle_a->translate( glm::vec3( .0F, 0.0F, 20.5F ) );
		circle_a->set_material_diffuse_color( glm::vec4( 0.6, 0.6, 0.6, 1.0 ) );
		circle_a->set_material_specular_color( glm::vec4( 0.6, 0.6, 0.6, 1.0 ) );
		add_object( circle_a, game_shader );
	}


}