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Commit b4c01d2a authored by Petr Babic's avatar Petr Babic
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use default material

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---
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#include <maker/presenter.hpp>
#include <maker/index.hpp>
#include <com/math_files.hpp>
#include <gfx/index.hpp>
#include <maker/index.hpp>
#include <maker/presenter.hpp>
#include <osi/index.hpp>
#include <com/math_files.hpp>
namespace mak {
Presenter::Presenter()
: com::Runner{ self_name() }
{}
Presenter::Presenter() : com::Runner{ self_name() } {}
Presenter::~Presenter()
{}
Presenter::~Presenter() {}
static com::Folder *generate_grid() {
auto shader = gfx::shader_system()->insert_shader("grid_shader", gfx::Shader::Pipeline::FORWARD, gfx::Shader::UNLIT, {"shaders"});
auto color = shader->insert<gfx::Shader::UniformNode>(gfx::Shader::Node::SlotDefinition{"color", "color", gfx::Shader::Node::DataType::ElementType::VEC3});
shader->connect(shader->root(), gfx::Shader::MasterNodeUnlit::inputs::color, color, 0);
auto material = gfx::material_system()->insert_material("grid_material", shader, {gfx::material_system()->materials()->name()});
auto material = gfx::material_system()->insert_default_material("grid_material", { "materials" }, vec3{ 0 });
auto grid = gfx::object_system()->insert_object(
{ "grid" },
material,
gfx::buffer_generators()->insert_procedural_grid()
);
auto grid =
gfx::object_system()->insert_object({ "grid" }, material, gfx::buffer_generators()->insert_procedural_grid());
gfx::object_system()->push_frame_back(grid, grid_frame());
return grid;
}
static com::Folder *generate_box(vec3 position, vec3 half_sizes_along_axes) {
auto shader = gfx::shader_system()->insert_shader("box_shader", gfx::Shader::Pipeline::FORWARD, gfx::Shader::LIT, {"shaders"});
auto texture = shader->insert<gfx::Shader::TextureNode>("/home/pbabic/Repositories/age_app_template/data/age/texture/UV.jpeg");
auto container = shader->insert<gfx::Shader::TextureNode>("/home/pbabic/Repositories/age_app_template/data/age/texture/container.jpg");
auto shader = gfx::shader_system()->insert_shader("box_shader", gfx::Shader::Pipeline::FORWARD, gfx::Shader::LIT,
{ "shaders" });
auto texture =
shader->insert<gfx::Shader::TextureNode>("/home/pbabic/Repositories/age_app_template/data/age/texture/UV.jpeg");
auto container = shader->insert<gfx::Shader::TextureNode>(
"/home/pbabic/Repositories/age_app_template/data/age/texture/container.jpg");
auto tex_coords = shader->insert<gfx::Shader::NodeVaryingTexcoord>();
shader->connect(texture, gfx::Shader::TextureNode::inputs::tex_coord, tex_coords, 0);
......@@ -47,14 +40,12 @@ static com::Folder *generate_box(vec3 position, vec3 half_sizes_along_axes) {
shader->connect(shader->root(), gfx::Shader::MasterNodeLit::inputs::diffuse, add, 0);
shader->connect(shader->root(), gfx::Shader::MasterNodeLit::inputs::specular, add, 0);
auto material = gfx::material_system()->insert_material("box_material", shader, {gfx::material_system()->materials()->name()});
auto material = gfx::material_system()->insert_material("box_material", shader,
{ gfx::material_system()->materials()->name() });
auto box = gfx::object_system()->insert_object(
{ "test_box" },
material,
gfx::buffer_generators()->insert_procedural_box_solid(half_sizes_along_axes , "test_box", { "maker" })
);
{ "test_box" }, material,
gfx::buffer_generators()->insert_procedural_box_solid(half_sizes_along_axes, "test_box", { "maker" }));
auto frame = root()->push_back<com::Folder>("test_box")->push_back<com::Frame>();
frame->set_origin(position);
gfx::object_system()->push_frame_back(box, frame);
......@@ -65,62 +56,54 @@ static com::Folder *generate_box(vec3 position, vec3 half_sizes_along_axes) {
static com::Folder *generate_point_light(vec3 position, vec3 color, float radius) {
auto point_light_frame = root()->push_back<com::Folder>("point_light")->push_back<com::Frame>();
point_light_frame->move_origin(position);
auto point_light = gfx::light_system()->insert_light<gfx::PointLight>({"point_light"}, point_light_frame, color, radius);
auto point_light =
gfx::light_system()->insert_light<gfx::PointLight>({ "point_light" }, point_light_frame, color, radius);
auto shader = gfx::shader_system()->insert_shader("point_light_shader", gfx::Shader::Pipeline::FORWARD, gfx::Shader::UNLIT, {"shaders"});
auto color_node = shader->insert<gfx::Shader::UniformNode>(gfx::Shader::Node::SlotDefinition{"color", "color", gfx::Shader::Node::DataType::ElementType::VEC3});
shader->connect(shader->root(), gfx::Shader::MasterNodeUnlit::inputs::color, color_node, 0);
auto material = gfx::material_system()->insert_material("point_light_material", shader, {gfx::material_system()->materials()->name()});
material->set_uniform(color_node->name(), color);
auto material = gfx::material_system()->insert_default_material("point_light_material", { "materials" }, color);
// point light visualizer box
gfx::object_system()->push_frame_back(
gfx::object_system()->insert_object(
{ "point_light_box" },
material,
gfx::buffer_generators()->insert_procedural_box_solid({0.1, 0.1, 0.1}, "point_light_box", {"maker"})
),
point_light_frame
);
{ "point_light_box" }, material,
gfx::buffer_generators()->insert_procedural_box_solid({ 0.1, 0.1, 0.1 }, "point_light_box", { "maker" })),
point_light_frame);
return point_light;
}
void Presenter::initialize()
{
void Presenter::initialize() {
osi::presenters()->push_back<com::Folder>("maker")->push_back<com::Link>(self_name() + ".link", this);
auto grid = generate_grid();
auto box = generate_box(vec3{0}, vec3{0.5});
auto box = generate_box(vec3{ 0 }, vec3{ 0.5 });
auto point_light = generate_point_light({2, 1, 1}, {0, 1, 1}, 20);
auto point_light = generate_point_light({ 2, 1, 1 }, { 0, 1, 1 }, 20);
gfx::object_system()->insert_light(box, point_light);
// directional light
auto light_frame = root()->push_back<com::Folder>("dir_light")->push_back<com::Frame>();
light_frame->set_rotation(quat{{1.2, 0.8, 0.3}});
auto light = gfx::light_system()->insert_light<gfx::DirectionalLight>({"dir_light"}, light_frame, vec3{0.75, 0.5, 0.5});
light_frame->set_rotation(quat{ { 1.2, 0.8, 0.3 } });
auto light =
gfx::light_system()->insert_light<gfx::DirectionalLight>({ "dir_light" }, light_frame, vec3{ 0.75, 0.5, 0.5 });
gfx::object_system()->insert_light(box, light);
// ambient light
gfx::object_system()->insert_light(box, gfx::light_system()->insert_light<gfx::AmbientLight>({"ambient_light"}, nullptr, vec3{0.1, 1, 0.5}));
gfx::object_system()->insert_light(
box, gfx::light_system()->insert_light<gfx::AmbientLight>({ "ambient_light" }, nullptr, vec3{ 0.1, 1, 0.5 }));
print_tree(*root());
print_tree(*gfx::material_system()->folder());
}
void Presenter::release()
{
void Presenter::release() {
osi::presenters()->find<com::Folder>("maker")->erase(self_name() + ".link");
root()->erase("test_box");
}
void Presenter::next_round()
{
void Presenter::next_round() {
gfx::renderer()->clear_render_buffers();
gfx::renderer()->present_collection(gfx::object_system()->objects());
}
}
} // namespace mak
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