.. _program_listing_file_Src_GraphicsEngineVulkan_scene_SceneConfig.cpp: Program Listing for File SceneConfig.cpp ======================================== |exhale_lsh| :ref:`Return to documentation for file ` (``Src/GraphicsEngineVulkan/scene/SceneConfig.cpp``) .. |exhale_lsh| unicode:: U+021B0 .. UPWARDS ARROW WITH TIP LEFTWARDS .. code-block:: cpp #include "SceneConfig.hpp" #include "renderer/VulkanRendererConfig.hpp" #include #include // #define SULO_MODE 1 namespace sceneConfig { std::string getModelFile() { std::stringstream modelFile; std::filesystem::path cwd = std::filesystem::current_path(); modelFile << cwd.string(); modelFile << RELATIVE_RESOURCE_PATH; #if NDEBUG modelFile << "Models/crytek-sponza/"; modelFile << "sponza_triag.obj"; #else #ifdef SULO_MODE modelFile << "Model/Sulo/WolfStahl/"; // modelFile << "Wolf-Stahl.obj"; modelFile << "SuloLongDongLampe_v2.obj"; #else modelFile << "Models/VikingRoom/"; modelFile << "viking_room.obj"; #endif #endif return modelFile.str(); // std::string modelFile = // "Models/crytek-sponza/sponza_triag.obj"; std::string modelFile // = "Models/Dinosaurs/dinosaurs.obj"; std::string modelFile = // "Models/Pillum/PilumPainting_export.obj"; std::string modelFile // = "Models/sibenik/sibenik.obj"; std::string modelFile = // "Models/sportsCar/sportsCar.obj"; std::string modelFile = // "Models/StanfordDragon/dragon.obj"; std::string modelFile = // "Models/CornellBox/CornellBox-Sphere.obj"; std::string // "Models/bunny/bunny.obj"; std::string modelFile = // "Models/buddha/buddha.obj"; std::string modelFile = // "Models/bmw/bmw.obj"; std::string modelFile = // "Models/testScene.obj"; std::string modelFile = // "Models/San_Miguel/san-miguel-low-poly.obj"; } glm::mat4 getModelMatrix() { glm::mat4 modelMatrix(1.0f); #if NDEBUG // dragon_model = glm::translate(dragon_model, glm::vec3(0.0f, -40.0f, // -50.0f)); modelMatrix = glm::scale(modelMatrix, glm::vec3(1.0f, 1.0f, 1.0f)); /*dragon_model = glm::rotate(dragon_model, glm::radians(-90.f), glm::vec3(1.0f, 0.0f, 0.0f)); dragon_model = glm::rotate(dragon_model, glm::radians(angle), glm::vec3(0.0f, 0.0f, 1.0f));*/ #else // dragon_model = glm::translate(dragon_model, glm::vec3(0.0f, -40.0f, // -50.0f)); #if SULO_MODE modelMatrix = glm::scale(modelMatrix, glm::vec3(60.0f, 60.0f, 60.0f)); #else modelMatrix = glm::scale(modelMatrix, glm::vec3(60.0f, 60.0f, 60.0f)); modelMatrix = glm::rotate(modelMatrix, glm::radians(-90.f), glm::vec3(1.0f, 0.0f, 0.0f)); modelMatrix = glm::rotate(modelMatrix, glm::radians(90.f), glm::vec3(0.0f, 0.0f, 1.0f)); #endif #endif return modelMatrix; } }// namespace sceneConfig