1 #include <msp/fs/dir.h>
2 #include <msp/gl/directionallight.h>
3 #include <msp/gl/lighting.h>
4 #include <msp/gl/sequencebuilder.h>
5 #include <msp/gl/pointlight.h>
6 #include <msp/gl/renderer.h>
7 #include <msp/gl/tests.h>
8 #include <msp/input/keys.h>
9 #include <msp/time/utils.h>
10 #include "desertpillars.h"
15 DesertPillars::Options::Options()
17 wnd_opts.width = 1920;
18 wnd_opts.height = 1080;
19 gl_opts.gl_version_major = Graphics::GLOptions::LATEST_VERSION;
20 gl_opts.core_profile = true;
24 DesertPillars::DesertPillars(int, char **):
25 window(display, opts.wnd_opts),
26 gl_ctx(window, opts.gl_opts),
29 camera(resources.get<GL::Camera>("Camera.camera")),
30 lighting(resources.get<GL::Lighting>("Desert.lightn")),
31 sphere(resources.get<GL::Object>("Sphere.object")),
34 sphere_stopped(false),
35 sun(resources.get<GL::DirectionalLight>("Sun.light")),
36 sun_angle(Geometry::Angle<float>::from_turns(0.1f)),
37 wisp(resources.get<GL::PointLight>("Wisp.light")),
38 flare(resources.get<GL::Object>("Flare.object"), lighting.find_light_index(wisp)),
41 window.set_title("Desert Pillars");
42 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
43 keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
45 env_seq = make_unique<GL::Sequence>();
46 env_seq->set_clear_enabled(true);
47 env_seq->set_debug_name("Environment sequence");
49 global_env = make_unique<GL::EnvironmentMap>(32, GL::RGB16F, 2, content, *env_seq);
50 global_env->set_fixed_position(GL::Vector3(0.0f, 0.0f, 0.0f));
51 global_env->set_debug_name("Global environment");
53 sky = make_unique<GL::Sky>(*global_env, sun);
54 sky->set_debug_name("Sky");
56 shadow_seq = make_unique<GL::Sequence>();
57 shadow_seq->set_clear_enabled(true);
58 shadow_seq->set_debug_name("Shadow sequence");
59 GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
60 step->set_depth_test(GL::LEQUAL);
62 shadow_seq_thsm = make_unique<GL::Sequence>();
63 shadow_seq_thsm->set_clear_enabled(true);
64 shadow_seq_thsm->set_debug_name("Shadow sequence");
65 step = &shadow_seq_thsm->add_step("shadow_thsm", content);
66 step->set_depth_test(GL::LEQUAL);
68 shadow_map = make_unique<GL::ShadowMap>(6144, 4096, *sky, lighting);
69 shadow_map->set_debug_name("Shadow map");
70 shadow_map->add_light(sun, 4096, *shadow_seq);
71 shadow_map->add_light(resources.get<GL::PointLight>("Wisp.light"), 2048, *shadow_seq_thsm);
72 shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
74 GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
75 seq_bld.set_renderable("content", *shadow_map);
76 seq_bld.set_debug_name("Main sequence");
77 sequence.reset(seq_bld.build(view));
79 step = &env_seq->add_step("", *shadow_map);
80 step->set_lighting(&lighting);
81 step->set_depth_test(GL::LEQUAL);
83 env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
84 env_map->set_debug_name("Environment map");
85 sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
87 content.add(resources.get<GL::Scene>("Background.scene"));
88 content.add(*env_map);
91 camera.set_debug_name("Main camera");
93 view.set_content(sequence.get());
94 view.set_camera(&camera);
96 const GL::Vector3 &sun_direction = sun.get_direction();
97 sun_node = normalize(GL::Vector3(sun_direction.y, -sun_direction.x, 0.0f));
98 sun_axis = normalize(cross(sun_direction, sun_node));
100 wisp_base_color = wisp.get_color();
102 const GL::Vector3 &cam_pos = camera.get_position();
103 camera_distance = cam_pos.norm();
104 camera_angle = Geometry::atan2(cam_pos.y, cam_pos.x);
105 camera_base_height = Geometry::atan2(cam_pos.z, cam_pos.slice<2>(0).norm());
108 int DesertPillars::main()
111 return Application::main();
114 void DesertPillars::tick()
116 Time::TimeStamp t = Time::now();
117 Time::TimeDelta dt = (last_tick ? t-last_tick : Time::zero);
122 sphere_morph += dt/Time::sec;
123 sphere.set_morph(sphere_morph);
128 sphere_angle += Geometry::Angle<float>::from_degrees(36*dt/Time::sec);
129 sphere.set_matrix(GL::Matrix().translate(GL::Vector3(0.0f, 0.0f, 3.3f))
130 .rotate(sphere_angle, GL::Vector3(0.0f, 0.0f, 1.0f)).rotate(sphere_angle*0.5f, GL::Vector3(1.0f, 0.0f, 0.0f)));
135 camera_angle += Geometry::Angle<float>::from_degrees(12*dt/Time::sec);
136 Geometry::Angle<float> cam_height = camera_base_height+Geometry::Angle<float>::from_degrees(15.0f*cos(camera_angle*1.5f));
137 GL::Vector3 cam_dir(cos(camera_angle)*cos(cam_height), sin(camera_angle)*cos(cam_height), sin(cam_height));
138 camera.set_position(GL::Vector3(0.0f, 0.0f, 2.0f)+cam_dir*camera_distance);
139 camera.set_look_direction(-cam_dir);
142 sun_angle += Geometry::Angle<float>::from_degrees(4*dt/Time::sec);
143 sun.set_direction(GL::Matrix::rotation(sun_angle, sun_axis)*-sun_node);
145 wisp_angle += Geometry::Angle<float>::from_degrees(6*dt/Time::sec);
146 float r = 3.1f+1.1f*cos(4.0f*wisp_angle);
147 GL::Vector3 p(cos(wisp_angle)*r, sin(wisp_angle)*r, 3.6f+0.4f*sin(1.6f*wisp_angle));
148 wisp.set_position(p);
149 float twilight = 0.8f-min(max(sin(sun_angle), -0.05f), 0.2f)*4.0f;
150 wisp.set_color(wisp_base_color*((3.0f-2.0f*twilight)*twilight*twilight));
151 flare.set_matrix(GL::Matrix::translation(p));
157 void DesertPillars::key_press(unsigned key)
159 if(key==Input::KEY_ESC)
161 else if(key==Input::KEY_SPACE)
162 camera_stopped = !camera_stopped;
163 else if(key==Input::KEY_F)
164 sphere_frozen = !sphere_frozen;
165 else if(key==Input::KEY_S)
166 sphere_stopped = !sphere_stopped;
170 DesertPillars::Resources::Resources()
172 FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
173 source.add_directory(base_dir);
174 source.add_directory(base_dir/"textures");
175 source.add_directory(base_dir/"exported");
180 void DesertPillars::MorphSphere::set_morph(float m)
182 shdata.uniform("morph", m);
185 void DesertPillars::MorphSphere::setup_render(GL::Renderer &renderer, GL::Tag tag) const
187 ObjectInstance::setup_render(renderer, tag);
188 renderer.add_shader_data(shdata);
192 DesertPillars::LightFlare::LightFlare(const GL::Object &o, unsigned i):
195 shdata.uniform("flare_light_index", static_cast<int>(i));
198 void DesertPillars::LightFlare::setup_render(GL::Renderer &renderer, GL::Tag tag) const
200 ObjectInstance::setup_render(renderer, tag);
201 renderer.add_shader_data(shdata);