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/input/keys.h>
8 #include <msp/time/utils.h>
9 #include "desertpillars.h"
14 DesertPillars::Options::Options()
16 wnd_opts.width = 1920;
17 wnd_opts.height = 1080;
18 gl_opts.gl_version_major = Graphics::GLOptions::LATEST_VERSION;
19 gl_opts.core_profile = true;
23 DesertPillars::DesertPillars(int, char **):
24 window(display, opts.wnd_opts),
25 gl_device(window, opts.gl_opts),
29 lighting(resources.get<GL::Lighting>("Desert.lightn")),
30 sphere(resources.get<GL::Object>("Sphere.object")),
33 sphere_stopped(false),
34 sun(resources.get<GL::DirectionalLight>("Sun.light")),
35 sun_angle(Geometry::Angle<float>::from_turns(0.1f)),
36 wisp(resources.get<GL::PointLight>("Wisp.light")),
37 flare(resources.get<GL::Object>("Flare.object"), lighting.find_light_index(wisp)),
40 window.set_title("Desert Pillars");
41 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
42 keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
44 GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
45 seq_bld.set_renderable("content", content);
46 seq_bld.set_debug_name("Main sequence");
47 sequence.reset(seq_bld.build(view));
49 GL::SequenceBuilder env_bld(resources.get<GL::SequenceTemplate>("Desert_environment.seq"));
50 env_bld.set_renderable("content", *sequence->get_steps().front().get_renderable());
51 env_bld.set_debug_name("Environment sequence");
52 env_seq.reset(env_bld.build());
54 env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
55 env_map->set_debug_name("Environment map");
56 sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
58 content.add(resources.get<GL::Scene>("Background.scene"));
59 content.add(*env_map);
62 camera.copy_parameters(resources.get<GL::Camera>("Camera.camera"));
63 camera.set_debug_name("Main camera");
65 view.set_content(sequence.get());
66 view.set_camera(&camera);
68 const GL::Vector3 &sun_direction = sun.get_direction();
69 sun_node = normalize(GL::Vector3(sun_direction.y, -sun_direction.x, 0.0f));
70 sun_axis = normalize(cross(sun_direction, sun_node));
72 wisp_base_color = wisp.get_color();
74 const GL::Vector3 &cam_pos = camera.get_position();
75 camera_distance = cam_pos.norm();
76 camera_angle = Geometry::atan2(cam_pos.y, cam_pos.x);
77 camera_base_height = Geometry::atan2(cam_pos.z, cam_pos.slice<2>(0).norm());
80 int DesertPillars::main()
83 return Application::main();
86 void DesertPillars::tick()
88 Time::TimeStamp t = Time::now();
89 Time::TimeDelta dt = (last_tick ? t-last_tick : Time::zero);
94 sphere_morph += dt/Time::sec;
95 sphere.set_morph(sphere_morph);
100 sphere_angle += Geometry::Angle<float>::from_degrees(36*dt/Time::sec);
101 sphere.set_matrix(GL::Matrix().translate(GL::Vector3(0.0f, 0.0f, 3.3f))
102 .rotate(sphere_angle, GL::Vector3(0.0f, 0.0f, 1.0f)).rotate(sphere_angle*0.5f, GL::Vector3(1.0f, 0.0f, 0.0f)));
107 camera_angle += Geometry::Angle<float>::from_degrees(12*dt/Time::sec);
108 Geometry::Angle<float> cam_height = camera_base_height+Geometry::Angle<float>::from_degrees(15.0f*cos(camera_angle*1.5f));
109 GL::Vector3 cam_dir(cos(camera_angle)*cos(cam_height), sin(camera_angle)*cos(cam_height), sin(cam_height));
110 camera.set_position(GL::Vector3(0.0f, 0.0f, 2.0f)+cam_dir*camera_distance);
111 camera.set_look_direction(-cam_dir);
114 sun_angle += Geometry::Angle<float>::from_degrees(4*dt/Time::sec);
115 sun.set_direction(GL::Matrix::rotation(sun_angle, sun_axis)*-sun_node);
117 wisp_angle += Geometry::Angle<float>::from_degrees(6*dt/Time::sec);
118 float r = 3.1f+1.1f*cos(4.0f*wisp_angle);
119 GL::Vector3 p(cos(wisp_angle)*r, sin(wisp_angle)*r, 3.6f+0.4f*sin(1.6f*wisp_angle));
120 wisp.set_position(p);
121 float twilight = 0.8f-min(max(sin(sun_angle), -0.05f), 0.2f)*4.0f;
122 wisp.set_color(wisp_base_color*((3.0f-2.0f*twilight)*twilight*twilight));
123 flare.set_matrix(GL::Matrix::translation(p));
130 void DesertPillars::key_press(unsigned key)
132 if(key==Input::KEY_ESC)
134 else if(key==Input::KEY_SPACE)
135 camera_stopped = !camera_stopped;
136 else if(key==Input::KEY_F)
137 sphere_frozen = !sphere_frozen;
138 else if(key==Input::KEY_S)
139 sphere_stopped = !sphere_stopped;
143 DesertPillars::Resources::Resources(GL::ResourceManager *rm)
145 FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
146 source.add_directory(base_dir);
147 source.add_directory(base_dir/"textures");
148 source.add_directory(base_dir/"exported");
151 set_resource_manager(rm);
155 void DesertPillars::MorphSphere::set_morph(float m)
157 shdata.uniform("morph", m);
160 void DesertPillars::MorphSphere::setup_render(GL::Renderer &renderer, GL::Tag tag) const
162 ObjectInstance::setup_render(renderer, tag);
163 renderer.add_shader_data(shdata);
167 DesertPillars::LightFlare::LightFlare(const GL::Object &o, unsigned i):
170 shdata.uniform("flare_light_index", static_cast<int>(i));
173 void DesertPillars::LightFlare::setup_render(GL::Renderer &renderer, GL::Tag tag) const
175 ObjectInstance::setup_render(renderer, tag);
176 renderer.add_shader_data(shdata);