1 #include <msp/fs/dir.h>
2 #include <msp/gl/directionallight.h>
3 #include <msp/gl/sequencebuilder.h>
4 #include <msp/gl/renderer.h>
5 #include <msp/gl/tests.h>
6 #include <msp/input/keys.h>
7 #include <msp/time/utils.h>
8 #include "desertpillars.h"
13 DesertPillars::Options::Options()
15 wnd_opts.width = 1920;
16 wnd_opts.height = 1080;
17 gl_opts.gl_version_major = Graphics::GLOptions::LATEST_VERSION;
18 gl_opts.core_profile = true;
22 DesertPillars::DesertPillars(int, char **):
23 window(display, opts.wnd_opts),
24 gl_ctx(window, opts.gl_opts),
27 camera(resources.get<GL::Camera>("Camera.camera")),
28 sphere(resources.get<GL::Object>("Sphere.object")),
31 sphere_stopped(false),
34 window.set_title("Desert Pillars");
35 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
36 keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
38 env_seq = make_unique<GL::Sequence>();
39 env_seq->set_clear_enabled(true);
40 env_seq->set_debug_name("Environment sequence");
42 global_env = make_unique<GL::EnvironmentMap>(32, GL::RGB16F, 2, content, *env_seq);
43 global_env->set_fixed_position(GL::Vector3(0.0f, 0.0f, 0.0f));
44 global_env->set_debug_name("Global environment");
46 GL::DirectionalLight &sun = resources.get<GL::DirectionalLight>("Sun.light");
47 sky = make_unique<GL::Sky>(*global_env, sun);
48 sky->set_debug_name("Sky");
50 shadow_seq = make_unique<GL::Sequence>();
51 shadow_seq->set_clear_enabled(true);
52 shadow_seq->set_debug_name("Shadow sequence");
53 GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
54 step->set_depth_test(GL::LEQUAL);
56 shadow_map = make_unique<GL::ShadowMap>(8192, *sky, sun, *shadow_seq);
57 shadow_map->set_debug_name("Shadow map");
58 shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
60 GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
61 seq_bld.set_renderable("content", *shadow_map);
62 seq_bld.set_debug_name("Main sequence");
63 sequence.reset(seq_bld.build(view));
65 step = &env_seq->add_step("", *shadow_map);
66 step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
67 step->set_depth_test(GL::LEQUAL);
69 env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
70 env_map->set_debug_name("Environment map");
71 sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
73 content.add(resources.get<GL::Scene>("Background.scene"));
74 content.add(*env_map);
76 camera.set_debug_name("Main camera");
78 view.set_content(sequence.get());
79 view.set_camera(&camera);
81 const GL::Vector3 &cam_pos = camera.get_position();
82 camera_distance = cam_pos.norm();
83 camera_angle = Geometry::atan2(cam_pos.y, cam_pos.x);
84 camera_base_height = Geometry::atan2(cam_pos.z, cam_pos.slice<2>(0).norm());
87 int DesertPillars::main()
90 return Application::main();
93 void DesertPillars::tick()
95 Time::TimeStamp t = Time::now();
96 Time::TimeDelta dt = (last_tick ? t-last_tick : Time::zero);
101 sphere_morph += dt/Time::sec;
102 sphere.set_morph(sphere_morph);
107 sphere_angle += Geometry::Angle<float>::from_degrees(36*dt/Time::sec);
108 sphere.set_matrix(GL::Matrix().translate(GL::Vector3(0.0f, 0.0f, 3.3f))
109 .rotate(sphere_angle, GL::Vector3(0.0f, 0.0f, 1.0f)).rotate(sphere_angle*0.5f, GL::Vector3(1.0f, 0.0f, 0.0f)));
114 camera_angle += Geometry::Angle<float>::from_degrees(12*dt/Time::sec);
115 Geometry::Angle<float> cam_height = camera_base_height+Geometry::Angle<float>::from_degrees(15.0f*cos(camera_angle*1.5f));
116 GL::Vector3 cam_dir(cos(camera_angle)*cos(cam_height), sin(camera_angle)*cos(cam_height), sin(cam_height));
117 camera.set_position(GL::Vector3(0.0f, 0.0f, 2.0f)+cam_dir*camera_distance);
118 camera.set_look_direction(-cam_dir);
125 void DesertPillars::key_press(unsigned key)
127 if(key==Input::KEY_ESC)
129 else if(key==Input::KEY_SPACE)
130 camera_stopped = !camera_stopped;
131 else if(key==Input::KEY_F)
132 sphere_frozen = !sphere_frozen;
133 else if(key==Input::KEY_S)
134 sphere_stopped = !sphere_stopped;
138 DesertPillars::Resources::Resources()
140 FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
141 source.add_directory(base_dir);
142 source.add_directory(base_dir/"textures");
143 source.add_directory(base_dir/"exported");
148 void DesertPillars::MorphSphere::set_morph(float m)
150 shdata.uniform("morph", m);
153 void DesertPillars::MorphSphere::setup_render(GL::Renderer &renderer, GL::Tag tag) const
155 ObjectInstance::setup_render(renderer, tag);
156 renderer.add_shader_data(shdata);