1 #include <msp/fs/dir.h>
2 #include <msp/gl/sequencebuilder.h>
3 #include <msp/gl/renderer.h>
4 #include <msp/gl/tests.h>
5 #include <msp/input/keys.h>
6 #include <msp/time/utils.h>
7 #include "desertpillars.h"
12 DesertPillars::Options::Options()
14 wnd_opts.width = 1920;
15 wnd_opts.height = 1080;
16 gl_opts.gl_version_major = Graphics::GLOptions::LATEST_VERSION;
17 gl_opts.core_profile = true;
21 DesertPillars::DesertPillars(int, char **):
22 window(display, opts.wnd_opts),
23 gl_ctx(window, opts.gl_opts),
26 camera(resources.get<GL::Camera>("Camera.camera")),
27 sphere(resources.get<GL::Object>("sphere_phong.object")),
30 sphere_stopped(false),
33 window.set_title("Desert Pillars");
34 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
35 keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
37 const GL::Light &sun = resources.get<GL::Light>("Sun.light");
38 sky = make_unique<GL::Sky>(content, sun);
40 unsigned shadow_size = 8192;
41 shadow_seq = make_unique<GL::Sequence>(shadow_size, shadow_size);
42 GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
43 step->set_depth_test(&GL::DepthTest::lequal());
45 shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
46 shadow_map->set_darkness(0.9f);
47 shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
49 GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
50 seq_bld.set_renderable("content", *shadow_map);
51 sequence.reset(seq_bld.build(view));
53 unsigned env_size = 256;
54 env_seq = make_unique<GL::Sequence>(env_size, env_size);
55 step = &env_seq->add_step("", *shadow_map);
56 step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
57 step->set_depth_test(&GL::DepthTest::lequal());
59 env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, sphere, *env_seq);
60 sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
62 content.add(resources.get<GL::Scene>("Background.scene"));
63 content.add(*env_map);
65 view.set_content(sequence.get());
66 view.set_camera(&camera);
68 const GL::Vector3 &cam_pos = camera.get_position();
69 camera_distance = cam_pos.norm();
70 camera_angle = Geometry::atan2(cam_pos.y, cam_pos.x);
71 camera_base_height = Geometry::atan2(cam_pos.z, cam_pos.slice<2>(0).norm());
74 int DesertPillars::main()
77 return Application::main();
80 void DesertPillars::tick()
82 Time::TimeStamp t = Time::now();
83 Time::TimeDelta dt = (last_tick ? t-last_tick : Time::zero);
88 sphere_morph += dt/Time::sec;
89 sphere.set_morph(sphere_morph);
94 sphere_angle += Geometry::Angle<float>::from_degrees(36*dt/Time::sec);
95 sphere.set_matrix(GL::Matrix().translate(GL::Vector3(0.0f, 0.0f, 3.3f))
96 .rotate(sphere_angle, GL::Vector3(0.0f, 0.0f, 1.0f)).rotate(sphere_angle*0.5f, GL::Vector3(1.0f, 0.0f, 0.0f)));
101 camera_angle += Geometry::Angle<float>::from_degrees(12*dt/Time::sec);
102 Geometry::Angle<float> cam_height = camera_base_height+Geometry::Angle<float>::from_degrees(15.0f*cos(camera_angle*1.5f));
103 GL::Vector3 cam_dir(cos(camera_angle)*cos(cam_height), sin(camera_angle)*cos(cam_height), sin(cam_height));
104 camera.set_position(GL::Vector3(0.0f, 0.0f, 2.0f)+cam_dir*camera_distance);
105 camera.set_look_direction(-cam_dir);
112 void DesertPillars::key_press(unsigned key)
114 if(key==Input::KEY_ESC)
116 else if(key==Input::KEY_SPACE)
117 camera_stopped = !camera_stopped;
118 else if(key==Input::KEY_F)
119 sphere_frozen = !sphere_frozen;
120 else if(key==Input::KEY_S)
121 sphere_stopped = !sphere_stopped;
125 DesertPillars::Resources::Resources()
127 FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
128 source.add_directory(base_dir);
129 source.add_directory(base_dir/"textures");
130 source.add_directory(base_dir/"exported");
135 void DesertPillars::MorphSphere::set_morph(float m)
137 shdata.uniform("morph", m);
140 void DesertPillars::MorphSphere::setup_render(GL::Renderer &renderer, GL::Tag tag) const
142 ObjectInstance::setup_render(renderer, tag);
143 renderer.add_shader_data(shdata);