virtual void setup_render(Msp::GL::Renderer &, Msp::GL::Tag) const;
};
+ class LightFlare: public Msp::GL::ObjectInstance
+ {
+ private:
+ Msp::GL::ProgramData shdata;
+
+ public:
+ LightFlare(const Msp::GL::Object &, unsigned);
+
+ virtual void setup_render(Msp::GL::Renderer &, Msp::GL::Tag) const;
+ };
+
Msp::Graphics::Display display;
Options opts;
Msp::Graphics::Window window;
Msp::GL::WindowView view;
std::unique_ptr<Msp::GL::Sequence> sequence;
Msp::GL::Camera camera;
+ const Msp::GL::Lighting &lighting;
std::unique_ptr<Msp::GL::Sky> sky;
std::unique_ptr<Msp::GL::Sequence> shadow_seq;
+ std::unique_ptr<Msp::GL::Sequence> shadow_seq_thsm;
std::unique_ptr<Msp::GL::ShadowMap> shadow_map;
std::unique_ptr<Msp::GL::Sequence> env_seq;
std::unique_ptr<Msp::GL::EnvironmentMap> env_map;
Msp::GL::Vector3 sun_axis;
Msp::Geometry::Angle<float> sun_angle;
+ Msp::GL::PointLight &wisp;
+ Msp::GL::Color wisp_base_color;
+ Msp::Geometry::Angle<float> wisp_angle;
+ LightFlare flare;
+
float camera_distance;
Msp::Geometry::Angle<float> camera_base_height;
Msp::Geometry::Angle<float> camera_angle;