#include <msp/gl/sequencebuilder.h>
#include <msp/gl/pointlight.h>
#include <msp/gl/renderer.h>
-#include <msp/gl/tests.h>
#include <msp/input/keys.h>
#include <msp/time/utils.h>
#include "desertpillars.h"
DesertPillars::DesertPillars(int, char **):
window(display, opts.wnd_opts),
- gl_ctx(window, opts.gl_opts),
+ gl_device(window, opts.gl_opts),
keyboard(window),
- view(window, gl_ctx),
- camera(resources.get<GL::Camera>("Camera.camera")),
+ resources(&res_mgr),
+ view(window),
lighting(resources.get<GL::Lighting>("Desert.lightn")),
sphere(resources.get<GL::Object>("Sphere.object")),
sphere_morph(0.0f),
content.add(*env_map);
content.add(flare);
+ camera.copy_parameters(resources.get<GL::Camera>("Camera.camera"));
camera.set_debug_name("Main camera");
view.set_content(sequence.get());
flare.set_matrix(GL::Matrix::translation(p));
display.tick();
+ res_mgr.tick();
view.render();
}
}
-DesertPillars::Resources::Resources()
+DesertPillars::Resources::Resources(GL::ResourceManager *rm)
{
FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
source.add_directory(base_dir);
source.add_directory(base_dir/"textures");
source.add_directory(base_dir/"exported");
add_source(source);
+
+ set_resource_manager(rm);
}