#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"
{
wnd_opts.width = 1920;
wnd_opts.height = 1080;
- gl_opts.gl_version_major = Graphics::GLOptions::LATEST_VERSION;
- gl_opts.core_profile = true;
}
DesertPillars::DesertPillars(int, char **):
window(display, opts.wnd_opts),
- gl_device(window, opts.gl_opts),
+ gl_device(window),
keyboard(window),
resources(&res_mgr),
view(window),
- camera(resources.get<GL::Camera>("Camera.camera")),
lighting(resources.get<GL::Lighting>("Desert.lightn")),
sphere(resources.get<GL::Object>("Sphere.object")),
sphere_morph(0.0f),
env_bld.set_debug_name("Environment sequence");
env_seq.reset(env_bld.build());
- env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
+ env_map = make_unique<GL::EnvironmentMap>(256, GL::RGBA16F, 7, sphere, *env_seq);
env_map->set_debug_name("Environment map");
sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
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());