#include <msp/gl/mesh.h>
#include <msp/gl/object.h>
#include <msp/gl/sequence.h>
+#include <msp/gl/sequencebuilder.h>
+#include <msp/gl/sequencetemplate.h>
#include <msp/gl/renderer.h>
#include <msp/gl/resources.h>
#include <msp/gl/simplescene.h>
Input::Mouse mouse;
Resources resources;
GL::WindowView view;
- GL::Sequence sequence;
+ GL::Sequence *sequence;
GL::Renderable *renderable;
GL::AnimatedObject *anim_object;
GL::AnimationPlayer *anim_player;
gl_ctx(window, opts.gl_opts),
mouse(window),
view(window, gl_ctx),
- sequence(view),
+ sequence(0),
renderable(0),
anim_object(0),
anim_player(0),
else
renderable = &resources.get<GL::Scene>(opts.renderable_name);
}
+ else if(ext==".seq")
+ {
+ GL::SequenceTemplate *tmpl = load<GL::SequenceTemplate>(opts.renderable_name);
+ GL::SequenceBuilder bld(*tmpl);
+ sequence = bld.build(view);
+ }
else
throw usage_error("Unknown renderable type");
camera.set_up_direction(GL::Vector3(0, 0, 1));
update_camera();
- GL::Sequence::Step &step = sequence.add_step(0, *renderable);
- step.set_lighting(&lighting);
- step.set_depth_test(&GL::DepthTest::lequal());
- step.set_blend(&GL::Blend::alpha());
+ if(!sequence)
+ {
+ sequence = new GL::Sequence(view);
+ GL::Sequence::Step &step = sequence->add_step(0, *renderable);
+ step.set_lighting(&lighting);
+ step.set_depth_test(&GL::DepthTest::lequal());
+ step.set_blend(&GL::Blend::alpha());
+ }
- view.set_content(&sequence);
+ view.set_content(sequence);
view.set_camera(&camera);
}
{
delete anim_player;
delete anim_object;
+ delete sequence;
}
int Viewer::main()