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Split the Light class into subclasses by light type
[libs/gl.git] / demos / desertpillars / source / desertpillars.cpp
1 #include <msp/fs/dir.h>
2 #include <msp/gl/directionallight.h>
3 #include <msp/gl/sequencebuilder.h>
4 #include <msp/gl/renderer.h>
5 #include <msp/gl/tests.h>
6 #include <msp/input/keys.h>
7 #include <msp/time/utils.h>
8 #include "desertpillars.h"
9
10 using namespace std;
11 using namespace Msp;
12
13 DesertPillars::Options::Options()
14 {
15         wnd_opts.width = 1920;
16         wnd_opts.height = 1080;
17         gl_opts.gl_version_major = Graphics::GLOptions::LATEST_VERSION;
18         gl_opts.core_profile = true;
19 }
20
21
22 DesertPillars::DesertPillars(int, char **):
23         window(display, opts.wnd_opts),
24         gl_ctx(window, opts.gl_opts),
25         keyboard(window),
26         view(window, gl_ctx),
27         camera(resources.get<GL::Camera>("Camera.camera")),
28         sphere(resources.get<GL::Object>("Sphere.object")),
29         sphere_morph(0.0f),
30         sphere_frozen(false),
31         sphere_stopped(false),
32         camera_stopped(false)
33 {
34         window.set_title("Desert Pillars");
35         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
36         keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
37
38         GL::DirectionalLight &sun = resources.get<GL::DirectionalLight>("Sun.light");
39         sky = make_unique<GL::Sky>(content, sun);
40         sky->set_debug_name("Sky");
41
42         shadow_seq = make_unique<GL::Sequence>();
43         shadow_seq->set_clear_enabled(true);
44         shadow_seq->set_debug_name("Shadow sequence");
45         GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
46         step->set_depth_test(GL::LEQUAL);
47
48         shadow_map = make_unique<GL::ShadowMap>(8192, *sky, sun, *shadow_seq);
49         shadow_map->set_debug_name("Shadow map");
50         shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
51
52         GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
53         seq_bld.set_renderable("content", *shadow_map);
54         seq_bld.set_debug_name("Main sequence");
55         sequence.reset(seq_bld.build(view));
56
57         env_seq = make_unique<GL::Sequence>();
58         env_seq->set_clear_enabled(true);
59         env_seq->set_debug_name("Environment sequence");
60         step = &env_seq->add_step("", *shadow_map);
61         step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
62         step->set_depth_test(GL::LEQUAL);
63
64         env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
65         env_map->set_debug_name("Environment map");
66         sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
67
68         content.add(resources.get<GL::Scene>("Background.scene"));
69         content.add(*env_map);
70
71         camera.set_debug_name("Main camera");
72
73         view.set_content(sequence.get());
74         view.set_camera(&camera);
75
76         const GL::Vector3 &cam_pos = camera.get_position();
77         camera_distance = cam_pos.norm();
78         camera_angle = Geometry::atan2(cam_pos.y, cam_pos.x);
79         camera_base_height = Geometry::atan2(cam_pos.z, cam_pos.slice<2>(0).norm());
80 }
81
82 int DesertPillars::main()
83 {
84         window.show();
85         return Application::main();
86 }
87
88 void DesertPillars::tick()
89 {
90         Time::TimeStamp t = Time::now();
91         Time::TimeDelta dt = (last_tick ? t-last_tick : Time::zero);
92         last_tick = t;
93
94         if(!sphere_frozen)
95         {
96                 sphere_morph += dt/Time::sec;
97                 sphere.set_morph(sphere_morph);
98         }
99
100         if(!sphere_stopped)
101         {
102                 sphere_angle += Geometry::Angle<float>::from_degrees(36*dt/Time::sec);
103                 sphere.set_matrix(GL::Matrix().translate(GL::Vector3(0.0f, 0.0f, 3.3f))
104                         .rotate(sphere_angle, GL::Vector3(0.0f, 0.0f, 1.0f)).rotate(sphere_angle*0.5f, GL::Vector3(1.0f, 0.0f, 0.0f)));
105         }
106
107         if(!camera_stopped)
108         {
109                 camera_angle += Geometry::Angle<float>::from_degrees(12*dt/Time::sec);
110                 Geometry::Angle<float> cam_height = camera_base_height+Geometry::Angle<float>::from_degrees(15.0f*cos(camera_angle*1.5f));
111                 GL::Vector3 cam_dir(cos(camera_angle)*cos(cam_height), sin(camera_angle)*cos(cam_height), sin(cam_height));
112                 camera.set_position(GL::Vector3(0.0f, 0.0f, 2.0f)+cam_dir*camera_distance);
113                 camera.set_look_direction(-cam_dir);
114         }
115
116         display.tick();
117         view.render();
118 }
119
120 void DesertPillars::key_press(unsigned key)
121 {
122         if(key==Input::KEY_ESC)
123                 exit(0);
124         else if(key==Input::KEY_SPACE)
125                 camera_stopped = !camera_stopped;
126         else if(key==Input::KEY_F)
127                 sphere_frozen = !sphere_frozen;
128         else if(key==Input::KEY_S)
129                 sphere_stopped = !sphere_stopped;
130 }
131
132
133 DesertPillars::Resources::Resources()
134 {
135         FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
136         source.add_directory(base_dir);
137         source.add_directory(base_dir/"textures");
138         source.add_directory(base_dir/"exported");
139         add_source(source);
140 }
141
142
143 void DesertPillars::MorphSphere::set_morph(float m)
144 {
145         shdata.uniform("morph", m);
146 }
147
148 void DesertPillars::MorphSphere::setup_render(GL::Renderer &renderer, GL::Tag tag) const
149 {
150         ObjectInstance::setup_render(renderer, tag);
151         renderer.add_shader_data(shdata);
152 }