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Allow creating sequences without size
[libs/gl.git] / demos / desertpillars / source / desertpillars.cpp
1 #include <msp/fs/dir.h>
2 #include <msp/gl/sequencebuilder.h>
3 #include <msp/gl/renderer.h>
4 #include <msp/gl/tests.h>
5 #include <msp/input/keys.h>
6 #include <msp/time/utils.h>
7 #include "desertpillars.h"
8
9 using namespace std;
10 using namespace Msp;
11
12 DesertPillars::Options::Options()
13 {
14         wnd_opts.width = 1920;
15         wnd_opts.height = 1080;
16         gl_opts.gl_version_major = Graphics::GLOptions::LATEST_VERSION;
17         gl_opts.core_profile = true;
18 }
19
20
21 DesertPillars::DesertPillars(int, char **):
22         window(display, opts.wnd_opts),
23         gl_ctx(window, opts.gl_opts),
24         keyboard(window),
25         view(window, gl_ctx),
26         camera(resources.get<GL::Camera>("Camera.camera")),
27         sphere(resources.get<GL::Object>("Sphere.object")),
28         sphere_morph(0.0f),
29         sphere_frozen(false),
30         sphere_stopped(false),
31         camera_stopped(false)
32 {
33         window.set_title("Desert Pillars");
34         window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
35         keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
36
37         GL::Light &sun = resources.get<GL::Light>("Sun.light");
38         sky = make_unique<GL::Sky>(content, sun);
39         sky->set_debug_name("Sky");
40
41         shadow_seq = make_unique<GL::Sequence>();
42         shadow_seq->set_debug_name("Shadow sequence");
43         GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
44         step->set_depth_test(GL::LEQUAL);
45
46         shadow_map = make_unique<GL::ShadowMap>(8192, *sky, sun, *shadow_seq);
47         shadow_map->set_debug_name("Shadow map");
48         shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
49
50         GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
51         seq_bld.set_renderable("content", *shadow_map);
52         seq_bld.set_debug_name("Main sequence");
53         sequence.reset(seq_bld.build(view));
54
55         env_seq = make_unique<GL::Sequence>();
56         env_seq->set_debug_name("Environment sequence");
57         step = &env_seq->add_step("", *shadow_map);
58         step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
59         step->set_depth_test(GL::LEQUAL);
60
61         env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
62         env_map->set_debug_name("Environment map");
63         sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
64
65         content.add(resources.get<GL::Scene>("Background.scene"));
66         content.add(*env_map);
67
68         camera.set_debug_name("Main camera");
69
70         view.set_content(sequence.get());
71         view.set_camera(&camera);
72
73         const GL::Vector3 &cam_pos = camera.get_position();
74         camera_distance = cam_pos.norm();
75         camera_angle = Geometry::atan2(cam_pos.y, cam_pos.x);
76         camera_base_height = Geometry::atan2(cam_pos.z, cam_pos.slice<2>(0).norm());
77 }
78
79 int DesertPillars::main()
80 {
81         window.show();
82         return Application::main();
83 }
84
85 void DesertPillars::tick()
86 {
87         Time::TimeStamp t = Time::now();
88         Time::TimeDelta dt = (last_tick ? t-last_tick : Time::zero);
89         last_tick = t;
90
91         if(!sphere_frozen)
92         {
93                 sphere_morph += dt/Time::sec;
94                 sphere.set_morph(sphere_morph);
95         }
96
97         if(!sphere_stopped)
98         {
99                 sphere_angle += Geometry::Angle<float>::from_degrees(36*dt/Time::sec);
100                 sphere.set_matrix(GL::Matrix().translate(GL::Vector3(0.0f, 0.0f, 3.3f))
101                         .rotate(sphere_angle, GL::Vector3(0.0f, 0.0f, 1.0f)).rotate(sphere_angle*0.5f, GL::Vector3(1.0f, 0.0f, 0.0f)));
102         }
103
104         if(!camera_stopped)
105         {
106                 camera_angle += Geometry::Angle<float>::from_degrees(12*dt/Time::sec);
107                 Geometry::Angle<float> cam_height = camera_base_height+Geometry::Angle<float>::from_degrees(15.0f*cos(camera_angle*1.5f));
108                 GL::Vector3 cam_dir(cos(camera_angle)*cos(cam_height), sin(camera_angle)*cos(cam_height), sin(cam_height));
109                 camera.set_position(GL::Vector3(0.0f, 0.0f, 2.0f)+cam_dir*camera_distance);
110                 camera.set_look_direction(-cam_dir);
111         }
112
113         display.tick();
114         view.render();
115 }
116
117 void DesertPillars::key_press(unsigned key)
118 {
119         if(key==Input::KEY_ESC)
120                 exit(0);
121         else if(key==Input::KEY_SPACE)
122                 camera_stopped = !camera_stopped;
123         else if(key==Input::KEY_F)
124                 sphere_frozen = !sphere_frozen;
125         else if(key==Input::KEY_S)
126                 sphere_stopped = !sphere_stopped;
127 }
128
129
130 DesertPillars::Resources::Resources()
131 {
132         FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
133         source.add_directory(base_dir);
134         source.add_directory(base_dir/"textures");
135         source.add_directory(base_dir/"exported");
136         add_source(source);
137 }
138
139
140 void DesertPillars::MorphSphere::set_morph(float m)
141 {
142         shdata.uniform("morph", m);
143 }
144
145 void DesertPillars::MorphSphere::setup_render(GL::Renderer &renderer, GL::Tag tag) const
146 {
147         ObjectInstance::setup_render(renderer, tag);
148         renderer.add_shader_data(shdata);
149 }