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Add a moving point light to the night phase of desertpillars
[libs/gl.git] / demos / desertpillars / source / desertpillars.h
1 #ifndef DESERTPILLARS_H_
2 #define DESERTPILLARS_H_
3
4 #include <memory>
5 #include <msp/core/application.h>
6 #include <msp/datafile/directorysource.h>
7 #include <msp/gl/camera.h>
8 #include <msp/gl/environmentmap.h>
9 #include <msp/gl/objectinstance.h>
10 #include <msp/gl/orderedscene.h>
11 #include <msp/gl/resourcemanager.h>
12 #include <msp/gl/resources.h>
13 #include <msp/gl/sequence.h>
14 #include <msp/gl/shadowmap.h>
15 #include <msp/gl/sky.h>
16 #include <msp/gl/technique.h>
17 #include <msp/gl/windowview.h>
18 #include <msp/graphics/display.h>
19 #include <msp/graphics/glcontext.h>
20 #include <msp/graphics/window.h>
21 #include <msp/input/keyboard.h>
22 #include <msp/time/timestamp.h>
23
24 class DesertPillars: public Msp::RegisteredApplication<DesertPillars>
25 {
26 private:
27         struct Options
28         {
29                 Msp::Graphics::WindowOptions wnd_opts;
30                 Msp::Graphics::GLOptions gl_opts;
31
32                 Options();
33         };
34
35         class Resources: public Msp::GL::Resources
36         {
37         private:
38                 Msp::DataFile::DirectorySource source;
39
40         public:
41                 Resources();
42         };
43
44         class MorphSphere: public Msp::GL::ObjectInstance
45         {
46         private:
47                 Msp::GL::ProgramData shdata;
48
49         public:
50                 MorphSphere(const Msp::GL::Object &o): ObjectInstance(o) { }
51
52                 void set_morph(float);
53
54                 virtual void setup_render(Msp::GL::Renderer &, Msp::GL::Tag) const;
55         };
56
57         class LightFlare: public Msp::GL::ObjectInstance
58         {
59         private:
60                 Msp::GL::ProgramData shdata;
61
62         public:
63                 LightFlare(const Msp::GL::Object &, unsigned);
64
65                 virtual void setup_render(Msp::GL::Renderer &, Msp::GL::Tag) const;
66         };
67
68         Msp::Graphics::Display display;
69         Options opts;
70         Msp::Graphics::Window window;
71         Msp::Graphics::GLContext gl_ctx;
72         Msp::Input::Keyboard keyboard;
73         Resources resources;
74
75         Msp::GL::WindowView view;
76         std::unique_ptr<Msp::GL::Sequence> sequence;
77         Msp::GL::Camera camera;
78         const Msp::GL::Lighting &lighting;
79
80         std::unique_ptr<Msp::GL::Sky> sky;
81         std::unique_ptr<Msp::GL::Sequence> shadow_seq;
82         std::unique_ptr<Msp::GL::Sequence> shadow_seq_thsm;
83         std::unique_ptr<Msp::GL::ShadowMap> shadow_map;
84         std::unique_ptr<Msp::GL::Sequence> env_seq;
85         std::unique_ptr<Msp::GL::EnvironmentMap> env_map;
86         std::unique_ptr<Msp::GL::EnvironmentMap> global_env;
87         Msp::GL::OrderedScene content;
88
89         MorphSphere sphere;
90         float sphere_morph;
91         bool sphere_frozen;
92         bool sphere_stopped;
93
94         Msp::GL::DirectionalLight &sun;
95         Msp::GL::Vector3 sun_node;
96         Msp::GL::Vector3 sun_axis;
97         Msp::Geometry::Angle<float> sun_angle;
98
99         Msp::GL::PointLight &wisp;
100         Msp::GL::Color wisp_base_color;
101         Msp::Geometry::Angle<float> wisp_angle;
102         LightFlare flare;
103
104         float camera_distance;
105         Msp::Geometry::Angle<float> camera_base_height;
106         Msp::Geometry::Angle<float> camera_angle;
107         Msp::Geometry::Angle<float> sphere_angle;
108         bool camera_stopped;
109         Msp::Time::TimeStamp last_tick;
110
111 public:
112         DesertPillars(int, char **);
113
114         virtual int main();
115 private:
116         virtual void tick();
117
118         void key_press(unsigned);
119 };
120
121 #endif