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[libs/gl.git] / demos / desertpillars.cpp
diff --git a/demos/desertpillars.cpp b/demos/desertpillars.cpp
deleted file mode 100644 (file)
index be19782..0000000
+++ /dev/null
@@ -1,934 +0,0 @@
-#include <cmath>
-#include <cstdlib>
-#include <msp/core/application.h>
-#include <msp/core/getopt.h>
-#include <msp/gl/animatedobject.h>
-#include <msp/gl/bloom.h>
-#include <msp/gl/box.h>
-#include <msp/gl/cylinder.h>
-#include <msp/gl/environmentmap.h>
-#include <msp/gl/framebuffer.h>
-#include <msp/gl/grid.h>
-#include <msp/gl/instancescene.h>
-#include <msp/gl/light.h>
-#include <msp/gl/lighting.h>
-#include <msp/gl/material.h>
-#include <msp/gl/mesh.h>
-#include <msp/gl/meshbuilder.h>
-#include <msp/gl/object.h>
-#include <msp/gl/pipeline.h>
-#include <msp/gl/program.h>
-#include <msp/gl/programbuilder.h>
-#include <msp/gl/renderer.h>
-#include <msp/gl/shader.h>
-#include <msp/gl/shadowmap.h>
-#include <msp/gl/simplescene.h>
-#include <msp/gl/technique.h>
-#include <msp/gl/tests.h>
-#include <msp/gl/texturecube.h>
-#include <msp/graphics/simplewindow.h>
-#include <msp/input/keyboard.h>
-#include <msp/input/keys.h>
-#include <msp/time/timestamp.h>
-#include <msp/time/units.h>
-#include <msp/time/utils.h>
-
-using namespace std;
-using namespace Msp;
-
-/**
-This application demonstrates a variety of features of the mspgl library,
-including:
-- Creating meshes from multiple parts
-- Creating a mesh and then modifying it
-- Shadow mapping
-- Environment mapped reflections
-- Skybox using a cube map texture
-- Nested scenes and pipelines
-- Complex multitexturing
-- Shader-based deformations
-- Creating a normalmapped texture through rendering
-
-To run the program in fullscreen mode, specify --fullscreen on the command
-line.
-
-During execution the following keys are available:
-esc    exit
-space  stop camera movement
-s      stop cube rotation
-f      freeze cube shape
-*/
-class DesertPillars: public RegisteredApplication<DesertPillars>
-{
-private:
-       struct Options
-       {
-               Graphics::WindowOptions window_opts;
-
-               Options(const Graphics::Display &, int, char **);
-       };
-
-       struct ObjectData
-       {
-               GL::Mesh *mesh;
-               GL::Object *object;
-
-               ObjectData();
-               ~ObjectData();
-       };
-
-       class Cube: public GL::AnimatedObject
-       {
-       private:
-               GL::ProgramData shdata;
-
-       public:
-               Cube(const GL::Object &);
-
-               void set_spherify(float);
-
-               virtual void setup_render(GL::Renderer &, const GL::Tag &) const;
-       };
-
-       Msp::Graphics::Display display;
-       Options options;
-       Msp::Graphics::Window window;
-       Msp::Graphics::GLContext gl_context;
-       Msp::Input::Keyboard keyboard;
-
-       GL::Program skybox_shprog;
-       GL::Technique skybox_tech;
-       GL::TextureCube skybox_tex;
-       ObjectData skybox_data;
-
-       GL::Program shadow_shprog;
-
-       GL::Program ground_shprog;
-       GL::ProgramData ground_shdata;
-       GL::Texture2D tiles_texture;
-       GL::Texture2D tiles_normalmap;
-       GL::Texture2D sand_texture;
-       GL::Texture2D sand_normalmap;
-       GL::Technique ground_tech;
-       ObjectData ground_data;
-
-       GL::Program pillar_shprog;
-       GL::Material pillar_material;
-       GL::Technique pillar_tech;
-       std::vector<ObjectData> pillar_data;
-       std::vector<GL::AnimatedObject *> pillars;
-
-       GL::Program cube_shprog;
-       GL::Program cube_shadow_shprog;
-       GL::Material cube_material;
-       GL::Technique cube_tech;
-       ObjectData cube_data;
-       Cube *cube;
-       GL::EnvironmentMap *env_cube;
-
-       GL::Pipeline pipeline;
-       GL::Camera camera;
-       GL::SimpleScene sky_scene;
-       GL::InstanceScene scene;
-       GL::Lighting lighting;
-       GL::Light light;
-       GL::ShadowMap shadow_scene;
-       GL::Bloom bloom;
-
-       GL::Pipeline env_pipeline;
-
-       Time::TimeStamp last_tick;
-       float camera_angle;
-       bool camera_stopped;
-       float cube_angle;
-       bool cube_stopped;
-       unsigned cube_shape;
-       float cube_phase;
-       bool cube_frozen;
-
-       static const char texture_vertex_src[];
-       static const char texture_fragment_src[];
-       static const char skybox_vertex_src[];
-       static const char skybox_fragment_src[];
-       static const char ground_variables[];
-       static const char cube_variables[];
-       static const float cube_shapes[];
-
-public:
-       DesertPillars(int, char **);
-       ~DesertPillars();
-
-private:
-       void create_pipeline();
-       void create_skybox();
-       static void create_skybox_face(GL::TextureCube &, GL::TextureCubeFace);
-       void create_tiles_texture();
-       void create_sand_texture();
-       static void gaussian_blur(unsigned char *, unsigned, unsigned);
-       static void create_normalmap(const unsigned char *, unsigned char *, unsigned, unsigned, float);
-       void create_ground();
-       static float ground_height(float, float);
-       void create_pillars();
-       void create_cube();
-       static void create_cube_face(GL::MeshBuilder &, const GL::Vector3 &, const GL::Vector3 &, const GL::Vector3 &, unsigned);
-
-public:
-       virtual int main();
-private:
-       virtual void tick();
-
-       void key_press(unsigned);
-};
-
-const char DesertPillars::texture_vertex_src[] =
-       "#version 130\n"
-       "in vec3 vertex;\n"
-       "in vec3 normal;\n"
-       "in vec3 color;\n"
-       "out vec3 v_normal;\n"
-       "out vec3 v_color;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_Position = vec4(vertex.xy*2.0-1.0, -vertex.z*2.0, 1.0);\n"
-       "       v_normal = normal;\n"
-       "       v_color = color.rgb;\n"
-       "}\n";
-
-const char DesertPillars::texture_fragment_src[] =
-       "#version 130\n"
-       "in vec3 v_normal;\n"
-       "in vec3 v_color;\n"
-       "out vec4 frag_color;\n"
-       "out vec4 frag_normal;\n"
-       "void main()\n"
-       "{\n"
-       "       frag_color = vec4(v_color, 1.0);\n"
-       "       frag_normal = vec4(v_normal*0.5+0.5, 1.0);\n"
-       "}\n";
-
-const char DesertPillars::skybox_vertex_src[] =
-       "#version 130\n"
-       "uniform mat4 projection_matrix;\n"
-       "uniform mat4 eye_obj_matrix;\n"
-       "in vec3 vertex;\n"
-       "out vec3 v_texcoord;\n"
-       "void main()\n"
-       "{\n"
-       "       gl_Position = projection_matrix*vec4(mat3(eye_obj_matrix)*vertex, 1.0);\n"
-       "       v_texcoord = vertex;\n"
-       "}";
-
-const char DesertPillars::skybox_fragment_src[] =
-       "#version 130\n"
-       "uniform samplerCube sky;\n"
-       "in vec3 v_texcoord;\n"
-       "out vec4 frag_color;\n"
-       "void main()\n"
-       "{\n"
-       "       frag_color = textureCube(sky, v_texcoord);\n"
-       "}";
-
-const char DesertPillars::ground_variables[] =
-       "uniform sampler2D texture1;\n"
-       "uniform sampler2D normalmap1;\n"
-       "uniform sampler2D texture2;\n"
-       "uniform sampler2D normalmap2;\n"
-       "attribute float ground_type;\n"
-       "fragment vec4 diffuse_sample = mix(texture2D(texture1, texture_coord*3.0), texture2D(texture2, texture_coord), ground_type);\n"
-       "fragment vec3 normal_sample = mix(texture2D(normalmap1, texture_coord*3.0).rgb, texture2D(normalmap2, texture_coord).rgb, ground_type);\n";
-
-const char DesertPillars::cube_variables[] =
-       "uniform float spherify;\n"
-       "attribute vec3 sphere_coord;\n"
-       "vertex vec3 eye_normal = eye_obj_normal_matrix*normalize(mix(normal, normalize(sphere_coord), spherify));\n"
-       "vertex vec4 eye_vertex = eye_obj_matrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n";
-
-const float DesertPillars::cube_shapes[] = { -0.4, 0.5, 1.0, 0.3 };
-
-
-DesertPillars::Options::Options(const Graphics::Display &dpy, int argc, char **argv)
-{
-       GetOpt getopt;
-       getopt.add_option('f', "fullscreen", window_opts.fullscreen, GetOpt::NO_ARG).set_help("Run in fullscreen mode");
-       getopt(argc, argv);
-
-       if(window_opts.fullscreen)
-       {
-               const Graphics::VideoMode &mode = dpy.get_desktop_mode();
-               window_opts.width = mode.width;
-               window_opts.height = mode.height;
-       }
-       else
-       {
-               window_opts.width = 800;
-               window_opts.height = 600;
-       }
-}
-
-
-DesertPillars::DesertPillars(int argc, char **argv):
-       options(display, argc, argv),
-       window(display, options.window_opts),
-       gl_context(window),
-       keyboard(window),
-       shadow_shprog(GL::ProgramBuilder::StandardFeatures()),
-       pipeline(window.get_width(), window.get_height()),
-       shadow_scene(2048, scene, light),
-       bloom(window.get_width(), window.get_height()),
-       env_pipeline(512, 512),
-       camera_angle(0),
-       camera_stopped(false),
-       cube_angle(0),
-       cube_stopped(false),
-       cube_shape(0),
-       cube_phase(0),
-       cube_frozen(false)
-{
-       window.set_title("Desert Pillars");
-       window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
-       if(options.window_opts.fullscreen)
-               window.show_cursor(false);
-       keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
-
-       create_pipeline();
-       create_skybox();
-       create_ground();
-       create_pillars();
-       create_cube();
-}
-
-DesertPillars::~DesertPillars()
-{
-       delete env_cube;
-       delete cube;
-       for(vector<GL::AnimatedObject *>::iterator i=pillars.begin(); i!=pillars.end(); ++i)
-               delete *i;
-}
-
-void DesertPillars::create_pipeline()
-{
-       pipeline.set_multisample(8);
-
-       camera.set_aspect(float(window.get_width())/window.get_height());
-       camera.set_up_direction(GL::Vector3(0, 0, 1));
-       camera.set_depth_clip(1, 50);
-       pipeline.set_camera(&camera);
-
-       /* The shadow map is focused on the part of the scene that contains the
-       pillars and the cube.  Making the ground cast shadows as well would result
-       either in a very low spatial resolution of the shadow map, or ugly artifacts
-       as the ground crosses the shadow map boundary. */
-       shadow_scene.set_target(GL::Vector3(0, 0, 0), 10);
-       sky_scene.add(shadow_scene);
-       pipeline.add_renderable(sky_scene);
-
-       // Put the sun pretty high in the sky
-       light.set_position(GL::Vector4(0.5, -2, 3, 0));
-       lighting.attach(0, light);
-       lighting.set_ambient(GL::Color(0.5));
-
-       // The skybox is rendered first
-       pipeline.add_pass("sky");
-
-       GL::Pipeline::Pass *pass = &pipeline.add_pass(0);
-       pass->set_lighting(&lighting);
-       pass->set_depth_test(&GL::DepthTest::lequal());
-
-       /* A bloom filter enhances the realism of bright surfaces, even if there
-       isn't anything really glowy in the scene. */
-       bloom.set_strength(0.3);
-       pipeline.add_postprocessor(bloom);
-
-       /* Initialize a second pipeline to render the environment map.  It has the
-       same renderables and passes, but no postprocessors or camera. */
-       env_pipeline.add_renderable(sky_scene);
-       env_pipeline.add_pass("sky");
-       pass = &env_pipeline.add_pass(0);
-       pass->set_lighting(&lighting);
-       pass->set_depth_test(&GL::DepthTest::lequal());
-}
-
-void DesertPillars::create_skybox()
-{
-       skybox_tex.storage(GL::RGB, 128);
-       skybox_tex.set_min_filter(GL::LINEAR);
-       skybox_tex.set_wrap(GL::CLAMP_TO_EDGE);
-       for(unsigned i=0; i<6; ++i)
-               create_skybox_face(skybox_tex, skybox_tex.enumerate_faces(i));
-
-       skybox_shprog.attach_shader_owned(new GL::VertexShader(skybox_vertex_src));
-       skybox_shprog.attach_shader_owned(new GL::FragmentShader(skybox_fragment_src));
-       skybox_shprog.bind_attribute(GL::VERTEX3, "vertex");
-       skybox_shprog.bind_fragment_data(0, "frag_color");
-       skybox_shprog.link();
-
-       GL::RenderPass &pass = skybox_tech.add_pass("sky");
-       pass.set_shader_program(&skybox_shprog, 0);
-       pass.set_texture(0, &skybox_tex);
-
-       // The shader will use the vertex coordinates to initialize texture coordinates as well
-       skybox_data.mesh = new GL::Mesh(GL::VERTEX3);
-       GL::BoxBuilder(10, 10, 10).build(*skybox_data.mesh);
-       skybox_data.object = new GL::Object(skybox_data.mesh, &skybox_tech);
-
-       sky_scene.add(*skybox_data.object);
-}
-
-void DesertPillars::create_skybox_face(GL::TextureCube &texture, GL::TextureCubeFace face)
-{
-       unsigned char *pixels = new unsigned char[128*128*3];
-       for(int y=0; y<128; ++y)
-               for(int x=0; x<128; ++x)
-               {
-                       unsigned i = (x+y*128)*3;
-                       GL::Vector3 v = texture.get_texel_direction(face, x, y);
-                       if(v.z>0)
-                       {
-                               float l = sqrt(v.x*v.x+v.y*v.y+v.z*v.z);
-                               // Render a sky-like gradient, with deeper blue at the zenith
-                               pixels[i] = 96-48*v.z/l;
-                               pixels[i+1] = 168-84*v.z/l;
-                               pixels[i+2] = 255;
-                       }
-                       else
-                       {
-                               // Fill with a desert-y color below horizon
-                               pixels[i] = 240;
-                               pixels[i+1] = 224;
-                               pixels[i+2] = 160;
-                       }
-               }
-       texture.image(face, 0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
-       delete[] pixels;
-}
-
-void DesertPillars::create_tiles_texture()
-{
-       unsigned width = 256;
-       unsigned height = 256;
-       tiles_texture.storage(GL::RGB, width, height);
-       tiles_texture.set_min_filter(GL::LINEAR);
-       tiles_normalmap.storage(GL::RGB, width, height);
-       tiles_normalmap.set_min_filter(GL::LINEAR);
-
-       GL::Mesh tiles((GL::VERTEX3, GL::NORMAL3, GL::COLOR4_UBYTE));
-
-       // Prepare some lookup tables for rendering the tiles
-       float split = 1.0f/3;
-       float spacing = split*0.02f;
-       float bevel = split*0.1f;
-       float coords[] = { 0.0f, spacing, spacing+bevel, split-bevel, split, split+spacing, split+spacing+bevel, 1.0f-bevel, 1.0f };
-       unsigned order[] = { 4, 1, 3, 2, 1, 1, 2, 2,
-               1, 4, 2, 3, 4, 4, 3, 3,
-               1, 1, 2, 2, 1, 4, 2, 3,
-               4, 4, 3, 3, 4, 1, 3, 2,
-               2, 3, 2, 2, 3, 3, 3, 2 };
-
-       GL::MeshBuilder bld(tiles);
-
-       // Create a dark background
-       bld.color(0.2f, 0.2f, 0.2f);
-       bld.normal(0.0f, 0.0f, 1.0f);
-       bld.begin(GL::TRIANGLE_STRIP);
-       bld.vertex(0.0f, 1.0f);
-       bld.vertex(0.0f, 0.0f);
-       bld.vertex(1.0f, 1.0f);
-       bld.vertex(1.0f, 0.0f);
-       bld.end();
-
-       // Create the four tiles
-       bld.color(0.95f, 0.8f, 0.65f);
-       for(unsigned i=0; i<2; ++i)
-               for(unsigned j=0; j<2; ++j)
-               {
-                       for(unsigned k=0; k<4; ++k)
-                       {
-                               bld.begin(GL::TRIANGLE_STRIP);
-                               float facing = (k%2)*2-1.0f;
-                               if(k<2)
-                                       bld.normal(0.0f, 0.7071f*facing, 0.7071f);
-                               else
-                                       bld.normal(0.7071f*facing, 0.0f, 0.7071f);
-                               for(unsigned l=0; l<4; ++l)
-                                       bld.vertex(coords[i*4+order[k*8+l*2]], coords[j*4+order[k*8+l*2+1]], (l%2 ? bevel : 0.0f));
-                               bld.end();
-                       }
-
-                       bld.begin(GL::TRIANGLE_STRIP);
-                       bld.normal(0.0f, 0.0f, 1.0f);
-                       for(unsigned l=0; l<4; ++l)
-                               bld.vertex(coords[i*4+order[32+l*2]], coords[j*4+order[32+l*2+1]], bevel);
-                       bld.end();
-               }
-
-       GL::Program shprog(texture_vertex_src, texture_fragment_src);
-       shprog.bind_attribute(GL::VERTEX3, "vertex");
-       shprog.bind_attribute(GL::NORMAL3, "normal");
-       shprog.bind_attribute(GL::COLOR4_UBYTE, "color");
-       shprog.bind_fragment_data(0, "frag_color");
-       shprog.bind_fragment_data(1, "frag_normal");
-       shprog.link();
-
-       // Use an FBO to turn the geometry into a normalmapped texture
-       GL::Framebuffer fbo;
-       fbo.attach(GL::COLOR_ATTACHMENT0, tiles_texture);
-       fbo.attach(GL::COLOR_ATTACHMENT1, tiles_normalmap);
-       GL::Bind bind_fbo(fbo);
-       GL::Renderer renderer(0);
-       renderer.set_shader_program(&shprog, 0);
-       tiles.draw(renderer);
-}
-
-void DesertPillars::create_sand_texture()
-{
-       unsigned width = 512;
-       unsigned height = 512;
-
-       sand_texture.storage(GL::RGB, width/16, height/16);
-       sand_texture.set_min_filter(GL::LINEAR_MIPMAP_LINEAR);
-       sand_texture.set_max_anisotropy(4);
-       sand_texture.set_generate_mipmap(true);
-       sand_normalmap.storage(GL::RGB, width, height);
-       sand_normalmap.set_min_filter(GL::LINEAR_MIPMAP_LINEAR);
-       sand_normalmap.set_max_anisotropy(4);
-       sand_normalmap.set_generate_mipmap(true);
-
-       unsigned char *pixels = new unsigned char[width*height*3];
-       unsigned char *bump = new unsigned char[width*height];
-       for(unsigned y=0; y<height; ++y)
-               for(unsigned x=0; x<width; ++x)
-               {
-                       unsigned i = (x+y*width)*3;
-                       unsigned c = rand()%16;
-                       pixels[i] = 224+c;
-                       pixels[i+1] = 208+c;
-                       pixels[i+2] = 160;
-                       bump[x+y*width] = rand();
-               }
-       sand_texture.image(0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
-       gaussian_blur(bump, width, height);
-       create_normalmap(bump, pixels, width, height, 4);
-       sand_normalmap.image(0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
-       delete[] pixels;
-       delete[] bump;
-}
-
-void DesertPillars::gaussian_blur(unsigned char *data, unsigned width, unsigned height)
-{
-       /* Create a gaussian blur kernel for σ=2.  Gaussian blur is separable, so a
-       1-dimensional kernel is enough. */
-       float kernel[9];
-       float sum = 0;
-       for(int i=-4; i<=4; ++i)
-               sum += (kernel[4+i] = exp(-i*i*0.5));
-       for(unsigned i=0; i<9; ++i)
-               kernel[i] /= sum;
-
-       unsigned char *line = new unsigned char[max(width, height)];
-       // Perform the blur in the X direction
-       for(unsigned y=0; y<height; ++y)
-       {
-               for(unsigned x=0; x<width; ++x)
-               {
-                       float value = 0;
-                       for(int i=-4; i<=4; ++i)
-                               value += data[(x+width+i)%width+y*width]*kernel[4+i];
-                       line[x] = value;
-               }
-               copy(line, line+width, data+y*width);
-       }
-       // And then in the Y direction
-       for(unsigned x=0; x<width; ++x)
-       {
-               for(unsigned y=0; y<height; ++y)
-               {
-                       float value = 0;
-                       for(int i=-4; i<=4; ++i)
-                               value += data[x+((y+height+i)%height)*width]*kernel[4+i];
-                       line[y] = value;
-               }
-               for(unsigned y=0; y<height; ++y)
-                       data[x+y*width] = line[y];
-       }
-       delete[] line;
-}
-
-void DesertPillars::create_normalmap(const unsigned char *bump, unsigned char *normals, unsigned width, unsigned height, float depth)
-{
-       for(unsigned y=0; y<height; ++y)
-               for(unsigned x=0; x<width; ++x)
-               {
-                       float dz_x = (bump[(x+1)%width+y*width]-bump[(x+width-1)%width+y*width])*depth/510;
-                       float dz_y = (bump[x+((y+1)%height)*width]-bump[x+((y+height-1)%height)*width])*depth/510;
-                       float l = sqrt(dz_x*dz_x+dz_y*dz_y+1);
-                       unsigned i = (x+y*width)*3;
-                       normals[i] = (0.5-0.5*dz_x/l)*255;
-                       normals[i+1] = (0.5-0.5*dz_y/l)*255;
-                       normals[i+2] = (0.5+0.5/l)*255;
-               }
-}
-
-void DesertPillars::create_ground()
-{
-       create_tiles_texture();
-       create_sand_texture();
-
-       GL::ProgramBuilder::StandardFeatures features;
-       features.lighting = true;
-       features.shadow = true;
-       features.texture = true;
-       features.normalmap = true;
-       features.custom = ground_variables;
-       GL::ProgramBuilder(features).add_shaders(ground_shprog);
-       ground_shprog.bind_attribute(7, "ground_type");
-       ground_shprog.link();
-
-       ground_shdata.uniform("texture1", 0);
-       ground_shdata.uniform("normalmap1", 1);
-       ground_shdata.uniform("texture2", 2);
-       ground_shdata.uniform("normalmap2", 3);
-
-       GL::RenderPass *pass = &ground_tech.add_pass(0);
-       pass->set_shader_program(&ground_shprog, &ground_shdata);
-       pass->set_texture(0, &tiles_texture);
-       pass->set_texture(1, &tiles_normalmap);
-       pass->set_texture(2, &sand_texture);
-       pass->set_texture(3, &sand_normalmap);
-
-       /* No shadow pass here; the ground only receives shadows, but doesn't cast
-       them. */
-
-       GL::VertexFormat vfmt = (GL::VERTEX3, GL::NORMAL3, GL::TANGENT3, GL::BINORMAL3, GL::TEXCOORD2, GL::ATTRIB1,7);
-       ground_data.mesh = new GL::Mesh(vfmt);
-
-       // Create a base grid
-       GL::GridBuilder(80, 80, 200, 200).tbn().build(*ground_data.mesh);
-
-       // And modify it with a heightmap
-       unsigned n_vertices = ground_data.mesh->get_n_vertices();
-       unsigned pos = vfmt.offset(GL::VERTEX3);
-       unsigned nor = vfmt.offset(GL::NORMAL3);
-       unsigned tan = vfmt.offset(GL::TANGENT3);
-       unsigned bin = vfmt.offset(GL::BINORMAL3);
-       unsigned tex = vfmt.offset(GL::TEXCOORD2);
-       unsigned gt = vfmt.offset(GL::make_indexed_component(GL::ATTRIB1, 7));
-       for(unsigned i=0; i<n_vertices; ++i)
-       {
-               float *v = ground_data.mesh->modify_vertex(i);
-               v[pos+2] = ground_height(v[pos], v[pos+1]);
-
-               float dz_x = (ground_height(v[pos]+0.01, v[pos+1])-ground_height(v[pos]-0.01, v[pos+1]))/0.02;
-               float dz_y = (ground_height(v[pos], v[pos+1]+0.01)-ground_height(v[pos], v[pos+1]-0.01))/0.02;
-               float l = sqrt(dz_x*dz_x+dz_y*dz_y+1);
-               v[nor] = -dz_x/l;
-               v[nor+1] = -dz_y/l;
-               v[nor+2] = 1/l;
-
-               l = sqrt(dz_x*dz_x+1);
-               v[tan] = 1/l;
-               v[tan+2] = dz_x/l;
-
-               l = sqrt(dz_y*dz_y+1);
-               v[bin+1] = 1/l;
-               v[bin+2] = dz_y/l;
-
-               v[gt] = min(v[pos+2]*100, 1.0f);
-
-               v[tex] *= 20;
-               v[tex+1] *= 20;
-       }
-       ground_data.object = new GL::Object(ground_data.mesh, &ground_tech);
-
-       scene.add(*ground_data.object);
-}
-
-float DesertPillars::ground_height(float x, float y)
-{
-       // Leave a flat area in the middle
-       float d = sqrt(x*x+y*y);
-       if(d<=6.0f)
-               return 0;
-
-       // This results in concentric rings of low hills
-       int i = (d-6)/(M_PI*2);
-       float a = atan2(y, x);
-       a *= i*2+5;
-       a += M_PI*(i%3)/2;
-       float h = (i%2) ? 0.5 : 0.3;
-       return (d-6)*0.001f+(1-cos(d-6))*(1-cos(a))*h;
-}
-
-void DesertPillars::create_pillars()
-{
-       // The pillars are a matt off-white
-       pillar_material.set_diffuse(GL::Color(0.9, 0.88, 0.8));
-       pillar_material.set_ambient(GL::Color(0.9, 0.88, 0.8));
-
-       GL::ProgramBuilder::StandardFeatures features;
-       features.lighting = true;
-       features.material = true;
-       features.shadow = true;
-       GL::ProgramBuilder(features).add_shaders(pillar_shprog);
-       pillar_shprog.link();
-
-       GL::RenderPass *pass = &pillar_tech.add_pass(0);
-       pass->set_material(&pillar_material);
-       pass->set_shader_program(&pillar_shprog, 0);
-
-       pass = &pillar_tech.add_pass("shadow");
-       pass->set_shader_program(&shadow_shprog, 0);
-
-       pillar_data.reserve(7);
-       for(unsigned i=3; i<=20; ++i)
-       {
-               unsigned height = 2;
-               for(unsigned j=2; j<i; ++j)
-                       if(i%j==0)
-                               ++height;
-
-               if(pillar_data.size()<=height)
-                       pillar_data.resize(height+1);
-
-               ObjectData &pd = pillar_data[height];
-               if(!pd.object)
-               {
-                       pd.mesh = new GL::Mesh((GL::VERTEX3, GL::NORMAL3));
-                       GL::MeshBuilder bld(*pd.mesh);
-
-                       // Produce a fluted cylinder
-                       unsigned n_flutes = 12;
-                       float r_bottom = cos(M_PI/n_flutes)*0.4;
-                       float flute_depth = (0.4-r_bottom)*2;
-                       float half_w = sin(M_PI/n_flutes)*0.4;
-                       for(unsigned j=0; j<n_flutes; ++j)
-                       {
-                               float a = j*M_PI*2/n_flutes;
-                               bld.begin(GL::TRIANGLE_STRIP);
-                               for(int k=-3; k<=3; k+=2)
-                               {
-                                       float t = k/3.0f;
-                                       float x = cos(a)*(r_bottom-(1-t*t)*flute_depth)-sin(a)*t*half_w;
-                                       float y = sin(a)*(r_bottom-(1-t*t)*flute_depth)+cos(a)*t*half_w;
-                                       float d = -t*2*flute_depth;
-                                       float l = sqrt(d*d+1);
-                                       bld.normal(cos(a)/l-sin(a)*d/l, sin(a)/l+cos(a)*d/l, 0);
-                                       bld.vertex(x, y, 0.6+height);
-                                       bld.vertex(x, y, 0.6);
-                               }
-                               bld.end();
-                       }
-
-                       // Create a square plinth and capitel
-                       bld.matrix() = GL::Matrix::translation(0, 0, 0.3);
-                       GL::BoxBuilder(1.0, 1.0, 0.6).build(bld);
-                       bld.matrix() = GL::Matrix::translation(0, 0, height+0.8);
-                       GL::BoxBuilder(1.0, 1.0, 0.4).build(bld);
-
-                       pd.object = new GL::Object(pd.mesh, &pillar_tech);
-               }
-
-               GL::AnimatedObject *pillar = new GL::AnimatedObject(*pd.object);
-               GL::Matrix matrix;
-               float a = (i-3)*2*M_PI/18;
-               matrix.translate(cos(a)*5, sin(a)*5, 0);
-               matrix.rotate(a, 0, 0, 1);
-               pillar->set_matrix(matrix);
-
-               pillars.push_back(pillar);
-               scene.add(*pillar);
-       }
-}
-
-void DesertPillars::create_cube()
-{
-       /* The cube is bluish-gray, with a hard specular reflection to produce a
-       sun-like spot */
-       cube_material.set_diffuse(GL::Color(0.5, 0.5, 0.55));
-       cube_material.set_ambient(GL::Color(0.5, 0.5, 0.55));
-       cube_material.set_specular(GL::Color(1.0));
-       cube_material.set_shininess(120);
-       cube_material.set_reflectivity(0.5);
-
-       // First create a simplified shader for rendering the shadow map
-       GL::ProgramBuilder::StandardFeatures features;
-       features.custom = cube_variables;
-       GL::ProgramBuilder(features).add_shaders(cube_shadow_shprog);
-       cube_shadow_shprog.bind_attribute(7, "sphere_coord");
-       cube_shadow_shprog.link();
-
-       // Then add the rest of the features for normal rendering
-       features.lighting = true;
-       features.specular = true;
-       features.material = true;
-       features.shadow = true;
-       features.reflection = true;
-       GL::ProgramBuilder(features).add_shaders(cube_shprog);
-       cube_shprog.bind_attribute(7, "sphere_coord");
-       cube_shprog.link();
-
-       GL::RenderPass *pass = &cube_tech.add_pass(0);
-       pass->set_material(&cube_material);
-       pass->set_shader_program(&cube_shprog, 0);
-
-       pass = &cube_tech.add_pass("shadow");
-       pass->set_shader_program(&cube_shadow_shprog, 0);
-
-       cube_data.mesh = new GL::Mesh((GL::VERTEX3, GL::NORMAL3, GL::ATTRIB3,7));
-       GL::MeshBuilder bld(*cube_data.mesh);
-       create_cube_face(bld, GL::Vector3(-1, -1, -1), GL::Vector3(2, 0, 0), GL::Vector3(0, 2, 0), 16);
-       bld.offset(cube_data.mesh->get_n_vertices());
-       create_cube_face(bld, GL::Vector3(-1, 1, -1), GL::Vector3(2, 0, 0), GL::Vector3(0, 0, 2), 16);
-       bld.offset(cube_data.mesh->get_n_vertices());
-       create_cube_face(bld, GL::Vector3(-1, 1, 1), GL::Vector3(2, 0, 0), GL::Vector3(0, -2, 0), 16);
-       bld.offset(cube_data.mesh->get_n_vertices());
-       create_cube_face(bld, GL::Vector3(1, -1, -1), GL::Vector3(-2, 0, 0), GL::Vector3(0, 0, 2), 16);
-       bld.offset(cube_data.mesh->get_n_vertices());
-       create_cube_face(bld, GL::Vector3(-1, -1, 1), GL::Vector3(0, 0, -2), GL::Vector3(0, 2, 0), 16);
-       bld.offset(cube_data.mesh->get_n_vertices());
-       create_cube_face(bld, GL::Vector3(1, -1, -1), GL::Vector3(0, 0, 2), GL::Vector3(0, 2, 0), 16);
-       cube_data.object = new GL::Object(cube_data.mesh, &cube_tech);
-
-       cube = new Cube(*cube_data.object);
-       env_cube = new GL::EnvironmentMap(512, *cube, env_pipeline);
-       scene.add(*env_cube);
-}
-
-void DesertPillars::create_cube_face(GL::MeshBuilder &bld, const GL::Vector3 &base, const GL::Vector3 &side1, const GL::Vector3 &side2, unsigned div)
-{
-       /* The sides follow the cube map convention where the cross product points
-       inwards.  Since the normal has to point outwards, reverse the order. */
-       GL::Vector3 n;
-       n.x = side2.y*side1.z-side2.z*side1.y;
-       n.y = side2.z*side1.x-side2.x*side1.z;
-       n.z = side2.x*side1.y-side2.y*side1.x;
-       float l = sqrt(n.x*n.x+n.y*n.y+n.z*n.z);
-       bld.normal(n.x/l, n.y/l, n.z/l);
-
-       // Create vertices, with precomputed spherified coordinates
-       for(unsigned i=0; i<=div; ++i)
-               for(unsigned j=0; j<=div; ++j)
-               {
-                       GL::Vector3 v;
-                       v.x = base.x+side1.x*i/div+side2.x*j/div;
-                       v.y = base.y+side1.y*i/div+side2.y*j/div;
-                       v.z = base.z+side1.z*i/div+side2.z*j/div;
-
-                       l = sqrt(v.x*v.x+v.y*v.y+v.z*v.z);
-                       l /= 1.732;
-                       bld.attrib(7, v.x/l, v.y/l, v.z/l);
-
-                       bld.vertex(v);
-               }
-
-       for(unsigned i=0; i<div; ++i)
-       {
-               bld.begin(GL::TRIANGLE_STRIP);
-               for(unsigned j=0; j<=div; ++j)
-               {
-                       bld.element(i*(div+1)+j);
-                       bld.element((i+1)*(div+1)+j);
-               }
-               bld.end();
-       }
-}
-
-int DesertPillars::main()
-{
-       window.show();
-       return Application::main();
-}
-
-void DesertPillars::tick()
-{
-       Time::TimeStamp t = Time::now();
-       Time::TimeDelta dt;
-       if(last_tick)
-               dt = t-last_tick;
-       last_tick = t;
-
-       if(!camera_stopped)
-       {
-               camera_angle += (dt/Time::sec)*M_PI*2/30;
-               if(camera_angle>M_PI*4)
-                       camera_angle -= M_PI*4;
-               float h = 3+(1-cos(camera_angle*1.5))*3;
-               float r = sqrt(225-h*h);
-               camera.set_position(GL::Vector3(cos(camera_angle)*r, sin(camera_angle)*r, 1.5+h));
-               camera.look_at(GL::Vector3(0, 0, 2));
-       }
-
-       if(!cube_stopped)
-       {
-               cube_angle += (dt/Time::sec)*M_PI*2/20;
-               GL::Matrix cube_matrix;
-               cube_matrix.translate(0, 0, 2.5);
-               cube_matrix.rotate(cube_angle, 0, 0, 1);
-               cube_matrix.rotate(cube_angle*0.5, 1, 0, 0);
-               cube->set_matrix(cube_matrix);
-       }
-
-       if(!cube_frozen)
-       {
-               cube_phase += (dt/Time::sec)/5;
-               if(cube_phase>1)
-               {
-                       cube_phase -= 1;
-                       ++cube_shape;
-                       if(cube_shape>=4)
-                               cube_shape -= 4;
-               }
-               if(cube_phase<0.2)
-               {
-                       float x = cube_phase*5;
-                       x = (3-2*x)*x*x;
-                       cube->set_spherify((1-x)*cube_shapes[(cube_shape+3)%4]+x*cube_shapes[cube_shape]);
-               }
-               else
-                       cube->set_spherify(cube_shapes[cube_shape]);
-       }
-
-       display.tick();
-       GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
-       pipeline.render();
-       gl_context.swap_buffers();
-}
-
-void DesertPillars::key_press(unsigned key)
-{
-       if(key==Input::KEY_ESC)
-               exit(0);
-       else if(key==Input::KEY_SPACE)
-               camera_stopped = !camera_stopped;
-       else if(key==Input::KEY_F)
-               cube_frozen = !cube_frozen;
-       else if(key==Input::KEY_S)
-               cube_stopped = !cube_stopped;
-}
-
-
-DesertPillars::ObjectData::ObjectData():
-       mesh(0),
-       object(0)
-{ }
-
-DesertPillars::ObjectData::~ObjectData()
-{
-       delete object;
-       delete mesh;
-}
-
-
-DesertPillars::Cube::Cube(const GL::Object &obj):
-       GL::AnimatedObject(obj)
-{ }
-
-void DesertPillars::Cube::set_spherify(float s)
-{
-       shdata.uniform("spherify", s);
-}
-
-void DesertPillars::Cube::setup_render(GL::Renderer &renderer, const GL::Tag &tag) const
-{
-       AnimatedObject::setup_render(renderer, tag);
-       renderer.add_shader_data(shdata);
-}