]> git.tdb.fi Git - libs/gl.git/blobdiff - demos/desertpillars/source/desertpillars.cpp
Update desertpillars to define more things in Blender
[libs/gl.git] / demos / desertpillars / source / desertpillars.cpp
index 432c91663dbb4b7b53446a66b00be9ba2e391c0d..542ade3b0a8164cb668926e8312bfc90121c67e2 100644 (file)
@@ -42,43 +42,15 @@ DesertPillars::DesertPillars(int, char **):
        window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
        keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
 
-       env_seq = make_unique<GL::Sequence>();
-       env_seq->set_clear_enabled(true);
-       env_seq->set_debug_name("Environment sequence");
-
-       global_env = make_unique<GL::EnvironmentMap>(32, GL::RGB16F, 2, content, *env_seq);
-       global_env->set_fixed_position(GL::Vector3(0.0f, 0.0f, 0.0f));
-       global_env->set_debug_name("Global environment");
-
-       sky = make_unique<GL::Sky>(*global_env, sun);
-       sky->set_debug_name("Sky");
-
-       shadow_seq = make_unique<GL::Sequence>();
-       shadow_seq->set_clear_enabled(true);
-       shadow_seq->set_debug_name("Shadow sequence");
-       GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
-       step->set_depth_test(GL::LEQUAL);
-
-       shadow_seq_thsm = make_unique<GL::Sequence>();
-       shadow_seq_thsm->set_clear_enabled(true);
-       shadow_seq_thsm->set_debug_name("Shadow sequence");
-       step = &shadow_seq_thsm->add_step("shadow_thsm", content);
-       step->set_depth_test(GL::LEQUAL);
-
-       shadow_map = make_unique<GL::ShadowMap>(6144, 4096, *sky, lighting);
-       shadow_map->set_debug_name("Shadow map");
-       shadow_map->add_light(sun, 4096, *shadow_seq);
-       shadow_map->add_light(resources.get<GL::PointLight>("Wisp.light"), 2048, *shadow_seq_thsm);
-       shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
-
        GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
-       seq_bld.set_renderable("content", *shadow_map);
+       seq_bld.set_renderable("content", content);
        seq_bld.set_debug_name("Main sequence");
        sequence.reset(seq_bld.build(view));
 
-       step = &env_seq->add_step("", *shadow_map);
-       step->set_lighting(&lighting);
-       step->set_depth_test(GL::LEQUAL);
+       GL::SequenceBuilder env_bld(resources.get<GL::SequenceTemplate>("Desert_environment.seq"));
+       env_bld.set_renderable("content", *sequence->get_steps().front().get_renderable());
+       env_bld.set_debug_name("Environment sequence");
+       env_seq.reset(env_bld.build());
 
        env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
        env_map->set_debug_name("Environment map");