]> git.tdb.fi Git - libs/gl.git/blobdiff - demos/desertpillars/source/desertpillars.cpp
Modify sunlight color based on transmittance of the atmosphere
[libs/gl.git] / demos / desertpillars / source / desertpillars.cpp
index 41d150b0a8e6c7bffd0b8fb62722ec0df653e9d3..bdbc069e3e153d31bc69747c5a4f4a203c0dce2d 100644 (file)
@@ -34,16 +34,15 @@ 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));
 
-       const GL::Light &sun = resources.get<GL::Light>("Sun.light");
-       sky = make_unique<GL::Sky>(resources, content, sun);
+       GL::Light &sun = resources.get<GL::Light>("Sun.light");
+       sky = make_unique<GL::Sky>(content, sun);
 
        unsigned shadow_size = 8192;
        shadow_seq = make_unique<GL::Sequence>(shadow_size, shadow_size);
        GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
        step->set_depth_test(&GL::DepthTest::lequal());
 
-       shadow_map = make_unique<GL::ShadowMap>(resources, shadow_size, *sky, sun, *shadow_seq);
-       shadow_map->set_darkness(0.9f);
+       shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
        shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
 
        GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
@@ -56,7 +55,7 @@ DesertPillars::DesertPillars(int, char **):
        step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
        step->set_depth_test(&GL::DepthTest::lequal());
 
-       env_map = make_unique<GL::EnvironmentMap>(resources, 256, GL::RGB16F, sphere, *env_seq);
+       env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, sphere, *env_seq);
        sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
 
        content.add(resources.get<GL::Scene>("Background.scene"));