X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=demos%2Fdesertpillars.cpp;h=d741beea5390b0eb8307fdb78d401fb47c62b314;hp=89a0fe51333c9d97cd31d22b54dd6a57bbc9c9a7;hb=dff7004fa078d55911664c0f513b5dc6c9449420;hpb=bed45cf18a592f4dc3d899a48610eaea056f69f3 diff --git a/demos/desertpillars.cpp b/demos/desertpillars.cpp index 89a0fe51..d741beea 100644 --- a/demos/desertpillars.cpp +++ b/demos/desertpillars.cpp @@ -17,7 +17,7 @@ #include #include #include -#include +#include #include #include #include @@ -46,7 +46,7 @@ including: - Shadow mapping - Environment mapped reflections - Skybox using a cube map texture -- Effects with nested pipelines +- Effects with nested sequences - Complex multitexturing - Shader-based deformations - Creating a normalmapped texture through rendering @@ -132,7 +132,7 @@ private: GL::EnvironmentMap *env_cube; GL::WindowView view; - GL::Pipeline pipeline; + GL::Sequence sequence; GL::Camera camera; GL::SimpleScene sky_scene; GL::InstanceScene scene; @@ -142,7 +142,7 @@ private: GL::Bloom bloom; GL::ColorCurve colorcurve; - GL::Pipeline env_pipeline; + GL::Sequence env_sequence; Time::TimeStamp last_tick; float camera_angle; @@ -166,7 +166,7 @@ public: private: void setup_view(); - void create_pipeline(); + void create_sequence(); void create_skybox(); static void create_skybox_face(GL::TextureCube &, GL::TextureCubeFace); void create_tiles_texture(); @@ -299,11 +299,11 @@ DesertPillars::DesertPillars(int argc, char **argv): cube_shprog(cube_src), cube_shadow_shprog(string(cube_src)+cube_shadow_src_tail), view(window, gl_context), - pipeline(view), + sequence(view), shadow_scene(resources, 2048, scene, light), bloom(resources, window.get_width(), window.get_height()), colorcurve(resources), - env_pipeline(512, 512), + env_sequence(512, 512), camera_angle(0), camera_stopped(false), cube_angle(0), @@ -319,7 +319,7 @@ DesertPillars::DesertPillars(int argc, char **argv): keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false)); setup_view(); - create_pipeline(); + create_sequence(); create_skybox(); create_ground(); create_pillars(); @@ -340,13 +340,13 @@ void DesertPillars::setup_view() camera.set_up_direction(GL::Vector3(0, 0, 1)); camera.set_depth_clip(1, 50); view.set_camera(&camera); - view.set_content(&pipeline); + view.set_content(&sequence); } -void DesertPillars::create_pipeline() +void DesertPillars::create_sequence() { - pipeline.set_multisample(8); - pipeline.set_hdr(true); + sequence.set_multisample(8); + sequence.set_hdr(true); /* 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 @@ -362,26 +362,26 @@ void DesertPillars::create_pipeline() lighting.set_ambient(GL::Color(0.2)); // The skybox is rendered first - pipeline.add_pass(0, sky_scene); + sequence.add_pass(0, sky_scene); - GL::Pipeline::Pass *pass = &pipeline.add_pass(0, shadow_scene); + GL::Sequence::Pass *pass = &sequence.add_pass(0, shadow_scene); 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); + sequence.add_postprocessor(bloom); /* Lighting calculations are best done in linear color space, so the final image must be converted to srgb for display. */ colorcurve.set_srgb(); - pipeline.add_postprocessor(colorcurve); + sequence.add_postprocessor(colorcurve); - /* Initialize a second pipeline to render the environment map. It has the + /* Initialize a second sequence to render the environment map. It has the same renderables and passes, but no postprocessors or camera. */ - env_pipeline.add_pass(0, sky_scene); - pass = &env_pipeline.add_pass(0, shadow_scene); + env_sequence.add_pass(0, sky_scene); + pass = &env_sequence.add_pass(0, shadow_scene); pass->set_lighting(&lighting); pass->set_depth_test(&GL::DepthTest::lequal()); } @@ -778,7 +778,7 @@ void DesertPillars::create_cube() cube_data.object = new GL::Object(cube_data.mesh, &cube_tech); cube = new Cube(*cube_data.object); - env_cube = new GL::EnvironmentMap(resources, 512, *cube, env_pipeline); + env_cube = new GL::EnvironmentMap(resources, 512, *cube, env_sequence); scene.add(*env_cube); }