X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=demos%2Fdesertpillars%2Fsource%2Fdesertpillars.cpp;fp=demos%2Fdesertpillars%2Fsource%2Fdesertpillars.cpp;h=542ade3b0a8164cb668926e8312bfc90121c67e2;hp=432c91663dbb4b7b53446a66b00be9ba2e391c0d;hb=133ffb2c26dff240dbbda47c09b216951e07f5f5;hpb=77a534371433054384d213922a2e8c55f8a69ad6 diff --git a/demos/desertpillars/source/desertpillars.cpp b/demos/desertpillars/source/desertpillars.cpp index 432c9166..542ade3b 100644 --- a/demos/desertpillars/source/desertpillars.cpp +++ b/demos/desertpillars/source/desertpillars.cpp @@ -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(); - env_seq->set_clear_enabled(true); - env_seq->set_debug_name("Environment sequence"); - - global_env = make_unique(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(*global_env, sun); - sky->set_debug_name("Sky"); - - shadow_seq = make_unique(); - 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(); - 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(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("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("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("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(256, GL::RGB16F, 7, sphere, *env_seq); env_map->set_debug_name("Environment map");