1 #include <msp/fs/dir.h>
2 #include <msp/gl/directionallight.h>
3 #include <msp/gl/sequencebuilder.h>
4 #include <msp/gl/renderer.h>
5 #include <msp/gl/tests.h>
6 #include <msp/input/keys.h>
7 #include <msp/time/utils.h>
8 #include "desertpillars.h"
13 DesertPillars::Options::Options()
15 wnd_opts.width = 1920;
16 wnd_opts.height = 1080;
17 gl_opts.gl_version_major = Graphics::GLOptions::LATEST_VERSION;
18 gl_opts.core_profile = true;
22 DesertPillars::DesertPillars(int, char **):
23 window(display, opts.wnd_opts),
24 gl_ctx(window, opts.gl_opts),
27 camera(resources.get<GL::Camera>("Camera.camera")),
28 sphere(resources.get<GL::Object>("Sphere.object")),
31 sphere_stopped(false),
32 sun(resources.get<GL::DirectionalLight>("Sun.light")),
33 sun_angle(Geometry::Angle<float>::from_turns(0.1f)),
36 window.set_title("Desert Pillars");
37 window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
38 keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false));
40 env_seq = make_unique<GL::Sequence>();
41 env_seq->set_clear_enabled(true);
42 env_seq->set_debug_name("Environment sequence");
44 global_env = make_unique<GL::EnvironmentMap>(32, GL::RGB16F, 2, content, *env_seq);
45 global_env->set_fixed_position(GL::Vector3(0.0f, 0.0f, 0.0f));
46 global_env->set_debug_name("Global environment");
48 sky = make_unique<GL::Sky>(*global_env, sun);
49 sky->set_debug_name("Sky");
51 shadow_seq = make_unique<GL::Sequence>();
52 shadow_seq->set_clear_enabled(true);
53 shadow_seq->set_debug_name("Shadow sequence");
54 GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
55 step->set_depth_test(GL::LEQUAL);
57 shadow_map = make_unique<GL::ShadowMap>(8192, *sky, sun, *shadow_seq);
58 shadow_map->set_debug_name("Shadow map");
59 shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
61 GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));
62 seq_bld.set_renderable("content", *shadow_map);
63 seq_bld.set_debug_name("Main sequence");
64 sequence.reset(seq_bld.build(view));
66 step = &env_seq->add_step("", *shadow_map);
67 step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
68 step->set_depth_test(GL::LEQUAL);
70 env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
71 env_map->set_debug_name("Environment map");
72 sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
74 content.add(resources.get<GL::Scene>("Background.scene"));
75 content.add(*env_map);
77 camera.set_debug_name("Main camera");
79 view.set_content(sequence.get());
80 view.set_camera(&camera);
82 const GL::Vector3 &sun_direction = sun.get_direction();
83 sun_node = normalize(GL::Vector3(sun_direction.y, -sun_direction.x, 0.0f));
84 sun_axis = normalize(cross(sun_direction, sun_node));
86 const GL::Vector3 &cam_pos = camera.get_position();
87 camera_distance = cam_pos.norm();
88 camera_angle = Geometry::atan2(cam_pos.y, cam_pos.x);
89 camera_base_height = Geometry::atan2(cam_pos.z, cam_pos.slice<2>(0).norm());
92 int DesertPillars::main()
95 return Application::main();
98 void DesertPillars::tick()
100 Time::TimeStamp t = Time::now();
101 Time::TimeDelta dt = (last_tick ? t-last_tick : Time::zero);
106 sphere_morph += dt/Time::sec;
107 sphere.set_morph(sphere_morph);
112 sphere_angle += Geometry::Angle<float>::from_degrees(36*dt/Time::sec);
113 sphere.set_matrix(GL::Matrix().translate(GL::Vector3(0.0f, 0.0f, 3.3f))
114 .rotate(sphere_angle, GL::Vector3(0.0f, 0.0f, 1.0f)).rotate(sphere_angle*0.5f, GL::Vector3(1.0f, 0.0f, 0.0f)));
119 camera_angle += Geometry::Angle<float>::from_degrees(12*dt/Time::sec);
120 Geometry::Angle<float> cam_height = camera_base_height+Geometry::Angle<float>::from_degrees(15.0f*cos(camera_angle*1.5f));
121 GL::Vector3 cam_dir(cos(camera_angle)*cos(cam_height), sin(camera_angle)*cos(cam_height), sin(cam_height));
122 camera.set_position(GL::Vector3(0.0f, 0.0f, 2.0f)+cam_dir*camera_distance);
123 camera.set_look_direction(-cam_dir);
126 sun_angle += Geometry::Angle<float>::from_degrees(4*dt/Time::sec);
127 sun.set_direction(GL::Matrix::rotation(sun_angle, sun_axis)*-sun_node);
133 void DesertPillars::key_press(unsigned key)
135 if(key==Input::KEY_ESC)
137 else if(key==Input::KEY_SPACE)
138 camera_stopped = !camera_stopped;
139 else if(key==Input::KEY_F)
140 sphere_frozen = !sphere_frozen;
141 else if(key==Input::KEY_S)
142 sphere_stopped = !sphere_stopped;
146 DesertPillars::Resources::Resources()
148 FS::Path base_dir = FS::get_sys_data_dir()/"demos"/"desertpillars"/"data";
149 source.add_directory(base_dir);
150 source.add_directory(base_dir/"textures");
151 source.add_directory(base_dir/"exported");
156 void DesertPillars::MorphSphere::set_morph(float m)
158 shdata.uniform("morph", m);
161 void DesertPillars::MorphSphere::setup_render(GL::Renderer &renderer, GL::Tag tag) const
163 ObjectInstance::setup_render(renderer, tag);
164 renderer.add_shader_data(shdata);