X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fapp.cc;h=f92899dc290eab531616fe1eb4ed77841d540669;hp=a1936b20e8e5f96502d47422f21bbd3c67df7377;hb=84f1549d8146ac54574256ae0243747199e51151;hpb=7dc732cd42c88fa16accdbc606f10bcd6815d478 diff --git a/src/app.cc b/src/app.cc index a1936b2..f92899d 100644 --- a/src/app.cc +++ b/src/app.cc @@ -49,7 +49,8 @@ static float joy_deadzone = 0.01; static Mat4 view_matrix, mouse_view_matrix, proj_matrix; static TextureSet texman; -static Scene *scn; +static SceneSet sceneman; +static MetaScene *mscn; static unsigned int sdr_post_gamma; static long prev_msec; @@ -97,20 +98,13 @@ bool app_init(int argc, char **argv) glClearColor(0.2, 0.2, 0.2, 1.0); - scn = new Scene(&texman); - if(!load_scene(scn, opt.scenefile ? opt.scenefile : "data/museum.scene")) { + mscn = new MetaScene(&sceneman, &texman); + if(!mscn->load(opt.scenefile ? opt.scenefile : "data/museum.scene")) { return false; } - // set initial cam_pos above the center of the walk mesh (if any) - if(scn->walk_mesh) { - Vec3 bcent; - float brad; - scn->walk_mesh->get_bsphere(&bcent, &brad); - - floor_y = bcent.y; - cam_pos = bcent + Vec3(0, user_eye_height, 0); - } + cam_pos = mscn->start_pos; + // TODO use start_rot if(!(sdr_ltmap_notex = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap-notex.p.glsl"))) { return false; @@ -140,12 +134,14 @@ void app_cleanup() if(opt.vr) { goatvr_shutdown(); } + texman.clear(); + sceneman.clear(); } static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv) { - Mesh *wm = scn->walk_mesh; + Mesh *wm = mscn->walk_mesh; if(!wm) { *newv = v; return true; @@ -153,7 +149,7 @@ static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv) Ray downray = Ray(v, Vec3(0, -1, 0)); HitPoint hit; - if(scn->walk_mesh->intersect(downray, &hit)) { + if(mscn->walk_mesh->intersect(downray, &hit)) { *newv = hit.pos; newv->y += user_eye_height; return true; @@ -164,8 +160,9 @@ static bool constrain_walk_mesh(const Vec3 &v, Vec3 *newv) static void update(float dt) { texman.update(); + sceneman.update(); - scn->update(dt); + mscn->update(dt); float speed = walk_speed * dt; Vec3 dir; @@ -329,9 +326,9 @@ static void draw_scene() set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6); set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3); - scn->draw(); + mscn->draw(); - if(show_walk_mesh && scn->walk_mesh) { + if(show_walk_mesh && mscn->walk_mesh) { glPushAttrib(GL_ENABLE_BIT); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); @@ -344,7 +341,7 @@ static void draw_scene() glDepthMask(0); glColor3f(0.3, 0.08, 0.01); - scn->walk_mesh->draw(); + mscn->walk_mesh->draw(); glDepthMask(1);