+ if (cp.Shown()) {
+ cam.Radial(cp.GetCreature(), cam_dist, cam_orient);
+ assets.shaders.planet_surface.Activate();
+ assets.shaders.planet_surface.SetV(cam.View());
+ assets.shaders.sun_surface.Activate();
+ assets.shaders.sun_surface.SetV(cam.View());
+ assets.shaders.creature_skin.Activate();
+ assets.shaders.creature_skin.SetV(cam.View());
+ }
+
+ int num_lights = 0;
+ for (auto sun : sim.Suns()) {
+ // TODO: source sun's light color and strength
+ glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
+ glm::vec3 col(1.0f, 1.0f, 1.0f);
+ float str = 1.0e6f;
+ assets.shaders.planet_surface.Activate();
+ assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
+ assets.shaders.creature_skin.Activate();
+ assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
+ ++num_lights;
+ if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
+ break;
+ }
+ }
+ for (auto planet : sim.Planets()) {
+ // TODO: indirect light from planets, calculate strength and get color somehow
+ glm::vec3 pos(cam.View() * cam.Model(*planet)[3]);
+ glm::vec3 col(1.0f, 1.0f, 1.0f);
+ float str = 10.0f;
+ assets.shaders.planet_surface.Activate();
+ assets.shaders.planet_surface.SetLight(num_lights, pos, col, str);
+ assets.shaders.creature_skin.Activate();
+ assets.shaders.creature_skin.SetLight(num_lights, pos, col, str);
+ ++num_lights;
+ if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
+ break;
+ }
+ }