#include "MasterState.hpp"
#include "../world/Body.hpp"
+#include "../world/Creature.hpp"
#include "../world/Planet.hpp"
#include "../world/Simulation.hpp"
#include "../world/Sun.hpp"
}
void MasterState::OnRender(graphics::Viewport &viewport) {
- assets.shaders.planet_surface.Activate();
- assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
int num_lights = 0;
for (auto sun : sim.Suns()) {
// TODO: source sun's light color and strength
- assets.shaders.planet_surface.SetLight(
- num_lights,
- glm::vec3(cam.View() * cam.Model(*sun)[3]),
- glm::vec3(1.0f, 1.0f, 1.0f),
- 1.0e6f);
+ 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) {
+ 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
- assets.shaders.planet_surface.SetLight(
- num_lights,
- glm::vec3(cam.View() * cam.Model(*planet)[3]),
- glm::vec3(1.0f, 1.0f, 1.0f),
- 10.0f);
+ 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) {
+ if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
break;
}
}
+ assets.shaders.planet_surface.Activate();
assets.shaders.planet_surface.SetNumLights(num_lights);
+ assets.shaders.creature_skin.Activate();
+ assets.shaders.creature_skin.SetNumLights(num_lights);
+ assets.shaders.planet_surface.Activate();
+ assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
for (auto planet : sim.Planets()) {
assets.shaders.planet_surface.SetMVP(cam.Model(*planet), cam.View(), cam.Projection());
planet->Draw(assets, viewport);
assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
assets.shaders.sun_surface.Draw();
}
+
+ assets.shaders.creature_skin.Activate();
+ assets.shaders.creature_skin.SetTexture(assets.textures.skins);
+ // TODO: extend to nearby bodies as well
+ for (auto c : cam.Reference().Creatures()) {
+ assets.shaders.creature_skin.SetMVP(cam.Model(c->GetBody()) * glm::mat4(c->LocalTransform()), cam.View(), cam.Projection());
+ c->Draw(assets, viewport);
+ }
}
}