]> git.localhorst.tv Git - blobs.git/blobdiff - src/app/states.cpp
basic creature model
[blobs.git] / src / app / states.cpp
index 86b2e82c3b71e3d9d9ab630a515facde11573ab9..5a9ae0a3379760711ef75ddd2048d183e734df5b 100644 (file)
@@ -1,6 +1,7 @@
 #include "MasterState.hpp"
 
 #include "../world/Body.hpp"
+#include "../world/Creature.hpp"
 #include "../world/Planet.hpp"
 #include "../world/Simulation.hpp"
 #include "../world/Sun.hpp"
@@ -56,36 +57,43 @@ void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
 }
 
 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);
@@ -100,6 +108,14 @@ void MasterState::OnRender(graphics::Viewport &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);
+       }
 }
 
 }