}
void MasterState::OnRender(graphics::Viewport &viewport) {
- glm::dmat4 ppos = cam.Model(**sim.Suns().begin());
assets.shaders.planet_surface.Activate();
assets.shaders.planet_surface.SetTexture(assets.textures.tiles);
- assets.shaders.planet_surface.SetLight(glm::vec3(cam.View() * ppos[3]), glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
+
+ 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);
+ ++num_lights;
+ if (num_lights >= graphics::PlanetSurface::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);
+ ++num_lights;
+ if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS) {
+ break;
+ }
+ }
+ assets.shaders.planet_surface.SetNumLights(num_lights);
for (auto planet : sim.Planets()) {
assets.shaders.planet_surface.SetMVP(cam.Model(*planet), cam.View(), cam.Projection());