]> git.localhorst.tv Git - blobs.git/blobdiff - src/app/states.cpp
track creature with camera
[blobs.git] / src / app / states.cpp
index 862d4184e60238331aa36e3ffd6dae2cf791c0c4..d1e092e70a8589dc70387d9d72793b7868e461ef 100644 (file)
@@ -29,8 +29,8 @@ MasterState::~MasterState() noexcept {
 
 
 void MasterState::OnResize(int w, int h) {
-       assets.shaders.plain_color.Activate();
-       assets.shaders.plain_color.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
+       assets.shaders.canvas.Activate();
+       assets.shaders.canvas.Resize(float(w), float(h));
        assets.shaders.alpha_sprite.Activate();
        assets.shaders.alpha_sprite.SetVP(glm::mat4(1.0f), glm::ortho(0.0f, float(w), float(h), 0.0f, 1.0e4f, -1.0e4f));
 
@@ -70,6 +70,16 @@ void MasterState::OnKeyDown(const SDL_KeyboardEvent &e) {
 }
 
 void MasterState::OnRender(graphics::Viewport &viewport) {
+       if (cp.Shown()) {
+               cam.TopDown(cp.GetCreature(), 10.0f);
+               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
@@ -124,8 +134,8 @@ void MasterState::OnRender(graphics::Viewport &viewport) {
        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.SetM(cam.Model(c->GetBody()) * glm::mat4(c->LocalTransform()));
-               c->Draw(assets, viewport);
+               assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
+               c->Draw(viewport);
        }
 
        viewport.ClearDepth();