]> git.localhorst.tv Git - blobs.git/blobdiff - src/app/states.cpp
split creature when it's "ripe" lol
[blobs.git] / src / app / states.cpp
index 862d4184e60238331aa36e3ffd6dae2cf791c0c4..d98a0991cbc67c4ec2dbb9c0c68030d2cfc1bb87 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));
 
@@ -124,8 +124,8 @@ 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();