+
+ 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());
+ planet->Draw(assets, viewport);
+ }
+
+ assets.shaders.sun_surface.Activate();
+ for (auto sun : sim.Suns()) {
+ double sun_radius = sun->Radius();
+ assets.shaders.sun_surface.SetMVP(
+ cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)),
+ cam.View(), cam.Projection());
+ assets.shaders.sun_surface.SetLight(glm::vec3(1.0f, 1.0f, 1.0f), 1.0e6f);
+ assets.shaders.sun_surface.Draw();
+ }