planet distribution is nice now and one sun is always placed with bigger radius and space nearby.
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5 changed files with 86 additions and 45 deletions
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@ -171,7 +171,8 @@ namespace endofthejedi {
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glm::vec3 c = planet->getColor();
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glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
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glUniform1f(m_shader.location("materialKind"), (float) planet->material);
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glUniform1i(m_shader.location("materialSeed"), planet->seed);
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glUniform1i(m_shader.location("materialKind"), (int) planet->material);
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m_planetModel->render();
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}
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@ -294,16 +295,22 @@ namespace endofthejedi {
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void RendererPolygon3d::configureLightningInShader()
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{
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.8);
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glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
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// TODO: add a few small lights for explosions so they lit the
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// surroundsings
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// TODO: use the sun planet color for this!
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glm::vec3 c = glm::vec3(1.0, 1.0, 0.8);
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glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f);
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for (const game::Planet *planet : m_state->planets) {
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if (planet->material == game::Planet::Material::Sun) {
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p = glm::vec3(planet->position, 0.0);
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c = planet->getColor();
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break;
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}
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}
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glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z);
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glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
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}
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}
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