one planet is always the sun and rendering the sun dynamically now.

This commit is contained in:
Andreas Ortmann 2016-09-30 22:47:28 +02:00
parent e1102e3231
commit f2bdadd49f
6 changed files with 75 additions and 42 deletions

View file

@ -60,11 +60,7 @@ namespace endofthejedi {
// TODO: add ONE sun planet
// TODO: add lights for explosions
glm::vec3 c = glm::vec3(1.0, 1.0, 0.8);
glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f);
glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z);
configureLightningInShader();
renderPlanets();
renderShips();
@ -167,13 +163,15 @@ namespace endofthejedi {
{
m_planetModel->bind();
// TODO: put material into attributes and render witd glDrawInstanced
// too (same for missiles)
for (const game::Planet *planet : m_state->planets) {
glm::mat4 model = computeModelMatrix(planet);
glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
glm::vec3 c = planet->getColor();
glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
glUniform1f(m_shader.location("materialKind"), (float) planet->material);
m_planetModel->render();
}
@ -293,4 +291,19 @@ namespace endofthejedi {
}
glPolygonMode(GL_FRONT, GL_FILL);
}
void RendererPolygon3d::configureLightningInShader()
{
glm::vec3 c = glm::vec3(1.0, 1.0, 0.8);
glUniform3f(m_shader.location("lightColor"), c.x, c.y, c.z);
glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f);
for (const game::Planet *planet : m_state->planets) {
if (planet->material == game::Planet::Material::Sun) {
p = glm::vec3(planet->position, 0.0);
break;
}
}
glUniform3f(m_shader.location("lightPosition"), p.x, p.y, p.z);
}
}

View file

@ -49,6 +49,8 @@ namespace endofthejedi {
void renderTraces();
void configureLightningInShader();
private:
// all models are also here (for easy reloading etc.)
std::vector<PolygonModel*> m_models;