71 lines
1.9 KiB
C++
71 lines
1.9 KiB
C++
#include "scene.hpp"
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#include "dbc.hpp"
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#include <math.h>
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void Scene::update() {
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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camera.update(deltaTime);
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}
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void Scene::draw_model(Model& scene_model, Material& material, glm::mat4& projection, glm::mat4& view, glm::vec3& position)
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{
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shader.apply_material(material);
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float time = glfwGetTime();
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, position);
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model = glm::rotate(model, glm::radians(time * 10.0f), glm::vec3(1.0f, 0.3f, 0.5f));
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shader.setMat4("model", model);
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scene_model.draw(shader);
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}
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void Scene::render(GLFWwindow* window) {
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.use();
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// time is used for fake 3d rotation
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float time = glfwGetTime();
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glm::mat4 view = camera.look_at();
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glm::mat4 projection = glm::mat4(1.0f);
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// fov, aspect, near plane, far plane
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projection = glm::perspective(glm::radians(camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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shader.use();
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shader.setMat4("view", view);
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shader.setMat4("projection", projection);
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shader.setVec3("viewPos", camera.position);
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// for now just detect the camera moved and do spotlight update
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if(camera.dirty) {
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light.camera.position = camera.position;
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light.camera.direction = camera.front;
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// just update the camera's light
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shader.apply_spot_light(light.camera, 0);
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camera.dirty = false;
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}
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// BUG: no connection between models and positions
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for(auto& thing : things) {
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draw_model(thing.model, thing.material, projection, view, thing.position);
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}
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}
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void Scene::cleanup() {
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shader.cleanup();
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}
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void Scene::spawn(const std::string& name, components::Position& position) {
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things.emplace_back(
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models.at(name),
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position,
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materials.at(name));
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}
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