prosperon/source/engine/static_actor.c

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#include "static_actor.h"
//ADDMAKE(StaticActor);
static struct mStaticActor *models[100];
static int numModels = 0;
static struct mStaticActor *shadow_casters[100];
static int numShadowCasters = 0;
struct mStaticActor *curActor = NULL;
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void staticactor_draw_dbg_color_pick(struct shader *s)
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{
for (int i = 0; i < numModels; i++) {
shader_setvec3(s, "PickingColor", models[i]->obj.editor.color);
setup_model_transform(&models[i]->obj.transform, s, 1.f);
//models[i]->obj.draw(s);
}
}
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void staticactor_draw_models(struct shader *s)
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{
for (int i = 0; i < numModels; i++) {
setup_model_transform(&models[i]->obj.transform, s, 1.f);
draw_model(models[i]->model, s);
}
}
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void staticactor_draw_shadowcasters(struct shader *s)
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{
for (int i = 0; i < numShadowCasters; i++) {
setup_model_transform(&shadow_casters[i]->obj.transform, s, 1.f);
//models[i]->obj.draw(s);
}
}
/*
void StaticActor::serialize(FILE * file)
{
GameObject::serialize(file);
SerializeBool(file, &castShadows);
Serializecstr(file, currentModelPath);
}
void StaticActor::deserialize(FILE * file)
{
GameObject::deserialize(file);
DeserializeBool(file, &castShadows);
Deserializecstr(file, currentModelPath, MAXPATH);
curActor = this;
set_new_model(currentModelPath);
}
*/
struct mStaticActor *MakeStaticActor(const char *modelPath)
{
struct mStaticActor *newsa =
(struct mStaticActor *) malloc(sizeof(struct mStaticActor));
newsa->model = GetExistingModel(modelPath);
models[numModels++] = newsa;
return newsa;
}
/*
Serialize *make_staticactor()
{
StaticActor *nactor = (StaticActor *) malloc(sizeof(StaticActor));
return nactor;
}
*/
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#include "nuke.h"
void staticactor_gui(struct mStaticActor *sa)
{
object_gui(&sa->obj);
if (nk_tree_push(ctx, NK_TREE_NODE, "Model", NK_MINIMIZED)) {
nk_checkbox_label(ctx, "Cast Shadows", &sa->castShadows);
nk_labelf(ctx, NK_TEXT_LEFT, "Model path: %s", sa->currentModelPath);
//ImGui::SameLine();
if (nk_button_label(ctx, "Load model")) {
//asset_command = set_new_model;
curActor = sa;
}
}
}