2021-11-30 21:29:18 -06:00
|
|
|
#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;
|
|
|
|
|
2022-11-19 17:13:57 -06:00
|
|
|
void staticactor_draw_dbg_color_pick(struct shader *s)
|
2021-11-30 21:29:18 -06:00
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2022-11-19 17:13:57 -06:00
|
|
|
void staticactor_draw_models(struct shader *s)
|
2021-11-30 21:29:18 -06:00
|
|
|
{
|
|
|
|
for (int i = 0; i < numModels; i++) {
|
|
|
|
setup_model_transform(&models[i]->obj.transform, s, 1.f);
|
|
|
|
draw_model(models[i]->model, s);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-11-19 17:13:57 -06:00
|
|
|
void staticactor_draw_shadowcasters(struct shader *s)
|
2021-11-30 21:29:18 -06:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
*/
|
2022-08-12 14:03:56 -05:00
|
|
|
|
|
|
|
#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;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
2022-11-25 07:12:31 -06:00
|
|
|
}
|