#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; void staticactor_draw_dbg_color_pick(struct shader *s) { 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); } } void staticactor_draw_models(struct shader *s) { for (int i = 0; i < numModels; i++) { setup_model_transform(&models[i]->obj.transform, s, 1.f); draw_model(models[i]->model, s); } } void staticactor_draw_shadowcasters(struct shader *s) { 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; } */ #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; } } }