Add in new stuff to the scene

This commit is contained in:
Peder Bergebakken Sundt 2019-03-16 20:14:24 +01:00
parent 7135ebab6b
commit 02ab58ecc9
1 changed files with 17 additions and 12 deletions

View File

@ -114,34 +114,39 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
default_shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag");
Mesh plain = generateSegmentedPlane(1000, 1000, 100, 100);
Mesh hello_world = generateTextGeometryBuffer("Skjer'a bagera?", 1.3, 2);
rootNode = createSceneNode();
hudNode = createSceneNode();
plainNode = createSceneNode(TEXTURED_GEOMETRY);
plainNode->setMesh(&plain);
plainNode = createSceneNode();
plainNode->setTexture(&t_plain_diff, &t_plain_normal);
plainNode->setMesh(&plain);
plainNode->position = {0, 0, 0};
plainNode->shinyness = 30;
rootNode->children.push_back(plainNode);
// add lights
for (uint i = 0; i<N_LIGHTS; i++) {
lightNode[i] = createSceneNode(POINT_LIGHT);
lightNode[i]->lightID = i;
rootNode->children.push_back(lightNode[0]);
}
rootNode->children.push_back(lightNode[0]);
rootNode->children.push_back(lightNode[1]);
ballNode->children.push_back(lightNode[2]);
lightNode[0]->position = {0, 0, 0};
lightNode[1]->position = {-300, -500, 300};
lightNode[2]->position = {0, 0, 0};
lightNode[0]->position = {200, 800, 600};
lightNode[0]->color_emissive = vec3(0.2);
lightNode[0]->color_diffuse = vec3(0.8);
lightNode[0]->color_specular = vec3(0.0);
lightNode[0]->attenuation = vec3(1.0, 0.0, 0.000000);
// hud
Mesh hello_world = generateTextGeometryBuffer("Skjer'a bagera?", 1.3, 2);
textNode->position = vec3(-1.0, -1.0, 0.0);
textNode->setMesh(&hello_world);
textNode = createSceneNode();
textNode->setTexture(&t_charmap);
textNode->setMesh(&hello_world);
textNode->position = vec3(-1.0, -1.0, 0.0);
textNode->isIlluminated = false;
textNode->isInverted = true;
hudNode->children.push_back(textNode);
getTimeDeltaSeconds();