diff --git a/src/gamelogic.cpp b/src/gamelogic.cpp index fd47152..6d19561 100644 --- a/src/gamelogic.cpp +++ b/src/gamelogic.cpp @@ -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; ilightID = 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();