Semi-working world rendering

This commit is contained in:
2014-05-26 23:28:11 +02:00
parent 74239300bd
commit d4b28a2228
15 changed files with 509 additions and 206 deletions
+15 -3
View File
@@ -23,17 +23,20 @@ public:
, m_World(world)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetViewportCamera, &WorldFrame::OnSetViewportCamera);
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
}
void Update(double dt) override
{
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
m_World->Update(dt);
}
void Draw(std::shared_ptr<Renderer> renderer) override
{
RenderQueue.Clear();
renderer->ClearPointLights();
for (auto &pair : *m_World->GetEntities())
{
@@ -75,8 +78,17 @@ public:
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
if (pointLightComponent)
{
// TODO: Push lights to renderer
// renderer->PushLight(...);
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
renderer->AddPointLightToDraw(
position,
pointLightComponent->Specular,
pointLightComponent->Diffuse,
pointLightComponent->specularExponent,
pointLightComponent->ConstantAttenuation,
pointLightComponent->LinearAttenuation,
pointLightComponent->QuadraticAttenuation,
pointLightComponent->Radius
);
}
}
}