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@ -75,6 +75,7 @@ |
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#include "game/systems/tool-system.hpp"
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#include "game/systems/ui-system.hpp"
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#include "game/systems/vegetation-system.hpp"
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#include "game/entity-commands.hpp"
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#include "utility/paths.hpp"
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#include "event/event-dispatcher.hpp"
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#include "input/input-event-router.hpp"
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@ -607,19 +608,25 @@ void setup_scenes(game_context* ctx) |
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ctx->subterrain_light->set_attenuation({1.0f, 0.09f, 0.032f}); |
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ctx->subterrain_light->update_tweens(); |
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ctx->spotlight = new spotlight(); |
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ctx->spotlight->set_color({1, 1, 1}); |
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ctx->spotlight->set_intensity(1.0f); |
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ctx->spotlight->set_attenuation({1.0f, 0.09f, 0.032f}); |
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ctx->spotlight->set_cutoff({math::radians(15.0f), math::radians(30.0f)}); |
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ctx->spotlight->update_tweens(); |
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ctx->spotlight->set_active(false); |
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ctx->underworld_ambient_light = new ambient_light(); |
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ctx->underworld_ambient_light->set_color({1, 1, 1}); |
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ctx->underworld_ambient_light->set_intensity(0.1f); |
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ctx->underworld_ambient_light->update_tweens(); |
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ctx->lens_spotlight = new spotlight(); |
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ctx->lens_spotlight->set_color({1, 1, 1}); |
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ctx->lens_spotlight->set_intensity(20.0f); |
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ctx->lens_spotlight->set_attenuation({1.0f, 0.0f, 0.0f}); |
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ctx->lens_spotlight->set_cutoff({math::radians(1.25f), math::radians(1.8f)}); |
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ctx->flashlight_spotlight = new spotlight(); |
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ctx->flashlight_spotlight->set_color({1, 1, 1}); |
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ctx->flashlight_spotlight->set_intensity(1.0f); |
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ctx->flashlight_spotlight->set_attenuation({1.0f, 0.0f, 0.0f}); |
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ctx->flashlight_spotlight->set_cutoff({math::radians(10.0f), math::radians(19.0f)}); |
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const texture_2d* splash_texture = ctx->resource_manager->load<texture_2d>("splash.png"); |
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auto splash_dimensions = splash_texture->get_dimensions(); |
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ctx->splash_billboard_material = new material(); |
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@ -695,6 +702,9 @@ void setup_scenes(game_context* ctx) |
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ctx->ui_scene = new scene(); |
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ctx->ui_scene->add_object(ctx->ui_camera); |
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ctx->overworld_scene->add_object(ctx->lens_spotlight); |
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ctx->underworld_scene->add_object(ctx->flashlight_spotlight); |
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// Set overworld as active scene
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ctx->active_scene = ctx->overworld_scene; |
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@ -893,12 +903,12 @@ void setup_controls(game_context* ctx) |
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ctx->rotate_ccw_control = new control(); |
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ctx->rotate_ccw_control->set_activated_callback |
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( |
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std::bind(&camera_system::pan, ctx->camera_system, math::radians(-90.0f)) |
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std::bind(&camera_system::pan, ctx->camera_system, math::radians(90.0f)) |
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); |
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ctx->rotate_cw_control = new control(); |
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ctx->rotate_cw_control->set_activated_callback |
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( |
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std::bind(&camera_system::pan, ctx->camera_system, math::radians(90.0f)) |
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std::bind(&camera_system::pan, ctx->camera_system, math::radians(-90.0f)) |
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); |
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// Create menu back control
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@ -1058,6 +1068,13 @@ void setup_callbacks(game_context* ctx) |
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//(*ctx->focal_point_tween)[1] = ctx->orbit_cam->get_focal_point();
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auto xf = ec::get_transform(*ctx->ecs_registry, ctx->lens_entity); |
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ctx->lens_spotlight->look_at(xf.translation, xf.translation + ctx->sun_direct->get_direction(), {0, 1, 0}); |
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xf = ec::get_transform(*ctx->ecs_registry, ctx->flashlight_entity); |
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//ctx->flashlight_spotlight->set_transform(xf);
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ctx->flashlight_spotlight->look_at(xf.translation, xf.translation + xf.rotation * float3{0, 0, 1}, {0, 0, -1}); |
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ctx->ui_system->update(dt); |
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ctx->render_system->update(t, dt); |
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ctx->animator->animate(dt); |
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