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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-19 01:16:38 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-19 01:16:38 +0000 |
commit | f8e7c47bbd33fb67afa3ba5478fceb13ddb09243 (patch) | |
tree | 5c370029f658e62f8bb4866e6d45af46c05c4045 /game/physical.cpp | |
parent | Add support for directional light color and an ambient color (diff) | |
download | ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.tar.bz2 ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.tar.xz ilt-f8e7c47bbd33fb67afa3ba5478fceb13ddb09243.zip |
Mesh split, bogeys follow rails.
Wow. This commit is too big. It:
* splits obj loaded meshes into individual named objects.
* moves obj to mesh(es) code into new file obj.impl.cpp, removing the
clutter from mesh
* removes Physical for providing the wrong level of abstraction
* bit of a hack to adjust loaded models to offset rail vehicle bogeys to
0 centre, and then applies their calculated position to the mesh
All in all, quite a lot of mess... But the result is the rail vehicle
bogeys now follow the rails quite authentically.
Diffstat (limited to 'game/physical.cpp')
-rw-r--r-- | game/physical.cpp | 21 |
1 files changed, 0 insertions, 21 deletions
diff --git a/game/physical.cpp b/game/physical.cpp deleted file mode 100644 index ec3221f..0000000 --- a/game/physical.cpp +++ /dev/null @@ -1,21 +0,0 @@ -#include "physical.h" -#include "gfx/models/mesh.h" -#include "gfx/models/texture.h" -#include <cache.h> -#include <gfx/gl/shader.h> -#include <gfx/gl/transform.h> - -Cache<Mesh> Physical::cachedMesh; - -Physical::Physical(glm::vec3 where, const std::string & m, const std::string & t) : - location {where}, mesh {cachedMesh.get(m)}, texture {Texture::cachedTexture.get(t)} -{ -} - -void -Physical::render(const Shader & shader) const -{ - shader.setModel(location.GetModel()); - texture->Bind(); - mesh->Draw(); -} |