diff options
author | Jon Bergli Heier <snakebite@jvnv.net> | 2011-07-01 17:20:53 +0200 |
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committer | Jon Bergli Heier <snakebite@jvnv.net> | 2011-07-02 18:10:14 +0200 |
commit | 75a90df8bf7f38e746e021c23248e1607931132c (patch) | |
tree | df2b4f48d5157f775c719192484188a2b0b8a04a /game.cpp | |
parent | 90d570822f85f70c31f80789ad6791cebd904468 (diff) |
Import and render tree models.
Trees are loaded from the new trees.blend using assimp. Tree objects are
then received from the server and rendered on the given terrain
locations.
Each chunk now holds a list of objects and coordinates, which can be
used to easily add other models as well.
Also moded the GLSL fog code to its own shader which can be linked in
different programs.
Diffstat (limited to 'game.cpp')
-rw-r--r-- | game.cpp | 22 |
1 files changed, 22 insertions, 0 deletions
@@ -88,6 +88,9 @@ void Game::handle_type(const boost::system::error_code& error, std::size_t bytes case message::MSG_TYPE_PLAYER: handle_player(); break; + case message::MSG_TYPE_OBJECT: + handle_object(); + break; default: std::cout << "unknown type: " << (int)*type << std::endl; } @@ -154,6 +157,25 @@ void Game::handle_player() { scene->players.push_back(Player::p(new Player(id, pos, name))); } +void Game::handle_object() { + message::Object m; + + m.recv(socket); + + // type is ignored for now + uint32_t type = m.get_type(); + Vector3 pos(m.get_pos()); + + Terrain::Chunk *chunk = scene->terrain->find_chunk(pos.x, pos.z); + if(!chunk) { + std::cerr << "got object for non-existing chunk, discarding" << std::endl; + return; + } + + pos.y = chunk->find(pos.x, pos.z)->get_height(pos.x, pos.z); + chunk->objects.push_back(Terrain::Chunk::ObjectPair(scene->tree, pos)); +} + Game& Game::get_instance() { if(!game) game = new Game(); |