gamnit: 3 Euler rotation angles for actors
[nit.git] / lib / gamnit / depth / more_materials.nit
index 6117128..ec4a3cd 100644 (file)
@@ -18,15 +18,17 @@ module more_materials
 intrude import depth_core
 intrude import flat
 
-# Simple material with static colors used for debugging or display abstract objects
-class SmoothMaterial
-       super Material
-
+redef class Material
        # Get the default blueish material
-       init default do init(
+       new do return new SmoothMaterial(
                [0.0, 0.0, 0.3, 1.0],
                [0.0, 0.0, 0.6, 1.0],
                [1.0, 1.0, 1.0, 1.0])
+end
+
+# Simple material with static colors
+class SmoothMaterial
+       super Material
 
        # Ambient color, always visible
        var ambient_color: Array[Float] is writable
@@ -47,7 +49,7 @@ class SmoothMaterial
                # Actor specs
                program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
                program.scale.uniform actor.scale
-               program.rotation.uniform new Matrix.rotation(actor.rotation, 0.0, 1.0, 0.0)
+               program.rotation.uniform new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
 
                # From mesh
                program.coord.array_enabled = true
@@ -75,9 +77,9 @@ class SmoothMaterial
 
                # Execute draw
                if mesh.indices.is_empty then
-                       glDrawArrays(gl_TRIANGLES, 0, mesh.vertices.length/3)
+                       glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
                else
-                       glDrawElements(gl_TRIANGLES, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
+                       glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
                end
        end
 end
@@ -144,7 +146,7 @@ class TexturedMaterial
                # If using a texture, set `texture_coords`
                program.tex_coord.array_enabled = sample_used_texture != null
                if sample_used_texture != null then
-                       if sample_used_texture isa GamnitRootTexture then
+                       if sample_used_texture isa RootTexture then
                                # Coordinates are directly valid
                                program.tex_coord.array(mesh.texture_coords, 2)
                        else
@@ -169,7 +171,8 @@ class TexturedMaterial
 
                program.coord.array_enabled = true
                program.coord.array(mesh.vertices, 3)
-               program.rotation.uniform new Matrix.rotation(actor.rotation, 0.0, 1.0, 0.0)
+
+               program.rotation.uniform new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
 
                program.ambient_color.uniform(ambient_color[0], ambient_color[1], ambient_color[2], ambient_color[3]*actor.alpha)
                program.diffuse_color.uniform(diffuse_color[0], diffuse_color[1], diffuse_color[2], diffuse_color[3]*actor.alpha)
@@ -182,9 +185,9 @@ class TexturedMaterial
                program.camera.uniform(app.world_camera.position.x, app.world_camera.position.y, app.world_camera.position.z)
 
                if mesh.indices.is_empty then
-                       glDrawArrays(gl_TRIANGLES, 0, mesh.vertices.length/3)
+                       glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
                else
-                       glDrawElements(gl_TRIANGLES, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
+                       glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
                end
        end
 end
@@ -214,15 +217,16 @@ class NormalsMaterial
 
                program.coord.array_enabled = true
                program.coord.array(mesh.vertices, 3)
-               program.rotation.uniform new Matrix.rotation(actor.rotation, 0.0, 1.0, 0.0)
+
+               program.rotation.uniform new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
 
                program.normal.array_enabled = true
                program.normal.array(mesh.normals, 3)
 
                if mesh.indices.is_empty then
-                       glDrawArrays(gl_TRIANGLES, 0, mesh.vertices.length/3)
+                       glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
                else
-                       glDrawElements(gl_TRIANGLES, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
+                       glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
                end
        end
 end