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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 03:09:18 +02:00
use glm instead of Math3D in rendering
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@@ -867,7 +867,7 @@ bool opengl_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float con
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if( Dynamic->m_coupleradapters[ End ] == nullptr ) { return false; }
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auto const position { Math3D::vector3 {
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auto const position { glm::dvec3 {
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0.f,
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Dynamic->MoverParameters->Couplers[ End ].adapter_height,
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( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == end::front ? 1 : -1 ) } };
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@@ -2277,7 +2277,7 @@ opengl_renderer::Render( scene::shape_node const &Shape, bool const Ignorerange
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case rendermode::shadows:
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case rendermode::cabshadows: {
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// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
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distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
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distancesquared = glm::length2( ( data.area.center - Global.pCamera.Pos ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
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break;
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}
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case rendermode::reflections: {
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@@ -2696,7 +2696,7 @@ opengl_renderer::Render( TModel3d *Model, material_data const *Material, float c
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}
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bool
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opengl_renderer::Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ) {
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opengl_renderer::Render( TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle ) {
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::glPushMatrix();
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::glTranslated( Position.x, Position.y, Position.z );
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@@ -3505,7 +3505,7 @@ opengl_renderer::Render_Alpha( TAnimModel *Instance ) {
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switch( m_renderpass.draw_mode ) {
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case rendermode::shadows: {
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// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
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distancesquared = Math3D::SquareMagnitude( ( Instance->location() - Global.pCamera.Pos ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
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distancesquared = glm::length2( ( Instance->location() - Global.pCamera.Pos ) / (double)Global.ZoomFactor ) / Global.fDistanceFactor;
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break;
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}
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default: {
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@@ -3549,7 +3549,7 @@ opengl_renderer::Render_Alpha( TTraction *Traction ) {
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switch( m_renderpass.draw_mode ) {
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case rendermode::shadows: {
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// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
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distancesquared = Math3D::SquareMagnitude( ( Traction->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
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distancesquared = glm::length2( ( Traction->location() - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
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break;
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}
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default: {
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@@ -3613,7 +3613,7 @@ opengl_renderer::Render_Alpha( scene::lines_node const &Lines ) {
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switch( m_renderpass.draw_mode ) {
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case rendermode::shadows: {
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// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
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distancesquared = Math3D::SquareMagnitude( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
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distancesquared = glm::length2( ( data.area.center - Global.pCamera.Pos ) / Global.ZoomFactor ) / Global.fDistanceFactor;
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break;
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}
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default: {
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@@ -3769,7 +3769,7 @@ opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, f
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}
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bool
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opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle ) {
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opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle ) {
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::glPushMatrix();
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::glTranslated( Position.x, Position.y, Position.z );
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