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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00

use glm instead of Math3D in rendering

This commit is contained in:
docentYT
2026-04-27 21:41:00 +02:00
parent ef852b4307
commit 438cc563d9
5 changed files with 17 additions and 26 deletions

View File

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