mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
revert bad changes
This commit is contained in:
16
renderer.cpp
16
renderer.cpp
@@ -143,10 +143,11 @@ bool opengl_renderer::Init(GLFWwindow *Window)
|
||||
WriteLog("...gfx data pre-loading done");
|
||||
|
||||
// prepare basic geometry chunks
|
||||
float const size = 2.5f / 2.0f;
|
||||
auto const geometrybank = m_geometry.create_bank();
|
||||
m_billboardgeometry = m_geometry.create_chunk(
|
||||
gfx::vertex_array{
|
||||
{{-1.f, 1.f, 0.f}, glm::vec3(), {1.f, 1.f}}, {{1.f, 1.f, 0.f}, glm::vec3(), {0.f, 1.f}}, {{-1.f, -1.f, 0.f}, glm::vec3(), {1.f, 0.f}}, {{1.f, -1.f, 0.f}, glm::vec3(), {0.f, 0.f}}},
|
||||
{{-size, size, 0.f}, glm::vec3(), {1.f, 1.f}}, {{size, size, 0.f}, glm::vec3(), {0.f, 1.f}}, {{-size, -size, 0.f}, glm::vec3(), {1.f, 0.f}}, {{size, -size, 0.f}, glm::vec3(), {0.f, 0.f}}},
|
||||
geometrybank, GL_TRIANGLE_STRIP);
|
||||
m_empty_vao = std::make_unique<gl::vao>();
|
||||
|
||||
@@ -403,7 +404,7 @@ void opengl_renderer::Render_pass(rendermode const Mode)
|
||||
break;
|
||||
}
|
||||
|
||||
Update_Lights(simulation::Lights);
|
||||
Update_Lights(simulation::Lights);
|
||||
scene_ubs.time = Timer::GetTime();
|
||||
scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
|
||||
scene_ubo->update(scene_ubs);
|
||||
@@ -1006,7 +1007,7 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
|
||||
// modelview
|
||||
camera.position() = Global.pCamera.Pos;
|
||||
Global.pCamera.SetMatrix(viewmatrix);
|
||||
// projection
|
||||
// projection
|
||||
float znear = 0.1f * Global.ZoomFactor;
|
||||
float zfar = Config.draw_range * Global.fDistanceFactor;
|
||||
camera.projection() = perspective_projection(fovy, aspect, znear, zfar);
|
||||
@@ -1021,7 +1022,7 @@ void opengl_renderer::setup_pass(renderpass_config &Config, rendermode const Mod
|
||||
glm::dvec3 const cubefaceupvectors[6] = {{0.0, -1.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, -1.0}, {0.0, -1.0, 0.0}, {0.0, -1.0, 0.0}};
|
||||
auto const cubefaceindex = m_environmentcubetextureface;
|
||||
viewmatrix *= glm::lookAt(camera.position(), camera.position() + cubefacetargetvectors[cubefaceindex], cubefaceupvectors[cubefaceindex]);
|
||||
// projection
|
||||
// projection
|
||||
float znear = 0.1f * Global.ZoomFactor;
|
||||
float zfar = Config.draw_range * Global.fDistanceFactor;
|
||||
camera.projection() = perspective_projection(glm::radians(90.f), 1.f, znear, zfar);
|
||||
@@ -1250,7 +1251,7 @@ bool opengl_renderer::Render(world_environment *Environment)
|
||||
m_celestial_shader->bind();
|
||||
m_empty_vao->bind();
|
||||
|
||||
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
|
||||
auto const &modelview = OpenGLMatrices.data(GL_MODELVIEW);
|
||||
|
||||
// sun
|
||||
{
|
||||
@@ -1269,8 +1270,8 @@ bool opengl_renderer::Render(world_environment *Environment)
|
||||
Bind_Texture(0, m_moontexture);
|
||||
glm::vec3 mooncolor(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f);
|
||||
glm::vec4 color(mooncolor.r, mooncolor.g, mooncolor.b,
|
||||
// fade the moon if it's near the sun in the sky, especially during the day
|
||||
std::max<float>(0.f, 1.0 - 0.5 * Global.fLuminance - 0.65 * std::max(0.f, glm::dot(Environment->m_sun.getDirection(), Environment->m_moon.getDirection()))) * fogfactor);
|
||||
// fade the moon if it's near the sun in the sky, especially during the day
|
||||
std::max<float>(0.f, 1.0 - 0.5 * Global.fLuminance - 0.65 * std::max(0.f, glm::dot(Environment->m_sun.getDirection(), Environment->m_moon.getDirection()))) * fogfactor);
|
||||
|
||||
auto const moonvector = Environment->m_moon.getDirection();
|
||||
|
||||
@@ -3277,7 +3278,6 @@ void opengl_renderer::Render_Alpha(TSubModel *Submodel)
|
||||
m_billboard_shader->bind();
|
||||
Bind_Texture(0, m_glaretexture);
|
||||
model_ubs.param[0] = glm::vec4(glm::vec3(Submodel->f4Diffuse), Submodel->fVisible * glarelevel);
|
||||
model_ubs.param[1].x = 2.5f / 2.0f;
|
||||
|
||||
// main draw call
|
||||
draw(m_billboardgeometry);
|
||||
|
||||
@@ -7,6 +7,6 @@ out vec2 f_coord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (projection * modelview) * vec4(v_vert * param[1].x, 1.0f);
|
||||
gl_Position = (projection * modelview) * vec4(v_vert, 1.0f);
|
||||
f_coord = v_coord;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user