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opengl33renderer: Fix up the sizes of Sun and Moon
Although the used value makes some physical sense, it fails to take FoV effect into account, leading to both Sun and Moon becoming comically tiny. Revert the sizes to the ones used by the legacy renderer, which makes them appear much more plausible.
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@@ -2028,12 +2028,12 @@ bool opengl33_renderer::Render(world_environment *Environment)
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glm::vec4 color(suncolor.x, suncolor.y, suncolor.z, std::clamp(1.5f - Global.Overcast, 0.f, 1.f) * fogfactor);
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auto const sunvector = Environment->m_sun.getDirection();
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/*float const size = std::lerp( // TODO: expose distance/scale factor from the moon object
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float const size = std::lerp( // TODO: expose distance/scale factor from the moon object
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0.0325f,
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0.0275f,
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std::clamp( Environment->m_sun.getAngle(), 0.f, 90.f ) / 90.f );*/
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std::clamp( Environment->m_sun.getAngle(), 0.f, 90.f ) / 90.f );
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model_ubs.param[0] = color;
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model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(sunvector, 1.0f)), 0.00463f /* size */);
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model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(sunvector, 1.0f)), size);
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model_ubs.param[2] = glm::vec4(0.0f, 1.0f, 1.0f, 0.0f);
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model_ubo->update(model_ubs);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@@ -2104,14 +2104,13 @@ bool opengl33_renderer::Render(world_environment *Environment)
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moonu = 0.0f;
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}
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/*
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float const size = std::lerp( // TODO: expose distance/scale factor from the moon object
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0.0160f,
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0.0135f,
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std::clamp( Environment->m_moon.getAngle(), 0.f, 90.f ) / 90.f );*/
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std::clamp( Environment->m_moon.getAngle(), 0.f, 90.f ) / 90.f );
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model_ubs.param[0] = color;
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model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(moonvector, 1.0f)), 0.00451f /* size */);
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model_ubs.param[1] = glm::vec4(glm::vec3(modelview * glm::vec4(moonvector, 1.0f)), size);
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model_ubs.param[2] = glm::vec4(moonu, moonv, 0.333f, 0.0f);
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model_ubo->update(model_ubs);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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