GLM-related Shader.uniformNf overloads
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@ -85,10 +85,10 @@ void WorldRenderer::draw(Camera* camera, bool occlusion, float fogFactor, float
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shader->uniformMatrix("u_view", camera->getView());
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shader->uniform1f("u_gamma", 1.6f);
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shader->uniform3f("u_skyLightColor", 1.1f,1.1f,1.1f);
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shader->uniform3f("u_fogColor", skyColor.r,skyColor.g,skyColor.b);
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shader->uniform3f("u_fogColor", skyColor);
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shader->uniform1f("u_fogFactor", fogFactor);
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shader->uniform1f("u_fogCurve", fogCurve);
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shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
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shader->uniform3f("u_cameraPos", camera->position);
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Block* cblock = Block::blocks[level->player->choosenBlock];
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float multiplier = 0.2f;
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@ -146,8 +146,12 @@ void WorldRenderer::draw(Camera* camera, bool occlusion, float fogFactor, float
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float length = 40.f;
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linesShader->use();
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glm::mat4 model(glm::translate(glm::mat4(1.f), vec3(Window::width >> 1, -static_cast<int>(Window::height) >> 1, 0.f)));
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linesShader->uniformMatrix("u_projview", glm::ortho(0.f, static_cast<float>(Window::width), -static_cast<float>(Window::height), 0.f, -length, length) * model * glm::inverse(camera->rotation));
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vec3 tsl = vec3(Window::width/2, -((int)Window::height)/2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader->uniformMatrix("u_projview", glm::ortho(
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0.f, (float)Window::width,
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-(float)Window::height, 0.f,
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-length, length) * model * glm::inverse(camera->rotation));
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glDisable(GL_DEPTH_TEST);
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@ -41,11 +41,20 @@ void Shader::uniform2f(std::string name, float x, float y){
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glUniform2f(transformLoc, x, y);
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}
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void Shader::uniform2f(std::string name, glm::vec2 xy){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform2f(transformLoc, xy.x, xy.y);
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}
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void Shader::uniform3f(std::string name, float x, float y, float z){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform3f(transformLoc, x,y,z);
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}
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void Shader::uniform3f(std::string name, glm::vec3 xyz){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform3f(transformLoc, xyz.x, xyz.y, xyz.z);
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}
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Shader* load_shader(std::string vertexFile, std::string fragmentFile) {
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@ -16,7 +16,9 @@ public:
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void uniform1i(std::string name, int x);
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void uniform1f(std::string name, float x);
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void uniform2f(std::string name, float x, float y);
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void uniform2f(std::string name, glm::vec2 xy);
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void uniform3f(std::string name, float x, float y, float z);
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void uniform3f(std::string name, glm::vec3 xyz);
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};
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extern Shader* load_shader(std::string vertexFile, std::string fragmentFile);
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@ -108,7 +108,9 @@ bool ChunksController::loadVisible(){
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for (size_t i = 0; i < CHUNK_VOL; i++) {
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blockid_t id = chunk->voxels[i].id;
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if (Block::blocks[id] == nullptr) {
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std::cout << "corruped block detected at " << i << " of chunk " << chunk->x << "x" << chunk->z << " -> " << (int)id << std::endl;
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std::cout << "corruped block detected at " << i << " of chunk ";
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std::cout << chunk->x << "x" << chunk->z;
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std::cout << " -> " << (int)id << std::endl;
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chunk->voxels[i].id = 11;
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}
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}
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