Finally cubemap is working

This commit is contained in:
Vladislav Khorev committed 2024-06-08 20:56:35 +03:00
1 parent ef92c70ae8
commit 84ee2dc70c
16 files changed
+399 -99

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@@ -33,6 +33,11 @@ protected:
cardinal BkgTexID;
std::string BkgShaderName;
float FogBeginDistance;
float FogEndDistance;
vec4 FogColor;
void CalcCamPosVec();
virtual void DrawQuad(const T2DQuad& quad) = 0;
@@ -52,6 +57,7 @@ public:
void SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
void PushPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
void SetGLCamAngleView();
void SetGLCamView();
void SetGlIdentityView();
void SetGlPosXView();
@@ -86,6 +92,14 @@ public:
void SetBackgroundShader(const std::string& shaderName) { BkgShaderName = shaderName; }
void DrawBackground();
float GetFogBeginDistance();
float GetFogEndDistance();
vec4 GetFogColor();
void SetFogBeginDistance(float distance);
void SetFogEndDistance(float distance);
};
@@ -22,11 +22,6 @@ protected:
bool IsCameraTransparentToLand; //To make it work you must setup LandToCalcCollision
TSimpleLandClass* LandToCalcCollision;
float FogBeginDistance;
float FogEndDistance;
vec4 FogColor;
//Other data:
float ShadowClampValue;
@@ -44,10 +39,7 @@ public:
float GetShadowClampValue();
void SetShadowClampValue(float shadowClampValue);
float GetFogBeginDistance();
float GetFogEndDistance();
vec4 GetFogColor();
void DrawTriangleList(const TTriangleList& triangleList);