Change height map and normal map
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Before Width: | Height: | Size: 5.5 KiB After Width: | Height: | Size: 772 KiB |
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Before Width: | Height: | Size: 7.4 KiB After Width: | Height: | Size: 2.5 MiB |
@ -86,9 +86,13 @@ void TMyApplication::InnerInit()
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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Vector2f const bottomLeft(-1000, -1000);
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float const W = 2000;
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float const H = 2000;
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Vector2f const bottomLeft(-500, -500);
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float const W = 1000;
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float const H = 1000;
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Vector2f const backgroundBottomLeft(-1000, -1000);
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float const backgroundW = 2000;
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float const backgroundH = 2000;
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{
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//resolution of background image
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@ -96,16 +100,16 @@ void TMyApplication::InnerInit()
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float const imageH = 512;
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0], 0, bottomLeft[1]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0], 0, bottomLeft[1] + H));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0] + W, 0, bottomLeft[1] + H));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0] + W, 0, bottomLeft[0] + H));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0] + W, 0, bottomLeft[0]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0], 0, bottomLeft[0]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
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float const tw = W / imageW;
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float const th = H / imageH;
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float const tw = backgroundW / imageW;
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float const th = backgroundH / imageH;
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
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@ -115,7 +119,6 @@ void TMyApplication::InnerInit()
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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@ -179,7 +182,7 @@ void TMyApplication::InnerInit()
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}
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background.first.ShaderName ="ParallaxShader";
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background.first.ShaderName ="DefaultShader";
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fabricRender.first.ShaderName = "ParallaxShader";
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/*
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