fixed water rendering, need to fix the object locations
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@ -95,6 +95,7 @@ void TAndroidApplication::LoadModels()
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float radius = myMax(size[0], myMax(size[1], size[2])) / 2;
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mountainTransformation = Affine3f(Scaling(cameraDistance / radius * 0.25f)).matrix();
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//mountainTransformation = Affine3f(Translation3f(0, -size[1] / 20 * cameraDistance / radius * 0.25f, 0)).matrix() * mountainTransformation;
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//Matrix3f rotation(Quaternionf(0, 1 * sin(pi / 8 + pi / 2), 0, 1 * cos(pi / 8 + pi / 2)).toRotationMatrix());
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//mountainTransformation = Affine3f(rotation).matrix() * mountainTransformation;
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//mountainTransformation = Affine3f(Translation3f(0, 0, -size[2] / 2.f)).matrix() * mountainTransformation;
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@ -133,6 +134,7 @@ void TAndroidApplication::LoadModels()
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//Matrix3f rotation(Quaternionf(0, cos(angle*pi / 360.f), 0, sin(angle*pi / 360.f)).toRotationMatrix());
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//iceTransformation = Affine3f(rotation).matrix() * iceTransformation;
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iceTransformation = Affine3f(Translation3f(position)).matrix() * iceTransformation;
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//iceTransformation = Affine3f(Translation3f(0, size[1] / 2, 0)).matrix() * iceTransformation;
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iceTransformations.push_back(iceTransformation);
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}
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@ -362,9 +364,9 @@ void TAndroidApplication::DrawAllScene(bool toScreen)
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{
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RenderUniform1f("WaterScale", 1.f);
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}
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE0); // THIS IS A NORMAL MAP (UNIFORM IS SETTED BY ENGINE IN Renderer->PushShader() -> SetUnifroms())
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glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["water_nmap.png"]);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1); // THIS IS A COLOR MAP (UNIFORM IS SETTED BY ENGINE IN Renderer->PushShader() -> SetUnifroms())
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if (toScreen)
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{
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Renderer->SetFullScreenViewport();
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@ -373,7 +375,11 @@ void TAndroidApplication::DrawAllScene(bool toScreen)
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{
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Renderer->SetFrameViewport("ScreenshotFrame");
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}
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Renderer->DrawFramePartScreen("WaterFrame", Vector2f(0, 0), Vector2f(1.f, 0.54f));
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glActiveTexture(GL_TEXTURE0); // return back
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Renderer->PopShader();
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glClear(GL_DEPTH_BUFFER_BIT);
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@ -387,10 +393,10 @@ void TAndroidApplication::DrawAllScene(bool toScreen)
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glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["snow.png"]);
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if (SnowPref)
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{
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DrawSnow();
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}
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//if (SnowPref)
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//{
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// DrawSnow();
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//}
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Renderer->PopShader();
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@ -446,8 +452,8 @@ void TAndroidApplication::InnerInit()
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CheckGlError();
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boost::get<TPanoramicCamera>(Renderer->Camera).MovePhi(pi / 32);
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mCamera.MovePhi(pi/32);
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boost::get<TPanoramicCamera>(Renderer->Camera).MovePhi(pi / 360.f * 5);
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mCamera.MovePhi(pi / 360.f * 5);
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if (Renderer->GetScreenWidth() > Renderer->GetScreenHeight())
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@ -471,7 +477,7 @@ void TAndroidApplication::InnerInit()
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//ResourceManager->LightManager.SetLightDirection(Vector3f(1, -1, 0));
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AddFrameBuffers();
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//AddFrameBuffers();
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//Renderer->SetPerspectiveFullScreenViewport();
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