Major clean up
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6aff22ec53
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1a7e424085
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@@ -101,15 +101,15 @@ namespace ZL {
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// 1. Проверка порога движения (оптимизация из текущего кода)
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float movementThreshold = 1.0f;
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if ((Environment::shipPosition - lastUpdatePos).squaredNorm() < movementThreshold * movementThreshold
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if ((Environment::shipState.position - lastUpdatePos).squaredNorm() < movementThreshold * movementThreshold
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&& !triangleIndicesToDraw.empty()) {
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//processMainThreadTasks(); // Все равно обрабатываем очередь OpenGL задач
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return;
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}
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lastUpdatePos = Environment::shipPosition;
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lastUpdatePos = Environment::shipState.position;
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// 2. Получаем список видимых треугольников
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auto newIndices = planetData.getTrianglesUnderCameraNew2(Environment::shipPosition);
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auto newIndices = planetData.getTrianglesUnderCameraNew2(Environment::shipState.position);
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std::sort(newIndices.begin(), newIndices.end());
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// 3. Анализируем, что нужно загрузить
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@@ -305,7 +305,7 @@ namespace ZL {
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renderer.EnableVertexAttribArray(vTexCoordName);
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float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipPosition);
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float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
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auto zRange = planetData.calculateZRange(dist);
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const float currentZNear = zRange.first;
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const float currentZFar = zRange.second;
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@@ -320,7 +320,7 @@ namespace ZL {
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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renderer.RotateMatrix(Environment::inverseShipMatrix);
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renderer.TranslateMatrix(-Environment::shipPosition);
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renderer.TranslateMatrix(-Environment::shipState.position);
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const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
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@@ -332,7 +332,7 @@ namespace ZL {
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Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании
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// Позиция камеры (корабля) в мире
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renderer.RenderUniform3fv("uViewPos", Environment::shipPosition.data());
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renderer.RenderUniform3fv("uViewPos", Environment::shipState.position.data());
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//renderer.RenderUniform1f("uHeightScale", 0.08f);
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renderer.RenderUniform1f("uHeightScale", 0.0f);
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@@ -345,7 +345,7 @@ namespace ZL {
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renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
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// Направление от центра планеты к игроку для расчета дня/ночи
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Vector3f playerDirWorld = Environment::shipPosition.normalized();
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Vector3f playerDirWorld = Environment::shipState.position.normalized();
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renderer.RenderUniform3fv("uPlayerDirWorld", playerDirWorld.data());
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// Тот же фактор освещенности игрока
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@@ -394,7 +394,7 @@ namespace ZL {
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renderer.EnableVertexAttribArray(vTexCoordName);
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float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipPosition);
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float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
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auto zRange = planetData.calculateZRange(dist);
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const float currentZNear = zRange.first;
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const float currentZFar = zRange.second;
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@@ -409,17 +409,17 @@ namespace ZL {
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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renderer.RotateMatrix(Environment::inverseShipMatrix);
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renderer.TranslateMatrix(-Environment::shipPosition);
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renderer.TranslateMatrix(-Environment::shipState.position);
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renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
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renderer.RenderUniform1f("uCurrentZFar", currentZFar);
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renderer.RenderUniform3fv("uViewPos", Environment::shipPosition.data());
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//std::cout << "uViewPos" << Environment::shipPosition << std::endl;
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renderer.RenderUniform3fv("uViewPos", Environment::shipState.position.data());
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//std::cout << "uViewPos" << Environment::shipState.position << std::endl;
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// PlanetObject.cpp, метод drawStones
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Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
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renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
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Vector3f playerDirWorld = Environment::shipPosition.normalized();
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Vector3f playerDirWorld = Environment::shipState.position.normalized();
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float playerLightFactor = max(0.0f, (playerDirWorld.dot(-sunDirWorld) + 0.2f) / 1.2f);
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renderer.RenderUniform1f("uPlayerLightFactor", playerLightFactor);
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@@ -479,7 +479,7 @@ namespace ZL {
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vNormalName);
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float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipPosition);
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float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
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auto zRange = planetData.calculateZRange(dist);
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float currentZNear = zRange.first;
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float currentZFar = zRange.second;
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@@ -499,7 +499,7 @@ namespace ZL {
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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renderer.RotateMatrix(Environment::inverseShipMatrix);
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renderer.TranslateMatrix(-Environment::shipPosition);
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renderer.TranslateMatrix(-Environment::shipState.position);
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const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
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@@ -536,7 +536,7 @@ namespace ZL {
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renderer.RenderUniform3fv("uWorldLightDir", worldLightDir.data());
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// 1. Рассчитываем uPlayerLightFactor (как в Game.cpp)
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Vector3f playerDirWorld = Environment::shipPosition.normalized();
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Vector3f playerDirWorld = Environment::shipState.position.normalized();
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Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
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// Насколько игрок на свету
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@@ -549,7 +549,7 @@ namespace ZL {
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// 3. Убедитесь, что uSkyColor тоже передан (в коде выше его не было)
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renderer.RenderUniform3fv("uSkyColor", color.data());
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//Vector3f playerDirWorld = Environment::shipPosition.normalized();
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//Vector3f playerDirWorld = Environment::shipState.position.normalized();
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renderer.RenderUniform3fv("uPlayerDirWorld", playerDirWorld.data());
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glEnable(GL_BLEND);
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