Major clean up

This commit is contained in:
Vladislav Khorev committed 2026-01-18 13:13:25 +03:00
1 parent 6aff22ec53
commit 1a7e424085
16 files changed
+390 -490

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+16 -16
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@@ -101,15 +101,15 @@ namespace ZL {
// 1. Проверка порога движения (оптимизация из текущего кода)
float movementThreshold = 1.0f;
if ((Environment::shipPosition - lastUpdatePos).squaredNorm() < movementThreshold * movementThreshold
if ((Environment::shipState.position - lastUpdatePos).squaredNorm() < movementThreshold * movementThreshold
&& !triangleIndicesToDraw.empty()) {
//processMainThreadTasks(); // Все равно обрабатываем очередь OpenGL задач
return;
}
lastUpdatePos = Environment::shipPosition;
lastUpdatePos = Environment::shipState.position;
// 2. Получаем список видимых треугольников
auto newIndices = planetData.getTrianglesUnderCameraNew2(Environment::shipPosition);
auto newIndices = planetData.getTrianglesUnderCameraNew2(Environment::shipState.position);
std::sort(newIndices.begin(), newIndices.end());
// 3. Анализируем, что нужно загрузить
@@ -305,7 +305,7 @@ namespace ZL {
renderer.EnableVertexAttribArray(vTexCoordName);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipPosition);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
auto zRange = planetData.calculateZRange(dist);
const float currentZNear = zRange.first;
const float currentZFar = zRange.second;
@@ -320,7 +320,7 @@ namespace ZL {
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
renderer.RotateMatrix(Environment::inverseShipMatrix);
renderer.TranslateMatrix(-Environment::shipPosition);
renderer.TranslateMatrix(-Environment::shipState.position);
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
@@ -332,7 +332,7 @@ namespace ZL {
Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании
// Позиция камеры (корабля) в мире
renderer.RenderUniform3fv("uViewPos", Environment::shipPosition.data());
renderer.RenderUniform3fv("uViewPos", Environment::shipState.position.data());
//renderer.RenderUniform1f("uHeightScale", 0.08f);
renderer.RenderUniform1f("uHeightScale", 0.0f);
@@ -345,7 +345,7 @@ namespace ZL {
renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
// Направление от центра планеты к игроку для расчета дня/ночи
Vector3f playerDirWorld = Environment::shipPosition.normalized();
Vector3f playerDirWorld = Environment::shipState.position.normalized();
renderer.RenderUniform3fv("uPlayerDirWorld", playerDirWorld.data());
// Тот же фактор освещенности игрока
@@ -394,7 +394,7 @@ namespace ZL {
renderer.EnableVertexAttribArray(vTexCoordName);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipPosition);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
auto zRange = planetData.calculateZRange(dist);
const float currentZNear = zRange.first;
const float currentZFar = zRange.second;
@@ -409,17 +409,17 @@ namespace ZL {
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
renderer.RotateMatrix(Environment::inverseShipMatrix);
renderer.TranslateMatrix(-Environment::shipPosition);
renderer.TranslateMatrix(-Environment::shipState.position);
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
renderer.RenderUniform3fv("uViewPos", Environment::shipPosition.data());
//std::cout << "uViewPos" << Environment::shipPosition << std::endl;
renderer.RenderUniform3fv("uViewPos", Environment::shipState.position.data());
//std::cout << "uViewPos" << Environment::shipState.position << std::endl;
// PlanetObject.cpp, метод drawStones
Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
Vector3f playerDirWorld = Environment::shipPosition.normalized();
Vector3f playerDirWorld = Environment::shipState.position.normalized();
float playerLightFactor = max(0.0f, (playerDirWorld.dot(-sunDirWorld) + 0.2f) / 1.2f);
renderer.RenderUniform1f("uPlayerLightFactor", playerLightFactor);
@@ -479,7 +479,7 @@ namespace ZL {
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vNormalName);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipPosition);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
auto zRange = planetData.calculateZRange(dist);
float currentZNear = zRange.first;
float currentZFar = zRange.second;
@@ -499,7 +499,7 @@ namespace ZL {
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
renderer.RotateMatrix(Environment::inverseShipMatrix);
renderer.TranslateMatrix(-Environment::shipPosition);
renderer.TranslateMatrix(-Environment::shipState.position);
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
@@ -536,7 +536,7 @@ namespace ZL {
renderer.RenderUniform3fv("uWorldLightDir", worldLightDir.data());
// 1. Рассчитываем uPlayerLightFactor (как в Game.cpp)
Vector3f playerDirWorld = Environment::shipPosition.normalized();
Vector3f playerDirWorld = Environment::shipState.position.normalized();
Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
// Насколько игрок на свету
@@ -549,7 +549,7 @@ namespace ZL {
// 3. Убедитесь, что uSkyColor тоже передан (в коде выше его не было)
renderer.RenderUniform3fv("uSkyColor", color.data());
//Vector3f playerDirWorld = Environment::shipPosition.normalized();
//Vector3f playerDirWorld = Environment::shipState.position.normalized();
renderer.RenderUniform3fv("uPlayerDirWorld", playerDirWorld.data());
glEnable(GL_BLEND);