Working on refactoring

This commit is contained in:
Vladislav Khorev committed 2026-03-07 20:03:16 +03:00
1 parent 928600acd4
commit 3c2c06ca40
8 files changed
+36 -36

No files matched your search

+9 -15
View File
@@ -6,6 +6,7 @@
#include "StoneObject.h"
#include "utils/TaskManager.h"
#include "TextModel.h"
#include "GameConstants.h"
namespace ZL {
@@ -185,11 +186,9 @@ namespace ZL {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static const std::string defaultShaderName2 = "planetBake";
static const std::string textureUniformName = "Texture";
static const std::string planetBakeShaderName = "planetBake";
renderer.shaderManager.PushShader(defaultShaderName2);
renderer.shaderManager.PushShader(planetBakeShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
Triangle tr = planetData.getLodLevel().triangles[0];
@@ -292,11 +291,11 @@ namespace ZL {
void PlanetObject::drawPlanet(Renderer& renderer)
{
static const std::string defaultShaderName = "planetLand";
static const std::string planetLandShaderName = "planetLand";
static const std::string textureUniformName = "Texture";
renderer.shaderManager.PushShader(defaultShaderName);
renderer.shaderManager.PushShader(planetLandShaderName);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
@@ -318,10 +317,9 @@ namespace ZL {
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
renderer.RenderUniform1i("Texture", 0);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1i("BakedTexture", 1);
Triangle tr = planetData.getLodLevel().triangles[0]; // Берем базовый треугольник
Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании
@@ -367,10 +365,9 @@ namespace ZL {
void PlanetObject::drawStones(Renderer& renderer)
{
static const std::string defaultShaderName2 = "planetStone";
static const std::string textureUniformName = "Texture";
static const std::string planetStoneShaderName = "planetStone";
renderer.shaderManager.PushShader(defaultShaderName2);
renderer.shaderManager.PushShader(planetStoneShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
@@ -536,10 +533,7 @@ namespace ZL {
void PlanetObject::drawCamp(Renderer& renderer)
{
static const std::string defaultShaderName2 = "default";
static const std::string textureUniformName = "Texture";
renderer.shaderManager.PushShader(defaultShaderName2);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);