Fixing minor stuff, refactoring

This commit is contained in:
Vladislav Khorev committed 2026-03-07 20:51:34 +03:00
1 parent 3c2c06ca40
commit a06cb77a66
7 files changed
+15 -102

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+5 -28
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@@ -25,6 +25,8 @@
#include "network/LocalClient.h"
#endif
#include "GameConstants.h"
namespace ZL
{
@@ -418,12 +420,10 @@ namespace ZL
void Space::drawCubemap(float skyPercent)
{
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env_sky";
static const std::string textureUniformName = "Texture";
static const std::string envSkyShaderName = "env_sky";
static const std::string skyPercentUniformName = "skyPercent";
renderer.shaderManager.PushShader(envShaderName);
renderer.shaderManager.PushShader(envSkyShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f(skyPercentUniformName, skyPercent);
@@ -480,10 +480,6 @@ namespace ZL
void Space::drawShip()
{
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env";
static const std::string textureUniformName = "Texture";
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
@@ -511,7 +507,7 @@ namespace ZL
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderer.shaderManager.PushShader("default");
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -522,7 +518,6 @@ namespace ZL
renderer.TranslateMatrix(-Environment::shipState.position);
for (const auto& p : projectiles) {
if (p && p->isActive()) {
//p->draw(renderer);
p->projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
}
}
@@ -531,8 +526,6 @@ namespace ZL
renderer.shaderManager.PopShader();
//projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
if (shipAlive) {
renderer.PushMatrix();
renderer.TranslateMatrix({ 0, 0, 16 });
@@ -550,9 +543,6 @@ namespace ZL
explosionEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height, false);
}
//glBindTexture(GL_TEXTURE_2D, basePlatformTexture->getTexID());
//renderer.DrawVertexRenderStruct(basePlatform);
glDisable(GL_BLEND);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
@@ -562,10 +552,6 @@ namespace ZL
void Space::drawBoxes()
{
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env";
static const std::string textureUniformName = "Texture";
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
@@ -586,7 +572,6 @@ namespace ZL
renderer.RotateMatrix(boxCoordsArr[i].m);
glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID());
//glBindTexture(GL_TEXTURE_2D, rockTexture->getTexID());
renderer.DrawVertexRenderStruct(boxRenderArr[i]);
renderer.PopMatrix();
@@ -597,10 +582,6 @@ namespace ZL
}
void Space::drawScene() {
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env";
static const std::string textureUniformName = "Texture";
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
@@ -643,9 +624,6 @@ namespace ZL
}
void Space::drawRemoteShips() {
static const std::string defaultShaderName = "default";
static const std::string textureUniformName = "Texture";
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
@@ -689,7 +667,6 @@ namespace ZL
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
//renderer.TranslateMatrix({ 0, -6.f, 0 }); //Ship camera offset
renderer.RotateMatrix(Environment::inverseShipMatrix);
renderer.TranslateMatrix(-Environment::shipState.position);