remove the skybox, disable broken frustum

This commit is contained in:
Evert Prants 2018-06-07 12:29:44 +03:00
parent eb05ae1950
commit 840e2fb46b
Signed by: evert
GPG Key ID: 1688DA83D222D0B5
4 changed files with 6 additions and 102 deletions

View File

@ -1,7 +0,0 @@
#version 330
in vec3 cardial_color;
void main(void) {
gl_FragColor = vec4(cardial_color.xyz, 1.0f);
}

View File

@ -1,15 +0,0 @@
#version 330
in vec3 position;
in vec3 color;
out vec3 cardial_color;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
void main(void) {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
cardial_color = color;
}

View File

@ -158,70 +158,6 @@ void Application::run()
// TEST CODE
SDL_ShowCursor(SDL_DISABLE);
Input::getInstance().setMouseCoords(m_width/2, m_height/2);
static const GLfloat vertices[] = {
-1.0f,-1.0f,-1.0f, 0.0f, 1.0f, 1.0f, // triangle 1 : begin
-1.0f,-1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // triangle 1 : end
1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 0.0f, // triangle 2 : begin
-1.0f,-1.0f,-1.0f, 1.0f, 1.0f, 0.0f,
-1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 0.0f, // triangle 2 : end
1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 0.0f,
1.0f,-1.0f,-1.0f, 1.0f, 1.0f, 0.0f,
-1.0f,-1.0f,-1.0f, 1.0f, 1.0f, 0.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
1.0f,-1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
1.0f,-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
1.0f,-1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
GLuint vertexArray, vertexBuffer;
// Create VAO
glGenVertexArrays(1, &vertexArray);
glBindVertexArray(vertexArray);
// Generate 1 buffer, put the resulting identifier in vertexBuffer
glGenBuffers(1, &vertexBuffer);
// The following commands will talk about our 'vertexBuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Create the shader and link them together
Shader& skyboxShader = Shader::createShader("data/shaders/skybox.vert", "data/shaders/skybox.frag");
skyboxShader.linkShaders();
// Give the buffers to the shader
skyboxShader.setBuffers(vertexArray, vertexBuffer, 0);
// Set attribute arrays
skyboxShader.setAttribute("position", 3, GL_FALSE, 6, 0, GL_FLOAT);
skyboxShader.setAttribute("color", 3, GL_FALSE, 6, 3, GL_FLOAT);
glEnable(GL_DEPTH_TEST);
Planet* pl = new Planet(glm::vec3(0.0f,0.0f,0.0f), 4);
@ -251,15 +187,6 @@ void Application::run()
// TEST CODE
glm::vec3 cameraPos = m_camera->getPosition();
glm::mat4 model = glm::scale(glm::translate(glm::mat4(1.0f), cameraPos), glm::vec3(50.0f, 50.0f, 50.0f));
skyboxShader.use();
skyboxShader.setUniform("modelMatrix", model);
m_camera->shaderViewProjection(skyboxShader); // Load view and projection matrices
glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles -> 6 squares
pl->tick(m_camera, deltaTime);
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
@ -268,7 +195,6 @@ void Application::run()
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
// END TEST CODE
update(deltaTime);

View File

@ -313,14 +313,14 @@ void ChunkManager::updateRender(Camera* camera)
if(pChunk->shouldRender()) // Early flags check so we don't always have to do the frustum check...
{
// TODO: fix frustum culling
glm::vec3 pos = pChunk->getAbsolutePosition();
glm::mat4 model = glm::translate(glm::mat4(1.0f), pos);
//glm::vec3 pos = pChunk->getAbsolutePosition();
//glm::mat4 model = glm::translate(glm::mat4(1.0f), pos);
camera->updateFrustum(model);
if(camera->frustumContainsBox(glm::vec3(0.0f), glm::vec3((float)CHUNK_SIZE)) != 0)
{
//camera->updateFrustum(model);
//if(camera->frustumContainsBox(glm::vec3(0.0f), glm::vec3((float)CHUNK_SIZE / 2)) > 0)
//{
m_chunkRenderQueue.push_back(pChunk);
}
//}
}
}
}