Minor fixes and refactors
This commit is contained in:
2
castle
2
castle
Submodule castle updated: af5f035830...99b8cf1d8e
@@ -123,13 +123,13 @@ pub fn refresh(self: *Chunk, blocks: *const Blocks, neighbors: Neighbors) !void
|
|||||||
if (wall.material != .empty and self.getOpposite(side, ix, iy, iz, blocks, neighbors) == .empty) {
|
if (wall.material != .empty and self.getOpposite(side, ix, iy, iz, blocks, neighbors) == .empty) {
|
||||||
const matrix = getMatrix(side, origin);
|
const matrix = getMatrix(side, origin);
|
||||||
try uniforms.append(allocator_frame, .{
|
try uniforms.append(allocator_frame, .{
|
||||||
.matrixOStoWS_i = matrix.getIVersor().dropW(),
|
.matrixOStoWS = .{
|
||||||
.matrixOStoWS_j = matrix.getJVersor().dropW(),
|
matrix.getIVersor().dropW(),
|
||||||
.matrixOStoWS_k = matrix.getKVersor().dropW(),
|
matrix.getJVersor().dropW(),
|
||||||
.matrixOStoWS_t = matrix.getTranslationVector().dropW(),
|
matrix.getKVersor().dropW(),
|
||||||
|
matrix.getTranslationVector().dropW(),
|
||||||
|
},
|
||||||
.texCoordTransform = wall.transform.getMatrix(),
|
.texCoordTransform = wall.transform.getMatrix(),
|
||||||
|
|
||||||
.material = wall.material,
|
.material = wall.material,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|||||||
17
src/Game.zig
17
src/Game.zig
@@ -86,9 +86,9 @@ pub fn init() !Game {
|
|||||||
.mag_filter = .linear,
|
.mag_filter = .linear,
|
||||||
.min_filter = .linear,
|
.min_filter = .linear,
|
||||||
.mipmap_mode = .linear,
|
.mipmap_mode = .linear,
|
||||||
.address_mode_u = .repeat,
|
.address_mode_u = .clamp_to_edge,
|
||||||
.address_mode_v = .repeat,
|
.address_mode_v = .clamp_to_edge,
|
||||||
.address_mode_w = .repeat,
|
.address_mode_w = .clamp_to_edge,
|
||||||
.mip_lod_bias = 0,
|
.mip_lod_bias = 0,
|
||||||
.anisotropy_enable = .false,
|
.anisotropy_enable = .false,
|
||||||
.max_anisotropy = 0,
|
.max_anisotropy = 0,
|
||||||
@@ -909,11 +909,12 @@ fn render(self: *Game) !void {
|
|||||||
const ambient_light = vm.Vector3.init(0.01, 0.01, 0.01);
|
const ambient_light = vm.Vector3.init(0.01, 0.01, 0.01);
|
||||||
|
|
||||||
self.global_uniforms_staging_ptr.* = .{
|
self.global_uniforms_staging_ptr.* = .{
|
||||||
.matrixWStoVS_i = matrix_ws_to_vs.getIVersor().dropW(),
|
.matrixWStoVS = .{
|
||||||
.matrixWStoVS_j = matrix_ws_to_vs.getJVersor().dropW(),
|
matrix_ws_to_vs.getIVersor().dropW(),
|
||||||
.matrixWStoVS_k = matrix_ws_to_vs.getKVersor().dropW(),
|
matrix_ws_to_vs.getJVersor().dropW(),
|
||||||
.matrixWStoVS_t = matrix_ws_to_vs.getTranslationVector().dropW(),
|
matrix_ws_to_vs.getKVersor().dropW(),
|
||||||
|
matrix_ws_to_vs.getTranslationVector().dropW(),
|
||||||
|
},
|
||||||
.matrixVStoCS = matrix_vs_to_cs,
|
.matrixVStoCS = matrix_vs_to_cs,
|
||||||
.matrixSSPXtoCS = matrix_sspx_to_cs,
|
.matrixSSPXtoCS = matrix_sspx_to_cs,
|
||||||
|
|
||||||
|
|||||||
@@ -133,9 +133,9 @@ pub fn init() !*Gui {
|
|||||||
.mag_filter = .linear,
|
.mag_filter = .linear,
|
||||||
.min_filter = .linear,
|
.min_filter = .linear,
|
||||||
.mipmap_mode = .linear,
|
.mipmap_mode = .linear,
|
||||||
.address_mode_u = .repeat,
|
.address_mode_u = .clamp_to_edge,
|
||||||
.address_mode_v = .repeat,
|
.address_mode_v = .clamp_to_edge,
|
||||||
.address_mode_w = .repeat,
|
.address_mode_w = .clamp_to_edge,
|
||||||
.mip_lod_bias = 0,
|
.mip_lod_bias = 0,
|
||||||
.anisotropy_enable = .false,
|
.anisotropy_enable = .false,
|
||||||
.max_anisotropy = 0,
|
.max_anisotropy = 0,
|
||||||
|
|||||||
@@ -44,11 +44,7 @@ pub const Vertex = extern struct {
|
|||||||
pub const Index = u16;
|
pub const Index = u16;
|
||||||
|
|
||||||
pub const GlobalUniforms = extern struct {
|
pub const GlobalUniforms = extern struct {
|
||||||
matrixWStoVS_i: vm.Vector3,
|
matrixWStoVS: [4]vm.Vector3,
|
||||||
matrixWStoVS_j: vm.Vector3,
|
|
||||||
matrixWStoVS_k: vm.Vector3,
|
|
||||||
matrixWStoVS_t: vm.Vector3,
|
|
||||||
|
|
||||||
matrixVStoCS: vm.Matrix4x4,
|
matrixVStoCS: vm.Matrix4x4,
|
||||||
matrixSSPXtoCS: vm.Matrix3x2,
|
matrixSSPXtoCS: vm.Matrix3x2,
|
||||||
|
|
||||||
@@ -98,13 +94,8 @@ pub const Material = extern struct {
|
|||||||
|
|
||||||
pub const ObjectUniforms = extern struct {
|
pub const ObjectUniforms = extern struct {
|
||||||
// Limited to a composition of translation and rotation
|
// Limited to a composition of translation and rotation
|
||||||
matrixOStoWS_i: vm.Vector3,
|
matrixOStoWS: [4]vm.Vector3,
|
||||||
matrixOStoWS_j: vm.Vector3,
|
|
||||||
matrixOStoWS_k: vm.Vector3,
|
|
||||||
matrixOStoWS_t: vm.Vector3,
|
|
||||||
|
|
||||||
texCoordTransform: vm.Matrix3x2,
|
texCoordTransform: vm.Matrix3x2,
|
||||||
|
|
||||||
material: Materials.Id,
|
material: Materials.Id,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user