implement grid and heightmap with lambert shading
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@@ -290,32 +290,42 @@ void NodeCanvas::draw()
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{
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT);
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bool blend = glIsEnabled(GL_BLEND);
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auto mvp = proj * camera
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* glm::translate(glm::vec3(0, glm::pow(App::I.grid->m_groud_offset->get_value() - 0.5f, 3), 0))
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* glm::scale(glm::vec3(1, glm::pow(App::I.grid->m_hm_height->get_value() - 0.5f, 3.f) * 10.f, 1))
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* glm::eulerAngleX(glm::radians(90.f));
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// DRAW SOLID
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glDisable(GL_BLEND);
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ShaderManager::use(kShader::Lambert);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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auto light_yaw = App::I.grid->m_hm_lyaw->get_value() * glm::pi<float>() * 2.f;
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auto light_pitch = App::I.grid->m_hm_lpitch->get_value();
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auto light_pos = glm::vec3(sinf(light_yaw), cosf(light_yaw), light_pitch);
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ShaderManager::u_vec3(kShaderUniform::LightDir, glm::normalize(-light_pos));
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App::I.grid->m_hm_plane.draw_fill();
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// DRAW GRIDS
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ShaderManager::use(kShader::Color);
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// ground grid
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int grid_divs = glm::floor(App::I.grid->m_groud_scale->get_value() * 100);
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if (grid_divs != m_grid_divs && (grid_divs % 2) == 0)
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if (App::I.grid->m_hm_wireframe->get_value() > 0.f)
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{
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m_grid_divs = grid_divs;
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m_grid.create(1, 1, grid_divs);
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glEnable(GL_BLEND);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
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glm::vec3(App::I.grid->m_groud_value->get_value()),
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App::I.grid->m_groud_opacity->get_value() *
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App::I.grid->m_hm_wireframe->get_value()
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));
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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//glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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//App::I.grid->m_hm_plane.draw_fill();
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//glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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App::I.grid->m_hm_plane.draw_stroke();
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}
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float grid_scale = m_grid_divs * 0.01f;
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ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
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glm::vec3(App::I.grid->m_groud_value->get_value()),
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App::I.grid->m_groud_opacity->get_value()));
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera
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* glm::translate(glm::vec3(0, glm::pow(App::I.grid->m_groud_height->get_value() - 0.5f, 3), 0))
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* glm::eulerAngleX(glm::radians(90.f))
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* glm::scale(glm::vec3(grid_scale, grid_scale, 1))
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);
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//m_grid.draw_stroke();
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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App::I.grid->m_hm_plane.draw_fill();
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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App::I.grid->m_hm_plane.draw_stroke();
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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}
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// box grid
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