fix grid bounds calculation issue with float framebuffer

This commit is contained in:
2019-01-19 20:14:27 +01:00
parent 7980fd4c37
commit 9b5c0524f4
5 changed files with 50 additions and 25 deletions

View File

@@ -134,7 +134,7 @@ void NodePanelGrid::init_controls()
gl_state gl;
gl.save();
Canvas::I->draw_objects([this](const glm::mat4& camera, const glm::mat4& proj, int i) {
draw_heightmap(proj, camera);
draw_heightmap(proj, camera, true);
});
m_groud_opacity->set_value(0);
gl.restore();
@@ -156,9 +156,12 @@ void NodePanelGrid::init_controls()
};
int rexres = get_texres();
m_texture.create(rexres, rexres);
m_sampler_mipmap.create();
m_sampler_mipmap.set_filter(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
m_sampler_linear.create();
m_sampler_linear.set_filter(GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR);
m_sphere.create<8, 8>(.0001f);
m_plane.create<1>(1, 1);
TextureManager::load("data/sun.png");
glGetFloatv(GL_SMOOTH_LINE_WIDTH_RANGE, m_line_range);
//glGetFloatv(GL_ALIASED_LINE_WIDTH_GRANULARITY, &m_line_granularity);
@@ -199,7 +202,7 @@ float NodePanelGrid::get_offset() const
return glm::pow(m_groud_offset->get_value() - 0.5f, 3);
}
void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camera) const
void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camera, bool commit) const
{
if (m_groud_opacity->get_value() > 0.f)
{
@@ -216,14 +219,7 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
auto light_pos = glm::vec3(sinf(light_yaw) + nav.x, light_pitch + get_offset(), cosf(light_yaw) + nav.y);
auto light_dir = glm::normalize(light_pos);
// DRAW SUN SPHERE
glDisable(GL_BLEND);
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera *
glm::translate(light_pos) * glm::scale(glm::vec3(.1f)));
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 0, 1 });
m_sphere.draw_fill();
// DRAW SOLID
if (m_hm_image.m_data)
{
@@ -254,7 +250,7 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
ShaderManager::u_float(kShaderUniform::Ambient, get_ambient());
ShaderManager::u_int(kShaderUniform::Tex, 0);
m_sampler_linear.bind(0);
m_sampler_mipmap.bind(0);
glActiveTexture(GL_TEXTURE0);
m_texture.bind();
m_hm_plane.draw_fill();
@@ -282,6 +278,29 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
}
m_hm_plane.draw_stroke();
}
// DRAW SUN SPHERE
if (!commit)
{
auto c = proj * camera * glm::translate(light_pos) * glm::vec4(0, 0, 0, 1);
if (c.w > 0)
{
auto p2d = xy(c) / c.z;
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
auto aspect_ratio = (float)vp[3] / (float)vp[2];
glEnable(GL_BLEND);
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1.f, 1.f, -1.f, 1.f) *
glm::translate(glm::vec3(p2d, 0)) * glm::scale(glm::vec3(.1f * aspect_ratio, .1f, 1.f)));
glActiveTexture(GL_TEXTURE0);
m_sampler_linear.bind(0);
constexpr auto sun_tex = const_hash("data/sun.png");
TextureManager::get(sun_tex).bind();
m_plane.draw_fill();
}
}
}
}