implement heightmap grid
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@@ -275,24 +275,45 @@ void NodeCanvas::draw()
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for (auto& mode : ui::Canvas::modes[(int)ui::Canvas::kCanvasMode::Grid])
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mode->on_Draw(ortho_proj, proj, camera);
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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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{
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m_grid_divs = grid_divs;
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m_grid.create(1, 1, grid_divs);
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}
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float grid_scale = m_grid_divs * 0.01f;
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ui::ShaderManager::use(kShader::Color);
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ui::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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ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera
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* glm::translate(glm::vec3(0, (App::I.grid->m_groud_height->get_value() - 0.5f) * 2.f, 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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if (App::I.grid->m_groud_opacity->get_value() > 0.f)
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{
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// DRAW GRIDS
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ui::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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{
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m_grid_divs = grid_divs;
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m_grid.create(1, 1, grid_divs);
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}
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float grid_scale = m_grid_divs * 0.01f;
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ui::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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ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera
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* glm::translate(glm::vec3(0, (App::I.grid->m_groud_height->get_value() - 0.5f) * 2.f, 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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App::I.grid->m_hm_plane.draw_stroke();
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}
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// box grid
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// ceiling
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// ui::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_box_opacity->get_value()));
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// ui::ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera
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// * glm::translate(glm::vec3(0, (App::I.grid->m_groud_height->get_value() + App::I.grid->m_box_height->get_value() - 0.5f) * 2.f, 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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//ui::ShaderManager::use(kShader::Equirect);
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//ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(.5, .5, 1)));
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