move the camera and stuff to try to match the Blender scene
parent
91b3f26e0d
commit
0ace7a7dfa
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@ -174,14 +174,13 @@ impl Graphics {
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let screen_size = (320.0, 240.0);
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let screen_size = (320.0, 240.0);
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let fov = 30.0f32;
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let fov = 40.0f32;
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let proj_mat = Mat4::perspective_rh_gl (fov.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
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let proj_mat = Mat4::perspective_rh_gl (fov.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
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let view_mat = proj_mat *
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let view_mat = proj_mat *
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Mat4::from_translation ((0.0, 0.0, -20.0).into ()) *
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Mat4::from_rotation_x (-63.6f32.to_radians ()) *
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Mat4::from_rotation_x ((45.0 - 90.0f32).to_radians ())
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Mat4::from_translation ((0.0, 23.3, -12.2).into ());
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;
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let world_model_mat = Mat4::IDENTITY;
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let world_model_mat = Mat4::IDENTITY;
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self.passes [0].with (gl_state, || {
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self.passes [0].with (gl_state, || {
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@ -193,7 +192,7 @@ impl Graphics {
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let attrs = shader_vars.attrs;
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let attrs = shader_vars.attrs;
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let unis = shader_vars.unis;
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let unis = shader_vars.unis;
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if false {
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if true {
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self.texture_earth.bind ();
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self.texture_earth.bind ();
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let mvp = view_mat *
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let mvp = view_mat *
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@ -281,7 +280,7 @@ impl Graphics {
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);
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);
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gl::DrawElements (
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gl::DrawElements (
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gl::TRIANGLES,
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gl::TRIANGLES,
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3 * 12,
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indices.count ().try_into ().unwrap (),
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gl::UNSIGNED_SHORT,
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gl::UNSIGNED_SHORT,
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&level.buffer [indices.offset () + indices_view.offset ()] as *const u8 as *const c_void,
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&level.buffer [indices.offset () + indices_view.offset ()] as *const u8 as *const c_void,
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);
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);
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@ -339,7 +338,7 @@ impl Graphics {
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}
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}
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}
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}
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if false {
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if true {
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let sky_mvp_mat = view_mat * Mat4::from_scale ((64.0, 64.0, 64.0).into ());
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let sky_mvp_mat = view_mat * Mat4::from_scale ((64.0, 64.0, 64.0).into ());
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self.texture_sky.bind ();
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self.texture_sky.bind ();
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