add cube. I think it's inside-out
parent
116fd3bc45
commit
ac85cf2bd1
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@ -64,7 +64,10 @@ impl GameGraphics {
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
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let view_mat = proj_mat * Mat4::from_rotation_x (-90.0f32.to_radians ());
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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 ((45.0 - 90.0f32).to_radians ())
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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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@ -76,6 +79,21 @@ impl GameGraphics {
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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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{
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let mvp = view_mat * Mat4::IDENTITY;
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glezz::uniform_matrix_4fv (unis [&u::MVP], &mvp);
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//let object_space_light = make_object_space_vec (&inverse_truck, &light);
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//let object_space_sky = make_object_space_vec (&inverse_truck, &Vec3::from ((0.0, 0.0, 1.0)));
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//glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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//glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &object_space_sky);
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self.mesh_cube.draw_all (attrs, |_| {
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true
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});
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}
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{
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{
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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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