make the boxes a little prettier
parent
3c2f247167
commit
c61f734a5b
|
@ -32,3 +32,6 @@ tracing = "0.1.22"
|
|||
tracing-subscriber = "0.2.15"
|
||||
|
||||
inter_quake_model = {path = "../inter_quake_model"}
|
||||
|
||||
[profile.dev.package."*"]
|
||||
opt-level = 3
|
||||
|
|
|
@ -24,7 +24,7 @@ void main (void) {
|
|||
|
||||
lowp vec3 sun = max (sun_factor, 0.0) * (vec3 (1.0) - sky_color);
|
||||
lowp vec3 sky = (sky_factor * 0.5 + 0.5) * sky_color;
|
||||
lowp vec3 diffuse_color = albedo * max (uni_min_bright, (sun + sky));
|
||||
lowp vec3 diffuse_color = max (uni_min_bright, (sun + sky));
|
||||
|
||||
gl_FragColor = vec4 (sqrt (diffuse_color), 1.0);
|
||||
gl_FragColor = vec4 (albedo * sqrt (diffuse_color), 1.0);
|
||||
}
|
||||
|
|
|
@ -72,6 +72,7 @@ struct GameGraphics {
|
|||
|
||||
text_stream: TriangleStream,
|
||||
|
||||
texture_crate: Texture,
|
||||
texture_sky: Texture,
|
||||
}
|
||||
|
||||
|
@ -113,6 +114,8 @@ impl GameGraphics {
|
|||
let attrs = shader_vars.attrs;
|
||||
let unis = shader_vars.unis;
|
||||
|
||||
self.texture_sky.bind ();
|
||||
|
||||
{
|
||||
let mvp = view_mat *
|
||||
Mat4::from_translation (state.player.pos) *
|
||||
|
@ -124,6 +127,8 @@ impl GameGraphics {
|
|||
});
|
||||
}
|
||||
|
||||
self.texture_crate.bind ();
|
||||
|
||||
for aabb in &state.aabbs {
|
||||
let min = aabb.min;
|
||||
let max = aabb.max;
|
||||
|
@ -278,6 +283,7 @@ async fn main () -> Result <()> {
|
|||
shader_lookup,
|
||||
shaders,
|
||||
text_stream,
|
||||
texture_crate: Texture::from_file ("crate.png"),
|
||||
texture_sky: Texture::from_file ("sky.png"),
|
||||
};
|
||||
|
||||
|
|
|
@ -39,8 +39,8 @@ impl Texture {
|
|||
|
||||
gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
|
||||
gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
|
||||
gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
|
||||
gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
|
||||
gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as i32);
|
||||
gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as i32);
|
||||
|
||||
id
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue