shader + plants spawn on whole planet
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4823629510
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@ -4,6 +4,7 @@ layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 6) in mat4 transformations;
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layout(location = 10) in mat4 modelMatrix;
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out vec2 texCoords;
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@ -12,9 +13,8 @@ out vec3 fragPosition;
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uniform sampler2D colorTexture;
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void main()
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{
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mat4 modelMat = transformations;
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gl_Position = modelMat* vec4(inPosition, 1.0);
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fragPosition = (transformations* vec4(inPosition,1)).xyz;
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gl_Position = transformations * vec4(inPosition, 1.0);
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fragPosition = (modelMatrix* vec4(inPosition,1)).xyz;
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texCoords = inTexCoord;
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fragNormal = (modelMat* vec4(inNormal,0)).xyz;
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fragNormal = (modelMatrix* vec4(inNormal,0)).xyz;
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}
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@ -155,7 +155,7 @@ bool sortFunction(std::tuple<int, float> objA, std::tuple<int, float> objB)
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PlanetParams populatePlanet(PlanetParams planet, std::vector<Plant::Plant> plants)
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{
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float probability=0.5f;
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int HOW_MANY_PLANTS = 1000;
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int HOW_MANY_PLANTS = 10000;
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int PRECISION = 10000;
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float NOTHING_SPAWNS_CUTOFF = 0.0;
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int sum = 0;
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@ -197,7 +197,7 @@ PlanetParams populatePlanet(PlanetParams planet, std::vector<Plant::Plant> plant
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{
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Plant::Plant plant = plants[winnerId];
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plant_count += 1;
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plant.pos = glm::vec3((1.0 * (rand() / (RAND_MAX + 1.0))), (1.0 * (rand() / (RAND_MAX + 1.0))), (1.0 * (rand() / (RAND_MAX + 1.0))));
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plant.pos = glm::vec3((2.0 * (rand() / (RAND_MAX + 1.0))-1), (2.0 * (rand() / (RAND_MAX + 1.0))-1), (2.0 * (rand() / (RAND_MAX + 1.0)))-1);
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planet.Plant_info.push_back(std::make_tuple(winnerId,plant.pos));
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}
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@ -320,7 +320,7 @@ glm::mat4 createPerspectiveMatrix()
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glm::mat4 perspectiveMatrix;
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float n = 0.05;
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float f = 300.;
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float f = 500.;
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float a1 = glm::min(aspectRatio, 1.f);
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float a2 = glm::min(1 / aspectRatio, 1.f);
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perspectiveMatrix = glm::mat4({
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