]> git.leopard-lacewing.eu Git - cgue_weave.git/commitdiff
fixed invisible elements in Shader
authorPeter Schaefer <schaeferpm@gmail.com>
Sun, 5 Apr 2015 07:40:32 +0000 (09:40 +0200)
committerPeter Schaefer <schaeferpm@gmail.com>
Sun, 5 Apr 2015 07:40:32 +0000 (09:40 +0200)
move depending on direction

Weave/Graphix/GLM.h
Weave/Graphix/Scene.cpp
Weave/Graphix/ViewPort.cpp
Weave/Graphix/ViewPort.h
shader/lightingTexture_FS.hlsl

index c5560385eea4fa414c46e8138a2540c29d9ef28c..1bbaacfb9f0f848cb1315be42308b8690fce6e65 100644 (file)
@@ -2,7 +2,8 @@
 
 #include "glm\glm.hpp"
 #include "glm\gtx\transform.hpp"
-#include <glm/gtc/type_ptr.hpp>
+#include "glm\gtc\type_ptr.hpp""
+#include "glm\gtx\rotate_vector.hpp"
 
 using glm::vec3;
 using glm::mat4;
index 19c2d34999136acc17496f1fdfbbdccf46cca75d..0fa52c9f6929f16bc12f1ff2c7ee12dd4d3fa342 100644 (file)
@@ -85,9 +85,9 @@ void Scene::update(float deltaT)
        //int reset = Events::getAction2();
 
        if (move_x)
-               lookat->move(0.03f *move_x * vec3(1.f, 0.f, 0.f));
+               lookat->move(0.03f *move_x * viewPort->rotateDirection(vec3(-1.f, 0.f, 0.f)));
        if (move_y)
-               lookat->move(0.03f *move_y * vec3(0.f, 0.f, 1.f));
+               lookat->move(0.03f *move_y * viewPort->rotateDirection(vec3(0.f, 0.f, -1.f)));
 
        // XYAchse um den Player
        viewPort->rotateView(.3f*Events::getViewX(), .3f*Events::getViewY());
index ab0bcd7fbec1653284f9b95748091ec9db2a949c..212f9c44487f14c2f288451506476523248e4de2 100644 (file)
@@ -64,6 +64,10 @@ void ViewPort::rotateView(float angle_x, float angle_y){
 
 }
 
+vec3 ViewPort::rotateDirection(const vec3 & direction) const{
+       return glm::rotateY(direction,- view_angle_x / 50);
+}
+
 unsigned int ViewPort::getXPos() const
 {
        return xpos;
index cf6e108ceececc497a0301cb72822ac461e8b4c0..fdb0a4ecea16c1c31d7291c5385dfac40a4e577e 100644 (file)
@@ -17,6 +17,7 @@ public:
        void bindView(Shader* shader, vec3 lookat) const;
 
        void rotateView(float angle_x, float angle_y);
+       vec3 rotateDirection(const vec3 & direction) const;
 
        unsigned int getXPos() const;
        unsigned int getYPos() const;
index daaa6550dcc1b3d14774b79c8ee05ad945e40459..9b566376cc7f930a883315bd23639606cc5834f4 100644 (file)
@@ -10,7 +10,7 @@ uniform sampler2D ColorTexture;
  
 void main()
 {
-       if (visNormal < 0)
+       if (visNormal < -0.2)
        {
                discard;
        }