Alpha clipping, grass, stubbed out dbg3dline, made camera mat4s global

main
Cameron Murphy Reikes 2 years ago
parent 6f4a3c93f2
commit d8158c63c1

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art/art.blend (Stored with Git LFS)

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art/gigatexture.png (Stored with Git LFS)

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@ -1055,6 +1055,8 @@ Vec3 flycam_pos = {0};
float flycam_horizontal_rotation = 0.0; float flycam_horizontal_rotation = 0.0;
float flycam_vertical_rotation = 0.0; float flycam_vertical_rotation = 0.0;
float flycam_speed = 1.0f; float flycam_speed = 1.0f;
Mat4 view = {0};
Mat4 projection = {0};
Vec4 IsPoint(Vec3 point) Vec4 IsPoint(Vec3 point)
{ {
@ -3347,6 +3349,7 @@ void dbgbigsquare(Vec2 at)
#endif #endif
} }
void dbgline(Vec2 from, Vec2 to) void dbgline(Vec2 from, Vec2 to)
{ {
#ifdef DEVTOOLS #ifdef DEVTOOLS
@ -3388,6 +3391,11 @@ void dbgrect(AABB rect)
#endif #endif
} }
void dbg3dline(Vec3 from, Vec2 to)
{
// need 2d poins for each of these.
}
typedef struct TextParams typedef struct TextParams
{ {
bool world_space; bool world_space;
@ -4380,7 +4388,7 @@ void frame(void)
sg_apply_pipeline(state.threedee_pip); sg_apply_pipeline(state.threedee_pip);
state.threedee_bind.fs_images[SLOT_threedee_tex] = image_gigatexture; state.threedee_bind.fs_images[SLOT_threedee_tex] = image_gigatexture;
Mat4 view = Translate(V3(0.0, 1.0, -5.0f)); view = Translate(V3(0.0, 1.0, -5.0f));
//view = LookAt_RH(V3(0,1,-5 //view = LookAt_RH(V3(0,1,-5
if(flycam) if(flycam)
{ {
@ -4392,7 +4400,7 @@ void frame(void)
{ {
view = LookAt_RH(cam_pos, player_pos, V3(0, 1, 0)); view = LookAt_RH(cam_pos, player_pos, V3(0, 1, 0));
} }
Mat4 projection = Perspective_RH_NO(PI32/4.0f, screen_size().x / screen_size().y, 0.01f, 1000.0f); projection = Perspective_RH_NO(PI32/4.0f, screen_size().x / screen_size().y, 0.01f, 1000.0f);
for(PlacedMesh *cur = level_threedee.placed_mesh_list; cur; cur = cur->next) for(PlacedMesh *cur = level_threedee.placed_mesh_list; cur; cur = cur->next)
{ {

@ -26,7 +26,15 @@ in vec2 uv;
out vec4 frag_color; out vec4 frag_color;
void main() { void main() {
frag_color = texture(tex, uv); vec4 col = texture(tex, uv);
if(col.a < 0.5)
{
discard;
}
else
{
frag_color = vec4(col.rgb, 1.0);
}
} }
@end @end

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