mirror of https://github.com/buggins/dlangui.git
scene3d fixes
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@ -150,50 +150,27 @@ class UiWidget : VerticalLayout {
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Log.e("Invalid texture");
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return;
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}
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_cam.setPerspective(4.0f, 3.0f, 45.0f, 1.1f, 100.0f);
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mat4 projectionViewModelMatrix;
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if (true) {
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// ======== Projection Matrix ==================
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mat4 projectionMatrix;
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float aspectRatio = cast(float)rc.width / cast(float)rc.height;
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projectionMatrix.setPerspective(
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45.0f, //angle
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aspectRatio, // aspect
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1.1f, // near
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1000.0f // far
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);
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_cam.setPerspective(rc.width, rc.height, 45.0f, 0.1f, 100.0f);
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_cam.setIdentity();
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_cam.translate(vec3(0, 0, -1.1)); // - angle/1000
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_cam.rotateZ(30.0f + angle * 0.3456778);
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mat4 projectionViewMatrix = _cam.projectionViewMatrix;
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// ======== View Matrix ==================
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mat4 viewMatrix;
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//viewMatrix.translate(0, 0, -1 + angle / 100); // + angle
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//viewMatrix.translate(0, 0, -4); // + angle
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//viewMatrix.rotatez(-15.0f + angle);
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//viewMatrix.rotatez(angle);
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//viewMatrix.lookAt(vec3(0, 0, -1 + angle / 100), vec3(0, 0, 0), vec3(0, 1, 0));//translation(0.0f, 0.0f, 4.0f).rotatez(angle);
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//viewMatrix.lookAt(vec3(0, angle / 1000, -2 - angle / 100), vec3(0, 0, 0), vec3(0, 1, 0));//translation(0.0f, 0.0f, 4.0f).rotatez(angle);
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viewMatrix.lookAt(vec3(0, 1, -3), vec3(0, 0, 0), vec3(0, 1, 0));//translation(0.0f, 0.0f, 4.0f).rotatez(angle);
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// ======== Model Matrix ==================
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mat4 modelMatrix;
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//modelMatrix.scale(0.1f);
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modelMatrix.rotatez(30.0f + angle * 0.3456778);
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//modelMatrix.rotatey(25);
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//modelMatrix.rotatex(15);
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modelMatrix.rotatey(angle);
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modelMatrix.rotatex(angle * 1.98765f);
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// ======== Model Matrix ==================
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mat4 modelMatrix;
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//modelMatrix.scale(0.1f);
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modelMatrix.rotatez(30.0f + angle * 0.3456778);
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//modelMatrix.rotatey(25);
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//modelMatrix.rotatex(15);
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modelMatrix.rotatey(angle);
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modelMatrix.rotatex(angle * 1.98765f);
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mat4 projectionViewModelMatrix = projectionViewMatrix * modelMatrix;
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// ======= PMV matrix =====================
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projectionViewModelMatrix = projectionMatrix * viewMatrix * modelMatrix;
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} else {
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projectionViewModelMatrix = _scene.viewProjectionMatrix;
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}
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//projectionViewModelMatrix.setIdentity();
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//Log.d("matrix uniform: ", projectionViewModelMatrix.m);
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glEnable(GL_BLEND);
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checkgl!glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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checkgl!glEnable(GL_CULL_FACE);
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//checkgl!glDisable(GL_CULL_FACE);
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checkgl!glEnable(GL_DEPTH_TEST);
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checkgl!glCullFace(GL_BACK);
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@ -771,6 +771,8 @@ public:
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if (_handler) {
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glSupport.setOrthoProjection(_windowRect, _rc);
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glSupport.clearDepthBuffer();
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//glEnable(GL_BLEND);
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//checkgl!glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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_handler(_windowRect, _rc);
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glSupport.setOrthoProjection(_windowRect, _windowRect);
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}
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@ -40,7 +40,7 @@ class Camera : Node3d {
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}
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/// get projection*view matrix
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@property ref const(mat4) viewProjectionMatrix() {
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@property ref const(mat4) projectionViewMatrix() {
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if (_dirtyTransform || _dirtyViewProjection) {
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_viewProjectionMatrix = _projectionMatrix * matrix;
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_dirtyViewProjection = false;
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@ -41,9 +41,9 @@ class Scene3d : Node3d {
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}
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/// get projection*view matrix
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@property ref const(mat4) viewProjectionMatrix() {
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@property ref const(mat4) projectionViewMatrix() {
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if (_activeCamera)
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return _activeCamera.viewProjectionMatrix;
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return _activeCamera.projectionViewMatrix;
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static mat4 dummyIdentityMatrix;
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return dummyIdentityMatrix;
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}
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