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Fix the orientation of the rendering
Reenable the rendering of the player
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parent
03f5e65867
commit
3bdd25ec4c
@ -53,7 +53,7 @@ float depth_at(vec2 uv) {
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vec3 wpos_at(vec2 uv) {
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vec3 wpos_at(vec2 uv) {
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float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x * 2.0 - 1.0;
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float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x * 2.0 - 1.0;
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mat4 inv = view_mat_inv * proj_mat_inv;//inverse(all_mat);
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mat4 inv = view_mat_inv * proj_mat_inv;//inverse(all_mat);
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vec4 clip_space = vec4(uv * 2.0 - 1.0, buf_depth, 1.0);
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vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0);
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vec4 view_space = inv * clip_space;
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vec4 view_space = inv * clip_space;
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view_space /= view_space.w;
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view_space /= view_space.w;
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if (buf_depth == 1.0) {
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if (buf_depth == 1.0) {
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@ -7,8 +7,8 @@ pub use load::load_mesh; // TODO: Don't make this public.
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use crate::{
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use crate::{
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ecs::comp::Interpolated,
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ecs::comp::Interpolated,
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render::{
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render::{
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pipelines, ColLightInfo, Consts, FigureBoneData, FigureLocals, FigureModel, GlobalModel,
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pipelines, ColLightInfo, FigureBoneData, FigureLocals, FigureModel, FirstPassDrawer,
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LodData, Mesh, RenderError, Renderer, SubModel, TerrainVertex, Texture,
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GlobalModel, LodData, Mesh, RenderError, Renderer, SubModel, TerrainVertex,
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},
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},
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scene::{
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scene::{
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camera::{Camera, CameraMode, Dependents},
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camera::{Camera, CameraMode, Dependents},
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@ -63,7 +63,7 @@ pub type CameraData<'a> = (&'a Camera, f32);
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pub type FigureModelRef<'a> = (
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pub type FigureModelRef<'a> = (
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&'a pipelines::figure::BoundLocals,
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&'a pipelines::figure::BoundLocals,
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SubModel<'a, TerrainVertex>,
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SubModel<'a, TerrainVertex>,
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&'a Texture, /* <ColLightFmt> */
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&'a pipelines::figure::ColLights, /* <ColLightFmt> */
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);
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);
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/// An entry holding enough information to draw or destroy a figure in a
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/// An entry holding enough information to draw or destroy a figure in a
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@ -4668,9 +4668,9 @@ impl FigureMgr {
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}
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}
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#[allow(clippy::too_many_arguments)] // TODO: Pending review in #587
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#[allow(clippy::too_many_arguments)] // TODO: Pending review in #587
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pub fn render_player(
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pub fn render_player<'a>(
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&self,
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&'a self,
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renderer: &mut Renderer,
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drawer: &mut FirstPassDrawer<'a>,
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state: &State,
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state: &State,
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player_entity: EcsEntity,
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player_entity: EcsEntity,
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tick: u64,
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tick: u64,
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@ -4709,8 +4709,7 @@ impl FigureMgr {
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figure_lod_render_distance,
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figure_lod_render_distance,
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|state| state.visible(),
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|state| state.visible(),
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) {
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) {
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//renderer.render_player(model, &col_lights, global, locals,
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drawer.draw_figure(model, bound, col_lights);
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// bone_consts, lod);
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/*renderer.render_player_shadow(
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/*renderer.render_player_shadow(
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model,
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model,
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&col_lights,
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&col_lights,
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@ -1017,15 +1017,15 @@ impl Scene {
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}*/
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}*/
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let lod = self.lod.get_data();
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let lod = self.lod.get_data();
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/*self.figure_mgr.render_player(
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self.figure_mgr.render_player(
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renderer,
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drawer,
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state,
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state,
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player_entity,
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player_entity,
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tick,
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tick,
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global,
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global,
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lod,
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lod,
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camera_data,
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camera_data,
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);*/
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);
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// Render terrain and figures.
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// Render terrain and figures.
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/*self.terrain.render(renderer, global, lod, focus_pos);
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/*self.terrain.render(renderer, global, lod, focus_pos);
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