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Windows fixes and updated rendering interface
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@@ -89,7 +89,7 @@ void ViewManager::TestGameView::resized(const boo::SWindowRect& root, const boo:
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urde::CGraphics::SetViewportResolution({sub.size[0], sub.size[1]});
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}
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void ViewManager::TestGameView::draw(boo::IGraphicsCommandQueue *gfxQ)
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void ViewManager::TestGameView::draw(boo::IGraphicsCommandQueue* gfxQ)
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{
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gfxQ->clearTarget(true, true);
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@@ -113,11 +113,11 @@ void ViewManager::TestGameView::draw(boo::IGraphicsCommandQueue *gfxQ)
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boo::SWindowRect windowRect = m_vm.m_mainWindow->getWindowFrame();
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float aspect = windowRect.size[0] / float(windowRect.size[1]);
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CGraphics::SetPerspective(55.0, aspect, 0.2f, 750.f);
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CGraphics::SetPerspective(55.0, aspect, 0.2f, 50.f);
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//CGraphics::SetFog(ERglFogMode::PerspExp, 7.f, 15.f, zeus::CColor::skRed);
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//CGraphics::SetFog(ERglFogMode::PerspExp, 10.f + std::sin(m_theta) * 5.f, 15.f + std::sin(m_theta) * 5.f, zeus::CColor::skRed);
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zeus::CFrustum frustum;
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frustum.updatePlanes(CGraphics::g_GXModelView, zeus::SProjPersp(55.0, aspect, 0.2f, 750.f));
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frustum.updatePlanes(CGraphics::g_GXModelView, zeus::SProjPersp(55.0, aspect, 0.2f, 50.f));
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g_Renderer->SetClippingPlanes(frustum);
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std::vector<CLight> lights = {CLight::BuildLocalAmbient({}, {0.05f, 0.05f, 0.05f, 1.f}),
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@@ -128,8 +128,7 @@ void ViewManager::TestGameView::draw(boo::IGraphicsCommandQueue *gfxQ)
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//g_Renderer->SetThermal(true, 1.f, zeus::CColor::skWhite);
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//g_Renderer->SetThermalColdScale(std::sin(m_theta) * 0.5f + 0.5f);
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//g_Renderer->DoThermalBlendCold();
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//flags.m_extendedShaderIdx = 2;
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//flags.m_extendedShader = EExtendedShader::Lighting;
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flags.m_extendedShader = EExtendedShader::Lighting;
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//m_widescreen.draw(zeus::CColor::skBlack, std::sin(m_theta * 3.f) / 2.f + 0.5f);
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m_vm.m_modelTest->Draw(flags);
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g_Renderer->ReallyRenderFogVolume(zeus::CColor::skRed, m_vm.m_modelTest->GetAABB(),
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