Fixed aliasing issues, sinusoidal movment test
This commit is contained in:
@@ -3,6 +3,7 @@ using System.Drawing;
|
||||
using System.IO;
|
||||
using hexworld.Util;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
|
||||
namespace hexworld
|
||||
@@ -41,6 +42,9 @@ namespace hexworld
|
||||
private Matrix4 view;
|
||||
private Matrix4 proj;
|
||||
|
||||
private VBO tileVbo;
|
||||
private VBO cubeVbo;
|
||||
|
||||
private readonly Vertex[] cubeVerts =
|
||||
{
|
||||
// +X
|
||||
@@ -97,7 +101,7 @@ namespace hexworld
|
||||
|
||||
private Tile[] tiles =
|
||||
{
|
||||
// Cubes
|
||||
// Grass
|
||||
new Tile(new Vector3(-2, -2, 0)),
|
||||
new Tile(new Vector3(-2, -1, 0)),
|
||||
new Tile(new Vector3(-2, +0, 0)),
|
||||
@@ -114,7 +118,7 @@ namespace hexworld
|
||||
new Tile(new Vector3(+0, +2, 0)),
|
||||
new Tile(new Vector3(+1, -2, 0)),
|
||||
new Tile(new Vector3(+1, +2, 0)),
|
||||
// Planes
|
||||
// Stone
|
||||
new Tile(new Vector3(+0, +0, +1)),
|
||||
new Tile(new Vector3(+0, +1, +1)),
|
||||
new Tile(new Vector3(+0, -1, +1)),
|
||||
@@ -122,10 +126,7 @@ namespace hexworld
|
||||
new Tile(new Vector3(-1, +0, +1)),
|
||||
};
|
||||
|
||||
private VBO tileVbo;
|
||||
private VBO cubeVbo;
|
||||
|
||||
public HexRender(int width, int height) : base(width, height)
|
||||
public HexRender(int width, int height) : base(width, height, new GraphicsMode(32, 32, 0, 0))
|
||||
{
|
||||
Width = width;
|
||||
Height = Height;
|
||||
@@ -134,17 +135,20 @@ namespace hexworld
|
||||
}
|
||||
|
||||
private Random rand = new Random();
|
||||
private double t;
|
||||
|
||||
protected override void OnUpdateFrame(FrameEventArgs e)
|
||||
{
|
||||
base.OnUpdateFrame(e);
|
||||
t += e.Time;
|
||||
|
||||
view = Matrix4.LookAt(10 * Vector3.One, Vector3.Zero, Vector3.UnitZ);
|
||||
proj = Matrix4.CreateOrthographic(Width / 100f, Height / 100f, 0, 20);
|
||||
proj = Matrix4.CreateOrthographic(Width / 100f, Height / 100f, -100, 100);
|
||||
|
||||
for (var i = 0; i < 16; i++)
|
||||
{
|
||||
tiles[i].Position.Z += (float) ((rand.NextDouble() - .5) * e.Time);
|
||||
var ti = tiles[i];
|
||||
tiles[i].Position.Z = (float) (Math.Sin((t + ti.Position.X - ti.Position.Y / 1.5) / 1.5) * .25);
|
||||
}
|
||||
|
||||
// tileVbo.Data(tiles, BufferUsageHint.DynamicDraw);
|
||||
@@ -218,8 +222,15 @@ namespace hexworld
|
||||
base.OnRenderFrame(e);
|
||||
|
||||
GL.Viewport(ClientRectangle);
|
||||
|
||||
GL.ClearColor(0.2392157F,0.5607843F,0.9960784F, 1f);
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
|
||||
GL.Enable(EnableCap.DepthTest);
|
||||
GL.DepthFunc(DepthFunction.Lequal);
|
||||
GL.Enable(EnableCap.Blend);
|
||||
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
|
||||
|
||||
|
||||
pgm.Use();
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ uniform sampler2D tex;
|
||||
|
||||
void main ()
|
||||
{
|
||||
vec4 color = light * texture(tex, vcoord);
|
||||
vec4 color = texture(tex, vcoord);
|
||||
color.xyz *= light;
|
||||
gl_FragColor = clamp(color, 0, 1);
|
||||
}
|
||||
Reference in New Issue
Block a user