Reimplement swaying leaves & grass with version 3.30 shaders.
* Move SOL_ALL_SAFETIES_ON to CMake target_compile_definitions.master
parent
d174c24847
commit
6ee9a3cb3c
|
@ -33,6 +33,9 @@ target_link_libraries (${MAIN_EXEC_NAME} Zepha_Core)
|
|||
# Load Libraries
|
||||
include(${CMAKE_CURRENT_SOURCE_DIR}/LoadLibs.cmake)
|
||||
|
||||
# Enable Safeties
|
||||
target_compile_definitions(${MAIN_EXEC_NAME} PUBLIC SOL_ALL_SAFETIES_ON)
|
||||
|
||||
# Test Build
|
||||
#add_subdirectory(test)
|
||||
#add_executable(${TEST_EXEC_NAME} test/Main.cpp)
|
||||
|
|
|
@ -12,10 +12,10 @@ uniform mat4 model;
|
|||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
uniform float time;
|
||||
|
||||
uniform sampler2D swayTex;
|
||||
|
||||
uniform float time;
|
||||
|
||||
out vec2 texCoords;
|
||||
out vec3 fragPos;
|
||||
out vec3 normal;
|
||||
|
|
|
@ -10,7 +10,7 @@ LocalDefs::LocalDefs(const LocalDefs ©) : LocalDefs(copy.tex_path) {}
|
|||
LocalDefs::LocalDefs(const std::string& path) :
|
||||
luaApi(),
|
||||
tex_path(path),
|
||||
textureAtlas(8192) {
|
||||
textureAtlas(2048) {
|
||||
|
||||
textureAtlas.loadDirectory(tex_path);
|
||||
}
|
||||
|
|
|
@ -42,6 +42,8 @@ void Renderer::createWorldShaders() {
|
|||
wgu.model = worldGeometryShader.getUniform("model");
|
||||
wgu.view = worldGeometryShader.getUniform("view");
|
||||
|
||||
wgu.swaySampler = worldGeometryShader.getUniform("swayTex");
|
||||
|
||||
wgu.time = worldGeometryShader.getUniform("time");
|
||||
|
||||
worldGeometryShader.use();
|
||||
|
@ -213,13 +215,15 @@ void Renderer::beginChunkDeferredCalls() {
|
|||
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
swayMap.use(1);
|
||||
|
||||
worldGeometryShader.use();
|
||||
|
||||
glUniformMatrix4fv(wgu.proj, 1, GL_FALSE, glm::value_ptr(wgu.matrix));
|
||||
glUniformMatrix4fv(wgu.view, 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix()));
|
||||
|
||||
glUniform1f(wgu.time, static_cast<float>(elapsedTime));
|
||||
|
||||
swayMap.use(1);
|
||||
glUniform1i(wgu.swaySampler, 1);
|
||||
}
|
||||
|
||||
void Renderer::beginEntityDeferredCalls() {
|
||||
|
|
|
@ -15,7 +15,7 @@ struct WorldGeometryUniforms {
|
|||
GLint model;
|
||||
GLint view;
|
||||
|
||||
|
||||
GLint swaySampler;
|
||||
|
||||
GLint time;
|
||||
};
|
||||
|
|
|
@ -7,8 +7,6 @@
|
|||
#include "../../../def/LocalDefs.h"
|
||||
#include "../../../game/scene/world/LocalWorld.h"
|
||||
#include "../customization/pVec3.h"
|
||||
|
||||
#define SOL_ALL_SAFETIES_ON = 1
|
||||
#include <sol2/sol.hpp>
|
||||
|
||||
namespace ClientApi {
|
||||
|
|
|
@ -88,9 +88,9 @@ sol::protected_function_result LocalLuaParser::DoFileSandboxed(std::string file)
|
|||
if (strncmp(mod.config.name.c_str(), modname.c_str(), modname_length) == 0) {
|
||||
for (LuaModFile& f : mod.files) {
|
||||
if (f.path == file) {
|
||||
auto pfr = lua.safe_script(f.file, [](lua_State*, sol::protected_function_result errPfr) {
|
||||
auto pfr = lua.safe_script(f.file, [&](lua_State*, sol::protected_function_result errPfr) {
|
||||
sol::error err = errPfr;
|
||||
std::cout << Log::err << "DoFileSandboxed returned an error: " << err.what() << Log::endl;
|
||||
std::cout << Log::err << file << " returned an error: " << err.what() << Log::endl;
|
||||
return errPfr;
|
||||
});
|
||||
return pfr;
|
||||
|
|
|
@ -314,9 +314,9 @@ sol::protected_function_result ServerLuaParser::DoFileSandboxed(std::string file
|
|||
if (strncmp(mod.config.name.c_str(), modname.c_str(), modname_length) == 0) {
|
||||
for (LuaModFile& f : mod.files) {
|
||||
if (f.path == file) {
|
||||
auto pfr = lua.safe_script(f.file, [](lua_State*, sol::protected_function_result errPfr) {
|
||||
auto pfr = lua.safe_script(f.file, [&](lua_State*, sol::protected_function_result errPfr) {
|
||||
sol::error err = errPfr;
|
||||
std::cout << Log::err << "DoFileSandboxed returned an error: " << err.what() << Log::endl;
|
||||
std::cout << Log::err << file << " returned an error: " << err.what() << Log::endl;
|
||||
return errPfr;
|
||||
});
|
||||
return pfr;
|
||||
|
|
Loading…
Reference in New Issue