fix sun and shadows position synchronization
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@@ -15,6 +15,7 @@
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#include <iostream>
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/constants.hpp>
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#ifndef M_PI
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@@ -46,18 +47,28 @@ Skybox::Skybox(uint size, Shader& shader)
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mesh = std::make_unique<Mesh<SkyboxVertex>>(vertices, 6);
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sprites.push_back(skysprite {
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"misc/moon",
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glm::pi<float>()*0.5f,
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4.0f,
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false
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sprites.push_back(SkySprite {
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"misc/moon_flare",
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glm::pi<float>() * 0.5f,
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0.5f,
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false,
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glm::pi<float>() * 0.25f,
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});
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sprites.push_back(skysprite {
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"misc/sun",
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glm::pi<float>()*1.5f,
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sprites.push_back(SkySprite {
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"misc/moon",
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glm::pi<float>() * 0.5f,
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4.0f,
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true
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false,
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glm::pi<float>() * 0.25f,
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});
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sprites.push_back(SkySprite {
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"misc/sun",
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glm::pi<float>() * 1.5f,
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4.0f,
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true,
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glm::pi<float>() * 0.25f,
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});
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}
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@@ -124,16 +135,19 @@ void Skybox::draw(
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for (auto& sprite : sprites) {
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batch3d->texture(assets.get<Texture>(sprite.texture));
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float sangle = daytime * glm::pi<float>()*2.0 + sprite.phase;
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float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
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float distance = sprite.distance;
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glm::vec3 pos(-std::cos(sangle)*distance, std::sin(sangle)*distance, 0);
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glm::vec3 up(-std::sin(-sangle), std::cos(-sangle), 0.0f);
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glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), -sangle + glm::pi<float>() * 0.5f, glm::vec3(0, 0, -1));
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rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0));
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glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
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glm::vec3 up = glm::vec4(1, 0, 0, 1) * rotation;
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glm::vec3 right = glm::vec4(0, 0, 1, 1) * rotation;
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glm::vec4 tint (1,1,1, opacity);
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if (!sprite.emissive) {
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tint *= 0.6f+std::cos(angle)*0.4;
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}
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batch3d->sprite(pos, glm::vec3(0, 0, 1),
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batch3d->sprite(pos, right,
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up, 1, 1, UVRegion(), tint);
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}
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batch3d->flush();
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