fix msvc build

This commit is contained in:
MihailRis
2025-07-09 00:42:28 +03:00
parent 0bd901d1a6
commit 599b0cc380
+8 -2
View File
@@ -78,7 +78,9 @@ void Skybox::drawBackground(
auto backShader = assets.get<Shader>("background"); auto backShader = assets.get<Shader>("background");
backShader->use(); backShader->use();
backShader->uniformMatrix("u_view", camera.getView(false)); backShader->uniformMatrix("u_view", camera.getView(false));
backShader->uniform1f("u_zoom", camera.zoom*camera.getFov()/(M_PI*0.5f)); backShader->uniform1f(
"u_zoom", camera.zoom * camera.getFov() / glm::half_pi<float>()
);
backShader->uniform1f("u_ar", float(width)/float(height)); backShader->uniform1f("u_ar", float(width)/float(height));
backShader->uniform1i("u_skybox", 1); backShader->uniform1i("u_skybox", 1);
bind(); bind();
@@ -139,7 +141,11 @@ void Skybox::draw(
float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase; float sangle = daytime * glm::pi<float>() * 2.0 + sprite.phase;
float distance = sprite.distance * depthScale; float distance = sprite.distance * depthScale;
glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), -sangle + glm::pi<float>() * 0.5f, glm::vec3(0, 0, -1)); glm::mat4 rotation = glm::rotate(
glm::mat4(1.0f),
-sangle + glm::pi<float>() * 0.5f,
glm::vec3(0, 0, -1)
);
rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0)); rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0));
glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation; glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation;
glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation; glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;