move vec to generated
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@@ -1,6 +1,8 @@
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#include "../Log.h"
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#include "Dither.h"
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using namespace Generated;
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void DitherGen(DitherData& data, int32_t recursion)
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{
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data.Points[0] = {0.0f, 0.0f};
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@@ -55,7 +57,7 @@ void DitherGen(DitherData& data, int32_t recursion)
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{
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Vec2 vec = point - data.Points[i];
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Vec2 wrappedVec{bx::mod(vec.x + 0.5f, 1.0f) - 0.5f, bx::mod(vec.y + 0.5f, 1.0f) - 0.5f};
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float curDist = wrappedVec.Magnitude();
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float curDist = Magnitude(wrappedVec);
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dist = bx::min(dist, curDist);
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}
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@@ -463,7 +463,7 @@ namespace Game
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mat.State = 0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS |
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BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA;
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mat.Uniforms[Material::UTime] = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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mat.Uniforms[Material::UDotColor] = bgfx::createUniform("u_testColor", bgfx::UniformType::Vec4);
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mat.Uniforms[Material::UDotColor] = bgfx::createUniform("u_dotColor", bgfx::UniformType::Vec4);
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mat.Uniforms[Material::UTexInfo] = bgfx::createUniform("u_texInfo", bgfx::UniformType::Vec4);
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mat.Uniforms[Material::UBaseColor] = bgfx::createUniform("u_baseColor", bgfx::UniformType::Vec4);
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mat.ViewID = view;
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@@ -95,8 +95,6 @@ namespace Game
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uint16_t MainViewID = 10;
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float LastShaderLoadTime = 0.0f;
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int32_t DitherRecursion = 1;
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Vec4 DefaultBaseColor;
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Vec4 DefaultTileColor;
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public:
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void Setup();
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