Refactor engine to support double-precision vectors

This commit is contained in:
Wojtek Figat
2022-06-13 00:40:32 +02:00
parent f82e370392
commit a881c90b2e
744 changed files with 19062 additions and 12467 deletions

View File

@@ -67,12 +67,12 @@ void Sky::InitConfig(AtmosphericFogData& config) const
if (SunLight)
{
config.AtmosphericFogSunDirection = -SunLight->GetDirection();
config.AtmosphericFogSunColor = SunLight->Color.ToVector3();
config.AtmosphericFogSunColor = SunLight->Color.ToFloat3();
}
else
{
config.AtmosphericFogSunDirection = Vector3::UnitY;
config.AtmosphericFogSunColor = Vector3::One;
config.AtmosphericFogSunDirection = Float3::UnitY;
config.AtmosphericFogSunColor = Float3::One;
}
}
@@ -154,7 +154,7 @@ bool Sky::HasContentLoaded() const
return _shader && _shader->IsLoaded() && AtmospherePreCompute::GetCache(nullptr);
}
bool Sky::IntersectsItself(const Ray& ray, float& distance, Vector3& normal)
bool Sky::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
{
return false;
}