Merge branch 'master' of github.com:Faerbit/swp
This commit is contained in:
commit
6af54ab02f
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@ -81,6 +81,23 @@
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</light>
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</composition>
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<!-- switchtorch -->
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<composition>
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<typeID>81</typeID>
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<ignoreHeightmap>false</ignoreHeightmap>
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<object>
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<modelPath>torch.obj</modelPath>
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<xOffset>0.0</xOffset>
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<yOffset>0.0</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.0</scale>
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<mass>0.0</mass>
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</object>
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</composition>
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<!-- Lightsource -->
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<composition>
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<typeID>85</typeID>
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@ -458,6 +475,42 @@
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</object>
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</composition>
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<!-- Brazier -->
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<composition>
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<typeID>245</typeID>
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<ignoreHeightmap>false</ignoreHeightmap>
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<object>
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<modelPath>brazier.obj</modelPath>
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<xOffset>0.0</xOffset>
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<yOffset>2</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<scale>3.0</scale>
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<mass>0.0</mass>
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</object>
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</composition>
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<!-- Hint -->
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<composition>
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<typeID>250</typeID>
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<ignoreHeightmap>false</ignoreHeightmap>
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<object>
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<modelPath>hint.obj</modelPath>
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<xOffset>0.0</xOffset>
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<yOffset>0.1</yOffset>
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<zOffset>0.0</zOffset>
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<xRot>0.0</xRot>
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<yRot>0.0</yRot>
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<zRot>0.0</zRot>
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<scale>1.5</scale>
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<mass>0.0</mass>
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</object>
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</composition>
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@ -511,7 +564,7 @@
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<objectData>
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<modelPath>torch.obj</modelPath>
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<texturePath>torchTexture.png</texturePath>
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<texturePath>torchTexture2.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<diffuseFactor>0.3</diffuseFactor>
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<specularFactor>0.7</specularFactor>
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@ -580,9 +633,9 @@
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</objectData>
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<objectData>
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<modelPath>gate.obj</modelPath>
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<texturePath>gateTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<modelPath>gate.obj</modelPath>
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<texturePath>gateTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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@ -596,9 +649,9 @@
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</objectData>
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<objectData>
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<modelPath>movableBlock.obj</modelPath>
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<texturePath>movableBlockTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<modelPath>movableBlock.obj</modelPath>
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<texturePath>movableBlockTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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@ -610,3 +663,29 @@
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<dampningA>0.5</dampningA>
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<renderable>true</renderable>
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</objectData>
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<objectData>
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<modelPath>brazier.obj</modelPath>
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<texturePath>brazierTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<physicType>TriangleMesh</physicType>
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<dampningL>0.555</dampningL>
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<dampningA>0.5</dampningA>
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<renderable>true</renderable>
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</objectData>
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<objectData>
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<modelPath>hint.obj</modelPath>
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<texturePath>hintTexture.png</texturePath>
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<ambientFactor>0.1</ambientFactor>
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<diffuseFactor>0.6</diffuseFactor>
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<specularFactor>0.4</specularFactor>
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<shininess>2.0</shininess>
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<physicType>TriangleMesh</physicType>
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<dampningL>0.555</dampningL>
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<dampningA>0.5</dampningA>
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<renderable>true</renderable>
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@ -1,3 +1,148 @@
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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<manualPos>false</manualPos>
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<xPos>-91.500000</xPos>
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<yOffset>0.0</yOffset>
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<zPos>216.500000</zPos>
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<idGreen>0</idGreen>
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<typeID>250</typeID>
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<trigger>
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<name>-</name>
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<distance>1.0</distance>
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<scale>1.0</scale>
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<manualPos>false</manualPos>
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<name>-</name>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<luaScript>-</luaScript>
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|
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@ -2,6 +2,7 @@
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in vec2 vTexCoord;
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in vec4 fragPosition;
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in vec4 sunPosition;
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out vec4 oColor;
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@ -9,10 +10,21 @@ uniform sampler2D uTexture;
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uniform float farPlane;
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uniform vec4 fogColor;
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uniform vec3 cameraCenter;
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uniform vec3 sunColor;
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const float sunSize = 40.0;
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void main() {
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float distanceToSun = length(sunPosition - fragPosition);
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float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
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float fogFactor = clamp((1.0 - ((farPlane - 35.0) -distanceCameraCenter)/30.0), 0.0, 1.0);
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fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
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oColor = mix(texture(uTexture, vTexCoord), fogColor, fogFactor);
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if (distanceToSun < sunSize) {
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float sunIntensity = clamp(0.3*exp(1/(distanceToSun/sunSize))-exp(1.0)*0.3, 0.0, 1.0);
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vec4 color = mix(vec4(texture(uTexture, vTexCoord)), vec4(sunColor, sunIntensity), sunIntensity);
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oColor = mix(color, fogColor, fogFactor);
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}
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else {
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oColor = mix(texture(uTexture, vTexCoord), fogColor, fogFactor);
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}
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}
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@ -6,12 +6,17 @@ in vec2 aTexCoord;
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uniform mat4 modelMatrix;
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uniform mat4 modelViewProjectionMatrix;
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uniform float skydomeSize;
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uniform vec3 directionalVector;
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uniform vec3 cameraCenter;
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out vec2 vTexCoord;
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out vec4 fragPosition;
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out vec4 sunPosition;
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void main() {
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fragPosition = modelMatrix * vec4(aPosition, 1.0);
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vTexCoord = aTexCoord;
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sunPosition = (normalize(vec4(directionalVector, 0.0)) * skydomeSize) + vec4(cameraCenter, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(aPosition, 1.0);
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}
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@ -186,6 +186,7 @@ void Graphics::render(double time)
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glm::vec3 upvectors[6] = {glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, 0.0f, -1.0f),
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glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
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framebuffer_cube->bind();
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for (unsigned int i_pointlight = 0; i_pointlight<closestLights.size() && i_pointlight < maxShadowRenderCount; i_pointlight++) {
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// render each side of the cube
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@ -203,6 +204,7 @@ void Graphics::render(double time)
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}
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}
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}
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// render depth textures for sun
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depthShader->use();
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glViewport(0, 0, windowSize.x, windowSize.y);
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@ -244,8 +246,11 @@ void Graphics::render(double time)
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skydomeShader->use();
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// set fog Parameters
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skydomeShader->setUniform("farPlane", farPlane);
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skydomeShader->setUniform("skydomeSize", level->getSkydomeSize());
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skydomeShader->setUniform("fogColor", level->getFogColour());
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skydomeShader->setUniform("cameraCenter", level->getCameraCenter()->getPosition());
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skydomeShader->setUniform("directionalVector", level->getDirectionalLight()->getPosition());
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skydomeShader->setUniform("sunColor", level->getDirectionalLight()->getColour());
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level->getSkydome()->render(skydomeShader, false, true, &lightingViewProjectionMatrix);
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lightingShader->use();
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||||
|
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Reference in New Issue
Block a user