Added torches for the switches plus added the hint to the scene

This commit is contained in:
sfroitzheim 2015-03-04 17:08:53 +01:00
parent 11322c0446
commit d17ed99d96
9 changed files with 230 additions and 6 deletions

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@ -81,6 +81,23 @@
</light>
</composition>
<!-- switchtorch -->
<composition>
<typeID>81</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<object>
<modelPath>torch.obj</modelPath>
<xOffset>0.0</xOffset>
<yOffset>0.0</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.0</scale>
<mass>0.0</mass>
</object>
</composition>
<!-- Lightsource -->
<composition>
<typeID>85</typeID>
@ -465,13 +482,30 @@
<object>
<modelPath>brazier.obj</modelPath>
<xOffset>0.0</xOffset>
<yOffset>5.0</yOffset>
<yOffset>2</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>3.0</scale>
<mass>0.0</mass>
</object>
</composition>
<!-- Hint -->
<composition>
<typeID>250</typeID>
<ignoreHeightmap>false</ignoreHeightmap>
<object>
<modelPath>hint.obj</modelPath>
<xOffset>0.0</xOffset>
<yOffset>0.1</yOffset>
<zOffset>0.0</zOffset>
<xRot>0.0</xRot>
<yRot>0.0</yRot>
<zRot>0.0</zRot>
<scale>1.5</scale>
<mass>3.0</mass>
<mass>0.0</mass>
</object>
</composition>
@ -479,6 +513,7 @@
<!-- Available physicTypes are Player, Box, Button, TriangleMesh and None(no physics).
dampningL should be below 1, objects that can not move are enabled by setting their mass to 0. -->
@ -641,3 +676,16 @@
<dampningA>0.5</dampningA>
<renderable>true</renderable>
</objectData>
<objectData>
<modelPath>hint.obj</modelPath>
<texturePath>hintTexture.png</texturePath>
<ambientFactor>0.1</ambientFactor>
<diffuseFactor>0.6</diffuseFactor>
<specularFactor>0.4</specularFactor>
<shininess>2.0</shininess>
<physicType>TriangleMesh</physicType>
<dampningL>0.555</dampningL>
<dampningA>0.5</dampningA>
<renderable>true</renderable>
</objectData>

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@ -1,3 +1,32 @@
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<zRot>0.0</zRot>
<manualPos>false</manualPos>
<xPos>-91.500000</xPos>
<yOffset>0.0</yOffset>
<zPos>216.500000</zPos>
<idGreen>0</idGreen>
<idBlue>142</idBlue>
<typeID>250</typeID>
<trigger>
<name>-</name>
<xPosition>0</xPosition>
<yPosition>0</yPosition>
<zPosition>0</zPosition>
<targetIdGreen>-</targetIdGreen>
<targetIdBlue>-</targetIdBlue>
<distance>1.0</distance>
<isBiggerThan>false</isBiggerThan>
<objectNum>0</objectNum>
<luaScript>-</luaScript>
<toChangeIdGreen>0</toChangeIdGreen>
<toChangeIdBlue>0</toChangeIdBlue>
<toChangeObjNum>0</toChangeObjNum>
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<composition>
<scale>1.0</scale>
<xRot>0.0</xRot>
@ -9,7 +38,7 @@
<zPos>54.500000</zPos>
<idGreen>0</idGreen>
<idBlue>140</idBlue>
<typeID>245</typeID>
<typeID>81</typeID>
<trigger>
<name>-</name>
<xPosition>0</xPosition>
@ -38,7 +67,7 @@
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<idGreen>0</idGreen>
<idBlue>139</idBlue>
<typeID>245</typeID>
<typeID>81</typeID>
<trigger>
<name>-</name>
<xPosition>0</xPosition>
@ -67,7 +96,7 @@
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<idBlue>138</idBlue>
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<trigger>
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<xPosition>0</xPosition>
@ -96,7 +125,7 @@
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<idBlue>137</idBlue>
<typeID>245</typeID>
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<trigger>
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@ -1,3 +1,148 @@
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@ -183,6 +183,7 @@ void Graphics::render(double time)
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),
glm::vec3(0.0f, 0.0f, -1.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f)};
framebuffer_cube->bind();
for (unsigned int i_pointlight = 0; i_pointlight<closestLights.size() && i_pointlight < maxShadowRenderCount; i_pointlight++) {
// render each side of the cube
@ -200,6 +201,7 @@ void Graphics::render(double time)
}
}
}
// render depth textures for sun
depthShader->use();
glViewport(0, 0, windowSize.x, windowSize.y);