Added torches for the switches plus added the hint to the scene
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11322c0446
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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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@ -465,13 +482,30 @@
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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>5.0</yOffset>
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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>3.0</mass>
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<mass>0.0</mass>
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</object>
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</composition>
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@ -479,6 +513,7 @@
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<!-- Available physicTypes are Player, Box, Button, TriangleMesh and None(no physics).
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dampningL should be below 1, objects that can not move are enabled by setting their mass to 0. -->
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@ -641,3 +676,16 @@
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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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</objectData>
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@ -1,3 +1,32 @@
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<composition>
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<scale>1.0</scale>
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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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<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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<idBlue>142</idBlue>
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<typeID>250</typeID>
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<trigger>
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<name>-</name>
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<xPosition>0</xPosition>
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<yPosition>0</yPosition>
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<zPosition>0</zPosition>
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<targetIdGreen>-</targetIdGreen>
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<targetIdBlue>-</targetIdBlue>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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<objectNum>0</objectNum>
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<luaScript>-</luaScript>
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<toChangeIdGreen>0</toChangeIdGreen>
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<toChangeObjNum>0</toChangeObjNum>
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<composition>
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<scale>1.0</scale>
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<xRot>0.0</xRot>
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@ -9,7 +38,7 @@
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<zPos>54.500000</zPos>
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<idGreen>0</idGreen>
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<trigger>
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<name>-</name>
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@ -38,7 +67,7 @@
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<idGreen>0</idGreen>
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<idBlue>139</idBlue>
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<trigger>
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<name>-</name>
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@ -67,7 +96,7 @@
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<zPos>54.500000</zPos>
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<trigger>
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<name>-</name>
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@ -96,7 +125,7 @@
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<zPos>26.500000</zPos>
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<idGreen>0</idGreen>
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<idBlue>137</idBlue>
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@ -1,3 +1,148 @@
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<composition>
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<scale>1.0</scale>
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<manualPos>false</manualPos>
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<xPos>-91.500000</xPos>
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<targetIdGreen>-</targetIdGreen>
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<distance>1.0</distance>
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<isBiggerThan>false</isBiggerThan>
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Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
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@ -183,6 +183,7 @@ 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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@ -200,6 +201,7 @@ 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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