Working on shadow bug
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6a79e8e41e
commit
02ba86331b
22
src/Game.cpp
22
src/Game.cpp
@ -109,7 +109,7 @@ namespace FRG
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
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#endif
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#endif
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loadingTexture = renderer.textureManager.LoadFromPng("resources/loading003.png", "");
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loadingTexture = renderer.textureManager.LoadFromPng("resources/loading.png", "");
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loadingProgressBarFrameTexture = renderer.textureManager.LoadFromPng(
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loadingProgressBarFrameTexture = renderer.textureManager.LoadFromPng(
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"resources/loadingProgressBarFrame.png", "", true);
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"resources/loadingProgressBarFrame.png", "", true);
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@ -395,13 +395,14 @@ namespace FRG
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audioPlayer->crossFadeMusicAsync("audio/main menu final.ogg");
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audioPlayer->crossFadeMusicAsync("audio/main menu final.ogg");
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});
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});
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/*loadSteps.push([this]() {
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#ifdef __ANDROID__
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if (menshadowsEnabled)
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loadSteps.push([this]() {
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{
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if (menuManager.shadowsEnabled) {
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createShadowMapAndProparateToLocations();
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createShadowMapAndProparateToLocations();
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}
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}
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});*/
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});
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#endif
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loadSteps.push([this]() {
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loadSteps.push([this]() {
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loadingCompleted = true;
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loadingCompleted = true;
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@ -920,8 +921,11 @@ namespace FRG
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logger() << "Shadow map already exists, skipping creation" << std::endl;
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logger() << "Shadow map already exists, skipping creation" << std::endl;
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return;
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return;
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}
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}
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CheckGlError(__FILE__, __LINE__);
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shadowMap = std::make_shared<ShadowMap>(2048, 40.0f, 0.1f, 100.0f);
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shadowMap = std::make_shared<ShadowMap>(2048, 40.0f, 0.1f, 100.0f);
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CheckGlError(__FILE__, __LINE__);
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shadowMap->setLightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f));
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shadowMap->setLightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f));
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CheckGlError(__FILE__, __LINE__);
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logger() << "Shadow map initialized" << std::endl;
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logger() << "Shadow map initialized" << std::endl;
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for (auto& [name, loc] : gameState.locations) {
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for (auto& [name, loc] : gameState.locations) {
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@ -931,10 +935,16 @@ namespace FRG
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}
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}
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void Game::destroyShadowMapAndProparateToLocations()
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void Game::destroyShadowMapAndProparateToLocations()
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{
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{
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CheckGlError(__FILE__, __LINE__);
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shadowMap.reset();
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shadowMap.reset();
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CheckGlError(__FILE__, __LINE__);
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for (auto& [name, loc] : gameState.locations) {
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for (auto& [name, loc] : gameState.locations) {
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loc->shadowMap.reset();
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loc->shadowMap.reset();
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}
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}
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CheckGlError(__FILE__, __LINE__);
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}
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}
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@ -56,7 +56,7 @@ namespace FRG {
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{
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{
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glGenFramebuffers(1, &fbo);
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glGenFramebuffers(1, &fbo);
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#ifdef EMSCRIPTEN
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#if defined(EMSCRIPTEN) || defined(__ANDROID__)
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glGenTextures(1, &depthTexture);
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glGenTextures(1, &depthTexture);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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glBindTexture(GL_TEXTURE_2D, depthTexture);
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