Fixing lights and shadows
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9f4d60036d
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bba493ee7c
18 files changed
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-126
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+20
-4
@@ -51,10 +51,18 @@ public:
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void draw(Renderer& renderer);
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void drawShadowDepth(Renderer& renderer);
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void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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void drawNight(Renderer& renderer, const float* pointLightPosEye, const float* pointLightDirEye, const float* pointLightColors, int pointLightCount, const float* ambientColor, const float* fogColor);
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void drawNight(Renderer& renderer,
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const float* pointLightPosEye, const float* pointLightDirEye,
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const float* pointLightColors, int pointLightCount,
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const float* pointLightWorldXZ, const float* pointLightLimitXZ,
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const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor);
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void drawNightWithShadow(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
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const float* plWorldXZ, const float* plLimitXZ,
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const Eigen::Matrix4f& cameraViewInverse,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex,
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const float* ambientColor, const float* fogColor);
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// Character-to-character collision (XZ-plane). Used by Location to keep
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// player/NPCs from walking through each other.
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@@ -217,14 +225,22 @@ private:
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void drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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void drawCpuWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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// Night: draw with spot-light shaders
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void drawNightGpuSkinning(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor);
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void drawNightCpu(Renderer& renderer, const float* plPosEye, const float* plDirEye, const float* plColors, int plCount, const float* ambientColor, const float* fogColor);
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void drawNightGpuSkinning(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor);
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void drawNightCpu(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const float* ambientColor, const float* fogColor);
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// Night: draw with spot-light + shadow shaders
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void drawNightGpuSkinningWithShadow(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
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void drawNightCpuWithShadow(Renderer& renderer,
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const float* plPosEye, const float* plDirEye, const float* plColors, int plCount,
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const float* plWorldXZ, const float* plLimitXZ, const Eigen::Matrix4f& cameraViewInverse,
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const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const float* ambientColor, const float* fogColor);
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};
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