Working on fog, 2nd level, locations, dialogs
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eac914e073
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@@ -24,12 +24,12 @@
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namespace ZL
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{
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void set_Texture(Character& npc, TextureDataStruct& texture)
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void set_Texture(Character& npc, const TextureDataStruct& texture)
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{
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auto tt = std::make_shared<Texture>(texture);
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npc.setTexture(tt);
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}
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void set_Texture(Character& npc, const std::string& meshName, TextureDataStruct& texture)
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void set_Texture(Character& npc, const std::string& meshName, const TextureDataStruct& texture)
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{
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auto tt = std::make_shared<Texture>(texture);
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npc.setTexture(meshName, tt);
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@@ -142,6 +142,8 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
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#else
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
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@@ -151,14 +153,43 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_desktop.fragment", CONST_ZIP_FILE);
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#endif
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std::cout << "Load resurces step 4" << std::endl;
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currentLocation = std::make_unique<Location>(renderer, inventory);
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LocationSetup params1;
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params1.roomMeshPath = "resources/w/room001.txt";
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params1.roomTexturePath = "resources/w/room005.png";
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params1.gameObjectsJsonPath = "resources/config2/gameobjects.json";
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params1.npcsJsonPath = "resources/config2/npcs.json";
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params1.dialoguesJsonPath = "resources/dialogue/sample_dialogues.json";
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params1.navigationJsonPath = "resources/config2/navigation.json";
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params1.scriptPath = "resources/start.lua";
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params1.playerPosition = Eigen::Vector3f::Zero();
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params1.ghostPosition = Eigen::Vector3f(0.f, 0.f, -20.f);
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location1 = std::make_shared<Location>(renderer, inventory);
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location1->setup(params1);
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LocationSetup params2 = params1;
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params2.roomMeshPath = "resources/w/exterior/Segmented_Plane002.txt";
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params2.roomTexturePath = "resources/w/exterior/Segmented_Plane002.png";
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params2.gameObjectsJsonPath = "resources/config2/gameobjects2.json";
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params2.navigationJsonPath = "resources/config2/navigation2.json";
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params2.scriptPath = "resources/start2.lua";
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params2.playerPosition = Eigen::Vector3f(7.f, 0.f, 27.f);
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params2.npcsJsonPath = "resources/config2/npcs2.json";
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params2.ghostPosition = Eigen::Vector3f(700.f, 0.f, 700.f);
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location2 = std::make_shared<Location>(renderer, inventory);
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location2->setup(params2);
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currentLocation = location1;
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currentLocation->setup();
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std::cout << "Load resurces step 5" << std::endl;
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std::cout << "Load resurces step 12" << std::endl;
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@@ -169,14 +200,17 @@ namespace ZL
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
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#else
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renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
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#endif
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std::cout << "Load resurces step 13" << std::endl;
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// Load UI with inventory button
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@@ -470,16 +504,18 @@ namespace ZL
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break;
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case SDLK_o:
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y = y + 0.002;
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//y = y + 0.002;
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currentLocation->player->hp = 5;
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break;
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case SDLK_k:
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y = y - 0.002;
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//y = y - 0.002;
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std::cout << "Player pos: " << currentLocation->player->position.transpose() << std::endl;
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break;
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case SDLK_p:
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x = x + 0.002;
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currentLocation = (currentLocation == location1) ? location2 : location1;
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std::cout << "Switched to location " << ((currentLocation == location1) ? "1" : "2") << std::endl;
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break;
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case SDLK_l:
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