fixing hole bugs, merge
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@ -10,7 +10,7 @@ namespace ZL {
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int Environment::windowHeaderHeight = 0;
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int Environment::width = 0;
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int Environment::height = 0;
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float Environment::zoom = 10.0f;
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float Environment::zoom = 3.f;
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bool Environment::leftPressed = false;
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bool Environment::rightPressed = false;
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@ -177,6 +177,10 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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if (Environment::zoom < zoomstep) {
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Environment::zoom = zoomstep;
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}
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if (Environment::zoom > 4)
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{
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Environment::zoom = 4;
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}
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}
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else if (event.type == SDL_KEYDOWN) {
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switch (event.key.keysym.sym) {
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@ -130,18 +130,16 @@ void RenderSystem::drawWorld(GameObjectManager& gameObjects) {
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renderer.shaderManager.PushShader(hideCamShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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Vector3f testVec1{ 0,0,0 };
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Vector3f totalCameraTargetPos = Environment::characterPos - Vector3f{ 0, Environment::cameraDefaultVerticalShift, 0 };
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Vector3f testVec2{ 0,400,-600 };
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renderer.RenderUniform3fv("targetPos", &Environment::characterPos.v[0]);
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//renderer.RenderUniform3fv("targetPos", &testVec1.v[0]);
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renderer.RenderUniform3fv("targetPos", &totalCameraTargetPos.v[0]);
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Vector3f cameraPos = Vector3f{ 0,0, 100 * Environment::zoom };
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cameraPos = MultVectorMatrix(cameraPos, QuatToMatrix(QuatFromRotateAroundX(Environment::cameraAlpha)));
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cameraPos = MultVectorMatrix(cameraPos, QuatToMatrix(QuatFromRotateAroundY(Environment::cameraPhi)));
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cameraPos = cameraPos + Environment::characterPos;
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cameraPos = cameraPos + totalCameraTargetPos;
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renderer.RenderUniform3fv("eyePos", &cameraPos.v[0]);
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//renderer.RenderUniform3fv("eyePos", &testVec2.v[0]);
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@ -44,9 +44,9 @@ void main()
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float distanceX = abs(vWorldPos.x);
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float distanceZ = abs(vWorldPos.z);
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float distanceToCamera = length(vWorldPos - targetPos);
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//float distanceToCamera = length(vWorldPos - targetPos);
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if ((distanceX > 750 || distanceZ > 750) && (dotProduct > 0.93))
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if (/*(distanceX > 250 || distanceZ > 250) && */(dotProduct > 0.1) && vWorldPos.y > 30)
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{
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//color.rgba = vec4(1,0,0,1);
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discard;
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