Added darklands
This commit is contained in:
parent
4e9eef1863
commit
c086fe1ef0
@ -27,6 +27,7 @@
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{
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"name": "inai",
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"texturePath": "resources/w/exterior/Building_work014.png",
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"textureDarkandsPath" : "resources/w/interior/darklands_generated_building001.png",
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"meshPath": "resources/w/interior/Building_002.txt",
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"rotationX": 0.0,
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"rotationY": 0.0,
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6
resources/shaders/darklands_flash_desktop.fragment
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6
resources/shaders/darklands_flash_desktop.fragment
Normal file
@ -0,0 +1,6 @@
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uniform float uAlpha;
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void main()
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{
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gl_FragColor = vec4(1.0, 1.0, 1.0, uAlpha);
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}
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7
resources/shaders/darklands_flash_web.fragment
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7
resources/shaders/darklands_flash_web.fragment
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@ -0,0 +1,7 @@
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precision mediump float;
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uniform float uAlpha;
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void main()
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{
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gl_FragColor = vec4(1.0, 1.0, 1.0, uAlpha);
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}
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16
resources/shaders/darklands_fog.vertex
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16
resources/shaders/darklands_fog.vertex
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@ -0,0 +1,16 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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varying float fogDistance;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform vec3 uPlayerEyePos;
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void main()
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{
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vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
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fogDistance = length(eyePos.xyz - uPlayerEyePos);
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gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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21
resources/shaders/darklands_fog_desktop.fragment
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21
resources/shaders/darklands_fog_desktop.fragment
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@ -0,0 +1,21 @@
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//precisionmediump float;
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uniform sampler2D Texture;
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uniform float uAlpha;
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varying vec2 texCoord;
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varying float fogDistance;
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void main()
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{
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vec4 color = texture2D(Texture, texCoord).rgba;
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if (color.a < 0.1)
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discard;
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vec3 tinted = mix(color.rgb, vec3(0.5, 0.5, 0.8), 0.3);
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vec3 fogColor = vec3(0.05, 0.05, 0.2);
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float fogFactor = clamp((fogDistance - 5.0) / 10.0, 0.0, 1.0);
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vec3 finalColor = mix(tinted, fogColor, fogFactor);
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gl_FragColor = vec4(finalColor, color.a * uAlpha);
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}
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55
resources/shaders/darklands_fog_skinning.vertex
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55
resources/shaders/darklands_fog_skinning.vertex
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@ -0,0 +1,55 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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attribute vec4 aBoneIndices0;
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attribute vec2 aBoneIndices1;
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attribute vec4 aBoneWeights0;
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attribute vec2 aBoneWeights1;
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varying vec2 texCoord;
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varying float fogDistance;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform vec3 uPlayerEyePos;
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void main()
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{
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vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 originalPos = vec4(vPosition, 1.0);
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float totalWeight = 0.0;
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if (aBoneWeights0.x > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
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totalWeight += aBoneWeights0.x;
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}
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if (aBoneWeights0.y > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
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totalWeight += aBoneWeights0.y;
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}
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if (aBoneWeights0.z > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
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totalWeight += aBoneWeights0.z;
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}
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if (aBoneWeights0.w > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
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totalWeight += aBoneWeights0.w;
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}
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if (aBoneWeights1.x > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
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totalWeight += aBoneWeights1.x;
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}
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if (aBoneWeights1.y > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
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totalWeight += aBoneWeights1.y;
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}
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if (totalWeight < 0.001) {
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skinnedPos = originalPos;
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}
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vec4 eyePos = ModelViewMatrix * skinnedPos;
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fogDistance = length(eyePos.xyz - uPlayerEyePos);
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gl_Position = ProjectionModelViewMatrix * skinnedPos;
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texCoord = vTexCoord;
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}
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21
resources/shaders/darklands_fog_web.fragment
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21
resources/shaders/darklands_fog_web.fragment
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@ -0,0 +1,21 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform float uAlpha;
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varying vec2 texCoord;
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varying float fogDistance;
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void main()
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{
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vec4 color = texture2D(Texture, texCoord).rgba;
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if (color.a < 0.1)
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discard;
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vec3 tinted = mix(color.rgb, vec3(0.5, 0.5, 0.8), 0.3);
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vec3 fogColor = vec3(0.05, 0.05, 0.2);
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float fogFactor = clamp((fogDistance - 5.0) / 10.0, 0.0, 1.0);
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vec3 finalColor = mix(tinted, fogColor, fogFactor);
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gl_FragColor = vec4(finalColor, color.a * uAlpha);
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}
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BIN
resources/w/interior/darklands_generated_building001.png
(Stored with Git LFS)
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BIN
resources/w/interior/darklands_generated_building001.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -7,6 +7,7 @@
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#include "GameConstants.h"
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#include "Environment.h"
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namespace ZL {
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const float ATTACK_COOLDOWN_TIME = 1.6f;
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16
src/Game.cpp
16
src/Game.cpp
@ -144,6 +144,9 @@ namespace ZL
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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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renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_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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@ -155,6 +158,9 @@ namespace ZL
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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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renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_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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@ -343,7 +349,11 @@ namespace ZL
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{
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if (currentLocation)
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{
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if (currentLocation->shadowMap) {
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if (currentLocation->isDarklands) {
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currentLocation->drawGameDarklands();
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CheckGlError(__FILE__, __LINE__);
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}
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else if (currentLocation->shadowMap) {
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CheckGlError(__FILE__, __LINE__);
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currentLocation->drawShadowDepthPass();
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CheckGlError(__FILE__, __LINE__);
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@ -532,6 +542,10 @@ namespace ZL
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if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
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switch (event.key.keysym.sym) {
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case SDLK_0:
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if (currentLocation)
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currentLocation->startDarklandsTransition();
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break;
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case SDLK_1:
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//if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav");
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break;
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153
src/Location.cpp
153
src/Location.cpp
@ -270,6 +270,77 @@ namespace ZL
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}
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}
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bool Location::startDarklandsTransition()
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{
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if (darklandsFlashActive) return false;
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darklandsFlashActive = true;
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darklandsFlashFadingIn = true;
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darklandsFlashAlpha = 0.0f;
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return true;
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}
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void Location::updateDarklandsFlash(int64_t deltaMs)
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{
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if (!darklandsFlashActive) return;
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static constexpr float kFadeDurationMs = 500.0f;
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const float step = static_cast<float>(deltaMs) / kFadeDurationMs;
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if (darklandsFlashFadingIn) {
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darklandsFlashAlpha = min(darklandsFlashAlpha + step, 1.0f);
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if (darklandsFlashAlpha >= 1.0f) {
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isDarklands = !isDarklands;
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darklandsFlashFadingIn = false;
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}
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} else {
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darklandsFlashAlpha = max(darklandsFlashAlpha - step, 0.0f);
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if (darklandsFlashAlpha <= 0.0f) {
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darklandsFlashAlpha = 0.0f;
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darklandsFlashActive = false;
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}
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}
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}
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void Location::drawDarklandsFlash()
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{
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if (darklandsFlashAlpha <= 0.001f) return;
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const float W = static_cast<float>(Environment::projectionWidth);
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const float H = static_cast<float>(Environment::projectionHeight);
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if (darklandsFlashQuadW != W || darklandsFlashQuadH != H) {
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darklandsFlashQuadW = W;
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darklandsFlashQuadH = H;
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VertexDataStruct data;
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data.PositionData = {
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{0.f, 0.f, 0.f}, {0.f, H, 0.f}, {W, H, 0.f},
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{W, H, 0.f}, {W, 0.f, 0.f}, {0.f, 0.f, 0.f}
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};
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data.TexCoordData = {
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{0.f, 0.f}, {0.f, 1.f}, {1.f, 1.f},
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{1.f, 1.f}, {1.f, 0.f}, {0.f, 0.f}
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};
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darklandsFlashQuad.data = std::move(data);
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darklandsFlashQuad.RefreshVBO();
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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renderer.shaderManager.PushShader("darklands_flash");
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renderer.PushProjectionMatrix(0.0f, W, 0.0f, H, -10.0f, 10.0f);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.RenderUniform1f("uAlpha", darklandsFlashAlpha);
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renderer.DrawVertexRenderStruct(darklandsFlashQuad);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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glDisable(GL_BLEND);
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}
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void Location::setupNavigation(const std::vector<std::string>& paths)
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{
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navigationMapPaths = paths;
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@ -520,6 +591,12 @@ namespace ZL
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continue;
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}
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if (isDarklands) {
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if (!intObj.loadedObject.textureDarklands) continue;
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} else {
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if (!intObj.loadedObject.texture) continue;
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}
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//std::cout << "[RAYCAST] Position: (" << intObj.position.x() << ", " << intObj.position.y() << ", "
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// << intObj.position.z() << "), Radius: " << intObj.interactionRadius << std::endl;
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@ -656,6 +733,7 @@ namespace ZL
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renderer.RenderUniform1f("uAlpha", 1.0f);
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for (auto& [name, gameObj] : gameObjects) {
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if (!gameObj.texture) continue;
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glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
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renderer.DrawVertexRenderStruct(gameObj.mesh);
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}
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@ -699,6 +777,7 @@ namespace ZL
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if (npc) npc->drawHealthBar(renderer, currentView, proj);
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}
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}
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drawDarklandsFlash();
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}
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void Location::drawShadowDepthPass()
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@ -835,6 +914,7 @@ namespace ZL
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CheckGlError(__FILE__, __LINE__);
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renderer.RenderUniform1f("uAlpha", 1.0f);
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for (auto& [name, gameObj] : gameObjects) {
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if (!gameObj.texture) continue;
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glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
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renderer.DrawVertexRenderStruct(gameObj.mesh);
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}
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@ -897,6 +977,77 @@ namespace ZL
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if (npc) npc->drawHealthBar(renderer, cameraViewMatrix, proj);
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}
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}
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drawDarklandsFlash();
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}
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void Location::drawGameDarklands()
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{
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glClearColor(0.05f, 0.05f, 0.2f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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renderer.shaderManager.PushShader("darklands_fog");
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renderer.RenderUniform1i(textureUniformName, 0);
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const float playerEyePos[3] = { 0.0f, 0.0f, -Environment::zoom };
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renderer.RenderUniform3fv("uPlayerEyePos", playerEyePos);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0, 0, -1.0f * Environment::zoom });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraInclination, Eigen::Vector3f::UnitX())).toRotationMatrix());
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraAzimuth, Eigen::Vector3f::UnitY())).toRotationMatrix());
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const Eigen::Vector3f& camTarget = player ? player->position : Eigen::Vector3f::Zero();
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renderer.TranslateMatrix({ -camTarget.x(), -camTarget.y(), -camTarget.z() });
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renderer.RenderUniform1f("uAlpha", 1.0f);
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for (auto& [name, gameObj] : gameObjects) {
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if (!gameObj.textureDarklands) continue;
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glBindTexture(GL_TEXTURE_2D, gameObj.textureDarklands->getTexID());
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renderer.DrawVertexRenderStruct(gameObj.mesh);
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}
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for (auto& intObj : interactiveObjects) {
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if (intObj.isActive) {
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intObj.drawDarklands(renderer);
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}
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}
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renderer.RenderUniform1f("uAlpha", 1.0f);
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const Eigen::Matrix4f currentView = renderer.GetCurrentModelViewMatrix();
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if (player) player->prepareHitSparksForDraw(currentView);
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for (auto& npc : npcs) npc->prepareHitSparksForDraw(currentView);
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for (auto& tz : teleportZones) tz.prepareForDraw(currentView);
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if (player) player->draw(renderer);
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for (auto& npc : npcs) npc->draw(renderer);
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for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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if (navigationEditorMode) {
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navigationEditorDrawNavigation();
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navigationEditorDrawPoints();
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}
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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if (npcNameText) {
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Eigen::Matrix4f proj = MakePerspectiveMatrix(1.0f / 1.5f,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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for (auto& npc : npcs) {
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if (npc) npc->drawName(*npcNameText, currentView, proj);
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}
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if (player) player->drawHealthBar(renderer, currentView, proj);
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for (auto& npc : npcs) {
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if (npc) npc->drawHealthBar(renderer, currentView, proj);
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}
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}
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drawDarklandsFlash();
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}
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bool Location::setNavigationAreaAvailable(const std::string& areaName, bool available)
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@ -1057,6 +1208,8 @@ namespace ZL
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void Location::update(int64_t delta)
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{
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updateDarklandsFlash(delta);
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for (auto& intObj : interactiveObjects) {
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intObj.update(delta);
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}
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@ -83,6 +83,11 @@ namespace ZL
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std::vector<TriggerZone> triggerZones;
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bool isDarklands = false;
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|
||||
// Returns false if a transition is already in progress (guards against double-press).
|
||||
bool startDarklandsTransition();
|
||||
|
||||
// Navigation editor — toggle with 'N', save with 'B', right-click to finalize polygon
|
||||
bool navigationEditorMode = false;
|
||||
|
||||
@ -117,6 +122,7 @@ namespace ZL
|
||||
void drawGame();
|
||||
void drawShadowDepthPass();
|
||||
void drawGameWithShadows();
|
||||
void drawGameDarklands();
|
||||
|
||||
bool setNavigationAreaAvailable(const std::string& areaName, bool available);
|
||||
|
||||
@ -137,6 +143,17 @@ namespace ZL
|
||||
Inventory& inventory;
|
||||
|
||||
private:
|
||||
// White-flash transition state for darklands toggle
|
||||
float darklandsFlashAlpha = 0.0f;
|
||||
bool darklandsFlashActive = false;
|
||||
bool darklandsFlashFadingIn = true;
|
||||
VertexRenderStruct darklandsFlashQuad;
|
||||
float darklandsFlashQuadW = -1.0f;
|
||||
float darklandsFlashQuadH = -1.0f;
|
||||
|
||||
void updateDarklandsFlash(int64_t deltaMs);
|
||||
void drawDarklandsFlash();
|
||||
|
||||
void resolveCharacterCollisions();
|
||||
void updateDynamicReplans(int64_t deltaMs);
|
||||
void loadTeleportZones(const std::string& jsonPath, const char* zipFile);
|
||||
|
||||
@ -45,9 +45,10 @@ namespace ZL {
|
||||
static GameObjectData parseGameObjectData(const json& item)
|
||||
{
|
||||
GameObjectData data;
|
||||
data.name = item.value("name", "Unknown");
|
||||
data.texturePath = item.value("texturePath", "");
|
||||
data.meshPath = item.value("meshPath", "");
|
||||
data.name = item.value("name", "Unknown");
|
||||
data.texturePath = item.value("texturePath", "");
|
||||
data.textureDarkandsPath = item.value("textureDarkandsPath", "");
|
||||
data.meshPath = item.value("meshPath", "");
|
||||
data.rotationX = item.value("rotationX", 0.0f);
|
||||
data.rotationY = item.value("rotationY", 0.0f);
|
||||
data.rotationZ = item.value("rotationZ", 0.0f);
|
||||
@ -110,6 +111,8 @@ namespace ZL {
|
||||
obj.name = data.name;
|
||||
|
||||
obj.texture = renderer.textureManager.LoadFromPng(data.texturePath, zipPath);
|
||||
if (!data.textureDarkandsPath.empty())
|
||||
obj.textureDarklands = renderer.textureManager.LoadFromPng(data.textureDarkandsPath, zipPath);
|
||||
|
||||
if (data.meshPath.size() > 4 && data.meshPath.compare(data.meshPath.size() - 4, 4, ".bin") == 0)
|
||||
obj.mesh.data = LoadModelFromBinFile(data.meshPath, zipPath);
|
||||
|
||||
@ -15,6 +15,7 @@ namespace ZL {
|
||||
struct GameObjectData {
|
||||
std::string name;
|
||||
std::string texturePath;
|
||||
std::string textureDarkandsPath;
|
||||
std::string meshPath;
|
||||
float rotationX = 0.0f;
|
||||
float rotationY = 0.0f;
|
||||
|
||||
@ -117,6 +117,32 @@ namespace ZL {
|
||||
}
|
||||
}
|
||||
|
||||
void InteractiveObject::drawDarklands(Renderer& renderer) const {
|
||||
if (!isActive || !loadedObject.textureDarklands) return;
|
||||
|
||||
if (alpha < 0.999f) {
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
renderer.PushMatrix();
|
||||
renderer.TranslateMatrix(position);
|
||||
if (rotationY != 0.f) {
|
||||
renderer.TranslateMatrix(pivot);
|
||||
renderer.RotateMatrix(Eigen::AngleAxisf(rotationY, Eigen::Vector3f::UnitY()).toRotationMatrix());
|
||||
renderer.TranslateMatrix(-pivot);
|
||||
}
|
||||
if (scale != 1.f)
|
||||
renderer.ScaleMatrix(scale);
|
||||
renderer.RenderUniform1i(textureUniformName, 0);
|
||||
renderer.RenderUniform1f("uAlpha", alpha);
|
||||
glBindTexture(GL_TEXTURE_2D, loadedObject.textureDarklands->getTexID());
|
||||
renderer.DrawVertexRenderStruct(loadedObject.mesh);
|
||||
renderer.PopMatrix();
|
||||
|
||||
renderer.RenderUniform1f("uAlpha", 1.0f);
|
||||
}
|
||||
|
||||
void InteractiveObject::draw(Renderer& renderer) const {
|
||||
if (!isActive || !loadedObject.texture) return;
|
||||
|
||||
|
||||
@ -13,6 +13,7 @@ namespace ZL {
|
||||
|
||||
struct LoadedGameObject {
|
||||
std::shared_ptr<Texture> texture;
|
||||
std::shared_ptr<Texture> textureDarklands;
|
||||
VertexRenderStruct mesh;
|
||||
std::string name;
|
||||
};
|
||||
@ -52,6 +53,7 @@ namespace ZL {
|
||||
void fadeTo(float targetAlpha, float durationSec, std::function<void()> onComplete = {});
|
||||
void update(int64_t deltaMs);
|
||||
void draw(Renderer& renderer) const;
|
||||
void drawDarklands(Renderer& renderer) const;
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
|
||||
Loading…
Reference in New Issue
Block a user