Added darklands

This commit is contained in:
Vladislav Khorev 2026-05-16 18:32:23 +03:00
parent 4e9eef1863
commit c086fe1ef0
16 changed files with 351 additions and 4 deletions

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@ -27,6 +27,7 @@
{ {
"name": "inai", "name": "inai",
"texturePath": "resources/w/exterior/Building_work014.png", "texturePath": "resources/w/exterior/Building_work014.png",
"textureDarkandsPath" : "resources/w/interior/darklands_generated_building001.png",
"meshPath": "resources/w/interior/Building_002.txt", "meshPath": "resources/w/interior/Building_002.txt",
"rotationX": 0.0, "rotationX": 0.0,
"rotationY": 0.0, "rotationY": 0.0,

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@ -0,0 +1,6 @@
uniform float uAlpha;
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, uAlpha);
}

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@ -0,0 +1,7 @@
precision mediump float;
uniform float uAlpha;
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, uAlpha);
}

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@ -0,0 +1,16 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
varying float fogDistance;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
uniform vec3 uPlayerEyePos;
void main()
{
vec4 eyePos = ModelViewMatrix * vec4(vPosition.xyz, 1.0);
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

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@ -0,0 +1,21 @@
//precisionmediump float;
uniform sampler2D Texture;
uniform float uAlpha;
varying vec2 texCoord;
varying float fogDistance;
void main()
{
vec4 color = texture2D(Texture, texCoord).rgba;
if (color.a < 0.1)
discard;
vec3 tinted = mix(color.rgb, vec3(0.5, 0.5, 0.8), 0.3);
vec3 fogColor = vec3(0.05, 0.05, 0.2);
float fogFactor = clamp((fogDistance - 5.0) / 10.0, 0.0, 1.0);
vec3 finalColor = mix(tinted, fogColor, fogFactor);
gl_FragColor = vec4(finalColor, color.a * uAlpha);
}

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@ -0,0 +1,55 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec4 aBoneIndices0;
attribute vec2 aBoneIndices1;
attribute vec4 aBoneWeights0;
attribute vec2 aBoneWeights1;
varying vec2 texCoord;
varying float fogDistance;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 uBoneMatrices[64];
uniform vec3 uPlayerEyePos;
void main()
{
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
vec4 originalPos = vec4(vPosition, 1.0);
float totalWeight = 0.0;
if (aBoneWeights0.x > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
totalWeight += aBoneWeights0.x;
}
if (aBoneWeights0.y > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
totalWeight += aBoneWeights0.y;
}
if (aBoneWeights0.z > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
totalWeight += aBoneWeights0.z;
}
if (aBoneWeights0.w > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
totalWeight += aBoneWeights0.w;
}
if (aBoneWeights1.x > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
totalWeight += aBoneWeights1.x;
}
if (aBoneWeights1.y > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
totalWeight += aBoneWeights1.y;
}
if (totalWeight < 0.001) {
skinnedPos = originalPos;
}
vec4 eyePos = ModelViewMatrix * skinnedPos;
fogDistance = length(eyePos.xyz - uPlayerEyePos);
gl_Position = ProjectionModelViewMatrix * skinnedPos;
texCoord = vTexCoord;
}

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@ -0,0 +1,21 @@
precision mediump float;
uniform sampler2D Texture;
uniform float uAlpha;
varying vec2 texCoord;
varying float fogDistance;
void main()
{
vec4 color = texture2D(Texture, texCoord).rgba;
if (color.a < 0.1)
discard;
vec3 tinted = mix(color.rgb, vec3(0.5, 0.5, 0.8), 0.3);
vec3 fogColor = vec3(0.05, 0.05, 0.2);
float fogFactor = clamp((fogDistance - 5.0) / 10.0, 0.0, 1.0);
vec3 finalColor = mix(tinted, fogColor, fogFactor);
gl_FragColor = vec4(finalColor, color.a * uAlpha);
}

BIN
resources/w/interior/darklands_generated_building001.png (Stored with Git LFS) Normal file

Binary file not shown.

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@ -7,6 +7,7 @@
#include "GameConstants.h" #include "GameConstants.h"
#include "Environment.h" #include "Environment.h"
namespace ZL { namespace ZL {
const float ATTACK_COOLDOWN_TIME = 1.6f; const float ATTACK_COOLDOWN_TIME = 1.6f;

View File

@ -144,6 +144,9 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_web.fragment", CONST_ZIP_FILE);
#else #else
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
@ -155,6 +158,9 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("skinning", "resources/shaders/skinning.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("fog", "resources/shaders/fog.vertex", "resources/shaders/fog_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("fog_skinning", "resources/shaders/fog_skinning.vertex", "resources/shaders/fog_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_desktop.fragment", CONST_ZIP_FILE);
#endif #endif
std::cout << "Load resurces step 4" << std::endl; std::cout << "Load resurces step 4" << std::endl;
@ -343,7 +349,11 @@ namespace ZL
{ {
if (currentLocation) if (currentLocation)
{ {
if (currentLocation->shadowMap) { if (currentLocation->isDarklands) {
currentLocation->drawGameDarklands();
CheckGlError(__FILE__, __LINE__);
}
else if (currentLocation->shadowMap) {
CheckGlError(__FILE__, __LINE__); CheckGlError(__FILE__, __LINE__);
currentLocation->drawShadowDepthPass(); currentLocation->drawShadowDepthPass();
CheckGlError(__FILE__, __LINE__); CheckGlError(__FILE__, __LINE__);
@ -532,6 +542,10 @@ namespace ZL
if (event.type == SDL_KEYDOWN && event.key.repeat == 0) { if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
switch (event.key.keysym.sym) { switch (event.key.keysym.sym) {
case SDLK_0:
if (currentLocation)
currentLocation->startDarklandsTransition();
break;
case SDLK_1: case SDLK_1:
//if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav"); //if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav");
break; break;

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@ -270,6 +270,77 @@ namespace ZL
} }
} }
bool Location::startDarklandsTransition()
{
if (darklandsFlashActive) return false;
darklandsFlashActive = true;
darklandsFlashFadingIn = true;
darklandsFlashAlpha = 0.0f;
return true;
}
void Location::updateDarklandsFlash(int64_t deltaMs)
{
if (!darklandsFlashActive) return;
static constexpr float kFadeDurationMs = 500.0f;
const float step = static_cast<float>(deltaMs) / kFadeDurationMs;
if (darklandsFlashFadingIn) {
darklandsFlashAlpha = min(darklandsFlashAlpha + step, 1.0f);
if (darklandsFlashAlpha >= 1.0f) {
isDarklands = !isDarklands;
darklandsFlashFadingIn = false;
}
} else {
darklandsFlashAlpha = max(darklandsFlashAlpha - step, 0.0f);
if (darklandsFlashAlpha <= 0.0f) {
darklandsFlashAlpha = 0.0f;
darklandsFlashActive = false;
}
}
}
void Location::drawDarklandsFlash()
{
if (darklandsFlashAlpha <= 0.001f) return;
const float W = static_cast<float>(Environment::projectionWidth);
const float H = static_cast<float>(Environment::projectionHeight);
if (darklandsFlashQuadW != W || darklandsFlashQuadH != H) {
darklandsFlashQuadW = W;
darklandsFlashQuadH = H;
VertexDataStruct data;
data.PositionData = {
{0.f, 0.f, 0.f}, {0.f, H, 0.f}, {W, H, 0.f},
{W, H, 0.f}, {W, 0.f, 0.f}, {0.f, 0.f, 0.f}
};
data.TexCoordData = {
{0.f, 0.f}, {0.f, 1.f}, {1.f, 1.f},
{1.f, 1.f}, {1.f, 0.f}, {0.f, 0.f}
};
darklandsFlashQuad.data = std::move(data);
darklandsFlashQuad.RefreshVBO();
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderer.shaderManager.PushShader("darklands_flash");
renderer.PushProjectionMatrix(0.0f, W, 0.0f, H, -10.0f, 10.0f);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.RenderUniform1f("uAlpha", darklandsFlashAlpha);
renderer.DrawVertexRenderStruct(darklandsFlashQuad);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
glDisable(GL_BLEND);
}
void Location::setupNavigation(const std::vector<std::string>& paths) void Location::setupNavigation(const std::vector<std::string>& paths)
{ {
navigationMapPaths = paths; navigationMapPaths = paths;
@ -520,6 +591,12 @@ namespace ZL
continue; continue;
} }
if (isDarklands) {
if (!intObj.loadedObject.textureDarklands) continue;
} else {
if (!intObj.loadedObject.texture) continue;
}
//std::cout << "[RAYCAST] Position: (" << intObj.position.x() << ", " << intObj.position.y() << ", " //std::cout << "[RAYCAST] Position: (" << intObj.position.x() << ", " << intObj.position.y() << ", "
// << intObj.position.z() << "), Radius: " << intObj.interactionRadius << std::endl; // << intObj.position.z() << "), Radius: " << intObj.interactionRadius << std::endl;
@ -656,6 +733,7 @@ namespace ZL
renderer.RenderUniform1f("uAlpha", 1.0f); renderer.RenderUniform1f("uAlpha", 1.0f);
for (auto& [name, gameObj] : gameObjects) { for (auto& [name, gameObj] : gameObjects) {
if (!gameObj.texture) continue;
glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID()); glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
renderer.DrawVertexRenderStruct(gameObj.mesh); renderer.DrawVertexRenderStruct(gameObj.mesh);
} }
@ -699,6 +777,7 @@ namespace ZL
if (npc) npc->drawHealthBar(renderer, currentView, proj); if (npc) npc->drawHealthBar(renderer, currentView, proj);
} }
} }
drawDarklandsFlash();
} }
void Location::drawShadowDepthPass() void Location::drawShadowDepthPass()
@ -835,6 +914,7 @@ namespace ZL
CheckGlError(__FILE__, __LINE__); CheckGlError(__FILE__, __LINE__);
renderer.RenderUniform1f("uAlpha", 1.0f); renderer.RenderUniform1f("uAlpha", 1.0f);
for (auto& [name, gameObj] : gameObjects) { for (auto& [name, gameObj] : gameObjects) {
if (!gameObj.texture) continue;
glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID()); glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
renderer.DrawVertexRenderStruct(gameObj.mesh); renderer.DrawVertexRenderStruct(gameObj.mesh);
} }
@ -897,6 +977,77 @@ namespace ZL
if (npc) npc->drawHealthBar(renderer, cameraViewMatrix, proj); if (npc) npc->drawHealthBar(renderer, cameraViewMatrix, proj);
} }
} }
drawDarklandsFlash();
}
void Location::drawGameDarklands()
{
glClearColor(0.05f, 0.05f, 0.2f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
renderer.shaderManager.PushShader("darklands_fog");
renderer.RenderUniform1i(textureUniformName, 0);
const float playerEyePos[3] = { 0.0f, 0.0f, -Environment::zoom };
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePos);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0, 0, -1.0f * Environment::zoom });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraInclination, Eigen::Vector3f::UnitX())).toRotationMatrix());
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraAzimuth, Eigen::Vector3f::UnitY())).toRotationMatrix());
const Eigen::Vector3f& camTarget = player ? player->position : Eigen::Vector3f::Zero();
renderer.TranslateMatrix({ -camTarget.x(), -camTarget.y(), -camTarget.z() });
renderer.RenderUniform1f("uAlpha", 1.0f);
for (auto& [name, gameObj] : gameObjects) {
if (!gameObj.textureDarklands) continue;
glBindTexture(GL_TEXTURE_2D, gameObj.textureDarklands->getTexID());
renderer.DrawVertexRenderStruct(gameObj.mesh);
}
for (auto& intObj : interactiveObjects) {
if (intObj.isActive) {
intObj.drawDarklands(renderer);
}
}
renderer.RenderUniform1f("uAlpha", 1.0f);
const Eigen::Matrix4f currentView = renderer.GetCurrentModelViewMatrix();
if (player) player->prepareHitSparksForDraw(currentView);
for (auto& npc : npcs) npc->prepareHitSparksForDraw(currentView);
for (auto& tz : teleportZones) tz.prepareForDraw(currentView);
if (player) player->draw(renderer);
for (auto& npc : npcs) npc->draw(renderer);
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
if (navigationEditorMode) {
navigationEditorDrawNavigation();
navigationEditorDrawPoints();
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
if (npcNameText) {
Eigen::Matrix4f proj = MakePerspectiveMatrix(1.0f / 1.5f,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
for (auto& npc : npcs) {
if (npc) npc->drawName(*npcNameText, currentView, proj);
}
if (player) player->drawHealthBar(renderer, currentView, proj);
for (auto& npc : npcs) {
if (npc) npc->drawHealthBar(renderer, currentView, proj);
}
}
drawDarklandsFlash();
} }
bool Location::setNavigationAreaAvailable(const std::string& areaName, bool available) bool Location::setNavigationAreaAvailable(const std::string& areaName, bool available)
@ -1057,6 +1208,8 @@ namespace ZL
void Location::update(int64_t delta) void Location::update(int64_t delta)
{ {
updateDarklandsFlash(delta);
for (auto& intObj : interactiveObjects) { for (auto& intObj : interactiveObjects) {
intObj.update(delta); intObj.update(delta);
} }

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@ -83,6 +83,11 @@ namespace ZL
std::vector<TriggerZone> triggerZones; std::vector<TriggerZone> triggerZones;
bool isDarklands = false;
// 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 // Navigation editor — toggle with 'N', save with 'B', right-click to finalize polygon
bool navigationEditorMode = false; bool navigationEditorMode = false;
@ -117,6 +122,7 @@ namespace ZL
void drawGame(); void drawGame();
void drawShadowDepthPass(); void drawShadowDepthPass();
void drawGameWithShadows(); void drawGameWithShadows();
void drawGameDarklands();
bool setNavigationAreaAvailable(const std::string& areaName, bool available); bool setNavigationAreaAvailable(const std::string& areaName, bool available);
@ -137,6 +143,17 @@ namespace ZL
Inventory& inventory; Inventory& inventory;
private: 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 resolveCharacterCollisions();
void updateDynamicReplans(int64_t deltaMs); void updateDynamicReplans(int64_t deltaMs);
void loadTeleportZones(const std::string& jsonPath, const char* zipFile); void loadTeleportZones(const std::string& jsonPath, const char* zipFile);

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@ -47,6 +47,7 @@ namespace ZL {
GameObjectData data; GameObjectData data;
data.name = item.value("name", "Unknown"); data.name = item.value("name", "Unknown");
data.texturePath = item.value("texturePath", ""); data.texturePath = item.value("texturePath", "");
data.textureDarkandsPath = item.value("textureDarkandsPath", "");
data.meshPath = item.value("meshPath", ""); data.meshPath = item.value("meshPath", "");
data.rotationX = item.value("rotationX", 0.0f); data.rotationX = item.value("rotationX", 0.0f);
data.rotationY = item.value("rotationY", 0.0f); data.rotationY = item.value("rotationY", 0.0f);
@ -110,6 +111,8 @@ namespace ZL {
obj.name = data.name; obj.name = data.name;
obj.texture = renderer.textureManager.LoadFromPng(data.texturePath, zipPath); 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) if (data.meshPath.size() > 4 && data.meshPath.compare(data.meshPath.size() - 4, 4, ".bin") == 0)
obj.mesh.data = LoadModelFromBinFile(data.meshPath, zipPath); obj.mesh.data = LoadModelFromBinFile(data.meshPath, zipPath);

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@ -15,6 +15,7 @@ namespace ZL {
struct GameObjectData { struct GameObjectData {
std::string name; std::string name;
std::string texturePath; std::string texturePath;
std::string textureDarkandsPath;
std::string meshPath; std::string meshPath;
float rotationX = 0.0f; float rotationX = 0.0f;
float rotationY = 0.0f; float rotationY = 0.0f;

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@ -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 { void InteractiveObject::draw(Renderer& renderer) const {
if (!isActive || !loadedObject.texture) return; if (!isActive || !loadedObject.texture) return;

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@ -13,6 +13,7 @@ namespace ZL {
struct LoadedGameObject { struct LoadedGameObject {
std::shared_ptr<Texture> texture; std::shared_ptr<Texture> texture;
std::shared_ptr<Texture> textureDarklands;
VertexRenderStruct mesh; VertexRenderStruct mesh;
std::string name; std::string name;
}; };
@ -52,6 +53,7 @@ namespace ZL {
void fadeTo(float targetAlpha, float durationSec, std::function<void()> onComplete = {}); void fadeTo(float targetAlpha, float durationSec, std::function<void()> onComplete = {});
void update(int64_t deltaMs); void update(int64_t deltaMs);
void draw(Renderer& renderer) const; void draw(Renderer& renderer) const;
void drawDarklands(Renderer& renderer) const;
}; };
} // namespace ZL } // namespace ZL