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https://github.com/XProger/OpenLara.git
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#23 braid & blob shadows fix
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@@ -530,10 +530,24 @@ struct Controller {
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return matrix;
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}
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void renderShadow(MeshBuilder *mesh, const vec3 &pos, const vec3 &offset, const vec3 &size, float angle) {
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void renderShadow(MeshBuilder *mesh) {
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TR::Entity &entity = getEntity();
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if (Core::pass != Core::passCompose || !TR::castShadow(entity.type))
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return;
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TR::Level::FloorInfo info;
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level->getFloorInfo(entity.room, entity.x, entity.y, entity.z, info);
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Box box = animation.getBoundingBox(vec3(0, 0, 0), 0);
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const vec3 fpos = vec3(float(entity.x), info.floor - 16.0f, float(entity.z));
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const vec3 offset = box.center();
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const vec3 size = box.size();
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mat4 m = Core::mViewProj;
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m.translate(pos);
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m.rotateY(angle);
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m.translate(fpos);
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m.rotateY(angle.y);
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m.translate(vec3(offset.x, 0.0f, offset.z));
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m.scale(vec3(size.x, 0.0f, size.z) * (1.0f / 1024.0f));
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@@ -543,7 +557,7 @@ struct Controller {
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game->setShader(Core::pass, Shader::FLASH, false, false);
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Core::active.shader->setParam(uViewProj, m);
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Core::active.shader->setParam(uBasis, b);
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float alpha = lerp(0.7f, 0.90f, clamp((pos.y - this->pos.y) / 1024.0f, 0.0f, 1.0f) );
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float alpha = lerp(0.7f, 0.90f, clamp((fpos.y - pos.y) / 1024.0f, 0.0f, 1.0f) );
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Core::active.shader->setParam(uMaterial, vec4(vec3(0.5f * (1.0f - alpha)), alpha));
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Core::active.shader->setParam(uAmbient, vec3(0.0f));
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@@ -593,13 +607,6 @@ struct Controller {
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}
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frameIndex = Core::stats.frame;
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// blob shadow // TODO: fake AO
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if (Core::pass == Core::passCompose && TR::castShadow(entity.type)) {
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TR::Level::FloorInfo info;
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level->getFloorInfo(entity.room, entity.x, entity.y, entity.z, info);
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renderShadow(mesh, vec3(float(entity.x), info.floor - 16.0f, float(entity.z)), box.center(), box.size(), angle.y);
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}
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}
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};
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@@ -589,6 +589,12 @@ struct Level : IGame {
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PROFILE_MARKER("ENTITIES");
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for (int i = 0; i < level.entitiesCount; i++)
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renderEntity(level.entities[i]);
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for (int i = 0; i < level.entitiesCount; i++) {
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TR::Entity &entity = level.entities[i];
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if (entity.flags.rendered)
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((Controller*)entity.controller)->renderShadow(mesh);
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}
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}
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void renderScene(int roomIndex) {
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