Add room005
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src/app.cpp
20
src/app.cpp
@ -18,6 +18,7 @@ App::App()
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auto room002 = assets::SectorDef::LoadFromFile("data/room_002");
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auto room003 = assets::SectorDef::LoadFromFile("data/room_003");
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auto room004 = assets::SectorDef::LoadFromFile("data/room_004");
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auto room005 = assets::SectorDef::LoadFromFile("data/room_005");
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// blue/red
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size_t s1i = world_.AddSector(room001);
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@ -47,6 +48,12 @@ App::App()
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s5.AddLight(glm::vec3(0.0f, 0.0f, 3.5f), glm::vec3(1.0f, 0.5f, 0.5f), 3.0f);
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s5.AddLight(glm::vec3(3.5f, 0.0f, -0.5f), glm::vec3(1.0f, 1.5f, 0.0f), 5.0f);
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// big room
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size_t s6i = world_.AddSector(room005);
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game::Sector& s6 = world_.GetSector(s6i);
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s6.AddLight(glm::vec3(-4.0f, 0.0f, 4.0f), glm::vec3(1.0f, 0.8f, 0.7f), 8.0f);
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s6.AddLight(glm::vec3(4.0f, 0.0f, 4.0f), glm::vec3(1.0f, 0.8f, 0.7f), 8.0f);
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//world_.LinkPortals(s1i, "EDoor", s1i, "EDoor", 0);
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// blue/red to green/white
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@ -66,11 +73,18 @@ App::App()
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world_.LinkPortals(s1i, "SDoor", s4i, "NDoor", 0);
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// bend hallway to purple
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world_.LinkPortals(s4i, "EDoor", s5i, "Door1", 0);
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world_.LinkPortals(s4i, "SDoor", s5i, "Door2", 0);
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world_.LinkPortals(s4i, "SDoor", s5i, "Door1", 0);
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// purple to itself
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world_.LinkPortals(s4i, "WDoor", s4i, "WDoor", 0);
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//world_.LinkPortals(s4i, "WDoor", s4i, "WDoor", 0);
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// purple to big
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world_.LinkPortals(s4i, "WDoor", s6i, "CenterDoor", 0);
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// big to bend
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world_.LinkPortals(s6i, "SideDoor", s5i, "Door2", 0);
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world_.LinkPortals(s4i, "EDoor", s4i, "EDoor", 0);
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world_.Bake();
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@ -601,7 +601,7 @@ void game::Sector::GenerateAllLights()
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void game::Sector::BakeLightmap()
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{
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const size_t lightmap_size = 128;
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const size_t lightmap_size = 256;
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const float margin = 1.0f;
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std::span<const assets::MeshVertex> mesh_verts = mesh_->GetVertices();
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