[WIP] Collisions and sun stuff
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@@ -23,7 +23,7 @@ in VertexData {
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vec3 ShadowCoord;
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vec3 ShadowCoord;
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} Input;
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} Input;
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vec3 scene_ambient = vec3(0.3);
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vec3 scene_ambient = vec3(0.98f, 0.95f, 0.8f);
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out vec4 fragmentColor;
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out vec4 fragmentColor;
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@@ -54,7 +54,7 @@ void main() {
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float bias = 0.0005;
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float bias = 0.0005;
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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vec4 shadowMapValue = texture(shadowMap, Input.ShadowCoord.xy);
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if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
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if (shadowMapValue.z < clamp(Input.ShadowCoord.z - bias, 0, 1)) {
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visibility = 0.5;
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visibility = 0.3;
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}
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}
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}
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}
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@@ -27,15 +27,18 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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return;
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return;
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auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
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auto collision = m_World->GetComponent<Components::Collision>(entity, "Collision");
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if(collision == nullptr)
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return;
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if(collision->CollidingEntities.size() > 0)
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{
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m_World->RemoveEntity(entity);
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}
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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if(collision != nullptr)
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{
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for(auto ent : collision->CollidingEntities)
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{
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if(m_World->GetProperty<std::string>(ent, "Name") == "Obstacle")
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{
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m_World->RemoveEntity(entity);
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}
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}
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}
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if (name == "Camera") {
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if (name == "Camera") {
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