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Mirrors (#1519)
* WIP TR4 style mirrors * Fixed broken previous commit * Added debris and effects drawing in mirrored rooms; Some optimizations for early skip non mirrored items; * Implemented mirrors in file format * Use default argument value for ReadCount * Use emplace_back and camera room number * Fixed items culling in mirror rooms; Changed file format for having also virtual room; * Cached reflection matrix of mirrors at load time; Fixed lighting in mirrored items; Added bad cull mode after mirrore debrises drawing; Added mirroring of dynamic lights; * Fixed ambient occlusion in mirrored rooms * Fixed random statics positions while shooting * Added logic for hiding selectively reflecting moveables and statics; Added enabled flag for disabling mirrros in the future with LUA; * Simplify renderer code, remove excessive if statements * Update level.cpp * Decopypaste more mirror-related code * More decopypasting, rename inline function, remove unneeded arg * Remove unnecessary inline, dont reflect room lights * Fixed billboards, reintroduce ReflectVectorOptionally * Fixed dynamic lights * Update RendererDraw.cpp * Fixed 3D sprites mirroring * Draw reflections also when Lara is in any of mirrored rooms, not only camera * Remove unrelated changes * Remove lambdas * Rename fields for consistency * Reorganize renderer code a little * Rename * Spawn mirrored dynamic lights in Lara rooms too * Update RendererDraw.cpp * Add option to reflect sprites * Update CHANGELOG.md * Fixed mirrors on savegame reloading * Fix Lara not mirroring when using binoculars * Continuation of previous fix * Fixed 3D non-sorted sprites mirroring * Fixed various binocular / lasersight issues * Fix meshswap, if object is not present * Don't perform binocular animations if binocular meshswap is not present * Rename CamOldPos and use more consistent type for it * Update title.bin * Fixed #1521 * Fixed #1522 * Interpolate Lara flare light, hide target highlighters in binos * Fix #1525 * Fixed postprocessing order and precompile shaders to speed-up loading * Fixed #1524 * Fixed silent crash if several Lara objects are present in level near dynamic light with shadow * Implement proper soft shadows * Disable self-shadowing for now, as it's causing visual glitches * Update RendererInit.cpp * Update CHANGELOG.md * Update CHANGELOG.md * Formatting pass * Revert "Formatting pass" This reverts commit88a8ba24de
. * Reapply "Formatting pass" This reverts commitbecd24da93
. * Update RendererFrame.cpp * Final formatting pass --------- Co-authored-by: MontyTRC89 <montyhammet@hotmail.it> Co-authored-by: Jakub <80340234+Jakub768@users.noreply.github.com> Co-authored-by: Sezz <sezzary@outlook.com>
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@ -57,7 +57,7 @@ test = Level.new()
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test.nameKey = "level_test"
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test.scriptFile = "Scripts\\Levels\\New_Level.lua"
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test.ambientTrack = "108"
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test.levelFile = "Data\\TestLevel.ten"
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test.levelFile = "Data\\Tut1_water.ten"
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test.loadScreenFile = "Screens\\rome.jpg"
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-- 0 is no weather, 1 is rain, 2 is snow.
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