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More constexpr
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5f5e9f7504
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@ -53,16 +53,6 @@ struct ParticleVert {
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float r, g, b;
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};
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GeometryBuffer particleGeom;
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DrawBuffer particleDraw;
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std::vector<VertexP2> sspaceRect = {
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{-1.f, -1.f}, {1.f, -1.f}, {-1.f, 1.f}, {1.f, 1.f},
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};
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GeometryBuffer ssRectGeom;
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DrawBuffer ssRectDraw;
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GameRenderer::GameRenderer(Logger* log, GameData* _data)
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: data(_data)
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, logger(log)
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@ -62,6 +62,16 @@ class GameRenderer {
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/// Texture used to replace textures missing from the data
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GLuint m_missingTexture;
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GeometryBuffer particleGeom;
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DrawBuffer particleDraw;
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std::vector<VertexP2> sspaceRect = {
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{-1.f, -1.f}, {1.f, -1.f}, {-1.f, 1.f}, {1.f, 1.f},
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};
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GeometryBuffer ssRectGeom;
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DrawBuffer ssRectDraw;
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public:
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GameRenderer(Logger* log, GameData* data);
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~GameRenderer();
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@ -6,15 +6,14 @@
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class ViewCamera {
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public:
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ViewFrustum frustum;
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ViewFrustum frustum{0.1f, 5000.f, glm::radians(45.f), 1.f};
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glm::vec3 position;
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glm::quat rotation;
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ViewCamera(const glm::vec3& pos = {},
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const glm::quat& rot = {1.0f,0.0f,0.0f,0.0f})
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: frustum({0.1f, 5000.f, glm::radians(45.f), 1.f})
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, position(pos)
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: position(pos)
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, rotation(rot) {
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}
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@ -25,9 +25,9 @@ const glm::u8vec3 ui_moneyColour(89, 113, 147);
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const glm::u8vec3 ui_healthColour(187, 102, 47);
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const glm::u8vec3 ui_armourColour(123, 136, 93);
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const glm::u8vec3 ui_shadowColour(0, 0, 0);
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const float ui_mapSize = 150.f;
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const float ui_worldSizeMin = 200.f;
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const float ui_worldSizeMax = 300.f;
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constexpr float ui_mapSize = 150.f;
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constexpr float ui_worldSizeMin = 200.f;
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constexpr float ui_worldSizeMax = 300.f;
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void drawMap(ViewCamera& currentView, PlayerController* player,
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GameWorld* world, GameRenderer* render) {
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@ -2,9 +2,9 @@
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#include "RWGame.hpp"
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// This serves as the "initial" camera position.
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ViewCamera defaultView({-250.f, -550.f, 75.f},
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const ViewCamera defaultView{{-250.f, -550.f, 75.f},
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glm::angleAxis(glm::radians(5.f),
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glm::vec3(0.f, 1.f, 0.f)));
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glm::vec3(0.f, 1.f, 0.f))};
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void State::handleEvent(const SDL_Event& e) {
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auto m = getCurrentMenu();
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@ -25,10 +25,10 @@
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constexpr float kAutoLookTime = 2.f;
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constexpr float kAutolookMinVelocity = 0.2f;
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const float kInGameFOV = glm::half_pi<float>();
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const float kMaxRotationRate = glm::quarter_pi<float>();
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const float kCameraPitchLimit = glm::quarter_pi<float>() * 0.5f;
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const float kVehicleCameraPitch =
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constexpr float kInGameFOV = glm::half_pi<float>();
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constexpr float kMaxRotationRate = glm::quarter_pi<float>();
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constexpr float kCameraPitchLimit = glm::quarter_pi<float>() * 0.5f;
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constexpr float kVehicleCameraPitch =
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glm::half_pi<float>() - glm::quarter_pi<float>() * 0.25f;
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IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
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