New output:
$ ./rwgame --help
I [Game] Build: 815c63cf
Generic options:
-c [ --config ] PATH Path of configuration file
--help Show this help message
Window options:
-w [ --width ] WIDTH Game resolution width in pixel
-h [ --height ] HEIGHT Game resolution height in pixel
-f [ --fullscreen ] Enable fullscreen mode
Game options:
-n [ --newgame ] Directly start a new game
-l [ --load ] PATH Load save file
Developer options:
-t [ --test ] Starts a new game in a test location
-b [ --benchmark ] PATH Run benchmark from file
* move delete to earlier stage
* lines for better readability
* Added detach shader
* Addition forgotten glDeleteProgram
https://github.com/rwengine/openrw/search?utf8=%E2%9C%93&q=glDeleteProgram&type=
In project there's no necessary clearing call of glDeleteProgram.
* Removing/Closing shader programs
Each shader program should be taken care by glDeleteProgram.
To make it works/usefull, each shader's raw ptr will convertet to unique_ptr
in next commit.
* Converting ShaderProgram's ptr to unique
Actually deleting isn't handled,
so this commit removes memory leak.
How?
Calling stepsimulation each frame,
bullet interpolate vehicles and characters for us.
Removed unneeded code:
"float alpha = fmod(dt, GAME_TIMESTEP) / GAME_TIMESTEP;"
It looks like alpha shift is
I also removed unneeded variable clock
and refactored names to match bullet's example.
We should alse think about problem of
crossing the range of float.
openrw/rwengine/src/engine/GameData.cpp:358:26: warning: moving a temporary object prevents copy elision [-Wpessimizing-move]
textureslots[slot] = std::move(loadTextureArchive(name));
^
openrw/rwengine/src/engine/GameData.cpp:358:26: note: remove std::move call here
textureslots[slot] = std::move(loadTextureArchive(name));
^~~~~~~~~~ ~
openrw/rwengine/src/objects/CharacterObject.cpp:16:18: warning: unused variable 'enter_offset' [-Wunused-variable]
static glm::vec3 enter_offset(0.81756252f, 0.34800607f, -0.486281008f);
^
In file included from openrw/rwgame/RWGame.cpp:5:
openrw/rwgame/states/BenchmarkState.hpp:33:23: warning: 'BenchmarkState::getCamera' hides overloaded virtual function
[-Woverloaded-virtual]
const ViewCamera& getCamera();
^
openrw/rwgame/State.hpp:51:31: note: hidden overloaded virtual function 'State::getCamera' declared here: different number of
parameters (1 vs 0)
virtual const ViewCamera& getCamera(float alpha);
^
In file included from openrw/rwgame/RWGame.cpp:6:
openrw/rwgame/states/IngameState.hpp:53:18: warning: 'draw' overrides a member function but is not marked 'override'
[-Winconsistent-missing-override]
virtual void draw(GameRenderer* r);
^
openrw/rwgame/State.hpp:28:18: note: overridden virtual function is here
virtual void draw(GameRenderer* r) {
^
In file included from openrw/rwgame/RWGame.cpp:6:
openrw/rwgame/states/IngameState.hpp:60:23: warning: 'getCamera' overrides a member function but is not marked 'override'
[-Winconsistent-missing-override]
const ViewCamera& getCamera(float alpha);
^
openrw/rwgame/State.hpp:51:31: note: overridden virtual function is here
virtual const ViewCamera& getCamera(float alpha);
^
openrw/rwgame/RWGame.cpp:242:22: warning: unused variable 'vehicleModel' [-Wunused-variable]
uint16_t vehicleModel = 110; // @todo Which cars are spawned?!
^
In file included from openrw/rwengine/src/script/modules/GTA3Module.cpp:1:
In file included from openrw/rwengine/src/engine/GameState.hpp:7:
openrw/rwengine/src/engine/ScreenText.hpp:140:63: warning: suggest braces around initialization of subobject [-Wmissing-braces]
const std::array<GameString, sizeof...(args)> vals = {args...};
^~~~
{ }
openrw/rwengine/src/script/modules/GTA3ModuleImpl.inl:5669:16: note: in instantiation of function template specialization
'ScreenText::format<std::__1::basic_string<unsigned short, std::__1::char_traits<unsigned short>, std::__1::allocator<unsigned short> > >'
requested here
ScreenText::format(
^
In file included from openrw/rwengine/src/script/modules/GTA3Module.cpp:1:
In file included from openrw/rwengine/src/engine/GameState.hpp:7:
openrw/rwengine/src/engine/ScreenText.hpp:140:63: warning: suggest braces around initialization of subobject [-Wmissing-braces]
const std::array<GameString, sizeof...(args)> vals = {args...};
^~~~
{ }
openrw/rwengine/src/script/modules/GTA3ModuleImpl.inl:10214:18: note: in instantiation of function template specialization
'ScreenText::format<std::__1::basic_string<unsigned short, std::__1::char_traits<unsigned short>, std::__1::allocator<unsigned short> >,
std::__1::basic_string<unsigned short, std::__1::char_traits<unsigned short>, std::__1::allocator<unsigned short> > >' requested here
ScreenText::format(script::gxt(args, gxtEntry),
^
openrw/rwgame/State.cpp:40:42: warning: unused parameter 'alpha' [-Wunused-parameter]
const ViewCamera& State::getCamera(float alpha) {
^
openrw/rwengine/src/render/ObjectRenderer.cpp:20:17: warning: unused variable 'kWorldDrawDistanceFactor'
[-Wunused-const-variable]
constexpr float kWorldDrawDistanceFactor = kDrawDistanceFactor;
^
This (slightly more complicated implementation) allows us,
once a configuration menu has been implemented,
to store the current/new configuration to a INI file.
The definitions of the parameters in rwgame/GameConfig.cpp
is limited to one location.
This was just a useless container for a set of modules. We only have
one module now so don't bother with it. This means we can remove some
more raw new & deletes from RWGame too.
Removed raw State pointers in favour of unique_ptrs
Avoid allowing control flow to re-enter States that have exited
Defer releasing states until the end of the frame
They served no purpose other than to awkwardly implement weapon firing
This is now handled in the Weapon::fire* functions, and everything else
has been changed to reference weapon data or inventory indices directly
If an error occurs while the game is running, the window grabbing input
focus would prevent the mouse from being able to click on "OK".
Since SetRelativeMouseMode already warps the cursor for us we don't
need to grab the input.
The game indexes into the font map directly, it doesn't use any font
encoding scheme like UTF-16. This corrects the behaviour and removes
dependancy on iconv.
The iconv(3) function on NetBSD has a custom prototype due to old mistake in
the POSIX specification. The issue has been resolved but we keep using original
form with a constified parameter.
Previously the worker thread was constructed before the queue was, leading to
unfortunate race conditions. This fixes that, along with unrelated minor cleanup.
This involves a few changes. The first changes involve
allocating GameWindow and WorkContext on the heap, so that
RWGame still owns them but chooses when they're freed.
The work queue is given a method to stop the worker thread
without destroying the work context, so that subsystems
relying on the work context may still function to shut down.
Then RWGame is rearranged to cleanup separate subsystems
in an order that does not conflict (i.e., stop the work queue,
shut down other subsystems, then the renderer, *then* the window.)
The window needs to be cleaned up *after* the renderer because it
owns the OpenGL context.