80 lines
2.1 KiB
Plaintext
80 lines
2.1 KiB
Plaintext
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== OpenGTA project overview ==
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- \subpage Fileformats
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- \subpage Rendering
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\namespace Audio
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\brief Making noise.
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Very incomplete wrapper around \e SDL_sound and \e SDL_mixer.
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\namespace Loki
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\brief From: http://loki-lib.sourceforge.net/
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Loki is a C++ library of designs, containing flexible implementations
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of common design patterns and idioms.
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I only use the \e Singleton a lot, but there is some nice code there.
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\namespace OpenGL
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\brief Drawing stuff
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A bunch of quite experimental code; the highlights:
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- #OpenGL::TextureCache
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The following are used as \e Singletons:
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- #OpenGL::Camera --- #OpenGL::CameraHolder
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- #OpenGL::Screen --- #OpenGL::ScreenHolder
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- #OpenGL::SpriteCache --- #OpenGL::SpriteCacheHolder
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\namespace Util
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\brief This and that
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- #Util::ci_string
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- #Util::Log
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- A bunch of exceptions derived from std::exception
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And a \e Singleton object:
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- #Util::BufferCache --- #Util::BufferCacheHolder
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= Fileformats of the GTA1 data files =
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Fortunately some documentation exists, specifically about
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the most important formats.
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Reading _(cds.doc) is probably vital; you may want them all.
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So in no particular order:
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include(`doc/doc_links.txt')dnl ~oh m4, your glorious thing~
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Support for the following formats is implemented:
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- CMP (compressed map) #OpenGTA::Map
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- FNT (font bitmaps) #OpenGTA::Font
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- FXT (text strings) #OpenGTA::MessageDB
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- GRY (8bit graphics) #OpenGTA::Graphics8Bit
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- G24 (24 bit graphics) #OpenGTA::Graphics24Bit
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- SDT (RAW sound offsets) #OpenGTA::SoundsDB
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= Rendering the scene =
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The central part is #OpenGTA::CityView, which renders the #OpenGTA::Map
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using the graphics loaded inside a derived instance of
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#OpenGTA::GraphicsBase.
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CityView maintains a couple of #OpenGL::TextureCache (s) to store the
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texture-ids (for the static city blocks).
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#OpenGTA::BlockData contains the vertex data and texture coords for
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each of the of the possible blocks; this corresponds to
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#OpenGTA::Map::BlockInfo::slopeType.
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Drawing of objects (sprites) is being moved into #OpenGTA::SpriteManager,
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though this is not yet complete.
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#OpenGL::DrawableFont can display strings using the bitmaps from
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a #OpenGTA::Font.
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