Almost removed Halibut Engine
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2e6989afe7
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16 files changed
+636
-426
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@@ -12,13 +12,10 @@ TApplicationInterface::TApplicationInterface()
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void TApplicationInterface::OuterInit(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight)
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{
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ResourceManager->ScriptManager.BindBasicFunctions();
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Renderer->InitOpenGL(screenWidth, screenHeight, matrixWidth, matrixHeight);
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InnerInit();
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#ifdef TARGET_HALIBUT
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Renderer->InitOpenGL(screenWidth, screenHeight, matrixWidth, matrixHeight);
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#endif
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#ifdef TARGET_SALMON
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Renderer->InitOpenGL(screenWidth, screenHeight, matrixWidth, matrixHeight);
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#endif
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CheckGlError();
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@@ -87,6 +87,8 @@ cardinal TFrameManager::AddFrameRenderBuffer(const std::string& frameName,cardin
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FrameMap[frameName].Width = width;
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FrameMap[frameName].Height = height;
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FrameMap[frameName].TexName = texName;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return FrameMap[frameName].FrameBuffer;
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@@ -180,7 +182,8 @@ cardinal TFrameManager::AddCubemapBuffer(const std::string& frameName,cardinal w
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FrameMap[frameName].Height = height;
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FrameMap[frameName].TexName = texName;
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//return FrameMap[frameName].TexID; //That is easier
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return FrameMap[frameName].FrameBuffer;
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break;
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@@ -262,6 +265,8 @@ cardinal TFrameManager::AddDepthBuffer(const std::string& frameName, cardinal wi
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FrameMap[frameName].Height = height;
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FrameMap[frameName].TexName = texName;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return FrameMap[frameName].FrameBuffer;
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break;
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default:
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@@ -0,0 +1,138 @@
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#include "include/PhysicsManager/PhysicsManager.h"
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#include "include/ModelManager/NewModelManager.h"
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#include "include/ShaderManager/ShaderManager.h"
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namespace SE
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{
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const int CONST_MAX_VOLUME_STACK = 64;
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void TVolumeBody::AssignFromFlexModel(TFlexModel& flexModel)
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{
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SmpTriangleArr.clear();
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TDataTriangleList& dataTriangleList = flexModel.GetDataTriangleList();
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if (dataTriangleList.Vec3CoordArr.count(CONST_STRING_POSITION_ATTRIB) == 0)
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{
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throw ErrorToLog("Error in AssignFromFlexModel - empty flexModel!");
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}
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if (dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size() == 0)
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{
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throw ErrorToLog("Error in AssignFromFlexModel - empty flexModel! size == 0!");
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}
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DimensionalMinPos = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][0];
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DimensionalMaxPos = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][0];
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for (size_t j = 0; j < dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size(); j+=3)
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{
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TSmpTriangle smpTriangle;
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smpTriangle.p[0] = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][j];
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smpTriangle.p[1] = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][j + 1];
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smpTriangle.p[2] = dataTriangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][j + 2];
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smpTriangle.v = smpTriangle.p[1] - smpTriangle.p[0];
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smpTriangle.w = smpTriangle.p[2] - smpTriangle.p[1];
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smpTriangle.n = CrossProduct(smpTriangle.v, smpTriangle.w);
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SmpTriangleArr.push_back(smpTriangle);
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DimensionalMinPos.v[0] = min(min(min(DimensionalMinPos.v[0], smpTriangle.p[0].v[0]), smpTriangle.p[1].v[0]), smpTriangle.p[2].v[0]);
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DimensionalMinPos.v[1] = min(min(min(DimensionalMinPos.v[1], smpTriangle.p[0].v[1]), smpTriangle.p[1].v[1]), smpTriangle.p[2].v[1]);
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DimensionalMinPos.v[2] = min(min(min(DimensionalMinPos.v[2], smpTriangle.p[0].v[2]), smpTriangle.p[1].v[2]), smpTriangle.p[2].v[2]);
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DimensionalMaxPos.v[0] = max(max(max(DimensionalMaxPos.v[0], smpTriangle.p[0].v[0]), smpTriangle.p[1].v[0]), smpTriangle.p[2].v[0]);
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DimensionalMaxPos.v[1] = max(max(max(DimensionalMaxPos.v[1], smpTriangle.p[0].v[1]), smpTriangle.p[1].v[1]), smpTriangle.p[2].v[1]);
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DimensionalMaxPos.v[2] = max(max(max(DimensionalMaxPos.v[2], smpTriangle.p[0].v[2]), smpTriangle.p[1].v[2]), smpTriangle.p[2].v[2]);
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}
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}
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void TVolumeBody::PushData()
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{
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if (SmpTriangleArrStack.size() >= CONST_MAX_VOLUME_STACK)
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{
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throw ErrorToLog("TVolumeBody::PushData - stack overflow");
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}
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SmpTriangleArrStack.push(SmpTriangleArr);
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}
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void TVolumeBody::PopData()
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{
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if (SmpTriangleArrStack.size() <= 0)
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{
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throw ErrorToLog("TVolumeBody::PushData - stack underflow");
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}
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SmpTriangleArr = SmpTriangleArrStack.top();
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SmpTriangleArrStack.pop();
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}
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void TVolumeBody::Move(const vec3& v)
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{
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BOOST_FOREACH(TSmpTriangle& smpTriangle, SmpTriangleArr)
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{
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smpTriangle.p[0] -= v;
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smpTriangle.p[1] -= v;
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smpTriangle.p[2] -= v;
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}
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}
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void TVolumeBody::Rotate(const mat3& r)
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{
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throw ErrorToLog("TVolumeBody::Rotate not implemented yet!");
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}
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void TVolumeBody::Scale(float s)
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{
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throw ErrorToLog("TVolumeBody::Scale not implemented yet!");
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}
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void TVolumeBody::Scale(const vec3& s)
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{
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throw ErrorToLog("TVolumeBody::Scale not implemented yet!");
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}
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bool TVolumeBody::CheckCollision(const vec3& a, const vec3& b)
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{
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for (int i=0; i<3; i++)
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{
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if (max(a.v[i], b.v[i]) < DimensionalMinPos.v[i])
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{
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return false;
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}
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if (min(a.v[i], b.v[i]) > DimensionalMaxPos.v[i])
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{
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return false;
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}
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}
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BOOST_FOREACH(TSmpTriangle& smpTriangle, SmpTriangleArr)
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{
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if (LineCouldCrossTriangle(a, b, smpTriangle))
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{
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if (LineCrossTriangle(a, b, smpTriangle) == 1)
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{
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return true;
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}
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}
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}
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return false;
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}
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} //namespace SE
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@@ -0,0 +1,222 @@
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#include "include/Render/SalmonRender/Cameras.h"
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#include "include/Engine.h"
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namespace SE
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{
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TCameraInterface::TCameraInterface()
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: CamShift(ZeroVec3)
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{
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CamVec = vec3(0,0,-1);
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}
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TPanoramicCamera::TPanoramicCamera()
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: CamAlpha(0.0f)
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, CamPhi(0.0f)
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, CamDist(0.0f)
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{
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}
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void TPanoramicCamera::MoveAlpha(float dAlpha)
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{
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if (dAlpha == 0.0f)
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return;
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CamAlpha += dAlpha;
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while (CamAlpha >= 2*pi)
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{
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CamAlpha -= 2*pi;
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}
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while (CamAlpha<0.0f)
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{
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CamAlpha += 2*pi;
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}
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MovePhi(float dPhi)
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{
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if (dPhi == 0.0f)
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return;
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//float oldCamPhi = CamPhi;
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CamPhi += dPhi;
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if (CamPhi > CONST_MAX_CAM_PHI)
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{
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CamPhi = CONST_MAX_CAM_PHI;
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}
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if (CamPhi < CONST_MIN_CAM_PHI)
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{
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CamPhi = CONST_MIN_CAM_PHI;
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}
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MoveDist(float dDist)
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{
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CamDist += dDist;
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if (CamDist<CONST_MIN_CAM_DIST)
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{
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CamDist = CONST_MIN_CAM_DIST;
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}
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::SetAlpha(float alpha)
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{
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if (alpha == CamAlpha)
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return;
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CamAlpha = alpha;
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while (CamAlpha >= 2*pi)
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{
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CamAlpha -= 2*pi;
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}
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while (CamAlpha<0.0f)
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{
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CamAlpha += 2*pi;
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}
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MoveForward()
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{
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vec3 mov;
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float sina = sinf(CamAlpha);
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float cosa = cosf(CamAlpha);
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mov.v[0] = sina;
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mov.v[1] = 0;
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mov.v[2] = - cosa;
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CamShift = CamShift + mov;
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MoveBackward()
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{
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vec3 mov;
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float sina = sinf(CamAlpha);
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float cosa = cosf(CamAlpha);
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mov.v[0] = - sina;
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mov.v[1] = 0;
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mov.v[2] = cosa;
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CamShift = CamShift + mov;
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MoveLeft()
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{
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vec3 mov;
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float sina = sinf(CamAlpha);
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float cosa = cosf(CamAlpha);
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mov.v[0] = - cosa;
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mov.v[1] = 0;
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mov.v[2] = - sina;
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CamShift = CamShift + mov;
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MoveRight()
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{
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vec3 mov;
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float sina = sinf(CamAlpha);
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float cosa = cosf(CamAlpha);
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mov.v[0] = cosa;
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mov.v[1] = 0;
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mov.v[2] = sina;
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CamShift = CamShift + mov;
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::CalcCamVec()
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{
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vec3 camPos;
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vec3 camVec;
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float sina = sinf(CamAlpha);
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float cosa = cosf(CamAlpha);
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float sinp = sinf(CamPhi);
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float cosp = cosf(CamPhi);
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CamVec.v[0] = CamDist * cosp * sina;
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CamVec.v[1] = - CamDist * sinp;
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CamVec.v[2] = - CamDist * cosp * cosa;
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}
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void TPanoramicCamera::SetCamView()
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{
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Renderer->LoadIdentity();
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Renderer->TranslateMatrix(vec3(0.0f, 0.0f, -CamDist));
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Renderer->RotateMatrix(vec4(1.f * sin(CamPhi/2.f), 0.f, 0.f, 1.f * cos(CamPhi/2.f)));
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Renderer->RotateMatrix(vec4(0.f, 1.f * sin(CamAlpha/2.f), 0.f, 1.f * cos(CamAlpha/2.f)));
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Renderer->TranslateMatrix(-CamShift);
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}
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void TPitCamera::SetCamView()
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{
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Renderer->LoadIdentity();
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Renderer->RotateMatrix(InverseQuat(CameraQuat));
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Renderer->TranslateMatrix(-CamShift);
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}
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void TPitCamera::CalcCamVec()
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{
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vec3 r = vec3(0,0,-1);
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CamVec = Normalize(CameraQuat * vec4(r) * InverseQuat(CameraQuat));
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}
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void TPitCamera::RotateByQuat(vec4 quat)
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{
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CameraQuat = quat * CameraQuat;
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//float len = Length(CameraQuat);
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}
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} //namespace SE
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@@ -6,220 +6,6 @@
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namespace SE
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{
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TCameraInterface::TCameraInterface()
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: CamShift(ZeroVec3)
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, CamVec(ZeroVec3)
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{
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}
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TPanoramicCamera::TPanoramicCamera()
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: CamAlpha(0.0f)
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, CamPhi(0.0f)
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, CamDist(0.0f)
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{
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}
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void TPanoramicCamera::MoveAlpha(float dAlpha)
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{
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if (dAlpha == 0.0f)
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return;
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CamAlpha += dAlpha;
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while (CamAlpha >= 2*pi)
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{
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CamAlpha -= 2*pi;
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}
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while (CamAlpha<0.0f)
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{
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CamAlpha += 2*pi;
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}
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MovePhi(float dPhi)
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{
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if (dPhi == 0.0f)
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return;
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//float oldCamPhi = CamPhi;
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CamPhi += dPhi;
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if (CamPhi > CONST_MAX_CAM_PHI)
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{
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CamPhi = CONST_MAX_CAM_PHI;
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}
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if (CamPhi < CONST_MIN_CAM_PHI)
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{
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CamPhi = CONST_MIN_CAM_PHI;
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}
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MoveDist(float dDist)
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{
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CamDist += dDist;
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if (CamDist<CONST_MIN_CAM_DIST)
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{
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CamDist = CONST_MIN_CAM_DIST;
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}
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::SetAlpha(float alpha)
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{
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if (alpha == CamAlpha)
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return;
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CamAlpha = alpha;
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while (CamAlpha >= 2*pi)
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{
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CamAlpha -= 2*pi;
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}
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while (CamAlpha<0.0f)
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{
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CamAlpha += 2*pi;
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}
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MoveForward()
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{
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vec3 mov;
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float sina = sinf(CamAlpha);
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float cosa = cosf(CamAlpha);
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mov.v[0] = sina;
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mov.v[1] = 0;
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mov.v[2] = - cosa;
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CamShift = CamShift + mov;
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MoveBackward()
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{
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vec3 mov;
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float sina = sinf(CamAlpha);
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float cosa = cosf(CamAlpha);
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mov.v[0] = - sina;
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mov.v[1] = 0;
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mov.v[2] = cosa;
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CamShift = CamShift + mov;
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//Possibly refactor???
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Renderer->CalcCamPosVec();
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}
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void TPanoramicCamera::MoveLeft()
|
||||
{
|
||||
vec3 mov;
|
||||
|
||||
float sina = sinf(CamAlpha);
|
||||
float cosa = cosf(CamAlpha);
|
||||
|
||||
mov.v[0] = - cosa;
|
||||
mov.v[1] = 0;
|
||||
mov.v[2] = - sina;
|
||||
|
||||
CamShift = CamShift + mov;
|
||||
|
||||
//Possibly refactor???
|
||||
Renderer->CalcCamPosVec();
|
||||
|
||||
}
|
||||
|
||||
void TPanoramicCamera::MoveRight()
|
||||
{
|
||||
vec3 mov;
|
||||
|
||||
float sina = sinf(CamAlpha);
|
||||
float cosa = cosf(CamAlpha);
|
||||
|
||||
mov.v[0] = cosa;
|
||||
mov.v[1] = 0;
|
||||
mov.v[2] = sina;
|
||||
|
||||
CamShift = CamShift + mov;
|
||||
|
||||
//Possibly refactor???
|
||||
Renderer->CalcCamPosVec();
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TPanoramicCamera::CalcCamVec()
|
||||
{
|
||||
vec3 camPos;
|
||||
vec3 camVec;
|
||||
|
||||
float sina = sinf(CamAlpha);
|
||||
float cosa = cosf(CamAlpha);
|
||||
float sinp = sinf(CamPhi);
|
||||
float cosp = cosf(CamPhi);
|
||||
|
||||
CamVec.v[0] = CamDist * cosp * sina;
|
||||
CamVec.v[1] = - CamDist * sinp;
|
||||
CamVec.v[2] = - CamDist * cosp * cosa;
|
||||
|
||||
}
|
||||
|
||||
void TPanoramicCamera::SetCamView()
|
||||
{
|
||||
|
||||
Renderer->LoadIdentity();
|
||||
Renderer->TranslateMatrix(vec3(0.0f, 0.0f, -CamDist));
|
||||
Renderer->RotateMatrix(vec4(1.f * sin(CamPhi/2.f), 0.f, 0.f, 1.f * cos(CamPhi/2.f)));
|
||||
Renderer->RotateMatrix(vec4(0.f, 1.f * sin(CamAlpha/2.f), 0.f, 1.f * cos(CamAlpha/2.f)));
|
||||
Renderer->TranslateMatrix(-CamShift);
|
||||
}
|
||||
|
||||
|
||||
void TPitCamera::SetCamView()
|
||||
{
|
||||
Renderer->LoadIdentity();
|
||||
Renderer->RotateMatrix(InverseQuat(CameraQuat));
|
||||
|
||||
Renderer->TranslateMatrix(-CamShift);
|
||||
}
|
||||
|
||||
void TPitCamera::CalcCamVec()
|
||||
{
|
||||
vec3 r = vec3(0,0,-1);
|
||||
|
||||
CamVec = Normalize(CameraQuat * vec4(r) * InverseQuat(CameraQuat));
|
||||
}
|
||||
|
||||
void TPitCamera::RotateByQuat(vec4 quat)
|
||||
{
|
||||
CameraQuat = quat * CameraQuat;
|
||||
//float len = Length(CameraQuat);
|
||||
}
|
||||
|
||||
//============================================
|
||||
//============================================
|
||||
//============================================
|
||||
@@ -273,6 +59,11 @@ void TSalmonRendererInterface::SetUniforms()
|
||||
|
||||
RenderUniform3fv(CONST_STRING_CAMPOS_UNIFORM, GetCamPos().v);
|
||||
|
||||
RenderUniform1f(CONST_STRING_TRANSPARENCY_UNIFORM, 1.f);
|
||||
|
||||
RenderUniform4fv(CONST_STRING_MATERIAL_COLOR_UNIFORM, WhiteColor);
|
||||
|
||||
|
||||
ResourceManager->LightManager.SetLightUniforms();
|
||||
}
|
||||
|
||||
@@ -289,10 +80,6 @@ void TSalmonRendererInterface::InitOpenGL(int screenWidth, int screenHeight, flo
|
||||
MatrixWidth = matrixWidth;
|
||||
MatrixHeight = matrixHeight;
|
||||
|
||||
SetPerspectiveProjectionMatrix(pi / 6.f, 1.0, 1.0f, 100.0f); //Baad =(
|
||||
|
||||
SetPerspectiveFullScreenViewport();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
#ifdef TARGET_WIN32
|
||||
glEnable(GL_LIGHTING);
|
||||
@@ -331,14 +118,24 @@ void TSalmonRendererInterface::SetPerspectiveFullScreenViewport()
|
||||
SetPerspectiveProjectionMatrix(pi / 6.f, float(MatrixWidth) / float(MatrixHeight), 1.0f, 100.0f);
|
||||
}
|
||||
|
||||
void TSalmonRendererInterface::SetPerspectiveProjection(float angle, float zNear, float zFar)
|
||||
{
|
||||
SetPerspectiveProjectionMatrix(angle, float(MatrixWidth) / float(MatrixHeight), zNear, zFar);
|
||||
}
|
||||
|
||||
|
||||
void TSalmonRendererInterface::SetOrthoFullScreenViewport()
|
||||
{
|
||||
|
||||
glViewport(0, 0, ScreenWidth, ScreenHeight);
|
||||
|
||||
SetProjectionMatrix(static_cast<float>(MatrixWidth), static_cast<float>(MatrixHeight));
|
||||
}
|
||||
|
||||
void TSalmonRendererInterface::SetOrthoProjection()
|
||||
{
|
||||
SetProjectionMatrix(static_cast<float>(MatrixWidth), static_cast<float>(MatrixHeight));
|
||||
}
|
||||
|
||||
|
||||
mat4 TSalmonRendererInterface::GetModelviewMatrix()
|
||||
{
|
||||
@@ -394,15 +191,7 @@ void TSalmonRendererInterface::SetGLCamView()
|
||||
|
||||
void TSalmonRendererInterface::SetGlIdentityView()
|
||||
{
|
||||
/*
|
||||
glLoadIdentity();
|
||||
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
|
||||
|
||||
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
|
||||
|
||||
RenderUniform3fv(CONST_STRING_CAMPOS_UNIFORM, (float*)ZeroVec3.v);*/
|
||||
|
||||
|
||||
LoadIdentity();
|
||||
|
||||
CamModelViewMatrix = ModelviewMatrixStack.top();
|
||||
@@ -413,16 +202,6 @@ void TSalmonRendererInterface::SetGlIdentityView()
|
||||
|
||||
void TSalmonRendererInterface::SetGlPosXView()
|
||||
{
|
||||
/*
|
||||
glLoadIdentity();
|
||||
glRotatef ( 90.0, 0.0, 1.0, 0.0 );
|
||||
glRotatef ( 180.0, 1.0, 0.0, 0.0 );
|
||||
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
|
||||
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
|
||||
|
||||
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
|
||||
|
||||
LoadIdentity();
|
||||
|
||||
RotateMatrix(vec4(0.f, 1.f * sin(pi / 4.f), 0.f, 1.f * cos(pi / 4.f)));
|
||||
@@ -439,16 +218,7 @@ void TSalmonRendererInterface::SetGlPosXView()
|
||||
|
||||
void TSalmonRendererInterface::SetGlNegXView()
|
||||
{
|
||||
/*
|
||||
glLoadIdentity();
|
||||
glRotatef ( -90.0, 0.0, 1.0, 0.0 );
|
||||
glRotatef ( 180.0, 1.0, 0.0, 0.0 );
|
||||
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
|
||||
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
|
||||
|
||||
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
|
||||
|
||||
|
||||
LoadIdentity();
|
||||
|
||||
RotateMatrix(vec4(0.f, -1.f * sin(pi / 4.f), 0.f, 1.f * cos(pi / 4.f)));
|
||||
@@ -464,15 +234,7 @@ void TSalmonRendererInterface::SetGlNegXView()
|
||||
|
||||
void TSalmonRendererInterface::SetGlPosYView()
|
||||
{
|
||||
/*
|
||||
glLoadIdentity();
|
||||
glRotatef ( -90.0, 1.0, 0.0, 0.0 );
|
||||
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
|
||||
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
|
||||
|
||||
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
|
||||
|
||||
|
||||
LoadIdentity();
|
||||
RotateMatrix(vec4(-1.f * sin(pi / 4.f), 0.f, 0.f, 1.f * cos(pi / 4.f)));
|
||||
|
||||
@@ -487,15 +249,7 @@ void TSalmonRendererInterface::SetGlPosYView()
|
||||
|
||||
void TSalmonRendererInterface::SetGlNegYView()
|
||||
{
|
||||
/*
|
||||
glLoadIdentity();
|
||||
glRotatef ( 90.0, 1.0, 0.0, 0.0 );
|
||||
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
|
||||
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
|
||||
|
||||
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
|
||||
|
||||
|
||||
LoadIdentity();
|
||||
RotateMatrix(vec4(1.f * sin(pi / 4.f), 0.f, 0.f, 1.f * cos(pi / 4.f)));
|
||||
|
||||
@@ -509,17 +263,7 @@ void TSalmonRendererInterface::SetGlNegYView()
|
||||
|
||||
void TSalmonRendererInterface::SetGlPosZView()
|
||||
{
|
||||
/*
|
||||
glLoadIdentity();
|
||||
glRotatef ( 180.0, 0.0, 1.0, 0.0 );
|
||||
glRotatef ( 180.0, 0.0, 0.0, 1.0 );
|
||||
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
|
||||
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
|
||||
|
||||
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
|
||||
*/
|
||||
|
||||
|
||||
LoadIdentity();
|
||||
|
||||
RotateMatrix(vec4(0.f, 1.f * sin(pi / 2.f), 0.f, 1.f * cos(pi / 2.f)));
|
||||
@@ -535,15 +279,7 @@ void TSalmonRendererInterface::SetGlPosZView()
|
||||
|
||||
void TSalmonRendererInterface::SetGlNegZView()
|
||||
{
|
||||
/*
|
||||
glLoadIdentity();
|
||||
glRotatef ( 180.0, 0.0, 0.0, 1.0 );
|
||||
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
|
||||
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
|
||||
|
||||
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
|
||||
|
||||
|
||||
LoadIdentity();
|
||||
|
||||
RotateMatrix(vec4(0.f, 0.f, 1.f * sin(pi / 2.f), 1.f * cos(pi / 2.f)));
|
||||
@@ -567,8 +303,6 @@ vec3 TSalmonRendererInterface::GetCamPos()
|
||||
void TSalmonRendererInterface::SwitchToScreen()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
SetPerspectiveFullScreenViewport();
|
||||
SetGLCamView();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
@@ -583,7 +317,6 @@ void TSalmonRendererInterface::SwitchToFrameBuffer(const std::string& frameName)
|
||||
|
||||
SetFrameViewport(frameName);
|
||||
|
||||
SetGLCamView();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
}
|
||||
@@ -598,15 +331,7 @@ void TSalmonRendererInterface::SwitchToCubemapBuffer(const std::string& frameNam
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, Frame.FrameBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubeSide, Frame.TexID, 0);
|
||||
/*
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(90, 1, 1, 100);
|
||||
glViewport(0, 0, Frame.Width, Frame.Height);
|
||||
glMatrixMode(GL_MODELVIEW);*/
|
||||
|
||||
SetPerspectiveProjectionMatrix(90, 1, 1, 100);
|
||||
|
||||
|
||||
SetFrameViewport(frameName);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //IS A MUST!!!
|
||||
|
||||
@@ -44,6 +44,12 @@ void TApplicationAncestor::OuterDraw()
|
||||
InnerDraw();
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
Renderer->LoadIdentity();
|
||||
|
||||
ResourceManager->GUIManager.Draw();
|
||||
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
if (IsConsoleOut)
|
||||
@@ -59,6 +65,8 @@ void TApplicationAncestor::OuterUpdate(cardinal timer)
|
||||
{
|
||||
ResourceManager->SoundManager.Update(timer);
|
||||
|
||||
ResourceManager->GUIManager.Update(timer);
|
||||
|
||||
InnerUpdate(timer);
|
||||
|
||||
CheckGlError();
|
||||
@@ -67,19 +75,24 @@ void TApplicationAncestor::OuterUpdate(cardinal timer)
|
||||
|
||||
void TApplicationAncestor::OuterOnTapDown(vec2 p)
|
||||
{
|
||||
//ResourceManager->GUIManager.OnMouseDown(p);
|
||||
ResourceManager->GUIManager.OnMouseDown(p);
|
||||
InnerOnTapDown(p);
|
||||
}
|
||||
|
||||
void TApplicationAncestor::OuterOnTapUp(vec2 p)
|
||||
{
|
||||
//ResourceManager->GUIManager.OnMouseUp(p);
|
||||
ResourceManager->GUIManager.OnMouseUp(p);
|
||||
InnerOnTapUp(p);
|
||||
}
|
||||
|
||||
void TApplicationAncestor::OuterOnTapUpAfterShift(vec2 p)
|
||||
{
|
||||
InnerOnTapUpAfterShift(p);
|
||||
}
|
||||
|
||||
void TApplicationAncestor::OuterOnMove(vec2 shift)
|
||||
{
|
||||
//ResourceManager->GUIManager.OnMove(shift);
|
||||
ResourceManager->GUIManager.OnMove(shift);
|
||||
InnerOnMove(shift);
|
||||
}
|
||||
|
||||
|
||||
@@ -132,13 +132,23 @@ void DrawScene()
|
||||
|
||||
void ProcessTickCount()
|
||||
{
|
||||
//Can't choose witch one is better
|
||||
|
||||
/*
|
||||
App->UpdateQuick();
|
||||
NewTickCount = GetTickCount();
|
||||
if (NewTickCount - LastTickCount > CONST_TIMER_INTERVAL)
|
||||
{
|
||||
LastTickCount = NewTickCount;
|
||||
App->OuterUpdate(CONST_TIMER_INTERVAL);
|
||||
}*/
|
||||
|
||||
|
||||
NewTickCount = GetTickCount();
|
||||
if (NewTickCount - LastTickCount > CONST_TIMER_INTERVAL)
|
||||
{
|
||||
App->OuterUpdate(NewTickCount - LastTickCount);
|
||||
LastTickCount = NewTickCount;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -247,7 +257,11 @@ case WM_MOUSEMOVE:
|
||||
mouseState.MiddleButtonPressed = (wParam & MK_MBUTTON);
|
||||
mouseState.MiddleButtonPressed = (wParam & MK_RBUTTON);
|
||||
|
||||
if (!MouseMoved)
|
||||
if (MouseMoved)
|
||||
{
|
||||
App->OuterOnTapUpAfterShift(vec2(static_cast<float>(mouseState.X), static_cast<float>(App->Height - mouseState.Y)));
|
||||
}
|
||||
else
|
||||
{
|
||||
App->OuterOnTapUp(vec2(static_cast<float>(mouseState.X), static_cast<float>(App->Height - mouseState.Y)));
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user