catch up
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@@ -428,13 +428,7 @@ void TGameLevel::ReloadBlockInstansingList()
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std::pair<vec4, std::string> tempPair;
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BlockInstansingList.ColorBlockList.clear();
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/*
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vec2 tex1 = vec2(0, 0);
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vec2 tex2 = vec2(0, 1);
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vec2 tex3 = vec2(1, 1);
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vec2 tex4 = vec2(1, 0);
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*/
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for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
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{
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for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
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@@ -443,19 +437,14 @@ void TGameLevel::ReloadBlockInstansingList()
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{
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tempPair.first = BlockMatrix[i][j].GetColor();
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tempPair.second = ConstTextureBlockMap[BlockMatrix[i][j].GetLocked()];
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/*
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vec2 pos1 = BlockMatrix[i][j].GetPosFrom(i,j) + vec2(-0.5f*CONST_BRICK_WIDTH, -0.5f*CONST_BRICK_HEIGHT);
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vec2 pos2 = BlockMatrix[i][j].GetPosFrom(i,j) + vec2(-0.5f*CONST_BRICK_WIDTH, +0.5f*CONST_BRICK_HEIGHT);
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vec2 pos3 = BlockMatrix[i][j].GetPosFrom(i,j) + vec2(+0.5f*CONST_BRICK_WIDTH, +0.5f*CONST_BRICK_HEIGHT);
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vec2 pos4 = BlockMatrix[i][j].GetPosFrom(i,j) + vec2(+0.5f*CONST_BRICK_WIDTH, -0.5f*CONST_BRICK_HEIGHT);
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*/
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std::list<std::pair<PairColorTexture, TTriangleList>>::iterator itr = BlockInstansingList.ColorBlockList.end();
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for (auto i = BlockInstansingList.ColorBlockList.begin(); i != BlockInstansingList.ColorBlockList.end(); ++i)
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for (auto b = BlockInstansingList.ColorBlockList.begin(); b != BlockInstansingList.ColorBlockList.end(); ++b)
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{
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if (i->first == tempPair)
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if (b->first == tempPair)
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{
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itr = i;
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itr = b;
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}
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}
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@@ -472,23 +461,6 @@ void TGameLevel::ReloadBlockInstansingList()
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itr->second.Data += MakeDataTriangleList(posFrom, posTo);
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/*
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itr->second.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos1, 0));
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itr->second.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos2, 0));
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itr->second.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos3, 0));
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itr->second.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos3, 0));
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itr->second.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos4, 0));
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itr->second.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(vec3(pos1, 0));
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itr->second.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(tex1);
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itr->second.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(tex2);
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itr->second.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(tex3);
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itr->second.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(tex3);
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itr->second.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(tex4);
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itr->second.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(tex1);
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*/
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}
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}
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}
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@@ -834,6 +806,7 @@ void TGameLevel::Draw()
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//ololo
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//See also above (same method)
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Renderer->SwitchToScreen();
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Renderer->SetFullScreenViewport();
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Renderer->PushMatrix();
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//Renderer->LoadIdentity();
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@@ -4,6 +4,7 @@
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void TGameLoading::Draw()
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{
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOADING_TEXTURE]);
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Renderer->DrawRect(vec2(240.f - 128.f, 10.f), vec2(240.f + 128.f, 10.f + 64.f));
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@@ -11,4 +12,5 @@ void TGameLoading::Draw()
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Renderer->DrawRect(vec2(480.f - 256.f+50.f, 320.f - 64.f), vec2(480.f+50.f, 320.f));
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CheckGlError();
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}
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+14
-5
@@ -68,11 +68,12 @@ void TAndroidApplication::InnerInit()
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srand (static_cast<cardinal>(time(NULL)));
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GameState = CONST_GAMESTATE_PRELOADING;
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StateTimer = 0.f;
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ResourceManager->ShaderManager.AddShader("TestShader", "shader1vertex.txt", "shader1fragment.txt");
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ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
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ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
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ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
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Renderer->PushShader("TestShader");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
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ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
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@@ -84,9 +85,12 @@ void TAndroidApplication::InnerInit()
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OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
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Inited = true;
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#ifndef TARGET_IOS
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Renderer->SwitchToScreen();
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#endif
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Renderer->SetOrthoProjection();
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Renderer->SetFullScreenViewport();
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}
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void TAndroidApplication::InnerDeinit()
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@@ -319,8 +323,13 @@ void TAndroidApplication::TrySaveGame()
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void TAndroidApplication::InnerDraw()
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{
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glDisable(GL_DEPTH_TEST);
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OnDrawSignal();
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}
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