fixed frustum culling, static game class
This commit is contained in:
+18
-16
@@ -30,13 +30,14 @@ extern u32 VU1Draw3D_CodeEnd __attribute__((section(".vudata")));
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Engine::Engine()
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{
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SifInitRpc(0);
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srand(time(NULL));
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VU1::uploadProgram(0, &VU1Draw3D_CodeStart, &VU1Draw3D_CodeEnd);
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audio.startThread();
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isInitialized = 0;
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isScreenInitialized = 0;
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mainThreadId = GetThreadId();
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setDefaultScreen();
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firePS2();
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}
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Engine::Engine(const ScreenSettings &t_screen)
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{
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screen = t_screen;
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firePS2();
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}
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Engine::~Engine() {}
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@@ -45,12 +46,6 @@ Engine::~Engine() {}
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// Methods
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// ----
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void Engine::setScreen(ScreenSettings &t_settings)
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{
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screen = t_settings;
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isScreenInitialized = true;
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}
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void Engine::setDefaultScreen()
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{
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screen.projectionScale = 4096.0F;
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@@ -60,13 +55,10 @@ void Engine::setDefaultScreen()
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screen.aspectRatio = 4.0F / 3.0F;
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screen.width = 640.0F;
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screen.height = 480.0F;
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isScreenInitialized = true;
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}
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void Engine::init(Game *t_game, u32 t_gifPacketSize)
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{
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if (!isScreenInitialized)
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setDefaultScreen();
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if (isInitialized)
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PRINT_ERR("Already initialized!");
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else
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@@ -88,6 +80,16 @@ void Engine::wakeup(s32 t_alarmId, u16 t_time, void *t_common)
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ExitHandler();
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}
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void Engine::firePS2()
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{
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SifInitRpc(0);
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srand(time(NULL));
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VU1::uploadProgram(0, &VU1Draw3D_CodeStart, &VU1Draw3D_CodeEnd);
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audio.startThread();
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isInitialized = 0;
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mainThreadId = GetThreadId();
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}
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void Engine::gameLoop()
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{
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for (;;)
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@@ -24,12 +24,12 @@ class Engine
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{
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public:
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Engine(const ScreenSettings &screen);
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Engine();
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~Engine();
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void init(Game *t_game, u32 t_gifPacketSize);
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void setDefaultScreen();
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void setScreen(ScreenSettings &t_settings);
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Renderer *renderer;
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Audio audio;
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ScreenSettings screen;
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@@ -37,9 +37,10 @@ public:
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float fps;
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private:
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void firePS2();
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u8 fpsDelayer;
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Timer timer;
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u8 isInitialized, isScreenInitialized;
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u8 isInitialized;
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void gameLoop();
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Game *game;
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s32 mainThreadId;
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@@ -35,7 +35,7 @@ public:
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void makeZRotation(float t_radians);
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void translate(float t_x, float t_y, float t_z);
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void setPerspective(ScreenSettings &screen);
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void print();
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const void print() const;
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};
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#endif
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@@ -27,7 +27,7 @@ public:
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void update(Vector3 &a, Vector3 &b, Vector3 &c);
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inline float distanceTo(Vector3 &t_vec) { return this->distance + this->normal.innerProduct(t_vec); }
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void print();
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const void print() const;
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};
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#endif
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@@ -33,7 +33,7 @@ public:
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void set(const float &t_x, const float &t_y);
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void set(const Point &v);
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void print();
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const void print() const;
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};
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#endif
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@@ -54,7 +54,7 @@ public:
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void set(const float &x, const float &y, const float &z);
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void copy(Vector3 &v);
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float distanceTo(Vector3 &v);
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void print();
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const void print() const;
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};
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#endif
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@@ -21,7 +21,6 @@ struct ScreenSettings
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float aspectRatio;
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float nearPlaneDist;
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float farPlaneDist;
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/** change it to 4096.0F to check out frustum culling! 😎 */
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float projectionScale;
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};
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@@ -187,8 +187,8 @@ void Matrix::setPerspective(ScreenSettings &t_screen)
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{
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float fovYdiv2 = Math::HALF_ANG2RAD * t_screen.fov;
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float cotFOV = 1.0F / (Math::sin(fovYdiv2) / Math::cos(fovYdiv2));
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float w = cotFOV * (t_screen.width / 4096.0F) / t_screen.aspectRatio;
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float h = cotFOV * (t_screen.height / 4096.0F);
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float w = cotFOV * (t_screen.width / t_screen.projectionScale) / t_screen.aspectRatio;
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float h = cotFOV * (t_screen.height / t_screen.projectionScale);
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this->data[0] = w;
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this->data[1] = 0.0F;
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@@ -253,7 +253,7 @@ void Matrix::lookAt(Vector3 &t_up, Vector3 &t_position, Vector3 &t_target)
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data[15] = 1;
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}
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void Matrix::print()
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const void Matrix::print() const
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{
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printf("MATRIX(\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n%f, %f, %f, %f\n)\n",
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data[0], data[1], data[2], data[3],
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@@ -44,7 +44,7 @@ void Plane::update(Vector3 &a, Vector3 &b, Vector3 &c)
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this->distance = -this->normal.innerProduct(b);
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}
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void Plane::print()
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const void Plane::print() const
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{
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printf("Plane(Vector3(%f, %f, %f), %f)\n", this->normal.x, this->normal.y, this->normal.z, this->distance);
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}
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@@ -55,7 +55,7 @@ void Point::set(const Point &v)
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y = v.y;
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}
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void Point::print()
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const void Point::print() const
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{
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printf("Point(%f, %f)\n", x, y);
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}
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@@ -295,7 +295,7 @@ float Vector3::distanceTo(Vector3 &v)
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// (this->z - another.z) * (this->z - another.z));
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}
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void Vector3::print()
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const void Vector3::print() const
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{
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printf("Vector3(%f, %f, %f)\n", x, y, z);
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}
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@@ -71,14 +71,15 @@ u8 MeshMaterial::isInFrustum(Plane *t_frustumPlanes, const Vector3 &position)
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{
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Vector3 boxCalcTemp;
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u8 boxResult = 1, boxIn = 0, boxOut = 0;
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for (int i = 0; i < 6; i++)
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for (u8 i = 0; i < 6; i++)
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{
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boxOut = 0;
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boxIn = 0;
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// for each corner of the box do ...
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// get out of the cycle as soon as a box as corners
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// both inside and out of the frustum
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for (int y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++)
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for (u8 y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++)
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{
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boxCalcTemp.set(
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boundingBox[y].x + position.x,
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+15
-15
@@ -18,7 +18,7 @@
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const u8 WATER_TILES_COUNT = 64;
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Ari::Ari(const Engine &t_engine) : engine(t_engine), camera(&engine.screen)
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Ari::Ari(Engine *t_engine) : engine(t_engine), camera(&engine->screen)
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{
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waterFloors = new Mesh[WATER_TILES_COUNT];
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spirals = new Point[WATER_TILES_COUNT];
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@@ -33,13 +33,13 @@ Ari::~Ari() {}
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void Ari::onInit()
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{
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engine.renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
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engine.audio.init(0);
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engine.audio.setVolume(40);
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engine.audio.loadSong("MOV-CIRC.WAV");
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engine.audio.play();
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engine->renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
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engine->audio.init(0);
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engine->audio.setVolume(40);
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engine->audio.loadSong("MOV-CIRC.WAV");
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engine->audio.play();
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texRepo = engine.renderer->getTextureRepository();
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texRepo = engine->renderer->getTextureRepository();
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island.loadDff("sunnyisl/", "sunnyisl", 0.1F, false);
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island.rotation.x = -1.6F;
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@@ -86,15 +86,15 @@ void Ari::initBulb()
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void Ari::onUpdate()
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{
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if (engine.pad.isCrossClicked)
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printf("FPS:%f\n", engine.fps);
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camera.update(engine.pad, player.mesh);
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engine.renderer->draw(skybox);
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engine.renderer->draw(island);
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engine.renderer->draw(islandAddons);
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engine.renderer->draw(player.mesh);
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if (engine->pad.isCrossClicked)
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printf("FPS:%f\n", engine->fps);
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camera.update(engine->pad, player.mesh);
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engine->renderer->draw(skybox);
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engine->renderer->draw(island);
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engine->renderer->draw(islandAddons);
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engine->renderer->draw(player.mesh);
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for (u8 i = 0; i < WATER_TILES_COUNT; i++)
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engine.renderer->draw(waterFloors[i]);
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engine->renderer->draw(waterFloors[i]);
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}
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void Ari::calcSpiral(int X, int Y)
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@@ -23,13 +23,13 @@ class Ari : public Game
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{
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public:
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Ari(const Engine &t_engine);
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Ari(Engine *t_engine);
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~Ari();
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void onInit();
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void onUpdate();
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Engine engine;
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Engine *engine;
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private:
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void initBulb();
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@@ -13,8 +13,8 @@
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int main()
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{
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Engine engine = Engine();
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Ari game = Ari(engine);
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game.engine.init(&game, 40000);
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Ari game = Ari(&engine);
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game.engine->init(&game, 40000);
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SleepThread();
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return 0;
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}
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@@ -16,8 +16,8 @@
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const u8 FLOORS_COUNT = 64; // Temp change it also in floor_manager.hpp
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Floors::Floors(const Engine &t_engine)
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: engine(t_engine), floorManager(FLOORS_COUNT), camera(&engine.screen) {}
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Floors::Floors(Engine *t_engine)
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: engine(t_engine), floorManager(FLOORS_COUNT), camera(&t_engine->screen) {}
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Floors::~Floors() {}
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@@ -27,13 +27,14 @@ Floors::~Floors() {}
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void Floors::onInit()
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{
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engine.renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
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engine.audio.init(2);
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engine.audio.addListener(&floorManager);
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engine.audio.addListener(&lightManager);
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engine.audio.loadSong("NF-CHILL.WAV");
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engine.audio.play();
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texRepo = engine.renderer->getTextureRepository();
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engine->renderer->setCameraDefinitions(&camera.worldView, &camera.unitCirclePosition, camera.planes);
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engine->audio.init(2);
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engine->audio.addListener(&floorManager);
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engine->audio.addListener(&lightManager);
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engine->audio.loadSong("NF-CHILL.WAV");
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engine->audio.setVolume(1);
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engine->audio.play();
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texRepo = engine->renderer->getTextureRepository();
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texRepo->addByMesh("warrior/", player.mesh);
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texRepo->addByMesh("floor/", floorManager.floors[0].mesh);
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for (u32 i = 1; i < floorManager.floorAmount; i++)
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@@ -43,13 +44,13 @@ void Floors::onInit()
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void Floors::onUpdate()
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{
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if (engine.pad.isCrossClicked)
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printf("FPS:%f\n", engine.fps);
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if (engine->pad.isCrossClicked)
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printf("FPS:%f\n", engine->fps);
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lightManager.update();
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camera.update(engine.pad, player.mesh);
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camera.update(engine->pad, player.mesh);
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floorManager.update(player);
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player.update(engine.pad, camera, floorManager);
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engine.renderer->draw(player.mesh);
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player.update(engine->pad, camera, floorManager);
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engine->renderer->draw(player.mesh);
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for (u8 i = 0; i < FLOORS_COUNT; i++)
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engine.renderer->drawByPath3(floorManager.floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
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engine->renderer->drawByPath3(floorManager.floors[i].mesh, lightManager.bulbs, lightManager.bulbsCount);
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}
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@@ -24,13 +24,13 @@ class Floors : public Game
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{
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public:
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Floors(const Engine &t_engine);
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Floors(Engine *t_engine);
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~Floors();
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void onInit();
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void onUpdate();
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Engine engine;
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Engine *engine;
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private:
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TextureRepository *texRepo;
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@@ -13,8 +13,8 @@
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int main()
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{
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Engine engine = Engine();
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Floors game = Floors(engine);
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game.engine.init(&game, 40000);
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Floors game = Floors(&engine);
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game.engine->init(&game, 40000);
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SleepThread();
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return 0;
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}
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@@ -106,7 +106,6 @@ void FloorManager::update(Player &t_player)
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/** Called by audio thread */
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void FloorManager::onAudioTick()
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{
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printf("Hit!\n");
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if (audioTick++ > 16)
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{
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if (audioMode == 0)
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