add hotfix
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@@ -78,6 +78,13 @@ void GameState::update() {
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auto shootAction = player->getShootAction();
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auto shootAction = player->getShootAction();
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enemyManager->update(terrain->heightmap, player->getPosition(), shootAction);
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enemyManager->update(terrain->heightmap, player->getPosition(), shootAction);
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// Render other stuff
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renderer.add(ship->pair);
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renderer.add(player->pair);
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renderer.add(enemyManager->getPairs());
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renderer.add(terrain->pair);
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renderer.render();
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// Debug
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// Debug
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auto& utility = engine->renderer.renderer3D.utility;
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auto& utility = engine->renderer.renderer3D.utility;
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utility.drawBox(*player->getCameraInfo().looksAt, 0.3F);
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utility.drawBox(*player->getCameraInfo().looksAt, 0.3F);
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@@ -86,13 +93,6 @@ void GameState::update() {
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utility.drawBBox(firstEnemy->getCurrentBoundingBox().getTransformed(
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utility.drawBBox(firstEnemy->getCurrentBoundingBox().getTransformed(
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firstEnemy->getModelMatrix()));
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firstEnemy->getModelMatrix()));
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// Render other stuff
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renderer.add(ship->pair);
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renderer.add(player->pair);
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renderer.add(enemyManager->getPairs());
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renderer.add(terrain->pair);
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renderer.render();
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// End frame
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// End frame
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engine->renderer.endFrame();
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engine->renderer.endFrame();
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}
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}
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@@ -274,6 +274,8 @@ Vec4 Renderer3DUtility::convertVertices(const Vec4& v, const Vec4& scale) {
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return output;
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return output;
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}
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}
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int counter = 0; // TODO: Remove
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bool Renderer3DUtility::calcLineVertices(xyz_t* outputArray, const Vec4& a,
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bool Renderer3DUtility::calcLineVertices(xyz_t* outputArray, const Vec4& a,
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const Vec4& b,
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const Vec4& b,
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const u8& displayOffset) {
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const u8& displayOffset) {
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@@ -293,12 +295,20 @@ bool Renderer3DUtility::calcLineVertices(xyz_t* outputArray, const Vec4& a,
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}
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}
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// To screen space
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// To screen space
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const Vec4 scale(2048.0F + displayOffset, 2048.0F + displayOffset,
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Vec4 scale(2048.0F + displayOffset, 2048.0F + displayOffset,
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static_cast<float>(0xFFFFFF) / 32.0F, 1.0F);
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static_cast<float>(0xFFFFFF) / 32.0F, 1.0F);
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auto converted1 = convertVertices(clippedVerts[0].position, scale);
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auto converted1 = convertVertices(clippedVerts[0].position, scale);
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auto converted2 = convertVertices(clippedVerts[1].position, scale);
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auto converted2 = convertVertices(clippedVerts[1].position, scale);
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// TODO1: Czemu jak to usune to nie dziala?
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// TODO2: Z index tutaj i w 2D!
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if (counter++ > 50) {
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counter = 0;
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converted1.print("Test1");
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converted2.print("Test2");
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}
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outputArray[0].x = static_cast<u16>(ftoi4(converted1.x));
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outputArray[0].x = static_cast<u16>(ftoi4(converted1.x));
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outputArray[0].y = static_cast<u16>(ftoi4(converted1.y));
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outputArray[0].y = static_cast<u16>(ftoi4(converted1.y));
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outputArray[0].z = static_cast<u32>(ftoi4(converted1.z));
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outputArray[0].z = static_cast<u32>(ftoi4(converted1.z));
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