add ship
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+4
-4
@@ -1,11 +1,11 @@
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------------ Tyra's v2.0 roadmap to publish on GitHub ------------
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- [Demo] Animation table
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- [Demo] Red screen on hit
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- [Demo] Count of killed zombies
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- [Demo] Crosshair
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- [Demo] 2D Health bar
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- [Demo] More monsters!
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- [Demo] Add ship and other reality stuff
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- [Demo] Game fadein
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- [Demo] Game over screen
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- [Demo] Game fadein with audio information about island
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- [General] USB test
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- [General] CI in Github via docker image
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@@ -16,6 +16,7 @@
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#include "./renderer/game_renderer.hpp"
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#include "./terrain/terrain.hpp"
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#include "./skybox/skybox.hpp"
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#include "./ship/ship.hpp"
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#include "./debug_object.hpp"
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#include "./enemy/enemy_manager.hpp"
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@@ -48,6 +49,7 @@ class GameState : public State<GlobalStateType> {
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EnemyManager* enemyManager;
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Terrain* terrain;
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Skybox* skybox;
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Ship* ship;
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DebugObject* dbgObj;
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};
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@@ -0,0 +1,39 @@
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#pragma once
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#include <renderer/3d/mesh/static/static_mesh.hpp>
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#include <renderer/3d/pipeline/static/stapip_options.hpp>
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#include "states/game/renderer/renderer_static_pair.hpp"
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#include <renderer/renderer.hpp>
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using Tyra::Renderer;
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using Tyra::StaPipOptions;
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using Tyra::StaticMesh;
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using Tyra::TextureRepository;
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using Tyra::Vec4;
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namespace Demo {
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class Ship {
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public:
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Ship(TextureRepository* repo);
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~Ship();
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StaticMesh* mesh;
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StaPipOptions* options;
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RendererStaticPair* pair;
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private:
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void allocateOptions();
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};
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} // namespace Demo
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@@ -39,6 +39,7 @@ void GameState::onStart() {
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player = new Player(engine);
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terrain = new Terrain(repository);
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enemyManager = new EnemyManager(engine, terrain->heightmap);
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ship = new Ship(repository);
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skybox = new Skybox(repository);
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dbgObj = new DebugObject(repository);
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@@ -51,6 +52,7 @@ GlobalStateType GameState::onFinish() {
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delete player;
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delete enemyManager;
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delete terrain;
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delete ship;
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delete skybox;
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delete dbgObj;
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initialized = false;
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@@ -60,7 +62,8 @@ GlobalStateType GameState::onFinish() {
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void GameState::update() {
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if (fpsChecker++ > 50) {
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TYRA_LOG("FPS: ", engine->info.getFps());
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TYRA_LOG("FPS: ", engine->info.getFps(),
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" RAM: ", engine->info.getAvailableRAM());
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fpsChecker = 0;
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}
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@@ -75,11 +78,13 @@ void GameState::update() {
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renderer.clear();
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{
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renderer.add(skybox->pair);
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renderer.add(skybox->pair); // First, because of ALLPASS
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renderer.add(ship->pair);
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renderer.add(dbgObj->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.add(dbgObj->pair);
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}
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renderer.render();
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@@ -0,0 +1,53 @@
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2022, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "states/game/ship/ship.hpp"
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#include <loaders/3d/obj_loader/obj_loader.hpp>
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#include <file/file_utils.hpp>
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using Tyra::FileUtils;
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using Tyra::ObjLoader;
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using Tyra::ObjLoaderOptions;
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namespace Demo {
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Ship::Ship(TextureRepository* repo) {
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ObjLoader loader;
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ObjLoaderOptions objOptions;
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objOptions.flipUVs = true;
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objOptions.scale = 200.0F;
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auto* data =
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loader.load(FileUtils::fromCwd("game/models/ship/ship.obj"), objOptions);
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mesh = new StaticMesh(*data);
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delete data;
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for (std::size_t i = 0; i < mesh->materials.size(); i++) {
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mesh->materials[i]->ambient /= 2.0F;
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mesh->materials[i]->ambient.a = 128.0F;
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}
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mesh->setPosition(Vec4(-800.0F, 10.0F, -2500.0F));
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allocateOptions();
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pair = new RendererStaticPair{mesh, options};
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}
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Ship::~Ship() {
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delete mesh;
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delete options;
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delete pair;
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}
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void Ship::allocateOptions() { options = new StaPipOptions(); }
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} // namespace Demo
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@@ -23,22 +23,22 @@ Terrain::Terrain(TextureRepository* repo)
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Vec4(-750.0F, 0.0F, -1400.0F, 1.0F), // Left up
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Vec4(920.0F, 0.0F, 1520.0F, 1.0F) // Right down
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) {
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// ObjLoader loader;
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ObjLoader loader;
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// ObjLoaderOptions objOptions;
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// objOptions.flipUVs = true;
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// objOptions.scale = 100.0F;
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ObjLoaderOptions objOptions;
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objOptions.flipUVs = true;
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objOptions.scale = 100.0F;
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// auto* data = loader.load(
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// FileUtils::fromCwd("game/models/terrain/terrain.obj"), objOptions);
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// data->normalsEnabled = false;
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// mesh = new StaticMesh(*data);
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// delete data;
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// repo->addByMesh(mesh, FileUtils::fromCwd("game/models/terrain/"), "png");
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auto* data = loader.load(
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FileUtils::fromCwd("game/models/terrain/terrain.obj"), objOptions);
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data->normalsEnabled = false;
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mesh = new StaticMesh(*data);
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delete data;
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repo->addByMesh(mesh, FileUtils::fromCwd("game/models/terrain/"), "png");
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// allocateOptions();
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allocateOptions();
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// pair = new RendererStaticPair{mesh, options};
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pair = new RendererStaticPair{mesh, options};
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}
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float Terrain::getHeightOffset(const Vec4& playerPosition) {
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@@ -49,6 +49,8 @@ class Color {
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explicit Color(const float* v) { copy(this, v); }
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void operator=(const Color& v);
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void operator*=(const float& v);
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void operator/=(const float& v);
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inline void set(const Color& v) { copy(this, v.rgba); }
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inline void set(const float* v) { copy(this, v); }
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@@ -19,6 +19,18 @@ void Color::copy(Color* out, const float* in) {
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}
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void Color::operator=(const Color& v) { copy(this, v); }
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void Color::operator*=(const float& v) {
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r *= v;
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g *= v;
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b *= v;
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a *= v;
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}
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void Color::operator/=(const float& v) {
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r /= v;
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g /= v;
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b /= v;
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a /= v;
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}
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void Color::set(const float& t_r, const float& t_g, const float& t_b,
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const float& t_a) {
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