Merge fixes
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@ -10,7 +10,7 @@
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#include "DynamicArray.h"
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#include "DynamicArray.h"
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const float MAX_HP = 100.0f;
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const float MAX_HP = 100.0f;
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const float BASIC_SPEED = 30.0f * 0.2f;
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const float BASIC_SPEED = 10.0f;
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namespace GameLogic
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namespace GameLogic
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{
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{
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@ -20,7 +20,6 @@ namespace Oyster
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std::vector<Definitions::Pointlight> Lights;
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std::vector<Definitions::Pointlight> Lights;
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float deltaTime;
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float deltaTime;
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int MostModel;
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int MostModel;
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float FoV;
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#ifdef _DEBUG
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#ifdef _DEBUG
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Model::Model* cube;
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Model::Model* cube;
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Model::Model* sphere;
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Model::Model* sphere;
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@ -89,7 +88,6 @@ namespace Oyster
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void API::SetProjection(const Math::Float4x4& projection)
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void API::SetProjection(const Math::Float4x4& projection)
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{
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{
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Projection = projection;
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Projection = projection;
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FoV = 2 * std::atanf(1/projection.m[1][1]);
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}
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}
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void API::SetView(const Math::Float4x4& view)
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void API::SetView(const Math::Float4x4& view)
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@ -101,11 +99,11 @@ namespace Oyster
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{
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{
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if(Lights.size())
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if(Lights.size())
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{
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{
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Render::DefaultRenderer::NewFrame(View, Projection, &Lights[0], (int)Lights.size(), FoV);
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Render::DefaultRenderer::NewFrame(View, Projection, &Lights[0], (int)Lights.size());
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}
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}
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else
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else
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{
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{
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Render::DefaultRenderer::NewFrame(View, Projection, NULL, 0, FoV);
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Render::DefaultRenderer::NewFrame(View, Projection, NULL, 0);
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}
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}
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}
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}
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@ -56,7 +56,6 @@ namespace Oyster
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Definitions::LightConstants lc;
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Definitions::LightConstants lc;
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lc.InvProj = Projection.GetInverse();
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lc.InvProj = Projection.GetInverse();
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lc.Pixels = Core::resolution;
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lc.Lights = numLights;
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lc.Lights = numLights;
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lc.View = View;
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lc.View = View;
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lc.Proj = Projection;
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lc.Proj = Projection;
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@ -13,7 +13,7 @@ namespace Oyster
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class DefaultRenderer
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class DefaultRenderer
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{
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{
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public:
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public:
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static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights, float Fov);
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static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights);
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static void RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float DeltaTime = 0);
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static void RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float DeltaTime = 0);
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static void EndFrame();
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static void EndFrame();
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};
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};
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