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https://github.com/whoahq/whoa.git
synced 2026-03-18 13:41:06 +03:00
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7 Commits
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1347f509d4
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a51e9ba082 |
@ -1 +1 @@
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Subproject commit 4ba7e0a6c3836254daf97bab159807fae6cab039
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Subproject commit 1e5366bbc6935e3363abf5921f0be12f902e790a
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@ -932,6 +932,10 @@ CGxPool* CGxDevice::PoolCreate(EGxPoolTarget target, EGxPoolUsage usage, uint32_
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return pool;
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}
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void CGxDevice::RenderTargetGet(EGxBuffer buffer, CGxTex*& gxTex) {
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gxTex = this->m_textureTarget[buffer].m_texture;
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}
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void CGxDevice::RsGet(EGxRenderState which, int32_t& value) {
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value = static_cast<int32_t>(this->m_appRenderStates[which].m_value);
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}
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@ -109,12 +109,12 @@ class CGxDevice {
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uint32_t m_appMasterEnables = 0;
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uint32_t m_hwMasterEnables = 0;
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TSList<CGxPool, TSGetLink<CGxPool>> m_poolList;
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CGxBuf* m_bufLocked[GxPoolTargets_Last];
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CGxBuf* m_bufLocked[GxPoolTargets_Last] = {};
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CGxPool* m_vertexPool = nullptr;
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CGxPool* m_indexPool = nullptr;
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CGxBuf* m_streamBufs[GxPoolTargets_Last];
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CGxBuf* m_streamBufs[GxPoolTargets_Last] = {};
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CGxVertexAttrib m_primVertexFormatAttrib[GxVertexBufferFormats_Last];
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CGxBuf* m_primVertexFormatBuf[GxVertexBufferFormats_Last];
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CGxBuf* m_primVertexFormatBuf[GxVertexBufferFormats_Last] = {};
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uint32_t m_primVertexMask = 0;
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uint32_t m_primVertexDirty = 0;
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EGxVertexBufferFormat m_primVertexFormat = GxVertexBufferFormats_Last;
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@ -125,7 +125,7 @@ class CGxDevice {
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TSFixedArray<CGxAppRenderState> m_appRenderStates;
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TSFixedArray<CGxStateBom> m_hwRenderStates;
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// TODO
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TextureTarget m_textureTarget[GxBuffers_Last];
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TextureTarget m_textureTarget[GxBuffers_Last] = {};
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// TODO
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uint32_t m_baseMipLevel = 0; // TODO placeholder
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@ -184,6 +184,7 @@ class CGxDevice {
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void PrimVertexFormat(CGxBuf*, CGxVertexAttrib*, uint32_t);
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void PrimVertexMask(uint32_t);
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void PrimVertexPtr(CGxBuf*, EGxVertexBufferFormat);
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void RenderTargetGet(EGxBuffer buffer, CGxTex*& gxTex);
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void RsGet(EGxRenderState, int32_t&);
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void RsSet(EGxRenderState, int32_t);
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void RsSet(EGxRenderState, void*);
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6
src/gx/RenderTarget.cpp
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6
src/gx/RenderTarget.cpp
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@ -0,0 +1,6 @@
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#include "gx/RenderTarget.hpp"
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#include "gx/Device.hpp"
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void GxRenderTargetGet(EGxBuffer buffer, CGxTex*& gxTex) {
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g_theGxDevicePtr->RenderTargetGet(buffer, gxTex);
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}
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10
src/gx/RenderTarget.hpp
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10
src/gx/RenderTarget.hpp
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@ -0,0 +1,10 @@
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#ifndef GX_RENDER_TARGET_HPP
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#define GX_RENDER_TARGET_HPP
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#include "gx/Types.hpp"
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class CGxTex;
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void GxRenderTargetGet(EGxBuffer buffer, CGxTex*& gxTex);
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#endif
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97
src/ui/game/CGCamera.cpp
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97
src/ui/game/CGCamera.cpp
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@ -0,0 +1,97 @@
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#include "ui/game/CGCamera.hpp"
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#include "ui/game/Types.hpp"
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#include "console/CVar.hpp"
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#include "world/World.hpp"
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#include <storm/String.hpp>
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#include <tempest/Math.hpp>
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#include <algorithm>
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static CVar* s_cameraView;
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CGCamera::CameraViewData CGCamera::s_cameraViewDataDefault[MAX_CAMERA_VIEWS] = {
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{ "0.0", "0.0", "0.0" }, // VIEW_FIRST_PERSON
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{ "0.0", "0.0", "0.0" }, // VIEW_THIRD_PERSON_A
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{ "5.55", "10.0", "0.0" }, // VIEW_THIRD_PERSON_B
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{ "5.55", "20.0", "0.0" }, // VIEW_THIRD_PERSON_C
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{ "13.88", "30.0", "0.0" }, // VIEW_THIRD_PERSON_D
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{ "13.88", "10.0", "0.0" }, // VIEW_THIRD_PERSON_E
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{ "0.0", "0.0", "0.0" }, // VIEW_COMMENTATOR
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{ "5.0", "10.0", "0.0" }, // VIEW_BARBER_SHOP
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};
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namespace {
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bool ValidateCameraView(CVar* var, const char* oldValue, const char* value, void* arg) {
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auto view = SStrToFloat(value);
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auto min = static_cast<float>(VIEW_FIRST_PERSON);
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auto max = static_cast<float>(VIEW_BARBER_SHOP);
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if (view >= min && view <= max) {
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return true;
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}
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// TODO ConsoleWriteA("Value out of range (%f - %f)\n", DEFAULT_COLOR, min, max);
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return false;
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}
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}
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CGCamera::CGCamera() : CSimpleCamera(CWorld::GetNearClip(), CWorld::GetFarClip(), 90.0f * CMath::DEG2RAD) {
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this->m_relativeTo = 0;
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this->m_view = s_cameraView->GetInt();
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this->m_distance = SStrToFloat(CGCamera::s_cameraViewDataDefault[this->m_view].m_distance);
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this->m_yaw = 0.0f;
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this->m_pitch = SStrToFloat(CGCamera::s_cameraViewDataDefault[this->m_view].m_pitch);
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this->m_roll = 0.0f;
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this->m_fovOffset = 0.0f;
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}
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float CGCamera::FOV() const {
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// Clamp offset-adjusted FOV between 0pi and 1pi
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return std::min(std::max(this->m_fov + this->m_fovOffset, 0.0f), CMath::PI);
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}
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C3Vector CGCamera::Forward() const {
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if (this->m_relativeTo) {
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return this->CSimpleCamera::Forward() * this->ParentToWorld();
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}
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return this->CSimpleCamera::Forward();
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}
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C33Matrix CGCamera::ParentToWorld() const {
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// TODO
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return {};
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}
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C3Vector CGCamera::Right() const {
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if (this->m_relativeTo) {
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return this->CSimpleCamera::Right() * this->ParentToWorld();
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}
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return this->CSimpleCamera::Right();
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}
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void CGCamera::SetupWorldProjection(const CRect& projRect) {
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this->SetGxProjectionAndView(projRect);
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}
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C3Vector CGCamera::Up() const {
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if (this->m_relativeTo) {
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return this->CSimpleCamera::Up() * this->ParentToWorld();
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}
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return this->CSimpleCamera::Up();
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}
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void CameraRegisterCVars() {
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// TODO
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s_cameraView = CVar::Register("cameraView", nullptr, 0x10, "2", &ValidateCameraView, DEFAULT);
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// TODO
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}
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48
src/ui/game/CGCamera.hpp
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48
src/ui/game/CGCamera.hpp
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@ -0,0 +1,48 @@
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#ifndef UI_GAME_C_G_CAMERA_HPP
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#define UI_GAME_C_G_CAMERA_HPP
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#include "ui/simple/CSimpleCamera.hpp"
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#include "util/GUID.hpp"
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class CGCamera : public CSimpleCamera {
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public:
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// Public structs
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struct CameraViewData {
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const char* m_distance;
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const char* m_pitch;
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const char* m_yaw;
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};
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// Public static variables
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static CameraViewData s_cameraViewDataDefault[];
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// Virtual public member functions
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virtual ~CGCamera() = default;
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virtual float FOV() const;
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virtual C3Vector Forward() const;
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virtual C3Vector Right() const;
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virtual C3Vector Up() const;
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// Public member functions
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CGCamera();
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C33Matrix ParentToWorld() const;
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void SetupWorldProjection(const CRect& projRect);
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private:
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// Private member variables
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// TODO
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WOWGUID m_relativeTo;
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// TODO
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int32_t m_view;
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// TODO
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float m_distance;
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float m_yaw;
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float m_pitch;
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float m_roll;
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// TODO
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float m_fovOffset;
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};
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void CameraRegisterCVars();
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#endif
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@ -8,6 +8,7 @@
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#include "ui/game/ActionBarScript.hpp"
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#include "ui/game/BattlefieldInfoScript.hpp"
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#include "ui/game/BattlenetUI.hpp"
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#include "ui/game/CGCamera.hpp"
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#include "ui/game/CGCharacterModelBase.hpp"
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#include "ui/game/CGCooldown.hpp"
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#include "ui/game/CGDressUpModelFrame.hpp"
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@ -284,4 +285,8 @@ void CGGameUI::RegisterGameCVars() {
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CVar::Register("fullSizeFocusFrame", "Increases the size of the focus frame to that of the target frame", 0x20, "0", nullptr, GAME);
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// TODO
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CameraRegisterCVars();
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// TODO
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}
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@ -1,6 +1,8 @@
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#include "ui/game/CGWorldFrame.hpp"
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#include "gx/Coordinate.hpp"
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#include "gx/Shader.hpp"
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#include "gx/Transform.hpp"
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#include "ui/game/CGCamera.hpp"
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#include "ui/game/PlayerName.hpp"
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#include <storm/Memory.hpp>
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#include <tempest/Matrix.hpp>
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@ -46,6 +48,10 @@ CGWorldFrame::CGWorldFrame(CSimpleFrame* parent) : CSimpleFrame(parent) {
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this->EnableEvent(SIMPLE_EVENT_MOUSEWHEEL, -1);
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// TODO
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this->m_camera = STORM_NEW(CGCamera);
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// TODO
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}
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void CGWorldFrame::OnFrameRender(CRenderBatch* batch, uint32_t layer) {
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@ -56,10 +62,37 @@ void CGWorldFrame::OnFrameRender(CRenderBatch* batch, uint32_t layer) {
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}
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}
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void CGWorldFrame::OnFrameSizeChanged(const CRect& rect) {
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this->CSimpleFrame::OnFrameSizeChanged(rect);
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// Screen rect (DDC)
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this->m_screenRect.minX = std::max(this->m_rect.minX, 0.0f);
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this->m_screenRect.minY = std::max(this->m_rect.minY, 0.0f);
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this->m_screenRect.maxX = std::min(this->m_rect.maxX, NDCToDDCWidth(1.0f));
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this->m_screenRect.maxY = std::min(this->m_rect.maxY, NDCToDDCHeight(1.0f));
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// Camera aspect ratio
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if (this->m_camera) {
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this->m_camera->SetScreenAspect(this->m_screenRect);
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}
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// Viewport (NDC)
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DDCToNDC(this->m_rect.minX, this->m_rect.minY, &this->m_viewport.minX, &this->m_viewport.minY);
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DDCToNDC(this->m_rect.maxX, this->m_rect.maxY, &this->m_viewport.maxX, &this->m_viewport.maxY);
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this->m_viewport.minX = std::max(this->m_viewport.minX, 0.0f);
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this->m_viewport.minY = std::max(this->m_viewport.minY, 0.0f);
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this->m_viewport.maxX = std::min(this->m_viewport.maxX, 1.0f);
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this->m_viewport.maxY = std::min(this->m_viewport.maxY, 1.0f);
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}
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void CGWorldFrame::OnWorldRender() {
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// TODO
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}
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void CGWorldFrame::OnWorldUpdate() {
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// TODO
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this->m_camera->SetupWorldProjection(this->m_screenRect);
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// TODO
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}
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@ -4,6 +4,8 @@
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#include "ui/simple/CSimpleFrame.hpp"
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#include <cstdint>
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class CGCamera;
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class CGWorldFrame : public CSimpleFrame {
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public:
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// Static variables
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@ -15,11 +17,22 @@ class CGWorldFrame : public CSimpleFrame {
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// Virtual member functions
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virtual void OnFrameRender(CRenderBatch* batch, uint32_t layer);
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// TODO
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virtual void OnFrameSizeChanged(const CRect& rect);
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// Member functions
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CGWorldFrame(CSimpleFrame* parent);
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void OnWorldRender();
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void OnWorldUpdate();
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private:
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// Private member variables
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// TODO
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CRect m_screenRect;
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CRect m_viewport;
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// TODO
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CGCamera* m_camera;
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// TODO
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};
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#endif
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@ -13,4 +13,16 @@ enum SCRIPTEVENT {
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// TODO
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};
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enum CAMERA_VIEW {
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VIEW_FIRST_PERSON = 0,
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VIEW_THIRD_PERSON_A = 1,
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VIEW_THIRD_PERSON_B = 2,
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VIEW_THIRD_PERSON_C = 3,
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VIEW_THIRD_PERSON_D = 4,
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VIEW_THIRD_PERSON_E = 5,
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VIEW_COMMENTATOR = 6,
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VIEW_BARBER_SHOP = 7,
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MAX_CAMERA_VIEWS,
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};
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#endif
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@ -104,10 +104,6 @@ void CSimpleCamera::SetFieldOfView(float fov) {
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this->m_fov = fov;
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}
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void CSimpleCamera::SetNearZ(float nearZ) {
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this->m_nearZ = nearZ;
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}
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void CSimpleCamera::SetGxProjectionAndView(const CRect& projRect) {
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// Projection
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@ -127,6 +123,14 @@ void CSimpleCamera::SetGxProjectionAndView(const CRect& projRect) {
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GxXformSetView(viewMat);
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}
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void CSimpleCamera::SetNearZ(float nearZ) {
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this->m_nearZ = nearZ;
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}
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void CSimpleCamera::SetScreenAspect(const CRect& screenRect) {
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this->m_aspect = (screenRect.maxX - screenRect.minX) / (screenRect.maxY - screenRect.minY);
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}
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C3Vector CSimpleCamera::Up() const {
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return { this->m_facing.c0, this->m_facing.c1, this->m_facing.c2 };
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}
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@ -25,6 +25,7 @@ class CSimpleCamera {
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void SetFieldOfView(float fov);
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void SetGxProjectionAndView(const CRect& projRect);
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void SetNearZ(float nearZ);
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void SetScreenAspect(const CRect& screenRect);
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protected:
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// Protected member variables
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||||
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