mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-23 02:49:19 +02:00
fix build in compilers other than msvc: include shuffling
This commit is contained in:
@@ -20,6 +20,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Globals.h"
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#include "Timer.h"
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#include "Logs.h"
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#include "renderer.h"
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TAnimContainer *TAnimModel::acAnimList = NULL;
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@@ -27,6 +27,8 @@ class sound_source;
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class TEventLauncher;
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class TTraction; // drut
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class TTractionPowerSource; // zasilanie drutów
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class TWorld;
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class TCamera;
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namespace Mtable
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{
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@@ -24,6 +24,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Traction.h"
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#include "sound.h"
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#include "MdlMngr.h"
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#include "renderer.h"
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// Ra: taki zapis funkcjonuje lepiej, ale może nie jest optymalny
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#define vWorldFront Math3D::vector3(0, 0, 1)
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@@ -22,6 +22,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Timer.h"
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#include "parser.h"
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#include "Console.h"
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#include "World.h"
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//---------------------------------------------------------------------------
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@@ -20,6 +20,8 @@ http://mozilla.org/MPL/2.0/.
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#include "Globals.h"
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#include "Timer.h"
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#include "Logs.h"
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#include "World.h"
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#include "messaging.h"
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TEvent::TEvent( std::string const &m ) :
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asNodeName( m )
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@@ -10,9 +10,11 @@ http://mozilla.org/MPL/2.0/.
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#pragma once
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#include <string>
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#include "renderer.h"
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#include "opengllight.h"
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#include "dumb3d.h"
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#include "motiontelemetry.h"
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#include "Classes.h"
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#include "Float3d.h"
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// definicje klawiszy
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const int k_IncMainCtrl = 0; //[Num+]
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4
Logs.cpp
4
Logs.cpp
@@ -11,6 +11,8 @@ http://mozilla.org/MPL/2.0/.
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#include "Logs.h"
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#include "Globals.h"
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#include "mctools.h"
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#include "winheaders.h"
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std::ofstream output; // standardowy "log.txt", można go wyłączyć
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std::ofstream errors; // lista błędów "errors.txt", zawsze działa
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@@ -80,6 +82,7 @@ void WriteLog( const char *str, logtype const Type ) {
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output.flush();
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}
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#ifdef _WIN32
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if( Global::iWriteLogEnabled & 2 ) {
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// hunter-271211: pisanie do konsoli tylko, gdy nie jest ukrywana
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SetConsoleTextAttribute( GetStdHandle( STD_OUTPUT_HANDLE ), FOREGROUND_GREEN | FOREGROUND_INTENSITY );
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@@ -87,6 +90,7 @@ void WriteLog( const char *str, logtype const Type ) {
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WriteConsole( GetStdHandle( STD_OUTPUT_HANDLE ), str, (DWORD)strlen( str ), &wr, NULL );
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WriteConsole( GetStdHandle( STD_OUTPUT_HANDLE ), endstring, (DWORD)strlen( endstring ), &wr, NULL );
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}
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#endif
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}
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// Ra: bezwarunkowa rejestracja poważnych błędów
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@@ -13,7 +13,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Logs.h"
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#include "Oerlikon_ESt.h"
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#include "parser.h"
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//---------------------------------------------------------------------------
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#include "usefull.h"
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// Ra: tu należy przenosić funcje z mover.pas, które nie są z niego wywoływane.
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// Jeśli jakieś zmienne nie są używane w mover.pas, też można je przenosić.
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@@ -14,6 +14,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Logs.h"
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#include "usefull.h"
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#include "Track.h"
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#include "renderer.h"
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//---------------------------------------------------------------------------
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@@ -22,6 +22,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Globals.h"
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#include "Logs.h"
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#include "sn_utils.h"
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#include "mctools.h"
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#include <png.h>
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@@ -10,6 +10,7 @@ http://mozilla.org/MPL/2.0/.
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#include "stdafx.h"
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#include "Timer.h"
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#include "Globals.h"
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#include "winheaders.h"
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namespace Timer {
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@@ -19,6 +19,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Globals.h"
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#include "Timer.h"
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#include "Logs.h"
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#include "renderer.h"
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// 101206 Ra: trapezoidalne drogi i tory
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// 110720 Ra: rozprucie zwrotnicy i odcinki izolowane
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@@ -18,6 +18,7 @@ http://mozilla.org/MPL/2.0/.
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#include "simulation.h"
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#include "Globals.h"
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#include "Logs.h"
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#include "renderer.h"
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//---------------------------------------------------------------------------
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/*
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@@ -23,6 +23,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Driver.h"
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#include "Console.h"
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#include "sound.h"
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#include "Camera.h"
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void
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control_mapper::insert( TGauge const &Gauge, std::string const &Label ) {
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1
Train.h
1
Train.h
@@ -17,6 +17,7 @@ http://mozilla.org/MPL/2.0/.
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#include "sound.h"
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#include "PyInt.h"
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#include "command.h"
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#include "World.h"
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// typedef enum {st_Off, st_Starting, st_On, st_ShuttingDown} T4State;
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@@ -9,11 +9,14 @@ http://mozilla.org/MPL/2.0/.
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#include "stdafx.h"
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#include <sndfile.h>
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#include "audio.h"
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#include "Globals.h"
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#include "McZapkie/mctools.h"
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#include "Logs.h"
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#include <sndfile.h>
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#include "ResourceManager.h"
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#include "usefull.h"
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namespace audio {
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@@ -13,6 +13,8 @@ http://mozilla.org/MPL/2.0/.
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#include "sound.h"
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#include "Globals.h"
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#include "Logs.h"
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#include "usefull.h"
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#include "Camera.h"
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namespace audio {
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@@ -11,6 +11,7 @@ http://mozilla.org/MPL/2.0/.
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#include "audio.h"
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#include "ResourceManager.h"
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#include "Globals.h"
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class sound_source;
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@@ -169,7 +170,8 @@ openal_source::bind( sound_source *Controller, uint32_sequence Sounds, Iterator_
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auto const &buffer { audio::renderer.buffer( bufferhandle ) };
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buffers.emplace_back( buffer.id );
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if( false == buffer.caption.empty() ) {
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Global::tranTexts.Add( buffer.caption ); } } );
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Global::tranTexts.Add( buffer.caption );
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} } );
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if( id != audio::null_resource ) {
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::alSourceQueueBuffers( id, static_cast<ALsizei>( buffers.size() ), buffers.data() );
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@@ -13,6 +13,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Globals.h"
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#include "Logs.h"
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#include "Timer.h"
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#include "mctools.h"
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namespace simulation {
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@@ -3,7 +3,7 @@
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#include <vector>
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#include "dumb3d.h"
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#include "Float3d.h"
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#include "DynObj.h"
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#include "Classes.h"
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// collection of virtual light sources present in the scene
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// used by the renderer to determine most suitable placement for actual light sources during render
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@@ -5,7 +5,17 @@
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#include "Train.h"
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#include "Timer.h"
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#include "Driver.h"
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#ifdef _WIN32
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#include <winsock2.h>
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#include <ws2tcpip.h>
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#else
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netdb.h>
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#include <arpa/inet.h>
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#include <netinet/in.h>
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#endif
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motiontelemetry::motiontelemetry()
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{
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@@ -3,10 +3,6 @@
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#include <string>
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#include <chrono>
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#ifdef _WIN32
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#include <winsock2.h>
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#endif
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class motiontelemetry
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{
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public:
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46
opengllight.h
Normal file
46
opengllight.h
Normal file
@@ -0,0 +1,46 @@
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#pragma once
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struct opengl_light {
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GLuint id{ (GLuint)-1 };
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glm::vec3 direction;
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glm::vec4
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position { 0.f, 0.f, 0.f, 1.f }, // 4th parameter specifies directional(0) or omni-directional(1) light source
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ambient { 0.f, 0.f, 0.f, 1.f },
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diffuse { 1.f, 1.f, 1.f, 1.f },
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specular { 1.f, 1.f, 1.f, 1.f };
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inline
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void apply_intensity( float const Factor = 1.0f ) {
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if( Factor == 1.0 ) {
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glLightfv( id, GL_AMBIENT, glm::value_ptr(ambient) );
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glLightfv( id, GL_DIFFUSE, glm::value_ptr(diffuse) );
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glLightfv( id, GL_SPECULAR, glm::value_ptr(specular) );
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}
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else {
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// temporary light scaling mechanics (ultimately this work will be left to the shaders
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glm::vec4 scaledambient( ambient.r * Factor, ambient.g * Factor, ambient.b * Factor, ambient.a );
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glm::vec4 scaleddiffuse( diffuse.r * Factor, diffuse.g * Factor, diffuse.b * Factor, diffuse.a );
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glm::vec4 scaledspecular( specular.r * Factor, specular.g * Factor, specular.b * Factor, specular.a );
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glLightfv( id, GL_AMBIENT, glm::value_ptr(scaledambient) );
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glLightfv( id, GL_DIFFUSE, glm::value_ptr(scaleddiffuse) );
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glLightfv( id, GL_SPECULAR, glm::value_ptr(scaledspecular) );
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}
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}
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inline
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void apply_angle() {
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glLightfv( id, GL_POSITION, glm::value_ptr(position) );
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if( position.w == 1.f ) {
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glLightfv( id, GL_SPOT_DIRECTION, glm::value_ptr(direction) );
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}
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}
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inline
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void set_position( glm::vec3 const &Position ) {
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position = glm::vec4( Position, position.w );
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}
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};
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45
renderer.h
45
renderer.h
@@ -18,56 +18,13 @@ http://mozilla.org/MPL/2.0/.
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#include "World.h"
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#include "MemCell.h"
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#include "scene.h"
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#include "opengllight.h"
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#define EU07_USE_PICKING_FRAMEBUFFER
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//#define EU07_USE_DEBUG_SHADOWMAP
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//#define EU07_USE_DEBUG_CABSHADOWMAP
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//#define EU07_USE_DEBUG_CAMERA
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struct opengl_light {
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GLuint id{ (GLuint)-1 };
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glm::vec3 direction;
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glm::vec4
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position { 0.f, 0.f, 0.f, 1.f }, // 4th parameter specifies directional(0) or omni-directional(1) light source
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ambient { 0.f, 0.f, 0.f, 1.f },
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diffuse { 1.f, 1.f, 1.f, 1.f },
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specular { 1.f, 1.f, 1.f, 1.f };
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inline
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void apply_intensity( float const Factor = 1.0f ) {
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if( Factor == 1.0 ) {
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glLightfv( id, GL_AMBIENT, glm::value_ptr(ambient) );
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glLightfv( id, GL_DIFFUSE, glm::value_ptr(diffuse) );
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glLightfv( id, GL_SPECULAR, glm::value_ptr(specular) );
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}
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else {
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// temporary light scaling mechanics (ultimately this work will be left to the shaders
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glm::vec4 scaledambient( ambient.r * Factor, ambient.g * Factor, ambient.b * Factor, ambient.a );
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glm::vec4 scaleddiffuse( diffuse.r * Factor, diffuse.g * Factor, diffuse.b * Factor, diffuse.a );
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glm::vec4 scaledspecular( specular.r * Factor, specular.g * Factor, specular.b * Factor, specular.a );
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glLightfv( id, GL_AMBIENT, glm::value_ptr(scaledambient) );
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glLightfv( id, GL_DIFFUSE, glm::value_ptr(scaleddiffuse) );
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glLightfv( id, GL_SPECULAR, glm::value_ptr(scaledspecular) );
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}
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}
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inline
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void apply_angle() {
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glLightfv( id, GL_POSITION, glm::value_ptr(position) );
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if( position.w == 1.f ) {
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glLightfv( id, GL_SPOT_DIRECTION, glm::value_ptr(direction) );
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}
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}
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inline
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void set_position( glm::vec3 const &Position ) {
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position = glm::vec4( Position, position.w );
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}
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};
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// encapsulates basic rendering setup.
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// for modern opengl this translates to a specific collection of glsl shaders,
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// for legacy opengl this is combination of blending modes, active texture units etc
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@@ -15,6 +15,7 @@ http://mozilla.org/MPL/2.0/.
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#include "Timer.h"
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#include "Logs.h"
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#include "sn_utils.h"
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#include "renderer.h"
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namespace scene {
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@@ -13,6 +13,8 @@ http://mozilla.org/MPL/2.0/.
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#include "Globals.h"
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#include "Logs.h"
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#include "uilayer.h"
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#include "renderer.h"
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#include "World.h"
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namespace simulation {
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