mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 00:09:19 +02:00
feature: camera zoom
This commit is contained in:
@@ -3710,7 +3710,7 @@ void TDynamicObject::Render()
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// zmienne
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renderme = false;
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// przeklejka
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double ObjSqrDist = SquareMagnitude(Global::pCameraPosition - vPosition);
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double ObjSqrDist = SquareMagnitude(Global::pCameraPosition - vPosition) / Global::ZoomFactor;
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// koniec przeklejki
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if (ObjSqrDist < 500) // jak jest blisko - do 70m
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modelrotate = 0.01; // mały kąt, żeby nie znikało
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@@ -3737,7 +3737,7 @@ void TDynamicObject::Render()
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{
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TSubModel::iInstance = (int)this; //żeby nie robić cudzych animacji
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// AnsiString asLoadName="";
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double ObjSqrDist = SquareMagnitude(Global::pCameraPosition - vPosition);
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double ObjSqrDist = SquareMagnitude(Global::pCameraPosition - vPosition) / Global::ZoomFactor;
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ABuLittleUpdate(ObjSqrDist); // ustawianie zmiennych submodeli dla wspólnego modelu
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// Cone(vCoulpler[0],modelRot.z,0);
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6
EU07.cpp
6
EU07.cpp
@@ -85,17 +85,19 @@ int InitGL(GLvoid) // All Setup For OpenGL Goes Here
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // resize and initialize the GL Window
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{
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WindowWidth = width;
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WindowHeight = height;
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Global::ScreenWidth = WindowWidth = width;
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Global::ScreenHeight = WindowHeight = height;
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if (height == 0) // prevent a divide by zero by
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height = 1; // making height equal one
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glViewport(0, 0, width, height); // Reset The Current Viewport
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/*
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glMatrixMode(GL_PROJECTION); // select the Projection Matrix
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glLoadIdentity(); // reset the Projection Matrix
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// calculate the aspect ratio of the window
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gluPerspective(45.0f, (GLdouble)width / (GLdouble)height, 0.2f, 2500.0f);
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glMatrixMode(GL_MODELVIEW); // select the Modelview Matrix
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glLoadIdentity(); // reset the Modelview Matrix
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*/
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}
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//---------------------------------------------------------------------------
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18
Gauge.cpp
18
Gauge.cpp
@@ -175,14 +175,16 @@ void TGauge::Update()
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*/ std::string n( "000000000" + std::to_string( static_cast<int>( std::floor( fValue ) ) ) );
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if( n.length() > 10 ) { n.erase( 0, n.length() - 10 ); } // also dumb but should work for now
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do
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{ // pętla po submodelach potomnych i obracanie ich o kąt zależy od
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// cyfry w (fValue)
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if (sm->pName)
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{ // musi mieć niepustą nazwę
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if (sm->pName[0] >= '0')
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if (sm->pName[0] <= '9')
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sm->SetRotate(float3(0, 1, 0),
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-36.0 * (n['0' + 10 - sm->pName[0]] - '0'));
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{ // pętla po submodelach potomnych i obracanie ich o kąt zależy od cyfry w (fValue)
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if( sm->pName ) {
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// musi mieć niepustą nazwę
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if( ( sm->pName[ 0 ] >= '0' )
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&& ( sm->pName[ 0 ] <= '9' ) ) {
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sm->SetRotate(
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float3( 0, 1, 0 ),
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-36.0 * ( n[ '0' + 9 - sm->pName[ 0 ] ] - '0' ) );
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}
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}
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sm = sm->NextGet();
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} while (sm);
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@@ -49,6 +49,9 @@ bool Global::bOpenGL_1_5 = false; // czy są dostępne funkcje OpenGL 1.5
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double Global::fLuminance = 1.0; // jasność światła do automatycznego zapalania
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int Global::iReCompile = 0; // zwiększany, gdy trzeba odświeżyć siatki
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HWND Global::hWnd = NULL; // uchwyt okna
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int Global::ScreenWidth = 1;
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int Global::ScreenHeight = 1;
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float Global::ZoomFactor = 1.0f;
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int Global::iCameraLast = -1;
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std::string Global::asRelease = "16.0.1172.482";
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std::string Global::asVersion =
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@@ -253,6 +253,9 @@ class Global
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static double fLuminance; // jasność światła do automatycznego zapalania
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static int iMultiplayer; // blokada działania niektórych eventów na rzecz kominikacji
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static HWND hWnd; // uchwyt okna
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static int ScreenWidth; // current window dimensions. TODO: move it to renderer
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static int ScreenHeight;
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static float ZoomFactor; // determines current camera zoom level. TODO: move it to the renderer
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static int iCameraLast;
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static std::string asRelease; // numer
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static std::string asVersion; // z opisem
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@@ -555,7 +555,7 @@ void TGroundNode::RenderDL()
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return smTerrain->RenderDL();
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}
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// if (pTriGroup) if (pTriGroup!=this) return; //wyświetla go inny obiekt
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double mgn = SquareMagnitude(pCenter - Global::pCameraPosition);
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double mgn = SquareMagnitude(pCenter - Global::pCameraPosition) / Global::ZoomFactor;
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if ((mgn > fSquareRadius) || (mgn < fSquareMinRadius)) // McZapkie-070602: nie rysuj odleglych
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// obiektow ale sprawdzaj wyzwalacz
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// zdarzen
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@@ -615,7 +615,7 @@ void TGroundNode::RenderAlphaDL()
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// i jezeli tak to odpowiedni GL_GREATER w przeciwnym wypadku standardowy 0.04
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// if (pTriGroup) if (pTriGroup!=this) return; //wyświetla go inny obiekt
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double mgn = SquareMagnitude(pCenter - Global::pCameraPosition);
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double mgn = SquareMagnitude(pCenter - Global::pCameraPosition) / Global::ZoomFactor;
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float r, g, b;
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if (mgn < fSquareMinRadius)
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return;
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63
World.cpp
63
World.cpp
@@ -485,21 +485,21 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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glBegin(GL_QUADS); // Drawing using triangles
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-0.28f, -0.22f, 0.0f); // bottom left of the texture and quad
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glVertex3f(-1.0f, -1.0f, 0.0f); // bottom left of the texture and quad
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(0.28f, -0.22f, 0.0f); // bottom right of the texture and quad
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glVertex3f(1.0f, -1.0f, 0.0f); // bottom right of the texture and quad
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(0.28f, 0.22f, 0.0f); // top right of the texture and quad
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glVertex3f(1.0f, 1.0f, 0.0f); // top right of the texture and quad
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-0.28f, 0.22f, 0.0f); // top left of the texture and quad
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glVertex3f(-1.0f, 1.0f, 0.0f); // top left of the texture and quad
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glEnd();
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//~logo; Ra: to jest bez sensu zapis
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glColor3f(0.0f, 0.0f, 100.0f);
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.09f);
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glRasterPos2f(-0.85f, -0.25f);
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glPrint("Uruchamianie / Initializing...");
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glRasterPos2f(-0.25f, -0.10f);
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glRasterPos2f(-0.85f, -0.30f);
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glPrint("Dzwiek / Sound...");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -512,7 +512,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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WriteLog("Sound Init OK");
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.11f);
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glRasterPos2f(-0.25f, -0.30f);
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glPrint("OK.");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -523,7 +523,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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WriteLog("Textures init");
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.12f);
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glRasterPos2f(-0.85f, -0.35f);
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glPrint("Tekstury / Textures...");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -533,7 +533,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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WriteLog("Textures init OK");
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.13f);
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glRasterPos2f(-0.25f, -0.35f);
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glPrint("OK.");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -541,7 +541,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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WriteLog("Models init");
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.14f);
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glRasterPos2f(-0.85f, -0.40f);
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glPrint("Modele / Models...");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -551,7 +551,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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WriteLog("Models init OK");
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.15f);
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glRasterPos2f(-0.25f, -0.40f);
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glPrint("OK.");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -559,7 +559,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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WriteLog("Ground init");
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.16f);
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glRasterPos2f(-0.85f, -0.45f);
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glPrint("Sceneria / Scenery (please wait)...");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -570,7 +570,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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WriteLog("Ground init OK");
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.17f);
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glRasterPos2f(-0.25f, -0.45f);
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glPrint("OK.");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -587,7 +587,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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char buff[255] = "Player train init: ";
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.18f);
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glRasterPos2f(-0.85f, -0.50f);
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glPrint("Przygotowanie kabiny do sterowania...");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -608,7 +608,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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WriteLog("Player train init OK");
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.19f);
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glRasterPos2f(-0.25f, -0.50f);
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glPrint("OK.");
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}
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FollowView();
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@@ -620,7 +620,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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FreeFlyModeFlag = true; // Ra: automatycznie włączone latanie
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.20f);
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glRasterPos2f(-0.85f, -0.50f);
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glPrint("Blad inicjalizacji sterowanego pojazdu!");
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}
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SwapBuffers(hDC); // Swap Buffers (Double Buffering)
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@@ -636,7 +636,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
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Error("Player train not exist!");
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if (Global::detonatoryOK)
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{
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glRasterPos2f(-0.25f, -0.20f);
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glRasterPos2f(-0.85f, -0.55f);
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glPrint("Wybrany pojazd nie istnieje w scenerii!");
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}
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}
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@@ -984,7 +984,7 @@ void TWorld::OnKeyUp(int cKey)
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void TWorld::OnMouseMove(double x, double y)
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{ // McZapkie:060503-definicja obracania myszy
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Camera.OnCursorMove(x * Global::fMouseXScale, -y * Global::fMouseYScale);
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Camera.OnCursorMove(x * Global::fMouseXScale / Global::ZoomFactor, -y * Global::fMouseYScale / Global::ZoomFactor);
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}
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void TWorld::InOutKey()
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@@ -1299,8 +1299,19 @@ TWorld::Update_Camera( double const Deltatime ) {
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if( FreeFlyModeFlag )
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Camera.RaLook(); // jednorazowe przestawienie kamery
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}
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else if( Console::Pressed( VK_RBUTTON ) ) //||Console::Pressed(VK_F4))
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else if( Console::Pressed( VK_RBUTTON ) ) { //||Console::Pressed(VK_F4))
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FollowView( false ); // bez wyciszania dźwięków
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}
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else if( true == Console::Pressed( VK_MBUTTON ) ) {
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// middle mouse button controls zoom.
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Global::ZoomFactor = std::min( 4.5f, Global::ZoomFactor + 15.0f * static_cast<float>(Deltatime) );
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}
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else if( false == Console::Pressed( VK_MBUTTON ) ) {
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// reset zoom level if the button is no longer held down.
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// NOTE: yes, this is terrible way to go about it. it'll do for now.
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Global::ZoomFactor = std::max( 1.0f, Global::ZoomFactor - 15.0f * static_cast<float>( Deltatime ) );
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}
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/*
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else if( Global::iTextMode == -1 ) { // tu mozna dodac dopisywanie do logu przebiegu lokomotywy
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WriteLog( "Number of textures used: " + std::to_string( Global::iTextures ) );
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@@ -1502,6 +1513,12 @@ bool TWorld::Render()
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// glColor3b(255, 0, 255);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDepthFunc( GL_LEQUAL );
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glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
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glLoadIdentity(); // reset the Projection Matrix
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// calculate the aspect ratio of the window
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gluPerspective( 45.0f / Global::ZoomFactor, (GLdouble)Global::ScreenWidth / (GLdouble)Global::ScreenHeight, 0.1f * Global::ZoomFactor, 2500.0f * Global::ZoomFactor );
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity();
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Camera.SetMatrix(); // ustawienie macierzy kamery względem początku scenerii
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@@ -1794,6 +1811,14 @@ TWorld::Render_Cab() {
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void
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TWorld::Render_UI() {
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// set the UI mode projection. TODO: rework it all into somethinig more elegant... eventually
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glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
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glLoadIdentity(); // reset the Projection Matrix
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// calculate the aspect ratio of the window
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gluPerspective( 45.0f, (GLdouble)Global::ScreenWidth / (GLdouble)Global::ScreenHeight, 0.2f, 2500.0f );
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glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
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glLoadIdentity();
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if( DebugModeFlag && !Global::iTextMode ) {
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OutText1 = " FPS: ";
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OutText1 += to_string( Timer::GetFPS(), 2 );
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