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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 18:39:18 +02:00

ui panels continued, early matrix stack work

This commit is contained in:
tmj-fstate
2017-03-14 16:44:17 +01:00
parent e0bde30ee4
commit ae39c824bb
14 changed files with 368 additions and 171 deletions

View File

@@ -115,37 +115,48 @@ vector3 TCamera::GetDirection()
// bool TCamera::GetMatrix(matrix4x4 &Matrix) // bool TCamera::GetMatrix(matrix4x4 &Matrix)
bool TCamera::SetMatrix() bool TCamera::SetMatrix()
{ {
glRotated(-Roll * 180.0f / M_PI, 0, 0, 1); // po wyłączeniu tego kręci się pojazd, a sceneria glRotated( -Roll * 180.0f / M_PI, 0, 0, 1 ); // po wyłączeniu tego kręci się pojazd, a sceneria nie
// nie glRotated( -Pitch * 180.0f / M_PI, 1, 0, 0 );
glRotated(-Pitch * 180.0f / M_PI, 1, 0, 0); glRotated( -Yaw * 180.0f / M_PI, 0, 1, 0 ); // w zewnętrznym widoku: kierunek patrzenia
glRotated(-Yaw * 180.0f / M_PI, 0, 1, 0); // w zewnętrznym widoku: kierunek patrzenia
if (Type == tp_Follow) if( Type == tp_Follow )
{ {
// gluLookAt(Pos.x+pOffset.x,Pos.y+pOffset.y,Pos.z+pOffset.z, gluLookAt(
// LookAt.x+pOffset.x,LookAt.y+pOffset.y,LookAt.z+pOffset.z,vUp.x,vUp.y,vUp.z); Pos.x, Pos.y, Pos.z,
// gluLookAt(Pos.x+pOffset.x,Pos.y+pOffset.y,Pos.z+pOffset.z, LookAt.x, LookAt.y, LookAt.z,
// LookAt.x+pOffset.x,LookAt.y+pOffset.y,LookAt.z+pOffset.z,vUp.x,vUp.y,vUp.z); vUp.x, vUp.y, vUp.z); // Ra: pOffset is zero
gluLookAt(Pos.x, Pos.y, Pos.z, LookAt.x, LookAt.y, LookAt.z, vUp.x, vUp.y,
vUp.z); // Ra: pOffset is zero
// gluLookAt(Pos.x,Pos.y,Pos.z,Pos.x+Velocity.x,Pos.y+Velocity.y,Pos.z+Velocity.z,0,1,0);
// return true;
} }
else {
if (Type == tp_Satelite) glTranslated( -Pos.x, -Pos.y, -Pos.z ); // nie zmienia kierunku patrzenia
Pitch = M_PI * 0.5;
if (Type != tp_Follow)
{
glTranslated(-Pos.x, -Pos.y, -Pos.z); // nie zmienia kierunku patrzenia
} }
Global::SetCameraPosition(Pos); // było +pOffset Global::SetCameraPosition(Pos); // było +pOffset
return true; return true;
} }
bool TCamera::SetMatrix( glm::mat4 &Matrix ) {
Matrix = glm::rotate( Matrix, (float)-Roll, glm::vec3( 0.0f, 0.0f, 1.0f ) ); // po wyłączeniu tego kręci się pojazd, a sceneria nie
Matrix = glm::rotate( Matrix, (float)-Pitch, glm::vec3( 1.0f, 0.0f, 0.0f ) );
Matrix = glm::rotate( Matrix, (float)-Yaw, glm::vec3( 0.0f, 1.0f, 0.0f ) ); // w zewnętrznym widoku: kierunek patrzenia
if( Type == tp_Follow ) {
Matrix = glm::lookAt(
glm::vec3( Pos.x, Pos.y, Pos.z ),
glm::vec3( LookAt.x, LookAt.y, LookAt.z ),
glm::vec3( vUp.x, vUp.y, vUp.z ) );
}
else {
Matrix = glm::translate( Matrix, glm::vec3( -Pos.x, -Pos.y, -Pos.z ) ); // nie zmienia kierunku patrzenia
}
return true;
}
void TCamera::SetCabMatrix(vector3 &p) void TCamera::SetCabMatrix(vector3 &p)
{ // ustawienie widoku z kamery bez przesunięcia robionego przez OpenGL - nie powinno tak trząść { // ustawienie widoku z kamery bez przesunięcia robionego przez OpenGL - nie powinno tak trząść
glRotated(-Roll * 180.0f / M_PI, 0, 0, 1); glRotated(-Roll * 180.0f / M_PI, 0, 0, 1);
glRotated(-Pitch * 180.0f / M_PI, 1, 0, 0); glRotated(-Pitch * 180.0f / M_PI, 1, 0, 0);
glRotated(-Yaw * 180.0f / M_PI, 0, 1, 0); // w zewnętrznym widoku: kierunek patrzenia glRotated(-Yaw * 180.0f / M_PI, 0, 1, 0); // w zewnętrznym widoku: kierunek patrzenia

View File

@@ -7,8 +7,7 @@ obtain one at
http://mozilla.org/MPL/2.0/. http://mozilla.org/MPL/2.0/.
*/ */
#ifndef CameraH #pragma once
#define CameraH
#include "dumb3d.h" #include "dumb3d.h"
#include "dynobj.h" #include "dynobj.h"
@@ -51,10 +50,10 @@ class TCamera
// vector3 inline GetCrossPos() { return Pos+GetDirection()*CrossDist+CrossPos; }; // vector3 inline GetCrossPos() { return Pos+GetDirection()*CrossDist+CrossPos; };
bool SetMatrix(); bool SetMatrix();
void SetCabMatrix(vector3 &p); bool SetMatrix(glm::mat4 &Matrix);
void SetCabMatrix( vector3 &p );
void RaLook(); void RaLook();
void Stop(); void Stop();
// bool GetMatrix(matrix4x4 &Matrix); // bool GetMatrix(matrix4x4 &Matrix);
vector3 PtNext, PtPrev; vector3 PtNext, PtPrev;
}; };
#endif

View File

@@ -216,7 +216,7 @@ public:
{ {
return &e[i << 2]; return &e[i << 2];
} }
const float * readArray(void) const float * readArray(void) const
{ {
return e; return e;
} }

View File

@@ -55,7 +55,6 @@ int Global::iCameraLast = -1;
std::string Global::asRelease = "16.0.1172.482"; std::string Global::asRelease = "16.0.1172.482";
std::string Global::asVersion = std::string Global::asVersion =
"Compilation 2017-01-10, release " + Global::asRelease + "."; // tutaj, bo wysyłany "Compilation 2017-01-10, release " + Global::asRelease + "."; // tutaj, bo wysyłany
int Global::iViewMode = 0; // co aktualnie widać: 0-kabina, 1-latanie, 2-sprzęgi, 3-dokumenty
int Global::iTextMode = 0; // tryb pracy wyświetlacza tekstowego int Global::iTextMode = 0; // tryb pracy wyświetlacza tekstowego
int Global::iScreenMode[12] = {0, 0, 0, 0, 0, 0, int Global::iScreenMode[12] = {0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0}; // numer ekranu wyświetlacza tekstowego 0, 0, 0, 0, 0, 0}; // numer ekranu wyświetlacza tekstowego

View File

@@ -270,7 +270,6 @@ class Global
static int iCameraLast; static int iCameraLast;
static std::string asRelease; // numer static std::string asRelease; // numer
static std::string asVersion; // z opisem static std::string asVersion; // z opisem
static int iViewMode; // co aktualnie widać: 0-kabina, 1-latanie, 2-sprzęgi, 3-dokumenty, 4-obwody
static GLint iMaxTextureSize; // maksymalny rozmiar tekstury static GLint iMaxTextureSize; // maksymalny rozmiar tekstury
static int iTextMode; // tryb pracy wyświetlacza tekstowego static int iTextMode; // tryb pracy wyświetlacza tekstowego
static int iScreenMode[12]; // numer ekranu wyświetlacza tekstowego static int iScreenMode[12]; // numer ekranu wyświetlacza tekstowego

View File

@@ -2620,7 +2620,7 @@ bool TGround::Init(std::string File)
while (token != "") //(!Parser->EndOfFile) while (token != "") //(!Parser->EndOfFile)
{ {
++processed; ++processed;
if( processed % 50 == 0 ) if( processed % 25 == 0 )
{ {
UILayer.set_progress( parser.getProgress(), parser.getFullProgress() ); UILayer.set_progress( parser.getProgress(), parser.getFullProgress() );
GfxRenderer.Render(); GfxRenderer.Render();

407
World.cpp
View File

@@ -36,7 +36,7 @@ http://mozilla.org/MPL/2.0/.
TDynamicObject *Controlled = NULL; // pojazd, który prowadzimy TDynamicObject *Controlled = NULL; // pojazd, który prowadzimy
std::shared_ptr<ui_panel> UIHeader = std::make_shared<ui_panel>( 20, 20 ); // header ui panel std::shared_ptr<ui_panel> UIHeader = std::make_shared<ui_panel>( 20, 20 ); // header ui panel
std::shared_ptr<ui_panel> UITable = std::make_shared<ui_panel>( 100, 50 ); // schedule or scan table std::shared_ptr<ui_panel> UITable = std::make_shared<ui_panel>( 20, 100 ); // schedule or scan table
std::shared_ptr<ui_panel> UITranscripts = std::make_shared<ui_panel>( 85, 600 ); // voice transcripts std::shared_ptr<ui_panel> UITranscripts = std::make_shared<ui_panel>( 85, 600 ); // voice transcripts
extern "C" extern "C"
@@ -166,6 +166,9 @@ bool TWorld::Init( GLFWwindow *w ) {
initpanel->text_lines.emplace_back( "Loading scenery / Wczytywanie scenerii:", float4( 0.0f, 0.0f, 0.0f, 1.0f ) ); initpanel->text_lines.emplace_back( "Loading scenery / Wczytywanie scenerii:", float4( 0.0f, 0.0f, 0.0f, 1.0f ) );
initpanel->text_lines.emplace_back( Global::SceneryFile.substr(0, 40), float4( 0.0f, 0.0f, 0.0f, 1.0f ) ); initpanel->text_lines.emplace_back( Global::SceneryFile.substr(0, 40), float4( 0.0f, 0.0f, 0.0f, 1.0f ) );
UILayer.push_back( initpanel ); UILayer.push_back( initpanel );
UILayer.set_progress(0.01);
GfxRenderer.Render();
WriteLog( "Ground init" ); WriteLog( "Ground init" );
Ground.Init(Global::SceneryFile); Ground.Init(Global::SceneryFile);
@@ -245,10 +248,10 @@ bool TWorld::Init( GLFWwindow *w ) {
Timer::ResetTimers(); Timer::ResetTimers();
// make 4 empty lines for the ui header, to cut down on work down the road // make 4 empty lines for the ui header, to cut down on work down the road
UIHeader->text_lines.emplace_back( "", float4( 100.0 / 255.0f, 230.0f / 255.0f, 230.0f / 255.0f, 1.0f ) ); UIHeader->text_lines.emplace_back( "", float4( 225.0 / 255.0f, 225.0f / 255.0f, 225.0f / 255.0f, 1.0f ) );
UIHeader->text_lines.emplace_back( "", float4( 100.0 / 255.0f, 230.0f / 255.0f, 230.0f / 255.0f, 1.0f ) ); UIHeader->text_lines.emplace_back( "", float4( 225.0 / 255.0f, 225.0f / 255.0f, 225.0f / 255.0f, 1.0f ) );
UIHeader->text_lines.emplace_back( "", float4( 100.0 / 255.0f, 230.0f / 255.0f, 230.0f / 255.0f, 1.0f ) ); UIHeader->text_lines.emplace_back( "", float4( 225.0 / 255.0f, 225.0f / 255.0f, 225.0f / 255.0f, 1.0f ) );
UIHeader->text_lines.emplace_back( "", float4( 100.0 / 255.0f, 230.0f / 255.0f, 230.0f / 255.0f, 1.0f ) ); UIHeader->text_lines.emplace_back( "", float4( 225.0 / 255.0f, 225.0f / 255.0f, 225.0f / 255.0f, 1.0f ) );
// bind the panels with ui object. maybe not the best place for this but, eh // bind the panels with ui object. maybe not the best place for this but, eh
UILayer.push_back( UIHeader ); UILayer.push_back( UIHeader );
UILayer.push_back( UITable ); UILayer.push_back( UITable );
@@ -641,9 +644,6 @@ void TWorld::DistantView( bool const Near )
void TWorld::FollowView(bool wycisz) void TWorld::FollowView(bool wycisz)
{ // ustawienie śledzenia pojazdu { // ustawienie śledzenia pojazdu
// ABu 180404 powrot mechanika na siedzenie albo w okolicę pojazdu
// if (Console::Pressed(VK_F4)) Global::iViewMode=VK_F4;
// Ra: na zewnątrz wychodzimy w Train.cpp
Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na południe Camera.Reset(); // likwidacja obrotów - patrzy horyzontalnie na południe
if (Controlled) // jest pojazd do prowadzenia? if (Controlled) // jest pojazd do prowadzenia?
{ {
@@ -831,6 +831,8 @@ bool TWorld::Update()
// variable step render time routines // variable step render time routines
Update_Camera( dt ); // TODO: move the fixed step cab camera updates to fixed step secondary routines section Update_Camera( dt ); // TODO: move the fixed step cab camera updates to fixed step secondary routines section
Update_UI();
GfxRenderer.Update( dt ); GfxRenderer.Update( dt );
ResourceSweep(); ResourceSweep();
@@ -882,12 +884,6 @@ TWorld::Update_Camera( double const Deltatime ) {
Global::ZoomFactor = std::max( 1.0f, Global::ZoomFactor - 15.0f * static_cast<float>( Deltatime ) ); Global::ZoomFactor = std::max( 1.0f, Global::ZoomFactor - 15.0f * static_cast<float>( Deltatime ) );
} }
/*
else if( Global::iTextMode == -1 ) { // tu mozna dodac dopisywanie do logu przebiegu lokomotywy
WriteLog( "Number of textures used: " + std::to_string( Global::iTextures ) );
return false;
}
*/
Camera.Update(); // uwzględnienie ruchu wywołanego klawiszami Camera.Update(); // uwzględnienie ruchu wywołanego klawiszami
/* /*
if( Camera.Type == tp_Follow ) { if( Camera.Type == tp_Follow ) {
@@ -1348,17 +1344,278 @@ TWorld::Render_Cab() {
} }
void void
TWorld::Render_UI() { TWorld::Update_UI() {
/*
// set the UI mode projection. TODO: rework it all into somethinig more elegant... eventually
glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
glLoadIdentity(); // reset the Projection Matrix
// calculate the aspect ratio of the window
gluPerspective( 45.0f, (GLdouble)Global::ScreenWidth / std::max((GLdouble)Global::ScreenHeight, 1.0), 0.2f, 2500.0f );
glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
glLoadIdentity();
*/
OutText1 = OutText2 = OutText3 = OutText4 = ""; OutText1 = OutText2 = OutText3 = OutText4 = "";
UITable->text_lines.clear();
switch( Global::iTextMode ) {
case( GLFW_KEY_F1 ) : {
// f1, default mode: current time and timetable excerpt
OutText1 =
"Time: "
+ to_string( (int)GlobalTime->hh ) + ":"
+ ( GlobalTime->mm < 10 ? "0" : "" ) + to_string( GlobalTime->mm ) + ":"
+ ( GlobalTime->mr < 10 ? "0" : "" ) + to_string( std::floor( GlobalTime->mr ) );
if( Global::iPause ) {
OutText1 += " (paused)";
}
if( Controlled
&& Controlled->Mechanik ) {
OutText2 = Controlled->Mechanik->Relation();
if( !OutText2.empty() ) {
// jeśli jest podana relacja, to dodajemy punkt następnego zatrzymania
OutText3 = " -> " + Global::Bezogonkow( Controlled->Mechanik->NextStop(), true );
}
}
break;
}
case( GLFW_KEY_F2 ) : {
TDynamicObject *tmp =
( FreeFlyModeFlag ?
Ground.DynamicNearest( Camera.Pos ) :
Controlled ); // w trybie latania lokalizujemy wg mapy
if( tmp == nullptr ) { break; }
// jeśli domyślny ekran po pierwszym naciśnięciu
OutText1 = "Vehicle name: " + tmp->MoverParameters->Name;
if( (tmp->Mechanik == nullptr) && (tmp->ctOwner) ) {
// for cars other than leading unit indicate the leader
OutText1 += ", owned by " + tmp->ctOwner->OwnerName();
}
// informacja o sprzęgach
OutText1 +=
" C0:" +
( tmp->PrevConnected ?
tmp->PrevConnected->GetName() + ":" + to_string( tmp->MoverParameters->Couplers[ 0 ].CouplingFlag ) :
"none" );
OutText1 +=
" C1:" +
( tmp->NextConnected ?
tmp->NextConnected->GetName() + ":" + to_string( tmp->MoverParameters->Couplers[ 1 ].CouplingFlag ) :
"none" );
OutText2 = "Damage status: " + tmp->MoverParameters->EngineDescription( 0 );
OutText2 += "; Brake delay: ";
if( ( tmp->MoverParameters->BrakeDelayFlag & bdelay_G ) == bdelay_G )
OutText2 += "G";
if( ( tmp->MoverParameters->BrakeDelayFlag & bdelay_P ) == bdelay_P )
OutText2 += "P";
if( ( tmp->MoverParameters->BrakeDelayFlag & bdelay_R ) == bdelay_R )
OutText2 += "R";
if( ( tmp->MoverParameters->BrakeDelayFlag & bdelay_M ) == bdelay_M )
OutText2 += "+Mg";
OutText2 += ", BTP:" + to_string( tmp->MoverParameters->LoadFlag, 0 );
{
OutText2 +=
"; pant. "
+ to_string( tmp->MoverParameters->PantPress, 2 )
+ ( tmp->MoverParameters->bPantKurek3 ? "<ZG" : "|ZG" );
}
OutText2 +=
", MED:"
+ to_string( tmp->MoverParameters->LocalBrakePosA, 2 )
+ "+"
+ to_string( tmp->MoverParameters->AnPos, 2 );
OutText2 +=
", Ft:"
+ to_string( tmp->MoverParameters->Ft * 0.001f, 0 );
OutText2 +=
"; TC:"
+ to_string( tmp->MoverParameters->TotalCurrent, 0 );
OutText2 +=
", HV0:"
+ to_string( tmp->MoverParameters->HVCouplers[ 0 ][ 1 ], 0 )
+ "@"
+ to_string( tmp->MoverParameters->HVCouplers[ 0 ][ 0 ], 0 );
OutText2 +=
", HV1:"
+ to_string( tmp->MoverParameters->HVCouplers[ 1 ][ 1 ], 0 )
+ "@"
+ to_string( tmp->MoverParameters->HVCouplers[ 1 ][ 0 ], 0 );
OutText3 =
"BP: "
+ to_string( tmp->MoverParameters->BrakePress, 2 )
+ ", "
+ to_string( tmp->MoverParameters->BrakeStatus, 0 )
+ ", PP: "
+ to_string( tmp->MoverParameters->PipePress, 2 )
+ "/"
+ to_string( tmp->MoverParameters->ScndPipePress, 2 )
+ "/"
+ to_string( tmp->MoverParameters->EqvtPipePress, 2 )
+ ", BVP: "
+ to_string( tmp->MoverParameters->Volume, 3 )
+ ", "
+ to_string( tmp->MoverParameters->CntrlPipePress, 3 )
+ ", "
+ to_string( tmp->MoverParameters->Hamulec->GetCRP(), 3 )
+ ", "
+ to_string( tmp->MoverParameters->BrakeStatus, 0 );
if( tmp->MoverParameters->ManualBrakePos > 0 ) {
OutText3 += ", manual brake on";
}
if( tmp->MoverParameters->LocalBrakePos > 0 ) {
OutText3 += ", local brake on";
}
else {
OutText3 += ", local brake off";
}
if( tmp->Mechanik ) {
// o ile jest ktoś w środku
std::string flags = "bwaccmlshhhoibsgvdp; "; // flagi AI (definicja w Driver.h)
for( int i = 0, j = 1; i < 19; ++i, j <<= 1 )
if( tmp->Mechanik->DrivigFlags() & j ) // jak bit ustawiony
flags[ i + 1 ] = std::toupper( flags[ i + 1 ] ); // ^= 0x20; // to zmiana na wielką literę
OutText4 = flags;
OutText4 +=
"Driver: Vd=" + to_string( tmp->Mechanik->VelDesired, 0 )
+ " ad=" + to_string( tmp->Mechanik->AccDesired, 2 )
+ " Pd=" + to_string( tmp->Mechanik->ActualProximityDist, 0 )
+ " Vn=" + to_string( tmp->Mechanik->VelNext, 0 )
+ " VSm=" + to_string( tmp->Mechanik->VelSignalLast, 0 )
+ " VLm=" + to_string( tmp->Mechanik->VelLimitLast, 0 )
+ " VRd=" + to_string( tmp->Mechanik->VelRoad, 0 );
if( ( tmp->Mechanik->VelNext == 0.0 )
&& ( tmp->Mechanik->eSignNext ) ) {
// jeśli ma zapamiętany event semafora, nazwa eventu semafora
OutText4 +=
" ("
+ Global::Bezogonkow( tmp->Mechanik->eSignNext->asName )
+ ")";
}
// biezaca komenda dla AI
OutText4 += ", command: " + tmp->Mechanik->OrderCurrent();
}
if( Global::iScreenMode[ Global::iTextMode - GLFW_KEY_F1 ] != 0 ) {
// f2 screen, track scan mode
if( tmp->Mechanik == nullptr ) {
//żeby była tabelka, musi być AI
break;
}
float4 linecolor( 225.0 / 255.0f, 225.0f / 255.0f, 225.0f / 255.0f, 1.0f );
int i = 0;
do {
std::string scanline = tmp->Mechanik->TableText( i );
if( scanline.empty() ) { break; }
UITable->text_lines.emplace_back( Global::Bezogonkow( scanline ), linecolor );
++i;
} while( i < 16 ); // TController:iSpeedTableSize TODO: change when the table gets recoded
}
break;
}
case( GLFW_KEY_F3 ) : {
// timetable
TDynamicObject *tmp =
( FreeFlyModeFlag ?
Ground.DynamicNearest( Camera.Pos ) :
Controlled ); // w trybie latania lokalizujemy wg mapy
if( tmp == nullptr ) { break; }
if( tmp->Mechanik == nullptr ) { break; }
auto const table = tmp->Mechanik->Timetable();
if( table == nullptr ) { break; }
OutText1 =
"Time: "
+ to_string( (int)GlobalTime->hh ) + ":"
+ ( GlobalTime->mm < 10 ? "0" : "" ) + to_string( GlobalTime->mm ) + ":"
+ ( GlobalTime->mr < 10 ? "0" : "" ) + to_string( std::floor( GlobalTime->mr ) );
if( Global::iPause ) {
OutText1 += " (paused)";
}
OutText2 = tmp->Mechanik->Relation() + " (" + tmp->Mechanik->Timetable()->TrainName + ")";
float4 linecolor( 225.0 / 255.0f, 225.0f / 255.0f, 225.0f / 255.0f, 1.0f );
if( 0 == table->StationCount ) {
// only bother if there's stations to list
UITable->text_lines.emplace_back( "(no timetable)", linecolor );
}
else {
// header
UITable->text_lines.emplace_back( "+----------------------------+-------+-------+-----+", linecolor );
TMTableLine *tableline;
for( int i = tmp->Mechanik->iStationStart; i <= std::min(15, table->StationCount); ++i ) {
// wyświetlenie pozycji z rozkładu
tableline = table->TimeTable + i; // linijka rozkładu
std::string station =
( tableline->StationName + " " ).substr( 0, 26 );
std::string arrival =
( tableline->Ah >= 0 ?
to_string( int( 100 + tableline->Ah ) ).substr( 1, 2 ) + ":" + to_string( int( 100 + tableline->Am ) ).substr( 1, 2 ) :
" " );
std::string departure =
( tableline->Dh >= 0 ?
to_string( int( 100 + tableline->Dh ) ).substr( 1, 2 ) + ":" + to_string( int( 100 + tableline->Dm ) ).substr( 1, 2 ) :
" " );
std::string vmax =
" "
+ to_string( tableline->vmax, 0 );
vmax = vmax.substr( vmax.length() - 3, 3 ); // z wyrównaniem do prawej
UITable->text_lines.emplace_back(
Global::Bezogonkow( "| " + station + " | " + arrival + " | " + departure + " | " + vmax + " | " + tableline->StationWare, true ),
( ( tmp->Mechanik->iStationStart < table->StationIndex ) && ( i < table->StationIndex ) ?
float4( 0.0f, 1.0f, 0.0f, 1.0f ) :// czas minął i odjazd był, to nazwa stacji będzie na zielono
linecolor )
);
// divider/footer
UITable->text_lines.emplace_back( "+----------------------------+-------+-------+-----+", linecolor );
}
}
break;
}
case( GLFW_KEY_F10 ) : {
OutText1 = ( "Press [Y] key to quit / Aby zakonczyc program, przycisnij klawisz [Y]." );
break;
}
default: {
// uncovered cases, nothing to do here
break;
}
}
if( DebugModeFlag && !Global::iTextMode ) { if( DebugModeFlag && !Global::iTextMode ) {
OutText1 = "FPS: "; OutText1 = "FPS: ";
@@ -1368,7 +1625,6 @@ TWorld::Render_UI() {
OutText1 += ( Timer::GetDeltaTime() >= 0.2 ) ? "!" : " "; OutText1 += ( Timer::GetDeltaTime() >= 0.2 ) ? "!" : " ";
} }
if( Global::iTextMode == GLFW_KEY_F8 ) { if( Global::iTextMode == GLFW_KEY_F8 ) {
Global::iViewMode = GLFW_KEY_F8;
OutText1 = "Draw range x " + to_string( Global::fDistanceFactor, 1 ) + "; FPS: " + to_string( Timer::GetFPS(), 2 ); OutText1 = "Draw range x " + to_string( Global::fDistanceFactor, 1 ) + "; FPS: " + to_string( Timer::GetFPS(), 2 );
//OutText1 += sprintf(); //OutText1 += sprintf();
if( Global::iSlowMotion ) if( Global::iSlowMotion )
@@ -1440,6 +1696,7 @@ TWorld::Render_UI() {
glTranslatef( 0.0f, 0.0f, -0.50f ); glTranslatef( 0.0f, 0.0f, -0.50f );
if( Global::iTextMode == GLFW_KEY_F1 ) { // tekst pokazywany po wciśnięciu [F1] if( Global::iTextMode == GLFW_KEY_F1 ) { // tekst pokazywany po wciśnięciu [F1]
#ifdef EU07_OLD_UI_RENDERING
// Global::iViewMode=VK_F1; // Global::iViewMode=VK_F1;
glColor3f( 1.0f, 1.0f, 1.0f ); // a, damy białym glColor3f( 1.0f, 1.0f, 1.0f ); // a, damy białym
OutText1 = OutText1 =
@@ -1459,6 +1716,7 @@ TWorld::Render_UI() {
true ); // dopisanie punktu zatrzymania true ); // dopisanie punktu zatrzymania
} }
OutText3 = ""; // Pomoc w sterowaniu - [F9]"; OutText3 = ""; // Pomoc w sterowaniu - [F9]";
#endif
} }
else if( Global::iTextMode == GLFW_KEY_F12 ) { // opcje włączenia i wyłączenia logowania else if( Global::iTextMode == GLFW_KEY_F12 ) { // opcje włączenia i wyłączenia logowania
OutText1 = "[0] Debugmode " + std::string( DebugModeFlag ? "(on)" : "(off)" ); OutText1 = "[0] Debugmode " + std::string( DebugModeFlag ? "(on)" : "(off)" );
@@ -1466,6 +1724,7 @@ TWorld::Render_UI() {
OutText3 = "[2] Console " + std::string( ( Global::iWriteLogEnabled & 2 ) ? "(on)" : "(off)" ); OutText3 = "[2] Console " + std::string( ( Global::iWriteLogEnabled & 2 ) ? "(on)" : "(off)" );
} }
else if( Global::iTextMode == GLFW_KEY_F2 ) { // ABu: info dla najblizszego pojazdu! else if( Global::iTextMode == GLFW_KEY_F2 ) { // ABu: info dla najblizszego pojazdu!
#ifdef EU07_OLD_UI_RENDERING
TDynamicObject *tmp = FreeFlyModeFlag ? Ground.DynamicNearest( Camera.Pos ) : TDynamicObject *tmp = FreeFlyModeFlag ? Ground.DynamicNearest( Camera.Pos ) :
Controlled; // w trybie latania lokalizujemy wg mapy Controlled; // w trybie latania lokalizujemy wg mapy
if( tmp ) { if( tmp ) {
@@ -1589,7 +1848,6 @@ TWorld::Render_UI() {
} }
} // koniec treści podstawowego ekranu FK_V2 } // koniec treści podstawowego ekranu FK_V2
else { // ekran drugi, czyli tabelka skanowania AI else { // ekran drugi, czyli tabelka skanowania AI
/*
if( tmp->Mechanik ) //żeby była tabelka, musi być AI if( tmp->Mechanik ) //żeby była tabelka, musi być AI
{ // tabelka jest na użytek testujących scenerie, więc nie musi być "ładna" { // tabelka jest na użytek testujących scenerie, więc nie musi być "ładna"
glColor3f( 1.0f, 1.0f, 1.0f ); // a, damy zielony. GF: jednak biały glColor3f( 1.0f, 1.0f, 1.0f ); // a, damy zielony. GF: jednak biały
@@ -1637,7 +1895,6 @@ TWorld::Render_UI() {
glRasterPos2f( -0.25f, 0.19f - 0.01f * i ); glRasterPos2f( -0.25f, 0.19f - 0.01f * i );
glPrint( Global::Bezogonkow( OutText4 ).c_str() ); glPrint( Global::Bezogonkow( OutText4 ).c_str() );
} }
*/
} // koniec ekanu skanowania } // koniec ekanu skanowania
} // koniec obsługi, gdy mamy wskaźnik do pojazdu } // koniec obsługi, gdy mamy wskaźnik do pojazdu
else { // wyświetlenie współrzędnych w scenerii oraz kąta kamery, gdy nie mamy wskaźnika else { // wyświetlenie współrzędnych w scenerii oraz kąta kamery, gdy nie mamy wskaźnika
@@ -1654,6 +1911,7 @@ TWorld::Render_UI() {
OutText2 = "Light level: " + to_string( Global::fLuminance, 3 ); OutText2 = "Light level: " + to_string( Global::fLuminance, 3 );
if( Global::FakeLight ) { OutText2 += "(*)"; } if( Global::FakeLight ) { OutText2 += "(*)"; }
} }
#endif
} // koniec treści podstawowego ekranu FK_V2 } // koniec treści podstawowego ekranu FK_V2
else if( Global::iTextMode == GLFW_KEY_F5 ) { // przesiadka do innego pojazdu else if( Global::iTextMode == GLFW_KEY_F5 ) { // przesiadka do innego pojazdu
if( FreeFlyModeFlag ) // jeśli tryb latania if( FreeFlyModeFlag ) // jeśli tryb latania
@@ -1686,12 +1944,6 @@ TWorld::Render_UI() {
Global::iTextMode = 0; // tryb neutralny Global::iTextMode = 0; // tryb neutralny
} }
} }
else if( Global::iTextMode == GLFW_KEY_F10 ) { // tu mozna dodac dopisywanie do logu przebiegu lokomotywy
// Global::iViewMode=VK_F10;
// return false;
OutText1 = ( "To quit press [Y] key." );
OutText3 = ( "Aby zakonczyc program, przycisnij klawisz [Y]." );
}
else if( Controlled && DebugModeFlag && !Global::iTextMode ) { else if( Controlled && DebugModeFlag && !Global::iTextMode ) {
OutText1 += ( "; vel " ) + to_string( Controlled->GetVelocity(), 2 ); OutText1 += ( "; vel " ) + to_string( Controlled->GetVelocity(), 2 );
OutText1 += ( "; pos " ) + to_string( Controlled->GetPosition().x, 2 ); OutText1 += ( "; pos " ) + to_string( Controlled->GetPosition().x, 2 );
@@ -1881,92 +2133,6 @@ TWorld::Render_UI() {
Global::Bezogonkow( ( (char *)gluErrorString( err ) ) ); Global::Bezogonkow( ( (char *)gluErrorString( err ) ) );
} }
} }
if( Global::iTextMode == GLFW_KEY_F3 ) { // wyświetlenie rozkładu jazdy, na razie jakkolwiek
TDynamicObject *tmp = FreeFlyModeFlag ?
Ground.DynamicNearest( Camera.Pos ) :
Controlled; // w trybie latania lokalizujemy wg mapy
Mtable::TTrainParameters *tt = NULL;
/*
if( tmp )
if( tmp->Mechanik ) {
tt = tmp->Mechanik->Timetable();
if( tt ) // musi być rozkład
{ // wyświetlanie rozkładu
glColor3f( 1.0f, 1.0f, 1.0f ); // a, damy białym
// glTranslatef(0.0f,0.0f,-0.50f);
glRasterPos2f( -0.25f, 0.20f );
OutText1 = tmp->Mechanik->Relation() + " (" +
tmp->Mechanik->Timetable()->TrainName + ")";
glPrint( Global::Bezogonkow( OutText1, true ).c_str() );
glRasterPos2f( -0.25f, 0.19f );
// glPrint("|============================|=======|=======|=====|");
// glPrint("| Posterunek | Przyj.| Odjazd| Vmax|");
// glPrint("|============================|=======|=======|=====|");
glPrint( "|----------------------------|-------|-------|-----|" );
TMTableLine *t;
for( int i = tmp->Mechanik->iStationStart; i <= tt->StationCount; ++i ) { // wyświetlenie pozycji z rozkładu
t = tt->TimeTable + i; // linijka rozkładu
OutText1 = ( t->StationName +
" " ).substr( 0, 26 );
OutText2 = ( t->Ah >= 0 ) ?
to_string( int( 100 + t->Ah ) ).substr( 1, 2 ) + ":" +
to_string( int( 100 + t->Am ) ).substr( 1, 2 ) :
std::string( " " );
OutText3 = ( t->Dh >= 0 ) ?
to_string( int( 100 + t->Dh ) ).substr( 1, 2 ) + ":" +
to_string( int( 100 + t->Dm ) ).substr( 1, 2 ) :
std::string( " " );
OutText4 = " " + to_string( t->vmax, 0 );
OutText4 = OutText4.substr( OutText4.length() - 3,
3 ); // z wyrównaniem do prawej
// if (AnsiString(t->StationWare).Pos("@"))
OutText1 = "| " + OutText1 + " | " + OutText2 + " | " + OutText3 +
" | " + OutText4 + " | " + t->StationWare;
glRasterPos2f( -0.25f,
0.18f - 0.02f * ( i - tmp->Mechanik->iStationStart ) );
if( ( tmp->Mechanik->iStationStart < tt->StationIndex ) ?
( i < tt->StationIndex ) :
false ) { // czas minął i odjazd był, to nazwa stacji będzie na zielono
glColor3f( 0.0f, 1.0f, 0.0f ); // zielone
glRasterPos2f(
-0.25f,
0.18f - 0.02f * ( i - tmp->Mechanik->iStationStart ) );
glPrint( Global::Bezogonkow( OutText1, true ).c_str() );
glColor3f( 1.0f, 1.0f, 1.0f ); // a reszta białym
}
else // normalne wyświetlanie, bez zmiany kolorów
glPrint( Global::Bezogonkow( OutText1, true ).c_str() );
glRasterPos2f( -0.25f,
0.17f - 0.02f * ( i - tmp->Mechanik->iStationStart ) );
glPrint( "|----------------------------|-------|-------|-----|" );
}
}
}
*/
}
/*
else if( OutText1 != "" ) { // ABu: i od razu czyszczenie tego, co bylo napisane
// glTranslatef(0.0f,0.0f,-0.50f);
glRasterPos2f( -0.25f, 0.20f );
glPrint( OutText1.c_str() );
OutText1 = "";
if( OutText2 != "" ) {
glRasterPos2f( -0.25f, 0.19f );
glPrint( OutText2.c_str() );
OutText2 = "";
}
if( OutText3 != "" ) {
glRasterPos2f( -0.25f, 0.18f );
glPrint( OutText3.c_str() );
OutText3 = "";
if( OutText4 != "" ) {
glRasterPos2f( -0.25f, 0.17f );
glPrint( OutText4.c_str() );
OutText4 = "";
}
}
}
*/
// update the ui header texts // update the ui header texts
auto &headerdata = UIHeader->text_lines; auto &headerdata = UIHeader->text_lines;
@@ -1991,9 +2157,6 @@ TWorld::Render_UI() {
} }
} }
} }
/*
glEnable( GL_LIGHTING );
*/
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------

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@@ -69,9 +69,9 @@ class TWorld
std::string OutText4; std::string OutText4;
void Update_Environment(); void Update_Environment();
void Update_Camera( const double Deltatime ); void Update_Camera( const double Deltatime );
void Update_UI();
void ResourceSweep(); void ResourceSweep();
void Render_Cab(); void Render_Cab();
void Render_UI();
TCamera Camera; TCamera Camera;
TGround Ground; TGround Ground;
world_environment Environment; world_environment Environment;

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@@ -11,15 +11,30 @@ http://mozilla.org/MPL/2.0/.
#include "frustum.h" #include "frustum.h"
void void
cFrustum::calculate() { cFrustum::calculate( glm::mat4 &Projection, glm::mat4 &Modelview ) {
/*
float proj[ 16 ]; float proj[ 16 ];
*/
float modl[ 16 ]; float modl[ 16 ];
float clip[ 16 ];
float *proj = &Projection[ 0 ][ 0 ];
/*
float *modl = &Modelview[ 0 ][ 0 ];
*/
float clip[ 16 ];
/*
glGetFloatv( GL_PROJECTION_MATRIX, proj ); glGetFloatv( GL_PROJECTION_MATRIX, proj );
*/
glGetFloatv( GL_MODELVIEW_MATRIX, modl ); glGetFloatv( GL_MODELVIEW_MATRIX, modl );
glm::mat4 modelview = glm::make_mat4( modl );
for( int col = 0; col < 4; ++col )
for( int row = 0; row < 4; ++row ) {
auto difference = modelview[ col ][ row ] - Modelview[ col ][ row ];
// assert( difference <= 0.01f );
}
// multiply the matrices to retrieve clipping planes // multiply the matrices to retrieve clipping planes
clip[ 0 ] = modl[ 0 ] * proj[ 0 ] + modl[ 1 ] * proj[ 4 ] + modl[ 2 ] * proj[ 8 ] + modl[ 3 ] * proj[ 12 ]; clip[ 0 ] = modl[ 0 ] * proj[ 0 ] + modl[ 1 ] * proj[ 4 ] + modl[ 2 ] * proj[ 8 ] + modl[ 3 ] * proj[ 12 ];
clip[ 1 ] = modl[ 0 ] * proj[ 1 ] + modl[ 1 ] * proj[ 5 ] + modl[ 2 ] * proj[ 9 ] + modl[ 3 ] * proj[ 13 ]; clip[ 1 ] = modl[ 0 ] * proj[ 1 ] + modl[ 1 ] * proj[ 5 ] + modl[ 2 ] * proj[ 9 ] + modl[ 3 ] * proj[ 13 ];

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@@ -22,7 +22,7 @@ public:
// methods: // methods:
// update the frustum to match current view orientation // update the frustum to match current view orientation
void void
calculate(); calculate(glm::mat4 &Projection, glm::mat4 &Modelview);
// returns true if specified point is inside of the frustum // returns true if specified point is inside of the frustum
inline inline
bool bool

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@@ -51,7 +51,7 @@
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/libpng/include;$(SolutionDir)ref/python/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/libpng/include;$(SolutionDir)ref/python/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PrecompiledHeader>Use</PrecompiledHeader> <PrecompiledHeader>Use</PrecompiledHeader>
<MultiProcessorCompilation>true</MultiProcessorCompilation> <MultiProcessorCompilation>true</MultiProcessorCompilation>
<MinimalRebuild>false</MinimalRebuild> <MinimalRebuild>false</MinimalRebuild>
@@ -70,7 +70,7 @@
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary> <RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat> <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/libpng/include;$(SolutionDir)ref/python/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)console;$(SolutionDir)mczapkie;$(SolutionDir)ref/glfw/include;$(SolutionDir)ref/glew/include;$(SolutionDir)ref/glm;$(SolutionDir)ref/libpng/include;$(SolutionDir)ref/python/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PrecompiledHeader>Use</PrecompiledHeader> <PrecompiledHeader>Use</PrecompiledHeader>
<MultiProcessorCompilation>true</MultiProcessorCompilation> <MultiProcessorCompilation>true</MultiProcessorCompilation>
</ClCompile> </ClCompile>

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@@ -8,6 +8,7 @@ http://mozilla.org/MPL/2.0/.
*/ */
#include "stdafx.h" #include "stdafx.h"
#include "renderer.h" #include "renderer.h"
#include "globals.h" #include "globals.h"
#include "world.h" #include "world.h"
@@ -123,26 +124,31 @@ opengl_renderer::Render() {
auto timestart = std::chrono::steady_clock::now(); auto timestart = std::chrono::steady_clock::now();
// ::glColor3ub( 255, 255, 255 );
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
::glDepthFunc( GL_LEQUAL ); ::glDepthFunc( GL_LEQUAL );
::glMatrixMode( GL_PROJECTION ); // select the Projection Matrix ::glMatrixMode( GL_PROJECTION ); // select the Projection Matrix
::glLoadIdentity(); // reset the Projection Matrix glm::mat4 projection = glm::perspective(
// calculate the aspect ratio of the window Global::FieldOfView / Global::ZoomFactor * 0.0174532925f,
::gluPerspective( (float)Global::ScreenWidth / std::max( (float)Global::ScreenHeight, 1.0f ),
Global::FieldOfView / Global::ZoomFactor,
(GLdouble)Global::ScreenWidth / std::max( (GLdouble)Global::ScreenHeight, 1.0 ),
0.1f * Global::ZoomFactor, 0.1f * Global::ZoomFactor,
m_drawrange * Global::fDistanceFactor ); m_drawrange * Global::fDistanceFactor );
::glLoadMatrixf( &projection[0][0] );
::glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix ::glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
glm::mat4 modelview( 1.0f );
::glLoadIdentity(); ::glLoadIdentity();
if( World.InitPerformed() ) { if( World.InitPerformed() ) {
World.Camera.SetMatrix( modelview );
World.Camera.SetMatrix(); // ustawienie macierzy kamery względem początku scenerii World.Camera.SetMatrix(); // ustawienie macierzy kamery względem początku scenerii
m_camera.update_frustum(); /*
// NOTE: something in the cab mode render interferes with straightforward opengl matrix setup here
// until it's sorted out, we're relying on direct matrix configuration through setmatrix() variant
::glLoadMatrixf( &modelview[ 0 ][ 0 ] );
*/
m_camera.update_frustum( projection, modelview );
if( !Global::bWireFrame ) { if( !Global::bWireFrame ) {
// bez nieba w trybie rysowania linii // bez nieba w trybie rysowania linii
@@ -152,10 +158,9 @@ opengl_renderer::Render() {
World.Ground.Render( World.Camera.Pos ); World.Ground.Render( World.Camera.Pos );
World.Render_Cab(); World.Render_Cab();
World.Render_UI();
// accumulate last 20 frames worth of render time // accumulate last 20 frames worth of render time (cap at 1000 fps to prevent calculations going awry)
m_drawtime = 0.95f * m_drawtime + std::chrono::duration_cast<std::chrono::milliseconds>( ( std::chrono::steady_clock::now() - timestart ) ).count(); m_drawtime = std::max( 20.0f, 0.95f * m_drawtime + std::chrono::duration_cast<std::chrono::milliseconds>( ( std::chrono::steady_clock::now() - timestart ) ).count());
} }
UILayer.render(); UILayer.render();
@@ -420,7 +425,7 @@ opengl_renderer::Update ( double const Deltatime ) {
m_updateaccumulator = 0.0; m_updateaccumulator = 0.0;
// adjust draw ranges etc, based on recent performance // adjust draw ranges etc, based on recent performance
auto const framerate = 1000.0f / (m_drawtime * 0.05f); auto const framerate = 1000.0f / (m_drawtime / 20.0f);
// NOTE: until we have quadtree in place we have to rely on the legacy rendering // NOTE: until we have quadtree in place we have to rely on the legacy rendering
// once this is resolved we should be able to simply adjust draw range // once this is resolved we should be able to simply adjust draw range
@@ -552,5 +557,7 @@ opengl_renderer::Init_caps() {
WriteLog( "Texture sizes capped at " + std::to_string( Global::iMaxTextureSize ) + " pixels" ); WriteLog( "Texture sizes capped at " + std::to_string( Global::iMaxTextureSize ) + " pixels" );
} }
return true;
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------

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@@ -78,7 +78,7 @@ public:
// methods: // methods:
inline inline
void void
update_frustum() { m_frustum.calculate(); } update_frustum(glm::mat4 &Projection, glm::mat4 &Modelview) { m_frustum.calculate(Projection, Modelview); }
bool bool
visible( bounding_area const &Area ) const; visible( bounding_area const &Area ) const;
bool bool
@@ -163,7 +163,7 @@ private:
texture_manager m_textures; texture_manager m_textures;
opengl_camera m_camera; opengl_camera m_camera;
float m_drawrange{ 2500.0f }; // current drawing range float m_drawrange{ 2500.0f }; // current drawing range
float m_drawtime{ 30.0f * 20.0f }; // start with presumed 'neutral' average of 30 fps float m_drawtime{ 1000.0f / 30.0f * 20.0f }; // start with presumed 'neutral' average of 30 fps
double m_updateaccumulator{ 0.0 }; double m_updateaccumulator{ 0.0 };
GLFWwindow *m_window{ nullptr }; GLFWwindow *m_window{ nullptr };
}; };

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@@ -69,3 +69,7 @@
#define GLFW_INCLUDE_GLU #define GLFW_INCLUDE_GLU
//m7todo: jest tu bo nie chcia³o mi siê wpychaæ do wszystkich plików //m7todo: jest tu bo nie chcia³o mi siê wpychaæ do wszystkich plików
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>