things
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0629b042ad
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310889bd2c
33
src/main.c
33
src/main.c
@ -382,26 +382,12 @@ static int gr_lowres(int newW, int newH) {
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}
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k3TexUpdate(lowresDepth, k3_DEPTH, 0, newW, newH, NULL);
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lowresOffscreen = k3OffscreenCreate(lowres, lowresDepth);
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lowresOffscreen = k3OffscreenCreateMultisampled(lowres, lowresDepth, 4);
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}
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return !!lowresOffscreen;
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}
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#define MAX_RAYS 64
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static struct LocalRay RaysToCast[MAX_RAYS];
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static size_t RaysToCastCount = 0;
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struct LocalRay *request_ray(struct LocalRay *lr) {
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if(RaysToCastCount == MAX_RAYS) {
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return NULL;
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}
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memcpy(RaysToCast + RaysToCastCount, lr, sizeof(*lr));
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return &RaysToCast[RaysToCastCount++];
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}
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int main(int argc_, char **argv_) {
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argc = argc_;
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argv = argv_;
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@ -480,9 +466,6 @@ int main(int argc_, char **argv_) {
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}
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}
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game_raycast(RaysToCast, RaysToCastCount);
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RaysToCastCount = 0;
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while(accumulator >= 1. / GAME_TPS) {
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for(size_t i = 0; i < Game.entities.renderCount; i++) {
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glm_vec4_copy(Game.entities.render[i].pos, Game.entities.render[i].posLast);
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@ -509,10 +492,10 @@ int main(int argc_, char **argv_) {
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glfwGetFramebufferSize(GameWnd, &width, &height);
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mat4 proj;
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glm_perspective(glm_rad(LuaapiFov), (float) width / height, 0.01f, 100.f, proj);
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glm_perspective(glm_rad(LuaapiFov), (float) width / height, 0.1f, 80.f, proj);
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/* Third-person camera movement */
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struct LocalRay camray;
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struct LocalRay camray = {};
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if(Game.spectated != ENT_ID_INVALID) {
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struct CRender *c = game_getcomponent(Game.spectated, render);
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if(c) {
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@ -533,6 +516,9 @@ int main(int argc_, char **argv_) {
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}
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mat4 cam;
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if(InstantCamShift) {
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InstantCamShift--;
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}
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if(LuaapiFirstPerson) {
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struct CRender *c = game_getcomponent(Game.spectated, render);
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@ -551,10 +537,15 @@ int main(int argc_, char **argv_) {
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vec3 almostThere;
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if(LuaapiCamFocus) {
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float lerpa = InstantCamShift ? 1 : 0.1;
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glm_vec3_copy(LuaapiCamFocusPos, almostThere);
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glm_vec3_lerp(CamPos, almostThere, 0.1, CamPos);
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glm_vec3_copy(LuaapiCamFocusPos, CamPos);
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glm_look(CamPos, LuaapiCamFocusDir, (vec3) {0, 1, 0}, cam);
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} else {
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float lerpa = InstantCamShift ? 1 : 0.2;
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vec3 dirneg;
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glm_vec3_negate_to(camray.dir, dirneg);
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@ -668,7 +659,7 @@ int main(int argc_, char **argv_) {
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// Shadowmap debugging
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if(glfwGetKey(GameWnd, GLFW_KEY_F5) == GLFW_PRESS) {
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k3BlitToScreen(shadowmapOffscreen, 0);
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k3BlitToScreenEffect(shadowmapOffscreen, 0, k3_ARBFRAG, shadowmapDebugThing, NULL);
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}
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glfwSwapBuffers(GameWnd);
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