Clean up obsolete code in main
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d61efe796c
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@ -9,11 +9,9 @@
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#define MORAULT_MAP_RENDER_SCALE 0.1f
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#define MORAULT_MAP_RENDER_SCALE 0.1f
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int main(int argc, char** argv) {
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int main(int argc, char** argv) {
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InitWindow(1280, 720, "ProjectMorault");
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InitWindow(1280, 720, "ProjectMorault");
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// SetTargetFPS(60);
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SetTargetFPS(60);
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SetExitKey(0);
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SetExitKey(0);
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// if (!std::get<bool>(Morault::Resources::Models(Morault::Resources::load("data/baseblock.glb")))) throw std::runtime_error("couldn't load baseblock");
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DisableCursor();
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DisableCursor();
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@ -23,105 +21,18 @@ int main(int argc, char** argv) {
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player.data.xp = 0;
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player.data.xp = 0;
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bool gamePaused = false;
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bool gamePaused = false;
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Vector2 offset = { 0,0 };
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/*Morault::Resources::WAD wad("data/testmall.wad");
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Morault::UDMF::UDMFMap map;
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map.LoadMap(wad.getLumps()[1].data);
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Model mapModel = Morault::UDMF::LoadModelUDMFWalls(map);
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mapModel.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(Morault::Resources::GenTestImage());
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// Model mapFlatModel = Morault::UDMF::LoadModelUDMFFlats(map);
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*/
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while (!WindowShouldClose()) {
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while (!WindowShouldClose()) {
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player.controller.UpdatePlayerController(!gamePaused);
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player.controller.UpdatePlayerController(!gamePaused);
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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offset = Vector2Add(offset, GetMouseDelta());
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}
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std::vector<Model> floorModels;
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BeginDrawing();
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BeginDrawing();
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ClearBackground(BLACK);
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ClearBackground(BLACK);
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BeginMode3D(player.controller.camera);
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BeginMode3D(player.controller.camera);
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DrawGrid(100, 10);
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DrawGrid(100, 10);
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EndMode3D();
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EndMode3D();
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/*DrawModel(mapModel, {0,0,0}, MORAULT_MAP_RENDER_SCALE, WHITE);
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for (int sc = 0; sc < map.sectors.size(); sc++) {
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std::vector<Morault::UDMF::Vertex>* verticesVector = new std::vector<Morault::UDMF::Vertex>();
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std::vector<Vector3> meshVector;
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for (int sd = 0; sd < map.sidedefs.size(); sd++) {
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if (map.sidedefs[sd].sector == sc) {
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for (int ld = 0; ld < map.linedefs.size(); ld++) {
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if (map.linedefs[ld].sidefront == sd) {
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verticesVector->push_back(map.vertexes[map.linedefs[ld].v1]);
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verticesVector->push_back(map.vertexes[map.linedefs[ld].v2]);
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}
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if (map.linedefs[ld].sideback == sd) { // you, in theory, shouldn't be able to have both the back and front of a linedef be the same.
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verticesVector->push_back(map.vertexes[map.linedefs[ld].v1]);// invert vertices if sideback
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verticesVector->push_back(map.vertexes[map.linedefs[ld].v2]);
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}
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}
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}
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}
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for (int i = 0; i < verticesVector->size(); i++) {
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meshVector.push_back({
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(float)verticesVector->at(i).x * -1 * MORAULT_MAP_RENDER_SCALE,
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(float)map.sectors[sc].heightfloor * MORAULT_MAP_RENDER_SCALE,
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(float)verticesVector->at(i).y * MORAULT_MAP_RENDER_SCALE
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});
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}
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DrawTriangleStrip3D(meshVector.data(), meshVector.size(), {((unsigned char)((float)255*(float)(sc/map.sectors.size()))), 255, 255, 255});
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/*Mesh fMesh = {
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.vertexCount = (int)verticesVector->size(),
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.triangleCount = 1,
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.vertices = (float*)MemAlloc(verticesVector->size() * 3 * sizeof(float)),
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};
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for (int i = 0; i < verticesVector->size(); i++) {
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fMesh.vertices[i * 3 + 0] = verticesVector->at(i).x * MORAULT_MAP_RENDER_SCALE * -1;
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fMesh.vertices[i * 3 + 1] = map.sectors[sc].heightfloor * MORAULT_MAP_RENDER_SCALE;
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fMesh.vertices[i * 3 + 2] = verticesVector->at(i).y * MORAULT_MAP_RENDER_SCALE;
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}
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UploadMesh(&fMesh, false);
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floorModels.push_back(LoadModelFromMesh(fMesh));
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delete verticesVector;
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}
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/*for (int i = 0; i < floorModels.size(); i++) DrawModel(floorModels[i], { 0,0,0 }, 1, WHITE);
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//DrawModel(std::get<Model>(Morault::Resources::Models(Morault::Resources::get("data/baseblock.glb"))), { 0,0,0 }, 1, WHITE);
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/*DrawText(TextFormat("Camera offset: %i;%i", (int)offset.x, (int)offset.y), 0, 30, 20, WHITE);
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DrawText(TextFormat("Mouse pos on map: %i;%i", (int)offset.x + GetMouseX(), (int)offset.y + GetMouseY()), 0, 50, 20, WHITE);
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DrawText(TextFormat("Camera offset: %i;%i", (int)player.controller.camera.position.x, (int)player.controller.camera.position.z), 0, 30, 20, WHITE);
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DrawText(TextFormat("Linedefs: %i", map.linedefs.size()), 0, 70, 20, WHITE);
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DrawText(TextFormat("Sidedefs: %i", map.sidedefs.size()), 0, 90, 20, WHITE);
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DrawText(TextFormat("Vertices: %i", map.vertexes.size()), 0, 110, 20, WHITE);
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DrawText(TextFormat("Sectors: %i", map.sectors.size()), 0, 130, 20, WHITE);
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*/
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DrawFPS(0, 0);
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DrawFPS(0, 0);
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EndDrawing();
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EndDrawing();
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/*for (int i = 0; i < floorModels.size(); i++) UnloadModel(floorModels[i]);
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floorModels.clear();*/
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if (IsKeyPressed(KEY_P)) {
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int x, y;
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std::cin >> x >> y;
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player.controller.camera.position.x = x;
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player.controller.camera.position.z = y;
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}
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}
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}
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