more cleanup
This commit is contained in:
parent
c6267745f4
commit
68a8f607e9
@ -1,6 +1,8 @@
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# mpfw
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## focusing on complete id control
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## Getting the engine running
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## Supported file types
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- BSP29 (Quake maps)
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@ -1 +1,55 @@
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# Minimal files
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# Minimal files
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Here is the minimal file structure, provided in the gameenv folder, which is necessary for allowing a game to run on MPFW.
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## Startup script
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The startup script, ``./data/cfg/startup.cfg``, is used to run commands at start up. It is simply a text file that contains a list of commands that are executed on startup.
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Omitting this file will cause the game to crash upon trying to load the startup script.
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## Roboto Mono
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The engine uses Roboto Mono, as do the official id Tech engines and Kex derivatives thereof, for the in-game dropdown console. It is stored under ``./data/fonts/RobotoMono/`` as separate TrueType files and should follow a structure similar to this.
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```
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./data/fonts/RobotoMono/LICENSE"TXT
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./data/fonts/RobotoMono/RobotoMono-Bold.ttf
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./data/fonts/RobotoMono/RobotoMono-BoldItalic.ttf
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./data/fonts/RobotoMono/RobotoMono-ExtraLight.ttf
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./data/fonts/RobotoMono/RobotoMono-ExtraLightItalic.ttf
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./data/fonts/RobotoMono/RobotoMono-Italic.ttf
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./data/fonts/RobotoMono/RobotoMono-Light.ttf
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./data/fonts/RobotoMono/RobotoMono-LightItalic.ttf
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./data/fonts/RobotoMono/RobotoMono-Medium.ttf
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./data/fonts/RobotoMono/RobotoMono-MediumItalic.ttf
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./data/fonts/RobotoMono/RobotoMono-Regular.ttf
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./data/fonts/RobotoMono/RobotoMono-SemiBold.ttf
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./data/fonts/RobotoMono/RobotoMono-SemiBoldItalic.ttf
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./data/fonts/RobotoMono/RobotoMono-Thin.ttf
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./data/fonts/RobotoMono/RobotoMono-ThinItalic.ttf
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```
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As of now, MPFW only loads ``RobotoMono-Regular.ttf``, but this behavior may change later.
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Omitting these fonts will cause the game to default back to raylib's default font for console rendering.
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# Console variable defaults container
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The console variable defaults container, ``./data/sys/cvardefs.cvars``, contains a list of default flags related to engine behavior on rendering and collision.
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It's written in this format, which has the variable name, then a space, then a boolean value, then a line break:
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```
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math_3d_floor_collision_work false
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math_3d_collision_work false
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vid_2d_background false
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vid_3d_renderer true
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vid_3d_grid false
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vid_3d_cull_sky false
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vid_3d_cull_clips true
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vid_3d_cull_triggers true
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```
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Omitting this file will cause the game to crash upon trying to load it on startup.
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# Quake Palette
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The Quake palette, ``./data/palette.lmp``, is a color palette related to the way the first Quake game loads textures within its engine, which are paletted images stored within the map's BSP file.
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Omitting this file will cause the game to crash upon trying to load a map.
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@ -1,61 +0,0 @@
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#pragma once
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#include <iostream>
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#include <vector>
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namespace MPFW {
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namespace Backends {
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namespace Video {
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namespace Agnostic {
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struct Color {
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unsigned char r, g, b, a;
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};
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struct Picture {
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std::vector<Color> data;
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int width, height;
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};
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struct Vertex2D {
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float x, y;
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};
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struct Vertex3D {
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float x, y, z;
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};
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struct Vertex4D {
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float x, y, z, w;
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};
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struct Triangle {
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Vertex3D a, b, c;
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};
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struct TexturedTriangle {
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Triangle tri;
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int textureId;
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};
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}
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struct ContextParameters {
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std::string name;
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int width, height, desiredFps;
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};
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// note: backend inputs should ALWAYS be in quake coords
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// note 2: backends should ideally implement all functions.
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class BackEnd {
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public:
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virtual void Create(ContextParameters param) = 0;
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virtual int BE_LoadFont(std::string path) = 0;
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virtual void BE_DrawText(int fontId, std::string text, int x, int y, int fontSize) = 0;
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virtual int BE_LoadTexture(Agnostic::Picture pic) = 0;
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virtual void BE_UnloadTexture(int picId) = 0;
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virtual void BE_DrawColorTriangle(Agnostic::Triangle tri, Agnostic::Color col) = 0;
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virtual void BE_DrawTexturedTriangle(Agnostic::TexturedTriangle tri) = 0;
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virtual void BE_ImGui_Begin() = 0;
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virtual void BE_ImGui_End() = 0;
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};
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}
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}
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}
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#include "MPFW_Backend_raylib.h"
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#include <raylib.h>
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#include <vector>
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std::vector<Font> _fonts_RL;
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void BackEnd_Raylib::Create(MPFW::Backends::Video::ContextParameters param)
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{
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InitWindow(param.width, param.height, param.name.c_str());
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SetTargetFPS(param.desiredFps);
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}
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int BackEnd_Raylib::BE_LoadFont(std::string path)
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{
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_fonts_RL.push_back(LoadFontEx(path.c_str(), 360, 0, 4000));
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return _fonts_RL.size() - 1;
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}
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void BackEnd_Raylib::BE_DrawText(int fontId, std::string text, int x, int y, int fontSize)
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{
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DrawTextEx(_fonts_RL[fontId], text.c_str(), { (float)x,(float)y }, fontSize, 0, WHITE);
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}
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int BackEnd_Raylib::BE_LoadTexture(MPFW::Backends::Video::Agnostic::Picture pic)
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{
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Image i;
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i.data = malloc(pic.width * pic.height * 4);
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i.width = pic.width;
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i.height = pic.height;
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std::memcpy(i.data, pic.data.data(), pic.data.size()*4);
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i.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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Texture t = LoadTextureFromImage(i);
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free(i.data);
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return t.id;
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}
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#pragma once
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#include "MPFW_BackendDefinition.h"
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class BackEnd_Raylib : public MPFW::Backends::Video::BackEnd {
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public:
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void Create(MPFW::Backends::Video::ContextParameters param);
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int BE_LoadFont(std::string path);
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void BE_DrawText(int fontId, std::string text, int x, int y, int fontSize);
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int BE_LoadTexture(MPFW::Backends::Video::Agnostic::Picture pic);
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void BE_UnloadTexture(int picId);
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void BE_DrawColorTriangle(MPFW::Backends::Video::Agnostic::Triangle tri, MPFW::Backends::Video::Agnostic::Color col);
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void BE_DrawTexturedTriangle(MPFW::Backends::Video::Agnostic::TexturedTriangle tri);
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void BE_ImGui_Begin();
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void BE_ImGui_End();
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void BE_StartFrame();
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void BE_EndFrame();
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};
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#pragma region
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// System commands are defined manually à la Jason Thor Hall™
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// but that's to make absolutely f*cking sure that these
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// System commands are defined manually
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// but that's to make absolutely sure that these
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// elemental commands work. less important commands will be
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// defined with a definition instantiator or some random shit
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// defined with a definition instantiator or some random stuff
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CommandID mpfwSet = { MPFW, "set" };
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CommandID quakeSet = { QUAKE, "set" };
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10
mpfw/MPFW_Scripting.h
Normal file
10
mpfw/MPFW_Scripting.h
Normal file
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#pragma once
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namespace MPFW {
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namespace Scripting {
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}
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}
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return retval;
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}
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std::basic_string<MPFW::Utils::Geometry::Triangle2D> MPFW::Utils::Geometry::TesselateVertexString(VertexString vs)
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{
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std::basic_string<Triangle2D> retval;
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/*GLUtesselator* tess = gluNewTess();
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gluTessBeginPolygon(tess, 0);
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for (int i = 0; i < vs.size(); i++) {
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GLdouble* coords;
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coords[0] = static_cast<double>(vs[i].x);
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coords[1] = 0;
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coords[2] = static_cast<double>(vs[i].y);
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gluTessVertex(tess, coords, coords);
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}
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gluTessEndPolygon(tess);
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gluDeleteTess(tess);
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*/
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throw;
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return retval;
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}
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float a, b, c;
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};
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using VertexString = std::basic_string<Vertex2D>;
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std::basic_string<Triangle2D> TesselateVertexString(VertexString vs);
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}
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namespace Strings {
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bool IterativeComp(std::string originalString, int startPointer, std::string toCompare);
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return retval;
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}
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// because quake can't normalize vectors like a civilized piece of software
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// because quake can't normalize vectors like a civilized piece of software
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// see zweek's video on airstrafing
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struct qNVec {
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Vector3 vectorReturn;
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float distance;
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};
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// this, as it does in quake, normalizes the vector and returns the length
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// difference here being that whereas quake returns the length and modifies
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// the vector through its pointer directly, here there exists a struct that
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// contains both at the same time. because I appreciate being civilised.
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qNVec qNormalize(Vector3 v) {
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qNVec retval;
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retval.vectorReturn = Vector3Normalize(v);
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@ -202,13 +206,14 @@ int main() {
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map.collMap = &collisionMap;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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// set window to be resizable because that's always neat
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SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
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InitWindow(1280, 720, TextFormat("mpfw"));
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InitWindow(1920, 1080, TextFormat("mpfw"));
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SetTargetFPS(60);
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SetExitKey(0);
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DisableCursor();
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ToggleFullscreen();
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MPFW::UI::UIRenderer uiRenderer;
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MPFW::Console::CommandHandlerResources chr;
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@ -148,7 +148,6 @@
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<ClCompile Include="..\deps\include\rlImGui.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="MPFW_Atlasing.cpp" />
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<ClCompile Include="MPFW_Backend_raylib.cpp" />
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<ClCompile Include="MPFW_Console.cpp" />
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<ClCompile Include="MPFW_HL.cpp" />
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<ClCompile Include="MPFW_Net.cpp" />
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@ -159,14 +158,13 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="MPFW_Atlasing.h" />
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<ClInclude Include="MPFW_BackendDefinition.h" />
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<ClInclude Include="MPFW_Backend_raylib.h" />
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<ClInclude Include="MPFW_Console.h" />
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<ClInclude Include="MPFW_HL.h" />
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<ClInclude Include="MPFW_MPFWMF.h" />
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<ClInclude Include="MPFW_Net.h" />
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<ClInclude Include="MPFW_Physics.h" />
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<ClInclude Include="MPFW_Quake.h" />
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<ClInclude Include="MPFW_Scripting.h" />
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<ClInclude Include="MPFW_UI.h" />
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<ClInclude Include="MPFW_Utils.h" />
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</ItemGroup>
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@ -63,9 +63,6 @@
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<ClCompile Include="MPFW_Net.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="MPFW_Backend_raylib.cpp">
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<Filter>Backends</Filter>
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</ClCompile>
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<ClCompile Include="MPFW_Physics.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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@ -95,17 +92,14 @@
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<ClInclude Include="MPFW_Net.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="MPFW_BackendDefinition.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="MPFW_Backend_raylib.h">
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<Filter>Backends</Filter>
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</ClInclude>
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<ClInclude Include="MPFW_Physics.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="MPFW_Atlasing.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="MPFW_Scripting.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -1,5 +0,0 @@
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echo "MPFW Quake Tech Demo"
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echo "Test Startup Script"
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mode 1
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map "data/maps/mpfwstart.bsp"
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@ -1,91 +0,0 @@
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
|
||||
https://openfontlicense.org
|
||||
|
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|
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
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-----------------------------------------------------------
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|
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PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
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@ -1,58 +0,0 @@
|
||||
{
|
||||
"classname" "worldspawn"
|
||||
"mapversion" "220"
|
||||
"wad" "c:/program files (x86)/steam/steamapps/common/Quake/Id1/quake.wad;E:/mpfw/gameenv/data/textures/TexturesForAuthoring.wad;E:/mpfw/techdemo/data/textures/1ktextures.wad"
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|
@ -1,58 +0,0 @@
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{
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"classname" "worldspawn"
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|
Binary file not shown.
@ -1,9 +0,0 @@
|
||||
{
|
||||
"classname" "worldspawn"
|
||||
"sounds" "1"
|
||||
"worldtype" "0"
|
||||
"origin" "0 0 0"
|
||||
"mapversion" "220"
|
||||
"wad" "c:/program files (x86)/steam/steamapps/common/Quake/Id1/quake.wad;E:/mpfw/gameenv/data/textures/TexturesForAuthoring.wad"
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"_generator" "J.A.C.K. 1.1.3773 Freeware (vpQuake)"
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}
|
@ -1,24 +0,0 @@
|
||||
<!-- Test window for MPFW IMGUI impl -->
|
||||
<window>
|
||||
<title>Test Window</title>
|
||||
<menubar>
|
||||
<menu>
|
||||
<title>File</title>
|
||||
<item>
|
||||
<title>Load Test Map</title>
|
||||
<command mode="1">map "data/maps/testmpfw.bsp"</command>
|
||||
</item>
|
||||
<item>
|
||||
<title>Quit game</title>
|
||||
<command mode="0">quit</command>
|
||||
</item>
|
||||
</menu>
|
||||
<menu>
|
||||
<title>E1M1</title>
|
||||
<item>
|
||||
<title>Play</title>
|
||||
<command mode="1">map "data/maps/fullquake/e1m1.bsp"</command>
|
||||
</item>
|
||||
</menu>
|
||||
</menubar>
|
||||
</window>
|
@ -1,24 +0,0 @@
|
||||
<!-- Test window for MPFW IMGUI impl -->
|
||||
<window>
|
||||
<title>Test Window 2</title>
|
||||
<menubar>
|
||||
<menu>
|
||||
<title>File</title>
|
||||
<item>
|
||||
<title>Load Test Map</title>
|
||||
<command mode="1">map "data/maps/testmpfw.bsp"</command>
|
||||
</item>
|
||||
<item>
|
||||
<title>Quit game</title>
|
||||
<command mode="0">quit</command>
|
||||
</item>
|
||||
</menu>
|
||||
<menu>
|
||||
<title>E1M2</title>
|
||||
<item>
|
||||
<title>Play</title>
|
||||
<command mode="1">map "data/maps/fullquake/e1m2.bsp"</command>
|
||||
</item>
|
||||
</menu>
|
||||
</menubar>
|
||||
</window>
|
Binary file not shown.
@ -1,3 +0,0 @@
|
||||
<collparam>
|
||||
|
||||
</collparam>
|
@ -1,8 +0,0 @@
|
||||
math_3d_floor_collision_work true
|
||||
math_3d_collision_work true
|
||||
vid_2d_background false
|
||||
vid_3d_renderer true
|
||||
vid_3d_grid false
|
||||
vid_3d_cull_sky false
|
||||
vid_3d_cull_clips true
|
||||
vid_3d_cull_triggers true
|
Loading…
x
Reference in New Issue
Block a user