Rendering optimization related to culling + Started working on docs
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@ -7,3 +7,5 @@ x64
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x86
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*/x86
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gameenv/imgui.ini
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docs/game/build
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docs/internal/client
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client.doxyfile
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client.doxyfile
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docs.Doxyfile
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docs.Doxyfile
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docs/game/src/index.md
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docs/game/src/index.md
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@ -0,0 +1,9 @@
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\mainpage MPFW Docs home
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Welcome to MPFW, a Quake-based C++ engine for modern games.
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# Getting Started
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Here are pages to get started quickly:
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- [Minimal files](minimalfiles.md)
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docs/game/src/minimalfiles.md
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docs/game/src/minimalfiles.md
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# Minimal files
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docs/game/src/quakeconsole_mpfw_home.png
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docs/game/src/quakeconsole_mpfw_home.png
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@ -150,15 +150,6 @@ void ___test___(T a, T b) {
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bool consoleOn = false;
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bool waitingForFrameToFinish = false;
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bool physicsThreadShouldDie = false;
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void PhysicsThread(MPFW::Console::CommandHandlerResources* chr) {
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float ctime = GetTime();
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while(!physicsThreadShouldDie){
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}
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}
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@ -233,8 +224,7 @@ int main() {
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bool indivFaceMode = false;
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int indivFace = 0;
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std::string cmdBuf = "";
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int framebuffer = 0;
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std::thread physics(PhysicsThread, &chr);
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int framebuffer = 0; // buffer of frames, not a frame buffer
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while (!WindowShouldClose()) {
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@ -316,19 +306,23 @@ int main() {
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if (chr.cvars["vid_2d_background"] == "true") DrawRectangleGradientV(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE, LIGHTGRAY);
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if (chr.cvars["vid_3d_renderer"] == "true") {
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bool cullSky = chr.cvars["vid_3d_cull_sky"] == "true";
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bool cullClips = chr.cvars["vid_3d_cull_clips"] == "true";
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bool cullTriggers = chr.cvars["vid_3d_cull_triggers"] == "true";
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BeginMode3D(camera);
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if(chr.cvars["vid_3d_grid"] == "true") DrawGrid(10000, 10);
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rlColor4ub(255, 255, 255, 255);
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for (int i = 0; i < map.data.renderFaces.size(); i++) {
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if (
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!(chr.cvars["vid_3d_cull_sky"] == "true" && map.data.renderFaces[i].skyFace) &&
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!(chr.cvars["vid_3d_cull_clips"] == "true" && map.data.renderFaces[i].clipFace) &&
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!(chr.cvars["vid_3d_cull_triggers"] == "true" && map.data.renderFaces[i].triggerFace)
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){
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rlColor4ub(255, 255, 255, 255);
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!(cullSky && map.data.renderFaces[i].skyFace) &&
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!(cullClips && map.data.renderFaces[i].clipFace) &&
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!(cullTriggers && map.data.renderFaces[i].triggerFace)
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){
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rlSetTexture(map.data.renderFaces[i].glTextureId);
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for (int j = 1; j < map.data.renderFaces[i].vertices.size(); j++) {
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rlBegin(RL_QUADS); // for texturing reasons because rlgl
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Vector3 a = map.data.renderFaces[i].vertices[0],
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@ -387,8 +381,6 @@ int main() {
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uiRenderer.Render();
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EndDrawing();
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}
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physicsThreadShouldDie = true;
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physics.join();
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CloseWindow();
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}
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