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No commits in common. "ead9c883fee29d31c5df98ad3911e0d956fa8697" and "efa08063c0cfd63cd65e5522867dbcaaa4acdc13" have entirely different histories.
ead9c883fe
...
efa08063c0
4
Makefile
4
Makefile
@ -24,11 +24,10 @@ CFLAGS += -Wno-unknown-pragmas
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CFLAGS += -I./include
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CFLAGS += -municode
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LDFLAGS += -municode
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LIBS += -ld3d10
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CXXFLAGS += -fno-exceptions
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LIBS = -ld3d10
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all: $(BUILD_TYPE)/d3d10.exe
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$(BUILD_TYPE)/%.fxo: src/%.fx
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@ -61,7 +60,6 @@ OBJS = \
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$(BUILD_TYPE)/main.obj \
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$(BUILD_TYPE)/print.obj \
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$(BUILD_TYPE)/render_state.obj \
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$(BUILD_TYPE)/input.obj \
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$(BUILD_TYPE)/main.res
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$(BUILD_TYPE)/d3d10.exe: $(OBJS)
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@ -1,20 +0,0 @@
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#pragma once
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#ifndef _INPUT_HPP_
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#define _INPUT_HPP_
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HRESULT InitInput(HINSTANCE hInstance);
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void UpdateInput();
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struct Joystate {
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int buttons;
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float triggerL;
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float triggerR;
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float thumbLX;
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float thumbLY;
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float thumbRX;
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float thumbRY;
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};
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extern Joystate g_Joystate;
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#endif
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@ -67,7 +67,7 @@ PS_INPUT VSInstanced(VS_INPUT_INSTANCED input)
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{
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VS_INPUT input_vs = (VS_INPUT)0;
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input_vs.Pos = mul(float4(input.Pos.xyz * 0.3f, 1), input.mTransform);
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input_vs.Pos = mul(float4(input.Pos.xyz, 1), input.mTransform);
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//input_vs.Pos = float4(input.Pos.xyz, 1) + float4(0, input.InstanceID * 3, 0, 0);
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input_vs.Normal = input.Normal;
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input_vs.Tex = input.Tex;
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@ -1,68 +0,0 @@
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#include <windows.h>
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#include <assert.h>
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#include <XInput.h>
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#include "print.hpp"
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#include "input.hpp"
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Joystate g_Joystate;
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typedef DWORD (WINAPI * lpXInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES *);
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typedef DWORD (WINAPI * lpXInputGetState)(DWORD, XINPUT_STATE *);
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//lpXInputGetCapabilities g_XInputGetCapabilities;
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lpXInputGetState g_XInputGetState;
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HRESULT InitInput(HINSTANCE hInstance)
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{
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const char * libs[] = {
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"xinput1_4.dll",
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"xinput1_3.dll",
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"xinput9_1_0.dll",
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"xinput1_2.dll",
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"xinput1_1.dll",
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};
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const int libs_length = (sizeof (libs)) / (sizeof (libs[0]));
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HMODULE hLib;
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for (int i = 0; i < libs_length; i++) {
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hLib = LoadLibraryA(libs[i]);
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if (hLib != NULL) {
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//print("using xinput: %s\n", libs[i]);
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break;
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}
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}
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if (hLib == NULL) {
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print("no xinput module found\n");
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return E_FAIL;
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}
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//g_XInputGetCapabilities = (lpXInputGetCapabilities)GetProcAddress(hLib, "XInputGetCapabilities");
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//assert(g_XInputGetCapabilities != NULL);
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g_XInputGetState = (lpXInputGetState)GetProcAddress(hLib, "XInputGetState");
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assert(g_XInputGetState != NULL);
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return S_OK;
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}
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void UpdateInput()
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{
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XINPUT_STATE state;
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for (DWORD i = 0; i < 4; i++) {
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DWORD ret = g_XInputGetState(i, &state);
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if (ret != ERROR_SUCCESS) {
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continue;
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}
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break;
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}
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const float trigger = 1.0f / 255.0f;
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const float thumb = 1.0f / 32768.0f;
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g_Joystate.buttons = state.Gamepad.wButtons;
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g_Joystate.triggerL = ((float)state.Gamepad.bLeftTrigger) * trigger;
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g_Joystate.triggerR = ((float)state.Gamepad.bRightTrigger) * trigger;
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g_Joystate.thumbLX = ((float)state.Gamepad.sThumbLX) * thumb;
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g_Joystate.thumbLY = ((float)state.Gamepad.sThumbLY) * thumb;
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g_Joystate.thumbRX = ((float)state.Gamepad.sThumbRX) * thumb;
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g_Joystate.thumbRY = ((float)state.Gamepad.sThumbRY) * thumb;
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}
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93
src/main.cpp
93
src/main.cpp
@ -8,7 +8,6 @@
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#include "globals.hpp"
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#include "print.hpp"
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#include "render_state.hpp"
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#include "input.hpp"
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#include "gltf.hpp"
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#include "gltf_instance.hpp"
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@ -120,18 +119,12 @@ XMFLOAT4 g_vLightColors[2] = {
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XMFLOAT4(0.9f, 0.0f, 0.0f, 1.0f)
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};
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//
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XMVECTOR g_Eye = XMVectorSet(0.0f, 0.0f, -2.0f, 1.0f);
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XMVECTOR g_At = XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f);
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// forward declarations
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HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
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LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
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HRESULT InitDirect3DDevice();
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void Render(float t);
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void Update(float t);
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void Render();
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BOOL Resize();
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void InitializeNodeInstances();
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@ -158,17 +151,6 @@ const FontSize g_FontSize = {
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WindowSize g_ViewportSize;
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float GetTime()
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{
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static DWORD dwTimeStart = 0;
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DWORD dwTimeCur = GetTickCount();
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if (dwTimeStart == 0)
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dwTimeStart = dwTimeCur;
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float t = (dwTimeCur - dwTimeStart) / 1000.0f;
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return t;
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}
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int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
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{
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//FreeConsole();
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@ -186,11 +168,6 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
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InitializeNodeInstances();
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if (FAILED(InitInput(hInstance))) {
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print("InitInput\n");
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return 0;
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}
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MSG msg = {};
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while (msg.message != WM_QUIT) {
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
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@ -212,12 +189,8 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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} else {
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if (Resize()) {
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UpdateInput();
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float t = GetTime();
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Update(t);
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Render(t);
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}
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if (Resize())
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Render();
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}
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}
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@ -1156,6 +1129,11 @@ HRESULT InitDirect3DDevice()
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g_World1 = XMMatrixIdentity();
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g_World2 = XMMatrixIdentity();
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XMVECTOR Eye = XMVectorSet(0.0f, 0.0f, -2.0f, 0.0f);
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XMVECTOR At = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
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XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
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g_View = XMMatrixLookAtLH(Eye, At, Up);
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float fFov = XM_PI * 0.5f;
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float fAspect = width / (float)height;
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float fNear = 0.1f;
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@ -1461,22 +1439,10 @@ void RenderFont()
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print("g_pVertexBuffersFont->Map");
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}
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sprint("bloomPasses: %d\n"
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" exposure: %f\n\n"
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"triggerL: % 5.3f\n"
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"triggerR: % 5.3f\n"
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" thumbLX: % 5.3f\n"
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" thumbLY: % 5.3f\n"
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" thumbRX: % 5.3f\n"
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" thumbRY: % 5.3f",
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g_bloomPasses,
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g_exposure,
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g_Joystate.triggerL,
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g_Joystate.triggerR,
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g_Joystate.thumbLX,
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g_Joystate.thumbLY,
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g_Joystate.thumbRX,
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g_Joystate.thumbRY);
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int length = sprint("bloomPasses: %d\n"
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" exposure: %f",
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g_bloomPasses,
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g_exposure);
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const char start_advance = 10;
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int hadvance = start_advance;
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@ -1543,7 +1509,7 @@ void RenderFont()
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for (UINT p = 0; p < techDesc.Passes; p++) {
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g_pTechniqueFont->GetPassByIndex(p)->Apply(0);
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g_pd3dDevice->Draw(ix, 0);
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g_pd3dDevice->Draw(length, 0);
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}
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}
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@ -1626,16 +1592,6 @@ void RenderBloom()
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}
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}
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float deadzone(float f)
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{
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const float threshold = 0.25f;
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if (fabsf(f) <= threshold)
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return 0.0f;
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else {
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return copysignf(fabsf(f) - threshold, f);
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}
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}
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void Update(float t)
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{
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XMVECTOR vLightDirs[2] = {
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@ -1650,19 +1606,6 @@ void Update(float t)
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XMMATRIX mRotate0 = XMMatrixRotationY(0.4f * t);
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XMVECTOR lightDir0 = XMVector4Transform(vLightDirs[0], mRotate0);
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XMStoreFloat4(&g_vLightDirs[0], lightDir0);
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// view
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XMMATRIX mRotateView = XMMatrixRotationY(deadzone(g_Joystate.thumbLX) * 0.002f);
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XMMATRIX mTranslateView = XMMatrixTranslation(deadzone(g_Joystate.thumbRX) * 0.002f,
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0.0f,
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deadzone(g_Joystate.thumbRY) * 0.002f);
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g_Eye = XMVector4Transform(g_Eye, mTranslateView * mRotateView);
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XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
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g_View = XMMatrixLookAtLH(g_Eye, g_At, Up);
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}
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void RenderVolume(float t)
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@ -1738,8 +1681,16 @@ void RenderVolumeMesh()
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}
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}
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void Render(float t)
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void Render()
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{
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static DWORD dwTimeStart = 0;
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DWORD dwTimeCur = GetTickCount();
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if (dwTimeStart == 0)
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dwTimeStart = dwTimeCur;
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float t = (dwTimeCur - dwTimeStart) / 1000.0f;
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Update(t);
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// clear
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const float ClearColor[4] = { 0.2f, 0.125f, 0.2f, 1.0f };
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