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TMP / Fixed game.cpp
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543de5a841
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@ -32,7 +32,7 @@ int main(int argc, char *argv[]) {
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glfwManager->setOnScreenResize([&]() { vulkanManager.resizeSurface(); });
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glfwManager->setOnScreenResize([&]() { vulkanManager.resizeSurface(); });
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glfwManager->showWindow();
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glfwManager->showWindow();
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main::initialize(vulkanManager.getVulkan()->getGint());
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auto game = main::makeGame(vulkanManager.getVulkan()->getGint());
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info("Loading complete");
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info("Loading complete");
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while (glfwManager->shouldRun()) {
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while (glfwManager->shouldRun()) {
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@ -41,7 +41,7 @@ int main(int argc, char *argv[]) {
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continue;
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continue;
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}
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}
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main::renderTick();
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game->renderTick();
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vulkanManager.endRender();
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vulkanManager.endRender();
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glfwManager->doGlfwRoutine();
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glfwManager->doGlfwRoutine();
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@ -49,7 +49,6 @@ int main(int argc, char *argv[]) {
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info("Shutting down");
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info("Shutting down");
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vulkanManager.getVulkan()->waitIdle();
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vulkanManager.getVulkan()->waitIdle();
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main::shutdown();
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return 0;
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return 0;
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}
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}
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@ -18,14 +18,22 @@ using namespace progressia::main::logging;
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namespace progressia::main {
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namespace progressia::main {
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std::unique_ptr<Primitive> cube1, cube2;
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class GameImpl : public Game {
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std::unique_ptr<Texture> texture1, texture2;
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DISABLE_COPYING(GameImpl)
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DISABLE_MOVING(GameImpl)
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public:
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std::unique_ptr<Primitive> cube1;
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std::unique_ptr<Primitive> cube2;
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std::unique_ptr<Texture> texture1;
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std::unique_ptr<Texture> texture2;
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std::unique_ptr<View> perspective;
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std::unique_ptr<View> perspective;
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std::unique_ptr<Light> light;
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std::unique_ptr<Light> light;
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GraphicsInterface *gint;
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GraphicsInterface *gint;
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void addRect(glm::vec3 origin, glm::vec3 width, glm::vec3 height,
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static void addRect(glm::vec3 origin, glm::vec3 width, glm::vec3 height,
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glm::vec4 color, std::vector<Vertex> &vertices,
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glm::vec4 color, std::vector<Vertex> &vertices,
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std::vector<Vertex::Index> &indices) {
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std::vector<Vertex::Index> &indices) {
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@ -45,7 +53,7 @@ void addRect(glm::vec3 origin, glm::vec3 width, glm::vec3 height,
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indices.push_back(offset + 3);
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indices.push_back(offset + 3);
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}
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}
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void addBox(glm::vec3 origin, glm::vec3 length, glm::vec3 height,
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static void addBox(glm::vec3 origin, glm::vec3 length, glm::vec3 height,
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glm::vec3 depth, std::array<glm::vec4, 6> colors,
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glm::vec3 depth, std::array<glm::vec4, 6> colors,
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std::vector<Vertex> &vertices,
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std::vector<Vertex> &vertices,
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std::vector<Vertex::Index> &indices) {
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std::vector<Vertex::Index> &indices) {
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@ -57,15 +65,15 @@ void addBox(glm::vec3 origin, glm::vec3 length, glm::vec3 height,
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addRect(origin + depth, length, height, colors[5], vertices, indices);
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addRect(origin + depth, length, height, colors[5], vertices, indices);
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}
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}
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void initialize(GraphicsInterface &gintp) {
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GameImpl(GraphicsInterface &gintp) {
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debug("game init begin");
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debug("game init begin");
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gint = &gintp;
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gint = &gintp;
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texture1 =
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texture1 =
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gint->newTexture(progressia::main::loadImage("assets/texture.png"));
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gint->newTexture(progressia::main::loadImage("assets/texture.png"));
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texture2 =
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texture2 = gint->newTexture(
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gint->newTexture(progressia::main::loadImage("assets/texture2.png"));
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progressia::main::loadImage("assets/texture2.png"));
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// Cube 1
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// Cube 1
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{
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{
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@ -74,7 +82,8 @@ void initialize(GraphicsInterface &gintp) {
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auto white = glm::vec4(1, 1, 1, 1);
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auto white = glm::vec4(1, 1, 1, 1);
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addBox({-0.5, -0.5, -0.5}, {1, 0, 0}, {0, 1, 0}, {0, 0, 1},
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addBox({-0.5, -0.5, -0.5}, {1, 0, 0}, {0, 1, 0}, {0, 0, 1},
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{white, white, white, white, white, white}, vertices, indices);
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{white, white, white, white, white, white}, vertices,
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indices);
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for (std::size_t i = 0; i < indices.size(); i += 3) {
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for (std::size_t i = 0; i < indices.size(); i += 3) {
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Vertex &a = vertices[indices[i + 0]];
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Vertex &a = vertices[indices[i + 0]];
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@ -101,7 +110,8 @@ void initialize(GraphicsInterface &gintp) {
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auto white = glm::vec4(1, 1, 1, 1);
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auto white = glm::vec4(1, 1, 1, 1);
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addBox({-0.5, -2.5, -0.5}, {1, 0, 0}, {0, 1, 0}, {0, 0, 1},
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addBox({-0.5, -2.5, -0.5}, {1, 0, 0}, {0, 1, 0}, {0, 0, 1},
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{white, white, white, white, white, white}, vertices, indices);
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{white, white, white, white, white, white}, vertices,
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indices);
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for (std::size_t i = 0; i < indices.size(); i += 3) {
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for (std::size_t i = 0; i < indices.size(); i += 3) {
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Vertex &a = vertices[indices[i + 0]];
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Vertex &a = vertices[indices[i + 0]];
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@ -127,43 +137,44 @@ void initialize(GraphicsInterface &gintp) {
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debug("game init complete");
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debug("game init complete");
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}
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}
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void renderTick() {
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void renderTick() override {
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{
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{
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float fov = 70.0f;
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float fov = 70.0F;
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auto extent = gint->getViewport();
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auto extent = gint->getViewport();
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auto proj = glm::perspective(glm::radians(fov),
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auto proj = glm::perspective(
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extent.x / (float)extent.y, 0.1f, 10.0f);
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glm::radians(fov), extent.x / (float)extent.y, 0.1F, 10.0F);
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proj[1][1] *= -1;
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proj[1][1] *= -1;
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auto view = glm::lookAt(glm::vec3(2.0f, 2.0f, 2.0f),
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auto view = glm::lookAt(glm::vec3(2.0F, 2.0F, 2.0F),
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glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0F, 0.0F, 0.0F),
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glm::vec3(0.0f, 0.0f, 1.0f));
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glm::vec3(0.0F, 0.0F, 1.0F));
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perspective->configure(proj, view);
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perspective->configure(proj, view);
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}
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}
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perspective->use();
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perspective->use();
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float contrast = glm::sin(gint->tmp_getTime() / 3) * 0.18f + 0.18f;
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float contrast = glm::sin(gint->tmp_getTime() / 3) * 0.18F + 0.18F;
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glm::vec3 color0(0.60f, 0.60f, 0.70f);
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glm::vec3 color0(0.60F, 0.60F, 0.70F);
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glm::vec3 color1(1.10f, 1.05f, 0.70f);
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glm::vec3 color1(1.10F, 1.05F, 0.70F);
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float m = glm::sin(gint->tmp_getTime() / 3) * 0.5 + 0.5;
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auto m =
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static_cast<float>(glm::sin(gint->tmp_getTime() / 3) * 0.5 + 0.5);
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glm::vec3 color = m * color1 + (1 - m) * color0;
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glm::vec3 color = m * color1 + (1 - m) * color0;
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light->configure(color, glm::vec3(1.0f, -2.0f, 1.0f), contrast, 0.1f);
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light->configure(color, glm::vec3(1.0F, -2.0F, 1.0F), contrast, 0.1F);
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light->use();
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light->use();
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auto model = glm::eulerAngleYXZ(0.0f, 0.0f, gint->tmp_getTime() * 0.1f);
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auto model = glm::eulerAngleYXZ(0.0F, 0.0F, gint->tmp_getTime() * 0.1F);
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gint->setModelTransform(model);
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gint->setModelTransform(model);
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cube1->draw();
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cube1->draw();
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cube2->draw();
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cube2->draw();
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}
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}
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void shutdown() {
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~GameImpl() override {
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debug("game shutdown begin");
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debug("game shutdown begin");
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cube1.reset();
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cube1.reset();
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@ -176,5 +187,10 @@ void shutdown() {
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debug("game shutdown complete");
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debug("game shutdown complete");
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}
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}
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};
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std::unique_ptr<Game> makeGame(GraphicsInterface &gint) {
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return std::make_unique<GameImpl>(gint);
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}
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} // namespace progressia::main
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} // namespace progressia::main
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11
main/game.h
11
main/game.h
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#pragma once
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#pragma once
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#include "rendering.h"
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#include "rendering.h"
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#include "util.h"
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namespace progressia::main {
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namespace progressia::main {
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void initialize(GraphicsInterface &);
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class Game : private NonCopyable {
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void renderTick();
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public:
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void shutdown();
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virtual ~Game() = default;
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virtual void renderTick() = 0;
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};
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std::unique_ptr<Game> makeGame(GraphicsInterface &);
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} // namespace progressia::main
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} // namespace progressia::main
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@ -17,7 +17,10 @@ Checks: "-*,\
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-cppcoreguidelines-pro-bounds-pointer-arithmetic,\
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-cppcoreguidelines-pro-bounds-pointer-arithmetic,\
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-performance-trivially-destructible,\
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-performance-trivially-destructible,\
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-modernize-make-unique,\
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-modernize-make-unique,\
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-cppcoreguidelines-prefer-member-initializer"
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-cppcoreguidelines-prefer-member-initializer,\
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-*-magic-numbers,\
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-readability-suspicious-call-argument,\
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-cppcoreguidelines-pro-type-union-access"
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# modernize-use-trailing-return-type
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# modernize-use-trailing-return-type
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# ignore reason: reduces readability
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# ignore reason: reduces readability
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@ -63,3 +66,13 @@ Checks: "-*,\
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# cppcoreguidelines-prefer-member-initializer
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# cppcoreguidelines-prefer-member-initializer
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# ignore reason: rule fails to notice execution order dependencies
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# ignore reason: rule fails to notice execution order dependencies
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# *-magic-numbers
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# ignore reason: triggers in many trivial cases (e.g. 6 sides of a cube);
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# infeasible to avoid while writing placeholder code
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# readability-suspicious-call-argument
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# ignore reason: trips up on geometry code (y no NOLINTBEGIN, Debian?)
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# cppcoreguidelines-pro-type-union-access
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# ignore reason: triggers on GLM code
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