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@ -39,8 +39,8 @@
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#include "LightController.h"
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#include "LightHandle.h"
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const int WINDOW_X = 1000;
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const int WINDOW_Y = 1000;
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const int WINDOW_X = 1440;
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const int WINDOW_Y = 900;
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const int WORK_SIZE = WINDOW_X * WINDOW_Y;
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const int MAP_X = 256;
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@ -114,13 +114,11 @@ int main() {
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&window
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);
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// *link* the camera to the GPU
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raycaster->assign_camera(camera);
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// Generate and send the viewport to the GPU. Also creates the viewport texture
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raycaster->create_viewport(WINDOW_X, WINDOW_Y, 50.0f, 50.0f);
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raycaster->create_viewport(WINDOW_X, WINDOW_Y, 0.625f * 90.0f, 90.0f);
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float w = 60.0;
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float h = 90.0;
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@ -128,7 +126,7 @@ int main() {
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LightController light_controller(raycaster);
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LightPrototype prototype(
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sf::Vector3f(256.0f, 256.0f, 256.0f),
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sf::Vector3f(100.0f, 100.0f, 30.0f),
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sf::Vector3f(-1.0f, -1.0f, -1.5f),
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sf::Vector4f(1.0f, 1.0f, 1.0f, 1.0f)
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);
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@ -183,6 +181,7 @@ int main() {
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camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed);
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camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::MouseMoved);
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//camera->subscribe_to_publisher(&ni, vr::Event::EventType::JoystickMoved);
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handle->subscribe_to_publisher(&ni, vr::Event::EventType::JoystickMoved);
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WindowHandler win_hand(&window);
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win_hand.subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed);
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@ -194,7 +193,7 @@ int main() {
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input_handler.consume_sf_events(&window);
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input_handler.handle_held_keys();
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input_handler.dispatch_events();
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//ni.dispatch_events();
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ni.dispatch_events();
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) {
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@ -257,6 +256,7 @@ int main() {
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// ==== FPS LOCKED ====
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camera->update(delta_time);
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handle->update(delta_time);
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window.clear(sf::Color::Black);
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