Fixed some warnings
Former-commit-id: d7db2b471afac2d16f44a67e79842f8a7fc2100e
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8648258ef7
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318da0d960
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@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Math/Algorithm.hpp>
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namespace Ndk
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{
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@ -130,7 +131,7 @@ namespace Ndk
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inline void CameraComponent::SetFOV(float fov)
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{
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NazaraAssert(fov != 0.f, "FOV must be different from zero");
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NazaraAssert(!NzNumberEquals(fov, 0.f), "FOV must be different from zero");
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m_fov = fov;
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InvalidateProjectionMatrix();
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@ -26,6 +26,8 @@ namespace Ndk
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void RenderSystem::OnEntityValidation(Entity* entity, bool justAdded)
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{
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NazaraUnused(justAdded);
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if (entity->HasComponent<CameraComponent>() && entity->HasComponent<NodeComponent>())
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{
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m_cameras.Insert(entity);
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@ -50,6 +52,8 @@ namespace Ndk
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void RenderSystem::OnUpdate(float elapsedTime)
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{
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NazaraUnused(elapsedTime);
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for (const Ndk::EntityHandle& camera : m_cameras)
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{
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CameraComponent& camComponent = camera->GetComponent<CameraComponent>();
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@ -52,6 +52,9 @@ inline void NzForwardRenderTechnique::SendLightUniforms(const NzShader* shader,
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inline float NzForwardRenderTechnique::ComputeDirectionalLightScore(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light)
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{
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NazaraUnused(object);
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NazaraUnused(light);
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///TODO: Compute a score depending on the light luminosity
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return 0.f;
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}
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@ -70,6 +73,9 @@ inline float NzForwardRenderTechnique::ComputeSpotLightScore(const NzSpheref& ob
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inline bool NzForwardRenderTechnique::IsDirectionalLightSuitable(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light)
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{
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NazaraUnused(object);
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NazaraUnused(light);
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// Directional light are always suitables
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return true;
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}
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@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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inline NzInstancedRenderable::NzInstancedRenderable(const NzInstancedRenderable& renderable) :
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NzRefCounted(),
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m_boundingVolume(renderable.m_boundingVolume),
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m_boundingVolumeUpdated(renderable.m_boundingVolumeUpdated)
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{
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@ -24,6 +24,8 @@ void NzAbstractRenderQueue::AddSpotLight(const SpotLight& light)
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void NzAbstractRenderQueue::Clear(bool fully)
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{
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NazaraUnused(fully);
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directionalLights.clear();
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pointLights.clear();
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spotLights.clear();
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@ -52,10 +52,10 @@ m_mass(0.f)
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NzPhysObject::NzPhysObject(NzPhysObject&& object) :
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m_matrix(std::move(object.m_matrix)),
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m_geom(std::move(object.m_geom)),
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m_forceAccumulator(std::move(object.m_forceAccumulator)),
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m_torqueAccumulator(std::move(object.m_torqueAccumulator)),
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m_body(object.m_body),
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m_geom(std::move(object.m_geom)),
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m_world(object.m_world),
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m_gravityFactor(object.m_gravityFactor),
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m_mass(object.m_mass)
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@ -41,7 +41,7 @@ bool NzRenderWindow::CopyToImage(NzAbstractImage* image, const NzVector3ui& dstP
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}
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#endif
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return CopyToImage(image, NzRectui(NzVector2ui(0U), GetSize()));
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return CopyToImage(image, NzRectui(NzVector2ui(0U), GetSize()), dstPos);
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}
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bool NzRenderWindow::CopyToImage(NzAbstractImage* image, const NzRectui& rect, const NzVector3ui& dstPos) const
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@ -104,12 +104,12 @@ bool NzOBJParser::Parse()
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std::unordered_map<NzString, std::unordered_map<NzString, MatPair>> meshes;
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unsigned int matIndex = 0;
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auto GetMaterial = [&meshes, &matIndex] (const NzString& meshName, const NzString& matName) -> FaceVec*
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auto GetMaterial = [&meshes, &matIndex] (const NzString& mesh, const NzString& material) -> FaceVec*
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{
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auto& map = meshes[meshName];
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auto it = map.find(matName);
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auto& map = meshes[mesh];
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auto it = map.find(material);
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if (it == map.end())
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it = map.insert(std::make_pair(matName, MatPair(FaceVec(), matIndex++))).first;
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it = map.insert(std::make_pair(material, MatPair(FaceVec(), matIndex++))).first;
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return &(it->second.first);
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};
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