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Finish CInGameGuiManager
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@@ -10,18 +10,15 @@ CGuiCamera::CGuiCamera(const CGuiWidgetParms& parms,
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float left, float right,
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float top, float bottom,
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float znear, float zfar)
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: CGuiWidget(parms), xb8_proj(EProjection::Orthographic),
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xbc_left(left), xc0_right(right),
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xc4_top(top), xc8_bottom(bottom),
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xcc_znear(znear), xd0_zfar(zfar)
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: CGuiWidget(parms), xb8_projtype(EProjection::Orthographic),
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m_proj(left, right, top, bottom, znear, zfar)
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{}
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CGuiCamera::CGuiCamera(const CGuiWidgetParms& parms,
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float fov, float aspect,
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float znear, float zfar)
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: CGuiWidget(parms), xb8_proj(EProjection::Perspective),
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xbc_fov(fov), xc0_aspect(aspect),
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xc4_znear(znear), xc8_zfar(zfar)
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: CGuiWidget(parms), xb8_projtype(EProjection::Perspective),
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m_proj(fov, aspect, znear, zfar)
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{}
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zeus::CVector3f CGuiCamera::ConvertToScreenSpace(const zeus::CVector3f& vec) const
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@@ -30,18 +27,19 @@ zeus::CVector3f CGuiCamera::ConvertToScreenSpace(const zeus::CVector3f& vec) con
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if (local.isZero())
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return {-1.f, -1.f, 1.f};
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zeus::CMatrix4f mat = CGraphics::CalculatePerspectiveMatrix(xbc_fov, xc0_aspect,
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xc4_znear, xc8_zfar,
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zeus::CMatrix4f mat = CGraphics::CalculatePerspectiveMatrix(m_proj.xbc_fov, m_proj.xc0_aspect,
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m_proj.xc4_znear, m_proj.xc8_zfar,
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false);
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return mat.multiplyOneOverW(local);
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}
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void CGuiCamera::Draw(const CGuiWidgetDrawParms& parms) const
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{
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if (xb8_proj == EProjection::Perspective)
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CGraphics::SetPerspective(xbc_fov, xc0_aspect, xc4_znear, xc8_zfar);
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if (xb8_projtype == EProjection::Perspective)
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CGraphics::SetPerspective(m_proj.xbc_fov, m_proj.xc0_aspect, m_proj.xc4_znear, m_proj.xc8_zfar);
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else
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CGraphics::SetOrtho(xbc_left, xc0_right, xc4_top, xc8_bottom, xcc_znear, xd0_zfar);
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CGraphics::SetOrtho(m_proj.xbc_left, m_proj.xc0_right, m_proj.xc4_top, m_proj.xc8_bottom,
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m_proj.xcc_znear, m_proj.xd0_zfar);
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CGraphics::SetViewPointMatrix(GetGuiFrame()->GetAspectTransform() *
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zeus::CTransform::Translate(parms.x4_cameraOffset) * x34_worldXF);
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CGuiWidget::Draw(parms);
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