refactor: reduce Window references
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@@ -4,11 +4,11 @@
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#include "maths/util.hpp"
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#include "assets/Assets.hpp"
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#include "window/Camera.hpp"
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#include "window/Window.hpp"
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#include "maths/FrustumCulling.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/Batch3D.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "presets/NotePreset.hpp"
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#include "constants.hpp"
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@@ -66,6 +66,7 @@ void TextsRenderer::renderNote(
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xvec *= 1.0f + scale;
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yvec *= 1.0f + scale;
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}
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const auto& viewport = context.getViewport();
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if (preset.displayMode == NoteDisplayMode::PROJECTED) {
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float scale = 1.0f;
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if (glm::abs(preset.perspective) > 0.0001f) {
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@@ -84,14 +85,14 @@ void TextsRenderer::renderNote(
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}
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pos /= projpos.w;
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pos.z = 0;
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xvec = {2.0f/Window::width*scale, 0, 0};
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yvec = {0, 2.0f/Window::height*scale, 0};
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xvec = {2.0f / viewport.getWidth() * scale, 0, 0};
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yvec = {0, 2.0f / viewport.getHeight() * scale, 0};
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} else {
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auto matrix = camera.getProjView();
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auto screenPos = matrix * glm::vec4(pos, 1.0f);
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xvec = glm::vec3(2.0f/Window::width*scale, 0, 0);
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yvec = glm::vec3(0, 2.0f/Window::height*scale, 0);
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xvec = glm::vec3(2.0f / viewport.getWidth() * scale, 0, 0);
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yvec = glm::vec3(0, 2.0f / viewport.getHeight() * scale, 0);
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pos = screenPos / screenPos.w;
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}
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