moving textures to textures repo #1
This commit is contained in:
@@ -54,7 +54,7 @@ public:
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u8 isMd2Loaded, isObjLoaded, isDffLoaded, isSpecInitialized;
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clutbuffer_t clut;
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lod_t lod;
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MeshTexture **textures;
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MeshTexture *textures;
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private:
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void setupLodAndClut();
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@@ -14,12 +14,12 @@
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#include <tamtypes.h>
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#include <draw_sampling.h>
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#include "./texture_wrap_settings.hpp"
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#include "./texture_link.hpp"
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/**
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* Class which contains texture data
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* Textures are paired with material via material id.
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* Additionaly, you can load two textures for single material
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* and switch materialId here to change texture.
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* Class which contains texture data.
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* Textures are paired with meshes via addUsage(),
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* removeUsage() functions which use meshId and materialId.
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*/
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class MeshTexture
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{
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@@ -40,17 +40,12 @@ public:
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*/
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const u32 &getId() const { return id; };
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/**
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* Core role of this variable is to assign texture to correct material.
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* For example you can have two textures for single material.
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* Example: Same player can have two textures (team A, team B)
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*/
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const u32 &getMaterialId() const { return materialId; };
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const u8 &getWidth() const { return width; };
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const u8 &getHeight() const { return height; };
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const u32 &getTextureLinksCount() const { return texLinkCount; };
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texwrap_t *getWrapSettings() { return &wrapSettings; };
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/**
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@@ -71,17 +66,13 @@ public:
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*/
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char *getName() const { return name; };
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/** Array of texture links. Size of getTextureLinksCount() */
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TextureLink *getTextureLinks() const { return texLinks; };
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// ----
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// Setters
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// ----
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/**
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* Core role of this variable is to assign texture to correct material.
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* For example you can have two textures for single material.
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* Example: Same player can have two textures (team A, team B)
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*/
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void setMaterialId(const u32 &t_val) { materialId = t_val; }
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/**
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* Set texture size and allocate texture data
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* Do not call this method unless you know what you do.
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@@ -114,16 +105,22 @@ public:
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// Other
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// ----
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/** Assign texture to mesh and mesh material */
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void addLink(u32 t_meshId, u32 t_materialId);
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/** Remove mesh and mesh material assignment */
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void removeLink(u32 t_meshId, u32 t_materialId);
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const u8 &isNameSet() const { return _isNameSet; };
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const u8 &isSizeSet() const { return _isSizeSet; };
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private:
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void setDefaultWrapSettings();
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texwrap_t wrapSettings;
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char *name;
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u32 id, materialId;
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TextureLink *texLinks;
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u32 id, texLinkCount;
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u8 width, height, _isNameSet, _isSizeSet;
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unsigned char *data;
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};
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@@ -0,0 +1,21 @@
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#ifndef _TYRA_TEXTURE_USAGE_
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#define _TYRA_TEXTURE_USAGE_
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#include <tamtypes.h>
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struct TextureLink
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{
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u32 meshId, materialId;
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};
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#endif
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@@ -19,6 +19,7 @@
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#include "../models/math/plane.hpp"
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#include "../models/screen_settings.hpp"
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#include "../models/render_data.hpp"
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#include "./texture_repository.hpp"
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/** Class responsible for intializing draw env, textures and buffers */
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class Renderer
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@@ -55,17 +56,21 @@ public:
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void endFrame(float fps);
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TextureRepository *getTextureRepository() { return &textureRepo; };
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private:
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void changeTexture(Mesh *t_mesh, u8 t_textureIndex);
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u32 lastTextureId;
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texbuffer_t textureBuffer;
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u8 isTextureVRAMAllocated;
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void allocateTextureBuffer(u16 t_width, u16 t_height);
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void deallocateTextureBuffer();
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void changeTexture(Mesh *t_mesh, u8 t_textureIndex);
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void flipBuffers();
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void beginFrameIfNeeded();
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u8 isFrameEmpty, isTextureVRAMAllocated;
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u8 isFrameEmpty;
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Matrix perspective;
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RenderData renderData;
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texbuffer_t textureBuffer;
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u32 lastTextureId;
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TextureRepository textureRepo;
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GifSender *gifSender;
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VifSender *vifSender;
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packet_t *flipPacket;
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@@ -24,10 +24,6 @@ public:
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~TextureRepository();
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private:
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void allocateTextureBuffer(u16 t_width, u16 t_height);
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void deallocateTextureBuffer();
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void changeTexture(Mesh *t_mesh, u8 t_textureIndex);
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texbuffer_t textureBuffer;
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};
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#endif
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@@ -171,29 +171,26 @@ void Mesh::loadTextures(char *t_subfolder, char *t_extension)
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BmpLoader bmpLoader = BmpLoader();
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if (isObjLoaded)
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{
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textures = new MeshTexture *[obj->frames[0].getMaterialsCount()];
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textures = new MeshTexture[obj->frames[0].getMaterialsCount()];
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for (u8 i = 0; i < obj->frames[0].getMaterialsCount(); i++)
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{
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textures[i] = new MeshTexture();
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bmpLoader.load(*textures[i], t_subfolder, obj->frames[0].getMaterial(i).getName(), t_extension);
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bmpLoader.load(textures[i], t_subfolder, obj->frames[0].getMaterial(i).getName(), t_extension);
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// setDefaultWrapSettings(spec->textures[i].wrapSettings);
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}
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}
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else if (isMd2Loaded)
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{
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textures = new MeshTexture *[1];
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textures[0] = new MeshTexture();
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bmpLoader.load(*textures[0], t_subfolder, md2->filename, t_extension);
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textures = new MeshTexture[1];
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bmpLoader.load(textures[0], t_subfolder, md2->filename, t_extension);
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// setDefaultWrapSettings(spec->textures[0].wrapSettings);
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}
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else if (isDffLoaded)
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{
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textures = new MeshTexture *[dff->clump.geometryList.geometries[0].materialList.data.materialCount];
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textures = new MeshTexture[dff->clump.geometryList.geometries[0].materialList.data.materialCount];
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for (u8 i = 0; i < dff->clump.geometryList.geometries[0].materialList.data.materialCount; i++)
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for (u8 j = 0; j < dff->clump.geometryList.geometries[0].materialList.materials[i].data.textureCount; j++)
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{
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textures[i] = new MeshTexture();
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bmpLoader.load(*textures[i], t_subfolder, dff->clump.geometryList.geometries[0].materialList.materials[i].textures[j].textureName.text, t_extension);
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bmpLoader.load(textures[i], t_subfolder, dff->clump.geometryList.geometries[0].materialList.materials[i].textures[j].textureName.text, t_extension);
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// setDefaultWrapSettings(spec->textures[i].wrapSettings);
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}
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}
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@@ -21,7 +21,7 @@
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MeshTexture::MeshTexture()
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{
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id = rand() % 100000;
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materialId = 0;
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texLinkCount = 0;
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_isSizeSet = false;
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_isNameSet = false;
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setDefaultWrapSettings();
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@@ -29,6 +29,8 @@ MeshTexture::MeshTexture()
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MeshTexture::~MeshTexture()
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{
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if (texLinkCount > 0)
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delete[] texLinks;
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if (_isNameSet)
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delete[] name;
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if (_isSizeSet)
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@@ -78,3 +80,31 @@ void MeshTexture::setWrapSettings(const WrapSettings t_horizontal, const WrapSet
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wrapSettings.horizontal = t_horizontal;
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wrapSettings.vertical = t_vertical;
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}
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void MeshTexture::addLink(u32 t_meshId, u32 t_materialId)
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{
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TextureLink *savedLinks = texLinks;
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texLinks = new TextureLink[++texLinkCount];
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for (u32 i = 0; i < texLinkCount - 1; i++)
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{
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texLinks[i].materialId = savedLinks[i].materialId;
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texLinks[i].meshId = savedLinks[i].meshId;
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}
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delete[] savedLinks;
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texLinks[texLinkCount - 1].materialId = t_materialId;
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texLinks[texLinkCount - 1].meshId = t_meshId;
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}
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void MeshTexture::removeLink(u32 t_meshId, u32 t_materialId)
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{
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TextureLink *savedLinks = texLinks;
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texLinks = new TextureLink[--texLinkCount];
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u32 savedCount = 0;
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for (u32 i = 0; i < texLinkCount + 1; i++)
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if (savedLinks[i].materialId != t_materialId && savedLinks[i].meshId != t_meshId)
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{
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texLinks[savedCount++].materialId = savedLinks[i].materialId;
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texLinks[savedCount++].meshId = savedLinks[i].meshId;
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}
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delete[] savedLinks;
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}
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@@ -36,8 +36,9 @@ Renderer::Renderer(u32 t_packetSize, ScreenSettings *t_screen)
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dma_channel_initialize(DMA_CHANNEL_GIF, NULL, 0); // Initialize DMA to enable data transfer
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dma_channel_fast_waits(DMA_CHANNEL_GIF);
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context = 0;
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lastTextureId = 0;
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isTextureVRAMAllocated = false;
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isFrameEmpty = false;
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lastTextureId = 0;
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flipPacket = packet_init(3, PACKET_UCAB); // Uncached accelerated
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allocateBuffers(t_screen->width, t_screen->height);
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initDrawingEnv(t_screen->width, t_screen->height);
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@@ -55,6 +56,42 @@ Renderer::~Renderer() {}
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// Methods
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// ----
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/** Configure and allocate vRAM for texture buffer */
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void Renderer::allocateTextureBuffer(u16 t_width, u16 t_height)
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{
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textureBuffer.width = t_width;
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textureBuffer.psm = GS_PSM_24;
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textureBuffer.address = graph_vram_allocate(t_width, t_height, GS_PSM_24, GRAPH_ALIGN_BLOCK);
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if (textureBuffer.address <= 1)
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PRINT_ERR("Texture buffer allocation error. No memory!");
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textureBuffer.info.width = draw_log2(t_width);
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textureBuffer.info.height = draw_log2(t_height);
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textureBuffer.info.components = TEXTURE_COMPONENTS_RGB;
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textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE;
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isTextureVRAMAllocated = true;
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}
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/** Configure and allocate vRAM for texture buffer */
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void Renderer::deallocateTextureBuffer()
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{
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if (isTextureVRAMAllocated)
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{
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graph_vram_free(textureBuffer.address);
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isTextureVRAMAllocated = false;
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}
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}
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void Renderer::changeTexture(Mesh *t_mesh, u8 t_textureIndex)
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{
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if (t_mesh->textures[t_textureIndex].getId() != lastTextureId)
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{
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lastTextureId = t_mesh->textures[t_textureIndex].getId();
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deallocateTextureBuffer();
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allocateTextureBuffer(t_mesh->textures[t_textureIndex].getWidth(), t_mesh->textures[t_textureIndex].getHeight());
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GifSender::sendTexture(t_mesh->textures[t_textureIndex], &textureBuffer);
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}
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}
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/** Initializes drawing environment (1st app packet) */
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void Renderer::initDrawingEnv(float t_screenW, float t_screenH)
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{
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@@ -88,42 +125,6 @@ void Renderer::setPrim()
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PRINT_LOG("Prim set!");
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}
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/** Configure and allocate vRAM for texture buffer */
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void Renderer::allocateTextureBuffer(u16 t_width, u16 t_height)
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{
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textureBuffer.width = t_width;
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textureBuffer.psm = GS_PSM_24;
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textureBuffer.address = graph_vram_allocate(t_width, t_height, GS_PSM_24, GRAPH_ALIGN_BLOCK);
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if (textureBuffer.address <= 1)
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PRINT_ERR("Texture buffer allocation error. No memory!");
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textureBuffer.info.width = draw_log2(t_width);
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textureBuffer.info.height = draw_log2(t_height);
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textureBuffer.info.components = TEXTURE_COMPONENTS_RGB;
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textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE;
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isTextureVRAMAllocated = true;
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}
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/** Configure and allocate vRAM for texture buffer */
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void Renderer::deallocateTextureBuffer()
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{
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if (isTextureVRAMAllocated)
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{
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graph_vram_free(textureBuffer.address);
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isTextureVRAMAllocated = false;
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}
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}
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void Renderer::changeTexture(Mesh *t_mesh, u8 t_textureIndex)
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{
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if (t_mesh->textures[t_textureIndex]->getId() != lastTextureId)
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{
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lastTextureId = t_mesh->textures[t_textureIndex]->getId();
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deallocateTextureBuffer();
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allocateTextureBuffer(t_mesh->textures[t_textureIndex]->getWidth(), t_mesh->textures[t_textureIndex]->getHeight());
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GifSender::sendTexture(*t_mesh->textures[t_textureIndex], &textureBuffer);
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}
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}
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/** Defines and allocates framebuffers and zbuffer */
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void Renderer::allocateBuffers(float t_screenW, float t_screenH)
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{
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@@ -18,6 +18,7 @@ EE_OBJS = \
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../../engine/modules/light.o \
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../../engine/modules/pad.o \
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../../engine/modules/renderer.o \
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../../engine/modules/texture_repository.o \
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../../engine/modules/timer.o \
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../../engine/modules/vif_sender.o \
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../../engine/modules/vu1.o \
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@@ -75,6 +75,7 @@ void Ari::onInit()
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engine.audio.init(0);
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engine.audio.setVolume(40);
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engine.audio.loadSong("MOV-CIRC.WAV");
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texRepo = engine.renderer->getTextureRepository();
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// engine.audio.play();
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// Vector3 islandPos = Vector3(0.0F, 10.0F, 0.0F);
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@@ -16,6 +16,7 @@
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#include <engine.hpp>
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#include "objects/player.hpp"
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#include <models/light_bulb.hpp>
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#include <modules/texture_repository.hpp>
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#include "./camera.hpp"
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class Ari : public Game
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@@ -35,6 +36,7 @@ private:
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LightBulb bulb;
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Player *player;
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Camera *camera;
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TextureRepository *texRepo;
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};
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#endif
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Block a user