finished tutorial 03
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@@ -16,11 +16,11 @@ namespace Tyra {
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class CameraInfo3D {
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public:
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CameraInfo3D(Vec4* cameraPosition, Vec4* cameraLooksAt,
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Vec4* cameraUp = nullptr);
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CameraInfo3D(const Vec4* cameraPosition, const Vec4* cameraLooksAt,
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const Vec4* cameraUp = nullptr);
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~CameraInfo3D();
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Vec4 *position, *looksAt, *up;
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const Vec4 *position, *looksAt, *up;
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private:
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static Vec4 defaultCameraUp;
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@@ -29,7 +29,7 @@ class Path3 {
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void sendDrawFinishTag();
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void clearScreen(zbuffer_t* z, const Color& color);
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void sendTexture(Texture* texture,
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void sendTexture(const Texture* texture,
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const RendererCoreTextureBuffers& texBuffers);
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private:
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@@ -45,7 +45,7 @@ class Texture {
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float getSizeInMB() const;
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inline texwrap_t* getWrapSettings() { return &wrap; }
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inline const texwrap_t* getWrapSettings() const { return &wrap; }
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inline const std::vector<TextureLink>& getTextureLinks() const {
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return links;
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@@ -27,7 +27,7 @@ class RendererCoreTexture {
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clutbuffer_t clut;
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TextureRepository repository;
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RendererCoreTextureBuffers useTexture(Texture* t_tex);
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RendererCoreTextureBuffers useTexture(const Texture* t_tex);
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/** Called by renderer during initialization */
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void init(RendererCoreGS* gs, Path3* path3);
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@@ -27,7 +27,7 @@ class RendererCoreTextureSender {
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void init(Path3* path3, RendererCoreGS* gs);
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RendererCoreTextureBuffers allocate(Texture* t_texture);
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RendererCoreTextureBuffers allocate(const Texture* t_texture);
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void deallocate(const RendererCoreTextureBuffers& texBuffers);
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@@ -37,8 +37,8 @@ class RendererCoreTextureSender {
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RendererCoreGS* gs;
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Path3* path3;
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TextureBpp getBppByPsm(const u32& psm);
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texbuffer_t* allocateTextureCore(Texture* t_texture);
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texbuffer_t* allocateTextureClut(Texture* t_texture);
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texbuffer_t* allocateTextureCore(const Texture* t_texture);
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texbuffer_t* allocateTextureClut(const Texture* t_texture);
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};
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} // namespace Tyra
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