Merge branch 'static-game-try-1'
This commit is contained in:
@@ -24,12 +24,12 @@ class Engine
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{
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public:
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Engine(const ScreenSettings &screen);
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Engine();
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~Engine();
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void init(Game *t_game, u32 t_gifPacketSize);
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void setDefaultScreen();
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void setScreen(ScreenSettings &t_settings);
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Renderer *renderer;
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Audio audio;
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ScreenSettings screen;
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@@ -37,9 +37,10 @@ public:
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float fps;
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private:
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void firePS2();
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u8 fpsDelayer;
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Timer timer;
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u8 isInitialized, isScreenInitialized;
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u8 isInitialized;
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void gameLoop();
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Game *game;
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s32 mainThreadId;
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@@ -35,7 +35,7 @@ public:
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void makeZRotation(float t_radians);
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void translate(float t_x, float t_y, float t_z);
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void setPerspective(ScreenSettings &screen);
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void print();
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const void print() const;
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};
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#endif
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@@ -27,7 +27,7 @@ public:
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void update(Vector3 &a, Vector3 &b, Vector3 &c);
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inline float distanceTo(Vector3 &t_vec) { return this->distance + this->normal.innerProduct(t_vec); }
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void print();
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const void print() const;
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};
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#endif
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@@ -33,7 +33,7 @@ public:
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void set(const float &t_x, const float &t_y);
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void set(const Point &v);
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void print();
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const void print() const;
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};
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#endif
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@@ -54,7 +54,7 @@ public:
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void set(const float &x, const float &y, const float &z);
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void copy(Vector3 &v);
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float distanceTo(Vector3 &v);
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void print();
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const void print() const;
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};
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#endif
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@@ -21,7 +21,6 @@ struct ScreenSettings
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float aspectRatio;
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float nearPlaneDist;
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float farPlaneDist;
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/** change it to 4096.0F to check out frustum culling! 😎 */
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float projectionScale;
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};
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@@ -33,7 +33,7 @@ public:
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~GifSender();
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void initPacket(u8 context);
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void addObject(RenderData *t_renderData, Mesh *t_objects3D, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
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void addObject(RenderData *t_renderData, Mesh &t_mesh, u32 vertexCount, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
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void addClear(zbuffer_t *t_zBuffer);
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void sendPacket();
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void sendClear(zbuffer_t *t_zBuffer);
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@@ -35,22 +35,22 @@ public:
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prim_t prim;
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/** PATH3 Many + lighting */
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void drawByPath3(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
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void drawByPath3(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
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/** PATH3 Single + lighting */
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void drawByPath3(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
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void drawByPath3(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
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/** PATH3 Many */
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void drawByPath3(Mesh **t_meshes, u16 t_amount);
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void drawByPath3(Mesh *t_meshes, u16 t_amount);
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/** PATH3 Single */
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void drawByPath3(Mesh *t_mesh);
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void drawByPath3(Mesh &t_mesh);
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/** PATH1 Many + lighting */
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void draw(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
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void draw(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
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/** PATH1 Single + lighting */
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void draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
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void draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount);
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/** PATH1 Many */
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void draw(Mesh **t_meshes, u16 t_amount);
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void draw(Mesh *t_meshes, u16 t_amount);
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/** PATH1 Single */
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void draw(Mesh *t_mesh);
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void draw(Mesh &t_mesh);
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void setCameraDefinitions(Matrix *t_worldView, Vector3 *t_cameraPos, Plane *t_planes);
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@@ -59,7 +59,7 @@ public:
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TextureRepository *getTextureRepository() { return &textureRepo; };
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private:
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void changeTexture(Mesh *t_mesh, u32 t_materialId);
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void changeTexture(const Mesh &t_mesh, u32 t_materialId);
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u32 lastTextureId;
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texbuffer_t textureBuffer;
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u8 isTextureVRAMAllocated;
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@@ -28,11 +28,11 @@ public:
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~VifSender();
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// TODO refactor
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void drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
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void drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, const Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer);
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void sendMatrices(const RenderData &t_renderData, const Vector3 &t_position, const Vector3 &t_rotation);
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private:
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void drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer);
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void drawVertices(const Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer);
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VU1 vu1; // TODO
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MATRIX localWorld, localScreen;
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VECTOR position, rotation;
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