draw refactoring #1
This commit is contained in:
@@ -48,10 +48,10 @@ public:
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u8 isOnSquare(Vector3 &t_min, Vector3 &t_max);
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float length();
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void normalize();
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void setByLerp(const Vector3 &v1, const Vector3 &v2, const float t_interp);
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void setByLerp(const Vector3 &v1, const Vector3 &v2, const float &t_interp, const float &t_scale);
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float innerProduct(Vector3 &v);
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void set(Vector3 &v);
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void set(float x, float y, float z);
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void set(const Vector3 &v);
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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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@@ -42,7 +42,6 @@ public:
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void allocateMemory();
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private:
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Vector3 calcVector;
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Vector3 calc3Vectors[3];
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};
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@@ -0,0 +1,26 @@
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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_MESH_FRAME_
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#define _TYRA_MESH_FRAME_
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#include <tamtypes.h>
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class MeshFrame
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{
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public:
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MeshFrame();
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~MeshFrame();
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private:
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};
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#endif
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@@ -0,0 +1,64 @@
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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_MESH_MATERIAL_
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#define _TYRA_MESH_MATERIAL_
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#include <tamtypes.h>
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class MeshMaterial
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{
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public:
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MeshMaterial();
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~MeshMaterial();
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/** Material name. */
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char *getName() const { return name; };
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const u32 &getFacesCount() const { return facesCount; };
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/** Indexes of vertices. Each 3 faces will give you vertices of next triangle. */
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const u32 &getVertexFace(const u32 &i) const { return vertexFaces[i]; };
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/** Indexes of texture coords. Each 3 faces will give you texture coords of next triangle. */
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const u32 &getStFace(const u32 &i) const { return stFaces[i]; };
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/** Indexes of normal vectors used for lighting. Each 3 faces will give you normal vectors of next triangle. */
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const u32 &getNormalFace(const u32 &i) const { return normalFaces[i]; };
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/** Array of vertex faces. Size of getFacesCount() */
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const u32 *getVertexFaces() const { return vertexFaces; };
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/** Array of texture coords faces. Size of getFacesCount() */
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const u32 *getStFaces() const { return stFaces; };
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/** Array of normal vector faces. Size of getFacesCount() */
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const u32 *getNormalFaces() const { return normalFaces; };
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/** Set faces count and allocate faces memory. */
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void setFacesCount(const u32 &t_val);
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/** Set vertex face. Do not call this method until you know what you do.
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* Should be called by data loader. */
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void setVertexFace(const u32 &t_index, const u32 &t_val) { vertexFaces[t_index] = t_val; }
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/** Set st face. Do not call this method until you know what you do.
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* Should be called by data loader. */
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void setStFace(const u32 &t_index, const u32 &t_val) { stFaces[t_index] = t_val; }
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/** Set vertex face. Do not call this method until you know what you do.
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* Should be called by data loader. */
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void setNormalFace(const u32 &t_index, const u32 &t_val) { normalFaces[t_index] = t_val; }
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/** Set material name. */
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void setName(char *t_val);
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private:
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u32 facesCount;
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u32 *vertexFaces, *stFaces, *normalFaces;
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u8 isNameAllocated, areFacesAllocated;
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char *name;
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};
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#endif
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@@ -14,13 +14,21 @@
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#include <tamtypes.h>
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#include <math3d.h>
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#include "math/vector3.hpp"
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#include "utils/debug.hpp"
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#include "./anim_state.hpp"
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#include "./mesh_material.hpp"
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struct ObjMaterial
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class Frame2
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{
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char *materialName;
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u32 facesCount;
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u32 *verticeFaces, *coordinateFaces, *normalFaces;
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public:
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Frame2() { printf("Frame2 constructor\n"); };
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~Frame2() { printf("Frame2 destructor\n"); };
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u16 number;
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u32 verticesCount, coordinatesCount, normalsCount, materialsCount;
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Vector3 *vertices __attribute__((aligned(16))),
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*coordinates __attribute__((aligned(16))),
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*normals __attribute__((aligned(16)));
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MeshMaterial *materials;
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};
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struct Frame
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@@ -30,7 +38,7 @@ struct Frame
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Vector3 *vertices __attribute__((aligned(16))),
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*coordinates __attribute__((aligned(16))),
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*normals __attribute__((aligned(16)));
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ObjMaterial *materials;
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MeshMaterial *materials;
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};
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/** Class which have common types for all 3D objects */
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@@ -46,14 +54,13 @@ public:
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ObjModel(char *t_objFile);
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~ObjModel();
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void animate();
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u32 getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled);
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u32 getFacesCount();
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u8 isMemoryAllocated;
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private:
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Vector3 calc3Vectors[3];
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Vector3 calcVector;
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void fillNextFace(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, u32 t_materialI, u32 t_getI, u32 t_setI);
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};
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#endif
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@@ -67,7 +67,7 @@ void ObjLoader::load(Frame *o_result, char *t_filename, float t_scale)
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{
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char temp[30];
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fscanf(file, "%s\n", temp);
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o_result->materials[++materialsI].materialName = String::createCopy(temp);
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o_result->materials[++materialsI].setName(temp);
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faceI = 0;
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}
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else if (strcmp(lineHeader, "f") == 0)
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@@ -80,17 +80,17 @@ void ObjLoader::load(Frame *o_result, char *t_filename, float t_scale)
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PRINT_ERR(".obj can't be read by this simple parser. Try exporting with other options");
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else
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{
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o_result->materials[materialsI].verticeFaces[faceI] = vertexIndex[0] - 1;
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o_result->materials[materialsI].verticeFaces[faceI + 1] = vertexIndex[1] - 1;
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o_result->materials[materialsI].verticeFaces[faceI + 2] = vertexIndex[2] - 1;
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o_result->materials[materialsI].setVertexFace(faceI, vertexIndex[0] - 1);
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o_result->materials[materialsI].setVertexFace(faceI + 1, vertexIndex[1] - 1);
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o_result->materials[materialsI].setVertexFace(faceI + 2, vertexIndex[2] - 1);
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o_result->materials[materialsI].coordinateFaces[faceI] = coordIndex[0] - 1;
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o_result->materials[materialsI].coordinateFaces[faceI + 1] = coordIndex[1] - 1;
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o_result->materials[materialsI].coordinateFaces[faceI + 2] = coordIndex[2] - 1;
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o_result->materials[materialsI].setStFace(faceI, coordIndex[0] - 1);
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o_result->materials[materialsI].setStFace(faceI + 1, coordIndex[1] - 1);
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o_result->materials[materialsI].setStFace(faceI + 2, coordIndex[2] - 1);
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o_result->materials[materialsI].normalFaces[faceI] = normalIndex[0] - 1;
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o_result->materials[materialsI].normalFaces[faceI + 1] = normalIndex[1] - 1;
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o_result->materials[materialsI].normalFaces[faceI + 2] = normalIndex[2] - 1;
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o_result->materials[materialsI].setNormalFace(faceI, normalIndex[0] - 1);
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o_result->materials[materialsI].setNormalFace(faceI + 1, normalIndex[1] - 1);
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o_result->materials[materialsI].setNormalFace(faceI + 2, normalIndex[2] - 1);
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faceI += 3;
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}
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}
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@@ -128,11 +128,11 @@ void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result)
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break;
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}
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o_result->materials = new ObjMaterial[o_result->materialsCount];
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o_result->materials = new MeshMaterial[o_result->materialsCount];
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s16 currentMatI = -1;
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fseek(t_file, 0, SEEK_SET);
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u32 facesCounter = 0;
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while (1)
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{
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char lineHeader[128];
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@@ -140,20 +140,20 @@ void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result)
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if (res != EOF)
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{
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if (strcmp(lineHeader, "usemtl") == 0)
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o_result->materials[++currentMatI].facesCount = 0;
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{
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if (currentMatI >= 0) // Skip -1
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o_result->materials[currentMatI].setFacesCount(facesCounter);
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currentMatI++;
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}
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else if (strcmp(lineHeader, "f") == 0)
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o_result->materials[currentMatI].facesCount += 3;
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facesCounter += 3;
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}
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else
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break;
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}
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for (u16 i = 0; i < o_result->materialsCount; i++)
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{
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o_result->materials[i].coordinateFaces = new u32[o_result->materials[i].facesCount];
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o_result->materials[i].normalFaces = new u32[o_result->materials[i].facesCount];
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o_result->materials[i].verticeFaces = new u32[o_result->materials[i].facesCount];
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}
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o_result->materials[currentMatI].setFacesCount(facesCounter); // Allocate last one
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o_result->vertices = new Vector3[o_result->verticesCount];
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o_result->coordinates = new Vector3[o_result->coordinatesCount];
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o_result->normals = new Vector3[o_result->normalsCount];
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@@ -33,7 +33,7 @@ Vector3::Vector3(const Vector3 &another)
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z = another.z;
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}
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void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float t_interp)
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void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float &t_interp, const float &t_scale)
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{
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asm volatile(
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"lqc2 vf4, 0x0(%1) \n\t" // vf4 = v1
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@@ -47,6 +47,9 @@ void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float t_inte
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:
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: "r"(&this->xyz), "r"(&v1.xyz), "r"(&v2.xyz), "f"(t_interp)
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: "$8");
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x *= t_scale;
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y *= t_scale;
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z *= t_scale;
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}
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/** Create empty vector */
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@@ -245,14 +248,14 @@ float Vector3::innerProduct(Vector3 &v)
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// return (x * v.x + y * v.y + z * v.z);
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}
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void Vector3::set(float x, float y, float z)
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void Vector3::set(const float &x, const float &y, const float &z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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void Vector3::set(Vector3 &v)
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void Vector3::set(const Vector3 &v)
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{
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this->x = v.x;
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this->y = v.y;
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@@ -83,10 +83,7 @@ u32 MD2Model::getCurrentFrameData(VECTOR *o_vertices, VECTOR *o_normals, VECTOR
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const u32 NEXT_VERTICE =
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triangles[iTri].verticeIndexes[iVert] +
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(verticesPerFrameCount * animState.nextFrame);
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calcVector.setByLerp(vertices[CURR_VERTICE], vertices[NEXT_VERTICE], animState.interpolation);
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calc3Vectors[iVert].x = calcVector.x * t_scale;
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calc3Vectors[iVert].y = calcVector.y * t_scale;
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calc3Vectors[iVert].z = calcVector.z * t_scale;
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calc3Vectors[iVert].setByLerp(vertices[CURR_VERTICE], vertices[NEXT_VERTICE], animState.interpolation, t_scale);
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}
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}
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if (!t_shouldBeBackfaceCulled || Vector3::shouldBeBackfaceCulled(&t_cameraPos, &calc3Vectors[2], &calc3Vectors[1], &calc3Vectors[0]) == 0)
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@@ -93,6 +93,7 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
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for (u16 i = 0; i < framesAmount; i++)
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{
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// obj->frames[i] = Frame();
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char *part3 = String::createU32ToString(i + 1); // 0 -> "1"
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char *part4 = String::createWithLeadingZeros(part3); // "000001"
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char *part5 = String::createConcatenated(part2, part4); // "folder/object_000001"
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@@ -182,7 +183,7 @@ void Mesh::loadTextures(char *t_subfolder, char *t_extension)
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spec->textures = new Texture[obj->frames[0].materialsCount];
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for (u8 i = 0; i < obj->frames[0].materialsCount; i++)
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{
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bmpLoader.load(spec->textures[i], t_subfolder, obj->frames[0].materials[i].materialName, t_extension);
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bmpLoader.load(spec->textures[i], t_subfolder, obj->frames[0].materials[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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@@ -0,0 +1,24 @@
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/*
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# ______ ____ ___
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||||
# | \/ ____| |___|
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||||
# | | | \ | |
|
||||
#-----------------------------------------------------------------------
|
||||
# Copyright 2020, tyra - https://github.com/h4570/tyra
|
||||
# Licenced under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "../include/models/mesh_frame.hpp"
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#include "../include/utils/debug.hpp"
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// ----
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// Constructors/Destructors
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// ----
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MeshFrame::MeshFrame() {}
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MeshFrame::~MeshFrame() {}
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// ----
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// Methods
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// ----
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@@ -0,0 +1,68 @@
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/*
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# ______ ____ ___
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||||
# | \/ ____| |___|
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||||
# | | | \ | |
|
||||
#-----------------------------------------------------------------------
|
||||
# Copyright 2020, tyra - https://github.com/h4570/tyra
|
||||
# Licenced under Apache License 2.0
|
||||
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "../include/models/mesh_material.hpp"
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#include "../include/utils/debug.hpp"
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#include "../include/utils/string.hpp"
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// ----
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// Constructors/Destructors
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// ----
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MeshMaterial::MeshMaterial()
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{
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facesCount = 0;
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isNameAllocated = false;
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areFacesAllocated = false;
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}
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MeshMaterial::~MeshMaterial()
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{
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if (areFacesAllocated)
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{
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delete[] vertexFaces;
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delete[] stFaces;
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delete[] normalFaces;
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}
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if (isNameAllocated)
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{
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delete[] name;
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}
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}
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// ----
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// Methods
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// ----
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void MeshMaterial::setFacesCount(const u32 &t_val)
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{
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if (areFacesAllocated)
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{
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PRINT_ERR("Can't set faces, because faces were already set!");
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return;
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}
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facesCount = t_val;
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stFaces = new u32[t_val];
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normalFaces = new u32[t_val];
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vertexFaces = new u32[t_val];
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areFacesAllocated = true;
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}
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void MeshMaterial::setName(char *t_val)
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{
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if (isNameAllocated)
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{
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PRINT_ERR("Can't set name, because was already set!");
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return;
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}
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name = String::createCopy(t_val);
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isNameAllocated = true;
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}
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@@ -56,15 +56,13 @@ u32 ObjModel::getFacesCount()
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{
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u32 result = 0; // TODO
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for (u16 i = 0; i < frames[0].materialsCount; i++)
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result += frames[0].materials[i].facesCount;
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result += frames[0].materials[i].getFacesCount();
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return result;
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}
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u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled)
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void ObjModel::animate()
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{
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u32 addedFaces = 0;
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animState.interpolation += animState.speed; // TODO move it out
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||||
animState.interpolation += animState.speed;
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if (animState.interpolation >= 1.0F)
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||||
{
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||||
animState.interpolation = 0.0F;
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@@ -72,44 +70,42 @@ u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_nor
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if (++animState.nextFrame > animState.endFrame)
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||||
animState.nextFrame = animState.startFrame;
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}
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}
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for (u32 j = 0; j < frames[animState.currentFrame].materials[t_materialIndex].facesCount; j += 3)
|
||||
u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled)
|
||||
{
|
||||
#define CURR_FRAME frames[animState.currentFrame]
|
||||
#define NEXT_FRAME frames[animState.nextFrame]
|
||||
#define MATERIAL CURR_FRAME.materials[t_materialIndex]
|
||||
#define CURR_VERT CURR_FRAME.vertices[MATERIAL.getVertexFace(matI + vertI)]
|
||||
#define NEXT_VERT NEXT_FRAME.vertices[MATERIAL.getVertexFace(matI + vertI)]
|
||||
u32 addedFaces = 0;
|
||||
|
||||
for (u32 matI = 0; matI < MATERIAL.getFacesCount(); matI += 3)
|
||||
{
|
||||
for (u32 iVert = 0; iVert < 3; iVert++)
|
||||
{
|
||||
const ObjMaterial CURR_MAT = frames[animState.currentFrame].materials[t_materialIndex];
|
||||
const Vector3 CURR_VERT = frames[animState.currentFrame].vertices[CURR_MAT.verticeFaces[j + iVert]];
|
||||
for (u32 vertI = 0; vertI < 3; vertI++)
|
||||
if (animState.startFrame == animState.endFrame)
|
||||
{
|
||||
calc3Vectors[iVert].x = CURR_VERT.x * t_scale;
|
||||
calc3Vectors[iVert].y = CURR_VERT.y * t_scale;
|
||||
calc3Vectors[iVert].z = CURR_VERT.z * t_scale;
|
||||
}
|
||||
calc3Vectors[vertI].set(CURR_VERT * t_scale);
|
||||
else
|
||||
calc3Vectors[vertI].setByLerp(CURR_VERT, NEXT_VERT, animState.interpolation, t_scale);
|
||||
|
||||
if (!t_shouldBeBackfaceCulled ||
|
||||
Vector3::shouldBeBackfaceCulled(&t_cameraPos, &calc3Vectors[2], &calc3Vectors[1], &calc3Vectors[0]))
|
||||
|
||||
for (u32 vertI = 0; vertI < 3; vertI++)
|
||||
{
|
||||
const Vector3 NEXT_VERT = frames[animState.nextFrame].vertices[CURR_MAT.verticeFaces[j + iVert]];
|
||||
calcVector.setByLerp(CURR_VERT, NEXT_VERT, animState.interpolation);
|
||||
calc3Vectors[iVert].x = calcVector.x * t_scale;
|
||||
calc3Vectors[iVert].y = calcVector.y * t_scale;
|
||||
calc3Vectors[iVert].z = calcVector.z * t_scale;
|
||||
}
|
||||
}
|
||||
if (!t_shouldBeBackfaceCulled || Vector3::shouldBeBackfaceCulled(&t_cameraPos, &calc3Vectors[2], &calc3Vectors[1], &calc3Vectors[0]) == 0)
|
||||
for (u32 iVert = 0; iVert < 3; iVert++)
|
||||
{
|
||||
const u32 CURR_FRAME = animState.currentFrame;
|
||||
o_vertices[addedFaces][0] = calc3Vectors[iVert].x;
|
||||
o_vertices[addedFaces][1] = calc3Vectors[iVert].y;
|
||||
o_vertices[addedFaces][2] = calc3Vectors[iVert].z;
|
||||
o_vertices[addedFaces][0] = calc3Vectors[vertI].x;
|
||||
o_vertices[addedFaces][1] = calc3Vectors[vertI].y;
|
||||
o_vertices[addedFaces][2] = calc3Vectors[vertI].z;
|
||||
o_vertices[addedFaces][3] = 1.0F;
|
||||
|
||||
o_normals[addedFaces][0] = frames[CURR_FRAME].normals[frames[CURR_FRAME].materials[t_materialIndex].normalFaces[j]].x;
|
||||
o_normals[addedFaces][1] = frames[CURR_FRAME].normals[frames[CURR_FRAME].materials[t_materialIndex].normalFaces[j]].y;
|
||||
o_normals[addedFaces][2] = frames[CURR_FRAME].normals[frames[CURR_FRAME].materials[t_materialIndex].normalFaces[j]].z;
|
||||
o_normals[addedFaces][0] = CURR_FRAME.normals[MATERIAL.getNormalFace(matI + vertI)].x;
|
||||
o_normals[addedFaces][1] = CURR_FRAME.normals[MATERIAL.getNormalFace(matI + vertI)].y;
|
||||
o_normals[addedFaces][2] = CURR_FRAME.normals[MATERIAL.getNormalFace(matI + vertI)].z;
|
||||
o_normals[addedFaces][3] = 1.0F;
|
||||
|
||||
o_coordinates[addedFaces][0] = frames[CURR_FRAME].coordinates[frames[CURR_FRAME].materials[t_materialIndex].coordinateFaces[j]].x;
|
||||
o_coordinates[addedFaces][1] = frames[CURR_FRAME].coordinates[frames[CURR_FRAME].materials[t_materialIndex].coordinateFaces[j]].y;
|
||||
o_coordinates[addedFaces][0] = CURR_FRAME.coordinates[MATERIAL.getStFace(matI + vertI)].x;
|
||||
o_coordinates[addedFaces][1] = CURR_FRAME.coordinates[MATERIAL.getStFace(matI + vertI)].y;
|
||||
o_coordinates[addedFaces][2] = 1.0F;
|
||||
o_coordinates[addedFaces][3] = 1.0F;
|
||||
|
||||
@@ -118,11 +114,6 @@ u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_nor
|
||||
o_colors[addedFaces][2] = 1.0F;
|
||||
o_colors[addedFaces++][3] = 1.0F;
|
||||
}
|
||||
// fillNextFace(o_vertices, o_normals, o_coordinates, o_colors, t_materialIndex, j, addedFaces++);
|
||||
}
|
||||
return addedFaces;
|
||||
}
|
||||
|
||||
void ObjModel::fillNextFace(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, u32 t_materialI, u32 t_getI, u32 t_setI)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -181,12 +181,15 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
VECTOR *coordinates = new VECTOR[vertCount];
|
||||
VECTOR *colors = new VECTOR[vertCount];
|
||||
if (t_mesh->isObjLoaded)
|
||||
{
|
||||
t_mesh->obj->animate();
|
||||
for (u32 i = 0; i < t_mesh->obj->frames[0].materialsCount; i++)
|
||||
{
|
||||
changeTexture(t_mesh, i);
|
||||
vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, colors, *renderData.cameraPosition);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, colors, t_mesh, t_bulbs, t_bulbsCount);
|
||||
}
|
||||
}
|
||||
else if (t_mesh->isMd2Loaded)
|
||||
{
|
||||
changeTexture(t_mesh, 0);
|
||||
|
||||
Reference in New Issue
Block a user