draw refactoring #1
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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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