moved texturebuffer outside of spec
This commit is contained in:
@@ -12,6 +12,7 @@
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#define _TYRA_OBJ_LOADER_
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#include "../models/obj_model.hpp"
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#include "../models/mesh_frame.hpp"
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#include <stdio.h>
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/** Class responsible for loading&parsing .obj 3D files */
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@@ -22,10 +23,10 @@ public:
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ObjLoader();
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~ObjLoader();
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void load(Frame *o_result, char *t_fileName, float t_scale);
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void load(MeshFrame *o_result, char *t_fileName, float t_scale, u8 invertT);
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private:
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void allocateObjMemory(FILE *t_file, Frame *t_result);
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void allocateObjMemory(FILE *t_file, MeshFrame *t_result);
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};
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#endif
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@@ -26,11 +26,13 @@ public:
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float xy[2] __attribute__((__aligned__(16)));
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};
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Point(float x, float y);
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Point(float t_x, float t_y);
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Point(const Point &v);
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Point();
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~Point();
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void set(float x, float y);
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void set(float t_x, float t_y);
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void set(const Point &v);
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void print();
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};
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@@ -31,7 +31,7 @@ public:
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float xyz[3] __attribute__((__aligned__(16)));
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};
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Vector3(float x, float y, float z);
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Vector3(float t_x, float t_y, float t_z);
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Vector3(const Vector3 &v);
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Vector3();
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~Vector3();
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@@ -12,6 +12,9 @@
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#define _TYRA_MESH_FRAME_
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#include <tamtypes.h>
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#include "math/point.hpp"
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#include "math/vector3.hpp"
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#include "./mesh_material.hpp"
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class MeshFrame
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{
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@@ -20,7 +23,90 @@ public:
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MeshFrame();
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~MeshFrame();
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// ----
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// Getters
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// ----
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const u32 &getVertexCount() const { return vertexCount; };
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const u32 &getSTsCount() const { return stsCount; };
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const u32 &getNormalsCount() const { return normalsCount; };
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const u32 &getMaterialsCount() const { return materialsCount; };
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/** Returns vertex. 3 vertices = 1 triangle. */
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Vector3 &getVertex(const u32 &i) const { return vertices[i]; };
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/** Returns texture coordinate. */
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Point &getST(const u32 &i) const { return sts[i]; };
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/** Returns normal vector. Used for lighting. */
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Vector3 &getNormal(const u32 &i) const { return normals[i]; };
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/** Returns material, which is a mesh "subgroup". */
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MeshMaterial &getMaterial(const u32 &i) const { return materials[i]; };
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/** Array of vertices. Size of getVertexCount() */
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Vector3 *getVertices() const { return vertices; };
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/** Array of vertices. Size of getSTsCount() */
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Point *getSTs() const { return sts; };
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/** Array of vertices. Size of getNormalsCount() */
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Vector3 *getNormals() const { return normals; };
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/** Array of materials. Size of getMaterialsCount() */
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MeshMaterial *getMaterials() const { return materials; };
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// ----
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// Setters
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// ----
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/**
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* Do not call this method unless you know what you do.
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* Should be called by data loader.
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*/
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void setVertex(const u32 &t_index, const Vector3 &t_val) { vertices[t_index].set(t_val); }
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/**
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* Do not call this method unless you know what you do.
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* Should be called by data loader.
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*/
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void setNormal(const u32 &t_index, const Vector3 &t_val) { normals[t_index].set(t_val); }
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/**
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* Do not call this method unless you know what you do.
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* Should be called by data loader.
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*/
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void setST(const u32 &t_index, const Point &t_val) { sts[t_index].set(t_val); }
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// ----
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// Other
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// ----
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const u8 &areSTsAllocated() const { return _areSTsAllocated; };
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const u8 &areVerticesAllocated() const { return _areVerticesAllocated; };
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const u8 &areNormalsAllocated() const { return _areNormalsAllocated; };
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const u8 &areMaterialsAllocated() const { return _areMaterialsAllocated; };
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/** Set STs count and allocate memory. */
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void allocateSTs(const u32 &t_val);
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/** Set vertex count and allocate memory. */
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void allocateVertices(const u32 &t_val);
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/** Set normals count and allocate memory. */
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void allocateNormals(const u32 &t_val);
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/** Set materials count and allocate memory. */
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void allocateMaterials(const u32 &t_val);
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private:
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u8 _areSTsAllocated, _areVerticesAllocated, _areNormalsAllocated, _areMaterialsAllocated;
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u32 vertexCount, stsCount, normalsCount, materialsCount;
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MeshMaterial *materials;
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Point *sts __attribute__((aligned(16)));
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Vector3
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*vertices __attribute__((aligned(16))),
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*normals __attribute__((aligned(16)));
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};
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#endif
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@@ -13,6 +13,11 @@
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#include <tamtypes.h>
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/** Class which contains draw data for mesh part.
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* Mesh can have many materials.
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* For example, car can have three materials:
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* body, tires and windows.
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*/
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class MeshMaterial
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{
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@@ -20,44 +25,78 @@ public:
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MeshMaterial();
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~MeshMaterial();
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// ----
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// Getters
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// ----
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/** Material name. */
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char *getName() const { return name; };
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/**
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* Auto generated unique Id.
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* Core role of this variable is to select correct texture to draw
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*/
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const u32 &getId() const { return id; };
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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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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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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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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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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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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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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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// ----
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// Setters
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// ----
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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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/**
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* Do not call this method unless you know what you do.
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* Should be called by data loader.
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*/
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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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/**
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* Do not call this method unless you know what you do.
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* Should be called by data loader.
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*/
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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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/**
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* Do not call this method unless you know what you do.
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* Should be called by data loader.
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*/
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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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// ----
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// Other
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// ----
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const u8 &isNameSet() const { return _isNameSet; };
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const u8 &areFacesAllocated() const { return _areFacesAllocated; };
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/** Set faces count and allocate memory. */
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void allocateFaces(const u32 &t_val);
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private:
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u32 facesCount;
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u32 facesCount, id;
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u32 *vertexFaces, *stFaces, *normalFaces;
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u8 isNameAllocated, areFacesAllocated;
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u8 _isNameSet, _areFacesAllocated;
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char *name;
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};
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@@ -22,20 +22,17 @@ class MeshSpec
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{
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public:
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texbuffer_t textureBuffer;
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clutbuffer_t clut;
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lod_t lod;
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MeshSpec();
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~MeshSpec();
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void allocateTextureBuffer(u16 t_width, u16 t_height);
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void deallocateTextureBuffer();
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void allocateMemory();
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void setupLodAndClut();
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Texture *textures;
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private:
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u8 isTextureVRAMAllocated;
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};
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#endif
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@@ -17,29 +17,7 @@
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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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class Frame2
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{
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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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{
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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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#include "./mesh_frame.hpp"
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/** Class which have common types for all 3D objects */
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class ObjModel
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@@ -49,7 +27,7 @@ public:
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/** File name without extension */
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char *filename;
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u16 frameCount;
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Frame *frames;
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MeshFrame *frames;
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AnimState animState;
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ObjModel(char *t_objFile);
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@@ -32,7 +32,7 @@ public:
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~GifSender();
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void initPacket(u8 context);
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void addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount);
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void addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_amount, 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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@@ -56,13 +56,15 @@ public:
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void endFrame(float fps);
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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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void flipBuffers();
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void beginFrameIfNeeded();
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u8 isFrameEmpty;
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u8 isFrameEmpty, isTextureVRAMAllocated;
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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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GifSender *gifSender;
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VifSender *vifSender;
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@@ -28,10 +28,10 @@ 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);
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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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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);
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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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MATRIX localWorld, localScreen;
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VECTOR position, rotation;
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@@ -16,6 +16,6 @@
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#include <stdio.h>
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#define PRINT_LOG(TEXT) printf("LOG: " TEXT " (" __FILE__ ")\n")
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#define PRINT_ERR(TEXT) printf("---\n--- ---\n--- --- --- ERR: " TEXT " (" __FILE__ ")\n--- ---\n---\n")
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#define PRINT_ERR(TEXT) printf("\n====================================\n| ERROR: " TEXT "\n| File : " __FILE__ "\n====================================\n\n")
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#endif
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@@ -30,7 +30,7 @@ ObjLoader::~ObjLoader() {}
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* Notice: At this moment textures names are MATERIAL names from .obj file!
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* Notice 2: Faces MUST be triangulated (check out blender export settings).
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*/
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void ObjLoader::load(Frame *o_result, char *t_filename, float t_scale)
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void ObjLoader::load(MeshFrame *o_result, char *t_filename, float t_scale, u8 invertT)
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{
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FILE *file = fopen(t_filename, "rb");
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if (file == NULL)
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@@ -49,25 +49,27 @@ void ObjLoader::load(Frame *o_result, char *t_filename, float t_scale)
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{
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Vector3 vector = Vector3();
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fscanf(file, "%f %f %f\n", &vector.x, &vector.y, &vector.z);
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o_result->vertices[verticesI++] = vector * t_scale;
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o_result->setVertex(verticesI++, vector * t_scale);
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}
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else if (strcmp(lineHeader, "vt") == 0)
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{
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Vector3 vector = Vector3();
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fscanf(file, "%f %f\n", &vector.x, &vector.y);
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o_result->coordinates[cordsI++] = vector;
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Point point = Point();
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fscanf(file, "%f %f\n", &point.x, &point.y);
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if (invertT)
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point.y = 1.0F - point.y;
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o_result->setST(cordsI++, point);
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}
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else if (strcmp(lineHeader, "vn") == 0)
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{
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Vector3 vector = Vector3();
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fscanf(file, "%f %f %f\n", &vector.x, &vector.y, &vector.z);
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o_result->normals[normalsI++] = vector;
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o_result->setNormal(normalsI++, vector);
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}
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else if (strcmp(lineHeader, "usemtl") == 0)
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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].setName(temp);
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o_result->getMaterial(++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 +82,17 @@ 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].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->getMaterial(materialsI).setVertexFace(faceI, vertexIndex[0] - 1);
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o_result->getMaterial(materialsI).setVertexFace(faceI + 1, vertexIndex[1] - 1);
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o_result->getMaterial(materialsI).setVertexFace(faceI + 2, vertexIndex[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->getMaterial(materialsI).setSTFace(faceI, coordIndex[0] - 1);
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o_result->getMaterial(materialsI).setSTFace(faceI + 1, coordIndex[1] - 1);
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o_result->getMaterial(materialsI).setSTFace(faceI + 2, coordIndex[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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o_result->getMaterial(materialsI).setNormalFace(faceI, normalIndex[0] - 1);
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o_result->getMaterial(materialsI).setNormalFace(faceI + 1, normalIndex[1] - 1);
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o_result->getMaterial(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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@@ -102,12 +104,12 @@ void ObjLoader::load(Frame *o_result, char *t_filename, float t_scale)
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}
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|
||||
/** Calculate how many vertices(v), coordinates(vt), normals(vn) and faces(f) have .obj file */
|
||||
void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result)
|
||||
void ObjLoader::allocateObjMemory(FILE *t_file, MeshFrame *o_result)
|
||||
{
|
||||
o_result->verticesCount = 0;
|
||||
o_result->coordinatesCount = 0;
|
||||
o_result->normalsCount = 0;
|
||||
o_result->materialsCount = 0;
|
||||
u32 vertexCount = 0;
|
||||
u32 stsCount = 0;
|
||||
u32 normalsCount = 0;
|
||||
u32 materialsCount = 0;
|
||||
|
||||
while (1)
|
||||
{
|
||||
@@ -116,19 +118,23 @@ void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result)
|
||||
if (res != EOF)
|
||||
{
|
||||
if (strcmp(lineHeader, "v") == 0)
|
||||
o_result->verticesCount += 1;
|
||||
vertexCount += 1;
|
||||
else if (strcmp(lineHeader, "vt") == 0)
|
||||
o_result->coordinatesCount += 1;
|
||||
stsCount += 1;
|
||||
else if (strcmp(lineHeader, "vn") == 0)
|
||||
o_result->normalsCount += 1;
|
||||
normalsCount += 1;
|
||||
else if (strcmp(lineHeader, "usemtl") == 0)
|
||||
o_result->materialsCount += 1;
|
||||
materialsCount += 1;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
o_result->materials = new MeshMaterial[o_result->materialsCount];
|
||||
o_result->allocateVertices(vertexCount);
|
||||
o_result->allocateNormals(normalsCount);
|
||||
o_result->allocateSTs(stsCount);
|
||||
o_result->allocateMaterials(materialsCount);
|
||||
|
||||
s16 currentMatI = -1;
|
||||
|
||||
fseek(t_file, 0, SEEK_SET);
|
||||
@@ -142,7 +148,7 @@ void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result)
|
||||
if (strcmp(lineHeader, "usemtl") == 0)
|
||||
{
|
||||
if (currentMatI >= 0) // Skip -1
|
||||
o_result->materials[currentMatI].setFacesCount(facesCounter);
|
||||
o_result->getMaterial(currentMatI).allocateFaces(facesCounter);
|
||||
currentMatI++;
|
||||
}
|
||||
else if (strcmp(lineHeader, "f") == 0)
|
||||
@@ -152,10 +158,7 @@ void ObjLoader::allocateObjMemory(FILE *t_file, Frame *o_result)
|
||||
break;
|
||||
}
|
||||
|
||||
o_result->materials[currentMatI].setFacesCount(facesCounter); // Allocate last one
|
||||
o_result->getMaterial(currentMatI).allocateFaces(facesCounter); // Allocate last one
|
||||
|
||||
o_result->vertices = new Vector3[o_result->verticesCount];
|
||||
o_result->coordinates = new Vector3[o_result->coordinatesCount];
|
||||
o_result->normals = new Vector3[o_result->normalsCount];
|
||||
// o_result->isMemoryAllocated = true;
|
||||
}
|
||||
|
||||
@@ -17,10 +17,17 @@
|
||||
// ----
|
||||
|
||||
/** Create by specifying values */
|
||||
Point::Point(float x, float y)
|
||||
Point::Point(float t_x, float t_y)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
x = t_x;
|
||||
y = t_y;
|
||||
}
|
||||
|
||||
/** Create with other point values */
|
||||
Point::Point(const Point &v)
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
}
|
||||
|
||||
/** Create empty point */
|
||||
@@ -36,10 +43,16 @@ Point::~Point() {}
|
||||
// Methods
|
||||
// ----
|
||||
|
||||
void Point::set(float x, float y)
|
||||
void Point::set(float t_x, float t_y)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
x = x;
|
||||
y = y;
|
||||
}
|
||||
|
||||
void Point::set(const Point &v)
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
}
|
||||
|
||||
void Point::print()
|
||||
|
||||
@@ -18,11 +18,11 @@
|
||||
// ----
|
||||
|
||||
/** Create by specifying 3 points */
|
||||
Vector3::Vector3(float x, float y, float z)
|
||||
Vector3::Vector3(float t_x, float t_y, float t_z)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
this->z = z;
|
||||
x = t_x;
|
||||
y = t_y;
|
||||
z = t_z;
|
||||
}
|
||||
|
||||
/** Create with another vector values */
|
||||
|
||||
@@ -62,7 +62,6 @@ void Mesh::loadDff(char *t_subfolder, char *t_dffFile, Vector3 &t_initPos, float
|
||||
setDefaultColor();
|
||||
isDffLoaded = true;
|
||||
loadTextures(t_subfolder, ".bmp");
|
||||
spec->allocateTextureBuffer(spec->textures[0].width, spec->textures[0].height); // wtf?
|
||||
}
|
||||
|
||||
void Mesh::setDff(Vector3 &t_initPos, DffModel *t_dffModel, MeshSpec *t_spec)
|
||||
@@ -85,7 +84,7 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
|
||||
obj = new ObjModel(t_objFile);
|
||||
|
||||
obj->frameCount = framesAmount;
|
||||
obj->frames = new Frame[framesAmount];
|
||||
obj->frames = new MeshFrame[framesAmount];
|
||||
|
||||
char *part1 = String::createConcatenated(t_subfolder, t_objFile); // "folder/object"
|
||||
char *part2 = String::createConcatenated(part1, "_"); // "folder/object_"
|
||||
@@ -98,7 +97,7 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
|
||||
char *part4 = String::createWithLeadingZeros(part3); // "000001"
|
||||
char *part5 = String::createConcatenated(part2, part4); // "folder/object_000001"
|
||||
char *finalPath = String::createConcatenated(part5, ".obj"); // "folder/object_000001.obj"
|
||||
loader.load(&obj->frames[i], finalPath, t_scale);
|
||||
loader.load(&obj->frames[i], finalPath, t_scale, false);
|
||||
delete[] part3;
|
||||
delete[] part4;
|
||||
delete[] part5;
|
||||
@@ -108,11 +107,10 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
|
||||
delete[] part2;
|
||||
|
||||
position = t_initPos;
|
||||
setVerticesReference(obj->getFacesCount(), obj->frames[0].vertices);
|
||||
setVerticesReference(obj->getFacesCount(), obj->frames[0].getVertices());
|
||||
setDefaultColor();
|
||||
isObjLoaded = true;
|
||||
loadTextures(t_subfolder, ".bmp");
|
||||
spec->allocateTextureBuffer(spec->textures[0].width, spec->textures[0].height); // wtf?
|
||||
}
|
||||
|
||||
void Mesh::setObj(Vector3 &t_initPos, ObjModel *t_objModel, MeshSpec *t_spec)
|
||||
@@ -121,7 +119,7 @@ void Mesh::setObj(Vector3 &t_initPos, ObjModel *t_objModel, MeshSpec *t_spec)
|
||||
spec = t_spec;
|
||||
isSpecInitialized = true;
|
||||
obj = t_objModel;
|
||||
setVerticesReference(obj->getFacesCount(), obj->frames[0].vertices);
|
||||
setVerticesReference(obj->getFacesCount(), obj->frames[0].getVertices());
|
||||
setDefaultColor();
|
||||
isObjLoaded = true;
|
||||
}
|
||||
@@ -180,10 +178,10 @@ void Mesh::loadTextures(char *t_subfolder, char *t_extension)
|
||||
BmpLoader bmpLoader = BmpLoader();
|
||||
if (isObjLoaded)
|
||||
{
|
||||
spec->textures = new Texture[obj->frames[0].materialsCount];
|
||||
for (u8 i = 0; i < obj->frames[0].materialsCount; i++)
|
||||
spec->textures = new Texture[obj->frames[0].getMaterialsCount()];
|
||||
for (u8 i = 0; i < obj->frames[0].getMaterialsCount(); i++)
|
||||
{
|
||||
bmpLoader.load(spec->textures[i], t_subfolder, obj->frames[0].materials[i].getName(), t_extension);
|
||||
bmpLoader.load(spec->textures[i], t_subfolder, obj->frames[0].getMaterial(i).getName(), t_extension);
|
||||
setDefaultWrapSettings(spec->textures[i].wrapSettings);
|
||||
}
|
||||
}
|
||||
@@ -234,7 +232,6 @@ void Mesh::loadMD2(char *t_subfolder, char *t_md2File, Vector3 &t_initPos, float
|
||||
setDefaultColor();
|
||||
isMd2Loaded = true;
|
||||
loadTextures(t_subfolder, ".bmp");
|
||||
spec->allocateTextureBuffer(spec->textures[0].width, spec->textures[0].height); // wtf?
|
||||
}
|
||||
|
||||
/** Set's default object color + no transparency */
|
||||
|
||||
@@ -15,10 +15,78 @@
|
||||
// Constructors/Destructors
|
||||
// ----
|
||||
|
||||
MeshFrame::MeshFrame() {}
|
||||
MeshFrame::MeshFrame()
|
||||
{
|
||||
vertexCount = 0;
|
||||
stsCount = 0;
|
||||
normalsCount = 0;
|
||||
materialsCount = 0;
|
||||
_areSTsAllocated = false;
|
||||
_areVerticesAllocated = false;
|
||||
_areNormalsAllocated = false;
|
||||
_areMaterialsAllocated = false;
|
||||
}
|
||||
|
||||
MeshFrame::~MeshFrame() {}
|
||||
MeshFrame::~MeshFrame()
|
||||
{
|
||||
if (_areSTsAllocated)
|
||||
delete[] sts;
|
||||
if (_areVerticesAllocated)
|
||||
delete[] vertices;
|
||||
if (_areNormalsAllocated)
|
||||
delete[] normals;
|
||||
if (_areMaterialsAllocated)
|
||||
delete[] materials;
|
||||
}
|
||||
|
||||
// ----
|
||||
// Methods
|
||||
// ----
|
||||
|
||||
void MeshFrame::allocateSTs(const u32 &t_val)
|
||||
{
|
||||
if (_areSTsAllocated)
|
||||
{
|
||||
PRINT_ERR("Can't allocate STs, because were already set!");
|
||||
return;
|
||||
}
|
||||
stsCount = t_val;
|
||||
sts = new Point[t_val];
|
||||
_areSTsAllocated = true;
|
||||
}
|
||||
|
||||
void MeshFrame::allocateVertices(const u32 &t_val)
|
||||
{
|
||||
if (_areVerticesAllocated)
|
||||
{
|
||||
PRINT_ERR("Can't allocate vertices, because were already set!");
|
||||
return;
|
||||
}
|
||||
vertexCount = t_val;
|
||||
vertices = new Vector3[t_val];
|
||||
_areVerticesAllocated = true;
|
||||
}
|
||||
|
||||
void MeshFrame::allocateNormals(const u32 &t_val)
|
||||
{
|
||||
if (_areNormalsAllocated)
|
||||
{
|
||||
PRINT_ERR("Can't allocate normals, because were already set!");
|
||||
return;
|
||||
}
|
||||
normalsCount = t_val;
|
||||
normals = new Vector3[t_val];
|
||||
_areNormalsAllocated = true;
|
||||
}
|
||||
|
||||
void MeshFrame::allocateMaterials(const u32 &t_val)
|
||||
{
|
||||
if (_areMaterialsAllocated)
|
||||
{
|
||||
PRINT_ERR("Can't allocate materials, because were already set!");
|
||||
return;
|
||||
}
|
||||
materialsCount = t_val;
|
||||
materials = new MeshMaterial[t_val];
|
||||
_areMaterialsAllocated = true;
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "../include/models/mesh_material.hpp"
|
||||
#include "../include/utils/debug.hpp"
|
||||
#include "../include/utils/string.hpp"
|
||||
#include <cstdlib>
|
||||
|
||||
// ----
|
||||
// Constructors/Destructors
|
||||
@@ -18,51 +19,49 @@
|
||||
|
||||
MeshMaterial::MeshMaterial()
|
||||
{
|
||||
id = rand() % 100000;
|
||||
facesCount = 0;
|
||||
isNameAllocated = false;
|
||||
areFacesAllocated = false;
|
||||
_isNameSet = false;
|
||||
_areFacesAllocated = false;
|
||||
}
|
||||
|
||||
MeshMaterial::~MeshMaterial()
|
||||
{
|
||||
|
||||
if (areFacesAllocated)
|
||||
if (_areFacesAllocated)
|
||||
{
|
||||
delete[] vertexFaces;
|
||||
delete[] stFaces;
|
||||
delete[] normalFaces;
|
||||
}
|
||||
if (isNameAllocated)
|
||||
{
|
||||
if (_isNameSet)
|
||||
delete[] name;
|
||||
}
|
||||
}
|
||||
|
||||
// ----
|
||||
// Methods
|
||||
// ----
|
||||
|
||||
void MeshMaterial::setFacesCount(const u32 &t_val)
|
||||
void MeshMaterial::allocateFaces(const u32 &t_val)
|
||||
{
|
||||
if (areFacesAllocated)
|
||||
if (_areFacesAllocated)
|
||||
{
|
||||
PRINT_ERR("Can't set faces, because faces were already set!");
|
||||
PRINT_ERR("Can't allocate faces, because were already set!");
|
||||
return;
|
||||
}
|
||||
facesCount = t_val;
|
||||
stFaces = new u32[t_val];
|
||||
normalFaces = new u32[t_val];
|
||||
vertexFaces = new u32[t_val];
|
||||
areFacesAllocated = true;
|
||||
_areFacesAllocated = true;
|
||||
}
|
||||
|
||||
void MeshMaterial::setName(char *t_val)
|
||||
{
|
||||
if (isNameAllocated)
|
||||
if (_isNameSet)
|
||||
{
|
||||
PRINT_ERR("Can't set name, because was already set!");
|
||||
return;
|
||||
}
|
||||
name = String::createCopy(t_val);
|
||||
isNameAllocated = true;
|
||||
_isNameSet = true;
|
||||
}
|
||||
|
||||
@@ -29,39 +29,12 @@ MeshSpec::MeshSpec()
|
||||
/** Release memory if object was initialized */
|
||||
MeshSpec::~MeshSpec()
|
||||
{
|
||||
if (this->isTextureVRAMAllocated == true)
|
||||
graph_vram_free(this->textureBuffer.address);
|
||||
}
|
||||
|
||||
// ----
|
||||
// Methods
|
||||
// ----
|
||||
|
||||
/** Configure and allocate vRAM for texture buffer */
|
||||
void MeshSpec::allocateTextureBuffer(u16 t_width, u16 t_height)
|
||||
{
|
||||
this->textureBuffer.width = t_width;
|
||||
this->textureBuffer.psm = GS_PSM_24;
|
||||
this->textureBuffer.address = graph_vram_allocate(t_width, t_height, GS_PSM_24, GRAPH_ALIGN_BLOCK);
|
||||
if (this->textureBuffer.address <= 1)
|
||||
PRINT_ERR("Texture buffer allocation error. No memory!");
|
||||
this->textureBuffer.info.width = draw_log2(t_width);
|
||||
this->textureBuffer.info.height = draw_log2(t_height);
|
||||
this->textureBuffer.info.components = TEXTURE_COMPONENTS_RGB;
|
||||
this->textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE;
|
||||
this->isTextureVRAMAllocated = true;
|
||||
}
|
||||
|
||||
/** Configure and allocate vRAM for texture buffer */
|
||||
void MeshSpec::deallocateTextureBuffer()
|
||||
{
|
||||
if (this->isTextureVRAMAllocated)
|
||||
{
|
||||
graph_vram_free(textureBuffer.address);
|
||||
this->isTextureVRAMAllocated = false;
|
||||
}
|
||||
}
|
||||
|
||||
/** Sets texture level of details settings and CLUT settings */
|
||||
void MeshSpec::setupLodAndClut()
|
||||
{
|
||||
|
||||
@@ -55,8 +55,8 @@ ObjModel::~ObjModel()
|
||||
u32 ObjModel::getFacesCount()
|
||||
{
|
||||
u32 result = 0; // TODO
|
||||
for (u16 i = 0; i < frames[0].materialsCount; i++)
|
||||
result += frames[0].materials[i].getFacesCount();
|
||||
for (u16 i = 0; i < frames[0].getMaterialsCount(); i++)
|
||||
result += frames[0].getMaterial(i).getFacesCount();
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -76,9 +76,9 @@ u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_nor
|
||||
{
|
||||
#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)]
|
||||
#define MATERIAL CURR_FRAME.getMaterial(t_materialIndex)
|
||||
#define CURR_VERT CURR_FRAME.getVertex(MATERIAL.getVertexFace(matI + vertI))
|
||||
#define NEXT_VERT NEXT_FRAME.getVertex(MATERIAL.getVertexFace(matI + vertI))
|
||||
u32 addedFaces = 0;
|
||||
|
||||
for (u32 matI = 0; matI < MATERIAL.getFacesCount(); matI += 3)
|
||||
@@ -99,13 +99,13 @@ u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_nor
|
||||
o_vertices[addedFaces][2] = calc3Vectors[vertI].z;
|
||||
o_vertices[addedFaces][3] = 1.0F;
|
||||
|
||||
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][0] = CURR_FRAME.getNormal(MATERIAL.getNormalFace(matI + vertI)).x;
|
||||
o_normals[addedFaces][1] = CURR_FRAME.getNormal(MATERIAL.getNormalFace(matI + vertI)).y;
|
||||
o_normals[addedFaces][2] = CURR_FRAME.getNormal(MATERIAL.getNormalFace(matI + vertI)).z;
|
||||
o_normals[addedFaces][3] = 1.0F;
|
||||
|
||||
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][0] = CURR_FRAME.getST(MATERIAL.getSTFace(matI + vertI)).x;
|
||||
o_coordinates[addedFaces][1] = CURR_FRAME.getST(MATERIAL.getSTFace(matI + vertI)).y;
|
||||
o_coordinates[addedFaces][2] = 1.0F;
|
||||
o_coordinates[addedFaces++][3] = 1.0F;
|
||||
}
|
||||
|
||||
@@ -129,7 +129,7 @@ void GifSender::addClear(zbuffer_t *t_zBuffer)
|
||||
* @param objects3D Array of 3D objects pointers
|
||||
* @param amount Amount of 3D objects
|
||||
*/
|
||||
void GifSender::addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
void GifSender::addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
|
||||
{
|
||||
if (!isAnyObjectAdded)
|
||||
{
|
||||
@@ -141,7 +141,7 @@ void GifSender::addObjects(RenderData *t_renderData, Mesh **t_objects3D, u32 t_a
|
||||
q++;
|
||||
|
||||
q = draw_texture_sampling(q, 0, &t_objects3D[0]->spec->lod);
|
||||
q = draw_texturebuffer(q, 0, &t_objects3D[0]->spec->textureBuffer, &t_objects3D[0]->spec->clut);
|
||||
q = draw_texturebuffer(q, 0, textureBuffer, &t_objects3D[0]->spec->clut);
|
||||
dw = (u64 *)draw_prim_start(q, 0, t_renderData->prim, &t_objects3D[0]->color);
|
||||
|
||||
for (u32 i = 0; i < t_amount; i++)
|
||||
|
||||
@@ -88,14 +88,39 @@ void Renderer::setPrim()
|
||||
PRINT_LOG("Prim set!");
|
||||
}
|
||||
|
||||
/** Configure and allocate vRAM for texture buffer */
|
||||
void Renderer::allocateTextureBuffer(u16 t_width, u16 t_height)
|
||||
{
|
||||
textureBuffer.width = t_width;
|
||||
textureBuffer.psm = GS_PSM_24;
|
||||
textureBuffer.address = graph_vram_allocate(t_width, t_height, GS_PSM_24, GRAPH_ALIGN_BLOCK);
|
||||
if (textureBuffer.address <= 1)
|
||||
PRINT_ERR("Texture buffer allocation error. No memory!");
|
||||
textureBuffer.info.width = draw_log2(t_width);
|
||||
textureBuffer.info.height = draw_log2(t_height);
|
||||
textureBuffer.info.components = TEXTURE_COMPONENTS_RGB;
|
||||
textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE;
|
||||
isTextureVRAMAllocated = true;
|
||||
}
|
||||
|
||||
/** Configure and allocate vRAM for texture buffer */
|
||||
void Renderer::deallocateTextureBuffer()
|
||||
{
|
||||
if (isTextureVRAMAllocated)
|
||||
{
|
||||
graph_vram_free(textureBuffer.address);
|
||||
isTextureVRAMAllocated = false;
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::changeTexture(Mesh *t_mesh, u8 t_textureIndex)
|
||||
{
|
||||
if (t_mesh->spec->textures[t_textureIndex].id != lastTextureId)
|
||||
{
|
||||
lastTextureId = t_mesh->spec->textures[t_textureIndex].id;
|
||||
t_mesh->spec->deallocateTextureBuffer();
|
||||
t_mesh->spec->allocateTextureBuffer(t_mesh->spec->textures[t_textureIndex].width, t_mesh->spec->textures[t_textureIndex].height);
|
||||
GifSender::sendTexture(t_mesh->spec->textures[t_textureIndex], &t_mesh->spec->textureBuffer);
|
||||
deallocateTextureBuffer();
|
||||
allocateTextureBuffer(t_mesh->spec->textures[t_textureIndex].width, t_mesh->spec->textures[t_textureIndex].height);
|
||||
GifSender::sendTexture(t_mesh->spec->textures[t_textureIndex], &textureBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -134,7 +159,7 @@ void Renderer::drawByPath3(Mesh **t_meshes, u16 t_amount, LightBulb *t_bulbs, u1
|
||||
gifSender->initPacket(context);
|
||||
// TODO
|
||||
changeTexture(t_meshes[0], 0);
|
||||
gifSender->addObjects(&renderData, t_meshes, t_amount, t_bulbs, t_bulbsCount);
|
||||
gifSender->addObjects(&renderData, t_meshes, t_amount, t_bulbs, t_bulbsCount, &textureBuffer);
|
||||
gifSender->sendPacket();
|
||||
draw_wait_finish();
|
||||
}
|
||||
@@ -146,7 +171,7 @@ void Renderer::drawByPath3(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
changeTexture(t_mesh, 0);
|
||||
gifSender->initPacket(context);
|
||||
// TODO
|
||||
gifSender->addObjects(&renderData, &t_mesh, 1, t_bulbs, t_bulbsCount);
|
||||
gifSender->addObjects(&renderData, &t_mesh, 1, t_bulbs, t_bulbsCount, &textureBuffer);
|
||||
gifSender->sendPacket();
|
||||
draw_wait_finish();
|
||||
}
|
||||
@@ -182,18 +207,18 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
if (t_mesh->isObjLoaded)
|
||||
{
|
||||
t_mesh->obj->animate();
|
||||
for (u32 i = 0; i < t_mesh->obj->frames[0].materialsCount; i++)
|
||||
for (u32 i = 0; i < t_mesh->obj->frames[0].getMaterialsCount(); i++)
|
||||
{
|
||||
changeTexture(t_mesh, i);
|
||||
vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
|
||||
}
|
||||
}
|
||||
else if (t_mesh->isMd2Loaded)
|
||||
{
|
||||
changeTexture(t_mesh, 0);
|
||||
vertCount = t_mesh->getDrawData(0, vertices, normals, coordinates, *renderData.cameraPosition);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
|
||||
}
|
||||
else if (t_mesh->isDffLoaded)
|
||||
for (u32 i = 0; i < t_mesh->dff->clump.geometryList.geometries[0].extension.materialSplit.header.splitCount; i++)
|
||||
@@ -201,7 +226,7 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
const u32 currentTexI = t_mesh->dff->clump.geometryList.geometries[0].extension.materialSplit.splitInformation[i].materialIndex;
|
||||
changeTexture(t_mesh, currentTexI);
|
||||
vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount);
|
||||
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer);
|
||||
}
|
||||
delete[] vertices;
|
||||
delete[] normals;
|
||||
|
||||
@@ -37,7 +37,7 @@ VifSender::~VifSender() {}
|
||||
// Methods
|
||||
// ----
|
||||
|
||||
void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
|
||||
void VifSender::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)
|
||||
{
|
||||
if (t_mesh->shouldBeFrustumCulled == 1 && !t_mesh->isInFrustum(t_renderData->frustumPlanes))
|
||||
return;
|
||||
@@ -60,7 +60,7 @@ void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 ver
|
||||
i -= 3;
|
||||
|
||||
const u32 endI = i + (VU1_PACKAGE_VERTS_PER_BUFF - 1) > vertCount2 ? vertCount2 : i + (VU1_PACKAGE_VERTS_PER_BUFF - 1);
|
||||
drawVertices(t_mesh, i, endI, vertices, coordinates, t_renderData->prim);
|
||||
drawVertices(t_mesh, i, endI, vertices, coordinates, t_renderData->prim, textureBuffer);
|
||||
if (endI == vertCount2) // if there are no more vertices to draw, break
|
||||
{
|
||||
i = vertCount2;
|
||||
@@ -74,7 +74,7 @@ void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 ver
|
||||
}
|
||||
|
||||
/** Draw using PATH1 */
|
||||
void VifSender::drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim)
|
||||
void VifSender::drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *textureBuffer)
|
||||
{
|
||||
const u32 vertCount = t_end - t_start;
|
||||
vu1.addListBeginning();
|
||||
@@ -100,13 +100,13 @@ void VifSender::drawVertices(Mesh *t_mesh, u32 t_start, u32 t_end, VECTOR *t_ver
|
||||
|
||||
vu1.add128( // tex -> buff + clut
|
||||
GS_SET_TEX0(
|
||||
t_mesh->spec->textureBuffer.address >> 6,
|
||||
t_mesh->spec->textureBuffer.width >> 6,
|
||||
t_mesh->spec->textureBuffer.psm,
|
||||
t_mesh->spec->textureBuffer.info.width,
|
||||
t_mesh->spec->textureBuffer.info.height,
|
||||
t_mesh->spec->textureBuffer.info.components,
|
||||
t_mesh->spec->textureBuffer.info.function,
|
||||
textureBuffer->address >> 6,
|
||||
textureBuffer->width >> 6,
|
||||
textureBuffer->psm,
|
||||
textureBuffer->info.width,
|
||||
textureBuffer->info.height,
|
||||
textureBuffer->info.components,
|
||||
textureBuffer->info.function,
|
||||
t_mesh->spec->clut.address >> 6,
|
||||
t_mesh->spec->clut.psm,
|
||||
t_mesh->spec->clut.storage_mode,
|
||||
|
||||
Reference in New Issue
Block a user