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mirror of https://github.com/XProger/OpenLara.git synced 2025-04-21 03:21:51 +02:00

fields renaming

This commit is contained in:
XProger 2016-10-17 23:07:08 +03:00
parent e827cf201f
commit f7849b23c9

View File

@ -73,8 +73,8 @@ struct MeshBuilder {
} *meshInfo;
int mCount;
MeshRange *sequenceRanges; // sprite sequences
MeshRange shadowSpot;
MeshRange *spriteSequences;
MeshRange shadowBlob;
// indexed mesh
Mesh *mesh;
@ -160,21 +160,21 @@ struct MeshBuilder {
meshInfo = new MeshInfo[mCount];
// get size of mesh for sprite sequences
sequenceRanges = new MeshRange[level.spriteSequencesCount];
spriteSequences = new MeshRange[level.spriteSequencesCount];
for (int i = 0; i < level.spriteSequencesCount; i++) {
// TODO: sequences not only first frame
sequenceRanges[i].vStart = vCount;
sequenceRanges[i].iStart = iCount;
sequenceRanges[i].iCount = level.spriteSequences[i].sCount * 6;
spriteSequences[i].vStart = vCount;
spriteSequences[i].iStart = iCount;
spriteSequences[i].iCount = level.spriteSequences[i].sCount * 6;
iCount += level.spriteSequences[i].sCount * 6;
vCount += level.spriteSequences[i].sCount * 4;
}
// get size of simple shadow spot mesh (8 triangles, 8 vertices)
shadowSpot.vStart = vCount;
shadowSpot.iStart = iCount;
shadowSpot.iCount = 8 * 3;
iCount += shadowSpot.iCount;
shadowBlob.vStart = vCount;
shadowBlob.iStart = iCount;
shadowBlob.iCount = 8 * 3;
iCount += shadowBlob.iCount;
vCount += 8;
// make meshes buffer (single vertex buffer object for all geometry & sprites on level)
@ -393,7 +393,7 @@ struct MeshBuilder {
indices[idx + 1] = 0;
indices[idx + 2] = (i + 1) % 8;
}
iCount += shadowSpot.iCount;
iCount += shadowBlob.iCount;
vCount += 8;
mesh = new Mesh(indices, iCount, vertices, vCount);
@ -406,7 +406,7 @@ struct MeshBuilder {
delete[] animTexOffsets;
delete[] roomRanges;
delete[] meshInfo;
delete[] sequenceRanges;
delete[] spriteSequences;
delete mesh;
}
@ -572,7 +572,7 @@ struct MeshBuilder {
}
void renderSprite(int sequenceIndex, int frame) {
MeshRange range = sequenceRanges[sequenceIndex];
MeshRange range = spriteSequences[sequenceIndex];
range.iCount = 6;
range.iStart += frame * 6;
range.vStart += frame * 4;
@ -580,7 +580,7 @@ struct MeshBuilder {
}
void renderShadowSpot() {
mesh->render(shadowSpot);
mesh->render(shadowBlob);
}
};