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fields renaming
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parent
e827cf201f
commit
f7849b23c9
28
src/mesh.h
28
src/mesh.h
@ -73,8 +73,8 @@ struct MeshBuilder {
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} *meshInfo;
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int mCount;
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MeshRange *sequenceRanges; // sprite sequences
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MeshRange shadowSpot;
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MeshRange *spriteSequences;
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MeshRange shadowBlob;
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// indexed mesh
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Mesh *mesh;
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@ -160,21 +160,21 @@ struct MeshBuilder {
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meshInfo = new MeshInfo[mCount];
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// get size of mesh for sprite sequences
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sequenceRanges = new MeshRange[level.spriteSequencesCount];
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spriteSequences = new MeshRange[level.spriteSequencesCount];
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for (int i = 0; i < level.spriteSequencesCount; i++) {
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// TODO: sequences not only first frame
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sequenceRanges[i].vStart = vCount;
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sequenceRanges[i].iStart = iCount;
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sequenceRanges[i].iCount = level.spriteSequences[i].sCount * 6;
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spriteSequences[i].vStart = vCount;
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spriteSequences[i].iStart = iCount;
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spriteSequences[i].iCount = level.spriteSequences[i].sCount * 6;
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iCount += level.spriteSequences[i].sCount * 6;
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vCount += level.spriteSequences[i].sCount * 4;
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}
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// get size of simple shadow spot mesh (8 triangles, 8 vertices)
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shadowSpot.vStart = vCount;
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shadowSpot.iStart = iCount;
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shadowSpot.iCount = 8 * 3;
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iCount += shadowSpot.iCount;
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shadowBlob.vStart = vCount;
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shadowBlob.iStart = iCount;
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shadowBlob.iCount = 8 * 3;
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iCount += shadowBlob.iCount;
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vCount += 8;
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// make meshes buffer (single vertex buffer object for all geometry & sprites on level)
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@ -393,7 +393,7 @@ struct MeshBuilder {
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indices[idx + 1] = 0;
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indices[idx + 2] = (i + 1) % 8;
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}
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iCount += shadowSpot.iCount;
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iCount += shadowBlob.iCount;
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vCount += 8;
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mesh = new Mesh(indices, iCount, vertices, vCount);
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@ -406,7 +406,7 @@ struct MeshBuilder {
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delete[] animTexOffsets;
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delete[] roomRanges;
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delete[] meshInfo;
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delete[] sequenceRanges;
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delete[] spriteSequences;
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delete mesh;
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}
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@ -572,7 +572,7 @@ struct MeshBuilder {
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}
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void renderSprite(int sequenceIndex, int frame) {
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MeshRange range = sequenceRanges[sequenceIndex];
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MeshRange range = spriteSequences[sequenceIndex];
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range.iCount = 6;
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range.iStart += frame * 6;
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range.vStart += frame * 4;
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@ -580,7 +580,7 @@ struct MeshBuilder {
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}
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void renderShadowSpot() {
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mesh->render(shadowSpot);
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mesh->render(shadowBlob);
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}
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};
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