mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 06:35:41 +00:00
6595b9320e
Some games update the tilegen after the ping_ping bit has flipped at 66% of the frame, so we need to split the tilegen drawing up into two stages to get some effects to work. So having the tilegen draw independantly of the 3d chip can make this happen.
270 lines
6.6 KiB
C++
270 lines
6.6 KiB
C++
#ifndef _MODEL_H_
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#define _MODEL_H_
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#include <vector>
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#include <unordered_map>
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#include <memory>
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#include <cstring>
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#include "Types.h"
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#include "Mat4.h"
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namespace New3D {
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struct ClipVertex
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{
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float pos[4];
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};
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struct ClipPoly
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{
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ClipVertex list[12]; // what's the max number we can hit for a triangle + 4 planes?
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int count = 0;
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};
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struct Vertex // half vertex
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{
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float pos[4];
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float normal[3];
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float texcoords[2];
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float fixedShade;
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static bool Equal(const Vertex& p1, const Vertex& p2)
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{
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return (p1.pos[0] == p2.pos[0] &&
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p1.pos[1] == p2.pos[1] &&
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p1.pos[2] == p2.pos[2]);
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}
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static void Average(const Vertex& p1, const Vertex& p2, Vertex& p3)
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{
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p3.pos[3] = 1.0f; //always 1
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p3.fixedShade = (p1.fixedShade + p2.fixedShade) * 0.5f;
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for (int i = 0; i < 3; i++) { p3.pos[i] = (p1.pos[i] + p2.pos[i]) * 0.5f; }
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for (int i = 0; i < 3; i++) { p3.normal[i] = (p1.normal[i] + p2.normal[i]) * 0.5f; }
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for (int i = 0; i < 2; i++) { p3.texcoords[i] = (p1.texcoords[i] + p2.texcoords[i]) * 0.5f; }
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}
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};
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struct R3DPoly
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{
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Vertex v[4]; // just easier to have them as an array
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float faceNormal[3]; // we need this to help work out poly winding, i assume the h/w uses this instead of calculating normals itself
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UINT8 faceColour[4]; // per face colour
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int number = 4;
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};
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struct FVertex : Vertex // full vertex including face attributes
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{
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float faceNormal[3];
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UINT8 faceColour[4];
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FVertex& operator=(const Vertex& vertex)
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{
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memcpy(this, &vertex, sizeof(Vertex));
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return *this;
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}
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FVertex() {}
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FVertex(const R3DPoly& r3dPoly, int index)
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{
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for (int i = 0; i < 4; i++) { faceColour[i] = r3dPoly.faceColour[i]; }
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for (int i = 0; i < 3; i++) { faceNormal[i] = r3dPoly.faceNormal[i]; }
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*this = r3dPoly.v[index];
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}
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FVertex(const R3DPoly& r3dPoly, int index1, int index2) // average of 2 points
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{
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Vertex::Average(r3dPoly.v[index1], r3dPoly.v[index2], *this);
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// copy face attributes
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for (int i = 0; i < 4; i++) { faceColour[i] = r3dPoly.faceColour[i]; }
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for (int i = 0; i < 3; i++) { faceNormal[i] = r3dPoly.faceNormal[i]; }
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}
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static void Average(const FVertex& p1, const FVertex& p2, FVertex& p3)
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{
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Vertex::Average(p1, p2, p3);
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for (int i = 0; i < 4; i++) { p3.faceColour[i] = p1.faceColour[i]; }
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for (int i = 0; i < 3; i++) { p3.faceNormal[i] = p1.faceNormal[i]; }
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}
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};
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enum class Layer { colour, trans1, trans2, trans12 /*both 1&2*/, all, none };
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struct Mesh
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{
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//helper funcs
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bool Render(Layer layer, float nodeAlpha)
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{
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bool nAlpha = nodeAlpha < 1.0f;
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switch (layer)
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{
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case Layer::colour:
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if (polyAlpha || nAlpha) {
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return false;
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}
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break;
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case Layer::trans1:
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if ((!textureAlpha && !polyAlpha && !nAlpha) || transLSelect) {
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return false;
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}
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break;
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case Layer::trans2:
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if ((!textureAlpha && !polyAlpha && !nAlpha) || !transLSelect) {
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return false;
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}
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break;
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default: // not using these types
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return false;
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}
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return true;
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}
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enum TexWrapMode : int { repeat = 0, repeatClamp, mirror, mirrorClamp };
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// texture
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int format, x, y, width, height = 0;
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TexWrapMode wrapModeU;
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TexWrapMode wrapModeV;
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bool inverted = false;
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// microtexture
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bool microTexture = false;
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int microTextureID = 0;
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float microTextureScale = 0;
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// attributes
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bool textured = false;
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bool polyAlpha = false; // specified in the rgba colour
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bool textureAlpha = false; // use alpha in texture
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bool alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
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bool layered = false; // stencil poly
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bool highPriority = false; // rendered over the top
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bool transLSelect = false; // actually the transparency layer, false = layer 0, true = layer 1
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bool translatorMap = false; // colours are multiplied by 16
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// lighting
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bool fixedShading = false;
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bool lighting = false;
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bool specular = false;
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float shininess = 0;
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float specularValue = 0;
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// fog
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float fogIntensity = 1.0f;
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// opengl resources
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int vboOffset = 0; // this will be calculated later
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int vertexCount = 0; // /3 for triangles /4 for quads
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};
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struct SortingMesh : public Mesh // This struct temporarily holds the model data, before it gets copied to the main buffer
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{
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std::vector<FVertex> verts;
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};
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struct Model
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{
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std::shared_ptr<std::vector<Mesh>> meshes; // this reason why this is a shared ptr to an array, is that multiple models might use the same meshes
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//which memory are we in
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bool dynamic = true;
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// texture offsets for model
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int textureOffsetX = 0;
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int textureOffsetY = 0;
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int page = 0;
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//matrices
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float modelMat[16];
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//model scale step 1.5+
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float scale = 1.0f;
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//node transparency
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float alpha = 1.0f;
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};
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struct Viewport
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{
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int vpX; // these are the original hardware values
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int vpY;
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int vpWidth;
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int vpHeight;
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float angle_left;
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float angle_right;
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float angle_top;
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float angle_bottom;
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Mat4 projectionMatrix; // projection matrix, we will calc this later when we have scene near/far vals
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float lightingParams[6]; // lighting parameters (see RenderViewport() and vertex shader)
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bool sunClamp; // unknown how this is set
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bool intensityClamp; // unknown how this is set
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float spotEllipse[4]; // spotlight ellipse (see RenderViewport())
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float spotRange[2]; // Z range
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float spotColor[3]; // color
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float fogParams[7]; // fog parameters (...)
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float scrollFog; // a transparency value that determines if fog is blended over the bottom 2D layer
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int losPosX, losPosY; // line of sight position
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int x, y; // viewport coordinates (scaled and in OpenGL format)
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int width, height; // viewport dimensions (scaled for display surface size)
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int priority; // priority
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int select; // viewport select?
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int number; // viewport number
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float spotFogColor[3]; // spotlight color on fog
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float scrollAtt;
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int hardwareStep; // not really a viewport param but will do here
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};
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enum class Clip { INSIDE, OUTSIDE, INTERCEPT, NOT_SET };
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class NodeAttributes
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{
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public:
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NodeAttributes();
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bool Push();
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bool Pop();
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bool StackLimit();
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void Reset();
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int currentTexOffsetX;
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int currentTexOffsetY;
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int currentPage;
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Clip currentClipStatus;
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float currentModelScale;
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float currentModelAlpha;
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private:
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struct NodeAttribs
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{
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int texOffsetX;
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int texOffsetY;
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int page;
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Clip clip;
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float modelScale;
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float modelAlpha; // from culling node
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};
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std::vector<NodeAttribs> m_vecAttribs;
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};
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struct Node
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{
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Viewport viewport;
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std::vector<Model> models;
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};
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} // New3D
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#endif
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