mirror of
https://github.com/isledecomp/isle-portable.git
synced 2024-11-26 17:36:12 -05:00
7fc1f8019f
* Implement ViewROI and base classes * Clean up Orientable header * Move tgl to tgl subdirectory, and use target_include_directories * Move classes to submodules * Fix some missed references * Fix/match UpdateWorldData * Renaming / removing MxTypes / refactoring * Consistent naming for Matrix * Adjust format action * Add Vector3/Vector4 to Data vector * Add TGL comment * Add a comment about Matrix4Impl * Add ROI comment --------- Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com> Co-authored-by: Christian Semmler <mail@csemmler.com>
365 lines
9 KiB
C++
365 lines
9 KiB
C++
#ifndef TGL_H
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#define TGL_H
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#ifdef _WIN32
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#define NOMINMAX // to avoid conflict with STL
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#include <d3d.h>
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#include <ddraw.h>
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#include <windows.h> // HWND
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#endif /* _WIN32 */
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#include "tglVector.h"
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namespace Tgl
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{
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// ???
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enum ColorModel {
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Ramp,
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RGB
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};
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// ???
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enum ShadingModel {
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Wireframe,
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UnlitFlat,
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Flat,
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Gouraud,
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Phong
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};
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// ?????
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enum LightType {
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Ambient,
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Point,
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Spot,
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Directional,
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ParallelPoint
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};
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// ???
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enum ProjectionType {
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Perspective,
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Orthographic
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};
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enum TextureMappingMode {
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Linear,
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PerspectiveCorrect
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};
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struct PaletteEntry {
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unsigned char m_red;
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unsigned char m_green;
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unsigned char m_blue;
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};
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#ifdef _WIN32
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struct DeviceDirectDrawCreateData {
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const GUID* m_driverGUID;
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HWND m_hWnd; // ??? derive from m_pDirectDraw
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IDirectDraw* m_pDirectDraw;
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IDirectDrawSurface* m_pFrontBuffer; // ??? derive from m_pDirectDraw
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IDirectDrawSurface* m_pBackBuffer;
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IDirectDrawPalette* m_pPalette; // ??? derive from m_pDirectDraw
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int m_isFullScreen; // ??? derive from m_pDirectDraw
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};
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struct DeviceDirect3DCreateData {
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IDirect3D* m_pDirect3D;
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IDirect3DDevice* m_pDirect3DDevice;
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};
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#else
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struct DeviceDirectDrawCreateData {};
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#endif
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//////////////////////////////////////////////////////////////////////////////
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//
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// Result (return value type)
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enum Result {
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Error = 0,
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Success = 1
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};
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inline int Succeeded(Result result)
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{
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return (result == Success);
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Forward declarations
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class Renderer;
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class Object;
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class Device;
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class View;
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class Light;
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class Camera;
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class Group;
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class Mesh;
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class Texture;
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//////////////////////////////////////////////////////////////////////////////
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//
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// Object
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class Object {
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public:
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virtual ~Object() {}
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// returns pointer to implementation data
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virtual void* ImplementationDataPtr() = 0;
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Renderer
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// ??? for now until we figured out how an app should pass the Renderer around
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Renderer* CreateRenderer();
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class Renderer : public Object {
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public:
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virtual Device* CreateDevice(const DeviceDirectDrawCreateData&) = 0;
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virtual Device* CreateDevice(const DeviceDirect3DCreateData&) = 0;
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virtual View* CreateView(
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const Device*,
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const Camera*,
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unsigned long x,
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unsigned long y,
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unsigned long width,
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unsigned long height
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) = 0;
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virtual Camera* CreateCamera() = 0;
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virtual Light* CreateLight(LightType, double r, double g, double b) = 0;
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virtual Group* CreateGroup(const Group* pParent = 0) = 0;
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// pTextureCoordinates is pointer to array of vertexCount elements
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// (each element being two floats), or NULL
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// pFaceData is faceCount tuples, each of format
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// [vertex1index, ... vertexNindex], where N = vertexPerFaceCount
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virtual Mesh* CreateMesh(
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unsigned long vertexCount,
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const float (*pVertices)[3],
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const float (*pTextureCoordinates)[2],
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unsigned long faceCount,
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unsigned long vertexPerFaceCount,
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unsigned long* pFaceData
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) = 0;
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// pTextureCoordinates is pointer to array of vertexCount elements
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// (each element being two floats), or NULL
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// pFaceData is:
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// [face1VertexCount face1Vertex1index, ... face1VertexMindex
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// face2VertexCount face2Vertex1index, ... face2VertexNindex
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// ...
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// 0]
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virtual Mesh* CreateMesh(
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unsigned long vertexCount,
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const float (*pVertices)[3],
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const float (*pTextureCoordinates)[2],
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unsigned long* pFaceData
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) = 0;
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virtual Texture* CreateTexture(
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int width,
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int height,
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int bitsPerTexel,
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const void* pTexels,
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int pTexelsArePersistent,
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int paletteEntryCount,
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const PaletteEntry* pEntries
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) = 0;
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virtual Texture* CreateTexture() = 0;
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virtual Result SetTextureDefaultShadeCount(unsigned long) = 0;
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virtual Result SetTextureDefaultColorCount(unsigned long) = 0;
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Device
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class Device : public Object {
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public:
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virtual unsigned long GetWidth() = 0;
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virtual unsigned long GetHeight() = 0;
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virtual Result SetColorModel(ColorModel) = 0;
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virtual Result SetShadingModel(ShadingModel) = 0;
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virtual Result SetShadeCount(unsigned long) = 0;
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virtual Result SetDither(int) = 0;
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virtual Result Update() = 0;
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// ??? should this be handled by app ???
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// ??? this needs to be called when the window on which the device is ...
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// is being activated
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virtual void HandleActivate(int bActivate) = 0;
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// ??? this needs to be called when the window on which this device is based
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// needs to be repainted
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virtual void HandlePaint(void*) = 0;
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#ifdef _DEBUG
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virtual unsigned long GetDrawnTriangleCount() = 0;
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#endif
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// View
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class View : public Object {
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public:
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virtual Result Add(const Light*) = 0;
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virtual Result Remove(const Light*) = 0;
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virtual Result SetCamera(const Camera*) = 0;
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virtual Result SetProjection(ProjectionType) = 0;
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virtual Result SetFrustrum(double frontClippingDistance, double backClippingDistance, double degrees) = 0;
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virtual Result SetBackgroundColor(double r, double g, double b) = 0;
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virtual Result Clear() = 0;
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virtual Result Render(const Group*) = 0;
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// ??? needed for fine grain control when using DirectDraw/D3D ???
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virtual Result ForceUpdate(unsigned long x, unsigned long y, unsigned long width, unsigned long height) = 0;
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// ??? for now: used by Mesh Cost calculation
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virtual Result TransformWorldToScreen(const double world[3], double screen[4]) = 0;
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// Pick():
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// x, y:
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// view coordinates
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//
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// ppGroupsToPickFrom:
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// array of (Group*) in any order
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// Groups to pick from
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//
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// groupsToPickFromCount:
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// size of ppGroupsToPickFrom
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//
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// rppPickedGroups:
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// output parameter
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// array of (Group*) representing a Group hierarchy
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// top-down order (element 0 is root/scene)
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// caller must deallocate array
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// ref count of each element (Group*) has not been increased
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// an element will be 0, if a corresponding Group was not found in ppGroupsToPickFrom
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//
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// rPickedGroupCount:
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// output parameter
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// size of rppPickedGroups
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virtual Result Pick(
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unsigned long x,
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unsigned long y,
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const Group** ppGroupsToPickFrom,
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int groupsToPickFromCount,
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const Group**& rppPickedGroups,
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int& rPickedGroupCount
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) = 0;
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Camera
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class Camera : public Object {
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public:
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#if 0
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virtual Result SetPosition(const double[3]) = 0;
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virtual Result SetOrientation(const double direction[3],
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const double up[3]) = 0;
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#endif
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virtual Result SetTransformation(const FloatMatrix4&) = 0;
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Light
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class Light : public Object {
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public:
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#if 0
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virtual Result SetPosition(const double[3]) = 0;
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virtual Result SetOrientation(const double direction[3],
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const double up[3]) = 0;
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#endif
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virtual Result SetTransformation(const FloatMatrix4&) = 0;
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Group
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class Group : public Object {
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public:
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#if 0
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virtual Result SetPosition(const double[3]) = 0;
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virtual Result SetOrientation(const double direction[3],
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const double up[3]) = 0;
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#endif
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// TODO: The type was changed from `FloatMatrix` to `Matrix` to make code in UpdateWorldData match.
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// However, this is unlikely to be correct and will have to be figured out at some point.
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virtual Result SetTransformation(const Matrix4&) = 0;
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// ??? not yet fully implemented
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virtual Result SetColor(double r, double g, double b) = 0;
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virtual Result SetTexture(const Texture*) = 0;
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virtual Result Add(const Group*) = 0;
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virtual Result Add(const Mesh*) = 0;
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virtual Result Remove(const Group*) = 0;
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virtual Result Remove(const Mesh*) = 0;
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virtual Result RemoveAll() = 0;
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// ??? for now: used by Mesh Cost calculation
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virtual Result TransformLocalToWorld(const double local[3], double world[3]) = 0;
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Mesh
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class Mesh : public Object {
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public:
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// ??? also on Group
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virtual Result SetColor(double r, double g, double b) = 0;
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virtual Result SetTexture(const Texture*) = 0;
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virtual Result SetTextureMappingMode(TextureMappingMode) = 0;
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virtual Result SetShadingModel(ShadingModel) = 0;
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#ifdef _DEBUG
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virtual Result GetBoundingBox(float min[3], float max[3]) = 0;
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virtual unsigned long GetFaceCount() = 0;
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virtual unsigned long GetVertexCount() = 0;
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#endif
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// Texture
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class Texture : public Object {
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public:
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virtual Result SetTexels(
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int width,
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int height,
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int bitsPerTexel,
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const void* pTexels,
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int pTexelsArePersistent
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) = 0;
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virtual Result SetPalette(int entryCount, const PaletteEntry* pEntries) = 0;
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};
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//////////////////////////////////////////////////////////////////////////////
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} // namespace Tgl
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#endif // TGL_H
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