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/* Treeki's 3D Library for Wii */
#ifndef TREEKI3D_H
#define TREEKI3D_H
/*******************************************************************************
* IMPORTS/ENGINE HOOKS
*******************************************************************************/
#define GEKKO
#include <common.h>
#include "rvl/mtx.h"
#include "rvl/GXEnum.h"
#include "rvl/GXStruct.h"
#include "rvl/GXTransform.h"
#include "rvl/GXGeometry.h"
#include "rvl/GXDispList.h"
#include "rvl/GXLighting.h"
#include "rvl/GXTev.h"
#include "rvl/GXTexture.h"
#include "rvl/GXCull.h"
#include "rvl/GXPixel.h"
#include "rvl/GXBump.h"
#include "rvl/OSCache.h"
#include "rvl/tpl.h"
#include "rvl/vifuncs.h"
#include "rvl/arc.h"
GXRenderModeObj *Hook_GetGXRenderModeObj();
namespace T3D {
/*******************************************************************************
* RESOURCE STRUCTS
*******************************************************************************/
struct tmdl_headerv2 {
u32 magic; // always TMDL
u32 version; // currently 2
u32 shape_count;
};
struct tmdl_header {
u32 magic; // always TMDL
u32 version; // currently 3
u32 shape_count;
u32 material_count;
};
// todo: remove this
extern int tmdl_header_sizes[];
// [[Followed by an array of u32s for each shape offset, then material structs]]
struct tmdl_shape {
u32 dl_offset; // must be aligned to 0x20
u32 dl_size; // must be aligned to 0x20
u32 mat_offset;
u32 pos_arr_offset; // must be aligned to 0x20
u32 pos_arr_size; // must be aligned to 0x20
u32 nrm_arr_offset; // must be aligned to 0x20
u32 nrm_arr_size; // must be aligned to 0x20
u32 uv_arr_offset; // must be aligned to 0x20
u32 uv_arr_size; // must be aligned to 0x20
};
struct tmdl_materialv2 {
u32 texture_id;
GXColor mat_colour;
};
struct tmdl_material {
char texture_name[28];
GXColor mat_colour;
GXTexObj texobj; // handled when binding. size: 8 bytes
};
/*******************************************************************************
* INTERNAL STRUCTS
*******************************************************************************/
class Model; // don't you just love circular references
struct RenderInfo {
Model *model;
Mtx matrix;
};
struct CameraInfo {
GXProjectionType projection;
Mtx44 projection_matrix;
Mtx view_matrix;
};
/*******************************************************************************
* PUBLIC CLASSES
*******************************************************************************/
class Model {
private:
tmdl_header *model_res;
TPLPalette *texture_res; // here for v2 support
void setupMaterialGXv2(tmdl_materialv2 *material);
void setupMaterialGX(tmdl_material *material);
void drawShape(RenderInfo *info, int shape_id);
public:
bool bind(void *data, const char *mdlname);
void addToDrawList(Mtx matrix);
void draw(RenderInfo *info);
};
/*******************************************************************************
* CONVENIENT STUFF
*******************************************************************************/
extern const GXColor Black, White;
/*******************************************************************************
* GLOBAL T3D VARIABLES/FUNCTIONS
*******************************************************************************/
#define OBJ_COUNT 60
extern u32 HasBeenInited;
extern RenderInfo *RenderQueue;
extern int RenderQueuePos;
extern CameraInfo Camera;
bool Init(bool test);
void DrawQueue();
namespace util {
//void RotateToFace(const Vec &O, const Vec &P, const Vec &U, Mtx out);
};
};
#endif
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