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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
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Convert custom HeadSpin integer types to standard types from stdint.h
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@ -136,40 +136,40 @@ class plGeometrySpan
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hsBounds3Ext fWorldBounds;
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plFogEnvironment *fFogEnviron;
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UInt32 fBaseMatrix;
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UInt8 fNumMatrices;
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UInt16 fLocalUVWChans;
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UInt16 fMaxBoneIdx;
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UInt32 fPenBoneIdx;
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uint32_t fBaseMatrix;
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uint8_t fNumMatrices;
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uint16_t fLocalUVWChans;
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uint16_t fMaxBoneIdx;
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uint32_t fPenBoneIdx;
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hsScalar fMinDist;
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hsScalar fMaxDist;
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hsScalar fWaterHeight;
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UInt8 fFormat;
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UInt32 fProps;
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UInt32 fNumVerts, fNumIndices;
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uint8_t fFormat;
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uint32_t fProps;
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uint32_t fNumVerts, fNumIndices;
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/// Current vertex format:
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/// float position[ 3 ];
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/// float normal[ 3 ];
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/// float uvCoords[ ][ 3 ];
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/// float weights[]; // 0-3 blending weights
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/// UInt32 weightIndices; // Only if there are >= 1 blending weights
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/// uint32_t weightIndices; // Only if there are >= 1 blending weights
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UInt8* fVertexData;
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UInt16* fIndexData;
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UInt32 fDecalLevel;
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uint8_t* fVertexData;
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uint16_t* fIndexData;
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uint32_t fDecalLevel;
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hsColorRGBA* fMultColor;
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hsColorRGBA* fAddColor;
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UInt32* fDiffuseRGBA;
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UInt32* fSpecularRGBA;
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uint32_t* fDiffuseRGBA;
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uint32_t* fSpecularRGBA;
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mutable hsTArray<plGeometrySpan *>* fInstanceRefs;
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mutable UInt32 fInstanceGroupID; // For writing out/reading in instance refs
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mutable uint32_t fInstanceGroupID; // For writing out/reading in instance refs
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// The following is only used for logging during export. It is never set
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// at runtime. Don't even think about using it for anything.
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@ -177,7 +177,7 @@ class plGeometrySpan
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// The following is ONLY used during pack; it's so we can do a reverse lookup
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// from the instanceRefs list to the correct span in the drawable
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UInt32 fSpanRefIndex;
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uint32_t fSpanRefIndex;
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// These two matrices are inverses of each other (duh). They are only used on computing the local
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// bounds. fLocalBounds is always the bounds in the space defined by fWorldToLocal, but the bounds
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@ -191,34 +191,34 @@ class plGeometrySpan
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~plGeometrySpan();
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/// UV stuff
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UInt8 GetNumUVs( void ) const { return ( fFormat & kUVCountMask ); }
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void SetNumUVs( UInt8 numUVs )
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uint8_t GetNumUVs( void ) const { return ( fFormat & kUVCountMask ); }
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void SetNumUVs( uint8_t numUVs )
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{
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hsAssert( numUVs < kMaxNumUVChannels, "Invalid UV count to plGeometrySpan" );
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fFormat = ( fFormat & ~kUVCountMask ) | numUVs;
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}
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static UInt8 CalcNumUVs( UInt8 format ) { return ( format & kUVCountMask ); }
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static UInt8 UVCountToFormat( UInt8 numUVs ) { return numUVs & kUVCountMask; }
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static uint8_t CalcNumUVs( uint8_t format ) { return ( format & kUVCountMask ); }
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static uint8_t UVCountToFormat( uint8_t numUVs ) { return numUVs & kUVCountMask; }
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/// Creation functions
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void BeginCreate( hsGMaterial *material, const hsMatrix44 &l2wMatrix, UInt8 format );
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void BeginCreate( hsGMaterial *material, const hsMatrix44 &l2wMatrix, uint8_t format );
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// Phasing these in...
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// Note: uvArray should be a fixed array with enough pointers for the max # of uv channels.
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// Any unused UVs should be nil
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UInt16 AddVertex( hsPoint3 *position, hsPoint3 *normal, hsColorRGBA& multColor, hsColorRGBA& addColor,
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hsPoint3 **uvPtrArray, float weight1 = -1.0f, float weight2 = -1.0f, float weight3 = -1.0f, UInt32 weightIndices = 0 );
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UInt16 AddVertex( hsPoint3 *position, hsPoint3 *normal, UInt32 hexColor, UInt32 specularColor = 0,
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hsPoint3 **uvPtrArray = nil, float weight1 = -1.0f, float weight2 = -1.0f, float weight3 = -1.0f, UInt32 weightIndices = 0 );
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uint16_t AddVertex( hsPoint3 *position, hsPoint3 *normal, hsColorRGBA& multColor, hsColorRGBA& addColor,
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hsPoint3 **uvPtrArray, float weight1 = -1.0f, float weight2 = -1.0f, float weight3 = -1.0f, uint32_t weightIndices = 0 );
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uint16_t AddVertex( hsPoint3 *position, hsPoint3 *normal, uint32_t hexColor, uint32_t specularColor = 0,
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hsPoint3 **uvPtrArray = nil, float weight1 = -1.0f, float weight2 = -1.0f, float weight3 = -1.0f, uint32_t weightIndices = 0 );
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void AddIndex( UInt16 index );
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void AddTriIndices( UInt16 index1, UInt16 index2, UInt16 index3 );
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void AddTriangle( hsPoint3 *vert1, hsPoint3 *vert2, hsPoint3 *vert3, UInt32 color );
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void AddIndex( uint16_t index );
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void AddTriIndices( uint16_t index1, uint16_t index2, uint16_t index3 );
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void AddTriangle( hsPoint3 *vert1, hsPoint3 *vert2, hsPoint3 *vert3, uint32_t color );
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// uvws is an array count*uvwsPerVtx long in order [uvw(s) for vtx0, uvw(s) for vtx1, ...], or is nil
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void AddVertexArray( UInt32 count, hsPoint3 *positions, hsVector3 *normals, UInt32 *colors, hsPoint3 *uvws=nil, int uvwsPerVtx=0 );
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void AddIndexArray( UInt32 count, UInt16 *indices );
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void AddVertexArray( uint32_t count, hsPoint3 *positions, hsVector3 *normals, uint32_t *colors, hsPoint3 *uvws=nil, int uvwsPerVtx=0 );
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void AddIndexArray( uint32_t count, uint16_t *indices );
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void EndCreate( void );
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@ -226,13 +226,13 @@ class plGeometrySpan
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/// Manipulation--currently only used for applying static lighting, which of course needs individual vertices
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// Wrong. Also used for the interleaving of the multiple vertex data streams here into single vertex
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// stream within the plGBufferGroups. mf.
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void ExtractInitColor( UInt32 index, hsColorRGBA *multColor, hsColorRGBA *addColor) const;
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void ExtractVertex( UInt32 index, hsPoint3 *pos, hsVector3 *normal, hsColorRGBA *color, hsColorRGBA *specColor = nil );
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void ExtractVertex( UInt32 index, hsPoint3 *pos, hsVector3 *normal, UInt32 *color, UInt32 *specColor = nil );
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void ExtractUv( UInt32 vIdx, UInt8 uvIdx, hsPoint3* uv );
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void ExtractWeights( UInt32 vIdx, float *weightArray, UInt32 *indices );
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void StuffVertex( UInt32 index, hsPoint3 *pos, hsPoint3 *normal, hsColorRGBA *color, hsColorRGBA *specColor = nil );
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void StuffVertex( UInt32 index, hsColorRGBA *color, hsColorRGBA *specColor = nil );
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void ExtractInitColor( uint32_t index, hsColorRGBA *multColor, hsColorRGBA *addColor) const;
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void ExtractVertex( uint32_t index, hsPoint3 *pos, hsVector3 *normal, hsColorRGBA *color, hsColorRGBA *specColor = nil );
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void ExtractVertex( uint32_t index, hsPoint3 *pos, hsVector3 *normal, uint32_t *color, uint32_t *specColor = nil );
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void ExtractUv( uint32_t vIdx, uint8_t uvIdx, hsPoint3* uv );
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void ExtractWeights( uint32_t vIdx, float *weightArray, uint32_t *indices );
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void StuffVertex( uint32_t index, hsPoint3 *pos, hsPoint3 *normal, hsColorRGBA *color, hsColorRGBA *specColor = nil );
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void StuffVertex( uint32_t index, hsColorRGBA *color, hsColorRGBA *specColor = nil );
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// Clear out the buffers
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void ClearBuffers( void );
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@ -244,12 +244,12 @@ class plGeometrySpan
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void MakeInstanceOf( const plGeometrySpan *instance );
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// Get the size of one vertex in a span, based on a format
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static UInt32 GetVertexSize( UInt8 format );
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static uint32_t GetVertexSize( uint8_t format );
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void Read( hsStream *stream );
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void Write( hsStream *stream );
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static UInt32 AllocateNewGroupID() { return IAllocateNewGroupID(); }
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static uint32_t AllocateNewGroupID() { return IAllocateNewGroupID(); }
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void BreakInstance();
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void ChangeInstance(plGeometrySpan* newInstance);
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@ -263,16 +263,16 @@ class plGeometrySpan
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{
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hsPoint3 fPosition;
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hsPoint3 fNormal;
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UInt32 fColor, fSpecularColor;
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uint32_t fColor, fSpecularColor;
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hsColorRGBA fMultColor, fAddColor;
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hsPoint3 fUVs[ kMaxNumUVChannels ];
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float fWeights[ 3 ];
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UInt32 fIndices;
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uint32_t fIndices;
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};
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hsBool fCreating;
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hsTArray<TempVertex> fVertAccum;
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hsTArray<UInt16> fIndexAccum;
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hsTArray<uint16_t> fIndexAccum;
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void IUnShareData();
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void IDuplicateUniqueData( const plGeometrySpan *source );
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@ -300,12 +300,12 @@ class plGeometrySpan
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// THIS is so we can clear fInstanceGroups as early and as efficiently as possible; see
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// the notes on IGetInstanceGroup().
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static UInt32 fHighestReadInstanceGroup;
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static uint32_t fHighestReadInstanceGroup;
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static UInt32 IAllocateNewGroupID( void );
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static void IClearGroupID( UInt32 groupID );
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static uint32_t IAllocateNewGroupID( void );
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static void IClearGroupID( uint32_t groupID );
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static hsTArray<plGeometrySpan *> *IGetInstanceGroup( UInt32 groupID, UInt32 expectedCount );
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static hsTArray<plGeometrySpan *> *IGetInstanceGroup( uint32_t groupID, uint32_t expectedCount );
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};
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