World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
97 #define BLV_RENDER_DRAW_SW_OUTLINES (1 << 0) // 1
98 #define BLV_RENDER_DRAW_D3D_OUTLINES (1 << 1) // 2
99 #define ODM_RENDER_DRAW_D3D_OUTLINES (1 << 2) // 4
100 #define ODM_RENDER_DRAW_TERRAIN_OUTLINES (1 << 3) // 8
103 #pragma pack(push, 1)
111 int *transformed_y,
int *transformed_z);
114 bool ViewClip(
int x,
int y,
int z,
int *transformed_x,
int *transformed_y,
115 int *transformed_z,
bool dont_show =
false);
117 void Project(
int x,
int y,
int z,
int *screenspace_x,
int *screenspace_y);
119 bool fit_into_viewport =
false);
122 unsigned int uStripType);
124 unsigned int uStripType);
129 unsigned int *pOutNumVertices);
133 unsigned int *pOutNumVertices);
134 void _437143(
unsigned int uNumInVertices,
137 signed int *pOutNumVertices);
139 unsigned int *pOutNumVertices,
int _unused);
141 unsigned int *pOutNumVertices,
144 char a6,
int _unused);
146 unsigned int *pOutNumVertices);
156 unsigned int uDiffuse);
158 unsigned int uNumVertices,
unsigned int uDiffuse,
161 unsigned int uNumLines,
int uDiffuse,
float z_stuff);
163 signed int sStartDiffuse,
165 signed int sEndDiffuse,
166 unsigned int uOutNumVertices,
float z_stuff);
173 unsigned int uNumVertices,
179 bool clip_plane_test);
bool CalcPortalShape(struct RenderVertexSoft *a1, unsigned int *pOutNumVertices, struct RenderVertexSoft *pVertices, IndoorCameraD3D_Vec4 *a4, signed int uNumVertices, char a6, int _unused)
void _437607(IndoorCameraD3D_Vec3 *a1, IndoorCameraD3D_Vec4 *a2)
void Vec3Transform(const IndoorCameraD3D_Vec3 *pVector, IndoorCameraD3D_Vec3 *pOut)
void DebugDrawPortal(struct BLVFace *pFace)
unsigned int list_0037C_size
void do_draw_debug_line_sw(struct RenderVertexSoft *pLineBegin, signed int sStartDiffuse, struct RenderVertexSoft *pLineEnd, signed int sEndDiffuse, unsigned int uOutNumVertices, float z_stuff)
bool is_face_faced_to_camera(struct BLVFace *pFace, struct RenderVertexSoft *a2)
IndoorCameraD3D_stru1 mm7__vector_000004[64]
IndoorCameraD3D * pIndoorCameraD3D
float _unused_blv_party_z_2
void ViewTransfrom_OffsetUV(struct RenderVertexSoft *pVertices, unsigned int uNumVertices, struct RenderVertexSoft *pOutVertices, struct LightsData *a5)
float _unused_blv_party_x
float _unused_blv_party_y_2
struct RenderVertexD3D3 pVertices[50]
EGLSurface EGLint EGLint y
void CalculateRotations(int camera_rot_x, int camera_rot_y)
IndoorCameraD3D_Vec3 field_4[3]
void MatrixMultiply(struct Matrix3x3_float_ *a1, struct Matrix3x3_float_ *a2, struct Matrix3x3_float_ *a3)
bool _4371C3(struct RenderVertexSoft *pVertices, unsigned int *pOutNumVertices, int _unused)
void LightmapNeerClip(struct RenderVertexSoft *pInVertices, int uNumInVertices, struct RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices)
float _unused_blv_party_z
void debug_outline_sw(struct RenderVertexSoft *a2, unsigned int uNumVertices, unsigned int uDiffuse, float a5)
bool ViewClip(int x, int y, int z, int *transformed_x, int *transformed_y, int *transformed_z, bool dont_show=false)
virtual ~IndoorCameraD3D()
void Project(int x, int y, int z, int *screenspace_x, int *screenspace_y)
void CreateWorldMatrixAndSomeStuff()
void _437143(unsigned int uNumInVertices, struct RenderVertexSoft *pOutVertices, struct RenderVertexSoft *pInVertices, signed int *pOutNumVertices)
double GetPolygonMinZ(struct RenderVertexSoft *pVertices, unsigned int uStripType)
bool ApplyViewTransform_TrueIfStillVisible_BLV(int x, int y, int z, fixed *pOutX, fixed *pOutZ, fixed *pOutY, bool clip_plane_test)
bool GetFacetOrientation(char polyType, struct Vec3_float_ *a2, struct Vec3_float_ *a3, struct Vec3_float_ *a4)
virtual ~IndoorCameraD3D_Vec4()
virtual ~IndoorCameraD3D_Vec3()
float _unused_blv_party_y
bool IsCulled(struct BLVFace *pFace)
IndoorCameraD3D_Vec4 std__vector_000034_prolly_frustrum[6]
char _437376(struct stru154 *thisa, struct RenderVertexSoft *a2, unsigned int *pOutNumVertices)
unsigned int mm7__vector_000004_size
IndoorCameraD3D_stru3 list_0037C[16384]
IndoorCameraD3D_stru2 list_E0380[256]
void ViewTransform(int x, int y, int z, int *transformed_x, int *transformed_y, int *transformed_z)
float GetNearClip() const
void _4374E8_ProllyBuildFrustrum()
void debug_outline_d3d(const struct RenderVertexD3D3 *pLineVertices, unsigned int uNumLines, int uDiffuse, float z_stuff)
void LightmapFarClip(struct RenderVertexSoft *pInVertices, int uNumInVertices, struct RenderVertexSoft *pOutVertices, unsigned int *pOutNumVertices)
void PrepareAndDrawDebugOutline(struct BLVFace *pFace, unsigned int uDiffuse)
float _unused_blv_party_x_2
double GetPolygonMaxZ(struct RenderVertexSoft *pVertex, unsigned int uStripType)