252 lines
6.7 KiB
C++
252 lines
6.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/te/te_renderer.h"
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#include "tetraedge/te/te_light.h"
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#include "tetraedge/te/te_mesh.h"
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#include "tetraedge/te/te_mesh_opengl.h"
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#include "tetraedge/te/te_mesh_tinygl.h"
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#include "tetraedge/te/te_material.h"
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namespace Tetraedge {
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TeMesh::TeMesh() : _matrixForced(false), _hasAlpha(false), _initialMaterialIndexCount(0),
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_drawWires(false), _shouldDraw(true) {
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}
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void TeMesh::defaultMaterial(const TeIntrusivePtr<Te3DTexture> &texture) {
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TeMaterial::Mode mode = TeMaterial::MaterialMode1;
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if (texture && !texture->hasAlpha())
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mode = TeMaterial::MaterialMode0;
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_materials.resize(1);
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_materials[0] = TeMaterial(texture, mode);
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}
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TeMaterial *TeMesh::material(uint index) {
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assert(!_materials.empty());
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if (index < _materials.size()) {
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return &_materials[index];
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} else {
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return &_materials[0];
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}
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}
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const TeMaterial *TeMesh::material(uint index) const {
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assert(!_materials.empty());
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if (index < _materials.size()) {
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return &_materials[index];
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} else {
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return &_materials[0];
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}
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}
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void TeMesh::destroy() {
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_hasAlpha = false;
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_updatedVerticies.clear();
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_updatedNormals.clear();
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_verticies.clear();
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_normals.clear();
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_uvs.clear();
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_colors.clear();
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_indexes.clear();
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_materialIndexes.clear();
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_faceCounts.clear();
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_matricies.clear();
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}
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bool TeMesh::hasAlpha(uint idx) {
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// Note: I don't understand this logic, but it's what the game does..
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bool hasGlobalAlpha = _hasAlpha && !_colors.empty();
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bool retval = hasGlobalAlpha;
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if (idx < _materials.size()) {
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const TeMaterial &material = _materials[idx];
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if (material._isShadowTexture) {
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retval = false;
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} else {
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retval = true;
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if (!hasGlobalAlpha && material._mode != TeMaterial::MaterialMode1 && material._ambientColor.a() == 255)
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retval = (material._diffuseColor.a() != 255);
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}
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}
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return retval;
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}
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TeVector3f32 TeMesh::normal(uint idx) const {
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if (!_updatedNormals.empty())
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return _updatedNormals[idx];
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else
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return _normals[idx];
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}
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void TeMesh::resizeUpdatedTables(uint newSize) {
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_updatedVerticies.resize(newSize);
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_updatedNormals.resize(newSize);
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}
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void TeMesh::setColor(const TeColor &col) {
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Te3DObject2::setColor(col);
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if (!_verticies.empty()) {
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const TeColor colnow = Te3DObject2::color();
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_colors.resize(_verticies.size());
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if (colnow.a() != 255)
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_hasAlpha = true;
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for (uint i = 0; i < _verticies.size(); i++) {
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_colors[i] = colnow;
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}
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}
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}
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void TeMesh::setColor(uint idx, const TeColor &col) {
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if (col.a() != 255) {
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_hasAlpha = true;
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}
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_colors.resize(_verticies.size());
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_colors[idx] = col;
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}
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void TeMesh::setConf(uint vertexCount, uint indexCount, enum Mode mode, uint materialCount, uint materialIndexCount) {
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destroy();
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_initialMaterialIndexCount = materialIndexCount;
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_verticies.resize(vertexCount);
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_indexes.resize(indexCount);
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_materials.resize(materialCount);
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_matricies.resize(vertexCount);
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setMode(mode);
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}
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void TeMesh::setIndex(uint idx, uint val) {
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_indexes[idx] = val;
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}
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void TeMesh::setNormal(uint idx, const TeVector3f32 &val) {
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_normals.resize(_verticies.size());
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_normals[idx] = val;
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}
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void TeMesh::setTextureUV(uint idx, const TeVector2f32 &val) {
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_uvs.resize(_verticies.size());
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_uvs[idx] = val;
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}
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void TeMesh::setVertex(uint idx, const TeVector3f32 &val) {
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_verticies[idx] = val;
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}
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TeVector3f32 TeMesh::vertex(uint idx) const {
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if (!_updatedVerticies.empty())
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return _updatedVerticies[idx];
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else
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return _verticies[idx];
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}
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void TeMesh::attachMaterial(uint idx, const TeMaterial &src) {
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TeMaterial &dest = _materials[idx];
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dest._texture = src._texture;
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dest._enableLights = src._enableLights;
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dest._isShadowTexture = src._isShadowTexture;
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dest._emissionColor = src._emissionColor;
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dest._shininess = src._shininess;
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dest._diffuseColor = src._diffuseColor;
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dest._specularColor = src._specularColor;
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dest._mode = src._mode;
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dest._ambientColor = src._ambientColor;
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}
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void TeMesh::facesPerMaterial(uint idx, unsigned short value) {
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_faceCounts.resize(_materials.size());
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_faceCounts[idx] = value;
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}
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void TeMesh::matrixIndex(uint num, unsigned short val) {
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_matricies[num] = val;
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}
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void TeMesh::update(const Common::Array<TeMatrix4x4> *matricies1, const Common::Array<TeMatrix4x4> *matricies2) {
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if (visible()) {
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if (matricies1) {
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_updatedVerticies.resize(_verticies.size());
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_updatedNormals.resize(_normals.size());
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updateTo(matricies1, matricies2, _updatedVerticies, _updatedNormals);
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} else {
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_updatedVerticies.clear();
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_updatedNormals.clear();
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}
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}
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}
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void TeMesh::update(TeIntrusivePtr<TeModelVertexAnimation> vertexanim) {
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_updatedVerticies.resize(_verticies.size());
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_updatedNormals.resize(_normals.size());
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const Common::Array<TeVector3f32> animverts = vertexanim->getVertices();
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assert(animverts.size() >= _verticies.size());
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for (uint i = 0; i < _verticies.size(); i++) {
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_updatedVerticies[i] = animverts[i];
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}
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for (uint i = 0; i < _normals.size(); i++) {
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_updatedNormals[i] = _normals[i];
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}
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}
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void TeMesh::updateTo(const Common::Array<TeMatrix4x4> *matricies1, const Common::Array<TeMatrix4x4> *matricies2,
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Common::Array<TeVector3f32> &verts, Common::Array<TeVector3f32> &normals) {
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static const TeMatrix4x4 emptyMatrix;
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for (uint i = 0; i < _verticies.size(); i++) {
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uint m = _matricies[i];
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const TeMatrix4x4 *mat;
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if (m < matricies1->size()) {
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mat = &((*matricies1)[m]);
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} else {
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m -= matricies1->size();
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if (m < matricies2->size())
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mat = &((*matricies2)[m]);
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else
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mat = &emptyMatrix;
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}
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verts[i] = mat->mult4x3(_verticies[i]);
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normals[i] = mat->mult3x3(_normals[i]);
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}
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}
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/*static*/
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TeMesh *TeMesh::makeInstance() {
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Graphics::RendererType r = g_engine->preferredRendererType();
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#if defined(USE_OPENGL_GAME)
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if (r == Graphics::kRendererTypeOpenGL)
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return new TeMeshOpenGL();
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#endif
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#if defined(USE_TINYGL)
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if (r == Graphics::kRendererTypeTinyGL)
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return new TeMeshTinyGL();
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#endif
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error("Couldn't create TeMesh for selected renderer");
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}
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} // end namespace Tetraedge
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