os/graphics/m3g/m3gcore11/inc/m3g_mesh.h
author sl@SLION-WIN7.fritz.box
Fri, 15 Jun 2012 03:10:57 +0200
changeset 0 bde4ae8d615e
permissions -rw-r--r--
First public contribution.
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/*
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* Copyright (c) 2003 Nokia Corporation and/or its subsidiary(-ies).
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* All rights reserved.
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* This component and the accompanying materials are made available
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* under the terms of the License "Eclipse Public License v1.0"
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* which accompanies this distribution, and is available
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* at the URL "http://www.eclipse.org/legal/epl-v10.html".
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*
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* Initial Contributors:
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* Nokia Corporation - initial contribution.
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*
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* Contributors:
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*
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* Description: Mesh interface
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*
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*/
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#ifndef __M3G_MESH_H__
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#define __M3G_MESH_H__
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/*!
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 * \internal
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 * \file
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 * \brief Mesh interface
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 */
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#include "m3g_gl.h"
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#include "m3g_node.h"
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#include "m3g_appearance.h"
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#include "m3g_indexbuffer.h"
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#include "m3g_vertexbuffer.h"
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struct M3GMeshImpl
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{
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	Node node;
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	VertexBuffer *vertexBuffer;
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	Appearance **appearances;
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	IndexBuffer **indexBuffers;
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    M3Gint vbTimestamp;
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	M3Gushort trianglePatchCount;
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    M3Gushort totalAlphaFactor;
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};
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/*----------------------------------------------------------------------
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 * Internal functions
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 *--------------------------------------------------------------------*/
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static void m3gDestroyMesh(Object *obj);
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static M3Gint m3gMeshApplyAnimation(Object *self, M3Gint time);
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static M3Gbool m3gInitMesh(Interface *m3g,
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                           Mesh *mesh,
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                           M3GVertexBuffer hVertices,
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                           M3GIndexBuffer *hTriangles,
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                           M3GAppearance *hAppearances,
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                           M3Gint trianglePatchCount,
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                           M3GClass classID);
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static M3Gint m3gMeshDoGetReferences(Object *self, Object **references);
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static Object *m3gMeshFindID(Object *self, M3Gint userID);
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static M3Gbool m3gMeshDuplicate(const Object *original, Object **clone, Object **pairs, M3Gint *numPairs);
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static M3Gbool m3gMeshValidate(Node *self, M3Gbitmask stateBits, M3Gint scope);
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static M3Gbool m3gMeshRayIntersectInternal(	Mesh *mesh,
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                                            VertexBuffer *vertices,
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            								M3Gint mask,
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            								M3Gfloat *ray,
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            								RayIntersection *ri,
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            								Matrix *toGroup);
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#if 0
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static M3Gint m3gMeshRenderingCost(const Mesh *mesh);
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#endif
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static M3Gbool m3gQueueMesh(Mesh *mesh, const Matrix *toCamera,
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                            RenderQueue *renderQueue);
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#endif /*__M3G_MESH_H__*/