mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
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3e24ae8812
# Conflicts: # premake5.lua # sdk/rwsdk/include/d3d8/baaplylt.c # sdk/rwsdk/include/d3d8/rpstereo.h # sdk/rwsdk/include/d3d8/rpstereo.rpe # sdk/rwsdk/include/d3d8/rtintel.h # sdk/rwsdk/include/d3d8/rtintel.rpe # src/audio/oal/stream.cpp
277 lines
8.4 KiB
C
277 lines
8.4 KiB
C
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#ifndef RPSKIN_H
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#define RPSKIN_H
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/**
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* \defgroup rpskin RpSkin
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* \ingroup skinning
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*
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* Skin Plugin for RenderWare Graphics.
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*/
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/*===========================================================================*
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*--- Include files ---------------------------------------------------------*
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*===========================================================================*/
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#include "rwcore.h"
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#include "rpworld.h"
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#include "rpcriter.h"
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#include "rpskin.rpe"
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#include "rphanim.h"
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/*===========================================================================*
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*--- Global Types ----------------------------------------------------------*
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*===========================================================================*/
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typedef struct RwMatrixWeights RwMatrixWeights;
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/**
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* \ingroup rpskin
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* \struct RwMatrixWeights
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* A structure for defining up to four matrix weights per vertex.
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* Not all entries need to be used.
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*
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* \note
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* Values should be sorted, such that any zero 0.0f entries appear
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* after the valid weights. Any weights that appear after a zero
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* entry will be ignored.
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*
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* \see RpSkinCreate
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*/
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struct RwMatrixWeights
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{
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RwReal w0; /**< The first matrix weight. */
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RwReal w1; /**< The second matrix weight. */
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RwReal w2; /**< The third matrix weight. */
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RwReal w3; /**< The fourth matrix weight. */
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};
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/**
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* \ingroup rpskin
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* \struct RpSkin
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*
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* Skin object. This should be considered an opaque type.
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* Use the RpSkin API functions to access.
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*
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* \see RpSkinCreate
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* \see RpSkinDestroy
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*/
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typedef struct RpSkin RpSkin;
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/*===========================================================================*
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*--- Plugin API Functions --------------------------------------------------*
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*===========================================================================*/
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#ifdef __cplusplus
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extern "C"
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{
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#endif /* __cplusplus */
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/*---------------------------------------------------------------------------*
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*- Plugin functions -*
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*---------------------------------------------------------------------------*/
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extern void RpSkinSetFreeListCreateParams(
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RwInt32 blockSize, RwInt32 numBlocksToPrealloc );
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extern RwBool
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RpSkinPluginAttach(void);
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/*---------------------------------------------------------------------------*
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*- Skin Atomic functions -*
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*---------------------------------------------------------------------------*/
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extern RpAtomic *
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RpSkinAtomicSetHAnimHierarchy( RpAtomic *atomic,
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RpHAnimHierarchy *hierarchy );
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extern RpHAnimHierarchy *
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RpSkinAtomicGetHAnimHierarchy( const RpAtomic *atomic );
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/*---------------------------------------------------------------------------*
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*- Skin Geometry functions -*
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*---------------------------------------------------------------------------*/
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extern RpGeometry *
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RpSkinGeometrySetSkin( RpGeometry *geometry,
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RpSkin *skin );
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extern RpSkin *
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RpSkinGeometryGetSkin( RpGeometry *geometry );
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extern RpSkin *
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RpSkinCreate( RwUInt32 numVertices,
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RwUInt32 numBones,
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RwMatrixWeights *vertexWeights,
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RwUInt32 *vertexIndices,
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RwMatrix *inverseMatrices );
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extern RpSkin *
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RpSkinDestroy( RpSkin *skin );
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extern RwUInt32
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RpSkinGetNumBones( RpSkin *skin );
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extern const RwMatrixWeights *
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RpSkinGetVertexBoneWeights( RpSkin *skin );
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extern const RwUInt32 *
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RpSkinGetVertexBoneIndices( RpSkin *skin );
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extern const RwMatrix *
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RpSkinGetSkinToBoneMatrices( RpSkin *skin );
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extern RwBool
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RpSkinIsSplit( RpSkin *skin );
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/*---------------------------------------------------------------------------*
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*- Skin pipeline -*
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*---------------------------------------------------------------------------*/
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/**
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* \ingroup rpskin
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* \ref RpSkinType defines the different ways a skinned atomic can
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* be rendered. Once a skinned \ref RpGeometry has been attached to
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* an \ref RpAtomic the atomic must be setup with the correct skin
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* rendering pipeline with \ref RpSkinAtomicSetType.
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*/
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enum RpSkinType
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{
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rpNASKINTYPE = 0, /**<Invalid skin pipeline. */
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rpSKINTYPEGENERIC = 1, /**<Generic skin rendering. */
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rpSKINTYPEMATFX = 2, /**<Material effects skin rendering. */
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rpSKINTYPETOON = 3, /**<Toon skin rendering. */
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rpSKINTYPEFORCEENUMSIZEINT = RWFORCEENUMSIZEINT
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};
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typedef enum RpSkinType RpSkinType;
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extern RpAtomic *
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RpSkinAtomicSetType( RpAtomic *atomic,
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RpSkinType type );
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extern RpSkinType
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RpSkinAtomicGetType( RpAtomic *atomic );
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/*---------------------------------------------------------------------------*
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*- Internal API -*
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*---------------------------------------------------------------------------*/
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extern RpGeometry *
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_rpSkinInitialize(RpGeometry *geometry);
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extern RpGeometry *
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_rpSkinDeinitialize(RpGeometry *geometry);
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extern RwUInt8 *
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_rpSkinGetMeshBoneRemapIndices( RpSkin *skin );
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extern RwUInt8 *
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_rpSkinGetMeshBoneRLECount( RpSkin *skin );
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extern RwUInt8 *
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_rpSkinGetMeshBoneRLE( RpSkin *skin );
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extern RpSkin *
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_rpSkinSplitDataCreate( RpSkin *skin, RwUInt32 boneLimit,
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RwUInt32 numMatrices, RwUInt32 numMeshes,
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RwUInt32 numRLE );
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extern RwBool
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_rpSkinSplitDataDestroy( RpSkin *skin );
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/*---------------------------------------------------------------------------*/
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#ifdef __cplusplus
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}
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#endif /* __cplusplus */
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/*---------------------------------------------------------------------------*
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*- Backwards macros -*
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*---------------------------------------------------------------------------*/
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#define RpSkinAtomicGetSkin(_a) \
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RpSkinGeometryGetSkin(RpAtomicGetGeometry(_a))
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/*---------------------------------------------------------------------------*/
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/*---- start: ./d3d8/skinplatform.h----*/
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/**
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* \defgroup rpskind3d8 D3D8
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* \ingroup rpskin
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*
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* D3D8 skin pipeline extension.
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*/
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/**
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* \defgroup rpskind3d8features Features
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* \ingroup rpskind3d8
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*
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* D3D8 skin pipeline features.
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*/
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/**
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* \defgroup rpskind3d8restrictions Restrictions
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* \ingroup rpskind3d8
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*
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* D3D8 skin pipeline restrictions.
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*/
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/**
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* \defgroup rpskinbonelimit Bone limit
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* \ingroup rpskind3d8restrictions
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*
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* \par Bone limit
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* The bone limit is 256 as skinning is performed on the CPU.
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*
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*/
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/*===========================================================================*
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*--- D3D8 Defines -----------------------------------------------------------*
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*===========================================================================*/
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/*===========================================================================*
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*--- D3D8 Global Types ------------------------------------------------------*
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*===========================================================================*/
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/**
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* \ingroup rpskind3d8
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* \ref RpSkinD3D8Pipeline rendering pipelines available within
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* the \ref RpSkin plugin. Use \ref RpSkinGetD3D8Pipeline to
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* retrieve the \ref RxPipeline's.
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*/
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enum RpSkinD3D8Pipeline
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{
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rpNASKIND3D8PIPELINE = 0,
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rpSKIND3D8PIPELINEGENERIC = 1,
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/**<D3D8 generic skin rendering pipeline. */
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rpSKIND3D8PIPELINEMATFX = 2,
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/**<D3D8 material effect skin rendering pipeline. */
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rpSKIND3D8PIPELINETOON = 3,
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/**<D3D8 toon skin rendering pipeline. */
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rpSKIND3D8PIPELINEMATFXTOON = 4,
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/**<D3D8 toon matfx skin rendering pipeline not supported */
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rpSKIND3D8PIPELINEMAX,
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rpSKIND3D8PIPELINEFORCEENUMSIZEINT = RWFORCEENUMSIZEINT
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};
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typedef enum RpSkinD3D8Pipeline RpSkinD3D8Pipeline;
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/*===========================================================================*
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*--- D3D8 Plugin API Functions ----------------------------------------------*
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*===========================================================================*/
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#ifdef __cplusplus
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extern "C"
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{
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#endif /* __cplusplus */
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/*---------------------------------------------------------------------------*/
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extern RxPipeline *
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RpSkinGetD3D8Pipeline( RpSkinD3D8Pipeline D3D8Pipeline );
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/*---------------------------------------------------------------------------*/
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#ifdef __cplusplus
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}
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#endif /* __cplusplus */
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/*---- end: ./d3d8/skinplatform.h----*/
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#endif /* RPSKIN_H */
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