📄 render3d.h
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#ifndef RENDER3D_H
#define RENDER3D_H
#include "mesh.h"
#include "graphics3d.h"
class CRender3D
{
public:
void RenderModel(int modelid, CMatrix44 *pWorldMat, int frameid = 0, int texid=-1);
static void GetWorldMat(int *pos, int*rot, CMatrix44 *);
static void GetWorldMat(Vector4s *pos, Vector4s*rot, CMatrix44 *);
void SetModelCount(int count) { m_Models = new CMesh[count]; m_modelCnt = count;};
CRender3D();
~CRender3D();
void SetEngine(void);
unsigned short * SetColorBuffer(unsigned short *);
CMesh *m_Models;
////////////////////////////////////
bool LoadModel(char* modelfile, int index);
void ReleaseModel(int = -1);
// void RenderModel(int modelid, int* pos, int* rot, int frameid=1);
void RenderActionModel(int modelid, int actionid, int frameid, int* pos, int* rot);
// draw color mask over ball
void DrawBallColorMask(int x, int y, int percentile);
void StartRender3D();
void EndRender3D();
void ReleaseTex();
void UpdateCamera();
CGraphics3D *GetG3d(){ return m_pG3D;};
CMesh * GetModelMesh(int id) { if(id>=0 && id < m_modelCnt) return &m_Models[id]; else return NULL; };
// CEngine *m_pEngine;
protected:
CGraphics3D *m_pG3D;
CRenderTarget *m_pTarget;
int m_modelCnt;
};
#endif
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