Removed Vertex and VertexCol structures
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1631b9587f
commit
074706e7ec
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@ -37,38 +37,6 @@
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namespace Gfx
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{
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/**
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* \struct Vertex
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* \brief Vertex of a primitive
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*
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* This structure was created as analog to DirectX's D3DVERTEX.
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*
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* It contains:
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* - vertex coordinates (x,y,z) as glm::vec3,
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* - normal coordinates (nx,ny,nz) as glm::vec3
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* - texture coordinates (u,v) as glm::vec2.
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*/
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struct Vertex
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{
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glm::vec3 coord = { 0, 0, 0 };
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glm::vec3 normal = { 0, 0, 0 };
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glm::vec2 texCoord = { 0, 0 };
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};
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/**
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* \struct VertexCol
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* \brief Colored vertex
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*
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* It contains:
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* - vertex coordinates (x,y,z) as glm::vec3,
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* - RGBA color as Color
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*/
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struct VertexCol
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{
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glm::vec3 coord = { 0, 0, 0 };
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Color color = Color();
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};
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/**
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* \struct Vertex2D
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* \brief 2D vertex for interface rendering, contains UV and color
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@ -4361,12 +4361,14 @@ void CEngine::DrawShadowSpots()
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ts.x += dp;
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ti.x -= dp;
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Vertex vertex[4] =
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IntColor white(255, 255, 255, 255);
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Vertex3D vertex[4] =
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{
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{ corner[1], n, { ts.x, ts.y } },
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{ corner[0], n, { ti.x, ts.y } },
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{ corner[3], n, { ts.x, ti.y } },
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{ corner[2], n, { ti.x, ti.y } }
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{ corner[1], white, { ts.x, ts.y } },
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{ corner[0], white, { ti.x, ts.y } },
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{ corner[3], white, { ts.x, ti.y } },
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{ corner[2], white, { ti.x, ti.y } }
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};
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float intensity = (0.5f+m_shadowSpots[i].intensity*0.5f)*hFactor;
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