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34 lines
1.1 KiB
C++
34 lines
1.1 KiB
C++
#pragma once
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#include "common/custom_data/Tfrag3Data.h"
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#include "common/math/Vector.h"
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#include "decompiler/data/TextureDB.h"
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#include "decompiler/level_extractor/BspHeader.h"
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namespace decompiler {
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// the different "kinds" of tfrag. The actual renderers are almost identical and the only different
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// is in GS setup (alpha blending) and in how the closest object is used.
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// This is the actual tree data, minus the tfrags themselves.
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struct VisNodeTree {
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std::vector<tfrag3::VisNode> vis_nodes;
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u16 first_child_node = 0;
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u16 last_child_node = 0;
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u16 first_root = 0;
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u16 num_roots = 0;
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bool only_children = false;
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};
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// will pool textures with others already in out.
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void extract_tfrag(const level_tools::DrawableTreeTfrag* tree,
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const std::string& debug_name,
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const std::vector<level_tools::TextureRemap>& map,
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const TextureDB& tex_db,
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const std::vector<std::pair<int, int>>& expected_missing_textures,
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tfrag3::Level& out,
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bool dump_level);
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} // namespace decompiler
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