work on android port
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@@ -9,6 +9,22 @@
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#include "cglm/mat4.h"
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abstract_class IViewport
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{
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public:
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virtual void UpdateResolution( uint32_t uX, uint32_t uY ) = 0;
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virtual IImage *GetRenderImage() = 0;
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virtual IImage *GetDepthImage() = 0;
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virtual IImage *GetNormalImage() = 0;
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virtual void SetFOV( float f ) = 0;
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virtual void SetPosition( Vector v ) = 0;
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virtual void SetRotation( Quat q ) = 0;
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virtual uint32_t GetWidth() = 0;
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virtual uint32_t GetHeight() = 0;
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};
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abstract_class IMesh
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@@ -27,8 +43,6 @@ public:
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virtual void SetColor( Vector vColor ) = 0;
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virtual void SetRadius( Vector vColor ) = 0;
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virtual void SetPosition( Vector vPosition ) = 0;
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virtual void SetRotation( Quat vRotation ) = 0;
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virtual void SetScale( Vector vScale ) = 0;
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};
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abstract_class IMeshInstance
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@@ -43,19 +57,20 @@ public:
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abstract_class IWorldRenderer: public IGameSystem
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{
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public:
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virtual void SetCameraRotation( Quat vRotation ) = 0;
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virtual void SetCameraPosition( Vector vPosition ) = 0;
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virtual IMesh *CreateMesh( const char *szName ) = 0;
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virtual IMeshInstance *CreateInstance( IMesh *pMesh ) = 0;
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virtual void DestroyMeshInstance( IMesh *pMesh, IMeshInstance *pInstance ) = 0;
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virtual void DestroyMesh( IMesh *pMesh ) = 0;
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virtual IViewport *CreateViewport( uint32_t uX, uint32_t uY ) = 0;
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virtual void DestroyViewport( IViewport *pViewport ) = 0;
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virtual void ConfigureShader( IShader *pShader ) = 0;
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virtual ITextureArray *GetTextures() = 0;
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};
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extern IWorldRenderer *g_pWorldRenderer;
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#endif
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