make rendering code more reusable, update testbed
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@ -51,29 +51,22 @@ public:
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float32 m_zFar;
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};
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inline b3Mat44 MakeMat44(const b3Transform& T)
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{
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return b3Mat44(
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b3Vec4(T.rotation.x.x, T.rotation.x.y, T.rotation.x.z, 0.0f),
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b3Vec4(T.rotation.y.x, T.rotation.y.y, T.rotation.y.z, 0.0f),
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b3Vec4(T.rotation.z.x, T.rotation.z.y, T.rotation.z.z, 0.0f),
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b3Vec4(T.position.x, T.position.y, T.position.z, 1.0f));
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}
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//
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enum DrawFlags
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{
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e_pointsFlag = 0x0001,
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e_linesFlag = 0x0002,
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e_trianglesFlag = 0x0004
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};
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class Draw : public b3Draw
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{
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public:
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Draw();
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~Draw();
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void SetViewMatrix(const b3Mat44& m);
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void SetProjectionMatrix(const b3Mat44& m);
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void EnableDrawPoints(bool flag);
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void EnableDrawLines(bool flag);
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void EnableDrawTriangles(bool flag);
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void DrawPoint(const b3Vec3& p, float32 size, const b3Color& color);
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void DrawSegment(const b3Vec3& p1, const b3Vec3& p2, const b3Color& color);
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@ -139,6 +132,5 @@ private:
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extern Camera* g_camera;
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extern Draw* g_draw;
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extern u32 g_drawFlags;
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#endif
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