Remove unused cpp and hpp files
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// Copyright (C) 2002-2015 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __LARGE_MESH_BUFFER_H_INCLUDED__
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#define __LARGE_MESH_BUFFER_H_INCLUDED__
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#include "irrArray.h"
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#include "IMeshBuffer.h"
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#include "CMeshBuffer.h"
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namespace irr
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{
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namespace scene
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{
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//! A SMeshBuffer with 32-bit indices
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class LargeMeshBuffer : public SMeshBuffer
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{
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public:
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//! Get type of index data which is stored in this meshbuffer.
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/** \return Index type of this buffer. */
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virtual video::E_INDEX_TYPE getIndexType() const
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{
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return video::EIT_32BIT;
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}
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//! Get pointer to indices
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/** \return Pointer to indices. */
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virtual const u16* getIndices() const
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{
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return (u16 *) Indices.const_pointer();
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}
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//! Get pointer to indices
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/** \return Pointer to indices. */
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virtual u16* getIndices()
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{
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return (u16 *) Indices.pointer();
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}
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//! Get number of indices
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/** \return Number of indices. */
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virtual u32 getIndexCount() const
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{
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return Indices.size();
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}
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//! Indices into the vertices of this buffer.
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core::array<u32> Indices;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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@ -1,31 +0,0 @@
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2014-2015 SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "graphics/screen_quad.hpp"
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// Just the static parts to our screenquad
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const u16 ScreenQuad::indices[4] = {0, 1, 2, 3};
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static const SColor white(255, 255, 255, 255);
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const S3DVertex ScreenQuad::vertices[4] = {
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S3DVertex(-1, 1, 0, 0, 1, 0, white, 0, 1),
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S3DVertex(1, 1, 0, 0, 1, 0, white, 1, 1),
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S3DVertex(-1, -1, 0, 0, 1, 0, white, 0, 0),
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S3DVertex(1, -1, 0, 0, 1, 0, white, 1, 0),
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};
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@ -1,90 +0,0 @@
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2014-2015 SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_SCREENQUAD_H
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#define HEADER_SCREENQUAD_H
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#include <SMaterial.h>
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#include <IVideoDriver.h>
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using namespace irr;
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using namespace video;
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class ScreenQuad {
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public:
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ScreenQuad(IVideoDriver *xy)
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{
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vd = xy;
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mat.Lighting = false;
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mat.ZBuffer = video::ECFN_ALWAYS;
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mat.ZWriteEnable = false;
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for(u32 c = 0; c < MATERIAL_MAX_TEXTURES; c++)
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{
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mat.TextureLayer[c].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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mat.TextureLayer[c].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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SMaterial& getMaterial() { return mat; }
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//Set the texture to render with the quad
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void setTexture(ITexture* tex, u32 layer = 0)
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{
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mat.TextureLayer[layer].Texture = tex;
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}
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ITexture* getTexture(u32 layer = 0) const { return mat.TextureLayer[layer].Texture; }
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void setMaterialType(E_MATERIAL_TYPE mt) { mat.MaterialType = mt; }
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void render(bool setRTToFrameBuff = true) const
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{
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if(setRTToFrameBuff)
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vd->setRenderTarget(video::ERT_FRAME_BUFFER);
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sq_dorender();
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}
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void render(ITexture* rt) const
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{
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vd->setRenderTarget(rt);
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sq_dorender();
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}
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protected:
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static const S3DVertex vertices[4];
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static const u16 indices[4];
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SMaterial mat;
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IVideoDriver* vd;
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void sq_dorender() const
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{
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vd->setMaterial(mat);
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vd->setTransform(ETS_WORLD, core::IdentityMatrix);
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vd->setTransform(ETS_VIEW, core::IdentityMatrix);
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vd->setTransform(ETS_PROJECTION, core::IdentityMatrix);
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vd->drawVertexPrimitiveList(vertices, 4, indices, 2, EVT_STANDARD,
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scene::EPT_TRIANGLE_STRIP);
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}
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};
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#endif
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