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WIP: Updating code to follow laupentin's code review.
Done: - Moved custom map structures to their own objcommon header file - Updated GfxLightGridRow struct - Reverted shader_bin file path - Renamed Project Creator to BSP Creator - Removed model loading from BSP creator - Cleaned up BSP Creator and updated the names of structs WIP: - Update BSP calculation code to be more readable and use unique/shared ptrs
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#pragma once
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#include <vector>
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#include <string>
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#include "Game/T6/T6.h"
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using namespace T6;
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struct CustomMapVertex
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{
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vec3_t pos;
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vec4_t color;
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vec2_t texCoord;
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vec3_t normal;
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vec3_t tangent;
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};
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enum CustomMapMaterialType
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{
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MATERIAL_TYPE_COLOUR,
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MATERIAL_TYPE_TEXTURE,
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MATERIAL_TYPE_EMPTY
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};
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struct CustomMapMaterial
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{
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CustomMapMaterialType materialType;
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std::string materialName;
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};
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struct CustomMapSurface
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{
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CustomMapMaterial material;
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int triCount;
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int indexOfFirstVertex;
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int indexOfFirstIndex;
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};
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struct CustomMapWorld
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{
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std::vector<CustomMapSurface> surfaces;
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std::vector<CustomMapVertex> vertices;
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std::vector<uint16_t> indices;
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};
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struct CustomMapBSP
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{
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std::string name;
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std::string bspName;
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CustomMapWorld gfxWorld;
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CustomMapWorld colWorld;
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};
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