3dcam-headers/include/graphics.h

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#pragma once
#include "../include/camera.h"
#include "../include/physics.h"
#include "../include/defines.h"
// Drawing
void updateLight(void);
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void transformMesh(CAMERA * camera, MESH * meshes);
void enlightMesh(LEVEL * curLvl, MESH * actorPtr, SVECTOR * lgtang);
void drawPoly(MESH * mesh, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw);
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// Tri drawing
long drawTri(MESH * mesh, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw, int t, int i);
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void set3VertexLerPos(MESH * mesh, long t);
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void set3Prism(POLY_GT3 * poly, MESH * mesh, DRAWENV * draw, char * db, int i, int t);
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void set3Tex(POLY_GT3 * poly, MESH * mesh, DRAWENV * draw, long t, int i);
long interpolateTri(POLY_GT3 * poly, MESH * mesh, long t);
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//Quad drawing
long drawQuad(MESH * mesh, int atime, int * camMode, char ** nextpri, u_long * ot, char * db, DRAWENV * draw, int t, int i);
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void set4VertexLerPos(MESH * mesh, long t);
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void set4Prism(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, char * db, int i, int t);
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void set4Tex(POLY_GT4 * poly4, MESH * mesh, DRAWENV * draw, long t, int i);
int set4Subdiv(MESH * mesh, POLY_GT4 * poly4, u_long * ot, long t, int i, char ** nextpri);
long interpolateQuad(POLY_GT4 * poly4, MESH * mesh, long t);
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//2D drawing
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void drawBG(CAMANGLE * camPtr, char ** nextpri, u_long * otdisc, char * db);
// Rendering
void renderScene(LEVEL * curLvl, CAMERA * camera, int * camMode, char ** nextpri, u_long * ot, u_long * otdisc, char * db, DRAWENV * draw, short curCamAngle, int atime);
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// Animation
void playAnim(MESH * mesh, VANIM * anim, int loop);