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CompassRenderer.h
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CompassRenderer.h
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#pragma once
#include "4dm.h"
namespace fdm
{
class CompassRenderer
{
public:
struct VertInfo
{
glm::vec4 vert;
glm::vec3 color; // 0x10
float normalComp; // 0x1C
};
inline static MeshBuilder* hypercubeTetMesh = reinterpret_cast<MeshBuilder*>((base + 0x278A68));
inline static MeshRenderer* hypercubeTetRenderer = reinterpret_cast<MeshRenderer*>((base + 0x278B60));
inline static MeshRenderer* hypercubeHollowRenderer = reinterpret_cast<MeshRenderer*>((base + 0x278B40));
inline static MeshBuilder* cubeTetMesh = reinterpret_cast<MeshBuilder*>((base + 0x278960));
inline static MeshRenderer* cubeTetRenderer = reinterpret_cast<MeshRenderer*>((base + 0x278A48));
inline static MeshBuilder* cubeTriangleMesh = reinterpret_cast<MeshBuilder*>((base + 0x2789D8));
inline static MeshRenderer* cubeTriangleRenderer = reinterpret_cast<MeshRenderer*>((base + 0x278908));
inline static MeshBuilder* cubeWireframeMesh = reinterpret_cast<MeshBuilder*>((base + 0x278A10));
inline static MeshRenderer* cubeWireframeRenderer = reinterpret_cast<MeshRenderer*>((base + 0x278998));
inline static glm::vec3* line = reinterpret_cast<glm::vec3*>((base + 0x278440));
inline static MeshBuilder* lineMesh = reinterpret_cast<MeshBuilder*>((base + 0x278928));
inline static MeshRenderer* lineRenderer = reinterpret_cast<MeshRenderer*>((base + 0x2789B8));
inline static FontRenderer* fr = reinterpret_cast<FontRenderer*>((base + 0x278AA0));
inline static glm::vec4 *pd = reinterpret_cast<glm::vec4*>((base + 0x278480));
inline static glm::vec4 *left = reinterpret_cast<glm::vec4*>((base + 0x278470));
inline static glm::vec4 *over = reinterpret_cast<glm::vec4*>((base + 0x278460));
inline static glm::vec4 *pos = reinterpret_cast<glm::vec4*>((base + 0x29B3D0));
inline static glm::vec2 *rotation3D = reinterpret_cast<glm::vec2*>((base + 0x278458));
inline static int* wWidth = reinterpret_cast<int*>((base + 0x29B3C8));
inline static int* wHeight = reinterpret_cast<int*>((base + 0x29B3CC));
inline static void renderHand(const glm::mat4& mat)
{
return reinterpret_cast<void (__fastcall*)(const glm::mat4& mat)>(getFuncAddr((int)Func::CompassRenderer::renderHand))(mat);
}
inline static void renderItemDrop(const m4::Mat5& mat, const glm::vec4& lightDir)
{
return reinterpret_cast<void (__fastcall*)(const m4::Mat5& mat, const glm::vec4& lightDir)>(getFuncAddr((int)Func::CompassRenderer::renderItemDrop))(mat, lightDir);
}
};
}