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101 lines
3.1 KiB
101 lines
3.1 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef __HSVERTEXSHADER_H
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#define __HSVERTEXSHADER_H
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class hsConverterUtils;
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class hsBitVector;
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class plMaxLightContext;
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class plGeometrySpan;
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struct hsColorRGBA;
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class plLightMapGen;
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class hsVertexShader
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{
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private:
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hsVertexShader();
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public:
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virtual ~hsVertexShader();
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static hsVertexShader& Instance();
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void ShadeNode(INode* node, hsMatrix44& l2w, hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans);
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void Open();
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void Close();
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private:
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/// Temporary vertex class
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class plTmpVertex3
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{
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public:
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hsPoint3 fLocalPos;
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hsVector3 fNormal;
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};
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hsBool ILightIncludesNode(LightObject* light, INode* node);
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void INativeShadeVtx(hsColorRGBA& shade, plMaxLightContext& ctx, const plTmpVertex3& vtx, hsBool translucent);
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void INativeShadowVtx(hsColorRGBA& shade, plMaxLightContext& ctx, const plTmpVertex3& vtx, hsBool translucent);
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hsBool IsTranslucent( hsGMaterial *material );
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void IShadeSpan( plGeometrySpan *span, INode* node );
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void IShadeVertices( plGeometrySpan *span, hsBitVector *dirtyVector, INode* node, hsBool translucent );
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private:
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Interface *fInterface;
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hsConverterUtils &fConverterUtils;
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plLightMapGen* fLightMapGen;
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hsMatrix44 fLocalToWorld, fNormalToWorld; // fN2W is inv-transpose of fL2W
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int fShaded; // just record-keeping
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hsColorRGBA *fShadeColorTable;
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hsColorRGBA *fIllumColorTable;
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};
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14 years ago
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#endif
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