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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 plWaveSet7_inc
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#define plWaveSet7_inc
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#include "hsGeometry3.h"
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#include "hsTemplates.h"
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#include "plMath/plRandom.h"
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#include "hsBounds.h"
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#include "plFixedWaterState7.h"
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#include "plWaveSetBase.h"
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class hsStream;
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class hsResMgr;
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class plAccessVtxSpan;
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class plMessage;
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class hsGMaterial;
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class plDrawableSpans;
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class plRenderMsg;
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class plArmatureUpdateMsg;
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class plGenRefMsg;
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class plAuxSpan;
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class plDynaDecalMgr;
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class plGBufferGroup;
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class plBitmap;
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class plMipmap;
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class plLayer;
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class plRenderRequest;
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class plRenderRequestMsg;
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class plRenderTarget;
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class plShader;
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class plPipeline;
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class plRipVSConsts;
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class plStatusLog;
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class plGraphPlate;
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class plWorldWaveData7
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{
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public:
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hsPoint3 fDir;
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float fLength;
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float fFreq;
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float fPhase;
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float fAmplitude;
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};
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class plWorldWave7 : public plWorldWaveData7
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{
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public:
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inline void Accumulate(hsPoint3& accumPos, hsVector3& accumNorm) const;
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};
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class plWaveSet7 : public plWaveSetBase
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{
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public:
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// Props inc by 1 (bit shift in bitvector).
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enum plDrawProperties {
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kDisable = 0,
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kNumProps // last in the list
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};
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// Flags, also in a bitvector, so far unused in the multimodifier
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enum {
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kHasRefObject = 16
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};
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enum {
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kNumWaves = 4
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};
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enum {
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kRefDynaDecalMgr,
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kRefBuoy,
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kRefBumpMat,
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kRefBumpDraw,
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kRefBumpVShader,
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kRefBumpPShader,
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kRefBiasVShader,
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kRefBiasPShader,
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kRefRipVShader,
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kRefRipPShader,
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kRefShoreVShader,
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kRefShorePShader,
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kRefFixedVShader,
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kRefFixedPShader,
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kRefGraphShoreTex,
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kRefBubbleShoreTex,
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kRefEdgeShoreTex,
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kRefGraphShoreMat,
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kRefGraphShoreDraw,
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kRefGraphVShader,
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kRefGraphPShader,
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kRefGraphShoreRT,
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kRefShore,
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kRefDecal,
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kRefDecVShader,
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kRefDecPShader,
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kRefEnvMap,
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kRefCosineLUT,
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kRefRefObj
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};
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enum {
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kGraphShorePasses = 3
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};
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enum {
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kNumWindDep = 5
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};
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enum {
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kNumTexWaves = 16
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};
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enum {
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kBumpPerPass = 4
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};
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enum {
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kNumBumpShaders = kNumTexWaves / kBumpPerPass
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};
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enum {
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kCompositeSize = 256
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};
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enum {
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kUpdateWaveKs = 0x1,
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kRemakeBubble = 0x2,
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kRemakeEdge = 0x4,
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kReRenderEnvMap = 0x8,
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kReInitWaves = 0x10
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};
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protected:
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double fCurrTime;
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double fLastTime;
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plStatusLog* fStatusLog;
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plGraphPlate* fStatusGraph;
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uint32_t fTrialUpdate;
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plFixedWaterState7 fState;
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float fScrunchLen;
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float fScrunchScale;
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hsVector3 fWindDir;
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float fMinLen;
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float fMaxLen;
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float fFreqScale;
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float fTransCountDown;
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int fTransistor;
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float fTransDel;
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float fTexTransCountDown;
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int fTexTrans;
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float fTexTransDel;
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float fTexWaveFade[kNumTexWaves];
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plWorldWave7 fWorldWaves[kNumWaves];
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float fFreqMod[kNumWaves];
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plRandom fRand;
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plKey fSceneNode;
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hsTArray<plDynaDecalMgr*> fDecalMgrs;
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hsTArray<plSceneObject*> fBuoys;
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hsTArray<plSceneObject*> fShores;
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hsTArray<plSceneObject*> fDecals;
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plSceneObject* fRefObj;
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hsTArray<hsBounds3Ext> fTargBnds;
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plLayer* fBiasLayer[2];
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plLayer* fBumpLayers[kNumTexWaves];
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hsGMaterial* fBumpMat;
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plDrawableSpans* fBumpDraw;
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plRenderRequest* fBumpReq;
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plRenderRequestMsg* fBumpReqMsg;
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plMipmap* fCosineLUT;
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plShader* fBumpVShader[kNumBumpShaders];
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plShader* fBumpPShader[kNumBumpShaders];
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plShader* fBiasVShader;
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plShader* fBiasPShader;
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plBitmap* fEnvMap;
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uint32_t fEnvSize;
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float fEnvRefresh;
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plLayer* fFixedLayers[4];
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plShader* fRipVShader;
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plShader* fRipPShader;
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plShader* fShoreVShader;
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plShader* fShorePShader;
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plShader* fFixedVShader;
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plShader* fFixedPShader;
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enum DecalVType {
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kDecalV1Lay,
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kDecalV2Lay11,
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kDecalV2Lay12,
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kDecalVEnv,
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kNumDecalVShaders
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};
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enum DecalPType {
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kDecalPBB,
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kDecalPaB,
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kDecalPaM,
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kDecalPaA,
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kDecalPAB,
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kDecalPAM,
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kDecalPAA,
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kDecalPMB,
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kDecalPMM,
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kDecalPMA,
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kDecalPEnv,
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kNumDecalPShaders
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};
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plShader* fDecalVShaders[kNumDecalVShaders];
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plShader* fDecalPShaders[kNumDecalPShaders];
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// Graph shore stuff
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plMipmap* fGraphShoreTex;
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plMipmap* fBubbleShoreTex;
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plMipmap* fEdgeShoreTex;
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hsGMaterial* fGraphShoreMat[kGraphShorePasses];
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plDrawableSpans* fGraphShoreDraw[kGraphShorePasses];
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plRenderTarget* fGraphShoreRT[kGraphShorePasses];
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plRenderRequest* fGraphReq[kGraphShorePasses];
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plRenderRequestMsg* fGraphReqMsg[kGraphShorePasses];
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plShader* fGraphVShader[kGraphShorePasses];
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plShader* fGraphPShader[kGraphShorePasses];
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class GraphState
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{
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public:
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float fAge;
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float fInvLife;
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float fUOff;
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float fFreq[4];
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float fPhase[4];
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float fAmp[4];
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};
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GraphState fGraphState[kGraphShorePasses];
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class WaveK
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{
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public:
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// fK is the number of times the sine wave repeats across the texture. Must be an integer
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// fS/fK is the base X component of the direction of the wave, with Y = 1.f - X. Note that X^2 + Y^2 != 1.
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// fD allows the wave to get more off the Y direction
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// So the X component will be Int(fS + fD*dispersion) / fK, because it must be an integer ratio to
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// preserve tiling. Also, (fS + fD) must be <= fK (for the Y normalization).
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// See the notes.
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float fS;
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float fK;
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float fD;
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};
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WaveK fWaveKs[kNumTexWaves];
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class TexWaveDesc
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{
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public:
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float fPhase;
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float fAmp;
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float fLen;
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float fFreq;
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float fDirX;
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float fDirY;
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float fRotScale00;
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float fRotScale01;
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};
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TexWaveDesc fTexWaves[kNumTexWaves];
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class TexWaveWindDep
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{
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public:
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float fWindSpeed;
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float fHeight;
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float fSpecular;
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};
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TexWaveWindDep fWindDeps[kNumWindDep];
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void IInitWaveConsts();
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void IInitState();
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inline void IScrunch(hsPoint3& pos, hsVector3& norm) const;
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void ICalcWindow(float dt);
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void ICalcScale();
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void IUpdateWaves(float dt);
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void IUpdateWave(float dt, int i);
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hsBool IAnyBoundsVisible(plPipeline* pipe) const;
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void IInitWave(int i);
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void IReInitWaves();
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void IUpdateRefObject();
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void IUpdateWindDir(float dt);
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void IShiftCenter(plSceneObject* so) const;
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void IFloatBuoys(float dt);
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void IFloatBuoy(float dt, plSceneObject* so);
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// Bookkeeping
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void IAddTarget(const plKey& key);
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void IRemoveTarget(const plKey& key);
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void ISetWindSpeed(float s);
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hsBool IOnReceive(plGenRefMsg* refMsg);
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hsBool IOnRemove(plGenRefMsg* refMsg);
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hsBool ITransContinue(float dt);
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void IStartTransition(float dt);
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float ITransitionDelay() const;
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void ITransition(float dt);
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hsBool ITransTexContinue(float dt);
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void IStartTexTransition(float dt);
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void ITransTex(float dt);
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void IInitTexWave(int i);
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void ISetupTextureWaves();
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void IUpdateLayers(float dt);
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void IUpdateBumpLayers(float dt);
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plRenderRequest* ICreateRenderRequest(plRenderTarget* rt, plDrawableSpans* draw, float pri);
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void ISubmitRenderRequests();
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plRenderTarget* ICreateTransferRenderTarget(const char* name, int size);
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plDrawableSpans* ICreateClearDrawable(plDrawableSpans* drawable, hsGMaterial* mat);
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void IAddBumpBiasShaders(plLayer* layer);
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plMipmap* ICreateBiasNoiseMap();
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void IAddBumpBiasLayer(hsGMaterial* mat);
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plMipmap* ICreateBumpBitmapFFP(float amp, float dx, float dy) const;
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hsGMaterial* ICreateBumpLayersFFP();
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plMipmap* ICreateBumpMipmapPS();
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plLayer* ICreateBumpLayerPS(plMipmap* mipMap, hsGMaterial* bumpMat, int which);
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hsGMaterial* ICreateBumpLayersPS();
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plDrawableSpans* ICreateBumpDrawable();
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plLayer* ICreateTotalEnvLayer(plBitmap* envMap, hsGMaterial* mat, int which, const char* pref);
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plLayer* ICreateTotalLayer(plBitmap* bm, hsGMaterial* mat, int which, const char* suff);
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|
hsGMaterial* ICreateFixedMatPS(hsGMaterial* mat, const int numUVWs);
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void ICreateFixedMat(hsGMaterial* mat, const int numUVWs);
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void ICheckTargetMaterials();
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|
plDrawableSpans* ICreateGraphDrawable(plDrawableSpans* drawable, hsGMaterial* mat, int nWid);
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|
plDrawableSpans* ICreateEmptyGraphDrawable(const char* name, uint32_t ref, int wich);
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hsGMaterial* ICreateEmptyMaterial(const char* name, uint32_t ref, int which);
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plLayer* ICreateBlankLayer(const char* name, int suff);
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plMipmap* ICreateBlankTex(const char* name, int width, int height, uint32_t ref);
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plMipmap* ICreateGraphShoreTex(int width, int height);
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plMipmap* ICreateBubbleShoreTex(int width, int height);
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void IRefillBubbleShoreTex();
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plMipmap* ICreateEdgeShoreTex(int width, int height);
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void IRefillEdgeShoreTex();
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void ISetAsTexture(plLayer* lay, plBitmap* tex);
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void ICreateGraphShoreLayer(hsGMaterial* mat, int iPass);
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void ICreateGraphBubbleLayer(hsGMaterial* mat, int iPass);
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void ICreateGraphEdgeLayer(hsGMaterial* mat, int iPass);
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void ICreateGraphShoreMaterials();
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plRenderTarget* ISetupGraphShoreRenderReq(int which);
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void IMakeShoreLayer(hsGMaterial* mat, int which);
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void ISetupShoreLayers(hsGMaterial* mat);
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void ISetupGraphShore(hsGMaterial* mat);
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void ICheckShoreMaterial(plSceneObject* so);
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void ICheckShoreMaterials();
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void ICheckDecalMaterial(plSceneObject* so);
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void ICheckDecalMaterials();
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void ISetupDecal(hsGMaterial* mat);
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void ICheckDecalEnvLayers(hsGMaterial* mat);
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void IAddGraphPShader(hsGMaterial* mat, int iPass);
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void IAddGraphVShader(hsGMaterial* mat, int iPass);
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void IUpdateGraphShader(float dt, int iPass);
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void IInitGraph(int iPass);
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void IShuffleDownGraphs(int iPass);
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// type is either plLayRefMsg::kVertexShader or plLayRefMsg::kPixelShader.
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void IAddShaderToLayers(hsGMaterial* mat, int iFirst, int iLast, uint8_t type, plShader* shader);
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void IAddBumpPixelShader(hsGMaterial* mat, int iShader, int iFirst, int iLast);
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void IAddBumpVertexShader(hsGMaterial* mat, int iShader, int iFirst, int iLast);
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void IAddRipVertexShader(hsGMaterial* mat, const plRipVSConsts& ripConsts);
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void IAddRipPixelShader(hsGMaterial* mat, const plRipVSConsts& ripConsts);
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void IAddShoreVertexShader(hsGMaterial* mat);
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void IAddShorePixelShader(hsGMaterial* mat);
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void IAddFixedVertexShader(hsGMaterial* mat, const int numUVWs);
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|
void IAddFixedPixelShader(hsGMaterial* mat);
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|
plShader* IGetDecalPShader(hsGMaterial* mat);
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|
plShader* ICreateDecalPShader(DecalPType t);
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|
|
plShader* IGetDecalVShader(hsGMaterial* mat);
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|
|
plShader* ICreateDecalVShader(DecalVType t);
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|
void IUpdateShaders(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l);
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void IUpdateBiasVShader();
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|
|
void IUpdateBumpPShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l);
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|
|
void IUpdateBumpVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l);
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void IUpdateRipPShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l);
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|
void IUpdateRipVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l);
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|
|
void IUpdateShoreVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l);
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|
|
void IUpdateFixedVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l);
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|
|
void IUpdateFixedPShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l);
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|
|
|
void IUpdateGraphShaders(plPipeline* pipe, float dt);
|
|
|
|
void IUpdateDecVShader(int t, plPipeline* pipe);
|
|
|
|
void IUpdateDecVShaders(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l);
|
|
|
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|
virtual int IShoreRef() const { return kRefShore; }
|
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|
|
virtual int IDecalRef() const { return kRefDecal; }
|
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|
|
inline void LogF(const char *format, ...) const;
|
|
|
|
inline void LogF(uint32_t color, const char *format, ...) const;
|
|
|
|
inline void IRestartLog() const;
|
|
|
|
inline void GraphLen(float len) const;
|
|
|
|
inline void IRestartGraph() const;
|
|
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|
public:
|
|
|
|
plWaveSet7();
|
|
|
|
virtual ~plWaveSet7();
|
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|
|
CLASSNAME_REGISTER( plWaveSet7 );
|
|
|
|
GETINTERFACE_ANY( plWaveSet7, plWaveSetBase );
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|
|
virtual hsBool MsgReceive(plMessage* msg);
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|
|
virtual hsBool IEval(double secs, float del, uint32_t dirty) { return false; }
|
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|
|
int32_t GetNumProperties() const { return kNumProps; }
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|
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|
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|
|
virtual void Read(hsStream* stream, hsResMgr* mgr);
|
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|
|
virtual void Write(hsStream* stream, hsResMgr* mgr);
|
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|
|
float EvalPoint(hsPoint3& pos, hsVector3& norm);
|
|
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|
// Getters and Setters for Python twiddling
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|
|
|
//
|
|
|
|
// First a way to set new values. The secs parameter says how long to take
|
|
|
|
// blending to the new value from the current value.
|
|
|
|
//
|
|
|
|
// Geometric wave parameters. These are all safe to twiddle at any time or speed.
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|
|
|
// The new settings take effect as new waves are spawned.
|
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|
|
void SetGeoMaxLength(float s, float secs=0) { fState.fGeoState.fMaxLength.Set(s, secs); }
|
|
|
|
void SetGeoMinLength(float s, float secs=0) { fState.fGeoState.fMinLength.Set(s, secs); }
|
|
|
|
void SetGeoAmpOverLen(float s, float secs=0) { fState.fGeoState.fAmpOverLen.Set(s, secs); }
|
|
|
|
void SetGeoChop(float s, float secs=0) { fState.fGeoState.fChop.Set(s, secs); }
|
|
|
|
void SetGeoAngleDev(float s, float secs=0) { fState.fGeoState.fAngleDev.Set(s, secs); }
|
|
|
|
|
|
|
|
// Texture wave parameters. Safe to twiddle any time or speed.
|
|
|
|
// The new settings take effect as new waves are spawned.
|
|
|
|
void SetTexMaxLength(float s, float secs=0) { fState.fTexState.fMaxLength.Set(s, secs); }
|
|
|
|
void SetTexMinLength(float s, float secs=0) { fState.fTexState.fMinLength.Set(s, secs); }
|
|
|
|
void SetTexAmpOverLen(float s, float secs=0) { fState.fTexState.fAmpOverLen.Set(s, secs); }
|
|
|
|
void SetTexChop(float s, float secs=0) { fState.fTexState.fChop.Set(s, secs); }
|
|
|
|
void SetTexAngleDev(float s, float secs=0) { fState.fTexState.fAngleDev.Set(s, secs); }
|
|
|
|
|
|
|
|
// The size in feet of one tile of the ripple texture. If you change this (I don't
|
|
|
|
// recommend it), you need to change it very slowly or it will look very stupid.
|
|
|
|
void SetRippleScale(float s, float secs=0) { fState.fRippleScale.Set(s, secs); }
|
|
|
|
|
|
|
|
// The direction the wind is blowing (waves will be more or less perpindicular to wind dir).
|
|
|
|
// Change somewhat slowly, like over 30 seconds.
|
|
|
|
void SetWindDir(const hsVector3& s, float secs=0) { fState.fWindDir.Set(s, secs); }
|
|
|
|
|
|
|
|
// Change these gently, effect is immediate.
|
|
|
|
void SetSpecularNoise(float s, float secs=0) { hsVector3 spec = fState.fSpecVec; spec[plFixedWaterState7::kNoise] = s; fState.fSpecVec.Set(spec, secs); }
|
|
|
|
void SetSpecularStart(float s, float secs=0) { hsVector3 spec = fState.fSpecVec; spec[plFixedWaterState7::kSpecStart] = s; fState.fSpecVec.Set(spec, secs); }
|
|
|
|
void SetSpecularEnd(float s, float secs=0) { hsVector3 spec = fState.fSpecVec; spec[plFixedWaterState7::kSpecEnd] = s; fState.fSpecVec.Set(spec, secs); }
|
|
|
|
|
|
|
|
// Water Height is overriden if the ref object is animated.
|
|
|
|
void SetWaterHeight(float s, float secs=0) { fState.fWaterHeight.Set(s, secs); }
|
|
|
|
|
|
|
|
// Water Offset and DepthFalloff are complicated, and not immediately interesting to animate.
|
|
|
|
void SetWaterOffset(const hsVector3& s, float secs=0) { fState.fWaterOffset.Set(s, secs); }
|
|
|
|
void SetOpacOffset(float s, float secs=0) { hsVector3 off = fState.fWaterOffset; off.fX = s; fState.fWaterOffset.Set(off, secs); }
|
|
|
|
void SetReflOffset(float s, float secs=0) { hsVector3 off = fState.fWaterOffset; off.fY = s; fState.fWaterOffset.Set(off, secs); }
|
|
|
|
void SetWaveOffset(float s, float secs=0) { hsVector3 off = fState.fWaterOffset; off.fZ = s; fState.fWaterOffset.Set(off, secs); }
|
|
|
|
void SetDepthFalloff(const hsVector3& s, float secs=0) { fState.fDepthFalloff.Set(s, secs); }
|
|
|
|
void SetOpacFalloff(float s, float secs=0) { hsVector3 off = fState.fDepthFalloff; off.fX = s; fState.fDepthFalloff.Set(off, secs); }
|
|
|
|
void SetReflFalloff(float s, float secs=0) { hsVector3 off = fState.fDepthFalloff; off.fY = s; fState.fDepthFalloff.Set(off, secs); }
|
|
|
|
void SetWaveFalloff(float s, float secs=0) { hsVector3 off = fState.fDepthFalloff; off.fZ = s; fState.fDepthFalloff.Set(off, secs); }
|
|
|
|
|
|
|
|
// Max and Min Atten aren't very interesting, and will probably go away.
|
|
|
|
void SetMaxAtten(const hsVector3& s, float secs=0) { fState.fMaxAtten.Set(s, secs); }
|
|
|
|
void SetMinAtten(const hsVector3& s, float secs=0) { fState.fMinAtten.Set(s, secs); }
|
|
|
|
|
|
|
|
// Skipping the shore parameters, because they are never used.
|
|
|
|
|
|
|
|
// Water colors, adjust slowly, effect is immediate.
|
|
|
|
void SetWaterTint(const hsColorRGBA& s, float secs=0) { fState.fWaterTint.Set(s, secs); }
|
|
|
|
void SetWaterRGB(const hsVector3& col, float secs=0) { hsColorRGBA rgb; rgb.Set(col.fX, col.fY, col.fZ, GetWaterOpacity()); SetWaterTint(rgb, secs); }
|
|
|
|
void SetWaterOpacity(float s, float secs=0) { hsColorRGBA col = GetWaterTint(); col.a = s; SetWaterTint(col, secs); }
|
|
|
|
void SetSpecularTint(const hsColorRGBA& s, float secs=0) { fState.fSpecularTint.Set(s, secs); }
|
|
|
|
void SetSpecularRGB(const hsVector3& col, float secs=0) { hsColorRGBA rgb; rgb.Set(col.fX, col.fY, col.fZ, GetSpecularMute()); SetSpecularTint(rgb, secs); }
|
|
|
|
void SetSpecularMute(float s, float secs=0) { hsColorRGBA col = GetSpecularTint(); col.a = s; SetSpecularTint(col, secs); }
|
|
|
|
|
|
|
|
// The environment map is essentially projected onto a sphere. Moving the center of
|
|
|
|
// the sphere north will move the reflections north, changing the radius of the
|
|
|
|
// sphere effects parallax in the obvious way.
|
|
|
|
void SetEnvCenter(const hsPoint3& s, float secs=0) { fState.fEnvCenter.Set(s, secs); }
|
|
|
|
void SetEnvRadius(float s, float secs=0) { fState.fEnvRadius.Set(s, secs); }
|
|
|
|
|
|
|
|
// Now a way to get current values. See the accompanying Setter for notes on
|
|
|
|
// what the parameter means.
|
|
|
|
//
|
|
|
|
float GetGeoMaxLength() const { return fState.fGeoState.fMaxLength; }
|
|
|
|
float GetGeoMinLength() const { return fState.fGeoState.fMinLength; }
|
|
|
|
float GetGeoAmpOverLen() const { return fState.fGeoState.fAmpOverLen; }
|
|
|
|
float GetGeoChop() const { return fState.fGeoState.fChop; }
|
|
|
|
float GetGeoAngleDev() const { return fState.fGeoState.fAngleDev; }
|
|
|
|
|
|
|
|
float GetTexMaxLength() const { return fState.fTexState.fMaxLength; }
|
|
|
|
float GetTexMinLength() const { return fState.fTexState.fMinLength; }
|
|
|
|
float GetTexAmpOverLen() const { return fState.fTexState.fAmpOverLen; }
|
|
|
|
float GetTexChop() const { return fState.fTexState.fChop; }
|
|
|
|
float GetTexAngleDev() const { return fState.fTexState.fAngleDev; }
|
|
|
|
|
|
|
|
float GetRippleScale() const { return fState.fRippleScale; }
|
|
|
|
|
|
|
|
hsVector3 GetWindDir() const { return fState.fWindDir; }
|
|
|
|
|
|
|
|
float GetSpecularNoise() const { hsVector3 spec = fState.fSpecVec; return spec[plFixedWaterState7::kNoise]; }
|
|
|
|
float GetSpecularStart() const { hsVector3 spec = fState.fSpecVec; return spec[plFixedWaterState7::kSpecStart]; }
|
|
|
|
float GetSpecularEnd() const { hsVector3 spec = fState.fSpecVec; return spec[plFixedWaterState7::kSpecEnd]; }
|
|
|
|
|
|
|
|
float GetWaterHeight() const { return fState.fWaterHeight; }
|
|
|
|
|
|
|
|
hsVector3 GetWaterOffset() const { return fState.fWaterOffset; }
|
|
|
|
float GetOpacOffset() const { hsVector3 off = fState.fWaterOffset; return off.fX; }
|
|
|
|
float GetReflOffset() const { hsVector3 off = fState.fWaterOffset; return off.fY; }
|
|
|
|
float GetWaveOffset() const { hsVector3 off = fState.fWaterOffset; return off.fZ; }
|
|
|
|
hsVector3 GetDepthFalloff() const { return fState.fDepthFalloff; }
|
|
|
|
float GetOpacFalloff() const { hsVector3 off = fState.fDepthFalloff; return off.fX; }
|
|
|
|
float GetReflFalloff() const { hsVector3 off = fState.fDepthFalloff; return off.fY; }
|
|
|
|
float GetWaveFalloff() const { hsVector3 off = fState.fDepthFalloff; return off.fZ; }
|
|
|
|
|
|
|
|
hsVector3 GetMaxAtten() const { return fState.fMaxAtten; }
|
|
|
|
hsVector3 GetMinAtten() const { return fState.fMinAtten; }
|
|
|
|
|
|
|
|
hsColorRGBA GetWaterTint() const { return fState.fWaterTint; }
|
|
|
|
hsVector3 GetWaterRGB() const { hsColorRGBA col = GetWaterTint(); return hsVector3(col.r, col.g, col.b); }
|
|
|
|
float GetWaterOpacity() const { return GetWaterTint().a; }
|
|
|
|
hsColorRGBA GetSpecularTint() const { return fState.fSpecularTint; }
|
|
|
|
hsVector3 GetSpecularRGB() const { hsColorRGBA col = GetSpecularTint(); return hsVector3(col.r, col.g, col.b); }
|
|
|
|
float GetSpecularMute() const { return GetSpecularTint().a; }
|
|
|
|
|
|
|
|
hsPoint3 GetEnvCenter() const { return fState.fEnvCenter; }
|
|
|
|
float GetEnvRadius() const { return fState.fEnvRadius; }
|
|
|
|
|
|
|
|
// Export/debugging functions. For runtime, use message interface (plGenRefMsg, plWaveMsg).
|
|
|
|
void AddTarget(const plKey& key);
|
|
|
|
void RemoveTarget(const plKey& key);
|
|
|
|
void AddShoreTest(plKey& key);
|
|
|
|
|
|
|
|
void SetRefObject(plSceneObject* refObj);
|
|
|
|
|
|
|
|
void SetSceneNode(const plKey& key);
|
|
|
|
plKey GetSceneNode() const { return fSceneNode; }
|
|
|
|
|
|
|
|
void AddDynaDecalMgr(plKey& key);
|
|
|
|
void RemoveDynaDecalMgr(plKey& key);
|
|
|
|
|
|
|
|
void AddBuoy(plKey soKey);
|
|
|
|
void RemoveBuoy(plKey soKey);
|
|
|
|
|
|
|
|
virtual hsBool SetupRippleMat(hsGMaterial* mat, const plRipVSConsts& ripConsts);
|
|
|
|
|
|
|
|
virtual float GetHeight() const { return State().fWaterHeight; }
|
|
|
|
|
|
|
|
const plFixedWaterState7::WaveState& GeoState() const { return State().fGeoState; }
|
|
|
|
const plFixedWaterState7::WaveState& TexState() const { return State().fTexState; }
|
|
|
|
const plFixedWaterState7& State() const { return fState; }
|
|
|
|
void SetState(const plFixedWaterState7& state, float dur);
|
|
|
|
|
|
|
|
void SetEnvSize(uint32_t s) { fEnvSize = s; }
|
|
|
|
uint32_t GetEnvSize() const { return fEnvSize; }
|
|
|
|
|
|
|
|
void StopLog();
|
|
|
|
void StartLog();
|
|
|
|
hsBool Logging() const { return fStatusLog != nil; }
|
|
|
|
void StartGraph();
|
|
|
|
void StopGraph();
|
|
|
|
hsBool Graphing() const { return fStatusGraph != nil; }
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // plWaveSet7_inc
|