mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
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Hoist MOULOpenSourceClientPlugin/Plasma20/* to top level
to match H'uru layout and make patching/cherry-picking easier.
This commit is contained in:
160
Sources/Plasma/PubUtilLib/plSurface/plLayerShadowBase.cpp
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160
Sources/Plasma/PubUtilLib/plSurface/plLayerShadowBase.cpp
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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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#include "hsTypes.h"
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#include "plLayerShadowBase.h"
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///////////////////////////////////////////////////////////////////////////
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plLayerLightBase::plLayerLightBase()
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: fDirty(true)
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{
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fOwnedChannels = kState
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| kAmbientColor
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| kPreshadeColor;
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fState = TRACKED_NEW hsGMatState;
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fState->Reset();
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fAmbientColor = TRACKED_NEW hsColorRGBA;
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fAmbientColor->Set(0,0,0,1.f);
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fPreshadeColor = TRACKED_NEW hsColorRGBA;
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fPreshadeColor->Set(0,0,0,1.f);
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}
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plLayerLightBase::~plLayerLightBase()
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{
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}
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plLayerInterface* plLayerLightBase::Attach(plLayerInterface* prev)
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{
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fDirty = true;
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return plLayerInterface::Attach(prev);
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}
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UInt32 plLayerLightBase::Eval(double secs, UInt32 frame, UInt32 ignore)
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{
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UInt32 ret = plLayerInterface::Eval(secs, frame, ignore);
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if( fUnderLay )
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{
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if( fDirty || (ret & kState) )
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{
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*fState = fUnderLay->GetState();
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UInt32 blend = fState->fBlendFlags;
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fState->fBlendFlags &= ~hsGMatState::kBlendMask;
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switch( blend )
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{
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case hsGMatState::kBlendAlpha:
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fState->fBlendFlags |= hsGMatState::kBlendAddColorTimesAlpha;
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break;
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default:
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fState->fBlendFlags |= hsGMatState::kBlendAdd;
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break;
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}
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fState->fZFlags |= hsGMatState::kZNoZWrite;
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fState->fShadeFlags |= hsGMatState::kShadeIgnoreVtxIllum;
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ret |= kState | kAmbientColor;
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fDirty = false;
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}
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}
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return ret;
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}
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///////////////////////////////////////////////////////////////////////////
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plLayerShadowBase::plLayerShadowBase()
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: fDirty(true)
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{
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fOwnedChannels = kState
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| kAmbientColor
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| kPreshadeColor;
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fState = TRACKED_NEW hsGMatState;
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fState->Reset();
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fAmbientColor = TRACKED_NEW hsColorRGBA;
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fAmbientColor->Set(0,0,0,1.f);
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fPreshadeColor = TRACKED_NEW hsColorRGBA;
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fPreshadeColor->Set(0,0,0,1.f);
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}
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plLayerShadowBase::~plLayerShadowBase()
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{
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}
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plLayerInterface* plLayerShadowBase::Attach(plLayerInterface* prev)
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{
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fDirty = true;
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return plLayerInterface::Attach(prev);
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}
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UInt32 plLayerShadowBase::Eval(double secs, UInt32 frame, UInt32 ignore)
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{
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UInt32 ret = plLayerInterface::Eval(secs, frame, ignore);
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if( fUnderLay )
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{
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if( fDirty || (ret & kState) )
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{
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*fState = fUnderLay->GetState();
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fState->fBlendFlags &= ~hsGMatState::kBlendMask;
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//WHITE
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fState->fBlendFlags |= hsGMatState::kBlendAlpha;
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fState->fZFlags |= hsGMatState::kZNoZWrite;
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fState->fShadeFlags |= hsGMatState::kShadeIgnoreVtxIllum;
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ret |= kState | kAmbientColor | kPreshadeColor;
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fDirty = false;
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}
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}
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return ret;
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}
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