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818 lines
31 KiB
818 lines
31 KiB
/*==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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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 _plDX9Pipeline_h |
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#define _plDX9Pipeline_h |
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#include "plPipeline.h" |
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#include "plDXSettings.h" |
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#include "plSurface/plLayerInterface.h" |
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#include "hsMatrix44.h" |
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#include "plFogEnvironment.h" |
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#include "hsG3DDeviceSelector.h" |
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#include "hsGeometry3.h" |
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#include "hsTemplates.h" |
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#include "hsColorRGBA.h" |
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#include "hsGDeviceRef.h" |
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#include "hsPoint2.h" |
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class plAccessSpan; |
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class plAuxSpan; |
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class plVertexSpan; |
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#include "plPlates.h" // Used to define plDXPlateManager |
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//// Defines and Konstants and Other Nifty Stuff ////////////////////////////// |
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class plDXLightRef; |
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class plDXVertexBufferRef; |
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class plDXIndexBufferRef; |
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class plDXTextureRef; |
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class plDXCubeTextureRef; |
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class plDXVertexShader; |
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class plDXPixelShader; |
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class plShader; |
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class plVisMgr; |
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//#define HS_D3D_USE_SPECULAR |
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class hsGMaterial; |
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class plMipmap; |
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class plLightInfo; |
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class plCullTree; |
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class plShadowSlave; |
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class plShadowCaster; |
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struct D3DXMATRIX; |
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#ifdef HS_DEBUGGING |
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#define HS_CHECK_RELEASE |
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#endif |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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#define PROFILE_POOL_MEM(pool, size, add, id) plDXPipeline::ProfilePoolMem(pool, size, add, id); |
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#else |
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#define PROFILE_POOL_MEM(pool, size, add, id) |
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#endif // PLASMA_EXTERNAL_RELEASE |
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extern void D3DSURF_MEMNEW(IDirect3DSurface9* surf); |
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extern void D3DSURF_MEMNEW(IDirect3DTexture9* tex); |
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extern void D3DSURF_MEMNEW(IDirect3DCubeTexture9* cTex); |
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extern void D3DSURF_MEMDEL(IDirect3DSurface9* surf); |
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extern void D3DSURF_MEMDEL(IDirect3DTexture9* tex); |
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extern void D3DSURF_MEMDEL(IDirect3DCubeTexture9* cTex); |
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extern void plReleaseObject(IUnknown* x); |
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#define ReleaseObject(x) if(x){ plReleaseObject(x); x=NULL; } |
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typedef LPDIRECT3D9 (WINAPI * Direct3DCreateProc)( UINT sdkVersion ); |
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//// Helper Classes /////////////////////////////////////////////////////////// |
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//// The RenderPrimFunc lets you have one function which does a lot of stuff |
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// around the actual call to render whatever type of primitives you have, instead |
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// of duplicating everything because the one line to render is different. |
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class plRenderPrimFunc |
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{ |
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public: |
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virtual hsBool RenderPrims() const = 0; // return true on error |
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}; |
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//// DX-specific Plate Manager implementation |
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class plDXPlateManager : public plPlateManager |
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{ |
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friend class plDXPipeline; |
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public: |
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virtual ~plDXPlateManager(); |
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protected: |
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const long PLD3D_PLATEFVF; |
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struct plPlateVertex |
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{ |
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hsPoint3 fPoint; |
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UInt32 fColor; |
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hsPoint3 fUV; |
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}; |
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IDirect3DDevice9 *fD3DDevice; |
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IDirect3DVertexBuffer9 *fVertBuffer; |
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plDXPlateManager( plDXPipeline *pipe, IDirect3DDevice9 *device ); |
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void ICreateGeometry(plDXPipeline* pipe); |
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void IReleaseGeometry(); |
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virtual void IDrawToDevice( plPipeline *pipe ); |
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}; |
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//// Class Definition ///////////////////////////////////////////////////////// |
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class plDebugTextManager; |
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struct D3DEnum_DriverInfo; |
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struct D3DEnum_DeviceInfo; |
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struct D3DEnum_ModeInfo; |
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class plGeometrySpan; |
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class plDrawableSpans; |
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class plSpan; |
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class plIcicle; |
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class hsG3DDeviceModeRecord; |
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class plDXDeviceRef; |
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class plParticleSpan; |
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class plCubicEnvironmap; |
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class plDXRenderTargetRef; |
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class plStatusLogDrawer; |
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class plBinkPlayer; |
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class plDXPipeline : public plPipeline |
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{ |
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protected: |
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enum { |
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kCapsNone = 0x0, |
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kCapsCompressTextures = 0x1, |
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kCapsMipmap = 0x2, |
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kCapsHWTransform = 0x4, |
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kCapsHWLighting = 0x8, |
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kCapsZBias = 0x10, |
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kCapsLinearFog = 0x20, |
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kCapsExpFog = 0x40, |
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kCapsExp2Fog = 0x80, |
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kCapsRangeFog = 0x100, |
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kCapsWBuffer = 0x200, |
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kCapsTexBoundToStage = 0x400, |
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kCapsDither = 0x800, |
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kCapsLODWatch = 0x1000, |
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kCapsFSAntiAlias = 0x2000, |
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kCapsLuminanceTextures = 0x4000, |
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kCapsDoesSmallTextures = 0x8000, |
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kCapsDoesWFog = 0x10000, |
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kCapsPixelFog = 0x20000, |
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kCapsHasBadYonStuff = 0x40000, |
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kCapsNoKindaSmallTexs = 0x80000, |
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kCapsCubicTextures = 0x200000, |
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kCapsCubicMipmap = 0x400000 |
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}; |
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enum { |
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kKNone = 0x0, |
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kKTNT = 0x1 |
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}; |
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plDebugTextManager* fDebugTextMgr; |
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plDXPlateManager* fPlateMgr; |
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// The main D3D interfaces |
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LPDIRECT3D9 fD3DObject; // The main D3D object |
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LPDIRECT3DDEVICE9 fD3DDevice; // The D3D rendering device |
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IDirect3DSurface9* fD3DMainSurface; |
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IDirect3DSurface9* fD3DDepthSurface; |
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IDirect3DSurface9* fD3DBackBuff; |
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IDirect3DSurface9* fSharedDepthSurface[2]; |
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D3DFORMAT fSharedDepthFormat[2]; |
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// Dynamic buffers |
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UInt32 fVtxRefTime; |
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UInt32 fNextDynVtx; |
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UInt32 fDynVtxSize; |
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IDirect3DVertexBuffer9* fDynVtxBuff; |
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hsBool fManagedAlloced; |
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hsBool fAllocUnManaged; |
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// States |
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plDXGeneralSettings fSettings; |
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plDXTweakSettings fTweaks; |
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plDXStencilSettings fStencil; |
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hsBool fDeviceLost; |
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hsBool fDevWasLost; |
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hsTArray<const plCullPoly*> fCullPolys; |
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hsTArray<const plCullPoly*> fCullHoles; |
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plDrawableSpans* fCullProxy; |
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plDXVertexBufferRef* fVtxBuffRefList; |
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plDXIndexBufferRef* fIdxBuffRefList; |
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plDXTextureRef* fTextureRefList; |
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plTextFont* fTextFontRefList; |
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plDXRenderTargetRef* fRenderTargetRefList; |
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plDXVertexShader* fVShaderRefList; |
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plDXPixelShader* fPShaderRefList; |
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hsGMaterial* fCurrMaterial; |
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plLayerInterface* fCurrLay; |
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UInt32 fCurrLayerIdx, fCurrNumLayers, fCurrRenderLayer; |
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UInt32 fCurrLightingMethod; // Based on plSpan flags |
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D3DCULL fCurrCullMode; |
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hsGMatState fMatOverOn; |
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hsGMatState fMatOverOff; |
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hsTArray<hsGMaterial*> fOverrideMat; |
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hsGMaterial* fHoldMat; |
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hsBool fCurrD3DLiteState; |
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hsMatrix44 fBumpDuMatrix; |
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hsMatrix44 fBumpDvMatrix; |
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hsMatrix44 fBumpDwMatrix; |
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hsTArray<plLayerInterface*> fOverLayerStack; |
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plLayerInterface* fOverBaseLayer; |
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plLayerInterface* fOverAllLayer; |
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hsTArray<plLayerInterface*> fPiggyBackStack; |
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Int32 fMatPiggyBacks; |
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Int32 fActivePiggyBacks; |
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UINT fCurrentAdapter; |
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D3DEnum_DriverInfo* fCurrentDriver; |
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D3DEnum_DeviceInfo* fCurrentDevice; |
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D3DEnum_ModeInfo* fCurrentMode; |
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hsGDeviceRef* fLayerRef[ 8 ]; |
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hsGMatState fLayerState[ 8 ]; // base stage (0) state is held in base class |
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hsGMatState fOldLayerState[ 8 ]; |
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hsBool fLayerTransform[ 8 ]; |
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float fLayerLODBias[ 8 ]; |
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UInt32 fLayerUVWSrcs[ 8 ]; |
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UInt32 fLayerXformFlags[ 8 ]; |
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UInt32 fLastEndingStage; |
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hsBool fTexturing; |
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hsBool fForceMatHandle; |
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UInt32 fInSceneDepth; |
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UInt32 fTextUseTime; // inc'd every frame - stat gather only |
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static UInt32 fTexManaged; |
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static UInt32 fTexUsed; |
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static UInt32 fVtxManaged; |
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static UInt32 fVtxUsed; |
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UInt32 fEvictTime; |
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UInt32 fManagedSeen; |
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UInt32 fManagedCutoff; |
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double fTime; // World time. |
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UInt32 fFrame; // inc'd every time the camera moves. |
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UInt32 fRenderCnt; // inc'd every begin scene. |
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// View stuff |
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plDXViewSettings fView; |
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hsBitVector fDebugFlags; |
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UInt32 fDebugSpanGraphY; |
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// Fog |
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plDXFogSettings fCurrFog; |
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// Light |
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plDXLightSettings fLights; |
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// Shadows |
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hsTArray<plShadowSlave*> fShadows; |
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hsTArray<plRenderTarget*> fRenderTargetPool512; |
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hsTArray<plRenderTarget*> fRenderTargetPool256; |
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hsTArray<plRenderTarget*> fRenderTargetPool128; |
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hsTArray<plRenderTarget*> fRenderTargetPool64; |
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hsTArray<plRenderTarget*> fRenderTargetPool32; |
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enum { kMaxRenderTargetNext = 10 }; |
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UInt32 fRenderTargetNext[kMaxRenderTargetNext]; |
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plDXTextureRef* fULutTextureRef; |
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plRenderTarget* fBlurScratchRTs[kMaxRenderTargetNext]; |
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plRenderTarget* fBlurDestRTs[kMaxRenderTargetNext]; |
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IDirect3DVertexBuffer9* fBlurVBuffers[kMaxRenderTargetNext]; |
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UInt32 fBlurVSHandle; |
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hsTArray<plClothingOutfit*> fClothingOutfits; |
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hsTArray<plClothingOutfit*> fPrevClothingOutfits; |
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// Debug stuff |
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plDrawableSpans *fBoundsSpans; |
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hsGMaterial *fBoundsMat; |
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hsTArray<UInt32> fBSpansToDelete; |
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plStatusLogDrawer *fLogDrawer; |
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hsBool fVSync; |
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hsBool fForceDeviceReset; |
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void IBeginAllocUnManaged(); |
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void IEndAllocUnManaged(); |
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void ICheckTextureUsage(); |
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void ICheckVtxUsage(); |
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inline void ICheckVBUsage(plDXVertexBufferRef* vRef); |
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hsBool IRefreshDynVertices(plGBufferGroup* group, plDXVertexBufferRef* vRef); |
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hsBool ICheckAuxBuffers(const plAuxSpan* span); |
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hsBool ICheckDynBuffers(plDrawableSpans* drawable, plGBufferGroup* group, const plSpan* span); |
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void ICheckStaticVertexBuffer(plDXVertexBufferRef* vRef, plGBufferGroup* owner, UInt32 idx); |
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void ICheckIndexBuffer(plDXIndexBufferRef* iRef); |
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void IFillStaticVertexBufferRef(plDXVertexBufferRef *ref, plGBufferGroup *group, UInt32 idx); |
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void IFillIndexBufferRef(plDXIndexBufferRef* iRef, plGBufferGroup* owner, UInt32 idx); |
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void ISetupVertexBufferRef(plGBufferGroup* owner, UInt32 idx, plDXVertexBufferRef* vRef); |
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void ISetupIndexBufferRef(plGBufferGroup* owner, UInt32 idx, plDXIndexBufferRef* iRef); |
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void ICreateDynamicBuffers(); |
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void IReleaseDynamicBuffers(); |
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void IAddBoundsSpan( plDrawableSpans *ice, const hsBounds3Ext *bounds, UInt32 bndColor = 0xffff0000 ); |
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void IAddNormalsSpan( plDrawableSpans *ice, plIcicle *span, plDXVertexBufferRef *vRef, UInt32 bndColor ); |
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// Rendering |
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hsBool IFlipSurface(); |
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long IGetBufferD3DFormat(UInt8 format) const; |
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UInt32 IGetBufferFormatSize(UInt8 format) const; |
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void IGetVisibleSpans( plDrawableSpans* drawable, hsTArray<Int16>& visList, plVisMgr* visMgr ); |
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void IRenderSpans( plDrawableSpans *ice, const hsTArray<Int16>& visList ); |
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hsBool ILoopOverLayers(const plRenderPrimFunc& render, hsGMaterial* material, const plSpan& span); |
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void IRenderBufferSpan( const plIcicle& span, |
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hsGDeviceRef *vb, hsGDeviceRef *ib, |
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hsGMaterial *material, |
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UInt32 vStart, UInt32 vLength, UInt32 iStart, UInt32 iLength ); |
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void IRenderAuxSpan(const plSpan& span, const plAuxSpan* aux); |
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void IRenderAuxSpans(const plSpan& span); |
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// Fog |
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void IGetVSFogSet(float* const set) const; |
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void ISetFogParameters(const plSpan* span, const plLayerInterface* baseLay); |
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// Lighting |
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hsGDeviceRef *IMakeLightRef( plLightInfo *owner ); |
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void IScaleD3DLight( plDXLightRef *ref, hsScalar scale); |
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void ICalcLighting( const plLayerInterface *currLayer, const plSpan *currSpan ); |
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void IDisableSpanLights(); |
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void IRestoreSpanLights(); |
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void ISelectLights( plSpan *span, int numLights, hsBool proj ); |
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void IEnableLights( plSpan *span ); |
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void IMakeLightLists(plVisMgr* visMgr); |
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void ICheckLighting(plDrawableSpans* drawable, hsTArray<Int16>& visList, plVisMgr* visMgr); |
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inline void inlEnsureLightingOff(); |
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inline void inlEnsureLightingOn(); |
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void IRenderProjection(const plRenderPrimFunc& render, plLightInfo* li); |
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void IRenderProjections(const plRenderPrimFunc& render); |
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void IRenderProjectionEach(const plRenderPrimFunc& render, hsGMaterial* material, int iPass, const plSpan& span); |
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void IRenderOverWire(const plRenderPrimFunc& render, hsGMaterial* material, const plSpan& span); |
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hsBool ISkipBumpMap(hsGMaterial* newMat, UInt32& layer, const plSpan* currSpan) const; |
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void ISetBumpMatrices(const plLayerInterface* layer, const plSpan* span); |
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const hsMatrix44& IGetBumpMatrix(UInt32 miscFlags) const; |
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// Materials |
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const hsGMatState& ICompositeLayerState(int which, plLayerInterface* layer); |
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Int32 IHandleMaterial(hsGMaterial* newMat, UInt32 which, const plSpan* currSpan); |
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void IHandleFirstTextureStage( plLayerInterface* layer ); |
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void IHandleShadeMode(); |
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void IHandleZMode(); |
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void IHandleMiscMode(); |
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void IHandleTextureStage(UInt32 stage, plLayerInterface* layer); |
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void IHandleFirstStageBlend(); |
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void IHandleBumpEnv(int stage, UInt32 blendFlags); |
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void IHandleStageBlend(int stage); |
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void IHandleStageClamp(int stage); |
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void IHandleStageTransform(int stage, plLayerInterface* layer); |
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void IHandleTextureMode(plLayerInterface* layer); |
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void IUseTextureRef(int stage, hsGDeviceRef* dRef, plLayerInterface* layer); |
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void IStageStop(UInt32 stage); |
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UInt32 ILayersAtOnce(hsGMaterial* mat, UInt32 which); |
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hsBool ICanEatLayer(plLayerInterface* lay); |
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void ISetLayer(UInt32 lay); |
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void IBottomLayer(); |
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// Push special effects |
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plLayerInterface* IPushOverBaseLayer(plLayerInterface* li); |
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plLayerInterface* IPopOverBaseLayer(plLayerInterface* li); |
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plLayerInterface* IPushOverAllLayer(plLayerInterface* li); |
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plLayerInterface* IPopOverAllLayer(plLayerInterface* li); |
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int ISetNumActivePiggyBacks(); |
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void IPushPiggyBacks(hsGMaterial* mat); |
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void IPopPiggyBacks(); |
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void IPushProjPiggyBack(plLayerInterface* li); |
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void IPopProjPiggyBacks(); |
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void ISetPipeConsts(plShader* shader); |
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HRESULT ISetShaders(plShader* vShader, plShader* pShader); |
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// Stenciling |
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virtual hsBool StencilEnable( hsBool enable ); |
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virtual void StencilSetCompareFunc( UInt8 func, UInt32 refValue ); |
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virtual void StencilSetMask( UInt32 mask, UInt32 writeMask ); |
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virtual void StencilSetOps( UInt8 passOp, UInt8 failOp, UInt8 passButZFailOp ); |
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virtual hsBool StencilGetCaps( plStencilCaps *caps ); |
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hsGDeviceRef *MakeTextureRef( plLayerInterface* layer, plMipmap *b ); |
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void IReloadTexture( plDXTextureRef *ref ); |
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void IFillD3DTexture( plDXTextureRef *ref ); |
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void IFillD3DCubeTexture( plDXCubeTextureRef *ref ); |
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void IGetD3DTextureFormat( plBitmap *b, D3DFORMAT &formatType, UInt32& texSize ); |
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void IFormatTextureData( UInt32 formatType, UInt32 numPix, hsRGBAColor32* const src, void *dst ); |
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void *IGetPixelScratch( UInt32 size ); |
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hsGDeviceRef *IMakeCubicTextureRef( plLayerInterface* layer, plCubicEnvironmap *cubic ); |
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hsBool IProcessMipmapLevels( plMipmap *mipmap, UInt32 &numLevels, |
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UInt32 *&levelSizes, UInt32 &totalSize, |
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UInt32 &numPixels, void *&textureData, hsBool noMip ); |
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IDirect3DTexture9 *IMakeD3DTexture( plDXTextureRef *ref, D3DFORMAT formatType ); |
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IDirect3DCubeTexture9 *IMakeD3DCubeTexture( plDXTextureRef *ref, D3DFORMAT formatType ); |
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// Visualization of active occluders |
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void IMakeOcclusionSnap(); |
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hsBool IAvatarSort(plDrawableSpans* d, const hsTArray<Int16>& visList); |
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void IBlendVertsIntoBuffer( plSpan* span, |
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hsMatrix44* matrixPalette, int numMatrices, |
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const UInt8 *src, UInt8 format, UInt32 srcStride, |
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UInt8 *dest, UInt32 destStride, UInt32 count, UInt16 localUVWChans ); |
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hsBool ISoftwareVertexBlend( plDrawableSpans* drawable, const hsTArray<Int16>& visList ); |
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void ILinkDevRef( plDXDeviceRef *ref, plDXDeviceRef **refList ); |
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void IUnlinkDevRef( plDXDeviceRef *ref ); |
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// Properties |
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inline DWORD inlGetD3DColor( const hsColorRGBA &c ) const; |
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inline D3DCOLORVALUE inlPlToD3DColor(const hsColorRGBA& c, float a) const; |
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// Error handling |
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void IAddErrorMessage( char *errStr ); |
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void ISetErrorMessage( char *errStr = nil ); |
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void IGetD3DError(); |
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void IShowErrorMessage( char *errStr = nil ); |
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hsBool ICreateFail( char *errStr ); |
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// FPU mode check |
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void IFPUCheck(); |
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// Device initialization |
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void IInvalidateState(); |
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void IInitDeviceState(); |
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void IClearMembers(); |
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void ISetCaps(); |
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void IRestrictCaps( const hsG3DDeviceRecord& devRec ); |
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void ISetGraphicsCapability(UInt32 v); |
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hsBool IFindDepthFormat(D3DPRESENT_PARAMETERS& params); |
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hsBool IFindCompressedFormats(); |
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hsBool IFindLuminanceFormats(); |
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hsBool ITextureFormatAllowed( D3DFORMAT format ); |
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void ISetCurrentDriver( D3DEnum_DriverInfo *driv ); |
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void ISetCurrentDevice( D3DEnum_DeviceInfo *dev ); |
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void ISetCurrentMode( D3DEnum_ModeInfo *mode ); |
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hsBool ICreateMaster(); |
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hsBool ICreateDevice(hsBool windowed); |
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hsBool ICreateNormalSurfaces(); |
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hsBool ICreateDeviceObjects(); |
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void IReleaseDeviceObjects(); |
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hsBool ICreateDynDeviceObjects(); |
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void IReleaseDynDeviceObjects(); |
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void IReleaseShaders(); |
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hsBool IResetDevice(); |
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// View and clipping |
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void ISetViewport(); |
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void IUpdateViewVectors() const; |
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void IRefreshCullTree(); |
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void ISetAnisotropy(hsBool on); |
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// Transforms |
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D3DXMATRIX& IMatrix44ToD3DMatrix( D3DXMATRIX& dst, const hsMatrix44& src ); |
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void ITransformsToD3D(); |
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hsMatrix44 IGetCameraToNDC(); |
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void IProjectionMatrixToD3D(); |
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void IWorldToCameraToD3D(); |
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void ILocalToWorldToD3D(); |
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void ISavageYonHack(); |
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void ISetLocalToWorld( const hsMatrix44& l2w, const hsMatrix44& w2l ); |
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void ISetCullMode(hsBool flip=false); |
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hsBool inline IIsViewLeftHanded(); |
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hsBool IGetClearViewPort(D3DRECT& r); |
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plViewTransform& IGetViewTransform() { return fView.fTransform; } |
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void IUpdateViewFlags(); |
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void ISetupTransforms(plDrawableSpans* drawable, const plSpan& span, hsMatrix44& lastL2W); |
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// Plate management |
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friend plDXPlateManager; |
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friend plBinkPlayer; |
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void IDrawPlate( plPlate *plate ); |
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void ISetRenderTarget( plRenderTarget *target ); |
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hsBool IPrepRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &surfFormat, |
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D3DFORMAT &depthFormat, D3DRESOURCETYPE &resType ); |
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hsBool IFindRenderTargetInfo( plRenderTarget *owner, D3DFORMAT &surfFormat, D3DRESOURCETYPE &resType ); |
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// From a D3DFORMAT enumeration, return the string literal for it |
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static const char *IGetDXFormatName( D3DFORMAT format ); |
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/////// Shadow internals |
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// Generation |
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void IClearShadowSlaves(); |
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void IPreprocessShadows(); |
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hsBool IPrepShadowCaster(const plShadowCaster* caster); |
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void IRenderShadowCasterSpan(plShadowSlave* slave, plDrawableSpans* drawable, const plIcicle& span); |
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void ISetupShadowCastTextureStages(plShadowSlave* slave); |
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hsBool IRenderShadowCaster(plShadowSlave* slave); |
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void ISetupShadowLight(plShadowSlave* slave); |
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plDXLightRef* INextShadowLight(plShadowSlave* slave); |
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hsBool IPushShadowCastState(plShadowSlave* slave); |
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hsBool IPopShadowCastState(plShadowSlave* slave); |
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plDXTextureRef* IGetULutTextureRef(); |
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hsBool ICreateBlurVBuffers(); |
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void IReleaseBlurVBuffers(); |
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void IMakeRenderTargetPools(); |
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void IResetRenderTargetPools(); |
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plRenderTarget* IFindRenderTarget(UInt32& w, UInt32& h, hsBool ortho); |
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void IReleaseRenderTargetPools(); |
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// Selection |
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void IAttachSlaveToReceivers(int iSlave, plDrawableSpans* drawable, const hsTArray<Int16>& visList); |
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void IAttachShadowsToReceivers(plDrawableSpans* drawable, const hsTArray<Int16>& visList); |
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hsBool IAcceptsShadow(const plSpan* span, plShadowSlave* slave); |
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hsBool IReceivesShadows(const plSpan* span, hsGMaterial* mat); |
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void ISetShadowFromGroup(plDrawableSpans* drawable, const plSpan* span, plLightInfo* liInfo); |
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// Application |
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void IRenderShadowsOntoSpan(const plRenderPrimFunc& render, const plSpan* span, hsGMaterial* mat); |
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void ISetupShadowRcvTextureStages(hsGMaterial* mat); |
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void ISetShadowLightState(hsGMaterial* mat); |
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void IDisableLightsForShadow(); |
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void IEnableShadowLight(plShadowSlave* slave); |
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void ISetupShadowSlaveTextures(plShadowSlave* slave); |
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// Postprocess (blurring) |
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hsBool ISetBlurQuadToRender(plRenderTarget* smap); |
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void IRenderBlurBackToShadowMap(plRenderTarget* smap, plRenderTarget* scratch, plRenderTarget* dst); |
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void IRenderBlurFromShadowMap(plRenderTarget* scratchRT, plRenderTarget* smap, hsScalar scale); |
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void IBlurSetRenderTarget(plRenderTarget* rt); |
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int IGetScratchRenderTarget(plRenderTarget* smap); |
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void IBlurShadowMap(plShadowSlave* slave); |
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// Avatar Texture Rendering |
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double fAvRTShrinkValidSince; |
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hsTArray<plRenderTarget*> fAvRTPool; |
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UInt16 fAvRTWidth; |
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UInt32 fAvNextFreeRT; |
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void IFillAvRTPool(); |
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hsBool IFillAvRTPool(UInt16 numRTs, UInt16 width); // Returns true if we successfully filled the pool. Otherwise cleans up. |
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void IReleaseAvRTPool(); |
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plRenderTarget* IGetNextAvRT(); |
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void IFreeAvRT(plRenderTarget* tex); |
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void IPreprocessAvatarTextures(); |
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void IDrawClothingQuad(hsScalar x, hsScalar y, hsScalar w, hsScalar h, hsScalar uOff, hsScalar vOff, plMipmap *tex); |
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void IClearClothingOutfits(hsTArray<plClothingOutfit*>* outfits); |
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void IPrintDeviceInitError(); |
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void IResetToDefaults(D3DPRESENT_PARAMETERS *params); |
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public: |
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plDXPipeline( hsWinRef hWnd, const hsG3DDeviceModeRecord *devMode ); |
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virtual ~plDXPipeline(); |
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CLASSNAME_REGISTER( plDXPipeline ); |
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GETINTERFACE_ANY( plDXPipeline, plPipeline ); |
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virtual IDirect3DDevice9* GetD3DDevice() const { return fD3DDevice; } |
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// Typical 3D device |
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virtual hsBool PreRender(plDrawable* drawable, hsTArray<Int16>& visList, plVisMgr* visMgr=nil); |
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virtual hsBool PrepForRender(plDrawable* drawable, hsTArray<Int16>& visList, plVisMgr* visMgr=nil); |
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virtual void Render(plDrawable* d, const hsTArray<Int16>& visList); |
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virtual void Draw(plDrawable* d); |
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virtual void PushRenderRequest(plRenderRequest* req); |
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virtual void PopRenderRequest(plRenderRequest* req); |
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void ResetDisplayDevice(int Width, int Height, int ColorDepth, hsBool Windowed, int NumAASamples, int MaxAnisotropicSamples, hsBool VSync = false ); |
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virtual void ClearRenderTarget( plDrawable* d ); |
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virtual void ClearRenderTarget( const hsColorRGBA* col = nil, const hsScalar* depth = nil ); |
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virtual void SetClear(const hsColorRGBA* col=nil, const hsScalar* depth=nil); |
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virtual hsColorRGBA GetClearColor() const; |
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virtual hsScalar GetClearDepth() const; |
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virtual hsGDeviceRef* MakeRenderTargetRef( plRenderTarget *owner ); |
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virtual hsGDeviceRef* SharedRenderTargetRef(plRenderTarget* sharer, plRenderTarget *owner); |
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virtual void PushRenderTarget( plRenderTarget *target ); |
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virtual plRenderTarget* PopRenderTarget(); |
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virtual hsBool BeginRender(); |
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virtual hsBool EndRender(); |
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virtual void RenderScreenElements(); |
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virtual hsBool BeginDrawable(plDrawable* d); |
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virtual hsBool EndDrawable(plDrawable* d); |
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virtual void BeginVisMgr(plVisMgr* visMgr); |
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virtual void EndVisMgr(plVisMgr* visMgr); |
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virtual hsBool IsFullScreen() const { return fSettings.fFullscreen; } |
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virtual UInt32 Width() const { return fView.fTransform.GetViewPortWidth(); } |
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virtual UInt32 Height() const { return fView.fTransform.GetViewPortHeight(); } |
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virtual UInt32 ColorDepth() const { return fSettings.fColorDepth; } |
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virtual void Resize( UInt32 width, UInt32 height ); |
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// Culling. Might be used in Update before bothering to do any serious computation. |
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virtual hsBool TestVisibleWorld(const hsBounds3Ext& wBnd); |
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virtual hsBool TestVisibleWorld(const plSceneObject* sObj); |
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virtual hsBool HarvestVisible(plSpaceTree* space, hsTArray<Int16>& visList); |
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virtual hsBool SubmitOccluders(const hsTArray<const plCullPoly*>& polyList); |
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// Debug flags |
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virtual void SetDebugFlag( UInt32 flag, hsBool on ); |
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virtual hsBool IsDebugFlagSet( UInt32 flag ) const; |
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// These are also only for debugging. |
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virtual void SetMaxCullNodes(UInt16 n) { fView.fCullMaxNodes = n; } |
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virtual UInt16 GetMaxCullNodes() const { return fView.fCullMaxNodes; } |
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virtual hsBool CheckResources(); |
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virtual void LoadResources(); // Tells us where it's a good time to load in unmanaged resources. |
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// Properties |
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virtual void SetProperty( UInt32 prop, hsBool on ) { on ? fSettings.fProperties |= prop : fSettings.fProperties &= ~prop; } |
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virtual hsBool GetProperty( UInt32 prop ) const { return ( fSettings.fProperties & prop ) ? true : false; } |
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virtual UInt32 GetMaxLayersAtOnce() const { return fSettings.fMaxLayersAtOnce; } |
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// Drawable type mask |
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virtual void SetDrawableTypeMask( UInt32 mask ) { fView.fDrawableTypeMask = mask; } |
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virtual UInt32 GetDrawableTypeMask() const { return fView.fDrawableTypeMask; } |
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virtual void SetSubDrawableTypeMask( UInt32 mask ) { fView.fSubDrawableTypeMask = mask; } |
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virtual UInt32 GetSubDrawableTypeMask() const { return fView.fSubDrawableTypeMask; } |
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// Create a debug text font object |
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virtual plTextFont *MakeTextFont( char *face, UInt16 size ); |
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// Create and/or Refresh geometry buffers |
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virtual void CheckVertexBufferRef(plGBufferGroup* owner, UInt32 idx); |
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virtual void CheckIndexBufferRef(plGBufferGroup* owner, UInt32 idx); |
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virtual hsBool OpenAccess(plAccessSpan& dst, plDrawableSpans* d, const plVertexSpan* span, hsBool readOnly); |
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virtual hsBool CloseAccess(plAccessSpan& acc); |
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virtual void CheckTextureRef(plLayerInterface* lay); |
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static void FreeManagedTexture(UInt32 sz) { hsAssert(fTexManaged >= sz, "Freeing mem we don't have"); fTexManaged -= sz; } |
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static void AllocManagedTexture(UInt32 sz) { fTexManaged += sz; } |
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static void FreeManagedVertex(UInt32 sz) { hsAssert(fVtxManaged >= sz, "Freeing mem we don't have"); fVtxManaged -= sz; } |
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static void AllocManagedVertex(UInt32 sz) { fVtxManaged += sz; } |
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#ifndef PLASMA_EXTERNAL_RELEASE |
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static void ProfilePoolMem(D3DPOOL poolType, UInt32 size, hsBool add, char *id); |
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#endif // PLASMA_EXTERNAL_RELEASE |
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// From a D3DFORMAT enumeration, return the bit depth associated with it. |
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static short GetDXBitDepth( D3DFORMAT format ); |
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|
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// Default fog settings |
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virtual void SetDefaultFogEnviron( plFogEnvironment *fog ) { fView.fDefaultFog = *fog; fCurrFog.fEnvPtr = nil; } |
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virtual const plFogEnvironment &GetDefaultFogEnviron() const { return fView.fDefaultFog; } |
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|
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// View state |
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virtual hsPoint3 GetViewPositionWorld() const { return GetViewTransform().GetPosition(); } |
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virtual hsVector3 GetViewAcrossWorld() const { return GetViewTransform().GetAcross(); } |
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virtual hsVector3 GetViewUpWorld() const { return GetViewTransform().GetUp(); } |
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virtual hsVector3 GetViewDirWorld() const { return GetViewTransform().GetDirection(); } |
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virtual void GetViewAxesWorld(hsVector3 axes[3] /* ac,up,at */ ) const; |
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virtual void GetFOV(hsScalar& fovX, hsScalar& fovY) const; |
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virtual void SetFOV(hsScalar fovX, hsScalar fovY); |
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virtual void GetSize(hsScalar& width, hsScalar& height) const; |
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virtual void SetSize(hsScalar width, hsScalar height); |
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virtual void GetDepth(hsScalar& hither, hsScalar& yon) const; |
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virtual void SetDepth(hsScalar hither, hsScalar yon); |
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virtual hsScalar GetZBiasScale() const; |
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virtual void SetZBiasScale(hsScalar scale); |
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|
virtual const hsMatrix44& GetWorldToCamera() const; |
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virtual const hsMatrix44& GetCameraToWorld() const; |
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virtual void SetWorldToCamera(const hsMatrix44& w2c, const hsMatrix44& c2w); |
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virtual void SetViewTransform(const plViewTransform& trans); |
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virtual const plViewTransform& GetViewTransform() const { return fView.fTransform; } |
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virtual const hsMatrix44& GetWorldToLocal() const; |
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virtual const hsMatrix44& GetLocalToWorld() const; |
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|
|
virtual void ScreenToWorldPoint( int n, UInt32 stride, Int32 *scrX, Int32 *scrY, |
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hsScalar dist, UInt32 strideOut, hsPoint3 *worldOut ); |
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virtual void RefreshMatrices(); |
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virtual void RefreshScreenMatrices(); |
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virtual void RegisterLight(plLightInfo* light); |
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virtual void UnRegisterLight(plLightInfo* light); |
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|
// Overrides, always push returns whatever is necessary to restore on pop. |
|
virtual hsGMaterial* PushOverrideMaterial(hsGMaterial* mat); |
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virtual void PopOverrideMaterial(hsGMaterial* restore); |
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virtual hsGMaterial* GetOverrideMaterial() const; |
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virtual plLayerInterface* AppendLayerInterface(plLayerInterface* li, hsBool onAllLayers = false); |
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virtual plLayerInterface* RemoveLayerInterface(plLayerInterface* li, hsBool onAllLayers = false); |
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|
virtual plLayerInterface* PushPiggyBackLayer(plLayerInterface* li); |
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virtual plLayerInterface* PopPiggyBackLayer(plLayerInterface* li); |
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|
virtual UInt32 GetMaterialOverrideOn(hsGMatState::StateIdx category) const; |
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virtual UInt32 GetMaterialOverrideOff(hsGMatState::StateIdx category) const; |
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|
virtual hsGMatState PushMaterialOverride(const hsGMatState& state, hsBool on); |
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virtual hsGMatState PushMaterialOverride(hsGMatState::StateIdx cat, UInt32 which, hsBool on); |
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virtual void PopMaterialOverride(const hsGMatState& restore, hsBool on); |
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virtual const hsGMatState& GetMaterialOverride(hsBool on) const; |
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|
virtual hsColorOverride PushColorOverride(const hsColorOverride& over); |
|
virtual void PopColorOverride(const hsColorOverride& restore); |
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virtual const hsColorOverride& GetColorOverride() const; |
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|
virtual void SubmitShadowSlave(plShadowSlave* slave); |
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virtual void SubmitClothingOutfit(plClothingOutfit* co); |
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|
virtual hsBool SetGamma(hsScalar eR, hsScalar eG, hsScalar eB); |
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virtual hsBool SetGamma(const UInt16* const tabR, const UInt16* const tabG, const UInt16* const tabB); |
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|
virtual hsBool CaptureScreen( plMipmap *dest, bool flipVertical = false, UInt16 desiredWidth = 0, UInt16 desiredHeight = 0 ); |
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virtual plMipmap* ExtractMipMap(plRenderTarget* targ); |
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|
/// Error handling |
|
virtual const char *GetErrorString(); |
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|
hsBool ManagedAlloced() const { return fManagedAlloced; } |
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|
virtual void GetSupportedColorDepths(hsTArray<int> &ColorDepths); |
|
virtual void GetSupportedDisplayModes(std::vector<plDisplayMode> *res, int ColorDepth = 32 ); |
|
virtual int GetMaxAnisotropicSamples(); |
|
virtual int GetMaxAntiAlias(int Width, int Height, int ColorDepth); |
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|
|
}; |
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|
|
//// Direct3D Inlines ////////////////////////////////////////////////////// |
|
// ??.?? - Some mild optimizations PBG |
|
// MMW - take advantage of the 32 bit float representation on a PC |
|
|
|
#define CONVERT_FLOAT_TO_BYTE_COLOR( f, dest ) \ |
|
{ \ |
|
LONG const floatBitsOne = 0x3f800000; \ |
|
LONG const floatBits = *( (LONG const *)( &f ) ); \ |
|
if( floatBits <= 0 ) dest = 0; \ |
|
else if( floatBits >= floatBitsOne ) dest = 255; \ |
|
else \ |
|
{ \ |
|
LONG const times256 = floatBits + ( 8 << 23 ); \ |
|
dest = (DWORD)( *( (float const *)( ×256 ) ) ); \ |
|
} \ |
|
} |
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|
|
inline DWORD plDXPipeline::inlGetD3DColor( const hsColorRGBA &col ) const |
|
{ |
|
DWORD dr, dg, db, da; |
|
|
|
CONVERT_FLOAT_TO_BYTE_COLOR( col.r, dr ); |
|
CONVERT_FLOAT_TO_BYTE_COLOR( col.g, dg ); |
|
CONVERT_FLOAT_TO_BYTE_COLOR( col.b, db ); |
|
CONVERT_FLOAT_TO_BYTE_COLOR( col.a, da ); |
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|
return( ( da << 24 ) | ( dr << 16 ) | ( dg << 8 ) | db ); |
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} |
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#endif // _plDX9Pipeline_h
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