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Engine directory for ticket #1
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Engine/source/gfx/gfxStructs.h
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Engine/source/gfx/gfxStructs.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXSTRUCTS_H_
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#define _GFXSTRUCTS_H_
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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#ifndef _GFXVERTEXCOLOR_H_
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#include "gfx/gfxVertexColor.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfx/gfxEnums.h"
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#endif
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#ifndef _MMATH_H_
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#include "math/mMath.h"
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#endif
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#ifndef _PROFILER_H_
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#include "platform/profiler.h"
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#endif
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#ifndef _GFXRESOURCE_H_
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#include "gfx/gfxResource.h"
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#endif
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#ifndef _REFBASE_H_
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#include "core/util/refBase.h"
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#endif
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#ifndef _GFXVERTEXTYPES_H_
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#include "gfx/gfxVertexTypes.h"
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#endif
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//-----------------------------------------------------------------------------
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// This class is used to interact with an API's fixed function lights. See GFX->setLight
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class GFXLightInfo
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{
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public:
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enum Type {
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Point = 0,
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Spot = 1,
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Vector = 2,
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Ambient = 3,
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};
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Type mType;
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Point3F mPos;
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VectorF mDirection;
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ColorF mColor;
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ColorF mAmbient;
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F32 mRadius;
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F32 mInnerConeAngle;
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F32 mOuterConeAngle;
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/// @todo Revisit below (currently unused by fixed function lights)
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Point3F position;
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ColorF ambient;
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ColorF diffuse;
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ColorF specular;
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VectorF spotDirection;
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F32 spotExponent;
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F32 spotCutoff;
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F32 constantAttenuation;
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F32 linearAttenuation;
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F32 quadraticAttenuation;
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};
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//-----------------------------------------------------------------------------
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// Material definition for FF lighting
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struct GFXLightMaterial
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{
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ColorF ambient;
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ColorF diffuse;
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ColorF specular;
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ColorF emissive;
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F32 shininess;
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};
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//-----------------------------------------------------------------------------
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struct GFXVideoMode
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{
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GFXVideoMode();
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Point2I resolution;
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U32 bitDepth;
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U32 refreshRate;
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bool fullScreen;
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bool wideScreen;
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// When this is returned from GFX, it's the max, otherwise it's the desired AA level.
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U32 antialiasLevel;
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inline bool operator == ( const GFXVideoMode &otherMode ) const
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{
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if( otherMode.fullScreen != fullScreen )
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return false;
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if( otherMode.resolution != resolution )
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return false;
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if( otherMode.bitDepth != bitDepth )
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return false;
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if( otherMode.refreshRate != refreshRate )
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return false;
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if( otherMode.wideScreen != wideScreen )
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return false;
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if( otherMode.antialiasLevel != antialiasLevel)
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return false;
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return true;
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}
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inline bool operator !=( const GFXVideoMode& otherMode ) const
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{
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return !( *this == otherMode );
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}
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/// Fill whatever fields we can from the passed string, which should be
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/// of form "width height [bitDepth [refreshRate] [antialiasLevel]]" Unspecified fields
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/// aren't modified, so you may want to set defaults before parsing.
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void parseFromString( const char *str );
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/// Gets a string representation of the object as
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/// "resolution.x resolution.y fullScreen bitDepth refreshRate antialiasLevel"
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///
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/// \return (string) A string representation of the object.
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const String toString() const;
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};
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//-----------------------------------------------------------------------------
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struct GFXPrimitive
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{
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GFXPrimitiveType type;
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U32 startVertex; /// offset into vertex buffer to change where vertex[0] is
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U32 minIndex; /// minimal value we will see in the indices
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U32 startIndex; /// start of indices in buffer
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U32 numPrimitives; /// how many prims to render
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U32 numVertices; /// how many vertices... (used for locking, we lock from minIndex to minIndex + numVertices)
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GFXPrimitive()
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{
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dMemset( this, 0, sizeof( GFXPrimitive ) );
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}
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};
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/// Passed to GFX for shader defines.
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struct GFXShaderMacro
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{
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GFXShaderMacro() {}
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GFXShaderMacro( const GFXShaderMacro ¯o )
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: name( macro.name ),
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value( macro.value )
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{}
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GFXShaderMacro( const String &name_,
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const String &value_ = String::EmptyString )
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: name( name_ ),
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value( value_ )
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{}
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~GFXShaderMacro() {}
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/// The macro name.
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String name;
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/// The optional macro value.
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String value;
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static void stringize( const Vector<GFXShaderMacro> ¯os, String *outString );
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};
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#endif // _GFXSTRUCTS_H_
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