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Add all new AFX files
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Engine/source/afx/afxZodiacMeshRoadRenderer_T3D.h
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Engine/source/afx/afxZodiacMeshRoadRenderer_T3D.h
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _AFX_ZODIAC_MESHROAD_RENDERER_H_
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#define _AFX_ZODIAC_MESHROAD_RENDERER_H_
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "renderInstance/renderBinManager.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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class ConcretePolyList;
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class MeshRoad;
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class afxZodiacMeshRoadRenderer : public RenderBinManager
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{
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typedef RenderBinManager Parent;
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struct MeshRoadZodiacElem
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{
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const MeshRoad* road;
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U32 zode_idx;
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ConcretePolyList* polys;
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F32 ang;
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F32 camDist;
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};
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Vector<MeshRoadZodiacElem> meshRoad_zodiacs;
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static afxZodiacMeshRoadRenderer* master;
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GFXStateBlockRef norm_norefl_zb_SB, norm_refl_zb_SB;
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GFXStateBlockRef add_norefl_zb_SB, add_refl_zb_SB;
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GFXStateBlockRef sub_norefl_zb_SB, sub_refl_zb_SB;
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ShaderData* zodiac_shader;
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GFXShaderConstBufferRef shader_consts;
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GFXShaderConstHandle* projection_sc;
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GFXShaderConstHandle* color_sc;
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bool shader_initialized;
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GFXStateBlock* chooseStateBlock(U32 blend, bool isReflectPass);
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public:
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static const RenderInstType RIT_MeshRoadZodiac;
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/*C*/ afxZodiacMeshRoadRenderer();
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/*C*/ afxZodiacMeshRoadRenderer(F32 renderOrder, F32 processAddOrder);
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/*D*/ ~afxZodiacMeshRoadRenderer();
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// RenderBinManager
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virtual void sort(){} // don't sort them
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virtual void clear();
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void initShader();
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void addZodiac(U32 zode_idx, ConcretePolyList*, const Point3F& pos, F32 ang, const MeshRoad*, F32 camDist);
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virtual void render(SceneRenderState*);
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static afxZodiacMeshRoadRenderer* getMaster();
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// ConsoleObject
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DECLARE_CONOBJECT(afxZodiacMeshRoadRenderer);
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DECLARE_CATEGORY("AFX");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_ZODIAC_MESHROAD_RENDERER_H_
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