mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
389 lines
13 KiB
C++
389 lines
13 KiB
C++
//-----------------------------------------------------------------------------
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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 _FOLIAGEREPLICATOR_H_
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#define _FOLIAGEREPLICATOR_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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#ifndef _GBITMAP_H_
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#include "gfx/bitmap/gBitmap.h"
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#endif
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#ifndef _RENDERPASSMANAGER_H_
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#include "renderInstance/renderPassManager.h"
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#endif
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#ifndef _MATHUTIL_FRUSTUM_H_
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#include "math/util/frustum.h"
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#endif
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#pragma warning( push, 4 )
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#define AREA_ANIMATION_ARC (1.0f / 360.0f)
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#define FXFOLIAGEREPLICATOR_COLLISION_MASK ( TerrainObjectType | \
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StaticShapeObjectType | \
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WaterObjectType )
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#define FXFOLIAGEREPLICATOR_NOWATER_COLLISION_MASK ( TerrainObjectType | \
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StaticShapeObjectType )
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#define FXFOLIAGE_ALPHA_EPSILON 1e-4
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//------------------------------------------------------------------------------
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// Class: fxFoliageItem
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//------------------------------------------------------------------------------
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class fxFoliageItem
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{
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public:
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MatrixF Transform;
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F32 Width;
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F32 Height;
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Box3F FoliageBox;
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bool Flipped;
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F32 SwayPhase;
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F32 SwayTimeRatio;
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F32 LightPhase;
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F32 LightTimeRatio;
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U32 LastFrameSerialID;
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};
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//------------------------------------------------------------------------------
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// Class: fxFoliageCulledList
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//------------------------------------------------------------------------------
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class fxFoliageCulledList
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{
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public:
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fxFoliageCulledList() {};
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fxFoliageCulledList(Box3F SearchBox, fxFoliageCulledList* InVec);
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~fxFoliageCulledList() {};
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void FindCandidates(const Box3F& SearchBox, fxFoliageCulledList* InVec);
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U32 GetListCount(void) { return mCulledObjectSet.size(); };
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fxFoliageItem* GetElement(U32 index) { return mCulledObjectSet[index]; };
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Vector<fxFoliageItem*> mCulledObjectSet; // Culled Object Set.
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};
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//------------------------------------------------------------------------------
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// Class: fxFoliageQuadNode
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//------------------------------------------------------------------------------
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class fxFoliageQuadrantNode {
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public:
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U32 Level;
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Box3F QuadrantBox;
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fxFoliageQuadrantNode* QuadrantChildNode[4];
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Vector<fxFoliageItem*> RenderList;
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// Used in DrawIndexPrimitive call.
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U32 startIndex;
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U32 primitiveCount;
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};
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//------------------------------------------------------------------------------
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// Class: fxFoliageRenderList
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//------------------------------------------------------------------------------
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class fxFoliageRenderList
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{
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public:
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Box3F mBox; // Clipping Box.
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Frustum mFrustum; // View frustum.
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Vector<fxFoliageItem*> mVisObjectSet; // Visible Object Set.
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F32 mHeightLerp; // Height Lerp.
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public:
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bool IsQuadrantVisible(const Box3F VisBox, const MatrixF& RenderTransform);
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void SetupClipPlanes(SceneRenderState* state, const F32 FarClipPlane);
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void DrawQuadBox(const Box3F& QuadBox, const ColorF Colour);
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};
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// Define a vertex
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GFXDeclareVertexFormat( GFXVertexFoliage )
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{
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Point3F point;
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Point3F normal;
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Point2F texCoord;
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Point2F texCoord2;
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};
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//------------------------------------------------------------------------------
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// Class: fxFoliageReplicator
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//------------------------------------------------------------------------------
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class fxFoliageReplicator : public SceneObject
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{
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private:
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typedef SceneObject Parent;
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protected:
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void CreateFoliage(void);
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void DestroyFoliage(void);
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void DestroyFoliageItems();
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void SyncFoliageReplicators(void);
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Box3F FetchQuadrant(const Box3F& Box, U32 Quadrant);
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void ProcessQuadrant(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList, U32 Quadrant);
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void ProcessNodeChildren(fxFoliageQuadrantNode* pParentNode, fxFoliageCulledList* pCullList);
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enum { FoliageReplicationMask = (1 << 0) };
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U32 mCreationAreaAngle;
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bool mClientReplicationStarted;
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U32 mCurrentFoliageCount;
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Vector<fxFoliageQuadrantNode*> mFoliageQuadTree;
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Vector<fxFoliageItem*> mReplicatedFoliage;
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fxFoliageRenderList mFrustumRenderSet;
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GFXVertexBufferHandle<GFXVertexFoliage> mVertexBuffer;
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GFXPrimitiveBufferHandle mPrimBuffer;
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GFXShaderRef mShader;
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ShaderData* mShaderData;
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GBitmap* mAlphaLookup;
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MRandomLCG RandomGen;
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F32 mFadeInGradient;
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F32 mFadeOutGradient;
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S32 mLastRenderTime;
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F32 mGlobalSwayPhase;
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F32 mGlobalSwayTimeRatio;
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F32 mGlobalLightPhase;
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F32 mGlobalLightTimeRatio;
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U32 mFrameSerialID;
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U32 mQuadTreeLevels; // Quad-Tree Levels.
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U32 mPotentialFoliageNodes; // Potential Foliage Nodes.
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U32 mNextAllocatedNodeIdx; // Next Allocated Node Index.
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U32 mBillboardsAcquired; // Billboards Acquired.
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// Used for alpha lookup in the pixel shader
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GFXTexHandle mAlphaTexture;
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GFXStateBlockRef mPlacementSB;
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GFXStateBlockRef mRenderSB;
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GFXStateBlockRef mDebugSB;
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GFXShaderConstBufferRef mFoliageShaderConsts;
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GFXShaderConstHandle* mFoliageShaderProjectionSC;
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GFXShaderConstHandle* mFoliageShaderWorldSC;
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GFXShaderConstHandle* mFoliageShaderGlobalSwayPhaseSC;
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GFXShaderConstHandle* mFoliageShaderSwayMagnitudeSideSC;
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GFXShaderConstHandle* mFoliageShaderSwayMagnitudeFrontSC;
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GFXShaderConstHandle* mFoliageShaderGlobalLightPhaseSC;
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GFXShaderConstHandle* mFoliageShaderLuminanceMagnitudeSC;
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GFXShaderConstHandle* mFoliageShaderLuminanceMidpointSC;
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GFXShaderConstHandle* mFoliageShaderDistanceRangeSC;
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GFXShaderConstHandle* mFoliageShaderCameraPosSC;
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GFXShaderConstHandle* mFoliageShaderTrueBillboardSC;
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//pixel shader
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GFXShaderConstHandle* mFoliageShaderGroundAlphaSC;
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GFXShaderConstHandle* mFoliageShaderAmbientColorSC;
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GFXShaderConstHandle* mDiffuseTextureSC;
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GFXShaderConstHandle* mAlphaMapTextureSC;
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bool mDirty;
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void SetupShader();
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void SetupBuffers();
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void renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance*);
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void renderBuffers(SceneRenderState* state);
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void renderArc(const F32 fRadiusX, const F32 fRadiusY);
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void renderPlacementArea(const F32 ElapsedTime);
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void renderQuad(fxFoliageQuadrantNode* quadNode, const MatrixF& RenderTransform, const bool UseDebug);
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void computeAlphaTex();
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public:
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fxFoliageReplicator();
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~fxFoliageReplicator();
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void StartUp(void);
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void ShowReplication(void);
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void HideReplication(void);
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// SceneObject
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virtual void prepRenderImage( SceneRenderState *state );
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// SimObject
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bool onAdd();
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void onRemove();
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void inspectPostApply();
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// NetObject
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U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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void unpackUpdate(NetConnection *conn, BitStream *stream);
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// Editor
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void onGhostAlwaysDone();
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// ConObject.
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static void initPersistFields();
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// Field Data.
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class tagFieldData
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{
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public:
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bool mUseDebugInfo;
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F32 mDebugBoxHeight;
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U32 mSeed;
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StringTableEntry mFoliageFile;
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GFXTexHandle mFoliageTexture;
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U32 mFoliageCount;
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U32 mFoliageRetries;
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U32 mInnerRadiusX;
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U32 mInnerRadiusY;
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U32 mOuterRadiusX;
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U32 mOuterRadiusY;
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F32 mMinWidth;
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F32 mMaxWidth;
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F32 mMinHeight;
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F32 mMaxHeight;
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bool mFixAspectRatio;
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bool mFixSizeToMax;
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F32 mOffsetZ;
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bool mRandomFlip;
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bool mUseTrueBillboards;
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bool mUseCulling;
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U32 mCullResolution;
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F32 mViewDistance;
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F32 mViewClosest;
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F32 mFadeInRegion;
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F32 mFadeOutRegion;
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F32 mAlphaCutoff;
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F32 mGroundAlpha;
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bool mSwayOn;
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bool mSwaySync;
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F32 mSwayMagnitudeSide;
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F32 mSwayMagnitudeFront;
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F32 mMinSwayTime;
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F32 mMaxSwayTime;
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bool mLightOn;
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bool mLightSync;
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F32 mMinLuminance;
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F32 mMaxLuminance;
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F32 mLightTime;
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bool mAllowOnTerrain;
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bool mAllowStatics;
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bool mAllowOnWater;
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bool mAllowWaterSurface;
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S32 mAllowedTerrainSlope;
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bool mHideFoliage;
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bool mShowPlacementArea;
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U32 mPlacementBandHeight;
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ColorF mPlaceAreaColour;
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tagFieldData()
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{
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// Set Defaults.
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mUseDebugInfo = false;
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mDebugBoxHeight = 1.0f;
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mSeed = 1376312589;
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mFoliageFile = StringTable->EmptyString();
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mFoliageTexture = GFXTexHandle();
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mFoliageCount = 10;
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mFoliageRetries = 100;
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mInnerRadiusX = 0;
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mInnerRadiusY = 0;
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mOuterRadiusX = 128;
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mOuterRadiusY = 128;
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mMinWidth = 1;
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mMaxWidth = 3;
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mMinHeight = 1;
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mMaxHeight = 5;
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mFixAspectRatio = true;
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mFixSizeToMax = false;
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mOffsetZ = 0;
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mRandomFlip = true;
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mUseTrueBillboards = false;
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mUseCulling = true;
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mCullResolution = 64;
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mViewDistance = 50.0f;
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mViewClosest = 1.0f;
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mFadeInRegion = 10.0f;
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mFadeOutRegion = 1.0f;
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mAlphaCutoff = 0.2f;
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mGroundAlpha = 1.0f;
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mSwayOn = false;
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mSwaySync = false;
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mSwayMagnitudeSide = 0.1f;
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mSwayMagnitudeFront = 0.2f;
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mMinSwayTime = 3.0f;
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mMaxSwayTime = 10.0f;
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mLightOn = false;
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mLightSync = false;
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mMinLuminance = 0.7f;
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mMaxLuminance = 1.0f;
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mLightTime = 5.0f;
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mAllowOnTerrain = true;
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mAllowStatics = true;
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mAllowOnWater = false;
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mAllowWaterSurface = false;
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mAllowedTerrainSlope = 90;
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mHideFoliage = false;
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mShowPlacementArea = true;
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mPlacementBandHeight = 25;
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mPlaceAreaColour .set(0.4f, 0, 0.8f);
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}
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} mFieldData;
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// Declare Console Object.
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DECLARE_CONOBJECT(fxFoliageReplicator);
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};
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#pragma warning( pop )
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#endif // _FOLIAGEREPLICATOR_H_
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