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voidgetIndicesNVertices(UnsignedShort *destination_ib, VertexFormatXYZNDUV1 *destination_vb, Int *curIndexP, Int *curVertexP, RefRenderObjListIterator *pLightsIterator);
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Bool cullBridge(CameraClass * camera); ///< Culls the bridges. Returns true if visibility changed.
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voidclearBridge(void); ///< Frees all objects associated with a bridge.
Copy file name to clipboardExpand all lines: Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DShaderManager.h
+18-17Lines changed: 18 additions & 17 deletions
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@@ -38,6 +38,7 @@
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#include"WW3D2/texture.h"
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enum FilterTypes CPP_11(: Int);
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enum FilterModes CPP_11(: Int);
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enum CustomScenePassModes CPP_11(: Int);
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enum StaticGameLODLevel CPP_11(: Int);
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enum ChipsetType CPP_11(: Int);
@@ -93,8 +94,8 @@ class W3DShaderManager
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// Filter methods
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static Bool filterPreRender(FilterTypes filter, Bool &skipRender, CustomScenePassModes &scenePassMode); ///< Set up at start of render. Only applies to screen filter shaders.
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static Bool filterPostRender(FilterTypes filter, enumFilterModes mode, Coord2D &scrollDelta, Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
static Bool filterPostRender(FilterTypes filter, FilterModes mode, Coord2D &scrollDelta, Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
virtual Int init(void) = 0; ///<perform any one time initialization and validation
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virtual Int shutdown(void) { returnTRUE;}; ///<release resources used by shader
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virtual Bool preRender(Bool &skipRender, CustomScenePassModes &scenePassMode) {skipRender=false; returnfalse;} ///< Set up at start of render. Only applies to screen filter shaders.
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virtual Bool postRender(enumFilterModes mode, Coord2D &scrollDelta, Bool &doExtraRender){returnfalse;} ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(enumFilterModes mode){returnfalse;} ///< Called when the filter is started, one time before the first prerender.
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virtual Bool postRender(FilterModes mode, Coord2D &scrollDelta, Bool &doExtraRender){returnfalse;} ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(FilterModes mode){returnfalse;} ///< Called when the filter is started, one time before the first prerender.
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protected:
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virtual Int set(enumFilterModes mode) = 0; ///<setup shader for the specified rendering pass.
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virtual Int set(FilterModes mode) = 0; ///<setup shader for the specified rendering pass.
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///do any custom resetting necessary to bring W3D in sync.
virtual Int set(enumFilterModes mode); ///<setup shader for the specified rendering pass.
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virtual Int set(FilterModes mode); ///<setup shader for the specified rendering pass.
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virtual Int init(void); ///<perform any one time initialization and validation
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virtualvoidreset(void); ///<do any custom resetting necessary to bring W3D in sync.
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virtual Int shutdown(void); ///<release resources used by shader
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virtual Bool preRender(Bool &skipRender, CustomScenePassModes &scenePassMode); ///< Set up at start of render. Only applies to screen filter shaders.
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virtual Bool postRender(enumFilterModes mode, Coord2D &scrollDelta, Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(enumFilterModes mode); ///< Called when the filter is started, one time before the first prerender.
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virtual Bool postRender(FilterModes mode, Coord2D &scrollDelta, Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(FilterModes mode); ///< Called when the filter is started, one time before the first prerender.
@@ -180,16 +181,16 @@ class ScreenBWFilter : public W3DFilterInterface
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virtual Int init(void); ///<perform any one time initialization and validation
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virtual Int shutdown(void); ///<release resources used by shader
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virtual Bool preRender(Bool &skipRender, CustomScenePassModes &scenePassMode); ///< Set up at start of render. Only applies to screen filter shaders.
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virtual Bool postRender(enumFilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(enumFilterModes mode){returntrue;} ///< Called when the filter is started, one time before the first prerender.
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virtual Bool postRender(FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(FilterModes mode){returntrue;} ///< Called when the filter is started, one time before the first prerender.
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staticvoidsetFadeParameters(Int fadeFrames, Int direction)
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{
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m_curFadeFrame = 0;
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m_fadeFrames = fadeFrames;
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m_fadeDirection = direction;
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}
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protected:
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virtual Int set(enumFilterModes mode); ///<setup shader for the specified rendering pass.
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virtual Int set(FilterModes mode); ///<setup shader for the specified rendering pass.
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virtualvoidreset(void); ///<do any custom resetting necessary to bring W3D in sync.
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static Int m_fadeFrames;
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static Int m_fadeDirection;
@@ -203,10 +204,10 @@ class ScreenBWFilterDOT3 : public ScreenBWFilter
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virtual Int init(void); ///<perform any one time initialization and validation
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virtual Int shutdown(void); ///<release resources used by shader
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virtual Bool preRender(Bool &skipRender, CustomScenePassModes &scenePassMode); ///< Set up at start of render. Only applies to screen filter shaders.
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virtual Bool postRender(enumFilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(enumFilterModes mode){returntrue;} ///< Called when the filter is started, one time before the first prerender.
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virtual Bool postRender(FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(FilterModes mode){returntrue;} ///< Called when the filter is started, one time before the first prerender.
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protected:
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virtual Int set(enumFilterModes mode); ///<setup shader for the specified rendering pass.
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virtual Int set(FilterModes mode); ///<setup shader for the specified rendering pass.
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virtualvoidreset(void); ///<do any custom resetting necessary to bring W3D in sync.
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};
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@@ -218,8 +219,8 @@ class ScreenCrossFadeFilter : public W3DFilterInterface
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virtual Int init(void); ///<perform any one time initialization and validation
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virtual Int shutdown(void); ///<release resources used by shader
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virtual Bool preRender(Bool &skipRender, CustomScenePassModes &scenePassMode); ///< Set up at start of render. Only applies to screen filter shaders.
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virtual Bool postRender(enumFilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(enumFilterModes mode){returntrue;} ///< Called when the filter is started, one time before the first prerender.
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virtual Bool postRender(FilterModes mode, Coord2D &scrollDelta,Bool &doExtraRender); ///< Called after render. Only applies to screen filter shaders.
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virtual Bool setup(FilterModes mode){returntrue;} ///< Called when the filter is started, one time before the first prerender.
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staticvoidsetFadeParameters(Int fadeFrames, Int direction)
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{
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m_curFadeFrame = 0;
@@ -229,7 +230,7 @@ class ScreenCrossFadeFilter : public W3DFilterInterface
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static Real getCurrentFadeValue(void) { return m_curFadeValue;}
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