mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-27 04:35:52 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
644 lines
23 KiB
C++
644 lines
23 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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 along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Graphics/DrawPort.h>
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#include <Engine/Math/Projection.h>
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#include <Engine/Graphics/Color.h>
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#include <Engine/Graphics/Vertex.h>
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#include <Engine/Graphics/Texture.h>
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#include <Engine/Graphics/Fog_internal.h>
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#include <Engine/Base/Statistics_Internal.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/StaticStackArray.cpp>
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extern const FLOAT *pfSinTable;
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extern const FLOAT *pfCosTable;
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CEntity *_Particle_penCurrentViewer = NULL;
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INDEX _Particle_iCurrentDrawPort = 0;
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FLOAT _Particle_fCurrentMip = 0.0f;
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BOOL _Particle_bHasFog = FALSE;
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BOOL _Particle_bHasHaze = FALSE;
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// variables used for rendering particles
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static CProjection3D *_pprProjection;
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static FLOAT _fPerspectiveFactor;
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static MEX _mexTextureWidth, _mexTextureHeight;
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static FLOAT _fTextureCorrectionU, _fTextureCorrectionV;
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static FLOAT _fNearClipDistance;
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static GFXTexCoord _atex[4];
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static COLOR _colAttMask;
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static BOOL _bTransFogHaze = FALSE;
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static BOOL _bNeedsClipping = FALSE;
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static CDrawPort *_pDP;
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static CStaticStackArray<GFXTexCoord> _atexFogHaze;
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static CTextureData *_ptd = NULL;
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static INDEX _iFrame = 0;
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// prepare particles for rendering
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void Particle_PrepareSystem( CDrawPort *pdpDrawPort, CAnyProjection3D &prProjection)
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{
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_pDP = pdpDrawPort;
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_pprProjection = (CProjection3D*)&*prProjection;
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_fNearClipDistance = -prProjection->pr_NearClipDistance;
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_fPerspectiveFactor = 1.0f;
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_Particle_iCurrentDrawPort = pdpDrawPort->GetID();
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// prepare projection and scale factor
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pdpDrawPort->SetProjection(prProjection);
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if( prProjection.IsPerspective()) _fPerspectiveFactor = ((CPerspectiveProjection3D*)&*prProjection)->ppr_PerspectiveRatios(1);
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// setup rendering mode
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gfxEnableDepthTest();
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gfxCullFace(GFX_NONE);
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gfxEnableTexture();
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// prepare general texture parameters
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gfxSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
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// prepare arrays to draw from begining
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gfxResetArrays();
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}
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void Particle_EndSystem( BOOL bRestoreOrtho/*=TRUE*/)
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{
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// reset projection and re-enable clipping
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if( bRestoreOrtho) _pDP->SetOrtho();
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gfxEnableClipping();
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}
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FLOAT Particle_GetMipFactor(void)
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{
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return _Particle_fCurrentMip;
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}
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CEntity *Particle_GetViewer(void)
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{
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return _Particle_penCurrentViewer;
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}
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CProjection3D *Particle_GetProjection(void)
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{
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return _pprProjection;
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}
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INDEX Particle_GetDrawPortID(void)
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{
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return _Particle_iCurrentDrawPort;
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}
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void Particle_PrepareTexture( CTextureObject *pto, enum ParticleBlendType pbt)
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{
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// determine blend type
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switch( pbt) {
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case PBT_BLEND:
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gfxDisableDepthWrite();
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gfxDisableAlphaTest();
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gfxEnableBlend();
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gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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_colAttMask = 0xFFFFFF00; // attenuate alpha
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break;
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case PBT_ADD:
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gfxDisableDepthWrite();
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gfxDisableAlphaTest();
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gfxEnableBlend();
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gfxBlendFunc( GFX_ONE, GFX_ONE);
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_colAttMask = 0x000000FF; // attenuate color
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break;
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case PBT_MULTIPLY:
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gfxDisableDepthWrite();
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gfxDisableAlphaTest();
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gfxEnableBlend();
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gfxBlendFunc( GFX_ZERO, GFX_INV_SRC_COLOR);
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_colAttMask = 0x000000FF; // attenuate color
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break;
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case PBT_ADDALPHA:
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gfxDisableDepthWrite();
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gfxDisableAlphaTest();
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gfxEnableBlend();
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gfxBlendFunc( GFX_SRC_ALPHA, GFX_ONE);
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_colAttMask = 0xFFFFFF00; // attenuate alpha
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break;
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case PBT_FLEX:
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gfxDisableDepthWrite();
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gfxDisableAlphaTest();
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gfxEnableBlend();
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gfxBlendFunc( GFX_ONE, GFX_INV_SRC_ALPHA);
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_colAttMask = 0xFFFFFFFF; // attenuate alpha
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break;
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case PBT_TRANSPARENT:
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gfxEnableDepthWrite();
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gfxEnableAlphaTest();
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gfxDisableBlend();
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_colAttMask = 0; // no attenuation - texture instead
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break;
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}
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// get texture parameters for current frame and needed mip factor
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_ptd = (CTextureData*)pto->GetData();
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_iFrame = pto->GetFrame();
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// prepare and upload texture
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_ptd->SetAsCurrent(_iFrame);
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// obtain curently used texture's width and height in mexes
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_mexTextureWidth = _ptd->GetWidth();
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_mexTextureHeight = _ptd->GetHeight();
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// calculate correction factor (relative to greater texture dimension)
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_fTextureCorrectionU = 1.0f/_mexTextureWidth;
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_fTextureCorrectionV = 1.0f/_mexTextureHeight;
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_atexFogHaze.Push(4); // temporary
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_bTransFogHaze = _colAttMask==0 && (_Particle_bHasFog || _Particle_bHasHaze);
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_bNeedsClipping = FALSE;
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}
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void Particle_SetTexturePart( MEX mexWidth, MEX mexHeight, INDEX iCol, INDEX iRow)
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{
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// prepare full texture for displaying
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MEXaabbox2D boxTextureClipped( MEX2D( mexWidth*(iCol+0), mexHeight*(iRow+0)),
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MEX2D( mexWidth*(iCol+1), mexHeight*(iRow+1)));
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// prepare coordinates of the rectangle
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_atex[0].st.s = boxTextureClipped.Min()(1) *_fTextureCorrectionU;
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_atex[0].st.t = boxTextureClipped.Min()(2) *_fTextureCorrectionV;
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_atex[1].st.s = boxTextureClipped.Min()(1) *_fTextureCorrectionU;
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_atex[1].st.t = boxTextureClipped.Max()(2) *_fTextureCorrectionV;
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_atex[2].st.s = boxTextureClipped.Max()(1) *_fTextureCorrectionU;
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_atex[2].st.t = boxTextureClipped.Max()(2) *_fTextureCorrectionV;
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_atex[3].st.s = boxTextureClipped.Max()(1) *_fTextureCorrectionU;
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_atex[3].st.t = boxTextureClipped.Min()(2) *_fTextureCorrectionV;
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}
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// add one particle square to rendering queue
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void Particle_RenderSquare( const FLOAT3D &vPos, FLOAT fSize, ANGLE aRotation, COLOR col, FLOAT fYRatio/*=1.0f*/)
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{
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// trivial rejection
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if( fSize<0.0001f || ((col&CT_AMASK)>>CT_ASHIFT)<2) return;
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// project point to screen
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FLOAT3D vProjected;
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_pprProjection->PreClip( vPos, vProjected);
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// skip if not in screen
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const INDEX iTest = _pprProjection->TestSphereToFrustum( vProjected, fSize);
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if( iTest<0) return;
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const FLOAT fPixSize = fSize * _fPerspectiveFactor / vProjected(3);
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if( fPixSize<0.5f) return;
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// adjust the need for clipping
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if( iTest==0) _bNeedsClipping = TRUE;
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// eventual tex coords for fog or haze
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const INDEX ctTexFG = _atexFogHaze.Count();
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GFXTexCoord *ptexFogHaze = &_atexFogHaze[ctTexFG-4];
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// if haze is active
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if( _Particle_bHasHaze)
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{ // get haze strength at particle position
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ptexFogHaze[0].st.s = (-vProjected(3)+_haze_fAdd)*_haze_fMul;
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const ULONG ulH = 255-GetHazeAlpha(ptexFogHaze[0].st.s);
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if( ulH<4) return;
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if( _colAttMask) { // apply haze color (if not transparent)
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const COLOR colH = _colAttMask | RGBAToColor( ulH,ulH,ulH,ulH);
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col = MulColors( col, colH);
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} else ptexFogHaze[0].st.t = 0;
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}
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// if fog is active
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if( _Particle_bHasFog)
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{ // get fog strength at particle position
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ptexFogHaze[0].st.s = -vProjected(3)*_fog_fMulZ;
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ptexFogHaze[0].st.t = (vProjected%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
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const ULONG ulF = 255-GetFogAlpha(ptexFogHaze[0]);
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if( ulF<4) return;
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if( _colAttMask) { // apply fog color (if not transparent)
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const COLOR colF = _colAttMask | RGBAToColor( ulF,ulF,ulF,ulF);
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col = MulColors( col, colF);
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}
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}
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// keep fog/haze tex coords (if needed)
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if( _bTransFogHaze) {
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ptexFogHaze[1] = ptexFogHaze[2] = ptexFogHaze[3] = ptexFogHaze[0];
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_atexFogHaze.Push(4);
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}
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// prepare screen coords
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const FLOAT fI0 = vProjected(1);
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const FLOAT fJ0 = vProjected(2);
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const FLOAT fOoK = vProjected(3);
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// add to vertex arrays
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GFXVertex4 *pvtx = _avtxCommon.Push(4);
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GFXTexCoord *ptex = _atexCommon.Push(4);
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GFXColor *pcol = _acolCommon.Push(4);
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// prepare vertices
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const FLOAT fRX = fSize;
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const FLOAT fRY = fSize*fYRatio;
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if( aRotation==0) {
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const FLOAT fIBeg = fI0-fRX; const FLOAT fIEnd = fI0+fRX;
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const FLOAT fJBeg = fJ0-fRY; const FLOAT fJEnd = fJ0+fRY;
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pvtx[0].x = fIBeg; pvtx[0].y = fJBeg; pvtx[0].z = fOoK;
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pvtx[1].x = fIBeg; pvtx[1].y = fJEnd; pvtx[1].z = fOoK;
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pvtx[2].x = fIEnd; pvtx[2].y = fJEnd; pvtx[2].z = fOoK;
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pvtx[3].x = fIEnd; pvtx[3].y = fJBeg; pvtx[3].z = fOoK;
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} else {
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const INDEX iRot256 = FloatToInt(aRotation*0.7111f) & 255; // *256/360
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const FLOAT fSinA = pfSinTable[iRot256];
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const FLOAT fCosA = pfCosTable[iRot256];
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const FLOAT fSinPCos = fCosA*fRX+fSinA*fRY;
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const FLOAT fSinMCos = fSinA*fRX-fCosA*fRY;
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pvtx[0].x = fI0-fSinPCos; pvtx[0].y = fJ0-fSinMCos; pvtx[0].z = fOoK;
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pvtx[1].x = fI0+fSinMCos; pvtx[1].y = fJ0-fSinPCos; pvtx[1].z = fOoK;
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pvtx[2].x = fI0+fSinPCos; pvtx[2].y = fJ0+fSinMCos; pvtx[2].z = fOoK;
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pvtx[3].x = fI0-fSinMCos; pvtx[3].y = fJ0+fSinPCos; pvtx[3].z = fOoK;
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}
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// prepare texture coords
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ptex[0] = _atex[1];
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ptex[1] = _atex[0];
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ptex[2] = _atex[3];
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ptex[3] = _atex[2];
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// prepare colors
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const GFXColor glcol( AdjustColor( col, _slTexHueShift, _slTexSaturation));
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pcol[0] = glcol;
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pcol[1] = glcol;
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pcol[2] = glcol;
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pcol[3] = glcol;
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}
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// add one particle line to rendering queue
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void Particle_RenderLine( const FLOAT3D &vPos0, const FLOAT3D &vPos1, FLOAT fWidth, COLOR col)
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{
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// trivial rejection
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if( fWidth<0 || ((col&CT_AMASK)>>CT_ASHIFT)<2) return;
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// project point to screen
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FLOAT3D vProjected0, vProjected1;
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_pprProjection->PreClip( vPos0, vProjected0);
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_pprProjection->PreClip( vPos1, vProjected1);
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// skip if not in screen
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if (vProjected0(3)>_fNearClipDistance || vProjected1(3)>_fNearClipDistance) return;
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const FLOAT fK0 = 1.0f / vProjected0(3);
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const FLOAT fK1 = 1.0f / vProjected1(3);
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const FLOAT fR0 = fWidth * _fPerspectiveFactor *fK0;
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const FLOAT fR1 = fWidth * _fPerspectiveFactor *fK1;
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if( fR0<0.5f && fR1<0.5f) return;
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// line might need clipping
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_bNeedsClipping = TRUE;
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COLOR col0, col1;
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col0 = col1 = col;
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// eventual tex coords for fog or haze
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const INDEX ctTexFG = _atexFogHaze.Count();
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GFXTexCoord *ptexFogHaze = &_atexFogHaze[ctTexFG-4];
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// if haze is active
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if( _Particle_bHasHaze)
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{ // get haze strength at particle positions
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ptexFogHaze[0].st.s = (-vProjected0(3)+_haze_fAdd)*_haze_fMul;
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ptexFogHaze[1].st.s = (-vProjected1(3)+_haze_fAdd)*_haze_fMul;
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const ULONG ulH0 = 255-GetHazeAlpha(ptexFogHaze[0].st.s);
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const ULONG ulH1 = 255-GetHazeAlpha(ptexFogHaze[1].st.s);
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if( (ulH0|ulH1)<4) return;
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if( _colAttMask) { // apply haze color (if not transparent)
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COLOR colH;
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colH = _colAttMask | RGBAToColor( ulH0,ulH0,ulH0,ulH0); col0 = MulColors( col0, colH);
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colH = _colAttMask | RGBAToColor( ulH1,ulH1,ulH1,ulH1); col1 = MulColors( col1, colH);
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} else ptexFogHaze[0].st.t = ptexFogHaze[1].st.t = 0;
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}
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// if fog is active
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if( _Particle_bHasFog)
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{ // get fog strength at particle position
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ptexFogHaze[0].st.s = -vProjected0(3)*_fog_fMulZ;
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ptexFogHaze[0].st.t = (vProjected0%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
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ptexFogHaze[1].st.s = -vProjected1(3)*_fog_fMulZ;
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ptexFogHaze[1].st.t = (vProjected1%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
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const ULONG ulF0 = 255-GetFogAlpha(ptexFogHaze[0]);
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const ULONG ulF1 = 255-GetFogAlpha(ptexFogHaze[1]);
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if( (ulF0|ulF1)<4) return;
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if( _colAttMask) { // apply fog color (if not transparent)
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COLOR colF; // apply fog color
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colF = _colAttMask | RGBAToColor( ulF0,ulF0,ulF0,ulF0); col0 = MulColors( col0, colF);
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colF = _colAttMask | RGBAToColor( ulF1,ulF1,ulF1,ulF1); col1 = MulColors( col1, colF);
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}
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}
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// keep fog/haze tex coords (if needed)
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if( _bTransFogHaze) {
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ptexFogHaze[2] = ptexFogHaze[1];
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ptexFogHaze[3] = ptexFogHaze[0];
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_atexFogHaze.Push(4);
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}
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// lets draw
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const FLOAT fI0 = vProjected0(1); const FLOAT fI1 = vProjected1(1);
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const FLOAT fJ0 = vProjected0(2); const FLOAT fJ1 = vProjected1(2);
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const FLOAT fOoK0 = vProjected0(3); const FLOAT fOoK1 = vProjected1(3);
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FLOAT fDI = fI1*fK1 - fI0*fK0;
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FLOAT fDJ = fJ1*fK1 - fJ0*fK0;
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const FLOAT fD = fWidth / Sqrt( fDI*fDI + fDJ*fDJ);
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fDI *= fD; // multiplied by width!
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fDJ *= fD;
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// add to vertex arrays
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GFXVertex *pvtx = _avtxCommon.Push(4);
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GFXTexCoord *ptex = _atexCommon.Push(4);
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GFXColor *pcol = _acolCommon.Push(4);
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// prepare vertices
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pvtx[0].x = fI0+fDJ; pvtx[0].y = fJ0-fDI; pvtx[0].z = fOoK0;
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pvtx[1].x = fI1+fDJ; pvtx[1].y = fJ1-fDI; pvtx[1].z = fOoK1;
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pvtx[2].x = fI1-fDJ; pvtx[2].y = fJ1+fDI; pvtx[2].z = fOoK1;
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pvtx[3].x = fI0-fDJ; pvtx[3].y = fJ0+fDI; pvtx[3].z = fOoK0;
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// prepare texture coords
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ptex[0] = _atex[0];
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ptex[1] = _atex[1];
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ptex[2] = _atex[2];
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ptex[3] = _atex[3];
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// prepare colors
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const GFXColor glcol0( AdjustColor( col0, _slTexHueShift, _slTexSaturation));
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const GFXColor glcol1( AdjustColor( col1, _slTexHueShift, _slTexSaturation));
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pcol[0] = glcol0;
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pcol[1] = glcol1;
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pcol[2] = glcol1;
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pcol[3] = glcol0;
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}
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// add one 3D particle quad to rendering queue
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void Particle_RenderQuad3D( const FLOAT3D &vPos0, const FLOAT3D &vPos1, const FLOAT3D &vPos2,
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const FLOAT3D &vPos3, COLOR col)
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{
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// trivial rejection
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if( ((col&CT_AMASK)>>CT_ASHIFT)<2) return;
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// project point to screen
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FLOAT3D vProjected0, vProjected1, vProjected2, vProjected3;
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_pprProjection->PreClip( vPos0, vProjected0);
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_pprProjection->PreClip( vPos1, vProjected1);
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_pprProjection->PreClip( vPos2, vProjected2);
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_pprProjection->PreClip( vPos3, vProjected3);
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// test for trivial rejection (sphere method)
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FLOAT3D vNearest = vProjected0; // find nearest-Z vertex
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if( vNearest(3)>vProjected1(3)) vNearest = vProjected1;
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if( vNearest(3)>vProjected2(3)) vNearest = vProjected2;
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if( vNearest(3)>vProjected3(3)) vNearest = vProjected3;
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// find center
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const FLOAT fX = (vProjected0(1)+vProjected1(1)+vProjected2(1)+vProjected3(1)) * 0.25f;
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const FLOAT fY = (vProjected0(2)+vProjected1(2)+vProjected2(2)+vProjected3(2)) * 0.25f;
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// find radius (approx. distance to nearest-Z vertex)
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// we won't do sqrt but rather larger distance * 0.7f (1/sqrt(2))
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const FLOAT fDX = Abs(fX-vNearest(1));
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const FLOAT fDY = Abs(fY-vNearest(2));
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const FLOAT fR = 0.7f * Max(fDX,fDY);
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// set center vertex location and test it
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vNearest(1) = fX;
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vNearest(2) = fY;
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const INDEX iTest = _pprProjection->TestSphereToFrustum( vNearest, fR);
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if( iTest<0) return;
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// adjust the need for clipping
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if( iTest==0) _bNeedsClipping = TRUE;
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// separate colors (for the sake of fog/haze)
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COLOR col0,col1,col2,col3;
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col0 = col1 = col2 = col3 = col;
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// eventual tex coords for fog or haze
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const INDEX ctTexFG = _atexFogHaze.Count();
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GFXTexCoord *ptexFogHaze = &_atexFogHaze[ctTexFG-4];
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// if haze is active
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if( _Particle_bHasHaze)
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{ // get haze strength at particle position
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ptexFogHaze[0].st.s = (-vProjected0(3)+_haze_fAdd)*_haze_fMul;
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ptexFogHaze[1].st.s = (-vProjected1(3)+_haze_fAdd)*_haze_fMul;
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ptexFogHaze[2].st.s = (-vProjected2(3)+_haze_fAdd)*_haze_fMul;
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ptexFogHaze[3].st.s = (-vProjected3(3)+_haze_fAdd)*_haze_fMul;
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const ULONG ulH0 = 255-GetHazeAlpha(ptexFogHaze[0].st.s);
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const ULONG ulH1 = 255-GetHazeAlpha(ptexFogHaze[1].st.s);
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const ULONG ulH2 = 255-GetHazeAlpha(ptexFogHaze[2].st.s);
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const ULONG ulH3 = 255-GetHazeAlpha(ptexFogHaze[3].st.s);
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if( (ulH0|ulH1|ulH2|ulH3)<4) return;
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if( _colAttMask) { // apply haze color (if not transparent)
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COLOR colH;
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colH = _colAttMask | RGBAToColor( ulH0,ulH0,ulH0,ulH0); col0 = MulColors( col0, colH);
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colH = _colAttMask | RGBAToColor( ulH1,ulH1,ulH1,ulH1); col1 = MulColors( col1, colH);
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colH = _colAttMask | RGBAToColor( ulH2,ulH2,ulH2,ulH2); col2 = MulColors( col2, colH);
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colH = _colAttMask | RGBAToColor( ulH3,ulH3,ulH3,ulH3); col3 = MulColors( col3, colH);
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} else ptexFogHaze[0].st.t = ptexFogHaze[1].st.t = ptexFogHaze[2].st.t = ptexFogHaze[3].st.t = 0;
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}
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// if fog is active
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if( _Particle_bHasFog)
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{ // get fog strength at particle position
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ptexFogHaze[0].st.s = -vProjected0(3)*_fog_fMulZ;
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ptexFogHaze[0].st.t = (vProjected0%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
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ptexFogHaze[1].st.s = -vProjected1(3)*_fog_fMulZ;
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ptexFogHaze[1].st.t = (vProjected1%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
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ptexFogHaze[2].st.s = -vProjected2(3)*_fog_fMulZ;
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ptexFogHaze[2].st.t = (vProjected2%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
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ptexFogHaze[3].st.s = -vProjected3(3)*_fog_fMulZ;
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ptexFogHaze[3].st.t = (vProjected3%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
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const ULONG ulF0 = 255-GetFogAlpha(ptexFogHaze[0]);
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const ULONG ulF1 = 255-GetFogAlpha(ptexFogHaze[1]);
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const ULONG ulF2 = 255-GetFogAlpha(ptexFogHaze[2]);
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const ULONG ulF3 = 255-GetFogAlpha(ptexFogHaze[3]);
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if( (ulF0|ulF1|ulF2|ulF3)<4) return;
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if( _colAttMask) { // apply fog color (if not transparent)
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COLOR colF;
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colF = _colAttMask | RGBAToColor( ulF0,ulF0,ulF0,ulF0); col0 = MulColors( col0, colF);
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colF = _colAttMask | RGBAToColor( ulF1,ulF1,ulF1,ulF1); col1 = MulColors( col1, colF);
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colF = _colAttMask | RGBAToColor( ulF2,ulF2,ulF2,ulF2); col2 = MulColors( col2, colF);
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colF = _colAttMask | RGBAToColor( ulF3,ulF3,ulF3,ulF3); col3 = MulColors( col3, colF);
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}
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}
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// keep fog/haze tex coords (if needed)
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if( _bTransFogHaze) _atexFogHaze.Push(4);
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// add to vertex arrays
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GFXVertex *pvtx = _avtxCommon.Push(4);
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GFXTexCoord *ptex = _atexCommon.Push(4);
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GFXColor *pcol = _acolCommon.Push(4);
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// prepare vertices
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pvtx[0].x = vProjected0(1); pvtx[0].y = vProjected0(2); pvtx[0].z = vProjected0(3);
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pvtx[1].x = vProjected1(1); pvtx[1].y = vProjected1(2); pvtx[1].z = vProjected1(3);
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pvtx[2].x = vProjected2(1); pvtx[2].y = vProjected2(2); pvtx[2].z = vProjected2(3);
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pvtx[3].x = vProjected3(1); pvtx[3].y = vProjected3(2); pvtx[3].z = vProjected3(3);
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// prepare texture coords
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ptex[0] = _atex[0];
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ptex[1] = _atex[1];
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ptex[2] = _atex[2];
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ptex[3] = _atex[3];
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// prepare colors
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const GFXColor glcol0( AdjustColor( col0, _slTexHueShift, _slTexSaturation));
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const GFXColor glcol1( AdjustColor( col1, _slTexHueShift, _slTexSaturation));
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const GFXColor glcol2( AdjustColor( col2, _slTexHueShift, _slTexSaturation));
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const GFXColor glcol3( AdjustColor( col3, _slTexHueShift, _slTexSaturation));
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pcol[0] = glcol0;
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pcol[1] = glcol1;
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pcol[2] = glcol2;
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pcol[3] = glcol3;
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}
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// flushes particle rendering queue (i.e. renders particle on screen)
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void Particle_Flush(void)
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{
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// update stats
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const INDEX ctParticles = _avtxCommon.Count()/4;
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_sfStats.IncrementCounter( CStatForm::SCI_PARTICLES, ctParticles);
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_pGfx->gl_ctParticleTriangles += ctParticles*2;
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// determine need for clipping
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if( _bNeedsClipping) gfxEnableClipping();
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else gfxDisableClipping();
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// flush 1st layer
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gfxFlushQuads();
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// maybe we need to render fog/haze layer
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if( _bTransFogHaze)
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{ // setup haze/fog color and texture
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GFXColor glcolFH;
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gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP);
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if( _Particle_bHasHaze) {
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gfxSetTexture( _haze_ulTexture, _haze_tpLocal);
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glcolFH.ul.abgr = ByteSwap( AdjustColor( _haze_hp.hp_colColor, _slTexHueShift, _slTexSaturation));
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} else {
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gfxSetTexture( _fog_ulTexture, _fog_tpLocal);
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glcolFH.ul.abgr = ByteSwap( AdjustColor( _fog_fp.fp_colColor, _slTexHueShift, _slTexSaturation));
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}
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// prepare haze rendering parameters
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gfxDisableAlphaTest();
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gfxEnableBlend();
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gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
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gfxDisableDepthWrite();
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gfxDepthFunc( GFX_EQUAL); // adjust z-buffer compare
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// copy fog/haze texture array to main texture array and set color to fog/haze
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const INDEX ctVertices = _atexCommon.Count();
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ASSERT( _atexFogHaze.Count()==ctVertices+4);
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memcpy( &_atexCommon[0], &_atexFogHaze[0], ctVertices*sizeof(GFXTexCoord));
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for( INDEX i=0; i<ctVertices; i++) _acolCommon[i] = glcolFH;
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// render it
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gfxFlushQuads();
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// revert to old settings
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gfxEnableAlphaTest();
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gfxDisableBlend();
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gfxDepthFunc( GFX_LESS_EQUAL);
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_ptd->SetAsCurrent(_iFrame);
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_pGfx->gl_ctParticleTriangles += ctParticles*2;
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}
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// all done
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gfxResetArrays();
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_atexFogHaze.PopAll();
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_bNeedsClipping = FALSE;
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}
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// SORTING ROUTINES
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static int qsort_CompareZ( const void *pI0, const void *pI1) {
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const INDEX i0 = (*(INDEX*)pI0) *4;
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const INDEX i1 = (*(INDEX*)pI1) *4;
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const FLOAT fZ0 = _avtxCommon[i0].z;
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const FLOAT fZ1 = _avtxCommon[i1].z;
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if( fZ0<fZ1) return +1;
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else if( fZ0>fZ1) return -1;
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else return 0;
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}
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static int qsort_CompareZ3D( const void *pI0, const void *pI1) {
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const INDEX i0 = (*(INDEX*)pI0) *4;
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const INDEX i1 = (*(INDEX*)pI1) *4;
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const FLOAT fZ0 = (_avtxCommon[i0].z + _avtxCommon[i0+1].z + _avtxCommon[i0+2].z + _avtxCommon[i0+3].z) / 4.0f;
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const FLOAT fZ1 = (_avtxCommon[i1].z + _avtxCommon[i1+1].z + _avtxCommon[i1+2].z + _avtxCommon[i1+3].z) / 4.0f;
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if( fZ0<fZ1) return +1;
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else if( fZ0>fZ1) return -1;
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else return 0;
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}
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// sorts particles by distance
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void Particle_Sort( BOOL b3D/*=FALSE*/)
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{
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INDEX i;
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const INDEX ctParticles = _avtxCommon.Count()/4;
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if( ctParticles<=0) return; // nothing to do!
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// generate sort array
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CStaticArray<INDEX> aiIndices;
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aiIndices.New(ctParticles);
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for( i=0; i<ctParticles; i++) aiIndices[i] = i;
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// bubble sort indices by vertex Z coord
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if(b3D) qsort( &aiIndices[0], ctParticles, sizeof(INDEX), qsort_CompareZ3D);
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else qsort( &aiIndices[0], ctParticles, sizeof(INDEX), qsort_CompareZ);
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// generate inverse table
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CStaticArray<INDEX> aiInverse;
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aiInverse.New(ctParticles);
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for( i=0; i<ctParticles; i++) {
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const INDEX iOrig = aiIndices[i];
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aiInverse[iOrig] = i;
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}
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// sort vertices by indices
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for( i=0; i<ctParticles;) // i is incremented in loop
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{ // fetch destination
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INDEX &iWhere = aiInverse[i];
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ASSERT( iWhere<ctParticles);
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// if current is already in place, advance to next index
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if( iWhere==i) { i++; continue; }
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// swap vertices
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Swap( _avtxCommon[iWhere*4+0], _avtxCommon[i*4+0]);
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Swap( _avtxCommon[iWhere*4+1], _avtxCommon[i*4+1]);
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Swap( _avtxCommon[iWhere*4+2], _avtxCommon[i*4+2]);
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Swap( _avtxCommon[iWhere*4+3], _avtxCommon[i*4+3]);
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// swap texture coords
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Swap( _atexCommon[iWhere*4+0], _atexCommon[i*4+0]);
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Swap( _atexCommon[iWhere*4+1], _atexCommon[i*4+1]);
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Swap( _atexCommon[iWhere*4+2], _atexCommon[i*4+2]);
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Swap( _atexCommon[iWhere*4+3], _atexCommon[i*4+3]);
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// swap colors
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Swap( _acolCommon[iWhere*4+0], _acolCommon[i*4+0]);
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Swap( _acolCommon[iWhere*4+1], _acolCommon[i*4+1]);
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Swap( _acolCommon[iWhere*4+2], _acolCommon[i*4+2]);
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Swap( _acolCommon[iWhere*4+3], _acolCommon[i*4+3]);
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// swap indices
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Swap( aiInverse[iWhere], aiInverse[i]);
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}
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#ifndef NDEBUG
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// test to see whether the array is sorted
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INDEX *pidx = &aiInverse[0];
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GFXVertex4 *pvtx = &_avtxCommon[0];
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for( i=0; i<ctParticles-1; i++) {
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ASSERT( pidx[i] < pidx[i+1]);
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ASSERT( pvtx[i*4].z >= pvtx[(i+1)*4].z);
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}
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#endif
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}
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