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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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477 lines
14 KiB
C++
477 lines
14 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/animated_material.h"
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#include "nel/misc/common.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CMaterialBase::CAnimatedTexture::serial(NLMISC::IStream &f)
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{
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ITexture *text= NULL;
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if(f.isReading())
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{
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f.serialPolyPtr(text);
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Texture= text;
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}
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else
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{
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text= Texture;
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f.serialPolyPtr(text);
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}
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}
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// ***************************************************************************
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CMaterialBase::CMaterialBase()
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{
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DefaultAmbient.setDefaultValue(CRGBA(64,64,64));
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DefaultDiffuse.setDefaultValue(CRGBA(128,128,128));
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DefaultSpecular.setDefaultValue(CRGBA(0,0,0));
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DefaultShininess.setDefaultValue(10);
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DefaultEmissive.setDefaultValue(CRGBA(128,128,128));
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DefaultOpacity.setDefaultValue(1);
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DefaultTexture.setDefaultValue(0x7FFFFFFF);
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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DefaultTexAnimTracks[k].setDefaultValue();
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}
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}
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// ***************************************************************************
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void CMaterialBase::serial(NLMISC::IStream &f)
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{
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sint ver= f.serialVersion(1);
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f.serial(Name);
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f.serial(DefaultAmbient, DefaultDiffuse, DefaultSpecular);
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f.serial(DefaultShininess, DefaultEmissive, DefaultOpacity, DefaultTexture);
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f.serialCont(_AnimatedTextures);
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if (ver > 0)
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{
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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f.serial(DefaultTexAnimTracks[k]);
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}
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}
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}
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// ***************************************************************************
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void CMaterialBase::copyFromMaterial(CMaterial *pMat)
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{
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DefaultAmbient.setDefaultValue(pMat->getAmbient());
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DefaultDiffuse.setDefaultValue(pMat->getDiffuse());
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DefaultSpecular.setDefaultValue(pMat->getSpecular());
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DefaultShininess.setDefaultValue(pMat->getShininess());
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DefaultEmissive.setDefaultValue(pMat->getEmissive());
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DefaultOpacity.setDefaultValue(pMat->getDiffuse().A/255.f);
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/// get uv value from material
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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if (pMat->isUserTexMatEnabled(k))
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{
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float uTrans, vTrans, uScale, vScale, wRot;
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pMat->decompUserTexMat(k, uTrans, vTrans, wRot, uScale, vScale);
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DefaultTexAnimTracks[k].DefaultUTrans.setDefaultValue(uTrans);
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DefaultTexAnimTracks[k].DefaultVTrans.setDefaultValue(vTrans);
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DefaultTexAnimTracks[k].DefaultUScale.setDefaultValue(uScale);
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DefaultTexAnimTracks[k].DefaultVScale.setDefaultValue(vScale);
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DefaultTexAnimTracks[k].DefaultWRot.setDefaultValue(wRot);
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}
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}
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}
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// ***************************************************************************
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void CMaterialBase::setAnimatedTexture(uint32 id, CSmartPtr<ITexture> pText)
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{
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// add or replace the texture.
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_AnimatedTextures[id].Texture= pText;
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}
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// ***************************************************************************
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bool CMaterialBase::validAnimatedTexture(uint32 id)
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{
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TAnimatedTextureMap::iterator it;
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it= _AnimatedTextures.find(id);
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return it!=_AnimatedTextures.end();
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}
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// ***************************************************************************
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ITexture* CMaterialBase::getAnimatedTexture(uint32 id)
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{
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TAnimatedTextureMap::iterator it;
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it= _AnimatedTextures.find(id);
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if( it!=_AnimatedTextures.end() )
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return it->second.Texture;
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else
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return NULL;
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}
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CAnimatedMaterial::CAnimatedMaterial(CMaterialBase *baseMat)
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{
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nlassert(baseMat);
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_MaterialBase= baseMat;
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// IAnimatable.
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IAnimatable::resize(AnimValueLast);
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_Ambient.Value= _MaterialBase->DefaultAmbient.getDefaultValue();
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_Diffuse.Value= _MaterialBase->DefaultDiffuse.getDefaultValue();
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_Specular.Value= _MaterialBase->DefaultSpecular.getDefaultValue();
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_Shininess.Value= _MaterialBase->DefaultShininess.getDefaultValue();
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_Emissive.Value= _MaterialBase->DefaultEmissive.getDefaultValue();
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_Opacity.Value= _MaterialBase->DefaultOpacity.getDefaultValue();
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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_TexAnimatedMatValues[k].affect(baseMat->DefaultTexAnimTracks[k]);
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}
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}
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// ***************************************************************************
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void CAnimatedMaterial::setMaterial(CMaterial *pMat)
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{
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_Material= pMat;
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}
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// ***************************************************************************
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std::string CAnimatedMaterial::getMaterialName() const
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{
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nlassert(_MaterialBase);
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return _MaterialBase->Name;
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}
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// ***************************************************************************
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void CAnimatedMaterial::update()
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{
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if(isTouched(OwnerBit) && _Material!=NULL /*&& _Material->isLighted()*/)
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{
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// well, just update all... :)
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// diffuse part.
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CRGBA diff= _Diffuse.Value;
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sint c= (sint)(_Opacity.Value*255);
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clamp(c, 0, 255);
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diff.A= c;
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// setup material.
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if (_Material->isLighted())
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{
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_Material->setLighting(true, _Emissive.Value, _Ambient.Value, diff, _Specular.Value, _Shininess.Value);
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}
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else
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{
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_Material->setColor(diff);
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}
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// clear flags.
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clearFlag(AmbientValue);
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clearFlag(DiffuseValue);
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clearFlag(SpecularValue);
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clearFlag(ShininessValue);
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clearFlag(EmissiveValue);
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clearFlag(OpacityValue);
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// Texture Anim.
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if(isTouched(TextureValue))
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{
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nlassert(_MaterialBase);
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uint32 id= _Texture.Value;
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if(_MaterialBase->validAnimatedTexture(id))
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{
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_Material->setTexture(0, _MaterialBase->getAnimatedTexture(id) );
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}
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clearFlag(TextureValue);
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}
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// Get texture matrix from animated value to setup the material
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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if (_Material->isUserTexMatEnabled(k))
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{
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const CTexAnimatedMatValues &texMatAV = _TexAnimatedMatValues[k];
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CMatrix convMat; // exported v are already inverted (todo : optim this if needed, this matrix shouldn't be necessary)
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convMat.setRot(CVector::I, -CVector::J, CVector::K);
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convMat.setPos(CVector::J);
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float fCos = cosf(texMatAV._WRot.Value);
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float fSin = sinf(texMatAV._WRot.Value);
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CMatrix SR;
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SR.setRot(CVector(texMatAV._UScale.Value * fCos, texMatAV._VScale.Value * fSin, 0.f),
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CVector(- texMatAV._UScale.Value * fSin, texMatAV._VScale.Value * fCos, 0.f),
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CVector::K);
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CVector half(0.5f, 0.5f, 0.f);
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SR.setPos(SR.mulVector(- half - CVector(texMatAV._UTrans.Value, texMatAV._VTrans.Value, 0.f)) + half);
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_Material->setUserTexMat(k, convMat * SR * convMat);
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}
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}
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// We are OK!
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IAnimatable::clearFlag(OwnerBit);
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}
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}
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// ***************************************************************************
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IAnimatedValue* CAnimatedMaterial::getValue (uint valueId)
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{
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switch(valueId)
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{
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case AmbientValue: return &_Ambient;
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case DiffuseValue: return &_Diffuse;
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case SpecularValue: return &_Specular;
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case ShininessValue: return &_Shininess;
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case EmissiveValue: return &_Emissive;
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case OpacityValue: return &_Opacity;
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case TextureValue: return &_Texture;
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default: // this may be a texture animated value...
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if (valueId >= TextureMatValues && valueId < AnimValueLast)
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{
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const uint baseId = valueId - TextureMatValues;
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const uint texNum = baseId / NumTexAnimatedValues; // stage index
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const uint argID = baseId % NumTexAnimatedValues; // value for this stage
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switch(argID)
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{
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case 0: return &_TexAnimatedMatValues[texNum]._UTrans;
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case 1: return &_TexAnimatedMatValues[texNum]._VTrans;
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case 2: return &_TexAnimatedMatValues[texNum]._UScale;
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case 3: return &_TexAnimatedMatValues[texNum]._VScale;
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case 4: return &_TexAnimatedMatValues[texNum]._WRot;
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}
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}
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break;
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};
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// shoudl not be here!!
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nlstop;
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return NULL;
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}
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// ***************************************************************************
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const char *CAnimatedMaterial::getValueName (uint valueId) const
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{
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switch(valueId)
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{
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case AmbientValue: return getAmbientValueName();
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case DiffuseValue: return getDiffuseValueName();
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case SpecularValue: return getSpecularValueName();
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case ShininessValue: return getShininessValueName();
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case EmissiveValue: return getEmissiveValueName();
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case OpacityValue: return getOpacityValueName();
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case TextureValue: return getTextureValueName();
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default: // this may be a texture animated value...
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if (valueId >= TextureMatValues && valueId < AnimValueLast)
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{
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const uint baseId = valueId - TextureMatValues;
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const uint texNum = baseId / NumTexAnimatedValues;
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const uint argID = baseId % NumTexAnimatedValues;
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switch(argID)
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{
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case 0: return getTexMatUTransName (texNum);
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case 1: return getTexMatVTransName(texNum);
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case 2: return getTexMatUScaleName(texNum);
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case 3: return getTexMatVScaleName(texNum);
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case 4: return getTexMatWRotName(texNum);
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}
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}
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break;
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};
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// shoudl not be here!!
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nlstop;
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return "";
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}
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// ***************************************************************************
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ITrack* CAnimatedMaterial::getDefaultTrack (uint valueId)
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{
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nlassert(_MaterialBase);
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switch(valueId)
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{
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case AmbientValue: return &_MaterialBase->DefaultAmbient;
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case DiffuseValue: return &_MaterialBase->DefaultDiffuse;
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case SpecularValue: return &_MaterialBase->DefaultSpecular;
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case ShininessValue: return &_MaterialBase->DefaultShininess;
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case EmissiveValue: return &_MaterialBase->DefaultEmissive;
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case OpacityValue: return &_MaterialBase->DefaultOpacity;
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case TextureValue: return &_MaterialBase->DefaultTexture;
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default: // this may be a texture animated value...
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if (valueId >= TextureMatValues && valueId < AnimValueLast)
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{
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const uint baseId = valueId - TextureMatValues;
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const uint texNum = baseId / NumTexAnimatedValues;
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const uint argID = baseId % NumTexAnimatedValues;
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switch(argID)
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{
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case 0: return &_MaterialBase->DefaultTexAnimTracks[texNum].DefaultUTrans;
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case 1: return &_MaterialBase->DefaultTexAnimTracks[texNum].DefaultVTrans;
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case 2: return &_MaterialBase->DefaultTexAnimTracks[texNum].DefaultUTrans;
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case 3: return &_MaterialBase->DefaultTexAnimTracks[texNum].DefaultVTrans;
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case 4: return &_MaterialBase->DefaultTexAnimTracks[texNum].DefaultWRot;
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}
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}
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break;
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};
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// shoudl not be here!!
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nlstop;
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return NULL;
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}
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// ***************************************************************************
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void CAnimatedMaterial::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
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{
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// For CAnimatedMaterial, channels are detailled (material rendered after clip)!
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addValue(chanMixer, AmbientValue, OwnerBit, prefix, true);
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addValue(chanMixer, DiffuseValue, OwnerBit, prefix, true);
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addValue(chanMixer, SpecularValue, OwnerBit, prefix, true);
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addValue(chanMixer, ShininessValue, OwnerBit, prefix, true);
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addValue(chanMixer, EmissiveValue, OwnerBit, prefix, true);
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addValue(chanMixer, OpacityValue, OwnerBit, prefix, true);
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addValue(chanMixer, TextureValue, OwnerBit, prefix, true);
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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for (uint l = 0; l < NumTexAnimatedValues; ++l)
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{
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addValue(chanMixer, TextureMatValues + l + k * NumTexAnimatedValues, OwnerBit, prefix, true);
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}
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}
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}
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// ***************************************************************************
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const char *CAnimatedMaterial::getTexMatUTransName(uint stage)
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{
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static char names[IDRV_MAT_MAXTEXTURES][16];
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static bool init = false;
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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if (!init) // where name initialized ?
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{
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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sprintf(&names[k][0], "UTrans%d", k);
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}
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init = true;
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}
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return names[stage];
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}
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// ***************************************************************************
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const char *CAnimatedMaterial::getTexMatVTransName(uint stage)
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{
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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static char names[IDRV_MAT_MAXTEXTURES][16];
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static bool init = false;
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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if (!init) // where name initialized ?
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{
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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sprintf(&names[k][0], "VTrans%d", k);
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}
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init = true;
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}
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return names[stage];
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}
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// ***************************************************************************
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const char *CAnimatedMaterial::getTexMatUScaleName(uint stage)
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{
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static char names[IDRV_MAT_MAXTEXTURES][16];
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static bool init = false;
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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if (!init) // where name initialized ?
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{
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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sprintf(&names[k][0], "UScale%d", k);
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}
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init = true;
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}
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return names[stage];
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}
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// ***************************************************************************
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const char *CAnimatedMaterial::getTexMatVScaleName(uint stage)
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{
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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static char names[IDRV_MAT_MAXTEXTURES][16];
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static bool init = false;
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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if (!init) // where name initialized ?
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{
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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sprintf(&names[k][0], "VScale%d", k);
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}
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init = true;
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}
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return names[stage];
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}
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// ***************************************************************************
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const char *CAnimatedMaterial::getTexMatWRotName(uint stage)
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{
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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static char names[IDRV_MAT_MAXTEXTURES][16];
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static bool init = false;
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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if (!init) // where name initialized ?
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{
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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sprintf(&names[k][0], "WRot%d", k);
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}
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init = true;
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}
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return names[stage];
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}
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} // NL3D
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