janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
403 lines
12 KiB
C++
403 lines
12 KiB
C++
/**
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* =========================================================================
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* File : PlayerRenderer.cpp
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* Project : Pyrogenesis
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* Description : Implementation of player colour RenderModifiers.
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* =========================================================================
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*/
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#include "precompiled.h"
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#include "renderer/Renderer.h"
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#include "renderer/PlayerRenderer.h"
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#include "renderer/ShadowMap.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "ps/CLogger.h"
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#define LOG_CATEGORY "graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// FastPlayerColorRender
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FastPlayerColorRender::FastPlayerColorRender()
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{
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debug_assert(ogl_max_tex_units >= 3);
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}
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FastPlayerColorRender::~FastPlayerColorRender()
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{
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}
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bool FastPlayerColorRender::IsAvailable()
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{
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return (ogl_max_tex_units >= 3);
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}
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int FastPlayerColorRender::BeginPass(int pass)
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{
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debug_assert(pass == 0);
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// Fast player color uses a single pass with three texture environments
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// Note: This uses ARB_texture_env_crossbar (which is checked in GameSetup)
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//
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// We calculate: Result = Color*Texture*(PlayerColor*(1-Texture.a) + 1.0*Texture.a)
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// Algebra gives us:
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// Result = (1 - ((1 - PlayerColor) * (1 - Texture.a)))*Texture*Color
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// TexEnv #0
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pglActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
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// Don't care about alpha; set it to something harmless
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// TexEnv #1
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pglActiveTextureARB(GL_TEXTURE0+1);
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Don't care about alpha; set it to something harmless
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// TexEnv #2
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pglActiveTextureARB(GL_TEXTURE0+2);
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Don't care about alpha; set it to something harmless
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE0);
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return STREAM_POS|STREAM_COLOR|STREAM_UV0;
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}
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bool FastPlayerColorRender::EndPass(int UNUSED(pass))
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{
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// Restore state
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pglActiveTextureARB(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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pglActiveTextureARB(GL_TEXTURE2);
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glDisable(GL_TEXTURE_2D);
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pglActiveTextureARB(GL_TEXTURE0);
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return true;
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}
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void FastPlayerColorRender::PrepareTexture(int UNUSED(pass), CTexture* texture)
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{
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g_Renderer.SetTexture(2, texture);
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g_Renderer.SetTexture(1, texture);
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g_Renderer.SetTexture(0, texture);
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}
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void FastPlayerColorRender::PrepareModel(int UNUSED(pass), CModel* model)
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{
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// Get the player color
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SMaterialColor colour = model->GetMaterial().GetPlayerColor();
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float* color = &colour.r; // because it's stored RGBA
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// Set the texture environment color the player color
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SlowPlayerColorRender
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SlowPlayerColorRender::SlowPlayerColorRender()
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{
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}
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SlowPlayerColorRender::~SlowPlayerColorRender()
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{
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}
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int SlowPlayerColorRender::BeginPass(int pass)
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{
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// We calculate: Result = (Color*Texture)*Texture.a + (Color*Texture*PlayerColor)*(1-Texture.a)
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// Modulation is done via texture environments, the final interpolation is done via blending
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if (pass == 0)
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{
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// TexEnv #0
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pglActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Don't care about alpha; set it to something harmless
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// Render it!
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return STREAM_POS|STREAM_COLOR|STREAM_UV0;
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}
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else
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{
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// TexEnv #0
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Alpha = Opacity of non-player colored layer
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// TexEnv #1
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pglActiveTextureARB(GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Pass alpha unchanged
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE0);
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// Setup blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_LESS, 1.0);
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glDepthMask(0);
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// Render it!
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return STREAM_POS|STREAM_COLOR|STREAM_UV0;
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}
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}
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bool SlowPlayerColorRender::EndPass(int pass)
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{
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if (pass == 0)
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return false; // need two passes
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// Restore state
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pglActiveTextureARB(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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pglActiveTextureARB(GL_TEXTURE0);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(1);
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return true;
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}
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void SlowPlayerColorRender::PrepareTexture(int pass, CTexture* texture)
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{
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if (pass == 1)
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g_Renderer.SetTexture(1, texture);
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g_Renderer.SetTexture(0, texture);
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}
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void SlowPlayerColorRender::PrepareModel(int pass, CModel* model)
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{
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if (pass == 1)
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{
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// Get the player color
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SMaterialColor colour = model->GetMaterial().GetPlayerColor();
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float* color = &colour.r; // because it's stored RGBA
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// Set the texture environment color the player color
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// LitPlayerColorRender
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LitPlayerColorRender::LitPlayerColorRender()
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{
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}
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LitPlayerColorRender::~LitPlayerColorRender()
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{
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}
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int LitPlayerColorRender::BeginPass(int pass)
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{
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debug_assert(GetShadowMap() && GetShadowMap()->GetUseDepthTexture());
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if (pass == 0)
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{
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// First pass: Lay down the material color
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// We calculate:
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// Material = Texture*(PlayerColor*(1.0-Texture.a) + 1.0*Texture.a))
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// = (1 - ((1 - PlayerColor) * (1 - Texture.a)))*Texture
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// Incoming Color holds the player color
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// Texture 0 holds the model's texture
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// TexEnv #0
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pglActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
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// Don't care about alpha; set it to something harmless
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// TexEnv #1
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pglActiveTextureARB(GL_TEXTURE0+1);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, GetShadowMap()->GetTexture());
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Don't care about alpha; set it to something harmless
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE0);
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return STREAM_POS|STREAM_UV0;
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}
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else
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{
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// Second pass: Multiply with lighting
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//
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// We calculate:
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// Lighting = Ambient + Diffuse * Shadow
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// and modulate with frame buffer contents
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//
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// Incoming color is diffuse
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// Texture 1 is the shadow map
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// TexEnv #0
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pglActiveTextureARB(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, GetShadowMap()->GetTexture());
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// TexEnv #1
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pglActiveTextureARB(GL_TEXTURE1);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, GetShadowMap()->GetTexture());
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &GetLightEnv()->m_UnitsAmbientColor.X);
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pglActiveTextureARB(GL_TEXTURE0);
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// Blending, Z settings
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glEnable(GL_BLEND);
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glBlendFunc(GL_DST_COLOR, GL_ZERO);
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glDepthMask(0);
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return STREAM_POS|STREAM_COLOR|STREAM_TEXGENTOUV1;
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}
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}
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bool LitPlayerColorRender::EndPass(int pass)
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{
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if (pass == 0)
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{
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return false;
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}
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else
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{
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// Restore state
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pglActiveTextureARB(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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pglActiveTextureARB(GL_TEXTURE0);
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glDisable(GL_BLEND);
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glDepthMask(1);
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return true;
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}
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}
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const CMatrix3D* LitPlayerColorRender::GetTexGenMatrix(int UNUSED(pass))
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{
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return &GetShadowMap()->GetTextureMatrix();
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}
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void LitPlayerColorRender::PrepareTexture(int pass, CTexture* texture)
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{
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if (pass == 0)
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g_Renderer.SetTexture(0, texture);
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}
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void LitPlayerColorRender::PrepareModel(int pass, CModel* model)
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{
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if (pass == 0)
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{
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// Get the player color
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SMaterialColor colour = model->GetMaterial().GetPlayerColor();
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// Send the player color
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glColor3f(colour.r, colour.g, colour.b);
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}
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}
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