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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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292
Code/wwphys/transitioneffect.cpp
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292
Code/wwphys/transitioneffect.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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 General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (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 General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : wwphys *
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* *
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* $Archive:: /Commando/Code/wwphys/transitioneffect.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 8/07/01 3:39p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "transitioneffect.h"
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#include "matpass.h"
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#include "vertmaterial.h"
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#include "physresourcemgr.h"
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#include "phys.h"
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#include "rinfo.h"
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#include "camera.h"
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#include "chunkio.h"
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#include "texture.h"
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/*************************************************************************************************
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**
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** TransitionEffectClass Implementation
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**
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*************************************************************************************************/
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static float STEALTH_FRACTION_RATE = 0.5f; // rate at which the fraction approaches its target
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static float STEALTH_ZNEAR_FADE_DISTANCE = 15.0f; // distance at which the intensity starts to fade due to camera proximity
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static float STEALTH_ZNEAR_AMOUNT = 0.25f; // amount the intensity can change as it approaches the camera
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static float STEALTH_FRIENDLY_FRACTION = 0.75f; // fraction at which friendly stealthed objects appear
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static float STEALTH_BROKEN_FRACTION = 0.25f; // fraction at which broken stealthed objects appear
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static float STEALTH_DAMAGED_FRACTION = 0.6f; // fraction that is jumped to when an object gets damaged
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static Vector2 MAX_STEALTH_UV_RATE(2.75f,-3.0f);
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static Vector2 MIN_STEALTH_UV_RATE(0.5f,-0.5f);
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TransitionEffectClass::TransitionEffectClass(void) :
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CurrentParameter(0.0f),
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TargetParameter(1.0f),
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ParameterVelocity(1.0f),
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MinUVRate(0.5f,-0.5f),
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MaxUVRate(2.75f,-3.0f),
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UVRate(0.0f,0.0f),
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StartDelay(0.0f),
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RemoveOnComplete(false),
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RenderBaseMaterial(false),
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RenderTransitionMaterial(true),
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IntensityScale(1.0f),
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UVOffset(0.0f,0.0f),
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MaxIntensity(1.0f),
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Mapper(NULL),
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MaterialPass(NULL)
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{
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MaterialPass = NEW_REF(MaterialPassClass,());
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MaterialPass->Enable_On_Translucent_Meshes(false);
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VertexMaterialClass * vmtl = NEW_REF(VertexMaterialClass,()); //PhysResourceMgrClass::Get_Stealth_Material();
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vmtl->Set_Ambient(0,0,0);
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vmtl->Set_Diffuse(0,0,0);
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vmtl->Set_Specular(0,0,0);
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vmtl->Set_Emissive(1.0f,1.0f,1.0f);
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vmtl->Set_Opacity(1.0f);
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vmtl->Set_Shininess(0.0f);
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vmtl->Set_Lighting(true);
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Mapper = NEW_REF(MatrixMapperClass,(0));
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Mapper->Set_Type(MatrixMapperClass::ORTHO_PROJECTION);
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Mapper->Set_Texture_Transform(Matrix4(1),64.0f);
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vmtl->Set_Mapper(Mapper,0);
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MaterialPass->Set_Material(vmtl);
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REF_PTR_RELEASE(vmtl);
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ShaderClass shader = ShaderClass::_PresetAdditiveShader;
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shader.Set_Primary_Gradient(ShaderClass::GRADIENT_ADD);
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MaterialPass->Set_Shader(ShaderClass::_PresetAdditiveShader);
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}
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TransitionEffectClass::~TransitionEffectClass(void)
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{
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REF_PTR_RELEASE(MaterialPass);
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REF_PTR_RELEASE(Mapper);
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}
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void TransitionEffectClass::Timestep(float dt)
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{
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/*
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** Update the parameter
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*/
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if (StartDelay > 0.0f) {
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StartDelay -= dt;
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} else {
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float step = ParameterVelocity * dt;
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if (step > WWMath::Fabs(TargetParameter - CurrentParameter)) {
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CurrentParameter = TargetParameter;
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if (RemoveOnComplete) {
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Enable_Auto_Remove(true);
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}
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} else {
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if (TargetParameter < CurrentParameter) {
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CurrentParameter -= step;
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} else {
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CurrentParameter += step;
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}
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}
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}
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/*
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** The Intensity is computed as a function of the stealth fraction
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*/
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IntensityScale = 1.0f - 2.0f * WWMath::Fabs(CurrentParameter - 0.5f);
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IntensityScale *= MaxIntensity;
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/*
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** Update the uv cycling animation. I'm deriving the UV animation rate
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** from the intensity
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*/
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Vector2 uv_rate = MinUVRate + IntensityScale * IntensityScale * (MaxUVRate - MinUVRate);
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UVOffset += uv_rate * dt;
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UVOffset.X = fmod(UVOffset.X , 2.0f);
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UVOffset.Y = fmod(UVOffset.Y , 2.0f);
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/*
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** The base pass gets rendered when the stealh fraction is < 0.5
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** The material pass gets rendered if the intensity is greater than 0.0
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*/
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RenderBaseMaterial = (CurrentParameter < 0.5f);
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RenderTransitionMaterial = (IntensityScale > 0.0f);
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}
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void TransitionEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass * obj)
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{
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if (RenderTransitionMaterial) {
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/*
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** Update the material settings and texture transform
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*/
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MaterialPass->Peek_Material()->Set_Emissive(Vector3(1,1,1) * IntensityScale);
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Matrix4 tm(1);
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tm[0][3] = UVOffset.X;
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tm[1][3] = UVOffset.Y;
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Mapper->Set_Texture_Transform(tm,64.0f);
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/*
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** Add the material pass!
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*/
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rinfo.Push_Material_Pass(MaterialPass);
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}
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if (RenderBaseMaterial == false) {
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rinfo.Push_Override_Flags(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY);
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}
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}
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void TransitionEffectClass::Render_Pop(RenderInfoClass & rinfo)
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{
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if (RenderBaseMaterial == false) {
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rinfo.Pop_Override_Flags();
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}
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if (RenderTransitionMaterial) {
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rinfo.Pop_Material_Pass();
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}
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}
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void TransitionEffectClass::Set_Texture(TextureClass * texture)
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{
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if (MaterialPass != NULL) {
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MaterialPass->Set_Texture(texture,0);
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}
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}
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/************************************************************************************
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**
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** Save-Load support
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**
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************************************************************************************/
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enum
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{
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TRANSITIONEFFECT_CHUNK_VARIABLES = 702011215, // member variables.
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TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER = 0,
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TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,
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TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,
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TRANSITIONEFFECT_VARIABLE_MINUVRATE,
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TRANSITIONEFFECT_VARIABLE_MAXUVRATE,
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TRANSITIONEFFECT_VARIABLE_UVRATE,
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TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,
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TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,
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TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,
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TRANSITIONEFFECT_VARIABLE_UVOFFSET,
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TRANSITIONEFFECT_VARIABLE_TEXTURENAME,
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};
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bool TransitionEffectClass::Save(ChunkSaveClass & csave)
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{
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const char * texname = NULL;
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TextureClass * tex = MaterialPass->Peek_Texture(0);
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if (tex != NULL) {
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texname = tex->Get_Texture_Name();
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}
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csave.Begin_Chunk(TRANSITIONEFFECT_CHUNK_VARIABLES);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER,CurrentParameter);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,TargetParameter);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,ParameterVelocity);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_MINUVRATE,MinUVRate);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_MAXUVRATE,MaxUVRate);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_UVRATE,UVRate);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,RenderBaseMaterial);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,RenderBaseMaterial);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,IntensityScale);
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WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_UVOFFSET,UVOffset);
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if (texname != NULL) {
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WRITE_MICRO_CHUNK_STRING(csave,TRANSITIONEFFECT_VARIABLE_TEXTURENAME,texname);
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}
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csave.End_Chunk();
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return true;
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}
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bool TransitionEffectClass::Load(ChunkLoadClass & cload)
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{
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StringClass texname;
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case TRANSITIONEFFECT_CHUNK_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER,CurrentParameter);
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,TargetParameter);
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,ParameterVelocity);
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_MINUVRATE,MinUVRate);
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_MAXUVRATE,MaxUVRate);
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_UVRATE,UVRate);
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,RenderBaseMaterial);
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,RenderBaseMaterial);
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,IntensityScale);
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READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_UVOFFSET,UVOffset);
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READ_MICRO_CHUNK_WWSTRING(cload,TRANSITIONEFFECT_VARIABLE_TEXTURENAME,texname);
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}
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cload.Close_Micro_Chunk();
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}
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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