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https://github.com/GTAmodding/re3.git
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134 lines
2.9 KiB
C
134 lines
2.9 KiB
C
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#pragma once
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#ifdef EXTENDED_PIPELINES
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#ifdef LIBRW
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namespace CustomPipes {
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struct CustomMatExt
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{
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rw::Texture *glossTex;
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bool haveGloss;
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};
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extern rw::int32 CustomMatOffset;
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inline CustomMatExt *GetCustomMatExt(rw::Material *mat) {
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return PLUGINOFFSET(CustomMatExt, mat, CustomMatOffset);
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}
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struct Color
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{
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float r, g, b, a;
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Color(void) {}
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Color(float r, float g, float b, float a) : r(r), g(g), b(b), a(a) {}
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};
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class InterpolatedValue
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{
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public:
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virtual void Read(char *s, int line, int field) = 0;
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};
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class InterpolatedFloat : public InterpolatedValue
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{
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public:
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float data[24][NUMWEATHERS];
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float curInterpolator;
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float curVal;
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InterpolatedFloat(float init);
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void Read(char *s, int line, int field);
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float Get(void);
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};
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class InterpolatedColor : public InterpolatedValue
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{
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public:
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Color data[24][NUMWEATHERS];
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float curInterpolator;
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Color curVal;
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InterpolatedColor(const Color &init);
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void Read(char *s, int line, int field);
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Color Get(void);
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};
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class InterpolatedLight : public InterpolatedColor
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{
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public:
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InterpolatedLight(const Color &init) : InterpolatedColor(init) {}
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void Read(char *s, int line, int field);
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};
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char *ReadTweakValueTable(char *fp, InterpolatedValue &interp);
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void CustomPipeRegister(void);
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void CustomPipeRegisterGL(void);
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void CustomPipeInit(void);
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void CustomPipeShutdown(void);
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void SetTxdFindCallback(void);
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extern bool bRenderingEnvMap;
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extern int32 EnvMapSize;
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extern rw::Camera *EnvMapCam;
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extern rw::Texture *EnvMapTex;
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extern rw::Texture *EnvMaskTex;
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void EnvMapRender(void);
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enum {
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VEHICLEPIPE_MATFX,
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VEHICLEPIPE_NEO
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};
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extern int32 VehiclePipeSwitch;
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extern float VehicleShininess;
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extern float VehicleSpecularity;
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extern InterpolatedFloat Fresnel;
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extern InterpolatedFloat Power;
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extern InterpolatedLight DiffColor;
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extern InterpolatedLight SpecColor;
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extern rw::ObjPipeline *vehiclePipe;
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void CreateVehiclePipe(void);
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void DestroyVehiclePipe(void);
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void AttachVehiclePipe(rw::Atomic *atomic);
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void AttachVehiclePipe(rw::Clump *clump);
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extern float LightmapMult;
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extern InterpolatedFloat WorldLightmapBlend;
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extern rw::ObjPipeline *worldPipe;
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void CreateWorldPipe(void);
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void DestroyWorldPipe(void);
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void AttachWorldPipe(rw::Atomic *atomic);
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void AttachWorldPipe(rw::Clump *clump);
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extern float GlossMult;
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extern rw::ObjPipeline *glossPipe;
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void CreateGlossPipe(void);
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void DestroyGlossPipe(void);
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void AttachGlossPipe(rw::Atomic *atomic);
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void AttachGlossPipe(rw::Clump *clump);
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rw::Texture *GetGlossTex(rw::Material *mat);
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extern float RimlightMult;
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extern InterpolatedColor RampStart;
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extern InterpolatedColor RampEnd;
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extern InterpolatedFloat Offset;
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extern InterpolatedFloat Scale;
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extern InterpolatedFloat Scaling;
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extern rw::ObjPipeline *rimPipe;
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extern rw::ObjPipeline *rimSkinPipe;
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void CreateRimLightPipes(void);
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void DestroyRimLightPipes(void);
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void AttachRimPipe(rw::Atomic *atomic);
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void AttachRimPipe(rw::Clump *clump);
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}
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#endif
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#endif
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