mirror of
https://github.com/GTAmodding/re3.git
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267 lines
4.9 KiB
C++
267 lines
4.9 KiB
C++
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#include "common.h"
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#include "main.h"
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#include "rwcore.h"
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#include "rwplcore.h"
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#include "CutsceneShadow.h"
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#include "RwHelper.h"
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#define DLIGHT_VALUE 0.8f /* Directional light intensity */
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CCutsceneShadow::CCutsceneShadow()
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{
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m_pAtomic = NULL;
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m_nRwObjectType = -1;
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m_pLight = NULL;
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m_nBlurPasses = 0;
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m_bResample = false;
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m_bGradient = false;
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}
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CCutsceneShadow::~CCutsceneShadow()
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{
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Destroy();
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}
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bool
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CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient)
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{
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RwRGBAReal color;
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RwFrame *frame;
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if (!object)
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return false;
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m_pLight = RpLightCreate(rpLIGHTDIRECTIONAL);
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if (!m_pLight)
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return false;
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color.red = color.green = color.blue = DLIGHT_VALUE;
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color.alpha = 0.0f;
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RpLightSetColor(m_pLight, &color);
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frame = RwFrameCreate();
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RpLightSetFrame(m_pLight, frame);
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SetLightProperties(180.0f, 90.0f, false);
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m_pObject = object;
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m_nRwObjectType = RwObjectGetType(m_pObject);
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switch ( m_nRwObjectType )
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{
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case rpCLUMP:
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{
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RpClumpGetBoundingSphere(m_pClump, &m_BoundingSphere, 1);
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m_BaseSphere.radius = m_BoundingSphere.radius;
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RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
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break;
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}
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case rpATOMIC:
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{
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m_BoundingSphere = *RpAtomicGetBoundingSphere(m_pAtomic);
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m_BaseSphere.radius = m_BoundingSphere.radius;
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RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
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break;
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}
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default:
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{
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Destroy();
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return false;
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break;
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}
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}
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if ( !m_Camera.Create(rasterSize) )
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{
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Destroy();
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return false;
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}
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m_nBlurPasses = blurPasses;
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m_bResample = resample;
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m_bGradient = gradient;
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if ( m_bResample && !m_ResampleCamera.Create(rasterSize - 1) )
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{
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Destroy();
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return false;
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}
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if ( m_nBlurPasses != 0 )
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{
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if ( !m_BlurCamera.Create(resample ? rasterSize - 1 : rasterSize) )
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{
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Destroy();
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return false;
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}
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}
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if ( m_bGradient )
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{
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if ( !m_GradientCamera.Create(resample ? rasterSize - 1 : rasterSize) )
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{
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Destroy();
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return false;
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}
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m_GradientCamera.MakeGradientRaster();
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}
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m_Camera.SetLight(m_pLight);
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switch ( m_nRwObjectType )
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{
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case rpATOMIC:
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m_Camera.SetFrustum(1.1f * m_BoundingSphere.radius);
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break;
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case rpCLUMP:
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m_Camera.SetFrustum(1.1f * m_BoundingSphere.radius);
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break;
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}
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m_Camera.SetCenter(&m_BaseSphere.center);
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return true;
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}
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RwFrame *
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CCutsceneShadow::SetLightProperties(float angleY, float angleX, bool setLight)
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{
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RwFrame *frame;
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static RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
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static RwV3d Yaxis = { 0.0f, 1.0f, 0.0f };
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frame = RpLightGetFrame(m_pLight);
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if ( !frame )
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return NULL;
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RwFrameRotate(frame, &Yaxis, angleY, rwCOMBINEREPLACE);
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RwFrameRotate(frame, &Xaxis, angleX, rwCOMBINEPOSTCONCAT);
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if ( setLight )
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m_Camera.SetLight(m_pLight);
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return frame;
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}
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bool
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CCutsceneShadow::IsInitialized()
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{
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return m_pObject != NULL;
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}
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void
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CCutsceneShadow::Destroy()
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{
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m_Camera.Destroy();
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m_ResampleCamera.Destroy();
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m_BlurCamera.Destroy();
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m_GradientCamera.Destroy();
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m_pAtomic = NULL;
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m_nRwObjectType = -1;
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if (m_pLight)
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{
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RwFrame *frame = RpLightGetFrame(m_pLight);
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RpLightSetFrame(m_pLight, NULL);
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RwFrameDestroy(frame);
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RpLightDestroy(m_pLight);
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m_pLight = NULL;
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}
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}
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RwRaster *
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CCutsceneShadow::Update()
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{
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switch ( m_nRwObjectType )
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{
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case rpCLUMP:
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RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
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break;
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case rpATOMIC:
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RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
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break;
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}
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m_Camera.SetCenter(&m_BaseSphere.center);
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switch ( m_nRwObjectType )
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{
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case rpCLUMP:
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m_Camera.Update(m_pClump);
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break;
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case rpATOMIC:
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m_Camera.Update(m_pAtomic);
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break;
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}
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RwRaster *raster = m_Camera.GetRwRenderRaster();
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if ( m_bResample )
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return m_ResampleCamera.RasterResample(raster);
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if ( m_nBlurPasses )
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return m_BlurCamera.RasterBlur(raster, m_nBlurPasses);
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if ( m_bGradient )
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return m_GradientCamera.RasterGradient(raster);
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return raster;
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}
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RwTexture *
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CCutsceneShadow::UpdateForCutscene()
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{
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Update();
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return GetShadowRwTexture();
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}
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CShadowCamera *
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CCutsceneShadow::GetShadowCamera(int32 camType)
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{
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switch ( camType )
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{
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case RESAMPLE:
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return &m_ResampleCamera;
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break;
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case BLUR:
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return &m_BlurCamera;
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break;
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case GRADIENT:
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return &m_GradientCamera;
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break;
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default:
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return &m_Camera;
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break;
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}
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}
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RwTexture *
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CCutsceneShadow::GetShadowRwTexture()
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{
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if ( m_bResample )
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return m_ResampleCamera.GetRwRenderTexture();
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else
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return m_Camera.GetRwRenderTexture();
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}
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void
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CCutsceneShadow::DrawBorderAroundTexture(RwRGBA const& color)
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{
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if ( m_bResample )
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m_ResampleCamera.DrawOutlineBorder(color);
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else
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m_Camera.DrawOutlineBorder(color);
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}
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