add ClearZBuffer command for Actors
add Lighting flag for BGAnimationLayer
This commit is contained in:
@@ -51,6 +51,7 @@ void Actor::Reset()
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m_bTextureWrapping = false;
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m_bTextureWrapping = false;
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m_BlendMode = BLEND_NORMAL;
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m_BlendMode = BLEND_NORMAL;
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m_bClearZBuffer = false;
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m_bUseZBuffer = false;
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m_bUseZBuffer = false;
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m_bUseBackfaceCull = false;
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m_bUseBackfaceCull = false;
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}
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}
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@@ -195,6 +196,8 @@ void Actor::SetRenderStates()
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DISPLAY->SetTextureWrapping( m_bTextureWrapping );
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DISPLAY->SetTextureWrapping( m_bTextureWrapping );
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DISPLAY->SetBlendMode( m_BlendMode );
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DISPLAY->SetBlendMode( m_BlendMode );
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DISPLAY->SetZBuffer( m_bUseZBuffer );
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DISPLAY->SetZBuffer( m_bUseZBuffer );
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if( m_bClearZBuffer )
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DISPLAY->ClearZBuffer();
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DISPLAY->SetBackfaceCull( m_bUseBackfaceCull );
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DISPLAY->SetBackfaceCull( m_bUseBackfaceCull );
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}
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}
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@@ -775,6 +778,7 @@ void Actor::HandleCommand( const CStringArray &asTokens )
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else if( sName=="additiveblend" ) SetBlendMode( bParam(1) ? BLEND_ADD : BLEND_NORMAL );
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else if( sName=="additiveblend" ) SetBlendMode( bParam(1) ? BLEND_ADD : BLEND_NORMAL );
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else if( sName=="blend" ) SetBlendMode( sParam(1) );
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else if( sName=="blend" ) SetBlendMode( sParam(1) );
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else if( sName=="zbuffer" ) SetUseZBuffer( bParam(1) );
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else if( sName=="zbuffer" ) SetUseZBuffer( bParam(1) );
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else if( sName=="clearzbuffer" ) SetClearZBuffer( bParam(1) );
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else
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else
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{
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{
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CString sError = ssprintf( "Actor::HandleCommand: Unrecognized command name '%s'.", sName.c_str() );
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CString sError = ssprintf( "Actor::HandleCommand: Unrecognized command name '%s'.", sName.c_str() );
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@@ -247,6 +247,7 @@ public:
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virtual void SetBlendMode( BlendMode mode ) { m_BlendMode = mode; }
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virtual void SetBlendMode( BlendMode mode ) { m_BlendMode = mode; }
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virtual void SetBlendMode( CString );
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virtual void SetBlendMode( CString );
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virtual void SetTextureWrapping( bool b ) { m_bTextureWrapping = b; }
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virtual void SetTextureWrapping( bool b ) { m_bTextureWrapping = b; }
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virtual void SetClearZBuffer( bool b ) { m_bClearZBuffer = b; }
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virtual void SetUseZBuffer( bool b ) { m_bUseZBuffer = b; }
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virtual void SetUseZBuffer( bool b ) { m_bUseZBuffer = b; }
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virtual void SetUseBackfaceCull( bool b ) { m_bUseBackfaceCull = b; }
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virtual void SetUseBackfaceCull( bool b ) { m_bUseBackfaceCull = b; }
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@@ -332,6 +333,7 @@ protected:
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//
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//
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bool m_bTextureWrapping;
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bool m_bTextureWrapping;
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BlendMode m_BlendMode;
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BlendMode m_BlendMode;
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bool m_bClearZBuffer;
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bool m_bUseZBuffer;
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bool m_bUseZBuffer;
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bool m_bUseBackfaceCull;
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bool m_bUseBackfaceCull;
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};
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};
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@@ -58,6 +58,7 @@ void BGAnimationLayer::Init()
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m_fUpdateRate = 1;
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m_fUpdateRate = 1;
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m_fFOV = 0; // ortho
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m_fFOV = 0; // ortho
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m_bLighting = 0; // ortho
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// m_bCycleColor = false;
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// m_bCycleColor = false;
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// m_bCycleAlpha = false;
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// m_bCycleAlpha = false;
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@@ -516,6 +517,7 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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ini.GetValueI( sLayer, "Type", (int&)m_Type );
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ini.GetValueI( sLayer, "Type", (int&)m_Type );
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ini.GetValue ( sLayer, "Command", m_sCommand );
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ini.GetValue ( sLayer, "Command", m_sCommand );
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ini.GetValueF( sLayer, "FOV", m_fFOV );
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ini.GetValueF( sLayer, "FOV", m_fFOV );
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ini.GetValueB( sLayer, "Lighting", m_bLighting );
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ini.GetValueF( sLayer, "StretchTexCoordVelocityX", m_fStretchTexCoordVelocityX );
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ini.GetValueF( sLayer, "StretchTexCoordVelocityX", m_fStretchTexCoordVelocityX );
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ini.GetValueF( sLayer, "StretchTexCoordVelocityY", m_fStretchTexCoordVelocityY );
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ini.GetValueF( sLayer, "StretchTexCoordVelocityY", m_fStretchTexCoordVelocityY );
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ini.GetValueF( sLayer, "ZoomMin", m_fZoomMin );
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ini.GetValueF( sLayer, "ZoomMin", m_fZoomMin );
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@@ -902,9 +904,26 @@ void BGAnimationLayer::Update( float fDeltaTime )
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void BGAnimationLayer::Draw()
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void BGAnimationLayer::Draw()
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{
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{
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DISPLAY->LoadMenuPerspective( m_fFOV );
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DISPLAY->LoadMenuPerspective( m_fFOV );
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if( m_bLighting )
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.6,0.6,0.6,1),
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RageColor(0.9,0.9,0.9,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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}
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for( unsigned i=0; i<m_pActors.size(); i++ )
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for( unsigned i=0; i<m_pActors.size(); i++ )
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m_pActors[i]->Draw();
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m_pActors[i]->Draw();
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DISPLAY->LoadMenuPerspective( 0 );
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DISPLAY->LoadMenuPerspective( 0 );
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if( m_bLighting )
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{
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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}
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}
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void BGAnimationLayer::SetDiffuse( RageColor c )
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void BGAnimationLayer::SetDiffuse( RageColor c )
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@@ -98,6 +98,7 @@ protected:
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CString m_sCommand;
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CString m_sCommand;
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float m_fUpdateRate; // get by GainingFocus
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float m_fUpdateRate; // get by GainingFocus
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float m_fFOV;
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float m_fFOV;
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bool m_bLighting;
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// stretch stuff
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// stretch stuff
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float m_fStretchTexCoordVelocityX;
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float m_fStretchTexCoordVelocityX;
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@@ -50,7 +50,7 @@ ScreenCaution::ScreenCaution() : Screen( "ScreenCaution" )
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m_Back.Load( THEME->GetPathToB("Common back") );
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m_Back.Load( THEME->GetPathToB("Common back") );
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this->AddChild( &m_Back );
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this->AddChild( &m_Back );
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this->PostScreenMessage( SM_StartClosing, 3 );
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this->PostScreenMessage( SM_StartClosing, m_Background.GetLengthSeconds()-m_Out.GetLengthSeconds() );
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SOUNDMAN->PlayMusic( THEME->GetPathToS("ScreenCaution music") );
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SOUNDMAN->PlayMusic( THEME->GetPathToS("ScreenCaution music") );
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}
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}
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