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			105 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			105 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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  OpenMW - The completely unofficial reimplementation of Morrowind
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  Copyright (C) 2008-2010  Nicolay Korslund
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  Email: < korslund@gmail.com >
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  WWW: http://openmw.sourceforge.net/
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  This file (effect.h) is part of the OpenMW package.
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  OpenMW is distributed as free software: you can redistribute it
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  and/or modify it under the terms of the GNU General Public License
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  version 3, as published by the Free Software Foundation.
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  This program is distributed in the hope that it will be useful, but
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  WITHOUT ANY WARRANTY; without even the implied warranty of
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  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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  General Public License for more details.
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  You should have received a copy of the GNU General Public License
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  version 3 along with this program. If not, see
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  http://www.gnu.org/licenses/ .
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 */
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#ifndef OPENMW_COMPONENTS_NIF_EFFECT_HPP
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#define OPENMW_COMPONENTS_NIF_EFFECT_HPP
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#include "node.hpp"
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namespace Nif
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{
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typedef Node Effect;
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// Used for NiAmbientLight and NiDirectionalLight. Might also work for
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// NiPointLight and NiSpotLight?
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struct NiLight : Effect
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{
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    struct SLight
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    {
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        float dimmer;
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        Ogre::Vector3 ambient;
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        Ogre::Vector3 diffuse;
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        Ogre::Vector3 specular;
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        void read(NIFStream *nif)
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        {
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            dimmer = nif->getFloat();
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            ambient = nif->getVector3();
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            diffuse = nif->getVector3();
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            specular = nif->getVector3();
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        }
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    };
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    SLight light;
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    void read(NIFStream *nif)
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    {
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        Effect::read(nif);
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        nif->getInt(); // 1
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        nif->getInt(); // 1?
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        light.read(nif);
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    }
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};
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struct NiTextureEffect : Effect
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{
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    NiSourceTexturePtr texture;
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    void read(NIFStream *nif)
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    {
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        Effect::read(nif);
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        int tmp = nif->getInt();
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        if(tmp) nif->getInt(); // always 1?
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        /*
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           3 x Vector4 = [1,0,0,0]
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           int = 2
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           int = 0 or 3
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           int = 2
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           int = 2
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        */
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        nif->skip(16*4);
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        texture.read(nif);
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        /*
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           byte = 0
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           vector4 = [1,0,0,0]
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           short = 0
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           short = -75
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           short = 0
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        */
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        nif->skip(23);
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    }
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    void post(NIFFile *nif)
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    {
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        Effect::post(nif);
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        texture.post(nif);
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    }
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};
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} // Namespace
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#endif
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