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			90 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "effect.hpp"
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#include "controlled.hpp"
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#include "node.hpp"
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namespace Nif
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{
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    void NiDynamicEffect::read(NIFStream* nif)
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    {
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        Node::read(nif);
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        if (nif->getVersion() >= nif->generateVersion(10, 1, 0, 106)
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            && nif->getBethVersion() < NIFFile::BethVersion::BETHVER_FO4)
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            nif->getBoolean(); // Switch state
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        if (nif->getVersion() <= NIFFile::VER_MW
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            || (nif->getVersion() >= nif->generateVersion(10, 1, 0, 0)
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                && nif->getBethVersion() < NIFFile::BethVersion::BETHVER_FO4))
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        {
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            size_t numAffectedNodes = nif->get<uint32_t>();
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            nif->skip(numAffectedNodes * 4);
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        }
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    }
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    void NiLight::read(NIFStream* nif)
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    {
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        NiDynamicEffect::read(nif);
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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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    void NiTextureEffect::read(NIFStream* nif)
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    {
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        NiDynamicEffect::read(nif);
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        // Model Projection Matrix
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        nif->skip(3 * 3 * sizeof(float));
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        // Model Projection Transform
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        nif->skip(3 * sizeof(float));
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        // Texture Filtering
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        nif->skip(4);
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        // Max anisotropy samples
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        if (nif->getVersion() >= NIFStream::generateVersion(20, 5, 0, 4))
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            nif->skip(2);
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        clamp = nif->getUInt();
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        textureType = (TextureType)nif->getUInt();
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        coordGenType = (CoordGenType)nif->getUInt();
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        texture.read(nif);
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        nif->skip(1); // Use clipping plane
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        nif->skip(16); // Clipping plane dimensions vector
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        if (nif->getVersion() <= NIFStream::generateVersion(10, 2, 0, 0))
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            nif->skip(4); // PS2-specific shorts
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        if (nif->getVersion() <= NIFStream::generateVersion(4, 1, 0, 12))
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            nif->skip(2); // Unknown short
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    }
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    void NiTextureEffect::post(Reader& nif)
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    {
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        NiDynamicEffect::post(nif);
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        texture.post(nif);
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    }
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    void NiPointLight::read(NIFStream* nif)
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    {
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        NiLight::read(nif);
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        constantAttenuation = nif->getFloat();
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        linearAttenuation = nif->getFloat();
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        quadraticAttenuation = nif->getFloat();
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    }
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    void NiSpotLight::read(NIFStream* nif)
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    {
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        NiPointLight::read(nif);
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        cutoff = nif->getFloat();
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        exponent = nif->getFloat();
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    }
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}
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