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	This resolves the dependency mess, and makes things more readable. The dependency tree for nif records now looks like this: Record.hpp --base.hpp ----controlled.hpp ----controller.hpp ----data.hpp ----effect.hpp ----extra.hpp ----node.hpp Node.hpp has many extra dependencies because nifogre only includes it instead of each of these files. That should be fixed.
		
			
				
	
	
		
			333 lines
		
	
	
	
		
			8.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			333 lines
		
	
	
	
		
			8.1 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 (property.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_PROPERTY_HPP
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#define OPENMW_COMPONENTS_NIF_PROPERTY_HPP
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#include "base.hpp"
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namespace Nif
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{
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class Property : public Named
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{
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public:
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    // The meaning of these depends on the actual property type.
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    int flags;
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    void read(NIFStream *nif)
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    {
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        Named::read(nif);
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        flags = nif->getUShort();
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    }
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};
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class NiTexturingProperty : public Property
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{
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public:
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    // A sub-texture
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    struct Texture
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    {
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        /* Clamp mode
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        0 - clampS clampT
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        1 - clampS wrapT
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        2 - wrapS clampT
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        3 - wrapS wrapT
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        */
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        /* Filter:
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        0 - nearest
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        1 - bilinear
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        2 - trilinear
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        3, 4, 5 - who knows
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        */
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        bool inUse;
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        NiSourceTexturePtr texture;
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        int clamp, uvSet, filter;
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        short unknown2;
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        void read(NIFStream *nif)
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        {
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            inUse = !!nif->getInt();
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            if(!inUse) return;
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            texture.read(nif);
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            clamp = nif->getInt();
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            filter = nif->getInt();
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            uvSet = nif->getInt();
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            // I have no idea, but I think these are actually two
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            // PS2-specific shorts (ps2L and ps2K), followed by an unknown
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            // short.
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            nif->skip(6);
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        }
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        void post(NIFFile *nif)
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        {
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            texture.post(nif);
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        }
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    };
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    /* Apply mode:
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        0 - replace
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        1 - decal
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        2 - modulate
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        3 - hilight  // These two are for PS2 only?
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        4 - hilight2
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    */
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    int apply;
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    /*
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     * The textures in this list are as follows:
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     *
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     * 0 - Base texture
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     * 1 - Dark texture
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     * 2 - Detail texture
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     * 3 - Gloss texture (never used?)
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     * 4 - Glow texture
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     * 5 - Bump map texture
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     * 6 - Decal texture
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     */
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    enum TextureType
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    {
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        BaseTexture = 0,
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        DarkTexture = 1,
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        DetailTexture = 2,
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        GlossTexture = 3,
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        GlowTexture = 4,
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        BumpTexture = 5,
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        DecalTexture = 6
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    };
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    Texture textures[7];
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    void read(NIFStream *nif)
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    {
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        Property::read(nif);
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        apply = nif->getInt();
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        // Unknown, always 7. Probably the number of textures to read
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        // below
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        nif->getInt();
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        textures[0].read(nif); // Base
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        textures[1].read(nif); // Dark
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        textures[2].read(nif); // Detail
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        textures[3].read(nif); // Gloss (never present)
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        textures[4].read(nif); // Glow
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        textures[5].read(nif); // Bump map
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        if(textures[5].inUse)
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        {
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            // Ignore these at the moment
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            /*float lumaScale =*/ nif->getFloat();
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            /*float lumaOffset =*/ nif->getFloat();
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            /*const Vector4 *lumaMatrix =*/ nif->getVector4();
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        }
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        textures[6].read(nif); // Decal
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    }
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    void post(NIFFile *nif)
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    {
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        Property::post(nif);
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        for(int i = 0;i < 7;i++)
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            textures[i].post(nif);
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    }
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};
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// These contain no other data than the 'flags' field in Property
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class NiShadeProperty : public Property { };
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class NiDitherProperty : public Property { };
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class NiZBufferProperty : public Property { };
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class NiSpecularProperty : public Property { };
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class NiWireframeProperty : public Property { };
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// The rest are all struct-based
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template <typename T>
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struct StructPropT : Property
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{
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    T data;
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    void read(NIFStream *nif)
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    {
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        Property::read(nif);
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        data.read(nif);
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    }
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};
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struct S_MaterialProperty
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{
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    // The vector components are R,G,B
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    Ogre::Vector3 ambient, diffuse, specular, emissive;
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    float glossiness, alpha;
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    void read(NIFStream *nif)
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    {
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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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        emissive = nif->getVector3();
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        glossiness = nif->getFloat();
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        alpha = nif->getFloat();
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    }
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};
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struct S_VertexColorProperty
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{
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    /* Vertex mode:
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        0 - source ignore
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        1 - source emmisive
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        2 - source amb diff
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        Lighting mode
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        0 - lighting emmisive
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        1 - lighting emmisive ambient/diffuse
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    */
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    int vertmode, lightmode;
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    void read(NIFStream *nif)
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    {
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        vertmode = nif->getInt();
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        lightmode = nif->getInt();
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    }
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};
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struct S_AlphaProperty
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{
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    /*
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        In NiAlphaProperty, the flags have the following meaning:
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        Bit 0 : alpha blending enable
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        Bits 1-4 : source blend mode
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        Bits 5-8 : destination blend mode
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        Bit 9 : alpha test enable
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        Bit 10-12 : alpha test mode
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        Bit 13 : no sorter flag ( disables triangle sorting )
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        blend modes (glBlendFunc):
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        0000 GL_ONE
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        0001 GL_ZERO
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        0010 GL_SRC_COLOR
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        0011 GL_ONE_MINUS_SRC_COLOR
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        0100 GL_DST_COLOR
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        0101 GL_ONE_MINUS_DST_COLOR
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        0110 GL_SRC_ALPHA
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        0111 GL_ONE_MINUS_SRC_ALPHA
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        1000 GL_DST_ALPHA
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        1001 GL_ONE_MINUS_DST_ALPHA
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        1010 GL_SRC_ALPHA_SATURATE
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        test modes (glAlphaFunc):
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        000 GL_ALWAYS
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        001 GL_LESS
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        010 GL_EQUAL
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        011 GL_LEQUAL
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        100 GL_GREATER
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        101 GL_NOTEQUAL
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        110 GL_GEQUAL
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        111 GL_NEVER
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        Taken from:
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        http://niftools.sourceforge.net/doc/nif/NiAlphaProperty.html
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        Right now we only use standard alpha blending (see the Ogre code
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        that sets it up) and it appears that this is the only blending
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        used in the original game. Bloodmoon (along with several mods) do
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        however use other settings, such as discarding pixel values with
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        alpha < 1.0. This is faster because we don't have to mess with the
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        depth stuff like we did for blending. And OGRE has settings for
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        this too.
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    */
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    // Tested against when certain flags are set (see above.)
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    unsigned char threshold;
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    void read(NIFStream *nif)
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    {
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        threshold = nif->getChar();
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    }
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};
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/*
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    Docs taken from:
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    http://niftools.sourceforge.net/doc/nif/NiStencilProperty.html
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 */
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struct S_StencilProperty
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{
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    // Is stencil test enabled?
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    unsigned char enabled;
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    /*
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        0   TEST_NEVER
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        1   TEST_LESS
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        2   TEST_EQUAL
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        3   TEST_LESS_EQUAL
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        4   TEST_GREATER
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        5   TEST_NOT_EQUAL
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        6   TEST_GREATER_EQUAL
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        7   TEST_ALWAYS
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     */
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    int compareFunc;
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    unsigned stencilRef;
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    unsigned stencilMask;
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    /*
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        Stencil test fail action, depth test fail action and depth test pass action:
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        0   ACTION_KEEP
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        1   ACTION_ZERO
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        2   ACTION_REPLACE
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        3   ACTION_INCREMENT
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        4   ACTION_DECREMENT
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        5   ACTION_INVERT
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     */
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    int failAction;
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    int zFailAction;
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    int zPassAction;
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    /*
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        Face draw mode:
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        0   DRAW_CCW_OR_BOTH
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        1   DRAW_CCW        [default]
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        2   DRAW_CW
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        3   DRAW_BOTH
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     */
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    int drawMode;
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    void read(NIFStream *nif)
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    {
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        enabled = nif->getChar();
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        compareFunc = nif->getInt();
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        stencilRef = nif->getUInt();
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        stencilMask = nif->getUInt();
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        failAction = nif->getInt();
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        zFailAction = nif->getInt();
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        zPassAction = nif->getInt();
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        drawMode = nif->getInt();
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    }
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};
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class NiAlphaProperty : public StructPropT<S_AlphaProperty> { };
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class NiMaterialProperty : public StructPropT<S_MaterialProperty> { };
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class NiVertexColorProperty : public StructPropT<S_VertexColorProperty> { };
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class NiStencilProperty : public StructPropT<S_StencilProperty> { };
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} // Namespace
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#endif
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