added everything
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110
engine/lightingSystem/sgMissionLightingFilter.cc
Executable file
110
engine/lightingSystem/sgMissionLightingFilter.cc
Executable file
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//-----------------------------------------------
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// Synapse Gaming - Lighting System
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// Copyright <20> Synapse Gaming 2003
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// Written by John Kabus
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//-----------------------------------------------
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#include "console/consoleTypes.h"
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#include "core/bitStream.h"
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#include "sim/netConnection.h"
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#include "lightingSystem/sgMissionLightingFilter.h"
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#include "lightingSystem/sgLighting.h"
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IMPLEMENT_CO_DATABLOCK_V1(sgMissionLightingFilterData);
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IMPLEMENT_CO_NETOBJECT_V1(sgMissionLightingFilter);
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void sgMissionLightingFilterData::initPersistFields()
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{
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Parent::initPersistFields();
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addField("CinematicFilter", TypeBool, Offset(sgCinematicFilter, sgMissionLightingFilterData));
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addField("LightingIntensity", TypeF32, Offset(sgLightingIntensity, sgMissionLightingFilterData));
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addField("LightingFilter", TypeColorF, Offset(sgLightingFilter, sgMissionLightingFilterData));
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addField("CinematicFilterAmount", TypeF32, Offset(sgCinematicFilterAmount, sgMissionLightingFilterData));
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addField("CinematicFilterReferenceIntensity", TypeF32, Offset(sgCinematicFilterReferenceIntensity, sgMissionLightingFilterData));
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addField("CinematicFilterReferenceColor", TypeColorF, Offset(sgCinematicFilterReferenceColor, sgMissionLightingFilterData));
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}
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void sgMissionLightingFilterData::packData(BitStream *stream)
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{
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Parent::packData(stream);
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stream->write(sgCinematicFilter);
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stream->write(sgLightingIntensity);
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stream->write(sgLightingFilter);
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stream->write(sgCinematicFilterAmount);
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stream->write(sgCinematicFilterReferenceIntensity);
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stream->write(sgCinematicFilterReferenceColor);
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}
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void sgMissionLightingFilterData::unpackData(BitStream *stream)
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{
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Parent::unpackData(stream);
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stream->read(&sgCinematicFilter);
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stream->read(&sgLightingIntensity);
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stream->read(&sgLightingFilter);
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stream->read(&sgCinematicFilterAmount);
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stream->read(&sgCinematicFilterReferenceIntensity);
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stream->read(&sgCinematicFilterReferenceColor);
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}
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void sgMissionLightingFilter::initPersistFields()
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{
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Parent::initPersistFields();
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}
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void sgMissionLightingFilter::inspectPostApply()
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{
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Parent::inspectPostApply();
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setMaskBits(0xffffffff);
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}
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bool sgMissionLightingFilter::onAdd()
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{
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if(!Parent::onAdd())
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return false;
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mObjBox.min.set( -0.5, -0.5, -0.5 );
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mObjBox.max.set( 0.5, 0.5, 0.5 );
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resetWorldBox();
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setRenderTransform(mObjToWorld);
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SimSet *filters = Sim::getsgMissionLightingFilterSet();
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if(filters && isClientObject())
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filters->addObject(this);
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addToScene();
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return true;
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}
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void sgMissionLightingFilter::onRemove()
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{
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SimSet *filters = Sim::getsgMissionLightingFilterSet();
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if(filters && isClientObject())
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filters->removeObject(this);
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removeFromScene();
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Parent::onRemove();
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}
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U32 sgMissionLightingFilter::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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{
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U32 res = Parent::packUpdate(con, mask, stream);
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stream->writeAffineTransform(mObjToWorld);
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return res;
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}
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void sgMissionLightingFilter::unpackUpdate(NetConnection *con, BitStream *stream)
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{
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Parent::unpackUpdate(con, stream);
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MatrixF ObjectMatrix;
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stream->readAffineTransform(&ObjectMatrix);
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setTransform(ObjectMatrix);
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}
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