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83
engine/lightingSystem/sgScenePersist.h
Executable file
83
engine/lightingSystem/sgScenePersist.h
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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#ifndef _SGSCENEPERSIST_H_
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#define _SGSCENEPERSIST_H_
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#ifndef _SHADOWVOLUMEBSP_H_
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#include "sceneGraph/shadowVolumeBSP.h"
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#endif
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struct PersistInfo
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{
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struct PersistChunk
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{
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enum {
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MissionChunkType = 0,
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InteriorChunkType,
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TerrainChunkType,
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AtlasLightMapChunkType
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};
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U32 mChunkType;
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U32 mChunkCRC;
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virtual ~PersistChunk() {}
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virtual bool read(Stream &);
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virtual bool write(Stream &);
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};
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struct MissionChunk : public PersistChunk
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{
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typedef PersistChunk Parent;
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MissionChunk();
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};
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struct InteriorChunk : public PersistChunk
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{
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typedef PersistChunk Parent;
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InteriorChunk();
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~InteriorChunk();
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Vector<U32> mDetailLightmapCount;
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Vector<U32> mDetailLightmapIndices;
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Vector<GBitmap*> mLightmaps;
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bool mHasAlarmState;
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Vector<U32> mDetailVertexCount;
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Vector<ColorI> mVertexColorsNormal;
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Vector<ColorI> mVertexColorsAlarm;
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bool read(Stream &);
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bool write(Stream &);
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};
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struct TerrainChunk : public PersistChunk
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{
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typedef PersistChunk Parent;
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TerrainChunk();
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~TerrainChunk();
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U16 *mLightmap;
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bool read(Stream &);
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bool write(Stream &);
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};
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~PersistInfo();
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Vector<PersistChunk*> mChunks;
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static U32 smFileVersion;
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bool read(Stream &);
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bool write(Stream &);
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};
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#endif//_SGSCENEPERSIST_H_
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