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CBrightLight::render
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ca1d899413
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@ -988,6 +988,9 @@ CBrightLights::Render(void)
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
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TempBufferVerticesStored = 0;
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TempBufferIndicesStored = 0;
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for(i = 0; i < NumBrightLights; i++){
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for(i = 0; i < NumBrightLights; i++){
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if(TempBufferIndicesStored > TEMPBUFFERINDEXSIZE-40 || TempBufferVerticesStored > TEMPBUFFERVERTSIZE-40)
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if(TempBufferIndicesStored > TEMPBUFFERINDEXSIZE-40 || TempBufferVerticesStored > TEMPBUFFERVERTSIZE-40)
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RenderOutGeometryBuffer();
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RenderOutGeometryBuffer();
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@ -1024,6 +1027,13 @@ CBrightLights::Render(void)
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g = aBrightLights[i].m_green;
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g = aBrightLights[i].m_green;
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b = aBrightLights[i].m_blue;
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b = aBrightLights[i].m_blue;
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break;
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break;
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default:
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#ifdef FIX_BUGS //just to make sure that color never will be undefined
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r = 0;
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g = 0;
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b = 0;
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#endif
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break;
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}
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}
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if(aBrightLights[i].m_camDist < BRIGHTLIGHTS_FADE_DIST)
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if(aBrightLights[i].m_camDist < BRIGHTLIGHTS_FADE_DIST)
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@ -1087,6 +1097,22 @@ CBrightLights::Render(void)
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TempBufferIndicesStored += 12*3;
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TempBufferIndicesStored += 12*3;
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break;
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break;
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case BRIGHTLIGHT_FRONT_BIG:
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case BRIGHTLIGHT_REAR_BIG:
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for (j = 0; j < 8; j++) {
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pos = BigCarHeadLightsSide[j] * aBrightLights[i].m_side +
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BigCarHeadLightsUp[j] * aBrightLights[i].m_up +
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BigCarHeadLightsFront[j] * aBrightLights[i].m_front +
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aBrightLights[i].m_pos;
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + j], r, g, b, a);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + j], pos.x, pos.y, pos.z);
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}
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for (j = 0; j < 12 * 3; j++)
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TempBufferRenderIndexList[TempBufferIndicesStored + j] = CubeIndices[j] + TempBufferVerticesStored;
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TempBufferVerticesStored += 8;
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TempBufferIndicesStored += 12 * 3;
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break;
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case BRIGHTLIGHT_FRONT_TALL:
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case BRIGHTLIGHT_FRONT_TALL:
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case BRIGHTLIGHT_REAR_TALL:
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case BRIGHTLIGHT_REAR_TALL:
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for(j = 0; j < 8; j++){
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for(j = 0; j < 8; j++){
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@ -1105,8 +1131,8 @@ CBrightLights::Render(void)
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case BRIGHTLIGHT_SIREN:
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case BRIGHTLIGHT_SIREN:
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for(j = 0; j < 6; j++){
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for(j = 0; j < 6; j++){
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pos = SirenLightsSide[j]*aBrightLights[i].m_side +
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pos = SirenLightsSide[j]*TheCamera.GetRight() +
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SirenLightsUp[j]*aBrightLights[i].m_up +
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SirenLightsUp[j]* TheCamera.GetUp() +
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aBrightLights[i].m_pos;
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aBrightLights[i].m_pos;
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+j], r, g, b, a);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored+j], r, g, b, a);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+j], pos.x, pos.y, pos.z);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored+j], pos.x, pos.y, pos.z);
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@ -165,6 +165,7 @@ public:
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uint8 m_blue;
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uint8 m_blue;
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};
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};
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//done
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class CBrightLights
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class CBrightLights
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{
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{
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static int NumBrightLights;
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static int NumBrightLights;
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@ -173,7 +174,7 @@ public:
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static void Init(void); //done
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static void Init(void); //done
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static void RegisterOne(CVector pos, CVector up, CVector side, CVector front,
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static void RegisterOne(CVector pos, CVector up, CVector side, CVector front,
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uint8 type, uint8 red = 0, uint8 green = 0, uint8 blue = 0); //done
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uint8 type, uint8 red = 0, uint8 green = 0, uint8 blue = 0); //done
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static void Render(void); //looks similad but needs recheck !!!!!!!!!!!!!!!!!
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static void Render(void); //done
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static void RenderOutGeometryBuffer(void); //done
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static void RenderOutGeometryBuffer(void); //done
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};
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};
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