2007-05-20 11:03:49 -07:00
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// Copyright (C) 2002-2007 Nikolaus Gebhardt / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_VIDEO_2_SOFTWARE_H_INCLUDED__
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#define __C_VIDEO_2_SOFTWARE_H_INCLUDED__
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#include "SoftwareDriver2_compile_config.h"
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#include "IBurningShader.h"
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#include "CNullDriver.h"
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#include "CImage.h"
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#include "os.h"
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#include "irrString.h"
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namespace irr
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{
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namespace video
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{
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class CSoftwareDriver2 : public CNullDriver
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{
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public:
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//! constructor
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CSoftwareDriver2(const core::dimension2d<s32>& windowSize, bool fullscreen, io::IFileSystem* io, video::IImagePresenter* presenter);
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//! destructor
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virtual ~CSoftwareDriver2();
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//! presents the rendered scene on the screen, returns false if failed
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virtual bool endScene( s32 windowId = 0, core::rect<s32>* sourceRect=0 );
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//! queries the features of the driver, returns true if feature is available
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature);
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
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//! sets a material
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virtual void setMaterial(const SMaterial& material);
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virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
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bool clearZBuffer, SColor color);
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area);
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//! clears the zbuffer
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virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color);
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2007-08-20 03:11:55 -07:00
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//! Only used by the internal engine. Used to notify the driver that
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//! the window was resized.
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virtual void OnResize(const core::dimension2d<s32>& size);
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//! returns size of the current render target
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virtual core::dimension2d<s32> getCurrentRenderTargetSize();
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2007-05-20 11:03:49 -07:00
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights();
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//! adds a dynamic light
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virtual void addDynamicLight(const SLight& light);
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount();
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//! Sets the dynamic ambient light color. The default color is
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//! (0,0,0,0) which means it is dark.
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//! \param color: New color of the ambient light.
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virtual void setAmbientLight(const SColorf& color);
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//! draws a vertex primitive list
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void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const u16* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType);
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//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
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virtual void draw2DImage(video::ITexture* texture, const core::position2d<s32>& destPos,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
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//! Draws a 3d line.
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end, SColor color = SColor(255,255,255,255));
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//! draw an 2d rectangle
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virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
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const core::rect<s32>* clip = 0);
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//!Draws an 2d rectangle with a gradient.
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virtual void draw2DRectangle(const core::rect<s32>& pos,
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip = 0);
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255));
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//! \return Returns the name of the video driver. Example: In case of the DirectX8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName();
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//! Returns type of video driver
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virtual E_DRIVER_TYPE getDriverType();
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state);
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//! Creates a render target texture.
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virtual ITexture* createRenderTargetTexture(const core::dimension2d<s32>& size, const c8* name);
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//! Clears the DepthBuffer.
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virtual void clearZBuffer();
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot();
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//! Returns the maximum amount of primitives (mostly vertices) which
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//! the device is able to render with one drawIndexedTriangleList
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//! call.
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virtual u32 getMaximalPrimitiveCount();
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protected:
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//! sets a render target
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void setRenderTarget(video::CImage* image);
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//! sets the current Texture
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bool setTexture(u32 stage, video::ITexture* texture);
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//! returns a device dependent texture from a software surface (IImage)
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//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
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virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const char* name);
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video::CImage* BackBuffer;
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video::IImagePresenter* Presenter;
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video::ITexture* RenderTargetTexture;
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video::IImage* RenderTargetSurface;
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core::dimension2d<s32> RenderTargetSize;
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//! selects the right triangle renderer based on the render states.
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void setCurrentShader();
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IBurningShader* CurrentShader;
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IBurningShader* BurningShader[ETR2_COUNT];
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IDepthBuffer* DepthBuffer;
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video::ITexture* Texture[2];
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sInternalTexture Texmap[2];
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/*
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extend Matrix Stack
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-> combined CameraProjection
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-> combined CameraProjectionWorld
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-> ClipScale from NDC to DC Space
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*/
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enum E_TRANSFORMATION_STATE_2
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{
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ETS_VIEW_PROJECTION = ETS_COUNT,
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ETS_WORLD_VIEW,
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ETS_WORLD_VIEW_INVERSE_TRANSPOSED,
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ETS_CURRENT,
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ETS_CLIPSCALE,
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ETS2_COUNT
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};
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struct SMatrixStack
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{
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s32 isIdentity;
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core::matrix4 m;
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};
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SMatrixStack Transformation[ETS2_COUNT];
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// Vertex Cache
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static const SVSize vSize[];
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SVertexCache VertexCache;
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void VertexCache_reset (const void* vertices, u32 vertexCount,
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const u16* indices, u32 indexCount,
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E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType);
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void VertexCache_get ( s4DVertex ** face );
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void VertexCache_get2 ( s4DVertex ** face );
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void VertexCache_fill ( const u32 sourceIndex,const u32 destIndex );
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s4DVertex * VertexCache_getVertex ( const u32 sourceIndex );
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// culling & clipping
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u32 clipToHyperPlane ( s4DVertex * dest, const s4DVertex * source, u32 inCount, const sVec4 &plane );
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u32 clipToFrustumTest ( const s4DVertex * v ) const;
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u32 clipToFrustum ( s4DVertex *source, s4DVertex * temp, const u32 vIn );
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#ifdef SOFTWARE_DRIVER_2_LIGHTING
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void lightVertex ( s4DVertex *dest, const S3DVertex *source );
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#endif
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// holds transformed, clipped vertices
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SAlignedVertex CurrentOut;
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SAlignedVertex Temp;
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void ndc_2_dc_and_project ( s4DVertex *dest,s4DVertex *source, u32 vIn ) const;
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f32 screenarea ( const s4DVertex *v0 ) const;
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void select_polygon_mipmap ( s4DVertex *source, u32 vIn, s32 tex );
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f32 texelarea ( const s4DVertex *v0, int tex ) const;
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void ndc_2_dc_and_project2 ( const s4DVertex **v, const u32 size ) const;
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f32 screenarea2 ( const s4DVertex **v ) const;
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f32 texelarea2 ( const s4DVertex **v, int tex ) const;
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void select_polygon_mipmap2 ( s4DVertex **source, s32 tex ) const;
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sVec4 Global_AmbientLight;
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struct SInternalLight
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{
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SLight org;
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sVec4 posEyeSpace;
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f32 constantAttenuation;
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f32 linearAttenuation;
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f32 quadraticAttenuation;
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sVec4 AmbientColor;
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sVec4 DiffuseColor;
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sVec4 SpecularColor;
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};
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core::array<SInternalLight> Light;
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struct SInternalMaterial
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{
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SMaterial org;
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sVec4 AmbientColor;
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sVec4 DiffuseColor;
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sVec4 SpecularColor;
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sVec4 EmissiveColor;
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u32 SpecularEnabled; // == Power2
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};
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SInternalMaterial Material;
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static const sVec4 NDCPlane[6];
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};
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} // end namespace video
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} // end namespace irr
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#endif
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