128 friend DazzleRenderObjClass;
129 friend DazzleLayerClass;
134 float fadeout_end_sqr;
135 float fadeout_start_sqr;
137 unsigned dazzle_test_color_integer;
138 unsigned dazzle_test_mask_integer;
139 unsigned lensflare_id;
147 virtual ~DazzleTypeClass();
151 float& dazzle_intensity,
153 float& halo_intensity,
157 float distance)
const;
182 friend DazzleRenderObjClass;
194 virtual int Get_Visible_Item_Count(
unsigned int type)
const;
196 virtual void Clear_Visible_List(
unsigned int type);
199 DazzleRenderObjClass** visible_lists;
203class LensflareTypeClass
205 friend DazzleLayerClass;
206 friend DazzleRenderObjClass;
213 virtual ~LensflareTypeClass();
220 float screen_x_scale,
221 float screen_y_scale,
222 float dazzle_intensity,
223 const Vector4& transformed_location);
226 const Vector4* vertex_coordinates,
230 int halo_vertex_count,
231 const Vector2* texture_coordinates);
239 friend DazzleLayerClass;
243 float current_dazzle_intensity;
244 float current_dazzle_size;
245 float current_halo_intensity;
246 float current_distance;
252 float lensflare_intensity;
257 unsigned int creation_time;
259 static bool _dazzle_rendering_enabled;
367 virtual const char *
Get_Name(
void)
const {
return Name; }
Color scale(const Color &a, const Color &b)
#define W3DMPO_GLUE(ARGCLASS)
bool use_camera_translation
Vector3 dazzle_test_color
StringClass primary_texture_name
float size_optimization_limit
StringClass secondary_texture_name
float dazzle_intensity_pow
float dazzle_direction_area
StringClass lensflare_name
void Render(CameraClass *camera)
virtual PrototypeClass * Load_W3D(ChunkLoadClass &cload)
virtual int Chunk_Type(void)
virtual void DeleteSelf()
DazzlePrototypeClass(void)
WW3DErrorType Load_W3D(ChunkLoadClass &cload)
virtual RenderObjClass * Create(void)
virtual const char * Get_Name(void) const
virtual int Get_Class_ID(void) const
static void Init_Lensflare(const LensflareInitClass &i)
static void Set_Current_Dazzle_Layer(DazzleLayerClass *layer)
DazzleRenderObjClass * Succ()
virtual int Class_ID(void) const
static bool Is_Dazzle_Rendering_Enabled(void)
virtual void Get_Obj_Space_Bounding_Box(AABoxClass &box) const
DazzleRenderObjClass(unsigned type)
void Set_Lensflare_Intensity(float intensity)
virtual void Special_Render(SpecialRenderInfoClass &rinfo)
void Set_Halo_Color(const Vector3 &col)
virtual void Render(RenderInfoClass &rinfo)
static unsigned Get_Lensflare_ID(const char *name)
void Set_Dazzle_Color(const Vector3 &col)
DazzleRenderObjClass & operator=(const DazzleRenderObjClass &)
static void Init_From_INI(const INIClass *ini)
static void Init_Type(const DazzleInitClass &i)
static unsigned Get_Type_ID(const char *name)
static void Enable_Dazzle_Rendering(bool onoff)
static LensflareTypeClass * Get_Lensflare_Class(unsigned id)
const DazzleRenderObjClass * Succ() const
virtual void Set_Transform(const Matrix3D &m)
static const char * Get_Type_Name(unsigned int id)
virtual const PersistFactoryClass & Get_Factory(void) const
virtual RenderObjClass * Clone(void) const
void Set_Layer(DazzleLayerClass *layer)
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass &sphere) const
static void Install_Dazzle_Visibility_Handler(const DazzleVisibilityClass *visibility_handler)
unsigned int Get_Dazzle_Type(void)
virtual void Scale(float scale)
static DazzleTypeClass * Get_Type_Class(unsigned id)
void Set_Dazzle_Shader(const ShaderClass &s)
TextureClass * Get_Dazzle_Texture()
TextureClass * Get_Halo_Texture()
virtual void Calculate_Intensities(float &dazzle_intensity, float &dazzle_size, float &halo_intensity, const Vector3 &camera_dir, const Vector3 &dazzle_dir, const Vector3 &dir_to_dazzle, float distance) const
void Set_Halo_Shader(const ShaderClass &s)
virtual float Compute_Dazzle_Visibility(RenderInfoClass &rinfo, DazzleRenderObjClass *dazzle, const Vector3 &point) const
LensflareInitClass(const LensflareInitClass &lic)
void Render_Arrays(const Vector4 *vertex_coordinates, const Vector2 *uv_coordinates, const Vector3 *color, int vertex_count, int halo_vertex_count, const Vector2 *texture_coordinates)
TextureClass * Get_Texture()
void Generate_Vertex_Buffers(VertexFormatXYZNDUV2 *vertex, int &vertex_count, float screen_x_scale, float screen_y_scale, float dazzle_intensity, const Vector4 &transformed_location)
PrototypeLoaderClass(void)
DazzleLoaderClass _DazzleLoader