1 | /**
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2 | @author Barsi Attila
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3 | @copyright BMGE Department of Control Engineering and Informatics
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4 | @brief D3D Radiosity algorithm wrapper class.
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5 | */
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6 | #pragma once
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7 | #ifndef RADIOSITYALGORITHM_H
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8 | #define RADIOSITYALGORITHM_H
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9 |
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10 | //#define DEBUG_SHADER
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11 |
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12 | class RadiosityAlgorithm{
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13 | public:
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14 | /**
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15 | Constructor.
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16 | */
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17 | RadiosityAlgorithm(UINT textureWidth,UINT textureHeight,UINT mipMapLevels,_D3DFORMAT vismapFormat,_D3DFORMAT iterationVismapFormat,_D3DFORMAT renderTextureFormat,_D3DFORMAT mipmapFormat,_D3DFORMAT depthStencilFormat);
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18 | /**
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19 | Destructor.
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20 | */
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21 | ~RadiosityAlgorithm();
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22 | /**
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23 | Initializes objects.
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24 | @param The current direct3d device.
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25 | @return The error code.
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26 | */
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27 | HRESULT initObjects(LPDIRECT3DDEVICE9 d3dDevice);
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28 | /**
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29 | Deletes objects.
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30 | @return The error code.
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31 | */
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32 | HRESULT deleteObjects();
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33 |
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34 | /**
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35 | Does the radiosity averaging pass.
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36 | @param doDebugPicture If true, saves a debug picture.
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37 | @param fileName The fileName to save the picture to.
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38 | @param niteration The current iteration count.
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39 | @return The error code.
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40 | */
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41 |
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42 | HRESULT doRadiosityAveragingPass(bool doDebugPicture,TCHAR* fileName,UINT niteration);
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43 |
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44 | /**
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45 | Renders the emission to the texture atlas.
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46 | @param doDebugPicture If true, saves a debug picture.
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47 | @param fileName The fileName to save the picture to.
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48 | @return The error code.
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49 | */
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50 |
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51 | HRESULT doEmissionMapPass(bool doDebugPicture,TCHAR* fileName);
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52 |
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53 | /**
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54 | Renders the original visibility map to the texture atlas.
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55 | @param doDebugPicture If true, saves a debug picture.
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56 | @param fileName The fileName to save the picture to.
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57 | @return The error code.
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58 | */
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59 |
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60 | HRESULT doOriginalVisibilityMapPass(bool doDebugPicture,TCHAR* fileName);
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61 |
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62 | /**
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63 | Iterates the solution for a given number of times.
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64 | @param niterations The number of iterations to compute.
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65 | @param iterationToSave The iteration to save.
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66 | @return The error code.
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67 | */
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68 |
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69 | HRESULT iterate(UINT niterations,UINT iterationToSave);
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70 | /**
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71 | Renders all mipmap levels of the radiosity texture.
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72 | @param niteration The current iteration count.
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73 | @return The error code.
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74 | */
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75 | HRESULT createRadiosityMipMap(UINT niteration);
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76 | /**
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77 | Chooses a shooter based on the current radiosity map and iteration count.
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78 | @param niteration The current iteration count.
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79 | @return The error code.
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80 | */
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81 | HRESULT chooseShooter(UINT iterations);
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82 | /**
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83 | Does the per iteration visibility map from the shooter. Visibility is calculated per hemicube side.
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84 | @param doDebugPicture If true, saves a debug picture.
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85 | @param fileName The fileName to save the picture to.
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86 | @param center Center of the camera.
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87 | @param dir Direction of the camera.
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88 | @param up Up vector of the camera.
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89 | @param fullscreen Render fullscreen or half screen (on hemicube sides.)
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90 | @return The error code.
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91 | */
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92 | HRESULT doIterationVisibilityMapPass(bool doDebugPicture,TCHAR* fileName,D3DXVECTOR3 center,D3DXVECTOR3 dir,D3DXVECTOR3 up,bool fullScreen);
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93 | /**
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94 | Renders the radiosity map.
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95 | @param niteration The current iteration count.
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96 | @param doDebugPicture If true, saves a debug picture.
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97 | @param fileName The fileName to save the picture to.
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98 | @return The error code.
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99 | */
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100 | HRESULT doRadiosityMapPass(UINT iterations,bool doDebugPicture,TCHAR* fileName);
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101 | /**
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102 | Avarages the actual radiosity map.
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103 | @param iterations The number of iterations computed in iterate().
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104 | @param doDebugPicture If true, saves a debug picture.
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105 | @param fileName The fileName to save the picture to.
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106 | @return The error code.
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107 | */
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108 | HRESULT doRadiosityActualAveragingPass(UINT iterations,bool doDebugPicture,TCHAR* fileName);
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109 | /**
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110 | Renders the final picture.
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111 | @param doDebugPicture If true, saves a debug picture.
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112 | @param fileName The fileName to save the picture to.
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113 | @return The error code.
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114 | */
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115 | HRESULT doFinalPicturePass(bool doDebugPicture,TCHAR* fileName);
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116 | /**
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117 | Initializes the actual radiance map.
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118 | @return The error code.
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119 | */
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120 | HRESULT initActualRadianceMap();
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121 | /**
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122 | Initializes the BRDF and Specular map.
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123 | @return The error code.
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124 | */
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125 | HRESULT initBRDFAndSpecularMap();
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126 | /**
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127 | Moves the objects to a given location.
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128 | @param x The coordinate x.
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129 | @param y The coordinate y.
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130 | @param z The coordinate z.
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131 | @return The error code.
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132 | */
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133 | HRESULT moveObjects(float x,float y,float z);
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134 | /**
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135 | Moves the camera (View matrix) to a given location. Up is calculated from eye and lookat.
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136 | @param eyeX The X coordinate of the eye vector.
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137 | @param eyeY The Y coordinate of the eye vector.
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138 | @param eyeZ The Z coordinate of the eye vector.
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139 | @param lookAtX The X coordinate of the look at vector.
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140 | @param lookAtY The Y coordinate of the look at vector.
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141 | @param lookAtZ The Z coordinate of the look at vector.
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142 | @return The error code.
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143 | */
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144 | HRESULT moveCamera(float eyeX,float eyeY,float eyeZ,float lookAtX,float lookAtY,float lookAtZ);
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145 |
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146 | private:
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147 | /**
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148 | Pointer to the direct3d device.
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149 | */
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150 | LPDIRECT3DDEVICE9 d3dDevice;
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151 |
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152 | //ofstream* errLogger;
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153 | /**
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154 | The error code.
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155 | */
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156 | HRESULT hr;
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157 | /**
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158 | The full screen quad vertex buffer.
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159 | */
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160 | LPDIRECT3DVERTEXBUFFER9 pQuadVB;
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161 | /**
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162 | The on point vertex buffer.
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163 | */
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164 | LPDIRECT3DVERTEXBUFFER9 pPointVB;
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165 | /**
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166 | The shooter disc.
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167 | */
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168 | float shooterDisc;
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169 | /**
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170 | The py parameter of the shader.
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171 | */
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172 | float py;
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173 | /**
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174 | The time before the start of the rendering.
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175 | */
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176 | DWORD timeBefore;
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177 | /**
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178 | The time after the completion of the rendering.
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179 | */
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180 | DWORD timeAfter;
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181 |
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182 | //Texture declaration.
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183 |
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184 | /**
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185 | The original visibility texture.
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186 | */
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187 | LPDIRECT3DTEXTURE9 pOrigVisibilityTexture;
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188 | /**
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189 | The iteration visibility texture.
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190 | */
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191 | LPDIRECT3DTEXTURE9 pIterationVisibilityTexture;
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192 | /**
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193 | The radiosity texture.
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194 | */
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195 | LPDIRECT3DTEXTURE9 pRadiosityTexture;
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196 | /**
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197 | The radiosity texture for swapping textures.
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198 | */
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199 | LPDIRECT3DTEXTURE9 pRadiosityTexture2;
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200 | /**
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201 | The texture for accumulated actual radiance.
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202 | */
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203 | LPDIRECT3DTEXTURE9 pActualRadianceTexture;
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204 |
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205 |
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206 | /**
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207 | An array for the radiosity mipmap textures.
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208 | */
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209 | LPDIRECT3DTEXTURE9* mipmapTexturesArray;
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210 | /**
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211 | The texture for selecting the shooter.
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212 | */
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213 | LPDIRECT3DTEXTURE9 shootTexture;
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214 | /**
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215 | The radiosity map copy texture.
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216 | */
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217 | LPDIRECT3DTEXTURE9 radCopyTexture;
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218 | /**
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219 | The visibility map copy texture.
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220 | */
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221 | LPDIRECT3DTEXTURE9 visCopyTexture;
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222 | /**
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223 | A temporal texture.
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224 | */
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225 | LPDIRECT3DTEXTURE9 tempTexture;
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226 | /**
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227 | A texture to render shoot color to.
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228 | */
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229 | LPDIRECT3DTEXTURE9 shootColorTexture;
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230 | /**
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231 | The original emission texture.
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232 | */
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233 | LPDIRECT3DTEXTURE9 emissionTexture;
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234 | /**
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235 | Texture for the actual radiance.
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236 | */
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237 | LPDIRECT3DTEXTURE9 pActualRadianceTexture2;
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238 | /**
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239 | Texture for the actual radiance to swap textures.
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240 | */
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241 | LPDIRECT3DTEXTURE9 pActualRadianceTempTexture;
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242 | /**
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243 | Texture for BRDFs.
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244 | */
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245 | LPDIRECT3DTEXTURE9 pBRDFTexture;
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246 | /**
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247 | 0th surface of the corresponding texture.
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248 | */
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249 | LPDIRECT3DSURFACE9 pBRDFSurface;
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250 | /**
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251 | 0th surface of the corresponding texture.
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252 | */
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253 | LPDIRECT3DSURFACE9 pActualRadianceTempSurface;
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254 | /**
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255 | 0th surface of the corresponding texture.
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256 | */
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257 | LPDIRECT3DSURFACE9 pActualRadianceSurface2;
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258 | /**
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259 | 0th surface of the corresponding texture.
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260 | */
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261 | LPDIRECT3DSURFACE9 emissionSurface;
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262 | /**
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263 | 0th surface of the corresponding texture.
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264 | */
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265 | LPDIRECT3DSURFACE9 shootColorSurface;
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266 | /**
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267 | 0th surface of the corresponding texture.
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268 | */
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269 | LPDIRECT3DSURFACE9 tempSurface;
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270 | /**
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271 | 0th surface of the corresponding texture.
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272 | */
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273 | LPDIRECT3DSURFACE9 visCopySurface;
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274 | /**
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275 | 0th surface of the corresponding texture.
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276 | */
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277 | LPDIRECT3DSURFACE9 radCopySurface;
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278 | /**
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279 | 0th surface of the corresponding texture.
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280 | */
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281 | LPDIRECT3DSURFACE9 pRenderSurface;
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282 | /**
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283 | The original back buffer.
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284 | */
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285 | LPDIRECT3DSURFACE9 pBackBuffer;
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286 | /**
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287 | 0th surface of the corresponding texture.
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288 | */
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289 | LPDIRECT3DSURFACE9 pRadRenderSurface;
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290 | /**
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291 | 0th surface of the corresponding texture.
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292 | */
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293 | LPDIRECT3DSURFACE9 pRadRenderSurface2;
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294 | /**
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295 | 0th surface of the corresponding texture.
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296 | */
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297 | LPDIRECT3DSURFACE9 pActualRadianceSurface;
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298 | /**
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299 | Depth map for the render-to-surface passes.
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300 | */
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301 | LPDIRECT3DSURFACE9 rttDepthSurface;
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302 | /**
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303 | The original depth map.
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304 | */
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305 | LPDIRECT3DSURFACE9 origDepthSurface;
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306 | /**
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307 | 0th surface of the corresponding texture.
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308 | */
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309 | LPDIRECT3DSURFACE9 pIterationVisibilityRenderSurface;
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310 | /**
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311 | An array of 0th level surfaces of the corresponding textures.
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312 | */
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313 | LPDIRECT3DSURFACE9* pMipmapSurfaces;
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314 | /**
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315 | 0th surface of the corresponding texture.
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316 | */
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317 | LPDIRECT3DSURFACE9 shootSurface;
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318 | /**
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319 | Matrices. Passed to various shaders.
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320 | */
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321 | D3DXMATRIX matRotationY,matTranslation,matProjection,matViewWorldProjection,matOldProjection,inverseWorldMatrix;
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322 | /**
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323 | The current world matrix.
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324 | */
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325 | D3DXMATRIX matWorld;
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326 | /**
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327 | The effect file of the shaders.
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328 | */
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329 | LPD3DXEFFECT m_pEffect;
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330 | /**
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331 | The number of shader passes in a technique.
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332 | */
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333 | UINT nPasses;
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334 |
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335 | /**
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336 | The resolution indicator for the average calculation.
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337 | */
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338 | float fiRes2;
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339 | /**
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340 | The previous resolution indicator for the average calculation.
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341 | */
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342 | float fiOld;
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343 | /**
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344 | Vector to hold current shooter colors.
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345 | */
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346 | D3DXVECTOR4 lShoot;
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347 |
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348 | /**
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349 | Temporary for locking buffers.
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350 | */
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351 | VOID* pData;
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352 | /**
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353 | Texture height.
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354 | */
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355 | UINT textureHeight;
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356 | /**
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357 | Texture width.
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358 | */
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359 | UINT textureWidth;
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360 | /**
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361 | Mipmap levels.
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362 | */
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363 | UINT mipMapLevels;
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364 | /**
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365 | Visibility map texture format
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366 | */
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367 | _D3DFORMAT vismapFormat;
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368 | /**
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369 | Iteration visibility map texture format
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370 | */
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371 | _D3DFORMAT iterationVismapFormat;
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372 | /**
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373 | Radiosity maps texture format
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374 | */
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375 | _D3DFORMAT renderTextureFormat;
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376 | /**
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377 | Format of render-to-surface depth stencil buffer.
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378 | */
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379 | _D3DFORMAT depthStencilFormat;
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380 | /**
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381 | Format of radiosity mipmaps.
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382 | */
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383 | _D3DFORMAT mipmapFormat;
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384 | /**
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385 | Vertex declaration for render
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386 | */
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387 | IDirect3DVertexDeclaration9* textureDecl;
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388 | /**
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389 | The array of full screen quad vertices.
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390 | */
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391 | D3DVERTEX_1* textureVertices1;
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392 | /**
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393 | One vertex for the point.
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394 | */
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395 | D3DVERTEX_1 pointVertices;
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396 | /**
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397 | The data of the locked visibility map.
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398 | */
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399 | D3DXFLOAT16* visMapData;
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400 | /**
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401 | The fileformat to save the pictures to.
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402 | */
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403 | D3DXIMAGE_FILEFORMAT fileFormat;
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404 | /**
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405 | The reciproc of resolution.
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406 | */
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407 | float recres2;
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408 | /**
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409 | Locked floating point image data.
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410 | */
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411 | float* imageData;
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412 | /**
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413 | The index of the shooter in the visibility map.
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414 | */
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415 | int index2;
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416 | /**
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417 | The locked rectangle structure of the visibility map.
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418 | */
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419 | D3DLOCKED_RECT visRectangleToLock;
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420 | /**
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421 | The surface descriptor of the visibility map.
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422 | */
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423 | D3DSURFACE_DESC visSurfaceDesc;
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424 | /**
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425 | The shooter face index.
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426 | */
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427 | DWORD shooter;
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428 | /**
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429 | Locked rectangle structure.
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430 | */
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431 | D3DLOCKED_RECT rectangleToLock;
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432 | /**
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433 | Surface descriptor.
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434 | */
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435 | D3DSURFACE_DESC surfaceDesc;
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436 | /**
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437 | The colors float[4] of the shooter.
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438 | */
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439 | float* shootcolors;
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440 | /**
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441 | From vector.
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442 | */
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443 | D3DXVECTOR3 fromD3D;
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444 | /**
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445 | Up vector.
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446 | */
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447 | D3DXVECTOR3 upD3D;
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448 | /**
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449 | Lookat vector.
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450 | */
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451 | D3DXVECTOR3 lookatD3D;
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452 | /**
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453 | Direction vector.
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454 | */
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455 | D3DXVECTOR3 dirD3D ;
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456 | /**
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457 | Camera eye position.
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458 | */
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459 | D3DXVECTOR3 eyePos;
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460 | /**
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461 | Camera lookat vector.
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462 | */
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463 | D3DXVECTOR3 camLookAt;
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464 | /**
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465 | Camera direction.
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466 | */
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467 | D3DXVECTOR3 camDir;
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468 | /**
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469 | Pointer to a vector of ALIAS/WAVEFRONT Maya .obj objects.
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470 | */
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471 | ObjectVector* objectVector;
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472 |
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473 | };
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474 | #endif |
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