User report: the ground shadow painted OVER the mech's feet. Root cause: the
flat quad + big depth-bias (-0.004 ~= 2-4 world units) workaround for slope
burial -- a bias big enough to beat the TERRAIN also beat the FEET in the
depth test, and the shadow drew in the late alpha-blend pass (after the mech),
so z-arbitration was the only layering control.
Fix, four co-dependent parts (user-verified live: feet on top, opaque,
survives inclines/declines):
- TILT (mech.cpp UpdateShadowJoint): apply the SKL's own contract for
jointshadow ("apply terrain angle to pitch and roll") -- quad up aligned to
the surface normal via an orthonormal basis fed to the ENGINE's own
LinearMatrix->EulerAngles conversion. Hand-derived Euler signs are exactly
how the prior tilt attempts "dug into the hillside"; the engine conversion
is convention-proof. ~35 deg cliff-guard cap.
- SAMPLER (mech4.cpp): surface gradient from the collision probes PLUS
BTVisualGroundLift per probe -- the quad hugs the VISIBLE terrain, whose
lift varies across a slope; world->local rotation by the TRUE yaw from
localToWorld, not the drift-prone gDriveHeading mirror (the task-#48 bug
class). BT_SHADOW_LOG traces the normals.
- DRAW ORDER (new PASS_SHADOW, l4d3d.h/L4VIDRND/L4VIDEO): shadows draw
between the STATIC terrain and the DYNAMIC opaque bodies -- the classic
decal order. The mech, drawn after, z-passes over the shadow: the bias
can never paint the shadow over the feet, structurally.
- BIAS pairing (L4D3D.cpp): tilt on (default) -> decal epsilon -0.0008;
BT_SHADOW_TILT=0 flat fallback -> the old -0.004. BT_SHADOW_BIAS overrides.
KB (locomotion.md): the four-part arrangement recorded as co-dependent, with
the gait-desync-symptom diagnostic hint retained.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
212 lines
7.4 KiB
C++
212 lines
7.4 KiB
C++
#pragma once
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#include <D3DX9.h>
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#include <hash_map>
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#include <string>
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#define L4VERTEX_FVF (D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE | D3DFVF_NORMAL)
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#define L4POINTVERTEX_FVF (D3DFVF_XYZ)
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#define L4VERTEX_2D_FVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
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#define L4VERTEX_2D_TEX_FVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)
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#define PASS_OPAQUE 0
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#define PASS_DECAL 1
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#define PASS_ALPHABLEND 2
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#define PASS_SPHERE 3
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#define PASS_SKY 4
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// GROUND-SHADOW list (task #49b): tshd proxies draw between the STATIC opaque
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// geometry (terrain) and the DYNAMIC opaque list (mech bodies) -- the classic
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// decal order. The feet then z-pass over the already-drawn shadow, so the
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// shadow's big terrain depth-bias can never paint OVER the mech. (The list is
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// drawn with pass id PASS_ALPHABLEND so d3d_OBJECT::DrawMesh's mIsShadow
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// state-block branch runs unchanged.)
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#define PASS_SHADOW 5
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#define PASS_TOTAL_COUNT 6
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struct L4VERTEX
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{
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float x, y, z;
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float nx, ny, nz;
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DWORD color;
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float u, v;
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};
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struct L4POINTVERTEX
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{
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float x, y, z;
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};
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struct L4VERTEX_2D
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{
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float x, y, z, rhw;
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DWORD color;
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};
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struct L4VERTEX_2D_TEX
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{
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float x, y, z, rhw;
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DWORD color;
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float u, v;
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};
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struct L4TEXOP
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{
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enum WrapType
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{
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REPEAT,
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CLAMP,
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SELECT
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} wrap_u, wrap_v;
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LPDIRECT3DTEXTURE9 texture;
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bool doScroll;
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float scrollUDelta;
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float scrollVDelta;
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};
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struct L4RAMP
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{
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float r0, g0, b0;
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float r1, g1, b1;
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};
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struct L4DRAWOP
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{
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D3DMATERIAL9 material;
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L4TEXOP texture;
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bool alphaTest;
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bool drawAsDecal;
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bool drawAsSky;
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// PORT (draw-cost fix): explicit index range for BGF-built meshes. D3DX
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// DrawSubset needs an attribute TABLE; our double-sided BGF indices make
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// GenerateAdjacency/OptimizeInplace fail silently, so DrawSubset fell back to
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// scanning the whole attribute buffer PER CALL (~44us x ~1400 calls = ~60ms/
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// frame). The loader knows each batch's exact range -- draw it directly.
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int bgfStartIndex; // first index of the batch in the mesh IB
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int bgfPrimCount; // triangle count (0 = not a BGF batch -> DrawSubset)
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// PORT (authentic LODs): this batch's LOD viewing band [lodNear..lodFar) from
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// the BGF's 0x2046 headers. DrawMesh draws only the ops whose band contains
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// the camera->object distance (the IG board's distance LOD selection). A
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// zero-init op (lodFar==0) is treated as always-drawn (non-BGF fallback).
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float lodNear;
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float lodFar;
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// DIAG (BT_LOD_LOG): last band-gate visibility (0=unknown 1=visible 2=hidden)
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// so DrawMesh can log per-op FLIP events during movement (which piece blinks).
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int lastBandVisible;
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// PUNCH (dpl_Punchize, PATCH SV_SPECIAL): cutout punch-through -- the texture's
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// black texels were loaded with alpha 0; draw with alpha TEST in the opaque pass
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// (z-write preserved), rejecting hole texels.
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bool punchThrough;
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// LAYER DEPTH BIAS (additive-LOD coplanar resolution; see bgfload.h): finer
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// layers get a slightly more negative normalized-depth bias so EXACTLY-
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// coplanar duplicated surfaces resolve to the detail layer instead of
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// venetian-blind z-fighting (the board's submission-order rule, in D3D terms).
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float lodDepthBias;
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};
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class d3d_OBJECT
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{
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public:
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d3d_OBJECT(LPDIRECT3DDEVICE9 device, int vertCount);
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d3d_OBJECT(LPDIRECT3DDEVICE9 device, LPD3DXMESH mesh, DWORD *adjacencyBuffer, int drawOpCount);
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~d3d_OBJECT();
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inline LPDIRECT3DDEVICE9 GetDevice() { return mDevice; }
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inline int GetVertCount() { return mVertCount; }
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inline int GetDrawOpCount() { return mDrawOpCount; }
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inline L4DRAWOP* GetDrawOp(int index) { return &(mDrawOps[index]); }
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void Draw(int pass, const D3DXMATRIX *viewTransform, Time targetRenderFrame);
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inline void SetRadius(float radius) { mRadius = radius; }
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inline void SetOrigin(L4POINTVERTEX origin) { mOrigin = origin; }
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inline void SetImmune(bool immune) { mImmune = immune; }
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// BT (task #20): mark the mech's *_tshd SHADOW-PROXY geometry -- the binary's
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// shadow is this flat silhouette posed by jointshadow/jointtshadow; it must
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// draw TRANSLUCENT dark in the blend pass (the port drew it opaque black).
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inline void SetIsShadow(int v) { mIsShadow = v; }
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inline int GetIsShadow() { return mIsShadow; }
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int mIsShadow;
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// DIAG (BT_LOD_LOG): model basename for flip telemetry (set by LoadObjectBGF;
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// MUST be initialized in BOTH ctors -- debug heap 0xCD fill reads as garbage).
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char mDbgName[24];
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inline void SetLocalToWorld(D3DXMATRIX localToWorld) { mLocalToWorld = localToWorld; }
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inline float GetRadius() { return mRadius; }
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inline L4POINTVERTEX GetOrigin() { return mOrigin; }
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inline bool GetImmune() { return mImmune; }
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inline D3DXMATRIX GetLocalToWorld() { return mLocalToWorld; }
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inline LPD3DXMESH GetMesh() { return mMesh; }
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inline d3d_OBJECT* GetNext(int pass) { return mNext[pass + 1]; }
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inline d3d_OBJECT* GetPrevious( int pass) { return mPrev[pass + 1]; }
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inline void SetNext(d3d_OBJECT *next, int pass) { mNext[pass + 1] = next; }
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inline void SetPrevious(d3d_OBJECT *previous, int pass) { mPrev[pass + 1] = previous; }
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static void ResetState(LPDIRECT3DDEVICE9 device);
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static d3d_OBJECT* LoadObject(LPDIRECT3DDEVICE9 device, char *fileName);
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static L4TEXOP LoadTexture(LPDIRECT3DDEVICE9 device, const char *fileName);
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// PORT (turn-hitch fix): bounding-sphere frustum culling. The 1995 renderer
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// drew EVERYTHING every frame (the IG board clipped in hardware); on D3D9 that
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// is ~2700 draw calls/frame = ~107ms CPU. The renderer sets the frame's view
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// frustum once (SetCullFrustum); Draw() then skips objects fully outside it.
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static void SetCullFrustum(const D3DXMATRIX *viewProj); // NULL disables for the frame
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static void SetCameraPosition(float x, float y, float z); // for LOD distance selection
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D3DXVECTOR3 mCullCenter; // model-space bounding sphere (computed at load)
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float mCullRadius; // <= 0 -> unknown, never culled
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// PORT (draw-cost fix): direct-draw path for BGF meshes (see L4DRAWOP). The
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// mesh's own VB/IB, cached AddRef'd at load; drawn with DrawIndexedPrimitive
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// per batch range instead of D3DX DrawSubset. NULL -> DrawSubset fallback.
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LPDIRECT3DVERTEXBUFFER9 mBgfVB;
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LPDIRECT3DINDEXBUFFER9 mBgfIB;
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UINT mBgfStride;
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UINT mBgfNumVerts;
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private:
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static d3d_OBJECT* LoadSpheres(LPDIRECT3DDEVICE9 device, char *fileName);
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// Builds a mesh-backed d3d_OBJECT directly from a VWE .BGF (pod ships .bgf, not .x).
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static d3d_OBJECT* LoadObjectBGF(LPDIRECT3DDEVICE9 device, char *fileName);
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LPDIRECT3DDEVICE9 mDevice;
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inline void SetVB(LPDIRECT3DVERTEXBUFFER9 buffer) { mVB = buffer; }
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void DrawMesh(int pass, const D3DXMATRIX *viewTransform, Time targetRenderFrame);
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void DrawSpheres(int pass, const D3DXMATRIX *viewTransform);
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long mID;
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// vertex based
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int mVertCount;
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LPDIRECT3DVERTEXBUFFER9 mVB;
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// mesh based
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LPD3DXMESH mMesh;
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int mDrawOpCount;
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L4DRAWOP* mDrawOps;
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bool mImmune;
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D3DXMATRIX mLocalToWorld;
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L4POINTVERTEX mOrigin;
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float mRadius;
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d3d_OBJECT *mNext[PASS_TOTAL_COUNT + 1];
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d3d_OBJECT *mPrev[PASS_TOTAL_COUNT + 1];
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void SetTextureScrolling(const L4TEXOP *texture, Time targetRenderFrame);
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void SetTextureAddressing(L4TEXOP::WrapType wrap_u, L4TEXOP::WrapType wrap_v);
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void SetTexture(LPDIRECT3DTEXTURE9 texture);
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// state information for optimizing renderstate changes
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static bool mLastTextureScrollState;
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static L4TEXOP::WrapType mLastWrapU;
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static L4TEXOP::WrapType mLastWrapV;
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static bool mLastTexturingState;
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static long mNextID;
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static stdext::hash_map< std::string , L4TEXOP > mTextureCache;
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};
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extern int gNumBatches;
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