port from perforce
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187
evoke-64k/bp10/globals.cpp
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187
evoke-64k/bp10/globals.cpp
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#include "globals.h"
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IDirect3D9 *g_D3D;
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IDirect3DDevice9 *g_d3d_device;
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D3DPRESENT_PARAMETERS d3dpp=
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{
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1024,//UINT BackBufferWidth;
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768,//UINT BackBufferHeight;
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D3DFMT_A8R8G8B8,//D3DFORMAT BackBufferFormat;
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3,//UINT BackBufferCount;
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D3DMULTISAMPLE_16_SAMPLES,//D3DMULTISAMPLE_TYPE MultiSampleType;
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0,//DWORD MultiSampleQuality;
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D3DSWAPEFFECT_DISCARD,//D3DSWAPEFFECT SwapEffect;
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0,//HWND hDeviceWindow;
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FALSE,//BOOL Windowed;
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TRUE,//BOOL EnableAutoDepthStencil;
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D3DFMT_D24S8,//D3DFORMAT AutoDepthStencilFormat;
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0,//DWORD Flags;
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/* FullScreen_RefreshRateInHz must be zero for Windowed mode */
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0,//UINT FullScreen_RefreshRateInHz;
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D3DPRESENT_INTERVAL_ONE, //UINT PresentationInterval;
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};
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UINT g_nShadowResolution = 1024;
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float g_fResolutionFactor = 1.0f;
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int g_iResolutionFactorExp = 0;
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D3DLIGHT9 d3dLight[3]=
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{
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{
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D3DLIGHT_POINT,// D3DLIGHTTYPE Type; /* Type of light source */
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{ 1.0f, 1.0f, 0.85f, 0.0f },// D3DCOLORVALUE Diffuse; /* Diffuse color of light */
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{ 1.0f, 1.0f, 1.0f, 0.0f },// D3DCOLORVALUE Specular; /* Specular color of light */
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{ 0.0625f, 0.0625f, 0.0625f, 0.0f },// D3DCOLORVALUE Ambient; /* Ambient color of light */
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{ 48.0f, 96.0f, -48.0f },// D3DVECTOR Position; /* Position in world space */
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{ 0.0f, 0.0f, 0.0f },// D3DVECTOR Direction; /* Direction in world space */
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1024.0f, //float Range; /* Cutoff range */
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0.0f, //float Falloff; /* Falloff */
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1.0f / 4096.0f, //float Attenuation0; /* Constant attenuation */
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1.0f / 4096.0f, //float Attenuation1; /* Linear attenuation */
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1.0f / 4096.0f, //float Attenuation2; /* Quadratic attenuation */
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0.0f, //float Theta; /* Inner angle of spotlight cone */
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0.0f, //float Phi; /* Outer angle of spotlight cone */
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},
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{
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D3DLIGHT_POINT,// D3DLIGHTTYPE Type; /* Type of light source */
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{ 0.6f, 0.6f, 0.8f, 0.0f },// D3DCOLORVALUE Diffuse; /* Diffuse color of light */
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{ 0.0f, 0.0f, 0.0f, 0.0f },// D3DCOLORVALUE Specular; /* Specular color of light */
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{ 0.0f, 0.0f, 0.0f, 0.0f },// D3DCOLORVALUE Ambient; /* Ambient color of light */
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{ -16.0f, -32.0f, 64.0f },// D3DVECTOR Position; /* Position in world space */
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{ 0.0f, 0.0f, 0.0f },// D3DVECTOR Direction; /* Direction in world space */
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1024.0f, //float Range; /* Cutoff range */
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0.0f, //float Falloff; /* Falloff */
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1.0f / 4096.0f, //float Attenuation0; /* Constant attenuation */
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1.0f / 4096.0f, //float Attenuation1; /* Linear attenuation */
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1.0f / 4096.0f, //float Attenuation2; /* Quadratic attenuation */
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0.0f, //float Theta; /* Inner angle of spotlight cone */
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0.0f, //float Phi; /* Outer angle of spotlight cone */
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},
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{
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D3DLIGHT_POINT,// D3DLIGHTTYPE Type; /* Type of light source */
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{ 141.0f / 255.0f, 122.0f / 255.0f, 57.0f / 255.0f, 0.0f },// D3DCOLORVALUE Diffuse; /* Diffuse color of light */
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{ 205.0f / 255.0f, 186.0f / 255.0f, 121.0f / 255.0f, 0.0f },// D3DCOLORVALUE Specular; /* Specular color of light */
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{ 0.0f, 0.0f, 0.0f, 0.0f },// D3DCOLORVALUE Ambient; /* Ambient color of light */
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{ -48.0f, 64.0f, 48.0f },// D3DVECTOR Position; /* Position in world space */
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{ 0.0f, 0.0f, 0.0f },// D3DVECTOR Direction; /* Direction in world space */
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1024.0f, //float Range; /* Cutoff range */
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0.0f, //float Falloff; /* Falloff */
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1.0f / 4096.0f, //float Attenuation0; /* Constant attenuation */
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1.0f / 4096.0f, //float Attenuation1; /* Linear attenuation */
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1.0f / 4096.0f, //float Attenuation2; /* Quadratic attenuation */
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0.0f, //float Theta; /* Inner angle of spotlight cone */
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0.0f, //float Phi; /* Outer angle of spotlight cone */
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}
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};
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D3DMATERIAL9 d3dMaterial=
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{
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{ 1.0f, 1.0f, 1.0f, 1.0f },// D3DCOLORVALUE Diffuse; /* Diffuse color RGBA */
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{ 1.0f, 1.0f, 1.0f, 1.0f },// D3DCOLORVALUE Ambient; /* Ambient color RGB */
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{ 1.0f, 1.0f, 1.0f, 0.0f },// Specular; /* Specular 'shininess' */
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{ 0.0f, 0.0f, 0.0f, 0.0f },// Emissive; /* Emissive color RGB */
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32.0f //float Power; /* Sharpness if specular highlight */
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};
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D3DXMATRIX g_matView;
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D3DXMATRIX g_matProjection;
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D3DXMATRIX g_matVP;
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D3DXMATRIX g_matWVP;
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Texture g_pTextures[ TextureCount ];
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IDirect3DTexture9* g_pFullScreenRT[ RT_COUNT ];
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IDirect3DSurface9* g_pFullScreenRTS[ RTS_COUNT ];
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SCameraDefinition g_Camera;
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D3DXVECTOR3 g_CamFront;
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D3DXVECTOR3 g_LightDir;
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float g_fGlow;
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float g_fClouds;
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float g_fPlasmaGrid;
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PSSM g_PSSM;
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Renderjob g_Objects[ ObjectCount ];
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Renderjob* g_pEditObject;
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Renderjob g_SkyBox;
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Renderjob g_FullScreenQuad;
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Shader g_Shaders[ g_iShaderCount ];
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#ifndef STARTMUSIC
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DWORD g_dwTimeReplaceStart;
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#endif
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int g_iTempo= ( 44100 * 60 * 2 ) / 145;
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int g_iSampleOffset= g_iSampleOffsetGeneral;
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int g_dwSamplesPassed= 0;
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int g_dwSamples= 0;
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SVUMeter g_vuLightBeat;
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SVUMeter g_vuOffBeat;
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//ScriptState g_ScriptState;
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RandomGenerator g_Random;
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#ifdef EXTRACODE
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unsigned char g_Script[ 2048 ];
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float g_ScriptParamFloat[ 512 ];
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#endif
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#ifdef EXTRACODE
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char g_ShaderVSGeneral[ 65536 ];
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char g_ShaderPSPhong[ 65536 ];
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char g_ShaderPSRainbow[ 65536 ];
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char g_ShaderPSTarmac[ 65536 ];
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char g_ShaderPSGrass[ 65536 ];
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char g_ShaderPSWall[ 65536 ];
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char g_ShaderPSDepth[ 65536 ];
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char g_ShaderPSText[ 65536 ];
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char g_ShaderVSSky[ 65536 ];
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char g_ShaderPSSky[ 65536 ];
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char g_ShaderVSFSQuad[ 65536 ];
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char g_ShaderPSPSSM[ 65536 ];
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char g_ShaderPSAmbOcc[ 65536 ];
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char g_ShaderPSDOF[ 65536 ];
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char g_ShaderPSRay[ 65536 ];
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char g_ShaderPSBlur[ 65536 ];
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#endif
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void InitGlobals()
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{
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for( int i= 0; i < TextureCount; ++i )
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{
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g_pTextures[ i ].Init();
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}
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for( int i= 0; i < ObjectCount; i++ )
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{
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g_Objects[ i ].Init();
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}
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g_SkyBox.Init();
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g_FullScreenQuad.Init();
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g_PSSM.Init();
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for( int i= 0; i < g_iShaderCount; i++ )
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{
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g_Shaders[ i ].Init();
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}
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g_Random.setSeed( 0 );
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}
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