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Implement class declaration for CFluidPlane/CFluidPlaneCPU
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@@ -2,16 +2,91 @@
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#define __URDE_CFLUIDPLANECPU_HPP__
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#include "CFluidPlane.hpp"
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#include "CRipple.hpp"
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namespace urde
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{
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class CFluidUVMotion;
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class CFluidPlaneCPU : public CFluidPlane
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{
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class CTurbulence
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{
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float x0_speed;
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float x4_distance;
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float x8_freqMax;
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float xc_freqMin;
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float x10_phaseMax;
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float x14_phaseMin;
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float x18_amplitudeMax;
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float x1c_amplitudeMin;
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std::unique_ptr<float[]> x20_table; // x140
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u32 x24_tableCount = 0; // x144
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float x28_heightSelPitch = 0.f; // x148
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float x2c_ooTurbSpeed; // x14c
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float x30_ooTurbDistance; // x150
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bool x34_hasTurbulence = false; // x154
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public:
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CTurbulence(float speed, float distance, float freqMax, float freqMin,
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float phaseMax, float phaseMin, float amplitudeMax, float amplitudeMin);
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float GetHeight(float sel) const { return x20_table[(x24_tableCount - 1) & int(sel * x28_heightSelPitch)]; }
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float GetOODistance() const { return x30_ooTurbDistance; }
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float GetOOSpeed() const { return x2c_ooTurbSpeed; }
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bool HasTurbulence() const { return x34_hasTurbulence; }
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};
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ResId xa0_texIdBumpMap;
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ResId xa4_texIdEnvMap;
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ResId xa8_texIdEnvBumpMap;
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ResId xac_texId4;
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std::experimental::optional<TLockedToken<CTexture>> xb0_bumpMap;
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std::experimental::optional<TLockedToken<CTexture>> xc0_envMap;
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std::experimental::optional<TLockedToken<CTexture>> xd0_envBumpMap;
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std::experimental::optional<TLockedToken<CTexture>> xe0_tex4;
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zeus::CVector3f xf0_bumpLightDir;
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float xfc_bumpScale;
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float x100_tileSize;
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u32 x104_tileSubdivisions;
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float x108_rippleResolution;
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float x10c_specularMin;
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float x110_specularMax;
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float x114_reflectionBlend;
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float x118_reflectionSize;
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float x11c_f1;
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CTurbulence x120_turbulence;
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public:
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CFluidPlaneCPU(u32, u32, u32, u32, u32, u32, float, u32, u32, EFluidType, float, const zeus::CVector3f&,
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float, const CFluidUVMotion&, float, float, float, float, float, float, float, float, float, float,
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float, float, float, float);
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CFluidPlaneCPU(ResId texPattern1, ResId texPattern2, ResId texColor, ResId bumpMap, ResId envMap, ResId envBumpMap,
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ResId unkMap, float f1, float tileSize, u32 tileSubdivisions, EFluidType fluidType, float alpha,
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const zeus::CVector3f& bumpLightDir, float bumpScale, const CFluidUVMotion& mot, float turbSpeed,
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float turbDistance, float turbFreqMax, float turbFreqMin, float turbPhaseMax, float turbPhaseMin,
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float turbAmplitudeMax, float turbAmplitudeMin, float specularMin, float specularMax,
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float reflectionBlend, float reflectionSize, float fluidPlaneF2);
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void CreateRipple(const CRipple& ripple, CStateManager& mgr);
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void RenderSetup(const CStateManager& mgr, float, const zeus::CTransform& xf, const zeus::CTransform& areaXf,
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const zeus::CAABox& aabb, CScriptWater* water) const;
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void Render(const CStateManager& mgr, const zeus::CAABox& aabb, const zeus::CTransform& xf,
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const zeus::CTransform& areaXf, bool noSubdiv, const zeus::CFrustum& frustum,
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const std::experimental::optional<CRippleManager>& rippleManager, TUniqueId waterId,
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const bool* gridFlags, u32 gridDimX, u32 gridDimY, const zeus::CVector3f& areaCenter) const;
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void RenderCleanup() const;
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float GetReflectionBlend() const { return x114_reflectionBlend; }
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float GetSpecularMax() const { return x110_specularMax; }
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float GetSpecularMin() const { return x10c_specularMin; }
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float GetReflectionSize() const { return x118_reflectionSize; }
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float GetBumpScale() const { return xfc_bumpScale; }
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bool HasBumpMap() const { return xb0_bumpMap.operator bool(); }
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const CTexture& GetBumpMap() const { return **xb0_bumpMap; }
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bool HasEnvMap() const { return xc0_envMap.operator bool(); }
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const CTexture& GetEnvMap() const { return **xc0_envMap; }
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bool HasEnvBumpMap() const { return xd0_envBumpMap.operator bool(); }
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const CTexture& GetEnvBumpMap() const { return **xd0_envBumpMap; }
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const zeus::CVector3f& GetBumpLightDir() const { return xf0_bumpLightDir; }
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float GetTileSize() const { return x100_tileSize; }
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u32 GetTileSubdivisions() const { return x104_tileSubdivisions; }
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float GetRippleResolution() const { return x108_rippleResolution; }
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float GetTurbulenceHeight(float sel) const { return x120_turbulence.GetHeight(sel); }
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float GetOOTurbulenceDistance() const { return x120_turbulence.GetOODistance(); }
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float GetOOTurbulenceSpeed() const { return x120_turbulence.GetOOSpeed(); }
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bool HasTurbulence() const { return x120_turbulence.HasTurbulence(); }
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};
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}
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