dhewm3-sdk/game/PlayerView.cpp
dhewg afebd7e1e5 Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2018-08-20 01:46:28 +02:00

726 lines
20 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/RenderWorld.h"
#include "gamesys/SysCvar.h"
#include "gamesys/SaveGame.h"
#include "GameBase.h"
#include "Player.h"
#include "PlayerView.h"
const int IMPULSE_DELAY = 150;
/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() {
memset( screenBlobs, 0, sizeof( screenBlobs ) );
memset( &view, 0, sizeof( view ) );
player = NULL;
dvMaterial = declManager->FindMaterial( "_scratch" );
tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
armorMaterial = declManager->FindMaterial( "armorViewEffect" );
berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
bfgVision = false;
dvFinishTime = 0;
kickFinishTime = 0;
kickAngles.Zero();
lastDamageTime = 0.0f;
fadeTime = 0;
fadeRate = 0.0;
fadeFromColor.Zero();
fadeToColor.Zero();
fadeColor.Zero();
shakeAng.Zero();
ClearEffects();
}
/*
==============
idPlayerView::Save
==============
*/
void idPlayerView::Save( idSaveGame *savefile ) const {
int i;
const screenBlob_t *blob;
blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
savefile->WriteMaterial( blob->material );
savefile->WriteFloat( blob->x );
savefile->WriteFloat( blob->y );
savefile->WriteFloat( blob->w );
savefile->WriteFloat( blob->h );
savefile->WriteFloat( blob->s1 );
savefile->WriteFloat( blob->t1 );
savefile->WriteFloat( blob->s2 );
savefile->WriteFloat( blob->t2 );
savefile->WriteInt( blob->finishTime );
savefile->WriteInt( blob->startFadeTime );
savefile->WriteFloat( blob->driftAmount );
}
savefile->WriteInt( dvFinishTime );
savefile->WriteMaterial( dvMaterial );
savefile->WriteInt( kickFinishTime );
savefile->WriteAngles( kickAngles );
savefile->WriteBool( bfgVision );
savefile->WriteMaterial( tunnelMaterial );
savefile->WriteMaterial( armorMaterial );
savefile->WriteMaterial( berserkMaterial );
savefile->WriteMaterial( irGogglesMaterial );
savefile->WriteMaterial( bloodSprayMaterial );
savefile->WriteMaterial( bfgMaterial );
savefile->WriteFloat( lastDamageTime );
savefile->WriteVec4( fadeColor );
savefile->WriteVec4( fadeToColor );
savefile->WriteVec4( fadeFromColor );
savefile->WriteFloat( fadeRate );
savefile->WriteInt( fadeTime );
savefile->WriteAngles( shakeAng );
savefile->WriteObject( player );
savefile->WriteRenderView( view );
}
/*
==============
idPlayerView::Restore
==============
*/
void idPlayerView::Restore( idRestoreGame *savefile ) {
int i;
screenBlob_t *blob;
blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
savefile->ReadMaterial( blob->material );
savefile->ReadFloat( blob->x );
savefile->ReadFloat( blob->y );
savefile->ReadFloat( blob->w );
savefile->ReadFloat( blob->h );
savefile->ReadFloat( blob->s1 );
savefile->ReadFloat( blob->t1 );
savefile->ReadFloat( blob->s2 );
savefile->ReadFloat( blob->t2 );
savefile->ReadInt( blob->finishTime );
savefile->ReadInt( blob->startFadeTime );
savefile->ReadFloat( blob->driftAmount );
}
savefile->ReadInt( dvFinishTime );
savefile->ReadMaterial( dvMaterial );
savefile->ReadInt( kickFinishTime );
savefile->ReadAngles( kickAngles );
savefile->ReadBool( bfgVision );
savefile->ReadMaterial( tunnelMaterial );
savefile->ReadMaterial( armorMaterial );
savefile->ReadMaterial( berserkMaterial );
savefile->ReadMaterial( irGogglesMaterial );
savefile->ReadMaterial( bloodSprayMaterial );
savefile->ReadMaterial( bfgMaterial );
savefile->ReadFloat( lastDamageTime );
savefile->ReadVec4( fadeColor );
savefile->ReadVec4( fadeToColor );
savefile->ReadVec4( fadeFromColor );
savefile->ReadFloat( fadeRate );
savefile->ReadInt( fadeTime );
savefile->ReadAngles( shakeAng );
savefile->ReadObject( reinterpret_cast<idClass *&>( player ) );
savefile->ReadRenderView( view );
}
/*
==============
idPlayerView::SetPlayerEntity
==============
*/
void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) {
player = playerEnt;
}
/*
==============
idPlayerView::ClearEffects
==============
*/
void idPlayerView::ClearEffects() {
lastDamageTime = MS2SEC( gameLocal.time - 99999 );
dvFinishTime = ( gameLocal.time - 99999 );
kickFinishTime = ( gameLocal.time - 99999 );
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
screenBlobs[i].finishTime = gameLocal.time;
}
fadeTime = 0;
bfgVision = false;
}
/*
==============
idPlayerView::GetScreenBlob
==============
*/
screenBlob_t *idPlayerView::GetScreenBlob() {
screenBlob_t *oldest = &screenBlobs[0];
for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) {
if ( screenBlobs[i].finishTime < oldest->finishTime ) {
oldest = &screenBlobs[i];
}
}
return oldest;
}
/*
==============
idPlayerView::DamageImpulse
LocalKickDir is the direction of force in the player's coordinate system,
which will determine the head kick direction
==============
*/
void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
//
// double vision effect
//
if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.time ) {
// keep shotgun from obliterating the view
return;
}
float dvTime = damageDef->GetFloat( "dv_time" );
if ( dvTime ) {
if ( dvFinishTime < gameLocal.time ) {
dvFinishTime = gameLocal.time;
}
dvFinishTime += g_dvTime.GetFloat() * dvTime;
// don't let it add up too much in god mode
if ( dvFinishTime > gameLocal.time + 5000 ) {
dvFinishTime = gameLocal.time + 5000;
}
}
//
// head angle kick
//
float kickTime = damageDef->GetFloat( "kick_time" );
if ( kickTime ) {
kickFinishTime = gameLocal.time + g_kickTime.GetFloat() * kickTime;
// forward / back kick will pitch view
kickAngles[0] = localKickDir[0];
// side kick will yaw view
kickAngles[1] = localKickDir[1]*0.5f;
// up / down kick will pitch view
kickAngles[0] += localKickDir[2];
// roll will come from side
kickAngles[2] = localKickDir[1];
float kickAmplitude = damageDef->GetFloat( "kick_amplitude" );
if ( kickAmplitude ) {
kickAngles *= kickAmplitude;
}
}
//
// screen blob
//
float blobTime = damageDef->GetFloat( "blob_time" );
if ( blobTime ) {
screenBlob_t *blob = GetScreenBlob();
blob->startFadeTime = gameLocal.time;
blob->finishTime = gameLocal.time + blobTime * g_blobTime.GetFloat();
const char *materialName = damageDef->GetString( "mtr_blob" );
blob->material = declManager->FindMaterial( materialName );
blob->x = damageDef->GetFloat( "blob_x" );
blob->x += ( gameLocal.random.RandomInt()&63 ) - 32;
blob->y = damageDef->GetFloat( "blob_y" );
blob->y += ( gameLocal.random.RandomInt()&63 ) - 32;
float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale;
blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale;
blob->s1 = 0;
blob->t1 = 0;
blob->s2 = 1;
blob->t2 = 1;
}
//
// save lastDamageTime for tunnel vision accentuation
//
lastDamageTime = MS2SEC( gameLocal.time );
}
/*
==================
idPlayerView::AddBloodSpray
If we need a more generic way to add blobs then we can do that
but having it localized here lets the material be pre-looked up etc.
==================
*/
void idPlayerView::AddBloodSpray( float duration ) {
/*
if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) {
return;
}
// visit this for chainsaw
screenBlob_t *blob = GetScreenBlob();
blob->startFadeTime = gameLocal.time;
blob->finishTime = gameLocal.time + ( duration * 1000 );
blob->material = bloodSprayMaterial;
blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5;
float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
blob->w = 600 * g_blobSize.GetFloat() * scale;
blob->h = 480 * g_blobSize.GetFloat() * scale;
float s1 = 0.0f;
float t1 = 0.0f;
float s2 = 1.0f;
float t2 = 1.0f;
if ( blob->driftAmount < 0.6 ) {
s1 = 1.0f;
s2 = 0.0f;
} else if ( blob->driftAmount < 0.75 ) {
t1 = 1.0f;
t2 = 0.0f;
} else if ( blob->driftAmount < 0.85 ) {
s1 = 1.0f;
s2 = 0.0f;
t1 = 1.0f;
t2 = 0.0f;
}
blob->s1 = s1;
blob->t1 = t1;
blob->s2 = s2;
blob->t2 = t2;
*/
}
/*
==================
idPlayerView::WeaponFireFeedback
Called when a weapon fires, generates head twitches, etc
==================
*/
void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) {
int recoilTime;
recoilTime = weaponDef->GetInt( "recoilTime" );
// don't shorten a damage kick in progress
if ( recoilTime && kickFinishTime < gameLocal.time ) {
idAngles angles;
weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
kickAngles = angles;
int finish = gameLocal.time + g_kickTime.GetFloat() * recoilTime;
kickFinishTime = finish;
}
}
/*
===================
idPlayerView::CalculateShake
===================
*/
void idPlayerView::CalculateShake() {
idVec3 origin, matrix;
float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.time, player->firstPersonViewOrigin );
//
// shakeVolume should somehow be molded into an angle here
// it should be thought of as being in the range 0.0 -> 1.0, although
// since CurrentShakeAmplitudeForPosition() returns all the shake sounds
// the player can hear, it can go over 1.0 too.
//
shakeAng[0] = gameLocal.random.CRandomFloat() * shakeVolume;
shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume;
shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume;
}
/*
===================
idPlayerView::ShakeAxis
===================
*/
idMat3 idPlayerView::ShakeAxis() const {
return shakeAng.ToMat3();
}
/*
===================
idPlayerView::AngleOffset
kickVector, a world space direction that the attack should
===================
*/
idAngles idPlayerView::AngleOffset() const {
idAngles ang;
ang.Zero();
if ( gameLocal.time < kickFinishTime ) {
float offset = kickFinishTime - gameLocal.time;
ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat();
for ( int i = 0 ; i < 3 ; i++ ) {
if ( ang[i] > 70.0f ) {
ang[i] = 70.0f;
} else if ( ang[i] < -70.0f ) {
ang[i] = -70.0f;
}
}
}
return ang;
}
/*
==================
idPlayerView::SingleView
==================
*/
void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view ) {
// normal rendering
if ( !view ) {
return;
}
// place the sound origin for the player
gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, hud ? hud->State().GetString( "location" ) : "Undefined" );
// if the objective system is up, don't do normal drawing
if ( player->objectiveSystemOpen ) {
player->objectiveSystem->Redraw( gameLocal.time );
return;
}
// hack the shake in at the very last moment, so it can't cause any consistency problems
renderView_t hackedView = *view;
hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
gameRenderWorld->RenderScene( &hackedView );
if ( player->spectating ) {
return;
}
// draw screen blobs
if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() ) {
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
screenBlob_t *blob = &screenBlobs[i];
if ( blob->finishTime <= gameLocal.time ) {
continue;
}
blob->y += blob->driftAmount;
float fade = (float)( blob->finishTime - gameLocal.time ) / ( blob->finishTime - blob->startFadeTime );
if ( fade > 1.0f ) {
fade = 1.0f;
}
if ( fade ) {
renderSystem->SetColor4( 1,1,1,fade );
renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h,blob->s1, blob->t1, blob->s2, blob->t2, blob->material );
}
}
player->DrawHUD( hud );
// armor impulse feedback
float armorPulse = ( gameLocal.time - player->lastArmorPulse ) / 250.0f;
if ( armorPulse > 0.0f && armorPulse < 1.0f ) {
renderSystem->SetColor4( 1, 1, 1, 1.0 - armorPulse );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, armorMaterial );
}
// tunnel vision
float health = 0.0f;
if ( g_testHealthVision.GetFloat() != 0.0f ) {
health = g_testHealthVision.GetFloat();
} else {
health = player->health;
}
float alpha = health / 100.0f;
if ( alpha < 0.0f ) {
alpha = 0.0f;
}
if ( alpha > 1.0f ) {
alpha = 1.0f;
}
if ( alpha < 1.0f ) {
renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
}
if ( player->PowerUpActive(BERSERK) ) {
int berserkTime = player->inventory.powerupEndTime[ BERSERK ] - gameLocal.time;
if ( berserkTime > 0 ) {
// start fading if within 10 seconds of going away
alpha = (berserkTime < 10000) ? (float)berserkTime / 10000 : 1.0f;
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, alpha );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, berserkMaterial );
}
}
if ( bfgVision ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, bfgMaterial );
}
}
// test a single material drawn over everything
if ( g_testPostProcess.GetString()[0] ) {
const idMaterial *mtr = declManager->FindMaterial( g_testPostProcess.GetString(), false );
if ( !mtr ) {
common->Printf( "Material not found.\n" );
g_testPostProcess.SetString( "" );
} else {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, mtr );
}
}
}
/*
===================
idPlayerView::DoubleVision
===================
*/
void idPlayerView::DoubleVision( idUserInterface *hud, const renderView_t *view, int offset ) {
if ( !g_doubleVision.GetBool() ) {
SingleView( hud, view );
return;
}
float scale = offset * g_dvAmplitude.GetFloat();
if ( scale > 0.5f ) {
scale = 0.5f;
}
float shift = scale * sin( sqrtf( offset ) * g_dvFrequency.GetFloat() );
shift = fabs( shift );
// if double vision, render to a texture
renderSystem->CropRenderSize( 512, 256, true );
SingleView( hud, view );
renderSystem->CaptureRenderToImage( "_scratch" );
renderSystem->UnCrop();
// carry red tint if in berserk mode
idVec4 color(1, 1, 1, 1);
if ( gameLocal.time < player->inventory.powerupEndTime[ BERSERK ] ) {
color.y = 0;
color.z = 0;
}
renderSystem->SetColor4( color.x, color.y, color.z, 1.0f );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, shift, 1, 1, 0, dvMaterial );
renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1-shift, 0, dvMaterial );
}
/*
===================
idPlayerView::BerserkVision
===================
*/
void idPlayerView::BerserkVision( idUserInterface *hud, const renderView_t *view ) {
renderSystem->CropRenderSize( 512, 256, true );
SingleView( hud, view );
renderSystem->CaptureRenderToImage( "_scratch" );
renderSystem->UnCrop();
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, dvMaterial );
}
/*
=================
idPlayerView::Flash
flashes the player view with the given color
=================
*/
void idPlayerView::Flash(idVec4 color, int time ) {
Fade(idVec4(0, 0, 0, 0), time);
fadeFromColor = colorWhite;
}
/*
=================
idPlayerView::Fade
used for level transition fades
assumes: color.w is 0 or 1
=================
*/
void idPlayerView::Fade( idVec4 color, int time ) {
if ( !fadeTime ) {
fadeFromColor.Set( 0.0f, 0.0f, 0.0f, 1.0f - color[ 3 ] );
} else {
fadeFromColor = fadeColor;
}
fadeToColor = color;
if ( time <= 0 ) {
fadeRate = 0;
time = 0;
fadeColor = fadeToColor;
} else {
fadeRate = 1.0f / ( float )time;
}
if ( gameLocal.realClientTime == 0 && time == 0 ) {
fadeTime = 1;
} else {
fadeTime = gameLocal.realClientTime + time;
}
}
/*
=================
idPlayerView::ScreenFade
=================
*/
void idPlayerView::ScreenFade() {
int msec;
float t;
if ( !fadeTime ) {
return;
}
msec = fadeTime - gameLocal.realClientTime;
if ( msec <= 0 ) {
fadeColor = fadeToColor;
if ( fadeColor[ 3 ] == 0.0f ) {
fadeTime = 0;
}
} else {
t = ( float )msec * fadeRate;
fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t );
}
if ( fadeColor[ 3 ] != 0.0f ) {
renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) );
}
}
/*
===================
idPlayerView::InfluenceVision
===================
*/
void idPlayerView::InfluenceVision( idUserInterface *hud, const renderView_t *view ) {
float distance = 0.0f;
float pct = 1.0f;
if ( player->GetInfluenceEntity() ) {
distance = ( player->GetInfluenceEntity()->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).Length();
if ( player->GetInfluenceRadius() != 0.0f && distance < player->GetInfluenceRadius() ) {
pct = distance / player->GetInfluenceRadius();
pct = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, pct );
}
}
if ( player->GetInfluenceMaterial() ) {
SingleView( hud, view );
renderSystem->CaptureRenderToImage( "_currentRender" );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() );
} else if ( player->GetInfluenceEntity() == NULL ) {
SingleView( hud, view );
return;
} else {
int offset = 25 + sinf( gameLocal.time );
DoubleVision( hud, view, pct * offset );
}
}
/*
===================
idPlayerView::RenderPlayerView
===================
*/
void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
const renderView_t *view = player->GetRenderView();
if ( g_skipViewEffects.GetBool() ) {
SingleView( hud, view );
} else {
if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) {
InfluenceVision( hud, view );
} else if ( gameLocal.time < dvFinishTime ) {
DoubleVision( hud, view, dvFinishTime - gameLocal.time );
} else if ( player->PowerUpActive( BERSERK ) ) {
BerserkVision( hud, view );
} else {
SingleView( hud, view );
}
ScreenFade();
}
if ( net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial );
}
}