2008-01-26 15:50:52 +00:00
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#ifndef __R_BLEND_H
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#define __R_BLEND_H
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- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
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/*
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** r_blend.h
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** Constants and types for specifying texture blending.
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// Legacy render styles
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enum ERenderStyle
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{
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STYLE_None, // Do not draw
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STYLE_Normal, // Normal; just copy the image to the screen
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STYLE_Fuzzy, // Draw silhouette using "fuzz" effect
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STYLE_SoulTrans, // Draw translucent with amount in r_transsouls
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STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference
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STYLE_Stencil, // Fill image interior with alphacolor
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STYLE_Translucent, // Draw translucent
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STYLE_Add, // Draw additive
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STYLE_Shaded, // Treat patch data as alpha values for alphacolor
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STYLE_TranslucentStencil,
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STYLE_Count
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};
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// Flexible render styles (most possible combinations are supported in software)
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enum ERenderOp
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{
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STYLEOP_None, // Do not draw
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STYLEOP_Add, // Add source to destination
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STYLEOP_Sub, // Subtract source from destination
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STYLEOP_RevSub, // Subtract destination from source
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STYLEOP_Fuzz, // Draw fuzzy on top of destination - ignores alpha and color
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STYLEOP_FuzzOrAdd, // Draw fuzzy or add, based on user preference
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STYLEOP_FuzzOrSub, // Draw fuzzy or subtract, based on user preference
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STYLEOP_FuzzOrRevSub, // Draw fuzzy or reverse subtract, based on user preference
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};
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enum ERenderAlpha
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{
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STYLEALPHA_Zero, // Blend factor is 0.0
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STYLEALPHA_One, // Blend factor is 1.0
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STYLEALPHA_Src, // Blend factor is alpha
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STYLEALPHA_InvSrc, // Blend factor is 1.0 - alpha
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};
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enum ERenderFlags
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{
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// Use value of transsouls as alpha.
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STYLEF_TransSoulsAlpha = 1,
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// Force alpha to 1. Not the same as STYLEALPHA_One, since that also
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// ignores alpha from the texture.
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STYLEF_Alpha1 = 2,
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// Use red component from grayscale/RGB texture as alpha. If the texture
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// is paletted, the palette is ignored and it is treated as grayscale.
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// This should generally be combined with STYLEF_ColorIsFixed, since that's
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// all the software renderer supports, but hardware acceleration can do
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// them separately should you want to do that for some reason.
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STYLEF_RedIsAlpha = 4,
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// Ignore texture for RGB output. Color comes from fillcolor for actors
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// or DTA_FillColor for DrawTexture().
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STYLEF_ColorIsFixed = 8,
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// Invert source color, either the texture color or the fixed color.
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STYLEF_InvertSource = 16,
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// Invert overlay color. This is the fade for actors and DTA_ColorOverlay
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// for DrawTexture().
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STYLEF_InvertOverlay = 32,
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// Actors only: Ignore sector fade and fade to black. To fade to white,
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// combine this with STYLEF_InvertOverlay.
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STYLEF_FadeToBlack = 64,
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};
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union FRenderStyle
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{
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struct
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{
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BYTE BlendOp; // Of ERenderOp type
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BYTE SrcAlpha; // Of ERenderAlpha type
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BYTE DestAlpha; // Of ERenderAlpha type
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BYTE Flags;
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};
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DWORD AsDWORD;
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inline FRenderStyle &operator= (ERenderStyle legacy);
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operator DWORD() const { return AsDWORD; }
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bool operator==(const FRenderStyle &o) const { return AsDWORD == o.AsDWORD; }
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2008-01-26 15:50:52 +00:00
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void CheckFuzz();
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- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
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bool IsVisible(fixed_t alpha) const throw();
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private:
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// Code that compares an actor's render style with a legacy render
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// style value should be updated. Making these conversion operators
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// private will catch those cases.
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operator ERenderStyle() const { return STYLE_Normal; }
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operator int() const { return STYLE_Normal; }
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};
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extern const FRenderStyle LegacyRenderStyles[STYLE_Count];
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inline FRenderStyle &FRenderStyle::operator= (ERenderStyle legacy)
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{
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if (legacy < STYLE_None || legacy >= STYLE_Count)
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{
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legacy = STYLE_None;
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}
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*this = LegacyRenderStyles[legacy];
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return *this;
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}
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inline FArchive &operator<< (FArchive &arc, FRenderStyle &style)
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{
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arc << style.BlendOp << style.SrcAlpha << style.DestAlpha << style.Flags;
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return arc;
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}
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2008-01-26 15:50:52 +00:00
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#endif
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