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IntroEditorEffects.h
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#pragma once
#include "memtrack.h"
#include "GUIInterface.h"
#include "Texgen2.h"
#include "EffectTemplates.h"
#include "3dengine.h"
#include "IntroEditor.h"
#pragma pack(1)
struct LAYER2DTEMPLATE
{
RGBA StartCol;
RGBA EndCol;
GLuint SrcBlend,DstBlend;
bool Textured;
MATERIAL *Texture;
};
struct PARTICLETEMPLATE
{
WORLD *World;
int CamID;
int AnimID;
float AnimStart,AnimEnd;
};
struct CLEARTEMPLATE
{
RGBA Col;
bool Screen,Zbuffer;
};
struct R2TXTTEMPLATE
{
char RenderTexture;
};
struct FEEDBACKTEMPLATE
{
RGBA StartCol;
RGBA EndCol;
GLuint SrcBlend,DstBlend;
char RenderTexture;
unsigned char LayerNum;
unsigned char LayerZoom;
};
struct BLURFXTEMPLATE
{
RGBA StartCol;
RGBA EndCol;
GLuint SrcBlend,DstBlend;
char RenderTexture;
unsigned char LayerNum;
unsigned char LayerZoom;
};
struct CONTRASTFXTEMPLATE
{
RGBA StartCol;
RGBA EndCol;
GLuint SrcBlend,DstBlend;
char RenderTexture;
unsigned char MulAmount;
unsigned char AddAmount;
};
struct DISPLAY3DTEMPLATE
{
WORLD *World;
int CamID;
int AnimID;
float CamStart,CamEnd;
float AnimStart,AnimEnd;
bool DontSaveCam;
};
struct PARTICLERESETTEMPLATE
{
WORLD *World;
};
struct CRYSTALIZEFXTEMPLATE
{
int CrystalNum;
unsigned char RandSeed;
unsigned char Detail;
float sCrystalSize,eCrystalSize;
float AnimChaos;
unsigned char aStart,aEnd;
unsigned char AlternateAnim;
GLuint SrcBlend,DstBlend;
char RenderTexture;
};
struct GRIDFILLERTEMPLATE
{
RGBA StartCol;
RGBA EndCol;
GLuint SrcBlend,DstBlend;
float Repeat;
float XSin[4];
float YSin[4];
float ZSin[4];
float WSin[4];
bool Shade;
bool Textured;
MATERIAL *Texture;
};
struct CAVETEMPLATE
{
unsigned char RandSeed;
float Fov;
unsigned char r,g,b;
unsigned char Data[9];
bool Solid,WireFrame,Lighting;
unsigned char fps,skip;
bool Textured;
MATERIAL *Texture;
};
struct SHAKETEMPLATE
{
float Eye,Target,Start,End;
unsigned char Freq;
};
struct MRCTEMPLATE
{
RGBA StartCol;
RGBA EndCol;
GLuint SrcBlend,DstBlend;
unsigned char EffectID;
float StartTime,EndTime;
unsigned char RenderTexture;
};
extern int time; // cave time
extern VECTOR3 EyeShake,TargetShake;
void InitIntroEditorEffects();
void __stdcall NoEffect(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Layer2d(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall CalcParticle(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Clear(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall R2Txt(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Feedback(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Feedback2(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Blur(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Display3d(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall ParticleReset(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Contrast(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall EndScroll(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Crystalize(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Gridfiller(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall Cave(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall CamShake(DEFAULTEVENTDATA *DEData, void *EffectData);
void __stdcall MrcEffekt(DEFAULTEVENTDATA *DEData, void *EffectData);
#pragma pack()