Added a bunch of files synched with 0.8.42
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154
src/osgPlugins/lib3ds/shadow.cpp
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154
src/osgPlugins/lib3ds/shadow.cpp
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/*
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* The 3D Studio File Format Library
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* Copyright (C) 1996-2001 by J.E. Hoffmann <je-h@gmx.net>
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* All rights reserved.
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation; either version 2.1 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
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* License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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* $Id$
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*/
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#define LIB3DS_EXPORT
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#include <shadow.h>
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#include <chunk.h>
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#include <readwrite.h>
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/*!
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* \defgroup shadow Shadow Map Settings
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*
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* \author J.E. Hoffmann <je-h@gmx.net>
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*/
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/*!
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* \ingroup shadow
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*/
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Lib3dsBool
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lib3ds_shadow_read(Lib3dsShadow *shadow, FILE *f)
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{
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Lib3dsChunk c;
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if (!lib3ds_chunk_read(&c, f))
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{
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return(LIB3DS_FALSE);
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}
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switch (c.chunk)
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{
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case LIB3DS_SHADOW_MAP_SIZE:
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{
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shadow->map_size=lib3ds_intw_read(f);
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}
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break;
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case LIB3DS_LO_SHADOW_BIAS:
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{
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shadow->lo_bias=lib3ds_float_read(f);
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}
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break;
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case LIB3DS_HI_SHADOW_BIAS:
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{
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shadow->hi_bias=lib3ds_float_read(f);
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}
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break;
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case LIB3DS_SHADOW_SAMPLES:
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{
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shadow->samples=lib3ds_intw_read(f);
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}
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break;
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case LIB3DS_SHADOW_RANGE:
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{
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shadow->range=lib3ds_intw_read(f);
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}
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break;
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case LIB3DS_SHADOW_FILTER:
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{
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shadow->filter=lib3ds_float_read(f);
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}
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break;
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case LIB3DS_RAY_BIAS:
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{
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shadow->ray_bias=lib3ds_float_read(f);
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}
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break;
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}
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return(LIB3DS_TRUE);
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}
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/*!
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* \ingroup shadow
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*/
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Lib3dsBool
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lib3ds_shadow_write(Lib3dsShadow *shadow, FILE *f)
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{
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{ /*---- LIB3DS_LO_SHADOW_BIAS ----*/
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Lib3dsChunk c;
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c.chunk=LIB3DS_LO_SHADOW_BIAS;
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c.size=10;
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lib3ds_chunk_write(&c,f);
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lib3ds_float_write(shadow->lo_bias,f);
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}
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{ /*---- LIB3DS_HI_SHADOW_BIAS ----*/
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Lib3dsChunk c;
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c.chunk=LIB3DS_HI_SHADOW_BIAS;
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c.size=10;
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lib3ds_chunk_write(&c,f);
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lib3ds_float_write(shadow->hi_bias,f);
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}
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{ /*---- LIB3DS_SHADOW_MAP_SIZE ----*/
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Lib3dsChunk c;
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c.chunk=LIB3DS_SHADOW_MAP_SIZE;
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c.size=8;
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lib3ds_chunk_write(&c,f);
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lib3ds_intw_write(shadow->map_size,f);
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}
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{ /*---- LIB3DS_SHADOW_SAMPLES ----*/
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Lib3dsChunk c;
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c.chunk=LIB3DS_SHADOW_SAMPLES;
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c.size=8;
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lib3ds_chunk_write(&c,f);
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lib3ds_intw_write(shadow->samples,f);
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}
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{ /*---- LIB3DS_SHADOW_RANGE ----*/
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Lib3dsChunk c;
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c.chunk=LIB3DS_SHADOW_RANGE;
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c.size=8;
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lib3ds_chunk_write(&c,f);
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lib3ds_intw_write(shadow->range,f);
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}
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{ /*---- LIB3DS_SHADOW_FILTER ----*/
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Lib3dsChunk c;
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c.chunk=LIB3DS_SHADOW_FILTER;
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c.size=10;
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lib3ds_chunk_write(&c,f);
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lib3ds_float_write(shadow->filter,f);
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}
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{ /*---- LIB3DS_RAY_BIAS ----*/
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Lib3dsChunk c;
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c.chunk=LIB3DS_RAY_BIAS;
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c.size=10;
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lib3ds_chunk_write(&c,f);
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lib3ds_float_write(shadow->ray_bias,f);
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}
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return(LIB3DS_TRUE);
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}
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/*!
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\typedef Lib3dsShadow
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\ingroup shadow
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\sa _Lib3dsShadow
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*/
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