switch precomp hdrs->composite files
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2afbb2efa3
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62beff14de
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@ -6,19 +6,21 @@
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#begin lib_target
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#define TARGET dxgsg
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#define LOCAL_LIBS \
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cull gsgmisc gsgbase gobj sgattrib sgraphutil graph display light \
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putil linmath sgraph mathutil pnmimage event
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#define COMBINED_SOURCES $[TARGET]_composite1.cxx
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#define SOURCES \
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config_dxgsg.cxx config_dxgsg.h dxGraphicsStateGuardian.I \
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config_dxgsg.h dxGraphicsStateGuardian.I \
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dxGraphicsStateGuardian.cxx dxGraphicsStateGuardian.h \
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dxSavedFrameBuffer.I dxSavedFrameBuffer.cxx dxSavedFrameBuffer.h \
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dxTextureContext.I dxTextureContext.cxx dxTextureContext.h
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dxSavedFrameBuffer.I dxSavedFrameBuffer.h \
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dxTextureContext.I dxTextureContext.h
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// #define PRECOMPILED_HEADER dxgsg_headers.h
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#define INCLUDED_SOURCES \
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config_dxgsg.cxx dxSavedFrameBuffer.cxx dxTextureContext.cxx
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#define INSTALL_HEADERS \
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config_dxgsg.h dxGraphicsStateGuardian.I dxGraphicsStateGuardian.h \
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@ -16,8 +16,12 @@
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//
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////////////////////////////////////////////////////////////////////
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#include "dxgsg_headers.h"
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#pragma hdrstop
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#include "config_dxgsg.h"
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#include "dxGraphicsStateGuardian.h"
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#include "dxSavedFrameBuffer.h"
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#include "dxTextureContext.h"
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#include <dconfig.h>
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Configure(config_dxgsg);
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NotifyCategoryDef(dxgsg, ":display:gsg");
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@ -16,8 +16,74 @@
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//
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////////////////////////////////////////////////////////////////////
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#include "dxgsg_headers.h"
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#pragma hdrstop
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#include <pandabase.h>
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#include <directRenderTraverser.h>
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#include <cullTraverser.h>
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#include <displayRegion.h>
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#include <projectionNode.h>
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#include <camera.h>
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#include <renderBuffer.h>
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#include <geom.h>
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#include <geomSphere.h>
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#include <geomIssuer.h>
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#include <graphicsWindow.h>
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#include <graphicsChannel.h>
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#include <projection.h>
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#include <get_rel_pos.h>
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#include <perspectiveProjection.h>
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#include <ambientLight.h>
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#include <directionalLight.h>
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#include <pointLight.h>
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#include <spotlight.h>
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#include <projectionNode.h>
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#include <transformAttribute.h>
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#include <transformTransition.h>
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#include <colorAttribute.h>
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#include <colorTransition.h>
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#include <lightAttribute.h>
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#include <lightTransition.h>
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#include <textureAttribute.h>
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#include <textureTransition.h>
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#include <renderModeAttribute.h>
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#include <renderModeTransition.h>
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#include <materialAttribute.h>
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#include <materialTransition.h>
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#include <colorBlendAttribute.h>
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#include <colorBlendTransition.h>
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#include <colorMaskAttribute.h>
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#include <colorMaskTransition.h>
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#include <texMatrixAttribute.h>
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#include <texMatrixTransition.h>
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#include <texGenAttribute.h>
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#include <texGenTransition.h>
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#include <textureApplyAttribute.h>
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#include <textureApplyTransition.h>
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#include <clipPlaneAttribute.h>
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#include <clipPlaneTransition.h>
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#include <transparencyAttribute.h>
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#include <transparencyTransition.h>
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#include <fogAttribute.h>
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#include <fogTransition.h>
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#include <linesmoothAttribute.h>
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#include <linesmoothTransition.h>
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#include <depthTestAttribute.h>
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#include <depthTestTransition.h>
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#include <depthWriteAttribute.h>
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#include <depthWriteTransition.h>
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#include <cullFaceAttribute.h>
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#include <cullFaceTransition.h>
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#include <stencilAttribute.h>
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#include <stencilTransition.h>
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#include <throw_event.h>
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#ifdef DO_PSTATS
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#include <pStatTimer.h>
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#include <pStatCollector.h>
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#endif
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#include "config_dxgsg.h"
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#include "dxGraphicsStateGuardian.h"
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#include <mmsystem.h>
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// print out simple drawprim stats every few secs
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@ -5672,6 +5738,63 @@ void DXGraphicsStateGuardian::adjust_view_rect(int x, int y) {
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}
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}
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#if 0
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////////////////////////////////////////////////////////////////////
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// Function: GLGraphicsStateGuardian::save_mipmap_images
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// Access: Protected
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// Description: Saves out each mipmap level of the indicated texture
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// (which must also be the currently active texture in
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// the GL state) as a separate image file to disk.
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////////////////////////////////////////////////////////////////////
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void DXGraphicsStateGuardian::read_mipmap_images(Texture *tex) {
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Filename filename = tex->get_name();
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string name;
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if (filename.empty()) {
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static index = 0;
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name = "texture" + format_string(index);
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index++;
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} else {
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name = filename.get_basename_wo_extension();
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}
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PixelBuffer *pb = tex->get_ram_image();
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nassertv(pb != (PixelBuffer *)NULL);
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GLenum external_format = get_external_image_format(pb->get_format());
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GLenum type = get_image_type(pb->get_image_type());
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int xsize = pb->get_xsize();
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int ysize = pb->get_ysize();
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// Specify byte-alignment for the pixels on output.
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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int mipmap_level = 0;
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do {
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xsize = max(xsize, 1);
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ysize = max(ysize, 1);
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PT(PixelBuffer) mpb =
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new PixelBuffer(xsize, ysize, pb->get_num_components(),
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pb->get_component_width(), pb->get_image_type(),
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pb->get_format());
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glGetTexImage(GL_TEXTURE_2D, mipmap_level, external_format,
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type, mpb->_image);
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Filename mipmap_filename = name + "_" + format_string(mipmap_level) + ".pnm";
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nout << "Writing mipmap level " << mipmap_level
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<< " (" << xsize << " by " << ysize << ") "
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<< mipmap_filename << "\n";
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mpb->write(mipmap_filename);
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xsize >>= 1;
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ysize >>= 1;
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mipmap_level++;
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} while (xsize > 0 && ysize > 0);
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}
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#endif
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#if 0
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//-----------------------------------------------------------------------------
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// Name: SetViewMatrix()
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@ -16,7 +16,6 @@
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//
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////////////////////////////////////////////////////////////////////
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#include "dxgsg_headers.h"
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#pragma hdrstop
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#include "dxSavedFrameBuffer.h"
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TypeHandle DXSavedFrameBuffer::_type_handle;
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@ -16,8 +16,12 @@
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//
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////////////////////////////////////////////////////////////////////
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#include "dxgsg_headers.h"
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#pragma hdrstop
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#include <assert.h>
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#include <time.h>
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#include "dxTextureContext.h"
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#include "config_dxgsg.h"
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#include "dxGraphicsStateGuardian.h"
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#include "pnmImage.h"
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//#define FORCE_16bpp_1555
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@ -0,0 +1,3 @@
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#include "config_dxgsg.cxx"
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#include "dxSavedFrameBuffer.cxx"
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#include "dxTextureContext.cxx"
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@ -1,94 +0,0 @@
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// Filename: dxgsg-headers.h
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// Created by: georges (30May01)
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//
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// local headers for dxgsg .cxx files
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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#include <pandabase.h>
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#include <directRenderTraverser.h>
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#include <cullTraverser.h>
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#include <displayRegion.h>
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#include <projectionNode.h>
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#include <camera.h>
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#include <renderBuffer.h>
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#include <geom.h>
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#include <geomSphere.h>
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#include <geomIssuer.h>
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#include <graphicsWindow.h>
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#include <graphicsChannel.h>
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#include <projection.h>
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#include <get_rel_pos.h>
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#include <perspectiveProjection.h>
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#include <ambientLight.h>
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#include <directionalLight.h>
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#include <pointLight.h>
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#include <spotlight.h>
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#include <projectionNode.h>
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#include <transformAttribute.h>
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#include <transformTransition.h>
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#include <colorAttribute.h>
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#include <colorTransition.h>
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#include <lightAttribute.h>
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#include <lightTransition.h>
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#include <textureAttribute.h>
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#include <textureTransition.h>
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#include <renderModeAttribute.h>
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#include <renderModeTransition.h>
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#include <materialAttribute.h>
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#include <materialTransition.h>
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#include <colorBlendAttribute.h>
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#include <colorBlendTransition.h>
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#include <colorMaskAttribute.h>
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#include <colorMaskTransition.h>
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#include <texMatrixAttribute.h>
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#include <texMatrixTransition.h>
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#include <texGenAttribute.h>
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#include <texGenTransition.h>
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#include <textureApplyAttribute.h>
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#include <textureApplyTransition.h>
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#include <clipPlaneAttribute.h>
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#include <clipPlaneTransition.h>
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#include <transparencyAttribute.h>
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#include <transparencyTransition.h>
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#include <fogAttribute.h>
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#include <fogTransition.h>
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#include <linesmoothAttribute.h>
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#include <linesmoothTransition.h>
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#include <depthTestAttribute.h>
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#include <depthTestTransition.h>
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#include <depthWriteAttribute.h>
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#include <depthWriteTransition.h>
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#include <cullFaceAttribute.h>
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#include <cullFaceTransition.h>
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#include <stencilAttribute.h>
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#include <stencilTransition.h>
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#include <throw_event.h>
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#include <pStatTimer.h>
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#include <pStatCollector.h>
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#include <dconfig.h>
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#include <assert.h>
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#include <time.h>
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#include <pnmImage.h>
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#include "config_dxgsg.h"
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#include "dxTextureContext.h"
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#include "dxSavedFrameBuffer.h"
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#include "dxGraphicsStateGuardian.h"
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#include <mmsystem.h>
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#pragma hdrstop
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