mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
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240 lines
7.5 KiB
C#
240 lines
7.5 KiB
C#
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using SharpDX;
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using SharpDX.Direct3D11;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Device = SharpDX.Direct3D11.Device;
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using Buffer = SharpDX.Direct3D11.Buffer;
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using MapFlags = SharpDX.Direct3D11.MapFlags;
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using CodeWalker.GameFiles;
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using System.IO;
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using SharpDX.DXGI;
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using CodeWalker.World;
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namespace CodeWalker.Rendering
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{
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public struct BoundingSphereVSSceneVars
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{
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public Matrix ViewProj;
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public Matrix ViewInv;
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public float SegmentCount;
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public float VertexCount;
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public float Pad1;
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public float Pad2;
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}
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public struct BoundingSphereVSSphereVars
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{
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public Vector3 Center;
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public float Radius;
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}
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public struct BoundingBoxVSSceneVars
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{
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public Matrix ViewProj;
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}
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public struct BoundingBoxVSBoxVars
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{
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public Quaternion Orientation;
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public Vector4 BBMin;
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public Vector4 BBRng; //max-min
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public Vector3 CamRel;
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public float Pad1;
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public Vector3 Scale;
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public float Pad2;
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}
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public struct BoundsPSColourVars
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{
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public Vector4 Colour;
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}
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public class BoundsShader : Shader, IDisposable
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{
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bool disposed = false;
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BoundsShaderMode mode = BoundsShaderMode.Sphere;
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VertexShader spherevs;
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VertexShader boxvs;
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PixelShader boundsps;
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GpuVarsBuffer<BoundingSphereVSSceneVars> VSSphereSceneVars;
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GpuVarsBuffer<BoundingSphereVSSphereVars> VSSphereVars;
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GpuVarsBuffer<BoundingBoxVSSceneVars> VSBoxSceneVars;
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GpuVarsBuffer<BoundingBoxVSBoxVars> VSBoxVars;
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GpuVarsBuffer<BoundsPSColourVars> PSColourVars;
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int SegmentCount = 64;
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int VertexCount = 65;
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UnitCube cube;
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public BoundsShader(Device device)
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{
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byte[] spherevsbytes = File.ReadAllBytes("Shaders\\BoundingSphereVS.cso");
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byte[] boxvsbytes = File.ReadAllBytes("Shaders\\BoundingBoxVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\BoundsPS.cso");
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spherevs = new VertexShader(device, spherevsbytes);
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boxvs = new VertexShader(device, boxvsbytes);
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boundsps = new PixelShader(device, psbytes);
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VSSphereSceneVars = new GpuVarsBuffer<BoundingSphereVSSceneVars>(device);
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VSSphereVars = new GpuVarsBuffer<BoundingSphereVSSphereVars>(device);
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VSBoxSceneVars = new GpuVarsBuffer<BoundingBoxVSSceneVars>(device);
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VSBoxVars = new GpuVarsBuffer<BoundingBoxVSBoxVars>(device);
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PSColourVars = new GpuVarsBuffer<BoundsPSColourVars>(device);
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cube = new UnitCube(device, boxvsbytes, false, true, false);
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}
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public void SetMode(BoundsShaderMode m)
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{
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mode = m;
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}
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public override void SetShader(DeviceContext context)
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{
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switch (mode)
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{
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default:
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case BoundsShaderMode.Sphere:
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context.VertexShader.Set(spherevs);
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break;
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case BoundsShaderMode.Box:
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context.VertexShader.Set(boxvs);
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break;
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}
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context.PixelShader.Set(boundsps);
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}
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public override bool SetInputLayout(DeviceContext context, VertexType type)
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{
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//switch (mode)
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//{
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// default:
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// case BoundsShaderMode.Sphere:
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// context.InputAssembler.InputLayout = null;
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// break;
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// case BoundsShaderMode.Box:
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// context.InputAssembler.InputLayout = cube.InputLayout;
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// break;
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//}
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return true;
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}
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public override void SetSceneVars(DeviceContext context, Camera camera, Shadowmap shadowmap, ShaderGlobalLights lights)
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{
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switch (mode)
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{
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default:
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case BoundsShaderMode.Sphere:
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VSSphereSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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VSSphereSceneVars.Vars.ViewInv = Matrix.Transpose(camera.ViewInvMatrix);
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VSSphereSceneVars.Vars.SegmentCount = (float)SegmentCount;
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VSSphereSceneVars.Vars.VertexCount = (float)VertexCount;
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VSSphereSceneVars.Update(context);
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VSSphereSceneVars.SetVSCBuffer(context, 0);
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break;
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case BoundsShaderMode.Box:
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VSBoxSceneVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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VSBoxSceneVars.Update(context);
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VSBoxSceneVars.SetVSCBuffer(context, 0);
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break;
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}
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}
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public void SetSphereVars(DeviceContext context, Vector3 center, float radius)
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{
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VSSphereVars.Vars.Center = center;
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VSSphereVars.Vars.Radius = radius;
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VSSphereVars.Update(context);
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VSSphereVars.SetVSCBuffer(context, 1);
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}
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public void SetBoxVars(DeviceContext context, Vector3 camrel, Vector3 bbmin, Vector3 bbmax, Quaternion orientation, Vector3 scale)
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{
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VSBoxVars.Vars.Orientation = orientation;
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VSBoxVars.Vars.BBMin = new Vector4(bbmin, 0.0f);
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VSBoxVars.Vars.BBRng = new Vector4(bbmax - bbmin, 0.0f);
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VSBoxVars.Vars.CamRel = camrel;
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VSBoxVars.Vars.Scale = scale;
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VSBoxVars.Update(context);
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VSBoxVars.SetVSCBuffer(context, 1);
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}
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public void SetColourVars(DeviceContext context, Vector4 colour)
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{
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PSColourVars.Vars.Colour = colour;
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PSColourVars.Update(context);
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PSColourVars.SetPSCBuffer(context, 0);
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}
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public override void SetEntityVars(DeviceContext context, ref RenderableInst rend)
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{
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//don't use this one
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}
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public override void SetModelVars(DeviceContext context, RenderableModel model)
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{
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//don't use this
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}
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public override void SetGeomVars(DeviceContext context, RenderableGeometry geom)
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{
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//don't use this
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}
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public override void UnbindResources(DeviceContext context)
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{
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context.VertexShader.SetConstantBuffer(0, null);
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context.VertexShader.SetConstantBuffer(1, null);
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context.PixelShader.SetConstantBuffer(0, null);
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context.VertexShader.Set(null);
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context.PixelShader.Set(null);
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}
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public void DrawSphere(DeviceContext context)
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{
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context.InputAssembler.InputLayout = null;
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context.InputAssembler.SetIndexBuffer(null, Format.Unknown, 0);
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context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineStrip;
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context.Draw(VertexCount, 0);
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}
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public void DrawBox(DeviceContext context)
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{
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cube.Draw(context);
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}
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public void Dispose()
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{
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if (disposed) return;
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VSSphereSceneVars.Dispose();
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VSSphereVars.Dispose();
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VSBoxSceneVars.Dispose();
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VSBoxVars.Dispose();
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PSColourVars.Dispose();
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cube.Dispose();
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boundsps.Dispose();
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boxvs.Dispose();
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spherevs.Dispose();
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disposed = true;
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}
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}
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public enum BoundsShaderMode
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{
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None = 0,
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Sphere = 1,
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Box = 2,
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}
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}
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