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459 lines
18 KiB
459 lines
18 KiB
//============ Copyright (c) Valve Corporation, All rights reserved. ============ |
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// |
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// Functionality to render a glowing outline around client renderable objects. |
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// |
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//=============================================================================== |
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#include "cbase.h" |
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#include "glow_outline_effect.h" |
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#include "model_types.h" |
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#include "shaderapi/ishaderapi.h" |
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#include "materialsystem/imaterialvar.h" |
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#include "view_shared.h" |
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#define FULL_FRAME_TEXTURE "_rt_FullFrameFB" |
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ConVar glow_outline_effect_enable( "glow_outline_effect_enable", "1", FCVAR_CHEAT, "Enable entity outline glow effects." ); |
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ConVar glow_outline_effect_width( "glow_outline_width", "6.0f", FCVAR_CHEAT, "Width of glow outline effect in screen space." ); |
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CGlowObjectManager g_GlowObjectManager; |
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void CGlowObjectManager::RenderGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot ) |
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{ |
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if ( glow_outline_effect_enable.GetBool() ) |
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{ |
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CMatRenderContextPtr pRenderContext( materials ); |
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int nX, nY, nWidth, nHeight; |
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pRenderContext->GetViewport( nX, nY, nWidth, nHeight ); |
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PIXEvent _pixEvent( pRenderContext, "EntityGlowEffects" ); |
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ApplyEntityGlowEffects( pSetup, nSplitScreenSlot, pRenderContext, glow_outline_effect_width.GetFloat(), nX, nY, nWidth, nHeight ); |
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} |
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} |
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static void SetRenderTargetAndViewPort( ITexture *rt, int w, int h ) |
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{ |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->SetRenderTarget(rt); |
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pRenderContext->Viewport(0,0,w,h); |
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} |
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// *** Keep in sync with matsys_interface.cpp, where the texture is declared *** |
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// Resolution for glow target chosen to be the largest that we can fit in EDRAM after 720p color/depth textures. |
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#define GLOW_360_RT_WIDTH ( MIN( 1120, pSetup->width ) ) |
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#define GLOW_360_RT_HEIGHT ( MIN( 624, pSetup->height ) ) |
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void CGlowObjectManager::RenderGlowModels( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext ) |
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{ |
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//==========================================================================================// |
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// This renders solid pixels with the correct coloring for each object that needs the glow. // |
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// After this function returns, this image will then be blurred and added into the frame // |
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// buffer with the objects stenciled out. // |
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//==========================================================================================// |
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pRenderContext->PushRenderTargetAndViewport(); |
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// Save modulation color and blend |
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Vector vOrigColor; |
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render->GetColorModulation( vOrigColor.Base() ); |
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float flOrigBlend = render->GetBlend(); |
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ITexture *pRtFullFrame = materials->FindTexture( FULL_FRAME_TEXTURE, TEXTURE_GROUP_RENDER_TARGET ); |
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if ( IsX360() ) |
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{ |
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ITexture *pRtGlowTexture360 = materials->FindTexture( "_rt_Glows360", TEXTURE_GROUP_RENDER_TARGET ); |
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SetRenderTargetAndViewPort( pRtGlowTexture360, GLOW_360_RT_WIDTH, GLOW_360_RT_HEIGHT ); |
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} |
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else |
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{ |
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SetRenderTargetAndViewPort( pRtFullFrame, pSetup->width, pSetup->height ); |
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} |
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pRenderContext->ClearColor3ub( 0, 0, 0 ); |
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pRenderContext->ClearBuffers( true, false, false ); |
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// Set override material for glow color |
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IMaterial *pMatGlowColor = NULL; |
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pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true ); |
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//==================// |
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// Draw the objects // |
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//==================// |
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for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i ) |
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{ |
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if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) ) |
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continue; |
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g_pStudioRender->ForcedMaterialOverride( pMatGlowColor ); |
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if ( m_GlowObjectDefinitions[i].m_bFullBloomRender ) |
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{ |
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// Disabled because stencil test on off-screen buffers doesn't work with MSAA on. |
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// Also, the normal model render does not seem to work on the off-screen buffer |
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//g_pStudioRender->ForcedMaterialOverride( NULL ); |
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// ShaderStencilState_t stencilState; |
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// stencilState.m_bEnable = true; |
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// stencilState.m_nReferenceValue = m_GlowObjectDefinitions[i].m_nFullBloomStencilTestValue; |
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// stencilState.m_nTestMask = 0xFF; |
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// stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL; |
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// stencilState.m_PassOp = SHADER_STENCILOP_KEEP; |
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// stencilState.m_FailOp = SHADER_STENCILOP_KEEP; |
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// stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP; |
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// |
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// pRenderContext->SetStencilState( stencilState ); |
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} |
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else |
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{ |
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// Disabled because stencil test on off-screen buffers doesn't work with MSAA on |
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// Most features still work, but some (e.g. partial occlusion) don't |
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// ShaderStencilState_t stencilState; |
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// stencilState.m_bEnable = true; |
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// stencilState.m_nReferenceValue = 1; |
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// stencilState.m_nTestMask = 0x1; |
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// stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL; |
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// stencilState.m_PassOp = SHADER_STENCILOP_KEEP; |
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// stencilState.m_FailOp = SHADER_STENCILOP_KEEP; |
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// stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP; |
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// |
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// pRenderContext->SetStencilState( stencilState ); |
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} |
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render->SetBlend( m_GlowObjectDefinitions[i].m_flGlowAlpha ); |
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Vector vGlowColor = m_GlowObjectDefinitions[i].m_vGlowColor * m_GlowObjectDefinitions[i].m_flGlowAlpha; |
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render->SetColorModulation( &vGlowColor[0] ); // This only sets rgb, not alpha |
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m_GlowObjectDefinitions[i].DrawModel(); |
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} |
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g_pStudioRender->ForcedMaterialOverride( NULL ); |
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render->SetColorModulation( vOrigColor.Base() ); |
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render->SetBlend( flOrigBlend ); |
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ShaderStencilState_t stencilStateDisable; |
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stencilStateDisable.m_bEnable = false; |
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pRenderContext->SetStencilState( stencilStateDisable ); |
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if ( IsX360() ) |
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{ |
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Rect_t rect; |
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rect.x = rect.y = 0; |
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rect.width = GLOW_360_RT_WIDTH; |
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rect.height = GLOW_360_RT_HEIGHT; |
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pRenderContext->CopyRenderTargetToTextureEx( pRtFullFrame, 0, &rect, &rect ); |
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} |
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pRenderContext->PopRenderTargetAndViewport(); |
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} |
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void CGlowObjectManager::ApplyEntityGlowEffects( const CViewSetup *pSetup, int nSplitScreenSlot, CMatRenderContextPtr &pRenderContext, float flBloomScale, int x, int y, int w, int h ) |
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{ |
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static bool s_bFirstPass = true; |
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//=======================================================// |
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// Render objects into stencil buffer // |
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//=======================================================// |
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// Set override shader to the same simple shader we use to render the glow models |
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IMaterial *pMatGlowColor = materials->FindMaterial( "dev/glow_color", TEXTURE_GROUP_OTHER, true ); |
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g_pStudioRender->ForcedMaterialOverride( pMatGlowColor ); |
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ShaderStencilState_t stencilStateDisable; |
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stencilStateDisable.m_bEnable = false; |
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float flSavedBlend = render->GetBlend(); |
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// Set alpha to 0 so we don't touch any color pixels |
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render->SetBlend( 0.0f ); |
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pRenderContext->OverrideDepthEnable( true, false ); |
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RenderableInstance_t instance; |
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instance.m_nAlpha = 255; |
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int iNumGlowObjects = 0; |
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for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i ) |
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{ |
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if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) ) |
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continue; |
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// Full bloom rendered objects should not be stenciled out here |
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if ( m_GlowObjectDefinitions[i].m_bFullBloomRender ) |
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{ |
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++ iNumGlowObjects; |
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continue; |
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} |
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if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded || m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) |
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{ |
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if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) |
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{ |
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ShaderStencilState_t stencilState; |
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stencilState.m_bEnable = true; |
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stencilState.m_nReferenceValue = 1; |
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stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS; |
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stencilState.m_PassOp = SHADER_STENCILOP_SET_TO_REFERENCE; |
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stencilState.m_FailOp = SHADER_STENCILOP_KEEP; |
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stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE; |
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pRenderContext->SetStencilState( stencilState ); |
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m_GlowObjectDefinitions[i].DrawModel(); |
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} |
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else if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded ) |
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{ |
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ShaderStencilState_t stencilState; |
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stencilState.m_bEnable = true; |
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stencilState.m_nReferenceValue = 1; |
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stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS; |
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stencilState.m_PassOp = SHADER_STENCILOP_KEEP; |
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stencilState.m_FailOp = SHADER_STENCILOP_KEEP; |
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stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE; |
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pRenderContext->SetStencilState( stencilState ); |
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m_GlowObjectDefinitions[i].DrawModel(); |
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} |
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else if ( m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) |
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{ |
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ShaderStencilState_t stencilState; |
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stencilState.m_bEnable = true; |
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stencilState.m_nReferenceValue = 2; |
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stencilState.m_nTestMask = 0x1; |
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stencilState.m_nWriteMask = 0x3; |
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stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL; |
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stencilState.m_PassOp = SHADER_STENCILOP_INCREMENT_CLAMP; |
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stencilState.m_FailOp = SHADER_STENCILOP_KEEP; |
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stencilState.m_ZFailOp = SHADER_STENCILOP_SET_TO_REFERENCE; |
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pRenderContext->SetStencilState( stencilState ); |
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m_GlowObjectDefinitions[i].DrawModel(); |
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} |
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} |
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iNumGlowObjects++; |
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} |
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// Need to do a 2nd pass to warm stencil for objects which are rendered only when occluded |
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for ( int i = 0; i < m_GlowObjectDefinitions.Count(); ++ i ) |
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{ |
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if ( m_GlowObjectDefinitions[i].IsUnused() || !m_GlowObjectDefinitions[i].ShouldDraw( nSplitScreenSlot ) ) |
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continue; |
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// Full bloom rendered objects should not be stenciled out here |
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if ( m_GlowObjectDefinitions[i].m_bFullBloomRender ) |
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continue; |
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if ( m_GlowObjectDefinitions[i].m_bRenderWhenOccluded && !m_GlowObjectDefinitions[i].m_bRenderWhenUnoccluded ) |
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{ |
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ShaderStencilState_t stencilState; |
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stencilState.m_bEnable = true; |
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stencilState.m_nReferenceValue = 2; |
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stencilState.m_CompareFunc = SHADER_STENCILFUNC_ALWAYS; |
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stencilState.m_PassOp = SHADER_STENCILOP_SET_TO_REFERENCE; |
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stencilState.m_FailOp = SHADER_STENCILOP_KEEP; |
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stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP; |
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pRenderContext->SetStencilState( stencilState ); |
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m_GlowObjectDefinitions[i].DrawModel(); |
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} |
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} |
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pRenderContext->OverrideDepthEnable( false, false ); |
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render->SetBlend( flSavedBlend ); |
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pRenderContext->SetStencilState( stencilStateDisable ); |
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g_pStudioRender->ForcedMaterialOverride( NULL ); |
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// If there aren't any objects to glow, don't do all this other stuff |
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// this fixes a bug where if there are glow objects in the list, but none of them are glowing, |
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// the whole screen blooms. |
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if ( iNumGlowObjects <= 0 ) |
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return; |
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//============================================= |
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// Render the glow colors to _rt_FullFrameFB |
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//============================================= |
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{ |
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PIXEvent pixEvent( pRenderContext, "RenderGlowModels" ); |
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RenderGlowModels( pSetup, nSplitScreenSlot, pRenderContext ); |
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} |
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//=================================== |
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// Setup state for downsample/bloom |
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//=================================== |
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#if defined( _X360 ) |
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pRenderContext->PushVertexShaderGPRAllocation( 16 ); // Max out pixel shader threads |
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#endif |
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pRenderContext->PushRenderTargetAndViewport(); |
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// Get viewport |
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int nSrcWidth = pSetup->width; |
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int nSrcHeight = pSetup->height; |
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int nViewportX, nViewportY, nViewportWidth, nViewportHeight; |
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pRenderContext->GetViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight ); |
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// Get material and texture pointers |
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IMaterial *pMatDownsample = materials->FindMaterial( "dev/glow_downsample", TEXTURE_GROUP_OTHER, true); |
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IMaterial *pMatBlurX = materials->FindMaterial( "dev/glow_blur_x", TEXTURE_GROUP_OTHER, true ); |
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IMaterial *pMatBlurY = materials->FindMaterial( "dev/glow_blur_y", TEXTURE_GROUP_OTHER, true ); |
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ITexture *pRtFullFrame = materials->FindTexture( FULL_FRAME_TEXTURE, TEXTURE_GROUP_RENDER_TARGET ); |
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ITexture *pRtQuarterSize0 = materials->FindTexture( "_rt_SmallFB0", TEXTURE_GROUP_RENDER_TARGET ); |
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ITexture *pRtQuarterSize1 = materials->FindTexture( "_rt_SmallFB1", TEXTURE_GROUP_RENDER_TARGET ); |
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//============================================ |
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// Downsample _rt_FullFrameFB to _rt_SmallFB0 |
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//============================================ |
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// First clear the full target to black if we're not going to touch every pixel |
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if ( ( pRtQuarterSize0->GetActualWidth() != ( pSetup->width / 4 ) ) || ( pRtQuarterSize0->GetActualHeight() != ( pSetup->height / 4 ) ) ) |
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{ |
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SetRenderTargetAndViewPort( pRtQuarterSize0, pRtQuarterSize0->GetActualWidth(), pRtQuarterSize0->GetActualHeight() ); |
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pRenderContext->ClearColor3ub( 0, 0, 0 ); |
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pRenderContext->ClearBuffers( true, false, false ); |
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} |
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// Set the viewport |
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SetRenderTargetAndViewPort( pRtQuarterSize0, pSetup->width / 4, pSetup->height / 4 ); |
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IMaterialVar *pbloomexpvar = pMatDownsample->FindVar( "$bloomexp", null ); |
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if ( pbloomexpvar != NULL ) |
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{ |
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pbloomexpvar->SetFloatValue( 2.5f ); |
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} |
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IMaterialVar *pbloomsaturationvar = pMatDownsample->FindVar( "$bloomsaturation", null ); |
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if ( pbloomsaturationvar != NULL ) |
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{ |
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pbloomsaturationvar->SetFloatValue( 1.0f ); |
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} |
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// note the -2's below. Thats because we are downsampling on each axis and the shader |
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// accesses pixels on both sides of the source coord |
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int nFullFbWidth = nSrcWidth; |
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int nFullFbHeight = nSrcHeight; |
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if ( IsX360() ) |
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{ |
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nFullFbWidth = GLOW_360_RT_WIDTH; |
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nFullFbHeight = GLOW_360_RT_HEIGHT; |
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} |
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pRenderContext->DrawScreenSpaceRectangle( pMatDownsample, 0, 0, nSrcWidth/4, nSrcHeight/4, |
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0, 0, nFullFbWidth - 4, nFullFbHeight - 4, |
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pRtFullFrame->GetActualWidth(), pRtFullFrame->GetActualHeight() ); |
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if ( IsX360() ) |
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{ |
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// Need to reset viewport to full size so we can also copy the cleared black pixels around the border |
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SetRenderTargetAndViewPort( pRtQuarterSize0, pRtQuarterSize0->GetActualWidth(), pRtQuarterSize0->GetActualHeight() ); |
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pRenderContext->CopyRenderTargetToTextureEx( pRtQuarterSize0, 0, NULL, NULL ); |
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} |
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//============================// |
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// Guassian blur x rt0 to rt1 // |
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//============================// |
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// First clear the full target to black if we're not going to touch every pixel |
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if ( s_bFirstPass || ( pRtQuarterSize1->GetActualWidth() != ( pSetup->width / 4 ) ) || ( pRtQuarterSize1->GetActualHeight() != ( pSetup->height / 4 ) ) ) |
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{ |
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// On the first render, this viewport may require clearing |
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s_bFirstPass = false; |
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SetRenderTargetAndViewPort( pRtQuarterSize1, pRtQuarterSize1->GetActualWidth(), pRtQuarterSize1->GetActualHeight() ); |
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pRenderContext->ClearColor3ub( 0, 0, 0 ); |
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pRenderContext->ClearBuffers( true, false, false ); |
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} |
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// Set the viewport |
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SetRenderTargetAndViewPort( pRtQuarterSize1, pSetup->width / 4, pSetup->height / 4 ); |
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pRenderContext->DrawScreenSpaceRectangle( pMatBlurX, 0, 0, nSrcWidth/4, nSrcHeight/4, |
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0, 0, nSrcWidth/4-1, nSrcHeight/4-1, |
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pRtQuarterSize0->GetActualWidth(), pRtQuarterSize0->GetActualHeight() ); |
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if ( IsX360() ) |
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{ |
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pRenderContext->CopyRenderTargetToTextureEx( pRtQuarterSize1, 0, NULL, NULL ); |
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} |
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//============================// |
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// Gaussian blur y rt1 to rt0 // |
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//============================// |
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SetRenderTargetAndViewPort( pRtQuarterSize0, pSetup->width / 4, pSetup->height / 4 ); |
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IMaterialVar *pBloomAmountVar = pMatBlurY->FindVar( "$bloomamount", NULL ); |
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pBloomAmountVar->SetFloatValue( flBloomScale ); |
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pRenderContext->DrawScreenSpaceRectangle( pMatBlurY, 0, 0, nSrcWidth / 4, nSrcHeight / 4, |
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0, 0, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1, |
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pRtQuarterSize1->GetActualWidth(), pRtQuarterSize1->GetActualHeight() ); |
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if ( IsX360() ) |
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{ |
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pRenderContext->CopyRenderTargetToTextureEx( pRtQuarterSize1, 0, NULL, NULL ); // copy to rt1 instead of rt0 because rt1 has linear reads enabled and works more easily with screenspace_general to fix 360 bloom issues |
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} |
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// Pop RT |
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pRenderContext->PopRenderTargetAndViewport(); |
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{ |
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//=======================================================================================================// |
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// At this point, pRtQuarterSize0 is filled with the fully colored glow around everything as solid glowy // |
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// blobs. Now we need to stencil out the original objects by only writing pixels that have no // |
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// stencil bits set in the range we care about. // |
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//=======================================================================================================// |
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IMaterial *pMatHaloAddToScreen = materials->FindMaterial( "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true ); |
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// Do not fade the glows out at all (weight = 1.0) |
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IMaterialVar *pDimVar = pMatHaloAddToScreen->FindVar( "$C0_X", NULL ); |
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pDimVar->SetFloatValue( 1.0f ); |
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ShaderStencilState_t stencilState; |
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stencilState.m_bEnable = true; |
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stencilState.m_nWriteMask = 0x0; // We're not changing stencil |
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stencilState.m_nTestMask = 0x3; |
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stencilState.m_nReferenceValue = 0x0; |
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stencilState.m_CompareFunc = SHADER_STENCILFUNC_EQUAL; |
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stencilState.m_PassOp = SHADER_STENCILOP_KEEP; |
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stencilState.m_FailOp = SHADER_STENCILOP_KEEP; |
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stencilState.m_ZFailOp = SHADER_STENCILOP_KEEP; |
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pRenderContext->SetStencilState( stencilState ); |
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// Draw quad |
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pRenderContext->DrawScreenSpaceRectangle( pMatHaloAddToScreen, 0, 0, nViewportWidth, nViewportHeight, |
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0.0f, -0.5f, nSrcWidth / 4 - 1, nSrcHeight / 4 - 1, |
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pRtQuarterSize1->GetActualWidth(), |
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pRtQuarterSize1->GetActualHeight() ); |
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// Disable stencil |
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pRenderContext->SetStencilState( stencilStateDisable ); |
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} |
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#if defined( _X360 ) |
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pRenderContext->PopVertexShaderGPRAllocation(); |
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#endif |
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} |
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void CGlowObjectManager::GlowObjectDefinition_t::DrawModel() |
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{ |
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RenderableInstance_t instance; |
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instance.m_nAlpha = (uint8)( m_flGlowAlpha * 255.0f ); |
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m_pEntity->DrawModel( STUDIO_RENDER | STUDIO_SKIP_FLEXES | STUDIO_DONOTMODIFYSTENCILSTATE | STUDIO_NOLIGHTING_OR_CUBEMAP | STUDIO_SKIP_DECALS, instance ); |
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C_BaseEntity *pAttachment = m_pEntity->FirstMoveChild(); |
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while ( pAttachment != NULL ) |
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{ |
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if ( pAttachment->ShouldDraw() ) |
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{ |
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pAttachment->DrawModel( STUDIO_RENDER | STUDIO_SKIP_FLEXES | STUDIO_DONOTMODIFYSTENCILSTATE | STUDIO_NOLIGHTING_OR_CUBEMAP | STUDIO_SKIP_DECALS, instance ); |
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} |
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pAttachment = pAttachment->NextMovePeer(); |
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} |
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} |