Files
BT411/engine/MUNGA/VIDREND.h
T
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00

108 lines
3.5 KiB
C++

#pragma once
#include "slot.h"
#include "chain.h"
#include "renderer.h"
#include <vector>
#if defined(TRACE_VIDEO_RENDERER) || defined(USE_ONE_VIDEO_TRACE)
extern BitTrace Video_Renderer;
#endif
#if defined(TRACE_VIDEO_RENDERER)
#define SET_VIDEO_RENDERER() Video_Renderer.Set()
#define CLEAR_VIDEO_RENDERER() Video_Renderer.Clear()
#else
#define SET_VIDEO_RENDERER()
#define CLEAR_VIDEO_RENDERER()
#endif
#if defined(TRACE_VIDEO_BECOME_INTERESTING)
#if defined(USE_ONE_VIDEO_TRACE)
#define SET_VIDEO_BECOME_INTERESTING() Video_Renderer.Set()
#define CLEAR_VIDEO_BECOME_INTERESTING() Video_Renderer.Clear()
#else
extern BitTrace Video_Become_Interesting;
#define SET_VIDEO_BECOME_INTERESTING() Video_Become_Interesting.Set()
#define CLEAR_VIDEO_BECOME_INTERESTING()\
Video_Become_Interesting.Clear()
#endif
#else
#define SET_VIDEO_BECOME_INTERESTING()
#define CLEAR_VIDEO_BECOME_INTERESTING()
#endif
#if defined(TRACE_VIDEO_BECOME_UNINTERESTING)
#if defined(USE_ONE_VIDEO_TRACE)
#define SET_VIDEO_BECOME_UNINTERESTING() Video_Renderer.Set()
#define CLEAR_VIDEO_BECOME_UNINTERESTING() Video_Renderer.Clear()
#else
extern BitTrace Video_Become_Uninteresting;
#define SET_VIDEO_BECOME_UNINTERESTING()\
Video_Become_Uninteresting.Set()
#define CLEAR_VIDEO_BECOME_UNINTERESTING()\
Video_Become_Uninteresting.Clear()
#endif
#else
#define SET_VIDEO_BECOME_UNINTERESTING()
#define CLEAR_VIDEO_BECOME_UNINTERESTING()
#endif
class VideoRenderer : public Renderer
{
public:
VideoRenderer(RendererRate calibration_rate, RendererComplexity calibration_complexity, RendererPriority calibration_priority, InterestType interest_type, InterestDepth depth_calibration);
~VideoRenderer();
Logical TestInstance() const;
virtual void ConsolidateStaticObjects() = 0;
virtual std::vector<MONITORINFO> MonitorsCreateAll(int &count) = 0;
//
//--------------------------------------------------------------------
// NotifyOfNewInterestingEntity
//
// This method tells the renderer that a new entity will be in it's
// interest list the next time the Execute method is called.
//--------------------------------------------------------------------
//
void NotifyOfNewInterestingEntity(Entity *interesting_entity);
void NotifyOfBecomingUninterestingEntity(Entity *uninteresting_entity);
virtual int *GetSecondaryIndex() = 0;
virtual int *GetAux1Index() = 0;
virtual int *GetAux2Index() = 0;
private:
void LoadMissionImplementation(Mission *mission);
void ShutdownImplementation();
void SuspendImplementation();
void ResumeImplementation();
void ExecuteImplementation(RendererComplexity complexity_update, RendererOrigin::InterestingEntityIterator *iterator);
protected:
enum ViewFrom
{
outsideEntity, // The external view of an entity will be displayed
insideEntity, // The internal view of the entity will be displayed
collisionEntity // The collision solids of the entity will be displayed
};
//
//--------------------------------------------------------------------
// MakeEntityRenderables
//
// This method is called to create the renderables for a given entity
// it must be provided by the hardware specific renderer.
//--------------------------------------------------------------------
//
virtual void MakeEntityRenderables(Entity*, ResourceDescription*, ViewFrom);
Logical Disconnected_Eye; // If this is true, we will construct an outside
// version of the viewpoint entity. This is so
// higher level renderers can fix the eye in one
// spot and watch the viewpoint entity drive around.
};