Files
BT411/engine/MUNGA_L4/DXUtils.cpp
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

33 lines
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C++

#include "DXUtils.h"
#if defined(PIX_PROFILE)
#include <time.h>
#include <d3dx9.h>
#include <windows.h>
#include <math.h>
#include <strsafe.h>
namespace D3DUtils
{
// Class constructor. Takes the necessary information and
// composes a string that will appear in PIXfW.
ScopeProfiler::ScopeProfiler( WCHAR* Name, int Line )
{
WCHAR wc[ MAX_PATH ];
StringCchPrintf( wc, MAX_PATH, L"%s @ Line %d.\0", Name, Line );
D3DPERF_BeginEvent( D3DCOLOR_XRGB( rand() % 255, rand() % 255, rand() % 255 ), wc );
srand( static_cast< unsigned >( time( NULL ) ) );
}
// Makes sure that the BeginEvent() has a matching EndEvent()
// if used via the macro in D3DUtils.h this will be called when
// the variable goes out of scope.
ScopeProfiler::~ScopeProfiler( )
{
D3DPERF_EndEvent( );
}
}
#endif