Files
BT412/engine/MUNGA_L4/l4d3d.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

205 lines
7.0 KiB
C++

#pragma once
#include <D3DX9.h>
#include <hash_map>
#include <string>
#define L4VERTEX_FVF (D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE | D3DFVF_NORMAL)
#define L4POINTVERTEX_FVF (D3DFVF_XYZ)
#define L4VERTEX_2D_FVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)
#define L4VERTEX_2D_TEX_FVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)
#define PASS_OPAQUE 0
#define PASS_DECAL 1
#define PASS_ALPHABLEND 2
#define PASS_SPHERE 3
#define PASS_SKY 4
#define PASS_TOTAL_COUNT 5
struct L4VERTEX
{
float x, y, z;
float nx, ny, nz;
DWORD color;
float u, v;
};
struct L4POINTVERTEX
{
float x, y, z;
};
struct L4VERTEX_2D
{
float x, y, z, rhw;
DWORD color;
};
struct L4VERTEX_2D_TEX
{
float x, y, z, rhw;
DWORD color;
float u, v;
};
struct L4TEXOP
{
enum WrapType
{
REPEAT,
CLAMP,
SELECT
} wrap_u, wrap_v;
LPDIRECT3DTEXTURE9 texture;
bool doScroll;
float scrollUDelta;
float scrollVDelta;
};
struct L4RAMP
{
float r0, g0, b0;
float r1, g1, b1;
};
struct L4DRAWOP
{
D3DMATERIAL9 material;
L4TEXOP texture;
bool alphaTest;
bool drawAsDecal;
bool drawAsSky;
// PORT (draw-cost fix): explicit index range for BGF-built meshes. D3DX
// DrawSubset needs an attribute TABLE; our double-sided BGF indices make
// GenerateAdjacency/OptimizeInplace fail silently, so DrawSubset fell back to
// scanning the whole attribute buffer PER CALL (~44us x ~1400 calls = ~60ms/
// frame). The loader knows each batch's exact range -- draw it directly.
int bgfStartIndex; // first index of the batch in the mesh IB
int bgfPrimCount; // triangle count (0 = not a BGF batch -> DrawSubset)
// PORT (authentic LODs): this batch's LOD viewing band [lodNear..lodFar) from
// the BGF's 0x2046 headers. DrawMesh draws only the ops whose band contains
// the camera->object distance (the IG board's distance LOD selection). A
// zero-init op (lodFar==0) is treated as always-drawn (non-BGF fallback).
float lodNear;
float lodFar;
// DIAG (BT_LOD_LOG): last band-gate visibility (0=unknown 1=visible 2=hidden)
// so DrawMesh can log per-op FLIP events during movement (which piece blinks).
int lastBandVisible;
// PUNCH (dpl_Punchize, PATCH SV_SPECIAL): cutout punch-through -- the texture's
// black texels were loaded with alpha 0; draw with alpha TEST in the opaque pass
// (z-write preserved), rejecting hole texels.
bool punchThrough;
// LAYER DEPTH BIAS (additive-LOD coplanar resolution; see bgfload.h): finer
// layers get a slightly more negative normalized-depth bias so EXACTLY-
// coplanar duplicated surfaces resolve to the detail layer instead of
// venetian-blind z-fighting (the board's submission-order rule, in D3D terms).
float lodDepthBias;
};
class d3d_OBJECT
{
public:
d3d_OBJECT(LPDIRECT3DDEVICE9 device, int vertCount);
d3d_OBJECT(LPDIRECT3DDEVICE9 device, LPD3DXMESH mesh, DWORD *adjacencyBuffer, int drawOpCount);
~d3d_OBJECT();
inline LPDIRECT3DDEVICE9 GetDevice() { return mDevice; }
inline int GetVertCount() { return mVertCount; }
inline int GetDrawOpCount() { return mDrawOpCount; }
inline L4DRAWOP* GetDrawOp(int index) { return &(mDrawOps[index]); }
void Draw(int pass, const D3DXMATRIX *viewTransform, Time targetRenderFrame);
inline void SetRadius(float radius) { mRadius = radius; }
inline void SetOrigin(L4POINTVERTEX origin) { mOrigin = origin; }
inline void SetImmune(bool immune) { mImmune = immune; }
// BT (task #20): mark the mech's *_tshd SHADOW-PROXY geometry -- the binary's
// shadow is this flat silhouette posed by jointshadow/jointtshadow; it must
// draw TRANSLUCENT dark in the blend pass (the port drew it opaque black).
inline void SetIsShadow(int v) { mIsShadow = v; }
inline int GetIsShadow() { return mIsShadow; }
int mIsShadow;
// DIAG (BT_LOD_LOG): model basename for flip telemetry (set by LoadObjectBGF;
// MUST be initialized in BOTH ctors -- debug heap 0xCD fill reads as garbage).
char mDbgName[24];
inline void SetLocalToWorld(D3DXMATRIX localToWorld) { mLocalToWorld = localToWorld; }
inline float GetRadius() { return mRadius; }
inline L4POINTVERTEX GetOrigin() { return mOrigin; }
inline bool GetImmune() { return mImmune; }
inline D3DXMATRIX GetLocalToWorld() { return mLocalToWorld; }
inline LPD3DXMESH GetMesh() { return mMesh; }
inline d3d_OBJECT* GetNext(int pass) { return mNext[pass + 1]; }
inline d3d_OBJECT* GetPrevious( int pass) { return mPrev[pass + 1]; }
inline void SetNext(d3d_OBJECT *next, int pass) { mNext[pass + 1] = next; }
inline void SetPrevious(d3d_OBJECT *previous, int pass) { mPrev[pass + 1] = previous; }
static void ResetState(LPDIRECT3DDEVICE9 device);
static d3d_OBJECT* LoadObject(LPDIRECT3DDEVICE9 device, char *fileName);
static L4TEXOP LoadTexture(LPDIRECT3DDEVICE9 device, const char *fileName);
// PORT (turn-hitch fix): bounding-sphere frustum culling. The 1995 renderer
// drew EVERYTHING every frame (the IG board clipped in hardware); on D3D9 that
// is ~2700 draw calls/frame = ~107ms CPU. The renderer sets the frame's view
// frustum once (SetCullFrustum); Draw() then skips objects fully outside it.
static void SetCullFrustum(const D3DXMATRIX *viewProj); // NULL disables for the frame
static void SetCameraPosition(float x, float y, float z); // for LOD distance selection
D3DXVECTOR3 mCullCenter; // model-space bounding sphere (computed at load)
float mCullRadius; // <= 0 -> unknown, never culled
// PORT (draw-cost fix): direct-draw path for BGF meshes (see L4DRAWOP). The
// mesh's own VB/IB, cached AddRef'd at load; drawn with DrawIndexedPrimitive
// per batch range instead of D3DX DrawSubset. NULL -> DrawSubset fallback.
LPDIRECT3DVERTEXBUFFER9 mBgfVB;
LPDIRECT3DINDEXBUFFER9 mBgfIB;
UINT mBgfStride;
UINT mBgfNumVerts;
private:
static d3d_OBJECT* LoadSpheres(LPDIRECT3DDEVICE9 device, char *fileName);
// Builds a mesh-backed d3d_OBJECT directly from a VWE .BGF (pod ships .bgf, not .x).
static d3d_OBJECT* LoadObjectBGF(LPDIRECT3DDEVICE9 device, char *fileName);
LPDIRECT3DDEVICE9 mDevice;
inline void SetVB(LPDIRECT3DVERTEXBUFFER9 buffer) { mVB = buffer; }
void DrawMesh(int pass, const D3DXMATRIX *viewTransform, Time targetRenderFrame);
void DrawSpheres(int pass, const D3DXMATRIX *viewTransform);
long mID;
// vertex based
int mVertCount;
LPDIRECT3DVERTEXBUFFER9 mVB;
// mesh based
LPD3DXMESH mMesh;
int mDrawOpCount;
L4DRAWOP* mDrawOps;
bool mImmune;
D3DXMATRIX mLocalToWorld;
L4POINTVERTEX mOrigin;
float mRadius;
d3d_OBJECT *mNext[PASS_TOTAL_COUNT + 1];
d3d_OBJECT *mPrev[PASS_TOTAL_COUNT + 1];
void SetTextureScrolling(const L4TEXOP *texture, Time targetRenderFrame);
void SetTextureAddressing(L4TEXOP::WrapType wrap_u, L4TEXOP::WrapType wrap_v);
void SetTexture(LPDIRECT3DTEXTURE9 texture);
// state information for optimizing renderstate changes
static bool mLastTextureScrollState;
static L4TEXOP::WrapType mLastWrapU;
static L4TEXOP::WrapType mLastWrapV;
static bool mLastTexturingState;
static long mNextID;
static stdext::hash_map< std::string , L4TEXOP > mTextureCache;
};
extern int gNumBatches;