Files
CydandClaude Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -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.
};