Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
84 lines
2.8 KiB
C++
84 lines
2.8 KiB
C++
//===========================================================================//
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// File: rpl4vid.hh //
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// Project: MUNGA Brick: Video Renderer Manager //
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// Contents: Wrapper class for including rp scripts into video renderer //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 02/12/95 GAC Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(RPL4VID_HPP)
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# define RPL4VID_HPP
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# if !defined(L4VIDEO_HPP)
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# include <l4video.hpp>
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# endif
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# include <dpl.h>
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# include <dplutils.h>
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//##########################################################################
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//##########################################################################
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class RPL4VideoRenderer:
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public DPLRenderer
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{
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public:
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RPL4VideoRenderer(
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RendererRate calibration_rate,
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RendererComplexity calibration_complexity,
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RendererPriority calibration_priority,
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InterestType interest_type,
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InterestDepth depth_calibration
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);
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~RPL4VideoRenderer();
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char
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SetupMaterialSubstitutionList(
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Entity* entity,
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ViewFrom view_type); // The entity we will be substituting for.
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void
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TearDownMaterialSubstitutionList();
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protected:
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int
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vtvsExpected,
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vtvCount;
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void
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LoadMissionImplementation(Mission *mission);
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void
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MakeEntityRenderables(
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Entity *this_entity, // The entity we are dealing with
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ResourceDescription *model_resource, // Pointer to the video resource
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ViewFrom type); // Type of reference (inside/outside...etc.)
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dpl_DCS*
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ReadSKLFile(
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Entity *entity, // The entity we are dealing with
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ResourceDescription *model_resource, // Pointer to the video resource
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ViewFrom type, // type of reference to create
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char skeleton_type // TEMPORARY!!!! to handle color substitutions
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);
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void
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RecurseSKLFile(
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Entity *entity,
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dpl_DCS *parentDCS,
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NotationFile *mech_skeleton,
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const char *page_name,
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int recursion_depth,
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ViewFrom type, // type of reference to create !!! should be enum
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int *joint_counter,
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dpl_LOAD_MODE cache_mode
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);
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};
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#endif
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