DPLRenderer::LoadMissionImplementation (L4VIDEO.CPP:6007) is not empty: it
calls DPLReadEnvironment (which opens L4DPLCFG/btdpl.ini and sets the dPL
object/material/texmap paths from the objectpath= entries) and then
LoadNameBitmaps. The 'bring-up no-op' installed earlier therefore did not do
nothing -- it REPLACED that, so the loader never learned where the art lives
and every dpl_LoadObject returned NULL.
I justified that no-op by pointing at VideoRenderer's bare Tell and
GaugeRenderer's identical one; neither is our base. Check the ACTUAL base
before overriding in this engine and chain it unless there is a reason not
to. DPLReadEnvironment is private to DPLRenderer, so chaining is the only
way a game renderer can reach it at all.
before: 40x 'couldn't load object', 'NULL instance', run ends,
wire ~24 bytes/sec
after: 0 failures, run continues, wire ~12 KB/s (1.17MB climbing),
bridge live at 88fps
Proved it was ours and not the rig by running the SHIPPED exe under the same
conf: it loaded every object. That A/B is cheap and is the right first move
whenever the pod misbehaves.
Still black: the bridge camera sits at its default (0,10,0), so the wire
carries state and object loads rather than a populated scene. The mech and
arena entities still need MakeEntityRenderables bodies.
Rig improvements, both from the user: nosound is fine on the SLOW clock (it
is the FAST SOS clock that needs the AWE32), which saves ~4 min and ~300MB of
audio taps per run; and serial3=file + '> COM3' gives a live unbuffered log,
so a run that does NOT crash is finally readable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
138 lines
5.5 KiB
C++
138 lines
5.5 KiB
C++
//===========================================================================//
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// File: btl4vid.cpp //
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// Project: BattleTech //
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// Contents: Implementation details for the BT video renderer //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include <btl4.hpp>
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#pragma hdrstop
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#if !defined(BTL4VID_HPP)
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# include <btl4vid.hpp>
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#endif
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BTL4VideoRenderer::BTL4VideoRenderer(
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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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DPLRenderer(
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calibration_rate,
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calibration_complexity,
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calibration_priority,
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interest_type,
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depth_calibration
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)
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{
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}
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BTL4VideoRenderer::~BTL4VideoRenderer()
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{
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}
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//
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//#############################################################################
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// LoadMissionImplementation -- called by Renderer::LoadMission (the authentic
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// engine, CODE/RP/MUNGA/RENDERER.CPP:263) after it has set
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// LoadingRendererStatus, stamped nextRenderTime and started the renderer with
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// the RendererManager. This is where a GAME renderer builds the mission's
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// scene content on the Division board.
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//
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// BRING-UP NO-OP (phase 1 of the btl4vid ladder). A no-op is a LEGAL body
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// here, not a cheat: the engine's own VideoRenderer::LoadMissionImplementation
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// (CODE/RP/MUNGA/VIDREND.CPP:259) is a bare Tell, and our GaugeRenderer
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// (GAUGREND.CPP:3275) ships the same. The renderer therefore comes up and
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// runs its frame loop with an EMPTY scene, which is exactly what we want to
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// measure before writing any content.
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//
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// THE AUTHENTIC SHAPE, pinned by the surviving sibling header for Red
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// Planet's renderer (CODE/RP/RP_L4/RPL4VID.HPP -- same engine, same board,
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// same year; only the .CPP is missing there too):
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//
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// LoadMissionImplementation walks the mission's entities and calls
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// MakeEntityRenderables(entity, model_resource, view_type) for each,
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// which builds a dpl_DCS hierarchy through ReadSKLFile /
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// RecurseSKLFile (the skeleton notation pages), with a material
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// substitution list set up around it.
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//
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// The BT-specific renderables (BTReticleRenderable, BTTranslocationRenderable,
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// the pending-wrecks map) come from the BT411 donor game/reconstructed/
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// btl4vid.cpp -- 3188 lines -- but NOTE that port restructured this hook and
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// has no method under this name, so the CONTRACT above comes from the 1995
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// engine and only the CONTENT comes from the donor.
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//#############################################################################
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//
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//
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//#############################################################################
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// MakeEntityRenderables -- the game level of the renderable factory.
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//
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// The engine's DPLRenderer::MakeEntityRenderables (L4VIDEO.CPP:4151) knows
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// the ENGINE entity classes and calls DOWN to
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// VideoRenderer::MakeEntityRenderables for anything else, which only prints
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// Entity <id> class<n> couldn't figure out how to MakeEntityRenderables
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// So every BT class has to be answered here.
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//
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// FIRST ANSWER: BTPlayer (class 3035) carries no graphics. The engine
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// already does exactly this for its own PlayerClassID -- an empty case --
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// and BT's player is simply a different id it cannot know about. This is
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// the class the live pod run complained about.
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//
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// Everything else still chains to the engine, so this override can only
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// ADD answers, never remove the ones DPLRenderer already gives.
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//#############################################################################
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//
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void
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BTL4VideoRenderer::MakeEntityRenderables(
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Entity *entity,
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ResourceDescription *model_resource,
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ViewFrom view_type)
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{
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Check(this);
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Check(entity);
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switch (entity->GetClassID())
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{
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case RegisteredClass::BTPlayerClassID:
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//
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// No graphics -- the player is a control/scoring entity.
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//
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break;
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default:
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DPLRenderer::MakeEntityRenderables(entity, model_resource, view_type);
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break;
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}
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}
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void
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BTL4VideoRenderer::LoadMissionImplementation(Mission *mission)
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{
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Check(this);
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//
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// CHAIN THE BASE. DPLRenderer::LoadMissionImplementation
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// (L4VIDEO.CPP:6007) is NOT empty -- it reads the renderer environment
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// and loads the name bitmaps. DPLReadEnvironment opens the
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// notation file named by L4DPLCFG (SETENV.BAT defaults it to
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// btdpl.ini) and hands its "main" page to DPLReadINIPage, which walks
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// the compare/branch pages for this location/time and calls
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// dpl_SetObjectFilePath / material / texmap from the objectpath=
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// entries (L4VIDEO.CPP:1852). It is PRIVATE to DPLRenderer, so the
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// game renderer reaches it only by chaining -- which is the whole
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// point: an override here REPLACES the base, it does not extend it.
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//
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// WITHOUT IT every dpl_LoadObject returns NULL. The live pod run
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// failed all 40 arena objects (sky / aw01..aw04 / afloor / bcor1 /
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// bdet1 / bdet2 / bpip1) and ended in "NULL instance", while the
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// SHIPPED binary on the SAME rig loaded every one of them. The
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// models were never missing -- the loader simply had no paths, because
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// the bring-up no-op that used to live here SUPPRESSED the base.
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//
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DPLRenderer::LoadMissionImplementation(mission);
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}
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