Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
357 lines
7.5 KiB
C++
357 lines
7.5 KiB
C++
#pragma once
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#include "Proxies.hpp"
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#include "GenericProxy.hpp"
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namespace Proxies {
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class StateLibrary;
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class TextureLibrary;
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class BuildMegatexturesProcess;
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class GetInfoProcess;
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class ArrangeMegatexturesProcess;
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//
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//#########################################################################
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//####################### TextureProxy ##############################
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//#########################################################################
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//
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class TextureProxy:
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public GenericProxy
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors
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//
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protected:
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TextureProxy(
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ClassData *class_data,
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TextureLibrary *library
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);
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TextureProxy(
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const char* name,
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const Stuff::Vector2DOf<int> &size,
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TextureLibrary *library
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);
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~TextureProxy();
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static Stuff::MemoryBlock
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*AllocatedMemory;
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public:
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static TextureProxy*
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MakeProxy(
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const char* name,
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const Stuff::Vector2DOf<int> &size,
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TextureLibrary *library
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)
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{return new TextureProxy(name, size, library);}
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void
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Destroy();
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void*
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operator new(size_t)
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{return AllocatedMemory->New();}
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void
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operator delete(void *where)
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{AllocatedMemory->Delete(where);}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Testing
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//
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public:
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void
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Process support
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//
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public:
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virtual int
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FindErrors(FindErrorsProcess *process);
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virtual void
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Copy(
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CopyProcess *process,
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TextureProxy *texture
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);
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virtual void
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GetInfo(
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GetInfoProcess *process
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);
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virtual void
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BuildMegatextures(BuildMegatexturesProcess *process);
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virtual void
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ArrangeMegatextures(ArrangeMegatexturesProcess *process);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Texture management functions
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//
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public:
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TextureLibrary*
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GetTextureLibrary()
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{Check_Object(this); return libraryProxy;}
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virtual bool
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IsEqualTo(TextureProxy *texture);
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virtual TextureProxy*
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UseNextTextureProxyInLibrary();
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virtual TextureProxy*
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UsePreviousTextureProxyInLibrary();
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enum FormatType {
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AlphaTexture = 0,
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KeyedTexture
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};
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virtual bool
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GetFormat(FormatType*);
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virtual void
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SetFormat(FormatType);
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protected:
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TextureLibrary
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*libraryProxy;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Texture functions
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//
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public:
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enum {
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RedChannel,
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GreenChannel,
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BlueChannel,
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AlphaChannel
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};
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//
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// name functions
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//
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bool
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GetName(Stuff::MString *name);
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void
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SetName(const char* name);
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//
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// Get the bitmap size
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//
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virtual void
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GetImageSize(Stuff::Vector2DOf<int> *size);
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//
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// Get channel data
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//
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virtual void
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GetChannelDepth(
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unsigned *red_depth,
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unsigned *blue_depth,
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unsigned *green_depth,
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unsigned *alpha_depth
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);
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virtual void
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GetChannels(
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Stuff::DynamicArrayOf<BYTE> *red,
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Stuff::DynamicArrayOf<BYTE> *green,
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Stuff::DynamicArrayOf<BYTE> *blue,
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Stuff::DynamicArrayOf<BYTE> *alpha
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);
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virtual void
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SetChannels(
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const Stuff::DynamicArrayOf<BYTE> *red,
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const Stuff::DynamicArrayOf<BYTE> *green,
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const Stuff::DynamicArrayOf<BYTE> *blue,
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const Stuff::DynamicArrayOf<BYTE> *alpha
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);
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//
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// Get pixel index
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//
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unsigned
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GetPixelIndex(const Stuff::Vector2DOf<int> &location)
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{Check_Object(this); return location.y*textureSize.x + location.x;}
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//
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// Texture saving
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//
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void
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SaveAsTarga(const char* filename);
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void
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ReadTarga(
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const char* filename,
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unsigned *red_depth,
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unsigned *green_depth,
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unsigned *blue_depth,
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unsigned *alpha_depth,
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Stuff::Vector2DOf<int> *size,
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Stuff::DynamicArrayOf<BYTE> *red,
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Stuff::DynamicArrayOf<BYTE> *green,
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Stuff::DynamicArrayOf<BYTE> *blue,
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Stuff::DynamicArrayOf<BYTE> *alpha
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);
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void
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ReadPNG(
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const char* filename,
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unsigned *red_depth,
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unsigned *green_depth,
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unsigned *blue_depth,
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unsigned *alpha_depth,
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Stuff::Vector2DOf<int> *size,
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Stuff::DynamicArrayOf<BYTE> *red,
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Stuff::DynamicArrayOf<BYTE> *green,
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Stuff::DynamicArrayOf<BYTE> *blue,
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Stuff::DynamicArrayOf<BYTE> *alpha
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);
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void SaveAsPng(const char* filename);
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protected:
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Stuff::Vector2DOf<int>
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textureSize;
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Stuff::MString
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textureName;
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unsigned
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redDepth,
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greenDepth,
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blueDepth,
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alphaDepth;
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Stuff::DynamicArrayOf<BYTE>
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redChannel,
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greenChannel,
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blueChannel,
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alphaChannel;
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};
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//
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//#########################################################################
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//#################### TextureLibrary ##########################
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//#########################################################################
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//
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class _declspec(novtable) TextureLibrary:
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public GenericProxy
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors
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//
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protected:
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TextureLibrary(
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ClassData *class_data,
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StateLibrary *state_library
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);
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public:
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~TextureLibrary();
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//
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// Copies the elements of the given material into this material
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Testing
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//
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public:
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void
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Process support
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//
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public:
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virtual int
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FindErrors(FindErrorsProcess *process);
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virtual void
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Copy(
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CopyProcess *process,
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TextureLibrary *texture
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);
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virtual void
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GetInfo(
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GetInfoProcess *process
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);
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virtual void
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BuildMegatextures(BuildMegatexturesProcess *process);
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virtual void
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ArrangeMegatextures(ArrangeMegatexturesProcess *process);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Texture management functions
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//
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public:
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StateLibrary*
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GetStateLibrary()
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{Check_Object(this); return stateLibrary;}
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protected:
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StateLibrary
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*stateLibrary;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Texture functions
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//
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public:
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//
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// name functions
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//
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bool
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GetName(Stuff::MString *name)
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{return false;}
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void
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SetName(const char* name)
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{}
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//
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// Gets the current number of children
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//
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virtual unsigned
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GetTextureCount() = 0;
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//
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// Child creation functions
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//
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virtual TextureProxy*
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UseNewTextureProxy() = 0;
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virtual TextureProxy*
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UseMatchingTextureProxy(TextureProxy *texture) = 0;
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virtual TextureProxy*
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UseTextureProxy(const char* texture_name) = 0;
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//
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// Child traversal functions
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//
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virtual TextureProxy*
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UseFirstTextureProxy() = 0;
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virtual TextureProxy*
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UseLastTextureProxy() = 0;
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void
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AttachTextureProxy(TextureProxy *proxy)
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{
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Check_Object(this);
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AttachReference(); activeTextureProxies.Add(proxy);
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}
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void
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DetachTextureProxy(TextureProxy* proxy);
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protected:
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Stuff::ChainOf<TextureProxy*>
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activeTextureProxies;
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};
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}
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