Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

118 lines
2.5 KiB
C++

#pragma once
#include "ElementRenderer.hpp"
#include "SwitchElement.hpp"
namespace ElementRenderer {
//#########################################################################
//######################### LODElement ################################
//#########################################################################
class LODElement:
public SwitchElement
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Initialization
//
public:
static void InitializeClass(Stuff::NotationFile *startup_ini);
static void TerminateClass(Stuff::NotationFile *startup_ini);
static ClassData *DefaultData;
typedef SwitchElement BaseClass;
static Stuff::Scalar s_Offset;
static bool s_ShadeLODs;
static Stuff::RGBAColor s_Shades[6];
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors/Destructors
//
protected:
LODElement(
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes
);
public:
LODElement();
~LODElement();
static LODElement* Make(
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes=NULL
);
void Save(Stuff::MemoryStream *stream);
static HGOSHEAP s_Heap;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void TestInstance();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Hierarchy
//
public:
struct Entry
{
Stuff::Scalar
m_nearSquared,
m_farSquared;
};
void AttachLOD(
WORD index,
Element *element,
const Entry &entry
);
void SetSize(WORD max_size);
protected:
void DetachChild(Element *child);
Stuff::DynamicArrayOf<Entry> m_LODs;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Drawing
//
protected:
void SetDrawState();
static DrawMethod DrawMethods[DrawStateCount];
void InheritDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int clipping_state
);
void OverrideDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int clipping_state
);
public:
void CleanDamage();
void ApplyDamage(
const Stuff::LinearMatrix4D &damage_spot,
Stuff::Scalar radius
);
void ApplyDamageDecal(
const Stuff::LinearMatrix4D &damage_spot,
Stuff::Scalar radius,
MidLevelRenderer::MLRTexture *texture
);
};
}