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.
74 lines
1.6 KiB
C++
74 lines
1.6 KiB
C++
#pragma once
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#define MLR_MLRPOINTCLOUD_HPP
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#if !defined(MLR_MLR_HPP)
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#include <MLR\MLR.hpp>
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#endif
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#if !defined(MLR_MLREFFECT_HPP)
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#include <MLR\MLREffect.hpp>
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#endif
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namespace MidLevelRenderer {
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//##########################################################################
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//####################### MLRLineCloud ##############################
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//##########################################################################
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class MLRLineCloud:
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public MLREffect
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Initialization
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors/Destructors
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//
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public:
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MLRLineCloud(int, int=0);
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~MLRLineCloud();
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void
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SetData(
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const int *count,
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const Stuff::Point3D *point_data,
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const Stuff::RGBAColor *color_data
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);
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virtual int
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GetType(int) { return type; }
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void Draw (DrawEffectInformation*, GOSVertexPool*, MLRSorter*);
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int Draw (ToBeDrawnPrimitive*, MLRSorter*);
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void Transform(int, int);
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int Clip(MLRClippingState, GOSVertexPool*, bool);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Class Data Support
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//
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public:
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static ClassData
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*DefaultData;
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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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protected:
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int type;
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const int *usedNrOfVertices;
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};
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}
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