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.
124 lines
2.6 KiB
C++
124 lines
2.6 KiB
C++
#pragma once
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#define MLR_MLR_WATER_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_MLR_I_C_DeT_TMESH_HPP)
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#include <MLR\MLR_I_C_DeT_TMesh.hpp>
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#endif
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namespace MidLevelRenderer {
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//##########################################################################
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//###### MLRIndexedTriMesh with color no lighting w/ detail texture ######
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//##########################################################################
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class MLR_Water:
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public MLR_I_C_DeT_TMesh
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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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protected:
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MLR_Water(
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ClassData *class_data,
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Stuff::MemoryStream *stream,
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int version
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);
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~MLR_Water();
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public:
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MLR_Water(ClassData *class_data=MLR_Water::DefaultData);
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static MLR_Water*
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Make(
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Stuff::MemoryStream *stream,
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int version
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);
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void
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Save(Stuff::MemoryStream *stream);
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virtual void
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FindFacePlanes();
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int
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FindBackFace(const Point3D& u, const Normal3D& n);
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void
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Copy(
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MLR_I_C_TMesh*,
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MLRState detailState,
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Stuff::Scalar xOff,
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Stuff::Scalar yOff,
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Stuff::Scalar xFac,
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Stuff::Scalar yFac
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);
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bool
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Copy(MLR_I_C_DeT_PMesh*);
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static void
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SetSpecularValues(Stuff::Scalar fac, int pow, Scalar cutOff=0.0f);
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public:
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virtual int
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TransformAndClip(Stuff::Matrix4D *, MLRClippingState, GOSVertexPool*, FogData*, DWORD=0xffffffff, bool=false);
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virtual void
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TransformNoClip(Stuff::Matrix4D*, GOSVertexPool*, FogData*, DWORD=0xffffffff, bool=false);
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void
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LightMapLighting(MLRLight*);
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static void
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SetSunLight(Stuff::UnitVector3D& sl)
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{ sunLight = sl; }
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// virtual int
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// GetNumPasses();
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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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static Stuff::Scalar specMult;
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static int specPow;
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static Stuff::Scalar specCutoff;
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protected:
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static BYTE lookUpSpecular[256];
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Stuff::DynamicArrayOf<Vector2DScalar>
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dynamicUVs;
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static Stuff::UnitVector3D sunLight;
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static Stuff::DynamicArrayOf<Vector2DScalar> *detailTexCoords; // Base address of texture coordinate list
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};
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}
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