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.
398 lines
9.8 KiB
C++
398 lines
9.8 KiB
C++
#include "ElementRendererHeaders.hpp"
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//############################################################################
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//############################ ScreenQuadsElement ################################
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//############################################################################
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HGOSHEAP
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ElementRenderer::ScreenQuadsElement::s_Heap = NULL;
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ElementRenderer::ScreenQuadsElement::ClassData*
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ElementRenderer::ScreenQuadsElement::DefaultData = NULL;
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ElementRenderer::Element::DrawMethod
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ElementRenderer::ScreenQuadsElement::DrawMethods[DrawStateCount]=
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{
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//
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// No billboarding
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//
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DRAW_METHOD(ScreenQuadsElement, Inherit),
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DRAW_METHOD(ScreenQuadsElement, Override)
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::InitializeClass()
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{
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Verify(!s_Heap);
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s_Heap = gos_CreateMemoryHeap("ScreenQuad", 0, g_LibraryHeap);
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Check_Pointer(s_Heap);
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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ScreenQuadsElementClassID,
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"ElementRenderer::ScreenQuadsElement",
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BaseClass::DefaultData,
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reinterpret_cast<Factory>(&Make)
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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Check_Pointer(s_Heap);
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gos_DestroyMemoryHeap(s_Heap);
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s_Heap = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::ScreenQuadsElement::ScreenQuadsElement(
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Stuff::MemoryStream *stream,
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int version
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):
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Element(DefaultData, stream, version)
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{
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Check_Pointer(this);
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Check_Object(stream);
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m_sync = &Element::NoneSyncMethod;
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m_cameraCull = &Element::NeverCullMethod;
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m_rayCull = &Element::AlwaysRayCullMethod;
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unsigned index = (m_state>>DrawStateBit) & DrawStateMask;
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Verify(index < DrawStateCount);
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m_draw = DrawMethods[index];
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::ScreenQuadsElement::ScreenQuadsElement(unsigned count):
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Element(DefaultData)
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{
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Check_Pointer(this);
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m_sync = &Element::NoneSyncMethod;
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m_cameraCull = &Element::NeverCullMethod;
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m_rayCull = &Element::AlwaysRayCullMethod;
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unsigned index = (m_state>>DrawStateBit) & DrawStateMask;
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Verify(index < DrawStateCount);
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m_draw = DrawMethods[index];
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m_status.SetLength(count);
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for (unsigned i=0; i<count; ++i)
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m_status[i] = false;
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count *= 4;
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m_corners.SetLength(count);
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m_colors.SetLength(count);
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m_UVs.SetLength(count);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::ScreenQuadsElement::~ScreenQuadsElement()
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{
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Check_Object(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::ScreenQuadsElement*
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ElementRenderer::ScreenQuadsElement::Make(
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Stuff::MemoryStream *stream,
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int version,
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ShapeHolder shapes
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)
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{
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Check_Object(stream);
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gos_PushCurrentHeap(s_Heap);
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ScreenQuadsElement *element = new ScreenQuadsElement(stream, version);
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gos_PopCurrentHeap();
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return element;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::Save(Stuff::MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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BaseClass::Save(stream);
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//
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//-----------------------------
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// Save the shape to the stream
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//-----------------------------
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//
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#if 0
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Check_Object(mlrScreenQuads);
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mlrScreenQuads->Save(stream);
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#endif
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::TestInstance()
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::AttachChild(Element *child)
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{
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Check_Object(this);
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Check_Object(child);
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STOP(("ScreenQuads elements can't have children!"));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::DetachChild(Element *child)
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{
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Check_Object(this);
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Check_Object(child);
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STOP(("ScreenQuads elements can't have children!"));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::GetQuadData(
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unsigned quad,
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Stuff::Vector4D **corners,
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Stuff::RGBAColor **colors,
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Stuff::Vector2DOf<Stuff::Scalar> **uvs,
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bool **status
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)
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{
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Check_Object(this);
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Verify(quad < m_status.GetLength());
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Check_Pointer(corners);
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Check_Pointer(colors);
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Check_Pointer(uvs);
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Check_Pointer(status);
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*status = &m_status[quad];
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quad *= 4;
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*corners = &m_corners[quad];
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*colors = &m_colors[quad];
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*uvs = &m_UVs[quad];
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool
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ElementRenderer::ScreenQuadsElement::CastCulledRay(CollisionQuery *query)
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{
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Check_Object(this);
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Check_Object(query);
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STOP(("ScreenQuadsElement is not collidable!"));
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return false;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::Element*
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ElementRenderer::ScreenQuadsElement::FindSmallestElementContainingCulled(SphereTest *test)
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{
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Check_Object(this);
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Check_Object(test);
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STOP(("ScreenQuadsElement is not collidable!"));
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return NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::SetSyncState()
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{
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Check_Object(this);
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m_state &= ~MatrixDirtyBit;
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m_sync = &Element::NoneSyncMethod;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::SetCullState()
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{
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Check_Object(this);
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if (GetCullMode() == AlwaysCullMode)
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{
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m_cameraCull = &Element::AlwaysCullMethod;
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m_rayCull = &Element::AlwaysRayCullMethod;
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}
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else
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{
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m_cameraCull = &Element::NeverCullMethod;
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m_rayCull = &Element::AlwaysRayCullMethod;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::SetDrawState()
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{
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Check_Object(this);
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unsigned index = (m_state>>DrawStateBit) & DrawStateMask;
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Verify(index < DrawStateCount);
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m_draw = DrawMethods[index];
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::InheritDrawMethod(
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CameraElement *camera,
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const StateChange *inherited_state,
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int culling_state
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)
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{
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Check_Object(this);
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Check_Object(inherited_state);
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Check_Object(camera);
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Verify(culling_state != -1);
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//
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//--------------------------------------
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// Draw our bounds if we are supposed to
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//--------------------------------------
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//
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#if defined(LAB_ONLY)
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Callback *callback = GetCallbackSet();
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unsigned index = GetCallbackIndex();
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if (callback && callback[index])
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{
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Check_Pointer(callback[index]);
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(*callback[index])(camera, inherited_state, culling_state, this);
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}
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#endif
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//
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//----------------------------
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// Set up the draw information
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//----------------------------
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//
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MidLevelRenderer::DrawScreenQuadsInformation info;
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info.nrOfQuads = m_status.GetLength();
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info.currentNrOfQuads = 0;
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info.state = inherited_state->GetMLRState();
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info.coords = &m_corners[0];
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info.colors = &m_colors[0];
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info.texCoords = &m_UVs[0];
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info.onOrOff = &m_status[0];
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//
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//---------------
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// Draw the shape
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//---------------
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//
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MidLevelRenderer::MLRClipper *clipper = camera->GetClipper();
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Check_Object(clipper);
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Stop_Timer(Graph_Traversal);
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ELEMENT_RENDER("Culling::Quads::Inherited");
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Start_Timer(Draw_Quads);
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clipper->DrawScreenQuads(&info);
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Stop_Timer(Draw_Quads);
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Start_Timer(Graph_Traversal);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::ScreenQuadsElement::OverrideDrawMethod(
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CameraElement *camera,
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const StateChange *inherited_state,
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int culling_state
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)
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{
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Check_Object(this);
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Check_Object(inherited_state);
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Check_Object(camera);
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Verify(culling_state != -1);
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//
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//-------------------
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// Mix the properties
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//-------------------
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//
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Check_Object(m_stateChange);
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StateChange mixed;
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mixed.Mix(*inherited_state, *m_stateChange);
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//
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//--------------------------------------
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// Draw our bounds if we are supposed to
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//--------------------------------------
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//
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#if defined(LAB_ONLY)
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Callback *callback = GetCallbackSet();
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unsigned index = GetCallbackIndex();
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if (callback && callback[index])
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{
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Check_Pointer(callback[index]);
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(*callback[index])(camera, inherited_state, culling_state, this);
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}
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#endif
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//
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//----------------------------
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// Set up the draw information
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//----------------------------
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//
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MidLevelRenderer::DrawScreenQuadsInformation info;
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info.nrOfQuads = m_status.GetLength();
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info.currentNrOfQuads = 0;
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info.state = mixed.GetMLRState();
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info.coords = &m_corners[0];
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info.colors = &m_colors[0];
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info.texCoords = &m_UVs[0];
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info.onOrOff = &m_status[0];
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//
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//---------------
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// Draw the shape
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//---------------
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//
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MidLevelRenderer::MLRClipper *clipper = camera->GetClipper();
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Check_Object(clipper);
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Stop_Timer(Graph_Traversal);
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ELEMENT_RENDER("Culling::Quads::Overridden");
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Start_Timer(Draw_Quads);
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clipper->DrawScreenQuads(&info);
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Stop_Timer(Draw_Quads);
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Start_Timer(Graph_Traversal);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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int
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ElementRenderer::ScreenQuadsElement::CountTriangles()
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{
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Check_Object(this);
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STOP(("Not implemented"));
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return 0;
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}
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