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firestorm/Gameleap/code/mw4/Libraries/elementrenderer/TriangleCloudElement.cpp
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366 lines
9.2 KiB
C++

#include "ElementRendererHeaders.hpp"
#include <MLR\MLRTriangleCloud.hpp>
//############################################################################
//############################ TriangleCloudElement ################################
//############################################################################
ElementRenderer::TriangleCloudElement::ClassData*
ElementRenderer::TriangleCloudElement::DefaultData = NULL;
ElementRenderer::Element::DrawMethod
ElementRenderer::TriangleCloudElement::DrawMethods[DrawStateCount]=
{
//
// No billboarding
//
DRAW_METHOD(TriangleCloudElement, Inherit),
DRAW_METHOD(TriangleCloudElement, Override)
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
TriangleCloudElementClassID,
"ElementRenderer::TriangleCloudElement",
BaseClass::DefaultData,
reinterpret_cast<Factory>(&Make)
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::TriangleCloudElement::TriangleCloudElement(
Stuff::MemoryStream *stream,
int version
):
Element(DefaultData, stream, version)
{
Check_Pointer(this);
Check_Object(stream);
unsigned index = (m_state>>DrawStateBit) & DrawStateMask;
Verify(index < DrawStateCount);
m_draw = DrawMethods[index];
//
//---------------------------------
// Create the shape from the stream
//---------------------------------
//
#if 0
m_MLRTriangleCloud = MidLevelRenderer::MLRTriangleCloud::Make(stream);
Register_Object(m_MLRTriangleCloud);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::TriangleCloudElement::TriangleCloudElement(unsigned max_tris):
Element(DefaultData)
{
Check_Pointer(this);
unsigned index = (m_state>>DrawStateBit) & DrawStateMask;
Verify(index < DrawStateCount);
m_draw = DrawMethods[index];
gos_PushCurrentHeap(MidLevelRenderer::Heap);
m_MLRTriangleCloud = new MidLevelRenderer::MLRTriangleCloud(max_tris);
Register_Object(m_MLRTriangleCloud);
gos_PopCurrentHeap();
m_MLRTriangleCloud->TurnAllOn();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::TriangleCloudElement::~TriangleCloudElement()
{
Check_Object(this);
Unregister_Object(m_MLRTriangleCloud);
delete m_MLRTriangleCloud;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::TriangleCloudElement*
ElementRenderer::TriangleCloudElement::Make(
Stuff::MemoryStream *stream,
int version,
ShapeHolder shapes
)
{
Check_Object(stream);
gos_PushCurrentHeap(g_Heap);
TriangleCloudElement *element = new TriangleCloudElement(stream, version);
gos_PopCurrentHeap();
return element;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::Save(Stuff::MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
BaseClass::Save(stream);
//
//-----------------------------
// Save the shape to the stream
//-----------------------------
//
#if 0
Check_Object(m_MLRTriangleCloud);
m_MLRTriangleCloud->Save(stream);
#endif
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::AttachChild(Element *child)
{
Check_Object(this);
Check_Object(child);
STOP(("TriangleCloud elements can't have children!"));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::DetachChild(Element *child)
{
Check_Object(this);
Check_Object(child);
STOP(("TriangleCloud elements can't have children!"));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
bool
ElementRenderer::TriangleCloudElement::CastCulledRay(CollisionQuery *query)
{
Check_Object(this);
Check_Object(query);
STOP(("Shouldn't be called"));
return false;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
ElementRenderer::Element*
ElementRenderer::TriangleCloudElement::FindSmallestElementContainingCulled(SphereTest *test)
{
Check_Object(this);
Check_Object(test);
STOP(("TriangleCloudElement is not collidable!"));
return NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::SetDrawState()
{
Check_Object(this);
unsigned index = (m_state>>DrawStateBit) & DrawStateMask;
Verify(index < DrawStateCount);
m_draw = DrawMethods[index];
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::InheritDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int culling_state
)
{
Check_Object(this);
Check_Object(inherited_state);
Check_Object(camera);
Verify(culling_state != -1);
#if defined(_ARMOR)
if (!culling_state)
Verify(!Cull(camera));
#endif
//
//--------------------------------------
// Draw our bounds if we are supposed to
//--------------------------------------
//
#if defined(LAB_ONLY)
Callback *callback = GetCallbackSet();
unsigned index = GetCallbackIndex();
if (callback && callback[index])
{
Check_Pointer(callback[index]);
(*callback[index])(camera, inherited_state, culling_state, this);
}
#endif
//
//----------------------------
// Set up the draw information
//----------------------------
//
MidLevelRenderer::DrawEffectInformation info;
Check_Object(m_MLRTriangleCloud);
info.effect = m_MLRTriangleCloud;
info.clippingFlags.SetClippingState(culling_state);
Check_Object(&m_localToWorld);
info.effectToWorld = &m_localToWorld;
info.state = inherited_state->GetMLRState();
//
//---------------
// Draw the shape
//---------------
//
MidLevelRenderer::MLRClipper *clipper = camera->GetClipper();
Check_Object(clipper);
Stop_Timer(Graph_Traversal);
ELEMENT_RENDER("Culling::TriangleCloud::Inherited");
Start_Timer(Draw_Effects);
clipper->DrawEffect(&info);
Stop_Timer(Draw_Effects);
Start_Timer(Graph_Traversal);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::OverrideDrawMethod(
CameraElement *camera,
const StateChange *inherited_state,
int culling_state
)
{
Check_Object(this);
Check_Object(inherited_state);
Check_Object(camera);
Verify(culling_state != -1);
#if defined(_ARMOR)
if (!culling_state)
Verify(!Cull(camera));
#endif
//
//-------------------
// Mix the properties
//-------------------
//
Check_Object(m_stateChange);
StateChange mixed;
mixed.Mix(*inherited_state, *m_stateChange);
//
//--------------------------------------
// Draw our bounds if we are supposed to
//--------------------------------------
//
#if defined(LAB_ONLY)
Callback *callback = GetCallbackSet();
unsigned index = GetCallbackIndex();
if (callback && callback[index])
{
Check_Pointer(callback[index]);
(*callback[index])(camera, inherited_state, culling_state, this);
}
#endif
//
//----------------------------
// Set up the draw information
//----------------------------
//
MidLevelRenderer::DrawEffectInformation info;
Check_Object(m_MLRTriangleCloud);
info.effect = m_MLRTriangleCloud;
info.clippingFlags.SetClippingState(culling_state);
Check_Object(&m_localToWorld);
info.effectToWorld = &m_localToWorld;
info.state = mixed.GetMLRState();
//
//---------------
// Draw the shape
//---------------
//
MidLevelRenderer::MLRClipper *clipper = camera->GetClipper();
Check_Object(clipper);
Stop_Timer(Graph_Traversal);
ELEMENT_RENDER("Culling::TriangleCloud::Overridden");
Start_Timer(Draw_Effects);
clipper->DrawEffect(&info);
Stop_Timer(Draw_Effects);
Start_Timer(Graph_Traversal);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
ElementRenderer::TriangleCloudElement::SetDataPointers(
const unsigned *used_tris,
const Stuff::Point3D *point_data,
const Stuff::RGBAColor *color_data
)
{
Check_Pointer(this);
Check_Pointer(used_tris);
Check_Pointer(point_data);
Check_Pointer(color_data);
Check_Object(m_MLRTriangleCloud);
m_MLRTriangleCloud->SetData(
reinterpret_cast<const int*>(used_tris),
point_data,
color_data
);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int
ElementRenderer::TriangleCloudElement::CountTriangles()
{
Check_Object(this);
STOP(("Not implemented"));
return 0;
}