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.
108 lines
3.4 KiB
C++
108 lines
3.4 KiB
C++
//===========================================================================//
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// File: D3DRMVideoRenderables.cpp //
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// Project: MUNGA Brick: Win95 Video Renderer //
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// Contents: GOS95 Layer Video Renderer //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 03/13/97 JTR Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1997, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "AdeptHeaders.hpp"
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#include "LightComponent.hpp"
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#include "EntityClassData.hpp"
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#include <MLR\MLRLight.hpp>
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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LightComponent::ClassData*
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LightComponent::CreateFactoryRequest(
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FactoryRequestParameters *parameters,
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Entity::ClassData *class_data
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)
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{
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Check_Object(parameters);
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Check_Object(class_data);
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//
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//-------------------------------------------------------------------------
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// Allocate enough room for what we need to write out, then call our parent
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//-------------------------------------------------------------------------
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//
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MemoryStream *component_stream = parameters->m_stream;
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Check_Object(component_stream);
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component_stream->AllocateBytes(sizeof(LightComponent));
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//
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//----------------------------
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// Let our parent do its thing
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//----------------------------
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//
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bool result = BaseClass::CreateFactoryRequest(parameters) != NULL;
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//
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//------------------------------------
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// Find the parent object for the mesh
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//------------------------------------
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//
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Page *page = parameters->m_page;
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Check_Object(page);
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int attribute_id = -1;
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const char* attribute_name;
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if (page->GetEntry("IntensityAttribute", &attribute_name))
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{
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Check_Object(class_data);
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const AttributeEntry *attribute_entry =
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class_data->attributeTable.GetAttributeEntry(attribute_name);
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if (attribute_entry == NULL)
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{
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STOP((
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"%s: {[%s]IntensityAttribute=%s}: Unknown attribute!",
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page->GetNotationFile()->GetFileName(),
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page->GetName(),
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attribute_name
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));
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result = false;
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}
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else
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{
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Check_Object(attribute_entry);
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if (attribute_entry->attributeType != ScalarClassID)
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{
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PAUSE((
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"%s: {[%s]IntensityAttribute=%s}: Attribute is not correct type!",
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page->GetNotationFile()->GetFileName(),
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page->GetName(),
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attribute_name
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));
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result = false;
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}
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else
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attribute_id = attribute_entry->attributeID;
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}
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}
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//
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//-----------------------------
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// Read the light from the file
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//-----------------------------
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//
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MidLevelRenderer::WriteMLRVersion(component_stream);
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MidLevelRenderer::MLRLight* light = MidLevelRenderer::MLRLight::Make(page);
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Check_Object(light);
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light->Save(component_stream);
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delete light;
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*component_stream << attribute_id;
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Check_Object(DefaultData);
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return (result) ? DefaultData : NULL;
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}
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