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.
92 lines
3.3 KiB
C++
92 lines
3.3 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "VideoHeaders.hpp"
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#include "Tool.hpp"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ShapeComponent::ClassData*
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ShapeComponent::CreateFactoryRequest(FactoryRequestParameters *parameters)
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{
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Check_Object(parameters);
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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(ShapeComponent));
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Check_Object(Resource::ParentFileDependencies);
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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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//
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//-------------------------
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// Deal with the instancing
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//-------------------------
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//
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bool instance = false;
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page->GetEntry("Unique", &instance);
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*component_stream << instance;
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//
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//--------------------------
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// Read in the geometry name
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//--------------------------
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//
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const char* geometry_name;
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page->GetEntry("Geometry", &geometry_name, true);
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FileStream file_stream(geometry_name);
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const char* file_name = file_stream.GetFileName();
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//
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//---------------------------------------------------------------
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// See if the resource already exists, and if so, just use its ID
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//---------------------------------------------------------------
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//
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Resource erf_res(file_name);
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if (!erf_res.DoesResourceExist() || !erf_res.IsResourceUpToDate())
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{
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FileDependencies erf_dependencies;
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erf_dependencies.AddDependency(&file_stream);
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erf_res.Save(&file_stream, &erf_dependencies);
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if (!erf_res.IsRegistered())
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Resource::ParentFileDependencies->AddDependencies(&erf_dependencies);
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}
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else if (!erf_res.IsRegistered())
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erf_res.AddFileDependenciesTo(Resource::ParentFileDependencies);
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*component_stream << erf_res.GetResourceID();
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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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Check_Object(DefaultData);
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return (result) ? DefaultData : NULL;
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}
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