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.
118 lines
2.5 KiB
C++
118 lines
2.5 KiB
C++
#pragma once
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#include "ElementRenderer.hpp"
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#include "SwitchElement.hpp"
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namespace ElementRenderer {
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//#########################################################################
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//######################### LODElement ################################
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//#########################################################################
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class LODElement:
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public SwitchElement
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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 InitializeClass(Stuff::NotationFile *startup_ini);
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static void TerminateClass(Stuff::NotationFile *startup_ini);
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static ClassData *DefaultData;
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typedef SwitchElement BaseClass;
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static Stuff::Scalar s_Offset;
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static bool s_ShadeLODs;
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static Stuff::RGBAColor s_Shades[6];
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors/Destructors
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//
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protected:
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LODElement(
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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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public:
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LODElement();
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~LODElement();
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static LODElement* Make(
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Stuff::MemoryStream *stream,
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int version,
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ShapeHolder shapes=NULL
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);
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void Save(Stuff::MemoryStream *stream);
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static HGOSHEAP s_Heap;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Testing
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//
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public:
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void TestInstance();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Hierarchy
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//
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public:
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struct Entry
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{
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Stuff::Scalar
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m_nearSquared,
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m_farSquared;
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};
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void AttachLOD(
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WORD index,
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Element *element,
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const Entry &entry
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);
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void SetSize(WORD max_size);
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protected:
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void DetachChild(Element *child);
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Stuff::DynamicArrayOf<Entry> m_LODs;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Drawing
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//
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protected:
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void SetDrawState();
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static DrawMethod DrawMethods[DrawStateCount];
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void InheritDrawMethod(
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CameraElement *camera,
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const StateChange *inherited_state,
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int clipping_state
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);
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void OverrideDrawMethod(
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CameraElement *camera,
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const StateChange *inherited_state,
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int clipping_state
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);
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public:
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void CleanDamage();
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void ApplyDamage(
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const Stuff::LinearMatrix4D &damage_spot,
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Stuff::Scalar radius
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);
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void ApplyDamageDecal(
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const Stuff::LinearMatrix4D &damage_spot,
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Stuff::Scalar radius,
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MidLevelRenderer::MLRTexture *texture
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);
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};
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}
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