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.
150 lines
4.0 KiB
C++
150 lines
4.0 KiB
C++
//===========================================================================//
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// File: D3DRMVideoRenderables.cpp //
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// Project: MUNGA Brick: Win95 Video Renderer //
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// Contents: Windows95 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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using namespace ElementRenderer;
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//
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// Class Data Support
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//
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Component::ClassData*
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LODComponent::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LODComponent::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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LODComponentClassID,
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"Adept::LODComponent",
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BaseClass::DefaultData,
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0,
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NULL
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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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LODComponent::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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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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LODComponent::LODComponent(
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ClassData *shared_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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):
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VideoComponent(
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shared_data,
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stream,
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owning_web,
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AllocateLOD()
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)
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{
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//
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//---------------------------
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// Get the lOD implementation
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//---------------------------
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//
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LODElement *lod = GetElement();
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Check_Object(lod);
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//
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//-----------------------------
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// Get the number of LOD ranges
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//-----------------------------
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//
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Check_Object(stream);
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unsigned ranges;
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*stream >> ranges;
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Verify(ranges < 65536);
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gos_PushCurrentHeap(ElementRenderer::LODElement::s_Heap);
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lod->SetSize(static_cast<WORD>(ranges));
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gos_PopCurrentHeap();
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//
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//--------------------------------------------------------------
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// Spin through the ranges, setting the range for each LOD child
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//--------------------------------------------------------------
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//
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for (WORD i=0; i<ranges; ++i)
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{
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ComponentID component_id;
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component_id.scriptResourceID = owning_web->GetScriptResourceID();
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*stream >> component_id.componentNumber;
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Component *component = owning_web->FindComponent(component_id);
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Check_Object(component);
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VideoComponent *child = Cast_Object(VideoComponent*, component);
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LODElement::Entry entry;
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*stream >> entry.m_nearSquared >> entry.m_farSquared;
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lod->AttachLOD(i, child->GetElement(), entry);
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}
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//
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//--------------------------------------
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// Set the bounding sphere for this node
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//--------------------------------------
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//
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lod->NeedNewBounds();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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LODElement*
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LODComponent::AllocateLOD()
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{
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gos_PushCurrentHeap(ElementRenderer::LODElement::s_Heap);
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LODElement *lod = new LODElement;
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gos_PopCurrentHeap();
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Register_Object(lod);
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return lod;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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LODComponent*
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LODComponent::Make(
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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)
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{
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LODComponent *lod =
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new LODComponent(DefaultData, stream, owning_web);
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return lod;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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LODComponent::TestInstance()
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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