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