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.
121 lines
2.8 KiB
C++
121 lines
2.8 KiB
C++
#pragma once
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#include "ElementRenderer.hpp"
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namespace ElementRenderer {
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//#########################################################################
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//######################### ScreenQuadsElement ################################
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//#########################################################################
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class ScreenQuadsElement:
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public Element
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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();
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static void TerminateClass();
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static ClassData *DefaultData;
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typedef Element BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors/Destructors
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//
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protected:
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ScreenQuadsElement(
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Stuff::MemoryStream *stream,
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int version
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);
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public:
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ScreenQuadsElement(unsigned count);
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~ScreenQuadsElement();
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static ScreenQuadsElement* 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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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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void GetQuadData(
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unsigned quad,
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Stuff::Vector4D **corners,
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Stuff::RGBAColor **colors,
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Stuff::Vector2DOf<Stuff::Scalar> **uvs,
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bool **status
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);
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void SetQuadStatus(
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unsigned quad,
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bool status
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)
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{Check_Object(this); m_status[quad] = status;}
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protected:
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void AttachChild(Element *child);
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void DetachChild(Element *child);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Sync support
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//
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protected:
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virtual void SetSyncState();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Culling
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//
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protected:
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virtual void SetCullState();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Collision
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//
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protected:
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bool CastCulledRay(CollisionQuery *query);
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Element* FindSmallestElementContainingCulled(SphereTest *test);
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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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int CountTriangles();
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Stuff::DynamicArrayOf<Stuff::Vector4D> m_corners;
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Stuff::DynamicArrayOf<Stuff::RGBAColor> m_colors;
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Stuff::DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> > m_UVs;
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Stuff::DynamicArrayOf<bool> m_status;
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};
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}
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