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.
361 lines
8.9 KiB
C++
361 lines
8.9 KiB
C++
#include "ElementRendererHeaders.hpp"
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#include <gosFX\EffectLibrary.hpp>
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//############################################################################
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//############################ gosFXElement ################################
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//############################################################################
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HGOSHEAP
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ElementRenderer::gosFXElement::s_Heap = NULL;
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ElementRenderer::gosFXElement::ClassData*
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ElementRenderer::gosFXElement::DefaultData = NULL;
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ElementRenderer::Element::DrawMethod
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ElementRenderer::gosFXElement::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(gosFXElement, Inherit),
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DRAW_METHOD(gosFXElement, Override)
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};
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bool Hide_Effects=false;
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static bool
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__stdcall CheckHideEffects()
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{
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return Hide_Effects;
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}
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static void
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__stdcall EnableHideEffects()
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{
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Hide_Effects = !Hide_Effects;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::gosFXElement::InitializeClass()
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{
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Verify(!s_Heap);
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s_Heap = gos_CreateMemoryHeap("gosFX", 0, g_LibraryHeap);
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Check_Pointer(s_Heap);
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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gosFXElementClassID,
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"ElementRenderer::gosFXElement",
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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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AddDebuggerMenuItem("Libraries\\ElementRenderer\\Hide Effects", CheckHideEffects, EnableHideEffects, 0 );
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::gosFXElement::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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Check_Pointer(s_Heap);
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gos_DestroyMemoryHeap(s_Heap);
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s_Heap = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::gosFXElement::gosFXElement(
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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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unsigned flags;
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*stream >> index >> flags;
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#if 0
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Check_Object(gosFX::EffectLibrary::Instance);
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m_effect = gosFX::EffectLibrary::Instance->MakeEffect(index, flags);
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Register_Object(m_effect);
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#endif
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::gosFXElement::gosFXElement(gosFX::Effect *effect):
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Element(DefaultData)
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{
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Check_Pointer(this);
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Check_Object(effect);
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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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m_effect = effect;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::gosFXElement::~gosFXElement()
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{
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Check_Object(this);
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Unregister_Object(m_effect);
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delete m_effect;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ElementRenderer::gosFXElement*
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ElementRenderer::gosFXElement::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(s_Heap);
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gosFXElement *element = new gosFXElement(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::gosFXElement::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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SPEW(("jmalbert", "JM!!! gosFX states are not saved properly"));
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Check_Object(m_effect);
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gosFX::Effect::Specification *spec = m_effect->GetSpecification();
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Check_Object(spec);
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*stream << spec->m_effectID << m_effect->GetSimulationFlags();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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ElementRenderer::gosFXElement::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::gosFXElement::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(("FX 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::gosFXElement::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(("FX 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::gosFXElement::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(("FX is not collidable!"));
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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::gosFXElement::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(("FX 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::gosFXElement::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::gosFXElement::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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if (Hide_Effects)
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return;
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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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gosFX::Effect::DrawInfo info;
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info.m_clippingFlags.SetClippingState(culling_state);
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info.m_parentToWorld = &m_localToWorld;
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info.m_state = inherited_state->GetMLRState();
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info.m_clipper = camera->GetClipper();
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Check_Object(info.m_clipper);
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Check_Object(m_effect);
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Stop_Timer(Graph_Traversal);
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ELEMENT_RENDER("Culling::gosFX::Inherited");
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Start_Timer(gosFX::Draw_Time);
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m_effect->Draw(&info);
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Stop_Timer(gosFX::Draw_Time);
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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::gosFXElement::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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if (Hide_Effects)
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return;
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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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gosFX::Effect::DrawInfo info;
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info.m_clippingFlags.SetClippingState(culling_state);
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info.m_parentToWorld = &m_localToWorld;
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info.m_state = mixed.GetMLRState();
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info.m_clipper = camera->GetClipper();
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Check_Object(info.m_clipper);
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Check_Object(m_effect);
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Stop_Timer(Graph_Traversal);
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ELEMENT_RENDER("Culling::gosFX::Overridden");
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Start_Timer(gosFX::Draw_Time);
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m_effect->Draw(&info);
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Stop_Timer(gosFX::Draw_Time);
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Start_Timer(Graph_Traversal);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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int
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ElementRenderer::gosFXElement::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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