W3DBridgeBuffer.cpp 40 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: W3DBridgeBuffer.cpp ////////////////////////////////////////////////
  24. //-----------------------------------------------------------------------------
  25. //
  26. // Westwood Studios Pacific.
  27. //
  28. // Confidential Information
  29. // Copyright (C) 2001 - All Rights Reserved
  30. //
  31. //-----------------------------------------------------------------------------
  32. //
  33. // Project: RTS3
  34. //
  35. // File name: W3DBridgeBuffer.cpp
  36. //
  37. // Created: John Ahlquist, May 2001
  38. //
  39. // Desc: Draw buffer to handle all the bridges in a scene.
  40. //
  41. //-----------------------------------------------------------------------------
  42. //-----------------------------------------------------------------------------
  43. // Includes
  44. //-----------------------------------------------------------------------------
  45. #include "W3DDevice/GameClient/W3DBridgeBuffer.h"
  46. #include <stdio.h>
  47. #include <string.h>
  48. #include "W3DDevice/GameClient/W3DAssetManager.h"
  49. #include <texture.h>
  50. #include "common/GlobalData.h"
  51. #include "common/RandomValue.h"
  52. #include "Common/ThingFactory.h"
  53. #include "Common/ThingTemplate.h"
  54. #include "GameClient/TerrainRoads.h"
  55. #include "GameLogic/Damage.h"
  56. #include "GameLogic/Module/BodyModule.h"
  57. #include "W3DDevice/GameLogic/W3DTerrainLogic.h"
  58. #include "W3DDevice/GameClient/TerrainTex.h"
  59. #include "W3DDevice/GameClient/HeightMap.h"
  60. #include "W3DDevice/GameClient/W3DDynamicLight.h"
  61. #include "W3DDevice/GameClient/Module/W3DModelDraw.h"
  62. #include "W3DDevice/GameClient/W3DShaderManager.h"
  63. #include "W3DDevice/GameClient/W3DShroud.h"
  64. #include "WW3D2/Camera.h"
  65. #include "WW3D2/DX8Wrapper.h"
  66. #include "WW3D2/DX8Renderer.h"
  67. #include "WW3D2/Mesh.h"
  68. #include "WW3D2/MeshMdl.h"
  69. #include "WW3D2/Scene.h"
  70. //-----------------------------------------------------------------------------
  71. // Private Data
  72. //-----------------------------------------------------------------------------
  73. // A W3D shader that does alpha, texturing, tests zbuffer, doesn't update zbuffer.
  74. #define SC_ALPHA_DETAIL ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_ENABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_SRC_ALPHA, \
  75. ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  76. ShaderClass::ALPHATEST_ENABLE, ShaderClass::CULL_MODE_DISABLE, \
  77. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
  78. static ShaderClass detailAlphaShader(SC_ALPHA_DETAIL);
  79. #define SC_ALPHA_MIRROR ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_ENABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \
  80. ShaderClass::DSTBLEND_ZERO, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  81. ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_DISABLE, \
  82. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
  83. static ShaderClass detailShader(SC_ALPHA_MIRROR);
  84. #define NO_USE_BRIDGE_NORMALS
  85. //-----------------------------------------------------------------------------
  86. // Private Classes
  87. //-----------------------------------------------------------------------------
  88. //=============================================================================
  89. // W3DBridge constructor.
  90. //=============================================================================
  91. /** Initializes pointers & values. */
  92. //=============================================================================
  93. W3DBridge::W3DBridge() :
  94. m_bridgeTexture(NULL),
  95. m_leftMesh(NULL),
  96. m_sectionMesh(NULL),
  97. m_rightMesh(NULL),
  98. m_visible(false),
  99. m_curDamageState(BODY_PRISTINE),
  100. m_scale(1.0)
  101. {
  102. }
  103. //=============================================================================
  104. // W3DBridge destructor.
  105. //=============================================================================
  106. /** Frees objects. */
  107. //=============================================================================
  108. W3DBridge::~W3DBridge(void)
  109. {
  110. clearBridge();
  111. }
  112. //=============================================================================
  113. // W3DBridge::renderBridge
  114. //=============================================================================
  115. /** Renders the bride. It is assumed that the shared vertex and index buffers
  116. are already set. */
  117. //=============================================================================
  118. void W3DBridge::renderBridge(Bool wireframe)
  119. {
  120. if (m_visible) {
  121. if (!wireframe) DX8Wrapper::Set_Texture(0,m_bridgeTexture);
  122. // Draw all the bridges.
  123. DX8Wrapper::Draw_Triangles( m_firstIndex, m_numPolygons, m_firstVertex, m_numVertex);
  124. }
  125. }
  126. //=============================================================================
  127. // W3DBridge::clearBridge
  128. //=============================================================================
  129. /** Frees all bridge objects (meshes & texture). */
  130. //=============================================================================
  131. void W3DBridge::clearBridge(void)
  132. {
  133. m_visible = false;
  134. REF_PTR_RELEASE(m_bridgeTexture);
  135. REF_PTR_RELEASE(m_leftMesh);
  136. REF_PTR_RELEASE(m_sectionMesh);
  137. REF_PTR_RELEASE(m_rightMesh);
  138. }
  139. //=============================================================================
  140. // W3DBridge::cullBridge
  141. //=============================================================================
  142. /** Culls bridge to camera. */
  143. //=============================================================================
  144. Bool W3DBridge::cullBridge(CameraClass * camera)
  145. {
  146. ///@todo - cull bridges.
  147. Bool wasVisible = m_visible;
  148. m_visible = true;
  149. return(wasVisible != m_visible);
  150. }
  151. #define BRIDGE_FLOAT_AMT (0.25f)
  152. //=============================================================================
  153. // W3DBridge::init
  154. //=============================================================================
  155. /** Inits a bridges location & type so it can be load'ed. */
  156. //=============================================================================
  157. void W3DBridge::init(Vector3 fromLoc, Vector3 toLoc, AsciiString bridgeTemplateName)
  158. {
  159. m_start = fromLoc;
  160. m_end = toLoc;
  161. m_templateName = bridgeTemplateName;
  162. m_enabled = true;
  163. }
  164. //=============================================================================
  165. // W3DBridge::init
  166. //=============================================================================
  167. /** Loads a bridge model(if not already loaded) and gets meshes for use at
  168. specified location. */
  169. //=============================================================================
  170. Bool W3DBridge::load(enum BodyDamageType curDamageState)
  171. {
  172. REF_PTR_RELEASE(m_bridgeTexture);
  173. REF_PTR_RELEASE(m_leftMesh);
  174. REF_PTR_RELEASE(m_sectionMesh);
  175. REF_PTR_RELEASE(m_rightMesh);
  176. Real scale, width, length;
  177. char textureFile[_MAX_PATH] = "No Texture";
  178. char modelName[_MAX_PATH] = "BRIDGESECTIONAL";
  179. /// @todo, should these be defaults in INI??? CBD
  180. scale = 0.7f;
  181. width = 34;
  182. length = 170;
  183. // try to find bridge in INI
  184. TerrainRoadType *bridge = TheTerrainRoads->findBridge( m_templateName );
  185. if (!bridge) return false;
  186. scale = bridge->getBridgeScale();
  187. switch (curDamageState) {
  188. default: return false;
  189. case BODY_PRISTINE:
  190. strcpy( textureFile, bridge->getTexture().str() );
  191. strcpy( modelName, bridge->getBridgeModel().str() );
  192. break;
  193. case BODY_DAMAGED:
  194. strcpy( textureFile, bridge->getTextureDamaged().str() );
  195. strcpy( modelName, bridge->getBridgeModelNameDamaged().str() );
  196. break;
  197. case BODY_REALLYDAMAGED:
  198. strcpy( textureFile, bridge->getTextureReallyDamaged().str() );
  199. strcpy( modelName, bridge->getBridgeModelNameReallyDamaged().str() );
  200. break;
  201. case BODY_RUBBLE:
  202. strcpy( textureFile, bridge->getTextureBroken().str() );
  203. strcpy( modelName, bridge->getBridgeModelNameBroken().str() );
  204. break;
  205. }
  206. WW3DAssetManager *pMgr = W3DAssetManager::Get_Instance();
  207. char left[_MAX_PATH];
  208. char section[_MAX_PATH];
  209. char right[_MAX_PATH];
  210. strcpy(left, modelName);
  211. strcat(left, ".BRIDGE_LEFT");
  212. strcpy(section, modelName);
  213. strcat(section, ".BRIDGE_SPAN");
  214. strcpy(right, modelName);
  215. strcat(right, ".BRIDGE_RIGHT");
  216. m_bridgeTexture = pMgr->Get_Texture(textureFile, TextureClass::MIP_LEVELS_3);
  217. m_leftMtx.Make_Identity();
  218. m_rightMtx.Make_Identity();
  219. m_sectionMtx.Make_Identity();
  220. RenderObjClass *pObj = pMgr->Create_Render_Obj(modelName );
  221. if (!pObj) return false;
  222. Int i;
  223. for (i=0; i<pObj->Get_Num_Sub_Objects(); i++) {
  224. RenderObjClass *pSub = pObj->Get_Sub_Object(i);
  225. Matrix3D mtx = pSub->Get_Transform();
  226. if (0==strnicmp(left, pSub->Get_Name(), strlen(left))) {
  227. m_leftMtx = mtx;
  228. strcpy(left, pSub->Get_Name());
  229. }
  230. if (0==strnicmp(section, pSub->Get_Name(), strlen(section))) {
  231. m_sectionMtx = mtx;
  232. strcpy(section, pSub->Get_Name());
  233. }
  234. if (0==strnicmp(right, pSub->Get_Name(), strlen(right))) {
  235. m_rightMtx = mtx;
  236. strcpy(right, pSub->Get_Name());
  237. }
  238. REF_PTR_RELEASE(pSub);
  239. //DEBUG_LOG(("Sub obj name %s\n", pSub->Get_Name()));
  240. }
  241. REF_PTR_RELEASE(pObj);
  242. m_leftMesh = (MeshClass*)pMgr->Create_Render_Obj(left );
  243. m_sectionMesh = (MeshClass*)pMgr->Create_Render_Obj(section);
  244. m_rightMesh = (MeshClass*)pMgr->Create_Render_Obj(right);
  245. m_scale = scale;
  246. if (m_leftMesh == NULL) {
  247. clearBridge();
  248. return(false);
  249. }
  250. m_bridgeType = SECTIONAL_BRIDGE;
  251. if (m_rightMesh == NULL || m_sectionMesh == NULL) {
  252. m_bridgeType = FIXED_BRIDGE;
  253. }
  254. Int numVertex = m_leftMesh->Peek_Model()->Get_Vertex_Count();
  255. Vector3 *pVert = m_leftMesh->Peek_Model()->Get_Vertex_Array();
  256. m_leftMinX = FLT_MAX;
  257. m_leftMaxX = -FLT_MAX;
  258. m_minY = FLT_MAX;
  259. m_maxY = -FLT_MAX;
  260. for (i=0; i<numVertex; i++) {
  261. Vector3 vert;
  262. Matrix3D::Transform_Vector(m_leftMtx, pVert[i], &vert);
  263. if (m_leftMinX > vert.X) m_leftMinX = vert.X;
  264. if (m_minY > vert.Y) m_minY = vert.Y;
  265. if (vert.X > m_leftMaxX) m_leftMaxX = vert.X;
  266. if (vert.Y > m_maxY) m_maxY = vert.Y; // Note - we assume all sections are the same width, so we only do maxY for first section.
  267. }
  268. if (m_bridgeType == SECTIONAL_BRIDGE) {
  269. numVertex = m_sectionMesh->Peek_Model()->Get_Vertex_Count();
  270. pVert = m_sectionMesh->Peek_Model()->Get_Vertex_Array();
  271. m_sectionMinX = FLT_MAX;
  272. m_sectionMaxX = -FLT_MAX;
  273. for (i=0; i<numVertex; i++) {
  274. Vector3 vert;
  275. Matrix3D::Transform_Vector(m_sectionMtx, pVert[i], &vert);
  276. if (m_sectionMinX > vert.X) m_sectionMinX = vert.X;
  277. if (vert.X > m_sectionMaxX) m_sectionMaxX = vert.X;
  278. }
  279. numVertex = m_rightMesh->Peek_Model()->Get_Vertex_Count();
  280. pVert = m_rightMesh->Peek_Model()->Get_Vertex_Array();
  281. m_rightMinX = FLT_MAX;
  282. m_rightMaxX = -FLT_MAX;
  283. for (i=0; i<numVertex; i++) {
  284. Vector3 vert;
  285. Matrix3D::Transform_Vector(m_rightMtx, pVert[i], &vert);
  286. if (m_rightMinX > vert.X) m_rightMinX = vert.X;
  287. if (vert.X > m_rightMaxX) m_rightMaxX = vert.X;
  288. }
  289. } else {
  290. m_sectionMinX = m_leftMaxX;
  291. m_sectionMaxX = m_leftMaxX;
  292. m_rightMinX = m_leftMaxX;
  293. m_rightMaxX = m_leftMaxX;
  294. }
  295. length = m_rightMaxX - m_leftMinX;
  296. if (length < 1) length = 1;
  297. m_length = length;
  298. if (m_bridgeType == SECTIONAL_BRIDGE) {
  299. Real allowableError = 0.05f*length;
  300. // make sure the sections align.
  301. if (m_leftMaxX>m_sectionMinX+allowableError) {
  302. m_bridgeType = FIXED_BRIDGE;
  303. }
  304. if (m_rightMinX<m_sectionMaxX-allowableError) {
  305. m_bridgeType = FIXED_BRIDGE;
  306. }
  307. }
  308. return(true);
  309. }
  310. //=============================================================================
  311. // W3DBridge::getBridgeInfo
  312. //=============================================================================
  313. /** Gets the location info for the bridge. */
  314. //=============================================================================
  315. void W3DBridge::getBridgeInfo(BridgeInfo *pInfo)
  316. {
  317. pInfo->from.x = m_start.X;
  318. pInfo->from.y = m_start.Y;
  319. pInfo->from.z = m_start.Z;
  320. pInfo->to.x = m_end.X;
  321. pInfo->to.y = m_end.Y;
  322. pInfo->to.z = m_end.Z;
  323. pInfo->bridgeWidth = (m_maxY - m_minY) *m_scale;
  324. Vector3 vec = m_end-m_start;
  325. Vector3 vecNormal(-vec.Y, vec.X, 0);
  326. vecNormal.Normalize();
  327. // From left = from + vecNormal*maxY*scale
  328. pInfo->fromLeft.x = m_start.X + vecNormal.X * m_maxY * m_scale;
  329. pInfo->fromLeft.y = m_start.Y + vecNormal.Y * m_maxY * m_scale;
  330. pInfo->fromLeft.z = m_start.Z + vecNormal.Z * m_maxY * m_scale;
  331. // From right = from + vecNormal*minY*scale
  332. pInfo->fromRight.x = m_start.X + vecNormal.X * m_minY * m_scale;
  333. pInfo->fromRight.y = m_start.Y + vecNormal.Y * m_minY * m_scale;
  334. pInfo->fromRight.z = m_start.Z + vecNormal.Z * m_minY * m_scale;
  335. // to left = to + vecNormal*maxY*scale
  336. pInfo->toLeft.x = m_end.X + vecNormal.X * m_maxY * m_scale;
  337. pInfo->toLeft.y = m_end.Y + vecNormal.Y * m_maxY * m_scale;
  338. pInfo->toLeft.z = m_end.Z + vecNormal.Z * m_maxY * m_scale;
  339. // to right = to + vecNormal*minY*scale
  340. pInfo->toRight.x = m_end.X + vecNormal.X * m_minY * m_scale;
  341. pInfo->toRight.y = m_end.Y + vecNormal.Y * m_minY * m_scale;
  342. pInfo->toRight.z = m_end.Z + vecNormal.Z * m_minY * m_scale;
  343. }
  344. //=============================================================================
  345. // W3DBridge::getModelVertices
  346. //=============================================================================
  347. /** Gets the vertex values for a section of a bridge. */
  348. //=============================================================================
  349. Int W3DBridge::getModelVertices(VertexFormatXYZNDUV1 *destination_vb, Int curVertex, Real xOffset,
  350. Vector3 &vec, Vector3 &vecNormal, Vector3 &vecZ, Vector3 &offset,
  351. const Matrix3D &mtx,
  352. MeshClass *pMesh, RefRenderObjListIterator *pLightsIterator)
  353. {
  354. if (pMesh == NULL)
  355. return(0);
  356. Int i;
  357. Int numVertex = pMesh->Peek_Model()->Get_Vertex_Count();
  358. Vector3 *pVert = pMesh->Peek_Model()->Get_Vertex_Array();
  359. const Vector3 *pNormal = pMesh->Peek_Model()->Get_Vertex_Normal_Array();
  360. // If we happen to have too many bridges, stop.
  361. if (curVertex+numVertex+2>= W3DBridgeBuffer::MAX_BRIDGE_VERTEX) {
  362. return(0);
  363. }
  364. Vector3 lightRay[MAX_GLOBAL_LIGHTS];
  365. const Coord3D *lightPos;
  366. for (Int lightIndex=0; lightIndex < TheGlobalData->m_numGlobalLights; lightIndex++)
  367. {
  368. lightPos=&TheGlobalData->m_terrainLightPos[lightIndex];
  369. lightRay[lightIndex].Set(-lightPos->x,-lightPos->y, -lightPos->z);
  370. // __asm {int 3}; //see if it really needs normalization!!
  371. lightRay[lightIndex].Normalize();
  372. }
  373. const Vector2*uvs=pMesh->Peek_Model()->Get_UV_Array_By_Index(0);
  374. VertexFormatXYZNDUV1 *curVb = destination_vb+curVertex;
  375. for (i=0; i<numVertex; i++) {
  376. curVb->u1 = uvs[i].U;
  377. curVb->v1 = uvs[i].V;
  378. Vector3 vLoc;
  379. Vector3 vertex;
  380. Matrix3D::Transform_Vector(mtx, pVert[i], &vertex);
  381. vLoc = (vertex.X+xOffset) * vec + vertex.Y*vecNormal + vertex.Z*vecZ;
  382. vLoc.X += m_start.X;
  383. vLoc.Y += m_start.Y;
  384. vLoc.Z += m_start.Z;
  385. curVb->x = vLoc.X;
  386. curVb->y = vLoc.Y;
  387. curVb->z = vLoc.Z;
  388. VERTEX_FORMAT vb;
  389. vb.x = vLoc.X;
  390. vb.y = vLoc.Y;
  391. vb.z = vLoc.Z;
  392. Vector3 normal;
  393. Matrix3D::Rotate_Vector(mtx, pNormal[i], &normal);
  394. curVb->diffuse = 0xFF000000;
  395. #ifdef USE_BRIDGE_NORMALS
  396. curVb->nx = normal.X;
  397. curVb->ny = normal.Y;
  398. curVb->nz = normal.Z;
  399. #else
  400. normal = (normal.X) * vec + normal.Y*vecNormal + normal.Z*vecZ;
  401. normal.Normalize();
  402. TheTerrainRenderObject->doTheLight(&vb, lightRay, &normal, NULL, 1.0f);
  403. curVb->diffuse = vb.diffuse | 0xFF000000;
  404. #endif
  405. curVb++;
  406. }
  407. return(numVertex);
  408. }
  409. //=============================================================================
  410. // W3DBridge::getModelVerticesFixed
  411. //=============================================================================
  412. /** Gets the vertex values for a section of a fixed bridge. */
  413. //=============================================================================
  414. Int W3DBridge::getModelVerticesFixed(VertexFormatXYZNDUV1 *destination_vb, Int curVertex,
  415. const Matrix3D &mtx, MeshClass *pMesh, RefRenderObjListIterator *pLightsIterator)
  416. {
  417. if (pMesh == NULL)
  418. return(0);
  419. Vector3 vec = m_end - m_start;
  420. if (vec.Length2() < 1.0f) {
  421. vec.Normalize();
  422. }
  423. Vector3 vecNormal(-vec.Y, vec.X, 0);
  424. vecNormal.Normalize();
  425. Real deltaZ = m_end.Z - m_start.Z;
  426. deltaZ /= vec.Length();
  427. Real deltaX = sqrt(1.0 - deltaZ*deltaZ);
  428. Vector3 vecZ(-deltaZ, 0, deltaX);
  429. vec /= m_length;
  430. vecNormal *= m_scale;
  431. vecZ *= m_scale;
  432. Real xOffset = -m_leftMinX;
  433. return(getModelVertices(destination_vb, curVertex, xOffset, vec, vecNormal, vecZ, m_start, mtx, pMesh, pLightsIterator));
  434. }
  435. //=============================================================================
  436. // W3DBridge::getIndicesNVertices
  437. //=============================================================================
  438. /** Gets the index values and vertex values for a bridge. */
  439. //=============================================================================
  440. void W3DBridge::getIndicesNVertices(UnsignedShort *destination_ib, VertexFormatXYZNDUV1 *destination_vb,
  441. Int *curIndexP, Int *curVertexP, RefRenderObjListIterator *pLightsIterator)
  442. {
  443. Int numI;
  444. Int numV;
  445. m_firstVertex = *curVertexP;
  446. m_firstIndex = *curIndexP;
  447. m_numVertex = 0;
  448. m_numPolygons = 0;
  449. if (m_sectionMesh == NULL) {
  450. numV = getModelVerticesFixed(destination_vb, *curVertexP, m_leftMtx, m_leftMesh, pLightsIterator);
  451. numI = getModelIndices( destination_ib, *curIndexP, *curVertexP, m_leftMesh);
  452. *curIndexP += numI;
  453. *curVertexP += numV;
  454. m_numVertex += numV;
  455. m_numPolygons += numI/3;
  456. return;
  457. }
  458. Vector3 vec = m_end - m_start;
  459. if (vec.Length2() < 1.0f) {
  460. vec.Normalize();
  461. }
  462. Vector3 vecNormal(-vec.Y, vec.X, 0);
  463. vecNormal.Normalize();
  464. vecNormal *= m_scale;
  465. // Rotate along the y axis to get the appropriate Z height adjustment.
  466. Real deltaZ = m_end.Z - m_start.Z;
  467. Real desiredLength = vec.Length();
  468. deltaZ /= desiredLength;
  469. Real deltaX = sqrt(1.0 - deltaZ*deltaZ);
  470. Vector3 vecZ(-deltaZ, 0, deltaX);
  471. vecZ *= m_scale;
  472. Real spanLength = m_rightMinX - m_leftMaxX;
  473. Int numSpans = 1;
  474. if (m_bridgeType != FIXED_BRIDGE) {
  475. Real spannable = desiredLength - (m_length-spanLength);
  476. numSpans = REAL_TO_INT_FLOOR( (spannable + spanLength/2)/spanLength);
  477. if (numSpans<0) numSpans = 0;
  478. }
  479. Real bridgeLength = m_length + (numSpans-1)*spanLength;
  480. Real xOffset = -m_leftMinX;
  481. // Draw the left end.
  482. vec /= bridgeLength;
  483. numV = getModelVertices(destination_vb, *curVertexP, xOffset, vec, vecNormal, vecZ, m_start,
  484. m_leftMtx, m_leftMesh, pLightsIterator);
  485. numI = getModelIndices( destination_ib, *curIndexP, *curVertexP, m_leftMesh);
  486. *curIndexP += numI;
  487. *curVertexP += numV;
  488. m_numVertex += numV;
  489. m_numPolygons += numI/3;
  490. Int i;
  491. // draw the spans.
  492. for (i=0; i<numSpans; i++) {
  493. numV = getModelVertices(destination_vb, *curVertexP, xOffset+i*spanLength, vec, vecNormal, vecZ, m_start,
  494. m_sectionMtx, m_sectionMesh, pLightsIterator);
  495. numI = getModelIndices( destination_ib, *curIndexP, *curVertexP, m_sectionMesh);
  496. *curIndexP += numI;
  497. *curVertexP += numV;
  498. m_numVertex += numV;
  499. m_numPolygons += numI/3;
  500. }
  501. // Draw the right end.
  502. numV = getModelVertices(destination_vb, *curVertexP, xOffset+(numSpans-1)*spanLength, vec, vecNormal, vecZ, m_start,
  503. m_rightMtx, m_rightMesh, pLightsIterator);
  504. numI = getModelIndices( destination_ib, *curIndexP, *curVertexP, m_rightMesh);
  505. *curIndexP += numI;
  506. *curVertexP += numV;
  507. m_numVertex += numV;
  508. m_numPolygons += numI/3;
  509. return;
  510. }
  511. //=============================================================================
  512. // W3DBridge::getModelIndices
  513. //=============================================================================
  514. /** Gets the index values for a particular mesh section of the bridge. */
  515. //=============================================================================
  516. Int W3DBridge::getModelIndices(UnsignedShort *destination_ib, Int curIndex, Int vertexOffset, MeshClass *pMesh)
  517. {
  518. if (pMesh == NULL)
  519. return(0);
  520. Int numPoly = pMesh->Peek_Model()->Get_Polygon_Count();
  521. const Vector3i *pPoly =pMesh->Peek_Model()->Get_Polygon_Array();
  522. if (curIndex+3*numPoly+6 >= W3DBridgeBuffer::MAX_BRIDGE_INDEX) {
  523. return(0);
  524. }
  525. UnsignedShort *curIb = destination_ib+curIndex;
  526. Int i;
  527. for (i=0; i<numPoly; i++) {
  528. *curIb++ = vertexOffset + pPoly[i].I;
  529. *curIb++ = vertexOffset + pPoly[i].J;
  530. *curIb++ = vertexOffset + pPoly[i].K;
  531. }
  532. return(numPoly*3);
  533. }
  534. //-----------------------------------------------------------------------------
  535. // Private Functions
  536. //-----------------------------------------------------------------------------
  537. ///@todo - Sort bridges by texture for better performance.
  538. //=============================================================================
  539. // W3DBridgeBuffer::cull
  540. //=============================================================================
  541. /** Culls the bridges, marking the visible flag. If a bridge changes visibility, it sets
  542. m_anythingChanged */
  543. //=============================================================================
  544. void W3DBridgeBuffer::cull(CameraClass * camera)
  545. {
  546. Int curBridge;
  547. m_anythingChanged = m_updateVis;
  548. for (curBridge=0; curBridge<m_numBridges; curBridge++) {
  549. if (m_bridges[curBridge].cullBridge(camera)) {
  550. m_anythingChanged = true;
  551. }
  552. }
  553. }
  554. //=============================================================================
  555. // W3DBridgeBuffer::loadBridgesInVertexAndIndexBuffers
  556. //=============================================================================
  557. /** Loads the bridges into the vertex buffer for drawing. */
  558. //=============================================================================
  559. void W3DBridgeBuffer::loadBridgesInVertexAndIndexBuffers(RefRenderObjListIterator *pLightsIterator)
  560. {
  561. if (!m_indexBridge || !m_vertexBridge || !m_initialized) {
  562. return;
  563. }
  564. m_curNumBridgeVertices = 0;
  565. m_curNumBridgeIndices = 0;
  566. VertexFormatXYZNDUV1 *vb;
  567. UnsignedShort *ib;
  568. // Lock the buffers.
  569. DX8IndexBufferClass::WriteLockClass lockIdxBuffer(m_indexBridge);
  570. DX8VertexBufferClass::WriteLockClass lockVtxBuffer(m_vertexBridge);
  571. vb=(VertexFormatXYZNDUV1*)lockVtxBuffer.Get_Vertex_Array();
  572. ib = lockIdxBuffer.Get_Index_Array();
  573. // UnsignedShort *curIb = ib;
  574. // VertexFormatXYZNDUV1 *curVb = vb;
  575. Int curBridge;
  576. for (curBridge=0; curBridge<m_numBridges; curBridge++) {
  577. m_bridges[curBridge].getIndicesNVertices(ib, vb, &m_curNumBridgeIndices,
  578. &m_curNumBridgeVertices, pLightsIterator);
  579. }
  580. }
  581. //-----------------------------------------------------------------------------
  582. // Public Functions
  583. //-----------------------------------------------------------------------------
  584. //=============================================================================
  585. // W3DBridgeBuffer::~W3DBridgeBuffer
  586. //=============================================================================
  587. /** Destructor. Releases w3d assets. */
  588. //=============================================================================
  589. W3DBridgeBuffer::~W3DBridgeBuffer(void)
  590. {
  591. freeBridgeBuffers();
  592. }
  593. //=============================================================================
  594. // W3DBridgeBuffer::W3DBridgeBuffer
  595. //=============================================================================
  596. /** Constructor. Sets m_initialized to true if it finds the w3d models it needs
  597. for the bridges. */
  598. //=============================================================================
  599. W3DBridgeBuffer::W3DBridgeBuffer(void)
  600. {
  601. m_initialized = false;
  602. m_vertexMaterial = NULL;
  603. m_vertexBridge = NULL;
  604. m_indexBridge = NULL;
  605. m_bridgeTexture = NULL;
  606. m_curNumBridgeVertices=0;
  607. m_curNumBridgeIndices=0;
  608. clearAllBridges();
  609. allocateBridgeBuffers();
  610. m_initialized = true;
  611. }
  612. //=============================================================================
  613. // W3DBridgeBuffer::freeBridgeBuffers
  614. //=============================================================================
  615. /** Frees the index and vertex buffers. */
  616. //=============================================================================
  617. void W3DBridgeBuffer::freeBridgeBuffers(void)
  618. {
  619. REF_PTR_RELEASE(m_vertexBridge);
  620. REF_PTR_RELEASE(m_indexBridge);
  621. REF_PTR_RELEASE(m_vertexMaterial);
  622. }
  623. //=============================================================================
  624. // W3DBridgeBuffer::allocateBridgeBuffers
  625. //=============================================================================
  626. /** Allocates the index and vertex buffers. */
  627. //=============================================================================
  628. void W3DBridgeBuffer::allocateBridgeBuffers(void)
  629. {
  630. m_vertexBridge=NEW_REF(DX8VertexBufferClass,(DX8_FVF_XYZNDUV1,MAX_BRIDGE_VERTEX+4,DX8VertexBufferClass::USAGE_DYNAMIC));
  631. m_indexBridge=NEW_REF(DX8IndexBufferClass,(MAX_BRIDGE_INDEX+4, DX8IndexBufferClass::USAGE_DYNAMIC));
  632. m_vertexMaterial=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  633. #ifdef USE_BRIDGE_NORMALS
  634. m_vertexMaterial= NEW VertexMaterialClass();
  635. m_vertexMaterial->Set_Shininess(0.0);
  636. m_vertexMaterial->Set_Ambient(1,1,1);
  637. m_vertexMaterial->Set_Diffuse(1,1,1);
  638. m_vertexMaterial->Set_Specular(0,0,0);
  639. m_vertexMaterial->Set_Emissive(0,0,0);
  640. m_vertexMaterial->Set_Opacity(1);
  641. m_vertexMaterial->Set_Lighting(true);
  642. m_vertexMaterial->Set_Diffuse_Color_Source(VertexMaterialClass::COLOR1);
  643. #endif
  644. m_curNumBridgeVertices=0;
  645. m_curNumBridgeIndices=0;
  646. }
  647. //=============================================================================
  648. // W3DBridgeBuffer::clearAllBridges
  649. //=============================================================================
  650. /** Removes all bridges. */
  651. //=============================================================================
  652. void W3DBridgeBuffer::clearAllBridges(void)
  653. {
  654. Int curBridge;
  655. for (curBridge=0; curBridge<m_numBridges; curBridge++) {
  656. m_bridges[curBridge].clearBridge();
  657. }
  658. m_curNumBridgeIndices = 0;
  659. m_numBridges=0;
  660. }
  661. //=============================================================================
  662. // W3DBridgeBuffer::loadBridges
  663. //=============================================================================
  664. /** loadBridges. When loaded, tell the terrain logic where the bridge is. */
  665. //=============================================================================
  666. void W3DBridgeBuffer::loadBridges(W3DTerrainLogic *pTerrainLogic, Bool saveGame)
  667. {
  668. clearAllBridges();
  669. MapObject *pMapObj;
  670. MapObject *pMapObj2;
  671. for (pMapObj = MapObject::getFirstMapObject(); pMapObj; pMapObj = pMapObj->getNext()) {
  672. if (pMapObj->getFlag(FLAG_BRIDGE_POINT1)) {
  673. pMapObj2 = pMapObj->getNext();
  674. if ( !pMapObj2 || !pMapObj2->getFlag(FLAG_BRIDGE_POINT2)) {
  675. DEBUG_LOG(("Missing second bridge point. Ignoring first.\n"));
  676. }
  677. if (pMapObj2==NULL) break;
  678. if (!pMapObj2->getFlag(FLAG_BRIDGE_POINT2)) continue;
  679. Vector3 from, to;
  680. from.Set(pMapObj->getLocation()->x, pMapObj->getLocation()->y, 0);
  681. from.Z = TheTerrainRenderObject->getHeightMapHeight(from.X, from.Y, NULL) + BRIDGE_FLOAT_AMT;
  682. to.Set(pMapObj2->getLocation()->x, pMapObj2->getLocation()->y, 0);
  683. to.Z = TheTerrainRenderObject->getHeightMapHeight(to.X, to.Y, NULL) + BRIDGE_FLOAT_AMT;
  684. addBridge(from, to, pMapObj->getName(), pTerrainLogic, pMapObj->getProperties());
  685. pMapObj = pMapObj2;
  686. }
  687. }
  688. if (pTerrainLogic) {
  689. pTerrainLogic->updateBridgeDamageStates();
  690. }
  691. }
  692. //=============================================================================
  693. //=============================================================================
  694. static RenderObjClass* createTower( SimpleSceneClass *scene,
  695. W3DAssetManager *assetManager,
  696. MapObject *mapObject,
  697. BridgeTowerType type,
  698. BridgeInfo *bridgeInfo )
  699. {
  700. RenderObjClass* tower = NULL;
  701. // sanity
  702. if( scene == NULL ||
  703. assetManager == NULL ||
  704. mapObject == NULL ||
  705. bridgeInfo == NULL ||
  706. type < 0 || type >= BRIDGE_MAX_TOWERS )
  707. return NULL;
  708. // get template for this bridge
  709. DEBUG_ASSERTCRASH( TheTerrainRoads, ("createTower: TheTerrainRoads is NULL\n") );
  710. TerrainRoadType *bridgeTemplate = TheTerrainRoads->findBridge( mapObject->getName() );
  711. if( bridgeTemplate == NULL )
  712. return NULL;
  713. // given the type of tower (corner position) find the appropriate spot to put the tower
  714. Coord3D towerPos;
  715. switch( type )
  716. {
  717. case BRIDGE_TOWER_FROM_LEFT: towerPos = bridgeInfo->fromLeft; break;
  718. case BRIDGE_TOWER_FROM_RIGHT: towerPos = bridgeInfo->fromRight; break;
  719. case BRIDGE_TOWER_TO_LEFT: towerPos = bridgeInfo->toLeft; break;
  720. case BRIDGE_TOWER_TO_RIGHT: towerPos = bridgeInfo->toRight; break;
  721. default: return NULL;
  722. } // end switch
  723. // set the Z position to that of the terrain
  724. towerPos.z = TheTerrainRenderObject->getHeightMapHeight( towerPos.x, towerPos.y, NULL);
  725. // find the thing template for the tower we want to construct
  726. AsciiString towerTemplateName = bridgeTemplate->getTowerObjectName( type );
  727. DEBUG_ASSERTCRASH( TheThingFactory, ("createTower: TheThingFactory is NULL\n") );
  728. const ThingTemplate *towerTemplate = TheThingFactory->findTemplate( towerTemplateName );
  729. if( towerTemplate == NULL )
  730. return NULL;
  731. // find the name of the render object to show
  732. const ModuleInfo& mi = towerTemplate->getDrawModuleInfo( );
  733. if( mi.getCount() <= 0 )
  734. return NULL;
  735. const ModuleData* mdd = mi.getNthData(0);
  736. const W3DModelDrawModuleData* md = mdd ? mdd->getAsW3DModelDrawModuleData() : NULL;
  737. if( md == NULL )
  738. return NULL;
  739. ModelConditionFlags state;
  740. state.clear();
  741. AsciiString modelName = md->getBestModelNameForWB( state );
  742. // create the render object
  743. Int playerColor = 0xFFFFFF;
  744. tower = assetManager->Create_Render_Obj( modelName.str(), 1.0f, playerColor );
  745. // tie the render object into the map object
  746. mapObject->setBridgeRenderObject( type, tower );
  747. // set the position of the tower render object to the position in the world
  748. Matrix3D transform;
  749. transform.Make_Identity();
  750. transform.Set_X_Translation( towerPos.x );
  751. transform.Set_Y_Translation( towerPos.y );
  752. transform.Set_Z_Translation( towerPos.z );
  753. tower->Set_Transform( transform );
  754. // set the angle for the tower
  755. /// @todo --> write me
  756. // add tower render object to the scene
  757. scene->Add_Render_Object( tower );
  758. // return the render object of the tower created
  759. return tower;
  760. }
  761. //=============================================================================
  762. //=============================================================================
  763. static void updateTowerPos( RenderObjClass* tower,
  764. BridgeTowerType type,
  765. BridgeInfo* bridgeInfo )
  766. {
  767. // sanity
  768. if( tower == NULL || type < 0 || type >= BRIDGE_MAX_TOWERS || bridgeInfo == NULL )
  769. return;
  770. //
  771. // compute the angle of the bridge ... we consider the angle of the bridge to be
  772. // from 'from' to 'to' in the bridge info ... and so does the game
  773. //
  774. Coord2D v;
  775. v.x = bridgeInfo->toLeft.x - bridgeInfo->fromLeft.x;
  776. v.y = bridgeInfo->toLeft.y - bridgeInfo->fromLeft.y;
  777. Real angle = v.toAngle();
  778. //
  779. // given the type of tower (corner position) find the appropriate spot to put the tower
  780. // NOTE that we're also adjusting the angle for the from side to point the
  781. // opposite way the "bridge is pointing"
  782. //
  783. Coord3D towerPos;
  784. switch( type )
  785. {
  786. case BRIDGE_TOWER_FROM_LEFT: towerPos = bridgeInfo->fromLeft; angle += PI; break;
  787. case BRIDGE_TOWER_FROM_RIGHT: towerPos = bridgeInfo->fromRight; angle += PI; break;
  788. case BRIDGE_TOWER_TO_LEFT: towerPos = bridgeInfo->toLeft; break;
  789. case BRIDGE_TOWER_TO_RIGHT: towerPos = bridgeInfo->toRight; break;
  790. default: return;
  791. } // end switch
  792. // set the position of the tower render object to the position in the world
  793. Matrix3D transform;
  794. transform.Make_Identity();
  795. transform.Set_X_Translation( towerPos.x );
  796. transform.Set_Y_Translation( towerPos.y );
  797. transform.Set_Z_Translation( towerPos.z );
  798. transform.Rotate_Z( angle );
  799. tower->Set_Transform( transform );
  800. // set the angle for the tower
  801. // tower->setAngle( angle );
  802. }
  803. //=============================================================================
  804. // W3DBridgeBuffer::worldBuilderUpdateBridgeTowers
  805. //=============================================================================
  806. /** loadBridges. When loaded, tell the terrain logic where the bridge is. */
  807. //=============================================================================
  808. void W3DBridgeBuffer::worldBuilderUpdateBridgeTowers( W3DAssetManager *assetManager,
  809. SimpleSceneClass *scene )
  810. {
  811. MapObject *pMapObj;
  812. MapObject *pMapObj2;
  813. for( pMapObj = MapObject::getFirstMapObject(); pMapObj; pMapObj = pMapObj->getNext() )
  814. {
  815. if( pMapObj->getFlag( FLAG_BRIDGE_POINT1 ) )
  816. {
  817. pMapObj2 = pMapObj->getNext();
  818. if( !pMapObj2 || !pMapObj2->getFlag( FLAG_BRIDGE_POINT2 ) )
  819. DEBUG_LOG(("Missing second bridge point. Ignoring first.\n"));
  820. if( pMapObj2 == NULL )
  821. break;
  822. if( !pMapObj2->getFlag( FLAG_BRIDGE_POINT2 ) )
  823. continue;
  824. //
  825. // now that we've got the two map objects that are bridge point 1 and 2, get the
  826. // bridge info that has been stored
  827. //
  828. for( Int i = 0; i < m_numBridges; ++i )
  829. {
  830. //
  831. // find the bridge with the matching name and position ... note we're just matching
  832. // (x,y) here cause name and location (without the additional complication of Z) is
  833. // really all we have to match bridges.
  834. /// @todo integrate the editor with the game ... will never happen tho ...
  835. //
  836. if( m_bridges[ i ].getTemplateName() == pMapObj->getName() &&
  837. m_bridges[ i ].getStart()->X == pMapObj->getLocation()->x &&
  838. m_bridges[ i ].getStart()->Y == pMapObj->getLocation()->y &&
  839. m_bridges[ i ].getEnd()->X == pMapObj2->getLocation()->x &&
  840. m_bridges[ i ].getEnd()->Y == pMapObj2->getLocation()->y )
  841. {
  842. RenderObjClass *towerRenderObj;
  843. // get the bridge info
  844. BridgeInfo bridgeInfo;
  845. m_bridges[ i ].getBridgeInfo( &bridgeInfo );
  846. // go through all bridge tower render objects
  847. Bool created;
  848. for( Int j = 0; j < BRIDGE_MAX_TOWERS; ++j )
  849. {
  850. // create render object if needed
  851. created = FALSE;
  852. towerRenderObj = pMapObj->getBridgeRenderObject( (BridgeTowerType)j );
  853. if( towerRenderObj == NULL )
  854. {
  855. towerRenderObj = createTower( scene, assetManager, pMapObj, (BridgeTowerType)j, &bridgeInfo );
  856. created = TRUE;
  857. } // end if
  858. // sanity
  859. DEBUG_ASSERTCRASH( towerRenderObj != NULL, ("worldBuilderUpdateBridgeTowers: unable to create tower for bridge '%s'\n",
  860. m_bridges[ i ].getTemplateName().str()) );
  861. // update the position of the towers
  862. updateTowerPos( towerRenderObj, (BridgeTowerType)j, &bridgeInfo );
  863. // release the initial ref count of 1 for a newly created tower
  864. if( created )
  865. REF_PTR_RELEASE( towerRenderObj );
  866. } // end for j
  867. } // end if
  868. } // end for i
  869. // skip the 2nd map object representing the second half of the bridgef
  870. pMapObj = pMapObj2;
  871. }
  872. }
  873. }
  874. //=============================================================================
  875. // W3DBridgeBuffer::addBridge
  876. //=============================================================================
  877. /** Adds a bridge. Name is the GDF object name. */
  878. //=============================================================================
  879. void W3DBridgeBuffer::addBridge(Vector3 fromLoc, Vector3 toLoc, AsciiString name, W3DTerrainLogic *pTerrainLogic, Dict *props)
  880. {
  881. if (m_numBridges >= MAX_BRIDGES) {
  882. return;
  883. }
  884. if (!m_initialized) {
  885. return;
  886. }
  887. m_bridges[m_numBridges].init(fromLoc, toLoc, name);
  888. if (m_bridges[m_numBridges].load(BODY_PRISTINE)) {
  889. W3DBridge *pBridge = m_bridges+m_numBridges;
  890. if (pTerrainLogic) {
  891. BridgeInfo info;
  892. pBridge->getBridgeInfo(&info);
  893. info.bridgeIndex = m_numBridges;
  894. pTerrainLogic->addBridgeToLogic(&info, props, name);
  895. }
  896. m_numBridges++;
  897. }
  898. }
  899. //=============================================================================
  900. // W3DBridgeBuffer::updateCenter
  901. //=============================================================================
  902. /** Updates the drawing buffer, based on the camera position. */
  903. //=============================================================================
  904. void W3DBridgeBuffer::updateCenter(CameraClass *camera, RefRenderObjListIterator *pLightsIterator)
  905. {
  906. cull(camera);
  907. if (m_anythingChanged || m_curNumBridgeIndices == 0) {
  908. loadBridgesInVertexAndIndexBuffers(pLightsIterator);
  909. }
  910. m_updateVis = false;
  911. }
  912. //=============================================================================
  913. // W3DBridgeBuffer::drawBridges
  914. //=============================================================================
  915. /** Draws the bridges. */
  916. //=============================================================================
  917. void W3DBridgeBuffer::drawBridges(CameraClass * camera, Bool wireframe, TextureClass *cloudTexture)
  918. {
  919. Int curBridge;
  920. if (TheTerrainLogic) {
  921. for (curBridge=0; curBridge<m_numBridges; curBridge++) {
  922. m_bridges[curBridge].setEnabled(false);
  923. }
  924. /* Check for any changed damage states. */
  925. Bool changed = false;
  926. for (Bridge *bridge = TheTerrainLogic->getFirstBridge(); bridge; bridge = bridge->getNext()) {
  927. BridgeInfo info;
  928. bridge->getBridgeInfo(&info);
  929. if (info.bridgeIndex<0 || info.bridgeIndex>=m_numBridges) {
  930. continue;
  931. }
  932. m_bridges[info.bridgeIndex].setEnabled(true);
  933. if (m_bridges[info.bridgeIndex].getDamageState() != info.curDamageState) {
  934. changed = true;
  935. enum BodyDamageType curState = m_bridges[info.bridgeIndex].getDamageState();
  936. m_bridges[info.bridgeIndex].setDamageState(info.curDamageState);
  937. if (!m_bridges[info.bridgeIndex].load(info.curDamageState)) {
  938. // put the old model back.
  939. m_bridges[info.bridgeIndex].load(curState);
  940. m_bridges[info.bridgeIndex].setDamageState(info.curDamageState);
  941. }
  942. }
  943. }
  944. if (changed) {
  945. loadBridgesInVertexAndIndexBuffers(NULL);
  946. }
  947. } else {
  948. // In wb, all are enabled.
  949. for (curBridge=0; curBridge<m_numBridges; curBridge++) {
  950. m_bridges[curBridge].setEnabled(true);
  951. }
  952. }
  953. if (m_curNumBridgeIndices == 0) {
  954. return;
  955. }
  956. DX8Wrapper::Set_Material(m_vertexMaterial);
  957. // Setup the vertex buffer, shader & texture.
  958. DX8Wrapper::Set_Index_Buffer(m_indexBridge,0);
  959. DX8Wrapper::Set_Vertex_Buffer(m_vertexBridge);
  960. DX8Wrapper::Set_Shader(detailAlphaShader);
  961. #ifdef _DEBUG
  962. //DX8Wrapper::Set_Shader(detailShader); // shows alpha clipping.
  963. #endif
  964. DX8Wrapper::Apply_Render_State_Changes();
  965. if (!wireframe && cloudTexture)
  966. { //Force a cloud texture projection into stage 1
  967. W3DShaderManager::setTexture(1,cloudTexture);
  968. W3DShaderManager::setShader(W3DShaderManager::ST_CLOUD_TEXTURE,1);
  969. }
  970. for (curBridge=0; curBridge<m_numBridges; curBridge++) {
  971. if (m_bridges[curBridge].isEnabled() && m_bridges[curBridge].isVisible()) {
  972. m_bridges[curBridge].renderBridge(wireframe);
  973. }
  974. }
  975. if (!wireframe && cloudTexture)
  976. //Force a cloud texture projection into stage 1
  977. W3DShaderManager::resetShader(W3DShaderManager::ST_CLOUD_TEXTURE);
  978. //Render shroud pass over all the bridges
  979. if (!wireframe && TheTerrainRenderObject->getShroud())
  980. {
  981. //Reset to a known shader.
  982. DX8Wrapper::Invalidate_Cached_Render_States();
  983. DX8Wrapper::Set_Shader(ShaderClass::_PresetOpaqueShader);
  984. DX8Wrapper::Set_Material(m_vertexMaterial);
  985. DX8Wrapper::Set_Index_Buffer(m_indexBridge,0);
  986. DX8Wrapper::Set_Vertex_Buffer(m_vertexBridge);
  987. DX8Wrapper::Apply_Render_State_Changes();
  988. //Apply custom shroud projection shader.
  989. W3DShaderManager::setTexture(0,TheTerrainRenderObject->getShroud()->getShroudTexture());
  990. W3DShaderManager::setShader(W3DShaderManager::ST_SHROUD_TEXTURE, 0);
  991. for (curBridge=0; curBridge<m_numBridges; curBridge++) {
  992. if (m_bridges[curBridge].isEnabled() && m_bridges[curBridge].isVisible()) {
  993. //Pretend we're in wireframe so function doesn't reset the shroud texture.
  994. m_bridges[curBridge].renderBridge(TRUE);
  995. }
  996. }
  997. W3DShaderManager::resetShader(W3DShaderManager::ST_SHROUD_TEXTURE);
  998. }
  999. }