| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385 |
- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- #include "W3DDevice/GameClient/W3DStatusCircle.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assetmgr.h>
- #include <texture.h>
- #include <tri.h>
- #include <colmath.h>
- #include <coltest.h>
- #include <rinfo.h>
- #include <camera.h>
- #include "WW3D2/DX8Wrapper.h"
- #include "WW3D2/Shader.h"
- #include "Common/GlobalData.h"
- #include "common/MapObject.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/ScriptEngine.h"
- #define SC_DETAIL_BLEND ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_ENABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \
- ShaderClass::DSTBLEND_ZERO, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
- ShaderClass::DETAILCOLOR_SCALE, ShaderClass::DETAILALPHA_DISABLE, ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \
- ShaderClass::DETAILCOLOR_SCALE, ShaderClass::DETAILALPHA_DISABLE) )
- // Texturing, no zbuffer, disabled zbuffer write, primary gradient, alpha blending
- #define SC_ALPHA ( SHADE_CNST(ShaderClass::PASS_ALWAYS, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_SRC_ALPHA, \
- ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
- ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \
- ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
- // Texturing, no zbuffer, disabled zbuffer write, primary gradient, alpha blending
- #define SC_ALPHA_Z ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_SRC_ALPHA, \
- ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
- ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE, ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \
- ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
- // Texturing, no zbuffer, disabled zbuffer write, no gradient, add src to dest.
- #define SC_ADD ( SHADE_CNST(ShaderClass::PASS_ALWAYS, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \
- ShaderClass::DSTBLEND_ONE, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_DISABLE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
- ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \
- ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
- #define VERTEX_BUFFER_TILE_LENGTH 32 //tiles of side length 32 (grid of 33x33 vertices).
- #define VERTS_IN_BLOCK_ROW (VERTEX_BUFFER_TILE_LENGTH+1)
- static ShaderClass detailOpaqueShader(SC_ALPHA);
- Bool W3DStatusCircle::m_needUpdate;
- Int W3DStatusCircle::m_diffuse=255; // blue.
- W3DStatusCircle::~W3DStatusCircle(void)
- {
- freeMapResources();
- }
- W3DStatusCircle::W3DStatusCircle(void)
- {
- m_indexBuffer=NULL;
- m_vertexMaterialClass=NULL;
- m_vertexBufferCircle=NULL;
- m_vertexBufferScreen=NULL;
- }
- bool W3DStatusCircle::Cast_Ray(RayCollisionTestClass & raytest)
- {
- return false;
- }
- //@todo: MW Handle both of these properly!!
- W3DStatusCircle::W3DStatusCircle(const W3DStatusCircle & src)
- {
- *this = src;
- }
- W3DStatusCircle & W3DStatusCircle::operator = (const W3DStatusCircle & that)
- {
- assert(false);
- return *this;
- }
- void W3DStatusCircle::Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const
- {
- Vector3 ObjSpaceCenter((float)1000*0.5f,(float)1000*0.5f,(float)0);
- float length = ObjSpaceCenter.Length();
-
- sphere.Init(ObjSpaceCenter, length);
- }
- void W3DStatusCircle::Get_Obj_Space_Bounding_Box(AABoxClass & box) const
- {
- Vector3 minPt(0,0,0);
- Vector3 maxPt((float)1000,(float)1000,(float)1000);
- box.Init(minPt,maxPt);
- }
- Int W3DStatusCircle::Class_ID(void) const
- {
- return RenderObjClass::CLASSID_UNKNOWN;
- }
- RenderObjClass * W3DStatusCircle::Clone(void) const
- {
- return NEW W3DStatusCircle(*this);
- }
- Int W3DStatusCircle::freeMapResources(void)
- {
- REF_PTR_RELEASE(m_indexBuffer);
- REF_PTR_RELEASE(m_vertexBufferScreen);
- REF_PTR_RELEASE(m_vertexBufferCircle);
- REF_PTR_RELEASE(m_vertexMaterialClass);
- return 0;
- }
- #define NUM_TRI 20
- //Allocate a heightmap of x by y vertices.
- //data must be an array matching this size.
- Int W3DStatusCircle::initData(void)
- {
- Int i;
- m_needUpdate = true;
- freeMapResources(); //free old data and ib/vb
- m_numTriangles = NUM_TRI;
- m_indexBuffer=NEW_REF(DX8IndexBufferClass,(m_numTriangles*3));
- // Fill up the IB
- DX8IndexBufferClass::WriteLockClass lockIdxBuffer(m_indexBuffer);
- UnsignedShort *ib=lockIdxBuffer.Get_Index_Array();
-
- for (i=0; i<3*m_numTriangles; i+=3)
- {
- ib[0]=i;
- ib[1]=i+1;
- ib[2]=i+2;
- ib+=3; //skip the 3 indices we just filled
- }
- m_vertexBufferCircle=NEW_REF(DX8VertexBufferClass,(DX8_FVF_XYZDUV1,m_numTriangles*3,DX8VertexBufferClass::USAGE_DEFAULT));
- m_vertexBufferScreen=NEW_REF(DX8VertexBufferClass,(DX8_FVF_XYZDUV1,2*3,DX8VertexBufferClass::USAGE_DEFAULT));
- //go with a preset material for now.
- m_vertexMaterialClass=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
- m_shaderClass = ShaderClass::ShaderClass(SC_ALPHA);// _PresetOpaque2DShader;//; //_PresetOpaqueShader;
- return 0;
- }
- /** updateCircleVB puts a circle with a team color vertex buffer. */
- Int W3DStatusCircle::updateCircleVB(void)
- {
- Int i, k;
- Real shade;
- DX8VertexBufferClass *pVB = m_vertexBufferCircle;
- if (m_vertexBufferCircle )
- {
- m_needUpdate = false;
- DX8VertexBufferClass::WriteLockClass lockVtxBuffer(pVB);
- VertexFormatXYZDUV1 *vb = (VertexFormatXYZDUV1*)lockVtxBuffer.Get_Vertex_Array();
-
- const Real theZ = 0.0f;
- const Real theRadius = 0.02f;
- const Int theAlpha = 127;
- Int diffuse = m_diffuse + (theAlpha<<24); // b g<<8 r<<16 a<<24.
- Int limit = m_numTriangles;
- float curAngle = 0;
- float deltaAngle = 2*PI/limit;
- for (i=0; i<limit; i++)
- {
-
- shade=0.7f*255.0f;
- for (k=0; k<3; k++) {
- vb->z= theZ;
- if (k==0) {
- vb->x= 0;
- vb->y= 0;
- } else if (k==1) {
- Vector3 vec(theRadius,0,theZ);
- vec.Rotate_Z(curAngle);
- vb->x= vec.X;
- vb->y= vec.Y;
- } else if (k==2) {
- Real angle = curAngle+deltaAngle;
- if (i==limit-1) {
- angle = 0;
- }
- Vector3 vec(theRadius,0,theZ);
- vec.Rotate_Z(angle);
- vb->x= vec.X;
- vb->y= vec.Y;
- }
- vb->diffuse = diffuse;
- vb->u1=0;
- vb->v1=0;
- vb++;
- }
- curAngle += deltaAngle;
-
- }
- return 0; //success.
- }
- return -1;
- }
- /** updateCircleVB puts a circle with a team color vertex buffer. */
- Int W3DStatusCircle::updateScreenVB(Int diffuse)
- {
- DX8VertexBufferClass *pVB = m_vertexBufferScreen;
- if (m_vertexBufferScreen )
- {
- m_needUpdate = false;
- DX8VertexBufferClass::WriteLockClass lockVtxBuffer(pVB);
- VertexFormatXYZDUV1 *vb = (VertexFormatXYZDUV1*)lockVtxBuffer.Get_Vertex_Array();
-
- vb->x = -1;
- vb->y = -1;
- vb->z = 0;
- vb->diffuse = diffuse;
- vb->u1=0;
- vb->v1=0;
- vb++;
- vb->x = 1;
- vb->y = 1;
- vb->z = 0;
- vb->diffuse = diffuse;
- vb->u1=0;
- vb->v1=0;
- vb++;
- vb->x = -1;
- vb->y = 1;
- vb->z = 0;
- vb->diffuse = diffuse;
- vb->u1=0;
- vb->v1=0;
- vb++;
- vb->x = -1;
- vb->y = -1;
- vb->z = 0;
- vb->diffuse = diffuse;
- vb->u1=0;
- vb->v1=0;
- vb++;
- vb->x = 1;
- vb->y = -1;
- vb->z = 0;
- vb->diffuse = diffuse;
- vb->u1=0;
- vb->v1=0;
- vb++;
- vb->x = 1;
- vb->y = 1;
- vb->z = 0;
- vb->diffuse = diffuse;
- vb->u1=0;
- vb->v1=0;
- vb++;
- return 0; //success.
- }
- return -1;
- }
- void W3DStatusCircle::Render(RenderInfoClass & rinfo)
- {
- if (!TheGameLogic->isInGame() || TheGameLogic->getGameMode() == GAME_SHELL)
- return;
- if (m_indexBuffer == NULL) {
- initData();
- }
- if (m_indexBuffer == NULL) {
- return;
- }
- Bool setIndex = false;
- Matrix3D tm(true);
- if( TheGlobalData->m_showTeamDot )
- {
- if (m_needUpdate) {
- updateCircleVB();
- }
- //Apply the shader and material
- DX8Wrapper::Set_Material(m_vertexMaterialClass);
- DX8Wrapper::Set_Shader(m_shaderClass);
- DX8Wrapper::Set_Texture(0, NULL);
- DX8Wrapper::Set_Index_Buffer(m_indexBuffer,0);
- DX8Wrapper::Set_Vertex_Buffer(m_vertexBufferCircle);
- setIndex = true;
- Vector3 vec(0.95f, 0.67f, 0);
- Matrix3 rot(true);
- tm.Set_Translation(vec);
- DX8Wrapper::Set_Transform(D3DTS_WORLD,tm);
- DX8Wrapper::Draw_Triangles( 0,NUM_TRI, 0, (m_numTriangles*3));
- }
- ScriptEngine::TFade fade = TheScriptEngine->getFade();
- if (fade == ScriptEngine::FADE_NONE) {
- return;
- }
- if (!setIndex) {
- DX8Wrapper::Set_Material(m_vertexMaterialClass);
- DX8Wrapper::Set_Index_Buffer(m_indexBuffer,0);
- DX8Wrapper::Set_Texture(0, NULL);
- }
- tm.Make_Identity();
- Real intensity = TheScriptEngine->getFadeValue();
- Int clr = 255*intensity;
- Int diffuse = (0xff<<24)|(clr<<16)|(clr<<8)|clr; // b g<<8 r<<16 a<<24.
- updateScreenVB(diffuse);
- DX8Wrapper::Set_Transform(D3DTS_WORLD,tm);
- DX8Wrapper::Set_Shader(ShaderClass(SC_ADD));
- DX8Wrapper::Set_Vertex_Buffer(m_vertexBufferScreen);
- DX8Wrapper::Apply_Render_State_Changes();
- switch (fade) {
- default:
- case ScriptEngine::FADE_ADD:
- DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
- break;
- case ScriptEngine::FADE_SUBTRACT:
- DX8Wrapper::Set_DX8_Render_State(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT );
- DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
- DX8Wrapper::Set_DX8_Render_State(D3DRS_BLENDOP, D3DBLENDOP_ADD );
- break;
- case ScriptEngine::FADE_SATURATE:
- // 4x multiply
- DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_DESTCOLOR);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_SRCCOLOR);
- DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
- DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
- break;
- case ScriptEngine::FADE_MULTIPLY:
- // Straight multiply
- DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_ZERO);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_SRCCOLOR);
- DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
- break;
- }
- ShaderClass::Invalidate();
- }
|