W3DDefaultDraw.cpp 6.6 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(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: W3DDefaultDraw.cpp ///////////////////////////////////////////////////////////////////////
  24. // Author: Colin Day, November 2001
  25. // Desc: Default w3d draw module
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  28. #include "Common/FileSystem.h" // this is only here to pull in LOAD_TEST_ASSETS
  29. #include "Common/GlobalData.h"
  30. #include "Common/ThingTemplate.h"
  31. #include "Common/Xfer.h"
  32. #include "GameClient/Drawable.h"
  33. #include "GameLogic/Object.h"
  34. #include "GameClient/Shadow.h"
  35. #include "GameClient/FXList.h"
  36. #include "GameLogic/TerrainLogic.h"
  37. #include "WW3D2/HAnim.h"
  38. #include "WW3D2/HLod.h"
  39. #include "WW3D2/RendObj.h"
  40. #include "W3DDevice/GameClient/Module/W3DDefaultDraw.h"
  41. #include "W3DDevice/GameClient/W3DAssetManager.h"
  42. #include "W3DDevice/GameClient/W3DDisplay.h"
  43. #include "W3DDevice/GameClient/W3DScene.h"
  44. #include "W3DDevice/GameClient/W3DShadow.h"
  45. //-------------------------------------------------------------------------------------------------
  46. //-------------------------------------------------------------------------------------------------
  47. W3DDefaultDraw::W3DDefaultDraw(Thing *thing, const ModuleData* moduleData) : DrawModule(thing, moduleData)
  48. {
  49. #ifdef LOAD_TEST_ASSETS
  50. m_renderObject = NULL;
  51. m_shadow = NULL;
  52. if (!getDrawable()->getTemplate()->getLTAName().isEmpty())
  53. {
  54. m_renderObject = W3DDisplay::m_assetManager->Create_Render_Obj(getDrawable()->getTemplate()->getLTAName().str(), getDrawable()->getScale(), 0);
  55. Shadow::ShadowTypeInfo shadowInfo;
  56. shadowInfo.m_type=(ShadowType)SHADOW_VOLUME;
  57. shadowInfo.m_sizeX=0; //use defaults
  58. shadowInfo.m_sizeY=0;
  59. shadowInfo.m_offsetX=0;
  60. shadowInfo.m_offsetY=0;
  61. m_shadow = TheW3DShadowManager->addShadow(m_renderObject, &shadowInfo);
  62. DEBUG_ASSERTCRASH(m_renderObject, ("Test asset %s not found", getDrawable()->getTemplate()->getLTAName().str()));
  63. if (m_renderObject)
  64. {
  65. W3DDisplay::m_3DScene->Add_Render_Object(m_renderObject);
  66. m_renderObject->Set_User_Data(getDrawable()->getDrawableInfo());
  67. Matrix3D transform;
  68. ///@todo: Change back to identity once we figure out why objects show up at 0,0,0
  69. /// OBJECT_PILE
  70. // transform.Set(Vector3(0,0,9999));
  71. transform.Set(Vector3(0,0,0));
  72. m_renderObject->Set_Transform(transform);
  73. }
  74. }
  75. #endif
  76. }
  77. // ------------------------------------------------------------------------------------------------
  78. // ------------------------------------------------------------------------------------------------
  79. void W3DDefaultDraw::reactToTransformChange( const Matrix3D *oldMtx,
  80. const Coord3D *oldPos,
  81. Real oldAngle )
  82. {
  83. if( m_renderObject )
  84. m_renderObject->Set_Transform( *getDrawable()->getTransformMatrix() );
  85. }
  86. //-------------------------------------------------------------------------------------------------
  87. //-------------------------------------------------------------------------------------------------
  88. W3DDefaultDraw::~W3DDefaultDraw(void)
  89. {
  90. #ifdef LOAD_TEST_ASSETS
  91. if (TheW3DShadowManager && m_shadow)
  92. {
  93. TheW3DShadowManager->removeShadow(m_shadow);
  94. m_shadow = NULL;
  95. }
  96. if (m_renderObject)
  97. {
  98. W3DDisplay::m_3DScene->Remove_Render_Object(m_renderObject);
  99. REF_PTR_RELEASE(m_renderObject);
  100. m_renderObject = NULL;
  101. }
  102. #endif
  103. }
  104. //-------------------------------------------------------------------------------------------------
  105. void W3DDefaultDraw::setShadowsEnabled(Bool enable)
  106. {
  107. #ifdef LOAD_TEST_ASSETS
  108. if (m_shadow)
  109. m_shadow->enableShadowRender(enable);
  110. #endif
  111. }
  112. //-------------------------------------------------------------------------------------------------
  113. void W3DDefaultDraw::setFullyObscuredByShroud(Bool fullyObscured)
  114. {
  115. #ifdef LOAD_TEST_ASSETS
  116. if (m_shadow)
  117. m_shadow->enableShadowInvisible(fullyObscured);
  118. #endif
  119. }
  120. //-------------------------------------------------------------------------------------------------
  121. void W3DDefaultDraw::doDrawModule(const Matrix3D* transformMtx)
  122. {
  123. #ifdef LOAD_TEST_ASSETS
  124. if(m_renderObject)
  125. {
  126. Matrix3D scaledTransform;
  127. if (getDrawable()->getInstanceScale() != 1.0f)
  128. { //do custom scaling of the W3D model.
  129. scaledTransform=*transformMtx;
  130. scaledTransform.Scale(getDrawable()->getInstanceScale());
  131. transformMtx = &scaledTransform;
  132. m_renderObject->Set_ObjectScale(getDrawable()->getInstanceScale());
  133. }
  134. else
  135. {
  136. m_renderObject->Set_Transform(*transformMtx);
  137. }
  138. }
  139. #endif
  140. return;
  141. }
  142. // ------------------------------------------------------------------------------------------------
  143. /** CRC */
  144. // ------------------------------------------------------------------------------------------------
  145. void W3DDefaultDraw::crc( Xfer *xfer )
  146. {
  147. // extend base class
  148. DrawModule::crc( xfer );
  149. } // end crc
  150. // ------------------------------------------------------------------------------------------------
  151. /** Xfer method
  152. * Version Info:
  153. * 1: Initial version */
  154. // ------------------------------------------------------------------------------------------------
  155. void W3DDefaultDraw::xfer( Xfer *xfer )
  156. {
  157. // version
  158. XferVersion currentVersion = 1;
  159. XferVersion version = currentVersion;
  160. xfer->xferVersion( &version, currentVersion );
  161. // extend base class
  162. DrawModule::xfer( xfer );
  163. } // end xfer
  164. // ------------------------------------------------------------------------------------------------
  165. /** Load post process */
  166. // ------------------------------------------------------------------------------------------------
  167. void W3DDefaultDraw::loadPostProcess( void )
  168. {
  169. // extend base class
  170. DrawModule::loadPostProcess();
  171. } // end loadPostProcess