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- /*
- ** Command & Conquer Generals Zero Hour(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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: W3DDefaultDraw.cpp ///////////////////////////////////////////////////////////////////////
- // Author: Colin Day, November 2001
- // Desc: Default w3d draw module
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/FileSystem.h" // this is only here to pull in LOAD_TEST_ASSETS
- #include "Common/GlobalData.h"
- #include "Common/ThingTemplate.h"
- #include "Common/Xfer.h"
- #include "GameClient/Drawable.h"
- #include "GameLogic/Object.h"
- #include "GameClient/Shadow.h"
- #include "GameClient/FXList.h"
- #include "GameLogic/TerrainLogic.h"
- #include "WW3D2/HAnim.h"
- #include "WW3D2/HLod.h"
- #include "WW3D2/RendObj.h"
- #include "W3DDevice/GameClient/Module/W3DDefaultDraw.h"
- #include "W3DDevice/GameClient/W3DAssetManager.h"
- #include "W3DDevice/GameClient/W3DDisplay.h"
- #include "W3DDevice/GameClient/W3DScene.h"
- #include "W3DDevice/GameClient/W3DShadow.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- W3DDefaultDraw::W3DDefaultDraw(Thing *thing, const ModuleData* moduleData) : DrawModule(thing, moduleData)
- {
- #ifdef LOAD_TEST_ASSETS
- m_renderObject = NULL;
- m_shadow = NULL;
- if (!getDrawable()->getTemplate()->getLTAName().isEmpty())
- {
- m_renderObject = W3DDisplay::m_assetManager->Create_Render_Obj(getDrawable()->getTemplate()->getLTAName().str(), getDrawable()->getScale(), 0);
- Shadow::ShadowTypeInfo shadowInfo;
- shadowInfo.m_type=(ShadowType)SHADOW_VOLUME;
- shadowInfo.m_sizeX=0; //use defaults
- shadowInfo.m_sizeY=0;
- shadowInfo.m_offsetX=0;
- shadowInfo.m_offsetY=0;
- m_shadow = TheW3DShadowManager->addShadow(m_renderObject, &shadowInfo);
- DEBUG_ASSERTCRASH(m_renderObject, ("Test asset %s not found", getDrawable()->getTemplate()->getLTAName().str()));
- if (m_renderObject)
- {
- W3DDisplay::m_3DScene->Add_Render_Object(m_renderObject);
- m_renderObject->Set_User_Data(getDrawable()->getDrawableInfo());
- Matrix3D transform;
- ///@todo: Change back to identity once we figure out why objects show up at 0,0,0
- /// OBJECT_PILE
- // transform.Set(Vector3(0,0,9999));
- transform.Set(Vector3(0,0,0));
- m_renderObject->Set_Transform(transform);
- }
- }
- #endif
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void W3DDefaultDraw::reactToTransformChange( const Matrix3D *oldMtx,
- const Coord3D *oldPos,
- Real oldAngle )
- {
- if( m_renderObject )
- m_renderObject->Set_Transform( *getDrawable()->getTransformMatrix() );
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- W3DDefaultDraw::~W3DDefaultDraw(void)
- {
- #ifdef LOAD_TEST_ASSETS
- if (TheW3DShadowManager && m_shadow)
- {
- TheW3DShadowManager->removeShadow(m_shadow);
- m_shadow = NULL;
- }
- if (m_renderObject)
- {
- W3DDisplay::m_3DScene->Remove_Render_Object(m_renderObject);
- REF_PTR_RELEASE(m_renderObject);
- m_renderObject = NULL;
- }
- #endif
- }
- //-------------------------------------------------------------------------------------------------
- void W3DDefaultDraw::setShadowsEnabled(Bool enable)
- {
- #ifdef LOAD_TEST_ASSETS
- if (m_shadow)
- m_shadow->enableShadowRender(enable);
- #endif
- }
- //-------------------------------------------------------------------------------------------------
- void W3DDefaultDraw::setFullyObscuredByShroud(Bool fullyObscured)
- {
- #ifdef LOAD_TEST_ASSETS
- if (m_shadow)
- m_shadow->enableShadowInvisible(fullyObscured);
- #endif
- }
- //-------------------------------------------------------------------------------------------------
- void W3DDefaultDraw::doDrawModule(const Matrix3D* transformMtx)
- {
- #ifdef LOAD_TEST_ASSETS
- if(m_renderObject)
- {
- Matrix3D scaledTransform;
- if (getDrawable()->getInstanceScale() != 1.0f)
- { //do custom scaling of the W3D model.
- scaledTransform=*transformMtx;
- scaledTransform.Scale(getDrawable()->getInstanceScale());
- transformMtx = &scaledTransform;
- m_renderObject->Set_ObjectScale(getDrawable()->getInstanceScale());
- }
- else
- {
- m_renderObject->Set_Transform(*transformMtx);
- }
- }
- #endif
- return;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void W3DDefaultDraw::crc( Xfer *xfer )
- {
- // extend base class
- DrawModule::crc( xfer );
- } // end crc
- // ------------------------------------------------------------------------------------------------
- /** Xfer method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void W3DDefaultDraw::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // extend base class
- DrawModule::xfer( xfer );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void W3DDefaultDraw::loadPostProcess( void )
- {
- // extend base class
- DrawModule::loadPostProcess();
- } // end loadPostProcess
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