W3DStatusCircle.cpp 11 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. #include "W3DDevice/GameClient/W3DStatusCircle.h"
  24. #include <stdio.h>
  25. #include <stdlib.h>
  26. #include <string.h>
  27. #include <assetmgr.h>
  28. #include <texture.h>
  29. #include <tri.h>
  30. #include <colmath.h>
  31. #include <coltest.h>
  32. #include <rinfo.h>
  33. #include <camera.h>
  34. #include "WW3D2/DX8Wrapper.h"
  35. #include "WW3D2/Shader.h"
  36. #include "Common/GlobalData.h"
  37. #include "common/MapObject.h"
  38. #include "GameLogic/GameLogic.h"
  39. #include "GameLogic/ScriptEngine.h"
  40. #define SC_DETAIL_BLEND ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_ENABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \
  41. ShaderClass::DSTBLEND_ZERO, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  42. ShaderClass::DETAILCOLOR_SCALE, ShaderClass::DETAILALPHA_DISABLE, ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \
  43. ShaderClass::DETAILCOLOR_SCALE, ShaderClass::DETAILALPHA_DISABLE) )
  44. // Texturing, no zbuffer, disabled zbuffer write, primary gradient, alpha blending
  45. #define SC_ALPHA ( SHADE_CNST(ShaderClass::PASS_ALWAYS, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_SRC_ALPHA, \
  46. ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  47. ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \
  48. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
  49. // Texturing, no zbuffer, disabled zbuffer write, primary gradient, alpha blending
  50. #define SC_ALPHA_Z ( SHADE_CNST(ShaderClass::PASS_LEQUAL, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_SRC_ALPHA, \
  51. ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_MODULATE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  52. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE, ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \
  53. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
  54. // Texturing, no zbuffer, disabled zbuffer write, no gradient, add src to dest.
  55. #define SC_ADD ( SHADE_CNST(ShaderClass::PASS_ALWAYS, ShaderClass::DEPTH_WRITE_DISABLE, ShaderClass::COLOR_WRITE_ENABLE, ShaderClass::SRCBLEND_ONE, \
  56. ShaderClass::DSTBLEND_ONE, ShaderClass::FOG_DISABLE, ShaderClass::GRADIENT_DISABLE, ShaderClass::SECONDARY_GRADIENT_DISABLE, ShaderClass::TEXTURING_ENABLE, \
  57. ShaderClass::ALPHATEST_DISABLE, ShaderClass::CULL_MODE_ENABLE, \
  58. ShaderClass::DETAILCOLOR_DISABLE, ShaderClass::DETAILALPHA_DISABLE) )
  59. #define VERTEX_BUFFER_TILE_LENGTH 32 //tiles of side length 32 (grid of 33x33 vertices).
  60. #define VERTS_IN_BLOCK_ROW (VERTEX_BUFFER_TILE_LENGTH+1)
  61. static ShaderClass detailOpaqueShader(SC_ALPHA);
  62. Bool W3DStatusCircle::m_needUpdate;
  63. Int W3DStatusCircle::m_diffuse=255; // blue.
  64. W3DStatusCircle::~W3DStatusCircle(void)
  65. {
  66. freeMapResources();
  67. }
  68. W3DStatusCircle::W3DStatusCircle(void)
  69. {
  70. m_indexBuffer=NULL;
  71. m_vertexMaterialClass=NULL;
  72. m_vertexBufferCircle=NULL;
  73. m_vertexBufferScreen=NULL;
  74. }
  75. bool W3DStatusCircle::Cast_Ray(RayCollisionTestClass & raytest)
  76. {
  77. return false;
  78. }
  79. //@todo: MW Handle both of these properly!!
  80. W3DStatusCircle::W3DStatusCircle(const W3DStatusCircle & src)
  81. {
  82. *this = src;
  83. }
  84. W3DStatusCircle & W3DStatusCircle::operator = (const W3DStatusCircle & that)
  85. {
  86. assert(false);
  87. return *this;
  88. }
  89. void W3DStatusCircle::Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const
  90. {
  91. Vector3 ObjSpaceCenter((float)1000*0.5f,(float)1000*0.5f,(float)0);
  92. float length = ObjSpaceCenter.Length();
  93. sphere.Init(ObjSpaceCenter, length);
  94. }
  95. void W3DStatusCircle::Get_Obj_Space_Bounding_Box(AABoxClass & box) const
  96. {
  97. Vector3 minPt(0,0,0);
  98. Vector3 maxPt((float)1000,(float)1000,(float)1000);
  99. box.Init(minPt,maxPt);
  100. }
  101. Int W3DStatusCircle::Class_ID(void) const
  102. {
  103. return RenderObjClass::CLASSID_UNKNOWN;
  104. }
  105. RenderObjClass * W3DStatusCircle::Clone(void) const
  106. {
  107. return NEW W3DStatusCircle(*this);
  108. }
  109. Int W3DStatusCircle::freeMapResources(void)
  110. {
  111. REF_PTR_RELEASE(m_indexBuffer);
  112. REF_PTR_RELEASE(m_vertexBufferScreen);
  113. REF_PTR_RELEASE(m_vertexBufferCircle);
  114. REF_PTR_RELEASE(m_vertexMaterialClass);
  115. return 0;
  116. }
  117. #define NUM_TRI 20
  118. //Allocate a heightmap of x by y vertices.
  119. //data must be an array matching this size.
  120. Int W3DStatusCircle::initData(void)
  121. {
  122. Int i;
  123. m_needUpdate = true;
  124. freeMapResources(); //free old data and ib/vb
  125. m_numTriangles = NUM_TRI;
  126. m_indexBuffer=NEW_REF(DX8IndexBufferClass,(m_numTriangles*3));
  127. // Fill up the IB
  128. DX8IndexBufferClass::WriteLockClass lockIdxBuffer(m_indexBuffer);
  129. UnsignedShort *ib=lockIdxBuffer.Get_Index_Array();
  130. for (i=0; i<3*m_numTriangles; i+=3)
  131. {
  132. ib[0]=i;
  133. ib[1]=i+1;
  134. ib[2]=i+2;
  135. ib+=3; //skip the 3 indices we just filled
  136. }
  137. m_vertexBufferCircle=NEW_REF(DX8VertexBufferClass,(DX8_FVF_XYZDUV1,m_numTriangles*3,DX8VertexBufferClass::USAGE_DEFAULT));
  138. m_vertexBufferScreen=NEW_REF(DX8VertexBufferClass,(DX8_FVF_XYZDUV1,2*3,DX8VertexBufferClass::USAGE_DEFAULT));
  139. //go with a preset material for now.
  140. m_vertexMaterialClass=VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_DIFFUSE);
  141. m_shaderClass = ShaderClass::ShaderClass(SC_ALPHA);// _PresetOpaque2DShader;//; //_PresetOpaqueShader;
  142. return 0;
  143. }
  144. /** updateCircleVB puts a circle with a team color vertex buffer. */
  145. Int W3DStatusCircle::updateCircleVB(void)
  146. {
  147. Int i, k;
  148. Real shade;
  149. DX8VertexBufferClass *pVB = m_vertexBufferCircle;
  150. if (m_vertexBufferCircle )
  151. {
  152. m_needUpdate = false;
  153. DX8VertexBufferClass::WriteLockClass lockVtxBuffer(pVB);
  154. VertexFormatXYZDUV1 *vb = (VertexFormatXYZDUV1*)lockVtxBuffer.Get_Vertex_Array();
  155. const Real theZ = 0.0f;
  156. const Real theRadius = 0.02f;
  157. const Int theAlpha = 127;
  158. Int diffuse = m_diffuse + (theAlpha<<24); // b g<<8 r<<16 a<<24.
  159. Int limit = m_numTriangles;
  160. float curAngle = 0;
  161. float deltaAngle = 2*PI/limit;
  162. for (i=0; i<limit; i++)
  163. {
  164. shade=0.7f*255.0f;
  165. for (k=0; k<3; k++) {
  166. vb->z= theZ;
  167. if (k==0) {
  168. vb->x= 0;
  169. vb->y= 0;
  170. } else if (k==1) {
  171. Vector3 vec(theRadius,0,theZ);
  172. vec.Rotate_Z(curAngle);
  173. vb->x= vec.X;
  174. vb->y= vec.Y;
  175. } else if (k==2) {
  176. Real angle = curAngle+deltaAngle;
  177. if (i==limit-1) {
  178. angle = 0;
  179. }
  180. Vector3 vec(theRadius,0,theZ);
  181. vec.Rotate_Z(angle);
  182. vb->x= vec.X;
  183. vb->y= vec.Y;
  184. }
  185. vb->diffuse = diffuse;
  186. vb->u1=0;
  187. vb->v1=0;
  188. vb++;
  189. }
  190. curAngle += deltaAngle;
  191. }
  192. return 0; //success.
  193. }
  194. return -1;
  195. }
  196. /** updateCircleVB puts a circle with a team color vertex buffer. */
  197. Int W3DStatusCircle::updateScreenVB(Int diffuse)
  198. {
  199. DX8VertexBufferClass *pVB = m_vertexBufferScreen;
  200. if (m_vertexBufferScreen )
  201. {
  202. m_needUpdate = false;
  203. DX8VertexBufferClass::WriteLockClass lockVtxBuffer(pVB);
  204. VertexFormatXYZDUV1 *vb = (VertexFormatXYZDUV1*)lockVtxBuffer.Get_Vertex_Array();
  205. vb->x = -1;
  206. vb->y = -1;
  207. vb->z = 0;
  208. vb->diffuse = diffuse;
  209. vb->u1=0;
  210. vb->v1=0;
  211. vb++;
  212. vb->x = 1;
  213. vb->y = 1;
  214. vb->z = 0;
  215. vb->diffuse = diffuse;
  216. vb->u1=0;
  217. vb->v1=0;
  218. vb++;
  219. vb->x = -1;
  220. vb->y = 1;
  221. vb->z = 0;
  222. vb->diffuse = diffuse;
  223. vb->u1=0;
  224. vb->v1=0;
  225. vb++;
  226. vb->x = -1;
  227. vb->y = -1;
  228. vb->z = 0;
  229. vb->diffuse = diffuse;
  230. vb->u1=0;
  231. vb->v1=0;
  232. vb++;
  233. vb->x = 1;
  234. vb->y = -1;
  235. vb->z = 0;
  236. vb->diffuse = diffuse;
  237. vb->u1=0;
  238. vb->v1=0;
  239. vb++;
  240. vb->x = 1;
  241. vb->y = 1;
  242. vb->z = 0;
  243. vb->diffuse = diffuse;
  244. vb->u1=0;
  245. vb->v1=0;
  246. vb++;
  247. return 0; //success.
  248. }
  249. return -1;
  250. }
  251. void W3DStatusCircle::Render(RenderInfoClass & rinfo)
  252. {
  253. if (!TheGameLogic->isInGame() || TheGameLogic->getGameMode() == GAME_SHELL)
  254. return;
  255. if (m_indexBuffer == NULL) {
  256. initData();
  257. }
  258. if (m_indexBuffer == NULL) {
  259. return;
  260. }
  261. Bool setIndex = false;
  262. Matrix3D tm(true);
  263. if( TheGlobalData->m_showTeamDot )
  264. {
  265. if (m_needUpdate) {
  266. updateCircleVB();
  267. }
  268. //Apply the shader and material
  269. DX8Wrapper::Set_Material(m_vertexMaterialClass);
  270. DX8Wrapper::Set_Shader(m_shaderClass);
  271. DX8Wrapper::Set_Texture(0, NULL);
  272. DX8Wrapper::Set_Index_Buffer(m_indexBuffer,0);
  273. DX8Wrapper::Set_Vertex_Buffer(m_vertexBufferCircle);
  274. setIndex = true;
  275. Vector3 vec(0.95f, 0.67f, 0);
  276. Matrix3x3 rot(true);
  277. tm.Set_Translation(vec);
  278. DX8Wrapper::Set_Transform(D3DTS_WORLD,tm);
  279. DX8Wrapper::Draw_Triangles( 0,NUM_TRI, 0, (m_numTriangles*3));
  280. }
  281. ScriptEngine::TFade fade = TheScriptEngine->getFade();
  282. if (fade == ScriptEngine::FADE_NONE) {
  283. return;
  284. }
  285. if (!setIndex) {
  286. DX8Wrapper::Set_Material(m_vertexMaterialClass);
  287. DX8Wrapper::Set_Index_Buffer(m_indexBuffer,0);
  288. DX8Wrapper::Set_Texture(0, NULL);
  289. }
  290. tm.Make_Identity();
  291. Real intensity = TheScriptEngine->getFadeValue();
  292. Int clr = 255*intensity;
  293. Int diffuse = (0xff<<24)|(clr<<16)|(clr<<8)|clr; // b g<<8 r<<16 a<<24.
  294. updateScreenVB(diffuse);
  295. DX8Wrapper::Set_Transform(D3DTS_WORLD,tm);
  296. DX8Wrapper::Set_Shader(ShaderClass(SC_ADD));
  297. DX8Wrapper::Set_Vertex_Buffer(m_vertexBufferScreen);
  298. DX8Wrapper::Apply_Render_State_Changes();
  299. switch (fade) {
  300. default:
  301. case ScriptEngine::FADE_ADD:
  302. DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
  303. break;
  304. case ScriptEngine::FADE_SUBTRACT:
  305. DX8Wrapper::Set_DX8_Render_State(D3DRS_BLENDOP, D3DBLENDOP_REVSUBTRACT );
  306. DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
  307. DX8Wrapper::Set_DX8_Render_State(D3DRS_BLENDOP, D3DBLENDOP_ADD );
  308. break;
  309. case ScriptEngine::FADE_SATURATE:
  310. // 4x multiply
  311. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_DESTCOLOR);
  312. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_SRCCOLOR);
  313. DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
  314. DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
  315. break;
  316. case ScriptEngine::FADE_MULTIPLY:
  317. // Straight multiply
  318. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,D3DBLEND_ZERO);
  319. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,D3DBLEND_SRCCOLOR);
  320. DX8Wrapper::Draw_Triangles( 0,2, 0, (2*3));
  321. break;
  322. }
  323. ShaderClass::Invalidate();
  324. }