overlay.cpp 5.6 KB

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  1. /*
  2. ** Command & Conquer Renegade(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. *** Confidential - Westwood Studios ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Commando *
  23. * *
  24. * $Archive:: /Commando/Code/commando/overlay.cpp $*
  25. * *
  26. * $Author:: Patrick $*
  27. * *
  28. * $Modtime:: 8/02/01 5:50p $*
  29. * *
  30. * $Revision:: 18 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "overlay.h"
  36. #include "scene.h"
  37. #include "camera.h"
  38. #include "wwprofile.h"
  39. #include "ww3d.h"
  40. #include "dx8renderer.h"
  41. #include "textwindow.h"
  42. #include "debug.h"
  43. #include "assets.h"
  44. #include "timemgr.h"
  45. #include "hanim.h"
  46. #include "input.h"
  47. #include "gameinitmgr.h"
  48. #include "renegadedialogmgr.h"
  49. /*
  50. **
  51. */
  52. SimpleSceneClass * OverlayGameModeClass::Scene;
  53. CameraClass * OverlayGameModeClass::Camera;
  54. void OverlayGameModeClass::Init()
  55. {
  56. Scene = new SimpleSceneClass;
  57. #ifdef WW3D_COMPILE_WITH_DX8__
  58. Scene->Get_DX8_Renderer_Container()->Enable_Lighting(false);
  59. #endif
  60. Scene->Set_Ambient_Light(Vector3(1,1,1));
  61. Camera = new CameraClass();
  62. Camera->Set_Position( Vector3( 0, 0, 640 ) );
  63. Camera->Set_View_Plane( Vector2( -0.5f, -0.375f ), Vector2( 0.5f, 0.375f ) );
  64. Camera->Set_Clip_Planes(620,620*1000);
  65. TextWindowClass::Initialize(Scene);
  66. }
  67. void OverlayGameModeClass::Shutdown()
  68. {
  69. TextWindowClass::Shutdown();
  70. if ( Scene != NULL ) {
  71. Scene->Release_Ref();
  72. Scene = NULL;
  73. }
  74. if ( Camera != NULL ) {
  75. Camera->Release_Ref();
  76. Camera = NULL;
  77. }
  78. }
  79. void OverlayGameModeClass::Render()
  80. {
  81. WWPROFILE( "Overlay Render" );
  82. WW3D::Render( Scene, Camera );
  83. }
  84. /*
  85. **
  86. */
  87. SimpleSceneClass * Overlay3DGameModeClass::Scene;
  88. CameraClass * Overlay3DGameModeClass::Camera;
  89. RenderObjClass * Overlay3DGameModeClass::Model;
  90. float Overlay3DGameModeClass::ModelTimer;
  91. bool Overlay3DGameModeClass::EndScreen;
  92. void Overlay3DGameModeClass::Init()
  93. {
  94. Scene = new SimpleSceneClass;
  95. Scene->Set_Ambient_Light(Vector3(1,1,1));
  96. Camera = new CameraClass();
  97. Camera->Set_Position (Vector3 (0, 0, 800));
  98. Camera->Set_View_Plane (Vector2 (-0.5f, -0.375f), Vector2 (0.5f, 0.375f));
  99. Camera->Set_Clip_Planes (620, 620 * 1000);
  100. Model = NULL;
  101. }
  102. void Overlay3DGameModeClass::Shutdown()
  103. {
  104. Release_Model();
  105. if ( Scene != NULL ) {
  106. Scene->Release_Ref();
  107. Scene = NULL;
  108. }
  109. if ( Camera != NULL ) {
  110. Camera->Release_Ref();
  111. Camera = NULL;
  112. }
  113. }
  114. void Overlay3DGameModeClass::Render()
  115. {
  116. if ( Model != NULL ) {
  117. WW3D::Render( Scene, Camera );
  118. }
  119. }
  120. void Overlay3DGameModeClass::Release_Model( void )
  121. {
  122. if (Model != NULL) {
  123. Model->Remove ();
  124. }
  125. REF_PTR_RELEASE (Model);
  126. }
  127. void Overlay3DGameModeClass::Set_Model( const char * name, const char * anim_name )
  128. {
  129. Release_Model();
  130. if ( name != NULL ) {
  131. Model = WW3DAssetManager::Get_Instance ()->Create_Render_Obj (name);
  132. if (Model != NULL) {
  133. Scene->Add_Render_Object (Model);
  134. if ( anim_name != NULL ) {
  135. HAnimClass *anim = WW3DAssetManager::Get_Instance ()->Get_HAnim (anim_name);
  136. if (anim != NULL) {
  137. Model->Set_Animation (anim, 0, RenderObjClass::ANIM_MODE_ONCE);
  138. REF_PTR_RELEASE (anim);
  139. }
  140. }
  141. }
  142. }
  143. }
  144. void Overlay3DGameModeClass::Start_Intro( void )
  145. {
  146. Set_Model( "e32001_fade-in", NULL );
  147. ModelTimer = 15;
  148. EndScreen = false;
  149. }
  150. void Overlay3DGameModeClass::Start_End_Screen( void )
  151. {
  152. Set_Model( "endscreen", "endscreen.endscreen" );
  153. ModelTimer = 50.0f/15.0f + 3;
  154. EndScreen = true;
  155. }
  156. void Overlay3DGameModeClass::Think()
  157. {
  158. if ( ModelTimer > 0 ) {
  159. ModelTimer -= TimeManager::Get_Frame_Seconds();
  160. if ( ModelTimer <= 0 ) {
  161. ModelTimer = 0;
  162. Release_Model();
  163. if ( EndScreen ) {
  164. GameInitMgrClass::End_Game();
  165. RenegadeDialogMgrClass::Goto_Location (RenegadeDialogMgrClass::LOC_MAIN_MENU);
  166. }
  167. }
  168. }
  169. }