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- /*
- ** Command & Conquer Renegade(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 O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : ww3d *
- * *
- * $Archive:: /Commando/Code/ww3d2/dx8polygonrenderer.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 2/12/02 2:29p $*
- * *
- * $Revision:: 23 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef DX8_POLYGON_RENDERER_H
- #define DX8_POLYGON_RENDERER_H
- #include "always.h"
- #include "meshmdl.h"
- #include "dx8list.h"
- #include "sortingrenderer.h"
- #include "mesh.h"
- #include "dx8wrapper.h"
- class DX8PolygonRendererClass;
- class DX8TextureCategoryClass;
- /**
- ** DX8PolygonRendererClass
- ** This is a record of a batch/range of polygons to be rendered. These hang off of the DX8TextureCategoryClass's
- ** and are rendered after the system installs a vertex buffer and textures in the DX8 wrapper.
- */
- class DX8PolygonRendererClass : public MultiListObjectClass
- {
- MeshClass * mesh;
- DX8TextureCategoryClass * texture_category;
- unsigned index_offset; // absolute index of index 0 for our parent mesh
- unsigned vertex_offset; // absolute index of vertex 0 for our parent mesh
- unsigned index_count; // number of indices
- unsigned min_vertex_index; // relative index of the first vertex our polys reference
- unsigned vertex_index_range; // range to the last vertex our polys reference
- bool strip; // is this a strip?
- public:
- DX8PolygonRendererClass(
- unsigned index_count,
- MeshClass* mesh_,
- DX8TextureCategoryClass* tex_cat,
- unsigned vertex_offset,
- unsigned index_offset,
- bool strip);
- DX8PolygonRendererClass(const DX8PolygonRendererClass& src,MeshClass * mesh_);
- ~DX8PolygonRendererClass();
- void Render(/*const Matrix3D & tm,*/int base_vertex_offset);
- void Render_Sorted(/*const Matrix3D & tm,*/int base_vertex_offset,const SphereClass & bounding_sphere);
- void Set_Vertex_Index_Range(unsigned min_vertex_index_,unsigned vertex_index_range_);
-
- unsigned Get_Vertex_Offset(void) { return vertex_offset; }
- unsigned Get_Index_Offset(void) { return index_offset; }
- MeshClass* Get_Mesh_Class() { return mesh; }
- // MeshModelClass* Get_Mesh_Model_Class() { return mesh->Peek_Model(); }
-
- DX8TextureCategoryClass* Get_Texture_Category() { return texture_category; }
- void Set_Texture_Category(DX8TextureCategoryClass* tc) { texture_category=tc; }
- void Log();
- };
- // ----------------------------------------------------------------------------
- inline void DX8PolygonRendererClass::Set_Vertex_Index_Range(unsigned min_vertex_index_,unsigned vertex_index_range_)
- {
- // WWDEBUG_SAY(("Set_Vertex_Index_Range - min: %d, range: %d\n",min_vertex_index_,vertex_index_range_));
- // if (vertex_index_range_>30000) {
- // int a=0;
- // a++;
- // }
- min_vertex_index=min_vertex_index_;
- vertex_index_range=vertex_index_range_;
- }
- // ----------------------------------------------------------------------------
- inline void DX8PolygonRendererClass::Render(/*const Matrix3D & tm,*/int base_vertex_offset)
- {
- // DX8Wrapper::Set_Transform(D3DTS_WORLD,tm);
- // SNAPSHOT_SAY(("Set_Transform\n"));
- SNAPSHOT_SAY(("Set_Index_Buffer_Index_Offset(%d)\n",base_vertex_offset));
- DX8Wrapper::Set_Index_Buffer_Index_Offset(base_vertex_offset);
- if (strip) {
- SNAPSHOT_SAY(("Draw_Strip(%d,%d,%d,%d)\n",index_offset,index_count-2,min_vertex_index,vertex_index_range));
- DX8Wrapper::Draw_Strip(
- index_offset,
- index_count-2,
- min_vertex_index,
- vertex_index_range);
- }
- else {
- SNAPSHOT_SAY(("Draw_Triangles(%d,%d,%d,%d)\n",index_offset,index_count-2,min_vertex_index,vertex_index_range));
- DX8Wrapper::Draw_Triangles(
- index_offset,
- index_count/3,
- min_vertex_index,
- vertex_index_range);
- }
- }
- inline void DX8PolygonRendererClass::Render_Sorted(/*const Matrix3D & tm,*/int base_vertex_offset,const SphereClass & bounding_sphere)
- {
- WWASSERT(!strip); // Strips can't be sorted for now
- // DX8Wrapper::Set_Transform(D3DTS_WORLD,tm);
- // SNAPSHOT_SAY(("Set_Transform\n"));
- SNAPSHOT_SAY(("Set_Index_Buffer_Index_Offset(%d)\n",base_vertex_offset));
- SNAPSHOT_SAY(("Insert_Sorting_Triangles(%d,%d,%d,%d)\n",index_offset,index_count-2,min_vertex_index,vertex_index_range));
- DX8Wrapper::Set_Index_Buffer_Index_Offset(base_vertex_offset);
- SortingRendererClass::Insert_Triangles(
- bounding_sphere,
- index_offset,
- index_count/3,
- min_vertex_index,
- vertex_index_range);
- }
- #endif
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