384 lines
10 KiB
C++
384 lines
10 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : W3DView *
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* *
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* $Archive:: /Commando/Code/Tools/W3DView/ScreenCursor.cpp $Modtime:: $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "StdAfx.H"
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#include "ScreenCursor.H"
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#include "Utils.H"
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#include "ww3d.h"
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#include "vertmaterial.h"
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#include "shader.h"
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#include "scene.h"
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#include "rinfo.h"
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#include "texture.h"
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#include "dx8wrapper.h"
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#include "dx8vertexbuffer.h"
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#include "dx8indexbuffer.h"
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#include "sortingrenderer.h"
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///////////////////////////////////////////////////////////////////
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//
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// ScreenCursorClass
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//
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///////////////////////////////////////////////////////////////////
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ScreenCursorClass::ScreenCursorClass (void)
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: m_ScreenPos (0, 0),
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m_pTexture (NULL),
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m_pVertMaterial (NULL),
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m_Width (0),
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m_Height (0),
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m_hWnd (NULL)
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{
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Initialize ();
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return ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// ScreenCursorClass
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//
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///////////////////////////////////////////////////////////////////
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ScreenCursorClass::ScreenCursorClass (const ScreenCursorClass &src)
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: m_ScreenPos (0, 0),
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m_pTexture (NULL),
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m_hWnd (NULL),
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m_pVertMaterial (NULL),
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m_Width (0),
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m_Height (0),
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RenderObjClass (src)
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{
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Initialize ();
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return ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// ~ScreenCursorClass
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//
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///////////////////////////////////////////////////////////////////
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ScreenCursorClass::~ScreenCursorClass (void)
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{
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REF_PTR_RELEASE (m_pTexture);
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REF_PTR_RELEASE (m_pVertMaterial);
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return ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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///////////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::Initialize (void)
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{
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REF_PTR_RELEASE(m_pVertMaterial);
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// Create default vertex material
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m_pVertMaterial = NEW_REF( VertexMaterialClass, ());
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m_pVertMaterial->Set_Diffuse (1.0F, 1.0F, 1.0F);
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m_pVertMaterial->Set_Emissive (0.0F, 0.0F, 0.0F);
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m_pVertMaterial->Set_Specular (1.0F, 1.0F, 1.0F);
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m_pVertMaterial->Set_Ambient (1.0F, 1.0F, 1.0F);
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m_Triangles[0].I = 0;
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m_Triangles[0].J = 1;
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m_Triangles[0].K = 2;
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m_Triangles[1].I = 1;
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m_Triangles[1].J = 2;
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m_Triangles[1].K = 3;
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m_Normals[0].X = 0;
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m_Normals[0].Y = 0;
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m_Normals[0].Z = -1;
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m_Normals[1].X = 0;
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m_Normals[1].Y = 0;
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m_Normals[1].Z = -1;
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m_Normals[2].X = 0;
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m_Normals[2].Y = 0;
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m_Normals[2].Z = -1;
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m_Normals[3].X = 0;
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m_Normals[3].Y = 0;
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m_Normals[3].Z = -1;
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m_UVs[0].X = 0;
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m_UVs[0].Y = 0;
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m_UVs[1].X = 1.0F;
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m_UVs[1].Y = 0;
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m_UVs[2].X = 0;
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m_UVs[2].Y = 1.0F;
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m_UVs[3].X = 1.0F;
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m_UVs[3].Y = 1.0F;
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return ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// Set_Texture
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//
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///////////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::Set_Texture (TextureClass *texture)
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{
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MEMBER_ADD (m_pTexture, texture);
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// Find the dimensions of the texture:
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if (m_pTexture != NULL) {
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m_Width = m_pTexture->Get_Width();
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m_Height = m_pTexture->Get_Height();
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}
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return ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// On_Frame_Update
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//
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///////////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::On_Frame_Update (void)
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{
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//
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// Get the current cursor position in screen coords
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//
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POINT point = { 0 };
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::GetCursorPos (&point);
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if (m_hWnd != NULL) {
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//
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// Normalize the screen position
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//
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RECT rect = { 0 };
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::GetClientRect (m_hWnd, &rect);
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::ScreenToClient (m_hWnd, &point);
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m_ScreenPos.X = ((float)point.x) / ((float)rect.right);
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m_ScreenPos.Y = ((float)point.y) / ((float)rect.bottom);
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} else {
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//
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// Normalize the screen position
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//
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m_ScreenPos.X = ((float)point.x) / ((float)::GetSystemMetrics (SM_CXSCREEN));
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m_ScreenPos.Y = ((float)point.y) / ((float)::GetSystemMetrics (SM_CYSCREEN));
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}
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//
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// Determine the current display resolution
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//
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int screen_cx = 0;
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int screen_cy = 0;
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int bits = 0;
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bool windowed = false;
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WW3D::Get_Device_Resolution (screen_cx, screen_cy, bits, windowed);
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//
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// Calculate the 3D position
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//
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float normal_width = ((float)m_Width) / (float)screen_cx;
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float normal_height = ((float)m_Height) / (float)screen_cy;
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float x_pos = floor(m_ScreenPos.X * ((float)screen_cx) + 0.5F) / ((float)screen_cx);
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float y_pos = floor(m_ScreenPos.Y * ((float)screen_cy) + 0.5F) / ((float)screen_cy);
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float z_pos = 0;
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//
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// Convert the 3D position to normalized 'view' coords
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//
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float x_max = ((x_pos + normal_width) * 2) - 1;
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float y_max = 1 - ((y_pos + normal_height) * 2);
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x_pos = (x_pos * 2) - 1;
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y_pos = 1 - (y_pos * 2);
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z_pos = 0;
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//
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// Build the verticies from the position and extents
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//
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m_Verticies[0].X = x_pos;
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m_Verticies[0].Y = y_pos;
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m_Verticies[0].Z = z_pos;
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m_Verticies[1].X = x_max;
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m_Verticies[1].Y = y_pos;
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m_Verticies[1].Z = z_pos;
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m_Verticies[2].X = x_pos;
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m_Verticies[2].Y = y_max;
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m_Verticies[2].Z = z_pos;
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m_Verticies[3].X = x_max;
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m_Verticies[3].Y = y_max;
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m_Verticies[3].Z = z_pos;
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return ;
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}
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///////////////////////////////////////////////////////////////////
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//
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// Render
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//
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///////////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::Render (RenderInfoClass &rinfo)
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{
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const int VERTEX_COUNT = 4;
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const int FACE_COUNT = 2;
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/*
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** Dump the vertices into the dynamic sorting vertex buffer.
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*/
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DynamicVBAccessClass vbaccess(BUFFER_TYPE_DYNAMIC_SORTING,dynamic_fvf_type,VERTEX_COUNT);
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{
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DynamicVBAccessClass::WriteLockClass lock(&vbaccess);
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VertexFormatXYZNDUV2* vb=lock.Get_Formatted_Vertex_Array();
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for (int i=0; i<VERTEX_COUNT; i++) {
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// Locations
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vb->x=m_Verticies[i].X;
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vb->y=m_Verticies[i].Y;
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vb->z=m_Verticies[i].Z;
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// Normals
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vb->nx=m_Normals[i].X;
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vb->ny=m_Normals[i].Y;
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vb->nz=m_Normals[i].Z;
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// UV coordinates
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vb->u1=m_UVs[i].X;
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vb->v1=m_UVs[i].Y;
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vb++;
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}
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}
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/*
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** Dump the faces into the dynamic sorting index buffer.
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*/
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DynamicIBAccessClass ibaccess(BUFFER_TYPE_DYNAMIC_SORTING,FACE_COUNT*3);
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{
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DynamicIBAccessClass::WriteLockClass lock(&ibaccess);
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unsigned short * indices = lock.Get_Index_Array();
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for (int i=0; i<FACE_COUNT; i++) {
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indices[3*i+0] = m_Triangles[i][0];
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indices[3*i+1] = m_Triangles[i][1];
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indices[3*i+2] = m_Triangles[i][2];
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}
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}
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/*
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** Apply the shader and material
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*/
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DX8Wrapper::Set_Material(m_pVertMaterial);
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DX8Wrapper::Set_Shader(ShaderClass::_PresetATestBlend2DShader);
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DX8Wrapper::Set_Texture(0,m_pTexture);
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DX8Wrapper::Set_Vertex_Buffer(vbaccess);
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DX8Wrapper::Set_Index_Buffer(ibaccess,0);
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SphereClass sphere;
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Get_Obj_Space_Bounding_Sphere(sphere);
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SortingRendererClass::Insert_Triangles(
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sphere,
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0,
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FACE_COUNT*3,
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0,
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VERTEX_COUNT*2);
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return ;
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}
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//////////////////////////////////////////////////////////////
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//
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// Get_Obj_Space_Bounding_Sphere
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//
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//////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const
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{
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sphere.Center = Get_Transform().Get_Translation();
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sphere.Radius = max (m_Width, m_Height);
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}
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//////////////////////////////////////////////////////////////
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//
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// Get_Obj_Space_Bounding_Box
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//
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//////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::Get_Obj_Space_Bounding_Box(AABoxClass & box) const
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{
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Matrix3D transform = Get_Transform ();
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box.Center = transform.Get_Translation ();
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box.Extent.Set(0.1F, m_Width, m_Height);
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}
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//////////////////////////////////////////////////////////////
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//
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// Notify_Added
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//
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//////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::Notify_Added (SceneClass * scene)
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{
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if (scene != NULL) {
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scene->Register (this, SceneClass::ON_FRAME_UPDATE);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////
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//
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// Notify_Removed
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//
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//////////////////////////////////////////////////////////////
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void
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ScreenCursorClass::Notify_Removed (SceneClass * scene)
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{
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if (scene != NULL) {
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scene->Unregister (this, SceneClass::ON_FRAME_UPDATE);
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}
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return ;
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}
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