/* ** 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 . */ /*********************************************************************************************** *** 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/proto.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 1/08/01 10:04a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef PROTO_H #define PROTO_H #include "always.h" #include #include "w3d_file.h" class RenderObjClass; class ChunkLoadClass; /* ** W3D Prototype system ** ** Prototypes are basically abstract factories for render objects. ** Prototype Loaders are abstract factories for prototypes. ** Here is an example of the sequence of events that happen when ** a mesh is loaded into the asset manager and then used by the ** user: ** ** - At initialization time, a mesh prototype loader is installed automatically ** - User asks the asset manager to load "mesh.w3d" ** - asset manager encounters a W3D_CHUNK_MESH ** - asset manager looks through its loaders to find one that claims to handle this chunk ** - the meshloader object is found and its Load method called ** - the meshloader creates a mesh prototype object which the asset manager adds to its list ** - User asks for the render object named "Mesh" ** - asset manager searches through its prototypes to find the one named "Mesh" ** - the mesh prototype object is found and the asset manager calls its "Create" method ** - the mesh prototype creates a mesh (clones the one it contains) which is returned to the user. */ /* ** PrototypeClass ** This class is a generic interface to a render object prototype. ** The asset manager will store a these and use them whenever the ** user wants to create an instance of a named render object. ** Some simple render objects will be created through cloning. In ** that case, their associated prototype simply stores an object and ** clones it whenever the Create method is called. More complex ** composite render objects will be created from a "blueprint" object. ** Basically this class simply associates a name with a render object ** creation function. */ class PrototypeClass { public: PrototypeClass(void) : NextHash(NULL) {} virtual ~PrototypeClass(void) {}; virtual const char * Get_Name(void) const = 0; virtual int Get_Class_ID(void) const = 0; virtual RenderObjClass * Create(void) = 0; private: PrototypeClass * NextHash; // Not Implemented PrototypeClass(const PrototypeClass & that); PrototypeClass & operator = (const PrototypeClass & that); friend class WW3DAssetManager; }; class PrimitivePrototypeClass : public PrototypeClass { public: PrimitivePrototypeClass(RenderObjClass * proto); virtual ~PrimitivePrototypeClass(void); virtual const char * Get_Name(void) const; virtual int Get_Class_ID(void) const; virtual RenderObjClass * Create(void); RenderObjClass * Proto; }; /* ** PrototypeLoaderClass ** This is the interface for an object which recognizes a certain ** chunk type in a W3D file and can load it and create a PrototypeClass ** for it. */ class PrototypeLoaderClass { public: PrototypeLoaderClass(void) {} ~PrototypeLoaderClass(void) {} virtual int Chunk_Type(void) = 0; virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload) = 0; private: // Not Implemented: PrototypeLoaderClass(const PrototypeLoaderClass & that); PrototypeLoaderClass & operator = (const PrototypeLoaderClass & that); }; /* ** Default Prototype Loaders for Meshes and HModels */ class MeshLoaderClass : public PrototypeLoaderClass { public: virtual int Chunk_Type(void) { return W3D_CHUNK_MESH; } virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload); }; class HModelLoaderClass : public PrototypeLoaderClass { public: virtual int Chunk_Type(void) { return W3D_CHUNK_HMODEL; } virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload); }; /* ** Instances of the default loaders which the asset manager can ** automatically install at creation time */ extern MeshLoaderClass _MeshLoader; extern HModelLoaderClass _HModelLoader; #endif