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CnC_Renegade/Code/ww3d2/dx8polygonrenderer.cpp

112 lines
4.2 KiB
C++

/*
** 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.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/12/02 2:34p $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dx8polygonrenderer.h"
#include "dx8renderer.h"
// ----------------------------------------------------------------------------
DX8PolygonRendererClass::DX8PolygonRendererClass(
unsigned index_count_,
MeshClass* mesh_,
DX8TextureCategoryClass* tex_cat,
unsigned vertex_offset_,
unsigned index_offset_,
bool strip_)
:
mesh(mesh_),
texture_category(tex_cat),
index_offset(index_offset_),
vertex_offset(vertex_offset_),
min_vertex_index(0),
vertex_index_range(0),
index_count(index_count_),
strip(strip_)
{
WWASSERT(index_count);
mesh->PolygonRendererList.Add_Tail(this);
}
DX8PolygonRendererClass::DX8PolygonRendererClass(const DX8PolygonRendererClass& src,MeshClass* mesh_)
:
mesh(mesh_),
texture_category(src.texture_category),
index_offset(src.index_offset),
vertex_offset(src.vertex_offset),
min_vertex_index(src.min_vertex_index),
vertex_index_range(src.vertex_index_range),
index_count(src.index_count),
strip(src.strip)
{
mesh->PolygonRendererList.Add_Tail(this);
}
DX8PolygonRendererClass::~DX8PolygonRendererClass()
{
if (texture_category) texture_category->Remove_Polygon_Renderer(this);
}
// ----------------------------------------------------------------------------
void DX8PolygonRendererClass::Log()
{
StringClass work(true);
work.Format(" %8d %8d %6d %6d %6d %s\n",
index_count,
index_count/3,
index_offset,
min_vertex_index,
vertex_index_range,
mesh->Get_Name());
/* work.Format(
" Index count: %d (%d polys) i_offset: %d min_vi: %d vi_range: %d ident: %d (%s)\n",
index_count,
index_count/3,
index_offset,
min_vertex_index,
vertex_index_range,
mmc->ident,
mmc->Get_Name());
*/ WWDEBUG_SAY((work));
}