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CnC_Renegade/Code/ww3d2/dx8polygonrenderer.h

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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