175 lines
6 KiB
C++
175 lines
6 KiB
C++
/*
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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 : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/proto.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 1/08/01 10:04a $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef PROTO_H
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#define PROTO_H
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#include "always.h"
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#include <stdlib.h>
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#include "w3d_file.h"
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class RenderObjClass;
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class ChunkLoadClass;
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/*
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** W3D Prototype system
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**
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** Prototypes are basically abstract factories for render objects.
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** Prototype Loaders are abstract factories for prototypes.
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** Here is an example of the sequence of events that happen when
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** a mesh is loaded into the asset manager and then used by the
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** user:
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**
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** - At initialization time, a mesh prototype loader is installed automatically
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** - User asks the asset manager to load "mesh.w3d"
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** - asset manager encounters a W3D_CHUNK_MESH
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** - asset manager looks through its loaders to find one that claims to handle this chunk
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** - the meshloader object is found and its Load method called
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** - the meshloader creates a mesh prototype object which the asset manager adds to its list
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** - User asks for the render object named "Mesh"
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** - asset manager searches through its prototypes to find the one named "Mesh"
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** - the mesh prototype object is found and the asset manager calls its "Create" method
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** - the mesh prototype creates a mesh (clones the one it contains) which is returned to the user.
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*/
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/*
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** PrototypeClass
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** This class is a generic interface to a render object prototype.
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** The asset manager will store a these and use them whenever the
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** user wants to create an instance of a named render object.
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** Some simple render objects will be created through cloning. In
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** that case, their associated prototype simply stores an object and
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** clones it whenever the Create method is called. More complex
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** composite render objects will be created from a "blueprint" object.
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** Basically this class simply associates a name with a render object
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** creation function.
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*/
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class PrototypeClass
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{
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public:
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PrototypeClass(void) : NextHash(NULL) {}
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virtual ~PrototypeClass(void) {};
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virtual const char * Get_Name(void) const = 0;
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virtual int Get_Class_ID(void) const = 0;
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virtual RenderObjClass * Create(void) = 0;
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private:
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PrototypeClass * NextHash;
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// Not Implemented
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PrototypeClass(const PrototypeClass & that);
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PrototypeClass & operator = (const PrototypeClass & that);
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friend class WW3DAssetManager;
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};
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class PrimitivePrototypeClass : public PrototypeClass
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{
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public:
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PrimitivePrototypeClass(RenderObjClass * proto);
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virtual ~PrimitivePrototypeClass(void);
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virtual const char * Get_Name(void) const;
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virtual int Get_Class_ID(void) const;
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virtual RenderObjClass * Create(void);
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RenderObjClass * Proto;
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};
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/*
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** PrototypeLoaderClass
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** This is the interface for an object which recognizes a certain
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** chunk type in a W3D file and can load it and create a PrototypeClass
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** for it.
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*/
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class PrototypeLoaderClass
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{
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public:
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PrototypeLoaderClass(void) {}
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~PrototypeLoaderClass(void) {}
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virtual int Chunk_Type(void) = 0;
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virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload) = 0;
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private:
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// Not Implemented:
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PrototypeLoaderClass(const PrototypeLoaderClass & that);
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PrototypeLoaderClass & operator = (const PrototypeLoaderClass & that);
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};
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/*
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** Default Prototype Loaders for Meshes and HModels
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*/
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class MeshLoaderClass : public PrototypeLoaderClass
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{
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public:
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virtual int Chunk_Type(void) { return W3D_CHUNK_MESH; }
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virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
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};
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class HModelLoaderClass : public PrototypeLoaderClass
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{
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public:
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virtual int Chunk_Type(void) { return W3D_CHUNK_HMODEL; }
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virtual PrototypeClass * Load_W3D(ChunkLoadClass & cload);
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};
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/*
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** Instances of the default loaders which the asset manager can
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** automatically install at creation time
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*/
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extern MeshLoaderClass _MeshLoader;
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extern HModelLoaderClass _HModelLoader;
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#endif
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