Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
287
GameTools/Effect/X3DEffectBillboard.cpp
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287
GameTools/Effect/X3DEffectBillboard.cpp
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// X3DEffectBillboard.cpp: implementation of the CX3DEffectBillboard class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "X3DEffect.h"
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#include "X3DEffectBillboard.h"
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#include "SceneStateMgr.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CX3DEffectBillboard::CX3DEffectBillboard()
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{
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m_dwSrcBlending = D3DBLEND_SRCALPHA;
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m_dwDestBlending = D3DBLEND_ONE;
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m_bTexAni = FALSE;
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m_lpVertices = NULL;
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m_lpVerticesBlend = NULL;
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}
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CX3DEffectBillboard::~CX3DEffectBillboard()
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{
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if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
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if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
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}
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void CX3DEffectBillboard::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
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{
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m_dwStartFrame = dwStartFrame;
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m_dwEndFrame = dwEndFrame;
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}
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BOOL CX3DEffectBillboard::CreateBuffer(void)
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{
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if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
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if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
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m_lpD3DDevice->CreateVertexBuffer( 4 * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF, D3DPOOL_DEFAULT, &m_lpVertices );
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m_lpD3DDevice->CreateVertexBuffer( 4 * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF, D3DPOOL_DEFAULT, &m_lpVerticesBlend );
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return TRUE;
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}
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void CX3DEffectBillboard::Render(void)
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{
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if(!m_bVisibility)
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return;
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if(m_lpVertices == NULL) return;
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matrix matWorld;
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matWorld.MakeIdent();
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m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
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m_lpD3DDevice->SetTexture(0, GetTexture());
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CSceneStateMgr::_SetD3DRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,FALSE);
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m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
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m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
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m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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if(m_bTexAni)
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{
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CSceneStateMgr::_SetD3DRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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CSceneStateMgr::_SetD3DRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
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m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
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m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
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}/**/
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}
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BOOL CX3DEffectBillboard::Interpolation(float fFrame)
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{
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///////////////////////////////////////////////////////////////////////////////////
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if(!m_lstCenter.Interpolation(fFrame, m_vecCenter)) return FALSE;
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if(!m_lstAxis.InterpolationQ(fFrame, m_quatAxis)) return FALSE;
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if(!m_lstWidth.Interpolation(fFrame, m_fWidth)) return FALSE;
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if(!m_lstHeight.Interpolation(fFrame, m_fHeight)) return FALSE;
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if(!m_lstColor.InterpolationC(fFrame, m_lColor)) return FALSE;
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if(m_Scale[0] != 1.0f) {
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m_fWidth *=m_Scale[0];
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m_fHeight *=m_Scale[0];
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m_vecCenter.x *=m_Scale[0];
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m_vecCenter.z *=m_Scale[0];
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m_vecCenter.y *=(m_Scale[0]);
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}
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if(m_bTexAni)
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{
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if(!m_lstTexFrame.Interpolation(fFrame, m_fTexFrame)) return FALSE;
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} else
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{
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if(!m_lstStartU.Interpolation(fFrame, m_fStartU)) return FALSE;
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if(!m_lstStartV.Interpolation(fFrame, m_fStartV)) return FALSE;
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if(!m_lstTileU.Interpolation(fFrame, m_fTileU)) return FALSE;
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if(!m_lstTileV.Interpolation(fFrame, m_fTileV)) return FALSE;
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}
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if(m_bVisibility) {
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///////////////////////////////////////////////////////////////////////////////////
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{
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///////////////////////////////////////////////////////////////////////////////////
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LVertex *pVertices, *pVerticesBlend;
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if(FAILED( m_lpVertices->Lock( 0, 4 * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD ) ) ) return FALSE;
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if(FAILED( m_lpVerticesBlend->Lock( 0, 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD ) ) ) return FALSE;
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if(m_bAxisAligned)
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{
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m_vecAxisT = vector3(0.0f, (m_fHeight / 2), 0.0f);
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m_vecEyeT = vector3(0.0f, 0.0f, -1.0f);
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z3d::VectorRotate(m_vecAxisT, m_vecAxisT, m_quatAxis);
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if(((CX3DEffect *)m_lpLocalEffect)->GetAxis()) z3d::VectorRotate(m_vecAxisT, m_vecAxisT, (*((CX3DEffect *)m_lpLocalEffect)->GetAxis()));
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m_vecEyeT = vector3(m_vecEyeT.x * m_matLocalView->_11 + m_vecEyeT.y * m_matLocalView->_12 + m_vecEyeT.z * m_matLocalView->_13,
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m_vecEyeT.x * m_matLocalView->_21 + m_vecEyeT.y * m_matLocalView->_22 + m_vecEyeT.z * m_matLocalView->_23,
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m_vecEyeT.x * m_matLocalView->_31 + m_vecEyeT.y * m_matLocalView->_32 + m_vecEyeT.z * m_matLocalView->_33);
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m_vecWidthT = m_vecAxisT ^ m_vecEyeT;
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m_vecWidthT.Normalize();
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m_vecWidthT *= (m_fWidth / 2);
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pVertices[0].v = m_vecAxisT + m_vecWidthT + m_vecCenter;
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pVertices[1].v = m_vecAxisT - m_vecWidthT + m_vecCenter;
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pVertices[2].v = -m_vecAxisT + m_vecWidthT + m_vecCenter;
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pVertices[3].v = -m_vecAxisT - m_vecWidthT + m_vecCenter;
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} else
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{
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matrix *matView = ((CX3DEffect *)m_lpLocalEffect)->GetViewMatrix();
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float w = m_fWidth / 2;
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float h = m_fHeight / 2;
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pVertices[0].v = vector3(-w, h, 0.0f);
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pVertices[1].v = vector3(w, h, 0.0f);
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pVertices[2].v = vector3(-w, -h, 0.0f);
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pVertices[3].v = vector3(w, -h, 0.0f);
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vector3 vecCenter;
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z3d::VectorRotate(pVertices[0].v, pVertices[0].v, m_quatAxis);
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z3d::VectorRotate(pVertices[1].v, pVertices[1].v, m_quatAxis);
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z3d::VectorRotate(pVertices[2].v, pVertices[2].v, m_quatAxis);
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z3d::VectorRotate(pVertices[3].v, pVertices[3].v, m_quatAxis);
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if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
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{
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z3d::VectorRotate(pVertices[0].v, pVertices[0].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
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z3d::VectorRotate(pVertices[1].v, pVertices[1].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
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z3d::VectorRotate(pVertices[2].v, pVertices[2].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
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z3d::VectorRotate(pVertices[3].v, pVertices[3].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
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z3d::VectorRotate(vecCenter, m_vecCenter, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
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} else
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{
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vecCenter = m_vecCenter;
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}
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pVertices[0].v = vector3(pVertices[0].v.x * matView->_11 + pVertices[0].v.y * matView->_12, pVertices[0].v.x * matView->_21 + pVertices[0].v.y * matView->_22, pVertices[0].v.x * matView->_31 + pVertices[0].v.y * matView->_32);
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pVertices[1].v = vector3(pVertices[1].v.x * matView->_11 + pVertices[1].v.y * matView->_12, pVertices[1].v.x * matView->_21 + pVertices[1].v.y * matView->_22, pVertices[1].v.x * matView->_31 + pVertices[1].v.y * matView->_32);
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pVertices[2].v = vector3(pVertices[2].v.x * matView->_11 + pVertices[2].v.y * matView->_12, pVertices[2].v.x * matView->_21 + pVertices[2].v.y * matView->_22, pVertices[2].v.x * matView->_31 + pVertices[2].v.y * matView->_32);
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pVertices[3].v = vector3(pVertices[3].v.x * matView->_11 + pVertices[3].v.y * matView->_12, pVertices[3].v.x * matView->_21 + pVertices[3].v.y * matView->_22, pVertices[3].v.x * matView->_31 + pVertices[3].v.y * matView->_32);
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pVertices[0].v += vecCenter;
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pVertices[1].v += vecCenter;
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pVertices[2].v += vecCenter;
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pVertices[3].v += vecCenter;
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}
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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if(((CX3DEffect *)m_lpLocalEffect)->GetCenter())
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{
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pVerticesBlend[0].v = pVertices[0].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
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pVerticesBlend[1].v = pVertices[1].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
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pVerticesBlend[2].v = pVertices[2].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
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pVerticesBlend[3].v = pVertices[3].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
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} else
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{
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pVerticesBlend[0].v = pVertices[0].v;
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pVerticesBlend[1].v = pVertices[1].v;
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pVerticesBlend[2].v = pVertices[2].v;
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pVerticesBlend[3].v = pVertices[3].v;
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}
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///////////////////////////////////////////////////////////////////////////////////
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float f1, f2;
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float fStartU, fStartV, fEndU, fEndV;
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float fStartBU, fStartBV, fEndBU, fEndBV;
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if(m_bTexAni)
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{
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f1 = (((long)m_fTexFrame) % 4) * 0.25;
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f2 = (((long)m_fTexFrame) / 4) * 0.25;
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fStartU = f1;
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fStartV = f2;
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fEndU = f1 + 0.25f;
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fEndV = f2 + 0.25f;
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f1 = (((long)ceilf(m_fTexFrame)) % 4) * 0.25;
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f2 = (((long)ceilf(m_fTexFrame)) / 4) * 0.25;
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fStartBU = f1;
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fStartBV = f2;
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fEndBU = f1 + 0.25f;
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fEndBV = f2 + 0.25f;
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} else
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{
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fStartBU = fStartU = m_fStartU;
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fStartBV = fStartV = m_fStartV;
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fEndBU = fEndU = m_fTileU;
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fEndBV = fEndV = m_fTileV;
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}
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pVertices[0].tu = fStartU; pVertices[0].tv = fStartV;
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pVertices[1].tu = fEndU; pVertices[1].tv = fStartV;
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pVertices[2].tu = fStartU; pVertices[2].tv = fEndV;
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pVertices[3].tu = fEndU; pVertices[3].tv = fEndV;
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pVerticesBlend[0].tu = fStartBU; pVerticesBlend[0].tv = fStartBV;
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pVerticesBlend[1].tu = fEndBU; pVerticesBlend[1].tv = fStartBV;
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pVerticesBlend[2].tu = fStartBU; pVerticesBlend[2].tv = fEndBV;
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pVerticesBlend[3].tu = fEndBU; pVerticesBlend[3].tv = fEndBV;
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///////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////
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pVertices[0].diff = pVertices[1].diff = pVertices[2].diff = pVertices[3].diff = m_lColor;
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pVerticesBlend[0].diff = pVerticesBlend[1].diff = pVerticesBlend[2].diff = pVerticesBlend[3].diff = m_lColor;
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if(m_bTexAni)
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{
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pVertices[3].diff.a *= (floorf(m_fTexFrame + 1.0f) - m_fTexFrame);
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pVertices[0].diff.a = pVertices[1].diff.a = pVertices[2].diff.a = pVertices[3].diff.a;
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pVerticesBlend[3].diff.a *= (m_fTexFrame - floorf(m_fTexFrame));
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pVerticesBlend[0].diff.a = pVerticesBlend[1].diff.a = pVerticesBlend[2].diff.a = pVerticesBlend[3].diff.a;
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}
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pVertices[0].spec = pVertices[1].spec = pVertices[2].spec = pVertices[3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
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pVerticesBlend[0].spec = pVerticesBlend[1].spec = pVerticesBlend[2].spec = pVerticesBlend[3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
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///////////////////////////////////////////////////////////////////////////////////
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m_lpVerticesBlend->Unlock();
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m_lpVertices->Unlock();
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}
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}
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return TRUE;
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}
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void CX3DEffectBillboard::Load(FILE *fp, const char *strOriginalPath)
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{
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fread(&m_bTexAni, 4, 1, fp);
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fread(&m_dwSrcBlending, 4, 1, fp);
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fread(&m_dwDestBlending, 4, 1, fp);
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fread(&m_bAxisAligned, 4, 1, fp);
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m_lstAxis.Load(fp, m_quatAxis);
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m_lstCenter.Load(fp, m_vecCenter);
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m_lstColor.Load(fp, m_lColor);
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m_lstWidth.Load(fp, m_fWidth);
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m_lstHeight.Load(fp, m_fHeight);
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m_lstStartU.Load(fp, m_fStartU);
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m_lstStartV.Load(fp, m_fStartV);
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m_lstTileU.Load(fp, m_fTileU);
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m_lstTileV.Load(fp, m_fTileV);
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m_lstTexFrame.Load(fp, m_fTexFrame);
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if(m_Scale[0] != 1.0f) {
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m_vecCenter.x *=m_Scale[0];
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m_vecCenter.z *=m_Scale[0];
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m_vecCenter.y *=(m_Scale[0]);
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m_fWidth *=m_Scale[0];
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m_fHeight *=m_Scale[0];
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}
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}
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void CX3DEffectBillboard::Save(FILE *fp, const char *strOriginalPath)
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{
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fwrite(&m_bTexAni, 4, 1, fp);
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fwrite(&m_dwSrcBlending, 4, 1, fp);
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fwrite(&m_dwDestBlending, 4, 1, fp);
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fwrite(&m_bAxisAligned, 4, 1, fp);
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m_lstAxis.Save(fp);
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m_lstCenter.Save(fp);
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m_lstColor.Save(fp);
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m_lstWidth.Save(fp);
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m_lstHeight.Save(fp);
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m_lstStartU.Save(fp);
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m_lstStartV.Save(fp);
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m_lstTileU.Save(fp);
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m_lstTileV.Save(fp);
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m_lstTexFrame.Save(fp);
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}
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