Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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Engine/Zalla3D Scene Class/Z3DMultipartPortion.h
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157
Engine/Zalla3D Scene Class/Z3DMultipartPortion.h
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// Z3DMultipartPortion.h: interface for the Z3DMultipartPortion class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_Z3DMULTIPARTPORTION_H__1B9AE6C4_16F6_11D5_A643_0000E8EB4C69__INCLUDED_)
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#define AFX_Z3DMULTIPARTPORTION_H__1B9AE6C4_16F6_11D5_A643_0000E8EB4C69__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "misc.h"
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#include "Z3DCharacterModel.h"
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#include "Z3DTexture.h"
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#include "Z3DGradeEffectHandler.h"
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#include "Z3DGlowHandler.h"
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#include <vector>
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#include <map>
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#define Z3D_MPID_FACE 10
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#define Z3D_MPID_HAIR 11
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#define Z3D_MPID_EAR 12
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#define Z3D_MPID_SHOULDER 20
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#define Z3D_MPID_CHEST 21
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#define Z3D_MPID_ARM 23
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#define Z3D_MPID_WAIST 24
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#define Z3D_MPID_HAND 30
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#define Z3D_MPID_LEG 40
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#define Z3D_MPID_FOOT 50
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#define Z3D_PORTION_BUFFER_BANK_SIZE 500 // 버텍스 버퍼 크기는 500단위로 설정됨
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enum Z3D_MULTIPART_PORTION_TYPE {
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Z3D_MPT_TEXPIECE = 0,
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Z3D_MPT_TEXTURE
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};
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struct Z3DVBCacheNode
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{
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long lVertexCount;
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IDirect3DVertexBuffer8* pVB;
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Z3DVBCacheNode* pNext;
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};
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struct Z3DIBCacheNode
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{
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long lIndexCount;
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IDirect3DIndexBuffer8* pIB;
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Z3DIBCacheNode* pNext;
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};
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struct Z3DMultipartPortion
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{
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public:
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Z3DMultipartPortion( Z3D_MULTIPART_PORTION_TYPE mpt = Z3D_MPT_TEXPIECE );
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~Z3DMultipartPortion();
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void CheckLoadedStatus( IDirect3DDevice8* pDevice ); // 로딩이 완료되었는지 확인하고 완료되었으면 BuildMesh() 호출
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void BuildMesh( IDirect3DDevice8* pDevice );
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bool SetMesh( const int nPartId, Z3DLODMesh* pMesh );
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bool DeleteMesh( const int nPartId );
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bool SetTexPiece( const int nPartId, H3DTexPieceTag tagTexpiece );
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bool SetTexPiece2( const int nPartId, H3DTexPieceTag tagTexpiece );
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bool DeleteTexPiece( const int nPartId );
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bool BatchOpen();
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bool BatchClose( IDirect3DDevice8* pDevice );
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bool SetTexture( const int nPartId, Z3DTexture* pTexture );
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bool SetTexture2( const int nPartId, Z3DTexture* pTexture );
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bool DeleteTexture( const int nPartId );
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bool DeleteTexture2( const int nPartId );
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bool SetGradeEffectIndex( const int nPartId, const int nIndex );
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bool SetGlowIndex( const int nPartId, const int nIndex );
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static IDirect3DVertexBuffer8* _GetVertexBufferInterface( IDirect3DDevice8* pDevice, long& rlVertexCount );
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static void _ReleaseVertexBufferInterface( IDirect3DVertexBuffer8* pVB );
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static IDirect3DIndexBuffer8* _GetIndexBufferInterface( long lLODIndex, IDirect3DDevice8* pDevice, long rlIndexCount );
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static void _ReleaseIndexBufferInterface( long lLODIndex, IDirect3DIndexBuffer8* pIB );
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static void _Close();
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public:
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bool m_bNeedLoadedCheck; // 로딩완료 체크가 필요한지 나타내는 플래그
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Z3DMultipartPortion* m_rpThis;
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long m_lVertexBufferVertexCount;
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long m_alIndexBufferIndexCount[Z3D_LOD_LEVEL];
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std::vector<Z3DLODMesh*> m_vec_pMesh;
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// std::map<int, H3DMeshTag> m_map_IdMeshTag;
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std::map<int, Z3DLODMesh*> m_map_Id2MeshData;
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IDirect3DVertexBuffer8* m_pVertexBuffer;
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long m_lVertexCount;
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IDirect3DIndexBuffer8* m_apIndexBuffer[Z3D_LOD_LEVEL];
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long m_alIndexCount[Z3D_LOD_LEVEL];
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std::map<int, H3DTexPieceTag> m_map_IdTexPieceTag;
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std::map<int, H3DTexPieceTag> m_map_IdTexPieceTag2;
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Z3DTexture* m_pTexture;
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Z3DTexture* m_pTexture2;
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// std::map<int, H3DTextureTag> m_map_IdTextureTag;
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// std::map<int, H3DTextureTag> m_map_IdTextureTag2;
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std::map<int, Z3DTexture* > m_map_IdTexture;
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std::map<int, Z3DTexture* > m_map_IdTexture2;
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std::vector<Z3DTexture*> m_vec_pTexture;
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std::vector<Z3DTexture*> m_vec_pTexture2;
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std::map< int, int > m_map_Id2GradeEffectIndex;
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std::vector<CZ3DGradeEffectHandler*> m_vec_pGradeEffectHandler;
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std::map< int, int > m_map_Id2GlowIndex;
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std::vector<CZ3DGlowHandler*> m_vec_pGlowHandler;
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Z3D_MULTIPART_PORTION_TYPE m_MPT;
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// vertex buffer 캐시 리스트. SLL 이며 추가는 header, 삭제(오버플로시)는 tail 에서 일어남
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// 검색은 header부터 순차적으로. strategy 는 first match
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static const long ms_lMaxVBCacheCount;
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static long ms_lVBCacheCount;
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static Z3DVBCacheNode* ms_pVBCacheChainHeader;
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// index buffer 캐시 리스트. SLL 이며 추가는 header, 삭제(오버플로시)는 tail 에서 일어남
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// 검색은 header부터 순차적으로. strategy 는 first match
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// LOD 레벨별로 따로 관리함. (배열 인덱스가 해당 LOD level의 데이터)
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static const long ms_alMaxIBCacheCount[Z3D_LOD_LEVEL];
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static long ms_alIBCacheCount[Z3D_LOD_LEVEL];
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static Z3DIBCacheNode* ms_apIBCacheChainHeader[Z3D_LOD_LEVEL];
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};
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#endif // !defined(AFX_Z3DMULTIPARTPORTION_H__1B9AE6C4_16F6_11D5_A643_0000E8EB4C69__INCLUDED_)
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