Files
Client/GameTools/Zallad3D SceneClass/Z3DMultipartPortion.h
LGram16 dd97ddec92 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>
2025-11-29 20:17:20 +09:00

309 lines
7.5 KiB
C++

// Z3DMultipartPortion.h: interface for the Z3DMultipartPortion class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_Z3DMULTIPARTPORTION_H__1B9AE6C4_16F6_11D5_A643_0000E8EB4C69__INCLUDED_)
#define AFX_Z3DMULTIPARTPORTION_H__1B9AE6C4_16F6_11D5_A643_0000E8EB4C69__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "misc.h"
#include "Z3DCharacterModel.h"
#include "Z3DTexture.h"
#include "RenderOption.h"
#include <vector>
#include <map>
#define Z3D_MPID_FACE 10
#define Z3D_MPID_HAIR 11
#define Z3D_MPID_EAR 12
#define Z3D_MPID_SHOULDER 20
#define Z3D_MPID_CHEST 21
#define Z3D_MPID_ARM 23
#define Z3D_MPID_WAIST 24
#define Z3D_MPID_HAND 30
#define Z3D_MPID_LEG 40
#define Z3D_MPID_FOOT 50
#define Z3D_PORTION_BUFFER_BANK_SIZE 500 // 버텍스 버퍼 크기는 500단위로 설정됨
enum Z3D_MULTIPART_PORTION_TYPE {
Z3D_MPT_TEXPIECE = 0,
Z3D_MPT_TEXTURE
};
struct Z3DVBCacheNode
{
long lVertexCount;
IDirect3DVertexBuffer8* pVB;
Z3DVBCacheNode* pNext;
};
struct Z3DIBCacheNode
{
long lIndexCount;
IDirect3DIndexBuffer8* pIB;
Z3DIBCacheNode* pNext;
};
struct STVectorStorage
{
vector3 s;
vector3 t;
};
struct Z3DMultipartPortion
{
public:
Z3DMultipartPortion( Z3D_MULTIPART_PORTION_TYPE mpt = Z3D_MPT_TEXPIECE )
{
m_lVertexBufferVertexCount = 0;
m_pVertexBuffer = NULL;
m_lVertexCount = 0;
for( int i = 0; i < Z3D_LOD_LEVEL; ++i )
{
m_alIndexBufferIndexCount[i] = 0;
m_apIndexBuffer[i] = NULL;
m_alIndexCount[i] = NULL;
}
if( Z3D_MPT_TEXPIECE == mpt )
{
m_pTexture = new Z3DTexture;
m_pTexture2 = new Z3DTexture;
}
else
{
m_pTexture = NULL;
m_pTexture2 = NULL;
}
m_MPT = mpt;
m_vec_pMesh.clear();
m_pSTVertexBuffer = NULL;
m_bSTVertexMode = false;
/////////Rain 추가
m_bRainBufferSet = false;
m_lpRainVertexBuffer = NULL;
m_dwRainVertexsNum = 0;
m_pVertexPos = NULL;
m_pVertexNormal = NULL;
m_iVertexPosNums = 0;
m_iVertexNormalNums = 0;
for( i = 0; i < Z3D_LOD_LEVEL; ++i )
{
m_pMeshIndex[i] = NULL;
m_iMeshIndexNums[i] = 0;
}
m_vecDiffuseTexture.clear();
m_vecBumpTexture.clear();
}
~Z3DMultipartPortion()
{
int i;
SAFE_RELEASE( m_pSTVertexBuffer );
for( i = 0; i < m_vecpSTVectors.size(); ++i )
{
SAFE_DELETEA( m_vecpSTVectors[i] );
}
for( i = 0; i < Z3D_LOD_LEVEL; ++i )
{
SAFE_RELEASE( m_apIndexBuffer[i] );
}
SAFE_RELEASE( m_pVertexBuffer );
m_vec_pMesh.clear();
std::map<int, H3DMeshTag>::iterator it_m;
for( it_m = m_map_IdMeshTag.begin(); it_m != m_map_IdMeshTag.end(); it_m++ )
{
it_m->second.Release();
}
std::map<int, H3DTexPieceTag>::iterator it_t;
for( it_t = m_map_IdTexPieceTag.begin(); it_t != m_map_IdTexPieceTag.end(); it_t++ )
{
it_t->second.Release();
}
for( it_t = m_map_IdTexPieceTag2.begin(); it_t != m_map_IdTexPieceTag2.end(); it_t++ )
{
it_t->second.Release();
}
SAFE_DELETE( m_pTexture );
SAFE_DELETE( m_pTexture2 );
std::map<int, H3DTextureTag>::iterator it;
for( it = m_map_IdTextureTag.begin(); it != m_map_IdTextureTag.end(); it++ )
{
it->second.Release();
}
for( it = m_map_IdTextureTag2.begin(); it != m_map_IdTextureTag2.end(); it++ )
{
it->second.Release();
}
for( it = m_map_IdSpecTextureTag.begin(); it != m_map_IdSpecTextureTag.end(); it++ )
{
it->second.Release();
}
// Rain 추가ㅣ
if(m_lpRainVertexBuffer != NULL)
{
m_lpRainVertexBuffer->Release();
m_lpRainVertexBuffer = NULL;
}
if(m_pVertexPos != NULL)
{
delete[] m_pVertexPos;
m_pVertexPos = NULL;
}
if(m_pVertexNormal != NULL)
{
delete[] m_pVertexNormal;
m_pVertexNormal = NULL;
}
for( i = 0; i < Z3D_LOD_LEVEL; ++i )
{
delete[] m_pMeshIndex[i];
m_pMeshIndex[i] = NULL;
}
/* if(CRenderOption::m_CharacterPerPixelLighting)
{
for( i = 0; i < m_vecDiffuseTexture.size(); i++ )
{
if(m_vecDiffuseTexture[i])
{
m_vecDiffuseTexture[i]->Release();
m_vecDiffuseTexture[i] = NULL;
}
}
m_vecDiffuseTexture.clear();
for( i = 0; i < m_vecDiffuseTexture.size(); i++ )
{
if(m_vecBumpTexture[i])
{
m_vecBumpTexture[i]->Release();
m_vecBumpTexture[i] = NULL;
}
}
m_vecBumpTexture.clear();
}*/
}
void BuildSTVertex( IDirect3DDevice8* pDevice );
void BuildMesh( IDirect3DDevice8* pDevice );
bool SetMesh( const int nPartId, H3DMeshTag tagMesh );
bool DeleteMesh( const int nPartId );
bool SetTexPiece( const int nPartId, H3DTexPieceTag tagTexpiece );
bool SetTexPiece2( const int nPartId, H3DTexPieceTag tagTexpiece );
bool DeleteTexPiece( const int nPartId );
bool BatchOpen();
bool BatchClose( IDirect3DDevice8* pDevice );
bool SetTexture( const int nPartId, H3DTextureTag tagTexture );
bool SetTexture2( const int nPartId, H3DTextureTag tagTexture );
bool SetSpecTexture( const int nPartId, H3DTextureTag tagTexture );
bool DeleteTexture( const int nPartId );
bool DeleteTexture2( const int nPartId );
bool DeleteSpecTexture( const int nPartId );
static IDirect3DVertexBuffer8* _GetVertexBufferInterface( IDirect3DDevice8* pDevice, long& rlVertexCount );
static void _ReleaseVertexBufferInterface( IDirect3DVertexBuffer8* pVB );
static IDirect3DIndexBuffer8* _GetIndexBufferInterface( long lLODIndex, IDirect3DDevice8* pDevice, long rlIndexCount );
static void _ReleaseIndexBufferInterface( long lLODIndex, IDirect3DIndexBuffer8* pIB );
static void _Close();
public:
std::vector<STVectorStorage*> m_vecpSTVectors;
IDirect3DVertexBuffer8* m_pSTVertexBuffer;
bool m_bSTVertexMode;
long m_lVertexBufferVertexCount;
long m_alIndexBufferIndexCount[Z3D_LOD_LEVEL];
std::vector<Z3DLODMesh*> m_vec_pMesh;
std::map<int, H3DMeshTag> m_map_IdMeshTag;
IDirect3DVertexBuffer8* m_pVertexBuffer;
long m_lVertexCount;
IDirect3DIndexBuffer8* m_apIndexBuffer[Z3D_LOD_LEVEL];
long m_alIndexCount[Z3D_LOD_LEVEL];
std::map<int, H3DTexPieceTag> m_map_IdTexPieceTag;
std::map<int, H3DTexPieceTag> m_map_IdTexPieceTag2;
Z3DTexture* m_pTexture;
Z3DTexture* m_pTexture2;
std::map<int, H3DTextureTag> m_map_IdTextureTag;
std::map<int, H3DTextureTag> m_map_IdTextureTag2;
std::map<int, H3DTextureTag> m_map_IdSpecTextureTag;
std::vector<Z3DTexture*> m_vec_pTexture;
std::vector<Z3DTexture*> m_vec_pTexture2;
std::vector<Z3DTexture*> m_vec_pSpecTexture;
std::vector<LPDIRECT3DTEXTURE8> m_vecDiffuseTexture;
std::vector<LPDIRECT3DTEXTURE8> m_vecBumpTexture;
Z3D_MULTIPART_PORTION_TYPE m_MPT;
// vertex buffer 캐시 리스트. SLL 이며 추가는 header, 삭제(오버플로시)는 tail 에서 일어남
// 검색은 header부터 순차적으로. strategy 는 first match
static const long ms_lMaxVBCacheCount;
static long ms_lVBCacheCount;
static Z3DVBCacheNode* ms_pVBCacheChainHeader;
// index buffer 캐시 리스트. SLL 이며 추가는 header, 삭제(오버플로시)는 tail 에서 일어남
// 검색은 header부터 순차적으로. strategy 는 first match
// LOD 레벨별로 따로 관리함. (배열 인덱스가 해당 LOD level의 데이터)
static const long ms_alMaxIBCacheCount[Z3D_LOD_LEVEL];
static long ms_alIBCacheCount[Z3D_LOD_LEVEL];
static Z3DIBCacheNode* ms_apIBCacheChainHeader[Z3D_LOD_LEVEL];
// 동기 추가 (Rain 관련)
LPDIRECT3DVERTEXBUFFER8 m_lpRainVertexBuffer;
DWORD m_dwRainVertexsNum;
bool m_bRainBufferSet;
D3DXVECTOR3 *m_pVertexPos;
int m_iVertexPosNums;
D3DXVECTOR3 *m_pVertexNormal;
int m_iVertexNormalNums;
WORD *m_pMeshIndex[Z3D_LOD_LEVEL];
int m_iMeshIndexNums[Z3D_LOD_LEVEL];
};
#endif // !defined(AFX_Z3DMULTIPARTPORTION_H__1B9AE6C4_16F6_11D5_A643_0000E8EB4C69__INCLUDED_)