Files
Client/GameTools/Effect/X3DEffectMesh.cpp
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

386 lines
9.8 KiB
C++

// X3DEffectMesh.cpp: implementation of the CX3DEffectMesh class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectMesh.h"
#include "EffDebugLog.h"
#include "SceneStateMgr.h"
//#define __EFF_WCREATOR__
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CashNode CX3DEffectMesh::m_lstCash; // Mesh cash list
//int CX3DEffectMesh::m_nCash = 0; // Mesh cash Num
//void CX3DEffectMesh::DeleteAllCash(); // Cash 전부 delete
CX3DEffectMesh::CX3DEffectMesh()
{
m_dwSrcBlending = D3DBLEND_SRCALPHA;
m_dwDestBlending = D3DBLEND_ONE;
m_bTexAni = FALSE;
m_moMesh = NULL;
m_GemRender = NULL;
m_fRenderFrame = 0.0f;
m_GemObjectTexNum = NULL;
m_dwTick = NULL;
m_bFirst = NULL;
m_bUpdateFrame = false;
// 수정:m_GemRender = new CGemRender;
}
CX3DEffectMesh::~CX3DEffectMesh()
{
if(m_moMesh) { delete[] m_moMesh; m_moMesh = NULL; }
SubUseCount(m_GemRender->GetFileName()); // 참조 카운터 1 감소
// 수정:if(m_GemRender) {delete m_GemRender; m_GemRender = NULL;}
if(m_GemObjectTexNum != NULL)
delete[] m_GemObjectTexNum;
if(m_dwTick != NULL)
delete[] m_dwTick;
delete m_bFirst;
}
void CX3DEffectMesh::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
{
m_dwStartFrame = dwStartFrame;
m_dwEndFrame = dwEndFrame;
}
BOOL CX3DEffectMesh::CreateBuffer()
{
return TRUE;
}
void CX3DEffectMesh::Render(void)
{
DWORD cullmode,zmode;
m_lpD3DDevice->GetRenderState(D3DRS_CULLMODE,&cullmode);
m_lpD3DDevice->GetRenderState(D3DRS_ZWRITEENABLE,&zmode);
CSceneStateMgr::_SetD3DRenderState(D3DRS_CULLMODE, D3DCULL_CW);
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE, TRUE);
D3DXVECTOR3 *vecCenter = (D3DXVECTOR3 *)((CX3DEffect *)m_lpLocalEffect)->GetCenter();
m_GemRender->SetScale(m_Scale[0],m_Scale[1],m_Scale[2]);
m_GemRender->SetEffectPos(*vecCenter);
// rotation setting
if(m_QuatSet) {
D3DXQUATERNION tm_q;
tm_q.x = m_quatAxis.x;
tm_q.y = m_quatAxis.y;
tm_q.z = m_quatAxis.z;
tm_q.w = m_quatAxis.w;
m_GemRender->GetAxis(tm_q);
}
m_GemRender->SetClearBuffer(m_bClearBuffer);
if(m_bUpdateFrame) {
// Cash 로 인한 문제점 1 해결
// Texture ani 와 Random Start Texture Ani 그리고 Random Ani 를 위해 m_GemObjectTexNum 배열을 이용한다
// Gem의 캐쉬에 의해 일어나는 오류 수정중의 하나임.
// m_GemObjectTexNum[ 0 ~ ObjectNum - 1] : 텍스쳐 애니 를 사용한 mesh의 현재 택스쳐 번호
// m_GemObjectTexNun[ObjectNum] : Mesh Before Frame
// m_GemObjectTexNum[ObjectNum + 1] : Mesh Current Frame
// m_GemObjectTexNum[ObjectNum + 2] : 렌덤 스타트 애니시에 처음 텍스쳐 프레임 세팅 되었는가를 체크하는 체크 플래그
// m_GemObjectTexNum[ObjectNum + 3] : 텍스쳐 애니시에 바로 전에 텍스쳐가 갱신되었던 프레임 기억.
// Cash 로 인한 문제점 2 해결
// Cash 를 함에 있어서 렌더전에 SetCurrentFrame 을 해주어야 한다
// 그러므로 gem 이 update되었을 때에만 bUpdateFrame 을 true 로 세팅해주어
// Update 해준다.
m_GemRender->SetCurrentFrame(m_fRenderFrame,m_GemObjectTexNum,m_dwTick,m_bFirst,m_bUpdateFrame);
m_bUpdateFrame = false;
}
else
m_GemRender->SetCurrentFrame(m_fRenderFrame,m_GemObjectTexNum,m_dwTick,m_bFirst,m_bUpdateFrame);
if(m_bVisibility)
m_GemRender->Render();
CSceneStateMgr::_SetD3DRenderState(D3DRS_CULLMODE,cullmode);
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,zmode);
}
void CX3DEffectMesh::LoadFile(char *file)
{
strcpy(m_strMeshFile, file);
// Cash Load
if( ( m_GemRender = LoadCash(file) ) == NULL ) {
m_GemRender = new CGemRender;
m_GemRender->SetLight(m_bLight); //Set Vertex Light
#ifdef __EFF_WCREATOR__
if(!m_GemRender->LoadGemFile(file,m_lpD3DDevice,m_bVisibility))
WriteDebug(file);
#else
m_GemRender->LoadGemFile(file,m_lpD3DDevice,m_bVisibility);
#endif
InputCash(m_GemRender); //Cash List 안에 Mesh가 없다면 Cash List에 input.
}
else { //Cash load
if(m_GemRender->m_bDecal) // Decal을 이용한것들은 Vertex Buffer 를 초기화 해준다
m_GemRender->SetInitBuffer();
}
// Frame Init
//m_GemRender->SetCurrentFrame(0.0f);
// Texture Load (이팩트 보기옵션이 커져있다가 켜졌을때 캐쉬의 gem 에 texture Load)
if(m_bVisibility && (m_GemRender->m_Texture == NULL))
m_GemRender->LoadTexture();
m_GemRender->SetLight(m_bLight); //Set Vertex Light
m_GemRender->SetMine(m_Mine);
m_GemRender->SetBlend(m_dwSrcBlending, m_dwDestBlending);
m_GemRender->SetScale(m_Scale[0],m_Scale[1],m_Scale[2]);
m_GemRender->SetCash(false); // Boid 만 킨다
m_dwObjectNum = m_GemRender->GetObjectNum();
m_GemObjectTexNum = new int[m_dwObjectNum + 4];
m_dwTick = new DWORD[2];
m_bFirst = new bool;
*m_bFirst = false;
memset(m_dwTick,0,sizeof(DWORD) * 2);
memset(m_GemObjectTexNum,0,sizeof(int) * (m_dwObjectNum + 4));
m_GemObjectTexNum[m_dwObjectNum + 2] = -1; // Rand Start Ani 를 위한 초기화
m_moMesh = new MeshObject[m_dwObjectNum];
}
BOOL CX3DEffectMesh::Interpolation(float fFrame)
{
for(long i = 0; i < m_dwObjectNum; i++)
{
///////////////////////////////////////////////////////////////////////////////////
if(!m_moMesh[i].m_lstColor.InterpolationC(fFrame, m_lColor)) return FALSE;
///////////////////////////////////////////////////////////////////////////////////
// color setting
m_GemRender->SetColor(i,m_lColor.r, m_lColor.g, m_lColor.b);
//m_GemObjectTexNum[i]++;
}
// current frame setting
m_fRenderFrame = fFrame;
m_bUpdateFrame = true;
//m_GemRender->SetCurrentFrame(fFrame);
return TRUE;
}
void CX3DEffectMesh::Load(FILE *fp, const char *strOriginalPath)
{
fread(&m_dwSrcBlending, 4, 1, fp);
fread(&m_dwDestBlending, 4, 1, fp);
unsigned char len;
fread(&len, 1, 1, fp);
if(len)
{
char strTemp[MAX_PATH];
fread(strTemp, len, 1, fp);
strcpy(m_strMeshFile, strOriginalPath);
strcat(m_strMeshFile, strTemp);
} else
{
strcpy(m_strMeshFile, "");
}
LoadFile(m_strMeshFile);
for(long i = 0; i < m_dwObjectNum; i++)
{
m_moMesh[i].m_lstColor.Load(fp, m_lColor);
fread(&m_moMesh[i].m_fTexFrame, 4, 1, fp);
m_GemRender->SetChangeAniFrame(i,m_moMesh[i].m_fTexFrame);
fread(&m_moMesh[i].m_fStartTexFrame, 4, 1, fp);
m_GemRender->SetStartTexAniFrame(i,m_moMesh[i].m_fStartTexFrame);
}
}
void CX3DEffectMesh::Save(FILE *fp, const char *strOriginalPath)
{
fwrite(&m_dwSrcBlending, 4, 1, fp);
fwrite(&m_dwDestBlending, 4, 1, fp);
if(strlen(m_strMeshFile))
{
char strMesh[MAX_PATH], strTemp[MAX_PATH];
strcpy(strMesh, m_strMeshFile);
if(!strncmp(strMesh, strOriginalPath, strlen(strOriginalPath)))
{
strcpy(strTemp, &strMesh[strlen(strOriginalPath)]);
} else {
MessageBox(NULL, "메쉬 폴더가 잘못됐으", "Effect Editor", MB_OK);
return;
}
unsigned char len = strlen(strTemp) + 1;
fwrite(&len, 1, 1, fp);
fwrite(strTemp, len, 1, fp);
for(long i = 0; i < m_dwObjectNum; i++)
{
m_moMesh[i].m_lstColor.Save(fp);
fwrite(&m_moMesh[i].m_fTexFrame, 4, 1, fp);
fwrite(&m_moMesh[i].m_fStartTexFrame, 4, 1, fp);
}
} else
{
MessageBox(NULL, "메쉬 파일이 잘못됐으", "Effect Editor", MB_OK);
}
}
////////////////////////////////// Mesh Cash Func Start //////////////////////////////////
void CX3DEffectMesh::InputCash(CGemRender *pMesh) { // Cash 안에 mesh data input
if(m_lstCash.m_Cash.size() > EFF_MAXCASH) {
DeleteCash();
}
_CashNode *pNode;
pNode = new _CashNode;
pNode->m_pMesh = pMesh;
pNode->m_nUseCount = 1;
m_lstCash.m_Cash.push_back(pNode);
m_lstCash.m_nCash++;
/*
if(m_lstCash.size() > EFF_MAXCASH) {
DeleteCash();
}
_CashNode *pNode;
pNode = new _CashNode;
pNode->m_pMesh = pMesh;
pNode->m_nUseCount = 1;
m_lstCash.push_back(pNode);
m_nCash++;
*/
}
void CX3DEffectMesh::SubUseCount(char *strFilename) { //Cash Node의 참조 카운터 감소
if(strFilename == NULL)
return;
for(int i=0;i<m_lstCash.m_Cash.size();i++) {
if(strstr(m_lstCash.m_Cash[i]->m_pMesh->GetFileName(),strFilename)) {
m_lstCash.m_Cash[i]->m_nUseCount--;
}
}
/* if(strFilename == NULL)
return;
for(int i=0;i<m_lstCash.size();i++) {
if(strstr(m_lstCash[i]->m_pMesh->GetFileName(),strFilename)) {
m_lstCash[i]->m_nUseCount--;
}
}
*/
}
CGemRender *CX3DEffectMesh::LoadCash(char *strFilename) { // Cash 안의 mesh load
if(strFilename == NULL)
return NULL;
for(int i=0;i<m_lstCash.m_Cash.size();i++) {
if(!strcmp(m_lstCash.m_Cash[i]->m_pMesh->GetFileName(),strFilename)) {
m_lstCash.m_Cash[i]->m_nUseCount++;
return m_lstCash.m_Cash[i]->m_pMesh;
}
}
return NULL;
/*
if(strFilename == NULL)
return NULL;
for(int i=0;i<m_lstCash.size();i++) {
if(strstr(m_lstCash[i]->m_pMesh->GetFileName(),strFilename)) {
m_lstCash[i]->m_nUseCount++;
return m_lstCash[i]->m_pMesh;
}
}
return NULL;
*/
/*
std::map<char*,CGemRender *>::iterator it;
it = m_lstCash.find( const_cast<char*>(strFilename));
if( m_lstCash.end() == it )
{
return NULL;
}
return it->second;
*/
}
void CX3DEffectMesh::DeleteCash() { // Cash 안의 mesh Data delete
for(int i=0;i<m_lstCash.m_Cash.size();i++) {
if(!m_lstCash.m_Cash[i]->m_nUseCount) {
delete m_lstCash.m_Cash[i];
m_lstCash.m_Cash[i] = NULL;
m_lstCash.m_Cash.erase(&(m_lstCash.m_Cash[i]));
m_lstCash.m_nCash--;
break;
}
}
/*
for(int i=0;i<m_lstCash.size();i++) {
if(!m_lstCash[i]->m_nUseCount) {
delete m_lstCash[i];
m_lstCash[i] = NULL;
m_lstCash.erase(&(m_lstCash[i]));
m_nCash--;
break;
}
*/
}
/*
void CX3DEffectMesh::DeleteAllCash() { // Cash list 전부 delete
for(int i=0;i<m_lstCash.m_Cash.size();i++) {
delete m_lstCash.m_Cash[i];
m_lstCash.m_Cash[i] = NULL;
}
m_lstCash.m_Cash.clear();
m_lstCash.m_nCash = 0;
/*
for(int i=0;i<m_lstCash.size();i++) {
delete m_lstCash[i];
m_lstCash[i] = NULL;
}
m_lstCash.clear();
m_nCash = 0;
*/
//}
////////////////////////////////// Mesh Cash Func End //////////////////////////////////