Files
Client/GameTools/Effect/X3DEffectBillboard.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

288 lines
11 KiB
C++

// X3DEffectBillboard.cpp: implementation of the CX3DEffectBillboard class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectBillboard.h"
#include "SceneStateMgr.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffectBillboard::CX3DEffectBillboard()
{
m_dwSrcBlending = D3DBLEND_SRCALPHA;
m_dwDestBlending = D3DBLEND_ONE;
m_bTexAni = FALSE;
m_lpVertices = NULL;
m_lpVerticesBlend = NULL;
}
CX3DEffectBillboard::~CX3DEffectBillboard()
{
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
}
void CX3DEffectBillboard::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
{
m_dwStartFrame = dwStartFrame;
m_dwEndFrame = dwEndFrame;
}
BOOL CX3DEffectBillboard::CreateBuffer(void)
{
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
m_lpD3DDevice->CreateVertexBuffer( 4 * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF, D3DPOOL_DEFAULT, &m_lpVertices );
m_lpD3DDevice->CreateVertexBuffer( 4 * sizeof(LVertex), D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, LVERTEXFVF, D3DPOOL_DEFAULT, &m_lpVerticesBlend );
return TRUE;
}
void CX3DEffectBillboard::Render(void)
{
if(!m_bVisibility)
return;
if(m_lpVertices == NULL) return;
matrix matWorld;
matWorld.MakeIdent();
m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
m_lpD3DDevice->SetTexture(0, GetTexture());
CSceneStateMgr::_SetD3DRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
CSceneStateMgr::_SetD3DRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
CSceneStateMgr::_SetD3DRenderState(D3DRS_ZWRITEENABLE,FALSE);
m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
if(m_bTexAni)
{
CSceneStateMgr::_SetD3DRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
CSceneStateMgr::_SetD3DRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}/**/
}
BOOL CX3DEffectBillboard::Interpolation(float fFrame)
{
///////////////////////////////////////////////////////////////////////////////////
if(!m_lstCenter.Interpolation(fFrame, m_vecCenter)) return FALSE;
if(!m_lstAxis.InterpolationQ(fFrame, m_quatAxis)) return FALSE;
if(!m_lstWidth.Interpolation(fFrame, m_fWidth)) return FALSE;
if(!m_lstHeight.Interpolation(fFrame, m_fHeight)) return FALSE;
if(!m_lstColor.InterpolationC(fFrame, m_lColor)) return FALSE;
if(m_Scale[0] != 1.0f) {
m_fWidth *=m_Scale[0];
m_fHeight *=m_Scale[0];
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
if(m_bTexAni)
{
if(!m_lstTexFrame.Interpolation(fFrame, m_fTexFrame)) return FALSE;
} else
{
if(!m_lstStartU.Interpolation(fFrame, m_fStartU)) return FALSE;
if(!m_lstStartV.Interpolation(fFrame, m_fStartV)) return FALSE;
if(!m_lstTileU.Interpolation(fFrame, m_fTileU)) return FALSE;
if(!m_lstTileV.Interpolation(fFrame, m_fTileV)) return FALSE;
}
if(m_bVisibility) {
///////////////////////////////////////////////////////////////////////////////////
{
///////////////////////////////////////////////////////////////////////////////////
LVertex *pVertices, *pVerticesBlend;
if(FAILED( m_lpVertices->Lock( 0, 4 * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD ) ) ) return FALSE;
if(FAILED( m_lpVerticesBlend->Lock( 0, 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD ) ) ) return FALSE;
if(m_bAxisAligned)
{
m_vecAxisT = vector3(0.0f, (m_fHeight / 2), 0.0f);
m_vecEyeT = vector3(0.0f, 0.0f, -1.0f);
z3d::VectorRotate(m_vecAxisT, m_vecAxisT, m_quatAxis);
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis()) z3d::VectorRotate(m_vecAxisT, m_vecAxisT, (*((CX3DEffect *)m_lpLocalEffect)->GetAxis()));
m_vecEyeT = vector3(m_vecEyeT.x * m_matLocalView->_11 + m_vecEyeT.y * m_matLocalView->_12 + m_vecEyeT.z * m_matLocalView->_13,
m_vecEyeT.x * m_matLocalView->_21 + m_vecEyeT.y * m_matLocalView->_22 + m_vecEyeT.z * m_matLocalView->_23,
m_vecEyeT.x * m_matLocalView->_31 + m_vecEyeT.y * m_matLocalView->_32 + m_vecEyeT.z * m_matLocalView->_33);
m_vecWidthT = m_vecAxisT ^ m_vecEyeT;
m_vecWidthT.Normalize();
m_vecWidthT *= (m_fWidth / 2);
pVertices[0].v = m_vecAxisT + m_vecWidthT + m_vecCenter;
pVertices[1].v = m_vecAxisT - m_vecWidthT + m_vecCenter;
pVertices[2].v = -m_vecAxisT + m_vecWidthT + m_vecCenter;
pVertices[3].v = -m_vecAxisT - m_vecWidthT + m_vecCenter;
} else
{
matrix *matView = ((CX3DEffect *)m_lpLocalEffect)->GetViewMatrix();
float w = m_fWidth / 2;
float h = m_fHeight / 2;
pVertices[0].v = vector3(-w, h, 0.0f);
pVertices[1].v = vector3(w, h, 0.0f);
pVertices[2].v = vector3(-w, -h, 0.0f);
pVertices[3].v = vector3(w, -h, 0.0f);
vector3 vecCenter;
z3d::VectorRotate(pVertices[0].v, pVertices[0].v, m_quatAxis);
z3d::VectorRotate(pVertices[1].v, pVertices[1].v, m_quatAxis);
z3d::VectorRotate(pVertices[2].v, pVertices[2].v, m_quatAxis);
z3d::VectorRotate(pVertices[3].v, pVertices[3].v, m_quatAxis);
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
{
z3d::VectorRotate(pVertices[0].v, pVertices[0].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVertices[1].v, pVertices[1].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVertices[2].v, pVertices[2].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVertices[3].v, pVertices[3].v, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(vecCenter, m_vecCenter, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
} else
{
vecCenter = m_vecCenter;
}
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);
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);
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);
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);
pVertices[0].v += vecCenter;
pVertices[1].v += vecCenter;
pVertices[2].v += vecCenter;
pVertices[3].v += vecCenter;
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
if(((CX3DEffect *)m_lpLocalEffect)->GetCenter())
{
pVerticesBlend[0].v = pVertices[0].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
pVerticesBlend[1].v = pVertices[1].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
pVerticesBlend[2].v = pVertices[2].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
pVerticesBlend[3].v = pVertices[3].v += ((*((CX3DEffect *)m_lpLocalEffect)->GetCenter()));
} else
{
pVerticesBlend[0].v = pVertices[0].v;
pVerticesBlend[1].v = pVertices[1].v;
pVerticesBlend[2].v = pVertices[2].v;
pVerticesBlend[3].v = pVertices[3].v;
}
///////////////////////////////////////////////////////////////////////////////////
float f1, f2;
float fStartU, fStartV, fEndU, fEndV;
float fStartBU, fStartBV, fEndBU, fEndBV;
if(m_bTexAni)
{
f1 = (((long)m_fTexFrame) % 4) * 0.25;
f2 = (((long)m_fTexFrame) / 4) * 0.25;
fStartU = f1;
fStartV = f2;
fEndU = f1 + 0.25f;
fEndV = f2 + 0.25f;
f1 = (((long)ceilf(m_fTexFrame)) % 4) * 0.25;
f2 = (((long)ceilf(m_fTexFrame)) / 4) * 0.25;
fStartBU = f1;
fStartBV = f2;
fEndBU = f1 + 0.25f;
fEndBV = f2 + 0.25f;
} else
{
fStartBU = fStartU = m_fStartU;
fStartBV = fStartV = m_fStartV;
fEndBU = fEndU = m_fTileU;
fEndBV = fEndV = m_fTileV;
}
pVertices[0].tu = fStartU; pVertices[0].tv = fStartV;
pVertices[1].tu = fEndU; pVertices[1].tv = fStartV;
pVertices[2].tu = fStartU; pVertices[2].tv = fEndV;
pVertices[3].tu = fEndU; pVertices[3].tv = fEndV;
pVerticesBlend[0].tu = fStartBU; pVerticesBlend[0].tv = fStartBV;
pVerticesBlend[1].tu = fEndBU; pVerticesBlend[1].tv = fStartBV;
pVerticesBlend[2].tu = fStartBU; pVerticesBlend[2].tv = fEndBV;
pVerticesBlend[3].tu = fEndBU; pVerticesBlend[3].tv = fEndBV;
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
pVertices[0].diff = pVertices[1].diff = pVertices[2].diff = pVertices[3].diff = m_lColor;
pVerticesBlend[0].diff = pVerticesBlend[1].diff = pVerticesBlend[2].diff = pVerticesBlend[3].diff = m_lColor;
if(m_bTexAni)
{
pVertices[3].diff.a *= (floorf(m_fTexFrame + 1.0f) - m_fTexFrame);
pVertices[0].diff.a = pVertices[1].diff.a = pVertices[2].diff.a = pVertices[3].diff.a;
pVerticesBlend[3].diff.a *= (m_fTexFrame - floorf(m_fTexFrame));
pVerticesBlend[0].diff.a = pVerticesBlend[1].diff.a = pVerticesBlend[2].diff.a = pVerticesBlend[3].diff.a;
}
pVertices[0].spec = pVertices[1].spec = pVertices[2].spec = pVertices[3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
pVerticesBlend[0].spec = pVerticesBlend[1].spec = pVerticesBlend[2].spec = pVerticesBlend[3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
///////////////////////////////////////////////////////////////////////////////////
m_lpVerticesBlend->Unlock();
m_lpVertices->Unlock();
}
}
return TRUE;
}
void CX3DEffectBillboard::Load(FILE *fp, const char *strOriginalPath)
{
fread(&m_bTexAni, 4, 1, fp);
fread(&m_dwSrcBlending, 4, 1, fp);
fread(&m_dwDestBlending, 4, 1, fp);
fread(&m_bAxisAligned, 4, 1, fp);
m_lstAxis.Load(fp, m_quatAxis);
m_lstCenter.Load(fp, m_vecCenter);
m_lstColor.Load(fp, m_lColor);
m_lstWidth.Load(fp, m_fWidth);
m_lstHeight.Load(fp, m_fHeight);
m_lstStartU.Load(fp, m_fStartU);
m_lstStartV.Load(fp, m_fStartV);
m_lstTileU.Load(fp, m_fTileU);
m_lstTileV.Load(fp, m_fTileV);
m_lstTexFrame.Load(fp, m_fTexFrame);
if(m_Scale[0] != 1.0f) {
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
m_fWidth *=m_Scale[0];
m_fHeight *=m_Scale[0];
}
}
void CX3DEffectBillboard::Save(FILE *fp, const char *strOriginalPath)
{
fwrite(&m_bTexAni, 4, 1, fp);
fwrite(&m_dwSrcBlending, 4, 1, fp);
fwrite(&m_dwDestBlending, 4, 1, fp);
fwrite(&m_bAxisAligned, 4, 1, fp);
m_lstAxis.Save(fp);
m_lstCenter.Save(fp);
m_lstColor.Save(fp);
m_lstWidth.Save(fp);
m_lstHeight.Save(fp);
m_lstStartU.Save(fp);
m_lstStartV.Save(fp);
m_lstTileU.Save(fp);
m_lstTileV.Save(fp);
m_lstTexFrame.Save(fp);
}