Files
Client/Engine/Zalla3D Scene Class/Z3DMultipartPortion.h
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

158 lines
4.4 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 "Z3DGradeEffectHandler.h"
#include "Z3DGlowHandler.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 Z3DMultipartPortion
{
public:
Z3DMultipartPortion( Z3D_MULTIPART_PORTION_TYPE mpt = Z3D_MPT_TEXPIECE );
~Z3DMultipartPortion();
void CheckLoadedStatus( IDirect3DDevice8* pDevice ); // 로딩이 완료되었는지 확인하고 완료되었으면 BuildMesh() 호출
void BuildMesh( IDirect3DDevice8* pDevice );
bool SetMesh( const int nPartId, Z3DLODMesh* pMesh );
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, Z3DTexture* pTexture );
bool SetTexture2( const int nPartId, Z3DTexture* pTexture );
bool DeleteTexture( const int nPartId );
bool DeleteTexture2( const int nPartId );
bool SetGradeEffectIndex( const int nPartId, const int nIndex );
bool SetGlowIndex( const int nPartId, const int nIndex );
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:
bool m_bNeedLoadedCheck; // 로딩완료 체크가 필요한지 나타내는 플래그
Z3DMultipartPortion* m_rpThis;
long m_lVertexBufferVertexCount;
long m_alIndexBufferIndexCount[Z3D_LOD_LEVEL];
std::vector<Z3DLODMesh*> m_vec_pMesh;
// std::map<int, H3DMeshTag> m_map_IdMeshTag;
std::map<int, Z3DLODMesh*> m_map_Id2MeshData;
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, Z3DTexture* > m_map_IdTexture;
std::map<int, Z3DTexture* > m_map_IdTexture2;
std::vector<Z3DTexture*> m_vec_pTexture;
std::vector<Z3DTexture*> m_vec_pTexture2;
std::map< int, int > m_map_Id2GradeEffectIndex;
std::vector<CZ3DGradeEffectHandler*> m_vec_pGradeEffectHandler;
std::map< int, int > m_map_Id2GlowIndex;
std::vector<CZ3DGlowHandler*> m_vec_pGlowHandler;
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];
};
#endif // !defined(AFX_Z3DMULTIPARTPORTION_H__1B9AE6C4_16F6_11D5_A643_0000E8EB4C69__INCLUDED_)