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>
301 lines
10 KiB
C++
301 lines
10 KiB
C++
//----------------------------------------------------------------------------
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// File: SmartVB.h
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//
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// Desc: see main.cpp
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//
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// Copyright (c) 1999-2001 Microsoft Corp. All rights reserved.
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//-----------------------------------------------------------------------------
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#ifndef _SMARTVB_H
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#define _SMARTVB_H
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#include "DXUtil.h"
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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// Smart vertex buffer template class. This performs the usual NOOVERWRITE/DISCARDCONTENTS
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// filling loop. Simply call Begin(), then multiple instances of MakeRoom() to be given
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// pointers to where to store vertex and index data, then End() when done. The class
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// automatically flushes rendering as the buffer fills.
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//
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// By default rendering is performed by calling DrawIndexedPrimitive with a TRIANGELIST
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// consisting of the submitted data, but the client can supply a callback if more complex
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// rendering is required (perhaps for multipass?).
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typedef void (__stdcall *SmartVBRenderCallback)( LPDIRECT3DVERTEXBUFFER8 pVB,
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DWORD dwStartVertex,
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DWORD dwNumVertices,
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LPDIRECT3DINDEXBUFFER8 pIB,
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DWORD dwStartIndex,
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DWORD dwIndexCount,
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void* pParam );
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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template< class VertType, DWORD VertFVF, DWORD NumIndex > class SmartVB
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{
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public:
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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SmartVB() : m_pVB(NULL), m_pd3dDevice(NULL), m_pIB(NULL)
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{
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SetRenderCallback();
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};
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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~SmartVB()
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{
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Uninit();
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};
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT Init( IDirect3D8* pD3D, IDirect3DDevice8* pDevice, DWORD dwNumVerts )
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{
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HRESULT hr;
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Uninit();
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m_dwNumVerts = dwNumVerts;
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m_pd3dDevice = pDevice;
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if( m_pd3dDevice )
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m_pd3dDevice->AddRef();
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else
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return E_INVALIDARG;
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m_pNextIndex = NULL;
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m_dwNextIndex = 0;
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if( FAILED( hr = m_pd3dDevice->CreateIndexBuffer( NumIndex * sizeof(WORD),
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D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
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D3DPOOL_DEFAULT, &m_pIB ) ) )
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return hr;
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m_pNextVert = NULL;
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m_dwNextVert = 0;
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DWORD dwFVFSize = D3DXGetFVFVertexSize( VertFVF );
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if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( dwFVFSize * dwNumVerts,
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D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY, VertFVF,
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D3DPOOL_DEFAULT, &m_pVB ) ) )
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return hr;
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return S_OK;
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};
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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void Uninit()
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{
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SAFE_RELEASE( m_pVB );
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SAFE_RELEASE( m_pIB );
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SAFE_RELEASE( m_pd3dDevice );
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};
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//-----------------------------------------------------------------------------
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// Name:
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// Desc: Set rendering callback. Passing NULL for the callback gets you a default
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// call to DrawIndexedPrimitive. pParam is passed through to the callback.
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//-----------------------------------------------------------------------------
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void SetRenderCallback( SmartVBRenderCallback pCallback = NULL, void* pParam = NULL )
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{
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if ( pCallback != NULL )
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{
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m_pCallback = pCallback;
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m_pCallbackParam = pParam;
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}
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else
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{
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m_pCallback = DefaultRenderCallback;
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m_pCallbackParam = this;
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}
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};
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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HRESULT Begin()
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{
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// Check we haven't already begun
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if ( m_pNextVert != NULL && m_pNextIndex != NULL )
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return E_FAIL;
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// Lock buffer, use D3DLOCK_DISCARD flag
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m_pVB->Lock( 0, 0, (BYTE**)&m_pNextVert, D3DLOCK_DISCARD );
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m_pNextVert += m_dwNextVert;
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m_dwFirstVert = m_dwNextVert;
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m_dwVertexCount = 0;
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m_pIB->Lock( 0, 0, (BYTE**)&m_pNextIndex, D3DLOCK_DISCARD );
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m_pNextIndex += m_dwNextIndex;
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m_dwFirstIndex = m_dwNextIndex;
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m_dwIndexCount = 0;
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return S_OK;
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};
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//-----------------------------------------------------------------------------
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// Name:
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// Desc: Request space to submit data, may cause a 'flush' for rendering
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//-----------------------------------------------------------------------------
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HRESULT MakeRoom( DWORD dwNumVert, DWORD dwNumIndex, VertType** pVertPtr,
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WORD** pIndexPtr, WORD* wIndexOffset )
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{
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Flush();
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// Have we room left in the buffer?
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if ( (dwNumVert + m_dwNextVert >= m_dwNumVerts) ||
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(dwNumIndex + m_dwNextIndex >= NumIndex) )
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{
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// Nope, so flush current batch
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Flush();
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// Check we could fit this in at all
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if ( (dwNumVert > m_dwNumVerts) || (dwNumIndex > NumIndex) )
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return E_INVALIDARG;
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}
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// Got room, so just return position in buffer
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*pVertPtr = m_pNextVert;
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*pIndexPtr = m_pNextIndex;
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*wIndexOffset = WORD(m_dwVertexCount);
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// Update position
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m_pNextVert += dwNumVert;
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m_dwNextVert += dwNumVert;
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m_dwVertexCount += dwNumVert;
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m_pNextIndex += dwNumIndex;
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m_dwNextIndex += dwNumIndex;
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m_dwIndexCount += dwNumIndex;
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// Done
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return S_OK;
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};
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//-----------------------------------------------------------------------------
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// Name:
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// Desc: End data filling, and submit for rendering via callback
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//-----------------------------------------------------------------------------
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void End()
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{
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// Unlock VB
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m_pVB->Unlock();
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m_pIB->Unlock();
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// Submit for rendering
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if ( m_dwVertexCount > 0 && m_dwIndexCount > 0 )
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m_pCallback( m_pVB, m_dwFirstVert, m_dwVertexCount,
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m_pIB, m_dwFirstIndex, m_dwIndexCount,
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m_pCallbackParam );
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m_pNextVert = NULL;
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m_pNextIndex = NULL;
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};
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//-----------------------------------------------------------------------------
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// Name:
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// Desc: Flush data if we overflowed
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//-----------------------------------------------------------------------------
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void Flush()
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{
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// Unlock VB
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m_pVB->Unlock();
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m_pIB->Unlock();
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// Submit for rendering
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if ( m_dwVertexCount > 0 && m_dwIndexCount > 0 )
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m_pCallback( m_pVB, m_dwFirstVert, m_dwVertexCount,
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m_pIB, m_dwFirstIndex, m_dwIndexCount,
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m_pCallbackParam );
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// Lock VB again
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m_pVB->Lock( 0, 0, (BYTE**)&m_pNextVert, D3DLOCK_DISCARD );
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m_dwFirstVert = 0;
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m_dwVertexCount = 0;
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m_dwNextVert = 0;
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m_pIB->Lock( 0, 0, (BYTE**)&m_pNextIndex, D3DLOCK_DISCARD );
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m_dwFirstIndex = 0;
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m_dwIndexCount = 0;
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m_dwNextIndex = 0;
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};
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protected:
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IDirect3DDevice8* m_pd3dDevice;
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DWORD m_dwNumVerts;
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SmartVBRenderCallback m_pCallback;
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void* m_pCallbackParam;
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// Current position of 'write cursor' in buffer
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LPDIRECT3DINDEXBUFFER8 m_pIB;
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WORD* m_pNextIndex;
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DWORD m_dwNextIndex;
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DWORD m_dwFirstIndex;
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LPDIRECT3DVERTEXBUFFER8 m_pVB;
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VertType* m_pNextVert;
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DWORD m_dwNextVert;
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DWORD m_dwFirstVert;
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// Counts of vertices and indicies in the current batch
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DWORD m_dwVertexCount;
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DWORD m_dwIndexCount;
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static void __stdcall DefaultRenderCallback( LPDIRECT3DVERTEXBUFFER8 pVB,
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DWORD dwStartVertex,
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DWORD dwNumVertices,
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LPDIRECT3DINDEXBUFFER8 pIB,
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DWORD dwStartIndex,
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DWORD dwIndexCount,
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void* pParam )
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{
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((SmartVB*)pParam)->m_pd3dDevice->SetVertexShader( VertFVF );
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((SmartVB*)pParam)->m_pd3dDevice->SetStreamSource( 0, pVB, sizeof(VertType) );
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((SmartVB*)pParam)->m_pd3dDevice->SetIndices( pIB, 0 );
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((SmartVB*)pParam)->m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, dwStartVertex,
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dwNumVertices, dwStartIndex, dwIndexCount/3 );
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};
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private:
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SmartVB( const SmartVB& );
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void operator=( const SmartVB& );
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};
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#endif
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