📄 mlr_i_det_tmesh.hpp
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//===========================================================================//
// Copyright (C) Microsoft Corporation. All rights reserved. //
//===========================================================================//
#pragma once
#define MLR_MLR_I_DeT_TMESH_HPP
#include <MLR\MLR.hpp>
#include <MLR\MLR_I_TMesh.hpp>
#include <MLR\MLR_I_DeT_PMesh.hpp>
extern DWORD gEnableDetailTexture;
namespace MidLevelRenderer {
//##########################################################################
//#### MLRIndexedPolyMesh with no color no lighting w/ detail texture #####
//##########################################################################
class MLR_I_DeT_TMesh:
public MLR_I_TMesh
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Initialization
//
public:
static void
InitializeClass();
static void
TerminateClass();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors/Destructors
//
protected:
MLR_I_DeT_TMesh(
ClassData *class_data,
Stuff::MemoryStream *stream,
int version
);
~MLR_I_DeT_TMesh();
public:
MLR_I_DeT_TMesh(ClassData *class_data=MLR_I_DeT_TMesh::DefaultData);
static MLR_I_DeT_TMesh*
Make(
Stuff::MemoryStream *stream,
int version
);
void
Save(Stuff::MemoryStream *stream);
public:
void
Copy(
MLR_I_TMesh*,
MLRState detailState,
Stuff::Scalar xOff,
Stuff::Scalar yOff,
Stuff::Scalar xFac,
Stuff::Scalar yFac
);
bool
Copy(MLR_I_DeT_PMesh *pmesh)
{ Check_Object(pmesh); STOP(("Not implemented yet !")); return false; }
void
SetDetailData(
Stuff::Scalar xOff,
Stuff::Scalar yOff,
Stuff::Scalar xFac,
Stuff::Scalar yFac,
Stuff::Scalar detailStart,
Stuff::Scalar detailEnd
);
void
GetDetailData(
Stuff::Scalar& xOff,
Stuff::Scalar& yOff,
Stuff::Scalar& xFac,
Stuff::Scalar& yFac,
Stuff::Scalar& dStart,
Stuff::Scalar& dEnd
)
{
Check_Object(this);
xOff = xOffset;
yOff = yOffset;
xFac = xScale;
yFac = yScale;
dStart = fadeDetailStart;
dEnd = fadeDetailEnd;
}
virtual int TransformAndClip(Stuff::Matrix4D *, MLRClippingState, GOSVertexPool*,bool=false);
virtual void
TransformNoClip(Stuff::Matrix4D*, GOSVertexPool*,bool=false);
virtual void
SetReferenceState(const MLRState& _state, int pass=0)
{
Check_Object(this);
Verify(pass>=0 && pass<2);
if(pass==0)
{
referenceState = _state;
}
else
{
passes = 2;
referenceState2 = _state;
}
}
virtual const MLRState&
GetReferenceState(int pass=0) const
{
Check_Object(this);
if(pass==0)
return referenceState;
else
return referenceState2;
}
virtual const MLRState&
GetCurrentState(int pass=0) const
{
Check_Object(this);
if(pass==0)
return state;
else
return state2;
}
virtual void
CombineStates (const MLRState& master)
{
Check_Object(this);
state.Combine(master, referenceState);
if(gEnableDetailTexture==0)
{
state.SetMultiTextureMode(MLRState::MultiTextureOffMode);
}
state2.Combine(master, referenceState2);
};
virtual GOSVertex*
GetGOSVertices(int pass=0)
{
Check_Object(this);
if(pass==0)
return gos_vertices;
else
return gos_vertices+numGOSVertices;
}
virtual int
GetNumPasses();
GOSVertex2UV*
GetGOSVertices2UV(int=0)
{ Check_Object(this); return gos_vertices2uv; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data Support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void
TestInstance() const;
virtual int
GetSize()
{
Check_Object(this);
int ret = MLR_I_TMesh::GetSize();
return ret;
}
protected:
bool detTextureVisible;
MLRState state2, referenceState2;
Stuff::Scalar fadeDetailStart, fadeDetailEnd, fadeMultiplicator;
Stuff::Scalar xOffset, yOffset, xScale, yScale;
GOSVertex2UV *gos_vertices2uv;
};
MLR_I_DeT_TMesh*
CreateIndexedTriCube_NoColor_NoLit_DetTex(Stuff::Scalar, MLRState*, MLRState*);
MLRShape*
CreateIndexedTriIcosahedron_NoColor_NoLit_DetTex(
IcoInfo&,
MLRState*,
MLRState*
);
}
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