Initial commit: client source
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#pragma once
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//#define CACHE_DEFORMED_VERTEX
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#include "../eterlib/GrpImage.h"
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#include "../eterlib/GrpCollisionObject.h"
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#include "Model.h"
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#include "Motion.h"
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class CGrannyModelInstance : public CGraphicCollisionObject
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{
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public:
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enum
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{
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ANIFPS_MIN = 30,
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ANIFPS_MAX = 120,
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};
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public:
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static void DestroySystem();
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static CGrannyModelInstance* New();
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static void Delete(CGrannyModelInstance* pkInst);
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static CDynamicPool<CGrannyModelInstance> ms_kPool;
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public:
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struct FCreateDeviceObjects
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{
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void operator() (CGrannyModelInstance * pModelInstance)
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{pModelInstance->CreateDeviceObjects();}
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};
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struct FDestroyDeviceObjects
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{
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void operator() (CGrannyModelInstance * pModelInstance)
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{pModelInstance->DestroyDeviceObjects();}
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};
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public:
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CGrannyModelInstance();
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virtual ~CGrannyModelInstance();
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bool IsEmpty();
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void Clear();
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bool CreateDeviceObjects();
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void DestroyDeviceObjects();
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// Update & Render
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void Update(DWORD dwAniFPS);
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void UpdateLocalTime(float fElapsedTime);
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void UpdateTransform(D3DXMATRIX * pMatrix, float fSecondsElapsed);
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void UpdateSkeleton(const D3DXMATRIX * c_pWorldMatrix, float fLocalTime);
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void DeformNoSkin(const D3DXMATRIX * c_pWorldMatrix);
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void Deform(const D3DXMATRIX * c_pWorldMatrix);
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// FIXME : 현재는 하드웨어의 한계로 2장의 텍스춰로 제한이 되어있는 상태이기에 이런
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// 불안정한 아키텍춰가 가능하지만, 궁극적인 방향은 (모델 텍스춰 전부) + (효과용 텍스춰)
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// 이런식의 자동 셋팅이 이뤄져야 되지 않나 생각합니다. - [levites]
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// NOTE : 내부에 if문을 포함 시키기 보다는 조금은 번거롭지만 이렇게 함수 콜 자체를 분리
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// 시키는 것이 퍼포먼스 적인 측면에서는 더 나은 것 같습니다. - [levites]
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// NOTE : 건물은 무조건 OneTexture. 캐릭터는 경우에 따라 TwoTexture.
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void RenderWithOneTexture();
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void RenderWithTwoTexture();
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void BlendRenderWithOneTexture();
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void BlendRenderWithTwoTexture();
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void RenderWithoutTexture();
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// Model
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CGrannyModel* GetModel();
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void SetMaterialImagePointer(const char* c_szImageName, CGraphicImage* pImage);
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void SetMaterialData(const char* c_szImageName, const SMaterialData& c_rkMaterialData);
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void SetSpecularInfo(const char* c_szMtrlName, BOOL bEnable, float fPower);
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void SetMainModelPointer(CGrannyModel* pkModel, CGraphicVertexBuffer* pkSharedDefromableVertexBuffer);
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void SetLinkedModelPointer(CGrannyModel* pkModel, CGraphicVertexBuffer* pkSharedDefromableVertexBuffer, CGrannyModelInstance** ppkSkeletonInst);
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// Motion
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void SetMotionPointer(const CGrannyMotion* pMotion, float blendTime=0.0f, int loopCount=0, float speedRatio=1.0f);
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void ChangeMotionPointer(const CGrannyMotion* pMotion, int loopCount=0, float speedRatio=1.0f);
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void SetMotionAtEnd();
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bool IsMotionPlaying();
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void CopyMotion(CGrannyModelInstance * pModelInstance, bool bIsFreeSourceControl=false);
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// Time
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void SetLocalTime(float fLocalTime);
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int ResetLocalTime();
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float GetLocalTime();
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float GetNextTime();
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// WORK
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DWORD GetDeformableVertexCount();
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DWORD GetVertexCount();
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// END_OF_WORK
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// Bone & Attaching
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const float * GetBoneMatrixPointer(int iBone) const;
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const float * GetCompositeBoneMatrixPointer(int iBone) const;
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bool GetMeshMatrixPointer(int iMesh, const D3DXMATRIX ** c_ppMatrix) const;
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bool GetBoneIndexByName(const char * c_szBoneName, int * pBoneIndex) const;
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void SetParentModelInstance(const CGrannyModelInstance* c_pParentModelInstance, const char * c_szBoneName);
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void SetParentModelInstance(const CGrannyModelInstance* c_pParentModelInstance, int iBone);
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// Collision Detection
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bool Intersect(const D3DXMATRIX * c_pMatrix, float * pu, float * pv, float * pt);
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void MakeBoundBox(TBoundBox* pBoundBox, const float* mat, const float* OBBMin, const float* OBBMax, D3DXVECTOR3* vtMin, D3DXVECTOR3* vtMax);
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void GetBoundBox(D3DXVECTOR3 * vtMin, D3DXVECTOR3* vtMax);
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// Reload Texture
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void ReloadTexture();
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protected:
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void __Initialize();
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void __DestroyModelInstance();
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void __DestroyMeshMatrices();
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void __DestroyDynamicVertexBuffer();
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void __CreateModelInstance();
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void __CreateMeshMatrices();
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void __CreateDynamicVertexBuffer();
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// WORK
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void __DestroyWorldPose();
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void __CreateWorldPose(CGrannyModelInstance* pkSrcModelInst);
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bool __CreateMeshBindingVector(CGrannyModelInstance* pkDstModelInst);
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void __DestroyMeshBindingVector();
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int* __GetMeshBoneIndices(unsigned int iMeshBinding) const;
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bool __IsDeformableVertexBuffer();
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void __SetSharedDeformableVertexBuffer(CGraphicVertexBuffer* pkSharedDeformableVertexBuffer);
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IDirect3DVertexBuffer8* __GetDeformableD3DVertexBufferPtr();
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CGraphicVertexBuffer& __GetDeformableVertexBufferRef();
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granny_world_pose* __GetWorldPosePtr() const;
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// END_OF_WORK
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// Update & Render
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void UpdateWorldPose();
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void UpdateWorldMatrices(const D3DXMATRIX * c_pWorldMatrix);
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void DeformPNTVertices(void * pvDest);
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void RenderMeshNodeListWithOneTexture(CGrannyMesh::EType eMeshType, CGrannyMaterial::EType eMtrlType);
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void RenderMeshNodeListWithTwoTexture(CGrannyMesh::EType eMeshType, CGrannyMaterial::EType eMtrlType);
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void RenderMeshNodeListWithoutTexture(CGrannyMesh::EType eMeshType, CGrannyMaterial::EType eMtrlType);
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protected:
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// Static Data
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CGrannyModel * m_pModel;
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// Granny Data
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granny_model_instance * m_pgrnModelInstance;
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//granny_world_pose * m_pgrnWorldPose; // 현재 월드 포즈 포인터
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granny_control * m_pgrnCtrl;
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granny_animation * m_pgrnAni;
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// Meshes' Transform Data
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D3DXMATRIX * m_meshMatrices;
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// Attaching Data
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const CGrannyModelInstance * mc_pParentInstance;
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int m_iParentBoneIndex;
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// Game Data
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float m_fLocalTime;
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float m_fSecondsElapsed;
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DWORD m_dwOldUpdateFrame;
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CGrannyMaterialPalette m_kMtrlPal;
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// WORK
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granny_world_pose* m_pgrnWorldPoseReal; // 실제 메모리는 여기에 할당
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std::vector<granny_mesh_binding*> m_vct_pgrnMeshBinding;
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// Dynamic Vertex Buffer
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CGraphicVertexBuffer* m_pkSharedDeformableVertexBuffer;
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CGraphicVertexBuffer m_kLocalDeformableVertexBuffer;
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bool m_isDeformableVertexBuffer;
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// END_OF_WORK
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// TEST
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CGrannyModelInstance** m_ppkSkeletonInst;
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// END_OF_TEST
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#ifdef _TEST
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D3DXMATRIX TEST_matWorld;
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#endif
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public:
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bool HaveBlendThing() { return m_pModel->HaveBlendThing(); }
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};
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