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Initial commit of Command & Conquer Renegade source code.
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199
Code/ww3d2/dx8indexbuffer.h
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199
Code/ww3d2/dx8indexbuffer.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : ww3d *
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* *
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* $Archive:: /Commando/Code/ww3d2/dx8indexbuffer.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 7/10/01 12:27p $*
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* *
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* $Revision:: 12 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef DX8INDEXBUFFER_H
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#define DX8INDEXBUFFER_H
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#include "always.h"
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#include "wwdebug.h"
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#include "refcount.h"
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#include "sphere.h"
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class DX8Wrapper;
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class SortingRendererClass;
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struct IDirect3DIndexBuffer8;
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class DX8IndexBufferClass;
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class SortingIndexBufferClass;
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// ----------------------------------------------------------------------------
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class IndexBufferClass : public RefCountClass
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{
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protected:
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virtual ~IndexBufferClass();
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public:
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IndexBufferClass(unsigned type, unsigned short index_count);
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void Copy(unsigned int* indices,unsigned start_index,unsigned index_count);
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void Copy(unsigned short* indices,unsigned start_index,unsigned index_count);
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inline unsigned short Get_Index_Count() const { return index_count; }
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inline unsigned Type() const { return type; }
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void Add_Engine_Ref() const;
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void Release_Engine_Ref() const;
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inline unsigned Engine_Refs() const { return engine_refs; }
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class WriteLockClass
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{
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IndexBufferClass* index_buffer;
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unsigned short* indices;
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public:
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WriteLockClass(IndexBufferClass* index_buffer);
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~WriteLockClass();
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unsigned short* Get_Index_Array() { return indices; }
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};
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class AppendLockClass
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{
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IndexBufferClass* index_buffer;
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unsigned short* indices;
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public:
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AppendLockClass(IndexBufferClass* index_buffer,unsigned start_index, unsigned index_range);
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~AppendLockClass();
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unsigned short* Get_Index_Array() { return indices; }
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};
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static unsigned Get_Total_Buffer_Count();
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static unsigned Get_Total_Allocated_Indices();
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static unsigned Get_Total_Allocated_Memory();
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protected:
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mutable int engine_refs;
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unsigned short index_count; // number of indices
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unsigned type;
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};
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// HY 2/14/01
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// Created
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class DynamicIBAccessClass
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{
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friend DX8Wrapper;
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friend SortingRendererClass;
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unsigned Type;
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unsigned short IndexCount;
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unsigned short IndexBufferOffset;
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IndexBufferClass* IndexBuffer;
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void Allocate_Sorting_Dynamic_Buffer();
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void Allocate_DX8_Dynamic_Buffer();
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public:
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DynamicIBAccessClass(unsigned short type, unsigned short index_count);
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~DynamicIBAccessClass();
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unsigned Get_Type() const { return Type; }
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unsigned short Get_Index_Count() const { return IndexCount; }
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// Call at the end of the execution, or at whatever time you wish to release
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// the recycled dynamic index buffer.
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static void _Deinit();
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static void _Reset(bool frame_changed);
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// To lock the index buffer, create instance of this write class locally.
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// The buffer is automatically unlocked when you exit the scope.
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class WriteLockClass
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{
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DynamicIBAccessClass* DynamicIBAccess;
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unsigned short* Indices;
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public:
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WriteLockClass(DynamicIBAccessClass* ib_access);
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~WriteLockClass();
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unsigned short* Get_Index_Array() { return Indices; }
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};
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friend WriteLockClass;
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};
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/**
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** DX8IndexBufferClass
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** This class wraps a DX8 index buffer.
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*/
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class DX8IndexBufferClass : public IndexBufferClass
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{
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friend IndexBufferClass::WriteLockClass;
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friend IndexBufferClass::AppendLockClass;
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public:
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enum UsageType {
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USAGE_DEFAULT=0,
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USAGE_DYNAMIC=1,
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USAGE_SOFTWAREPROCESSING=2,
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USAGE_NPATCHES=4
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};
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DX8IndexBufferClass(unsigned short index_count,UsageType usage=USAGE_DEFAULT);
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~DX8IndexBufferClass();
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void Copy(unsigned int* indices,unsigned start_index,unsigned index_count);
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void Copy(unsigned short* indices,unsigned start_index,unsigned index_count);
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inline IDirect3DIndexBuffer8* Get_DX8_Index_Buffer() { return index_buffer; }
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private:
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IDirect3DIndexBuffer8* index_buffer; // actual dx8 index buffer
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};
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class SortingIndexBufferClass : public IndexBufferClass
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{
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friend DX8Wrapper;
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friend SortingRendererClass;
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friend IndexBufferClass::WriteLockClass;
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friend IndexBufferClass::AppendLockClass;
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friend DynamicIBAccessClass::WriteLockClass;
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public:
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SortingIndexBufferClass(unsigned short index_count);
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~SortingIndexBufferClass();
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protected:
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unsigned short* index_buffer;
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};
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#endif //DX8INDEXBUFFER_H
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