Files
m2dev-client-src/src/EffectLib/Type.h
2025-08-26 03:18:09 +02:00

300 lines
7.0 KiB
C++

#pragma once
#include <d3dx9math.h>
#define Clamp(x, min, max) x = (x<min ? min : x<max ? x : max);
#define GRAVITY D3DXVECTOR3(0.0f, 0.0f, -9.8f)
#define MAX_FRAME 20
#define MAX_TEXTURE 20
typedef struct _FVF_POINT
{
float x, y, z;
} FVF_POINT;
#ifndef D3DFVF_POINT
#define D3DFVF_POINT (D3DFVF_XYZ)
#endif
typedef struct _FVF_PT
{
float x, y, z;
float tu, tv;
} FVF_PT;
#ifndef D3DFVF_PT
#define D3DFVF_PT (D3DFVF_XYZ|D3DFVF_TEX1)
#endif
typedef struct _FVF_PDT
{
float x, y, z;
DWORD color;
float tu, tv;
} FVF_PDT;
#ifndef D3DFVF_PDT
#define D3DFVF_PDT (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#endif
inline FVF_PDT _FVF_PDT(float x, float y, float z, DWORD dif, float u, float v)
{
FVF_PDT result;
result.x = x; result.y = y; result.z = z; result.color = dif; result.tu = u; result.tv = v;
return result;
}
enum EEffectType
{
EFFECT_TYPE_PARTICLE = 1,
EFFECT_TYPE_ANIMATION_TEXTURE = 2,
EFFECT_TYPE_MESH = 3,
EFFECT_TYPE_SIMPLE_LIGHT = 4,
};
enum EMeshBillBoardType
{
MESH_BILLBOARD_TYPE_NONE,
MESH_BILLBOARD_TYPE_ALL,
MESH_BILLBOARD_TYPE_Y,
MESH_BILLBOARD_TYPE_MOVE
};
enum EBillBoardType
{
BILLBOARD_TYPE_NONE,
BILLBOARD_TYPE_ALL,
BILLBOARD_TYPE_Y,
BILLBOARD_TYPE_LIE, // 바닥에 누은 형상
BILLBOARD_TYPE_2FACE, // / and \
BILLBOARD_TYPE_3FACE, // / and \ and -
//BILLBOARD_TYPE_RAY, // 잔상
};
enum EMovingType
{
MOVING_TYPE_DIRECT,
MOVING_TYPE_BEZIER_CURVE,
};
///////////////////////////////////////////////////////////////////////////////////////////////////////
template <typename T>
struct CTimeEvent
{
typedef T value_type;
float m_fTime;
T m_Value;
};
template <typename T>
bool operator<(const CTimeEvent<T>& lhs, const CTimeEvent<T>& rhs)
{
return lhs.m_fTime < rhs.m_fTime;
}
template <typename T>
bool operator<(const CTimeEvent<T>& lhs, const float& rhs)
{
return lhs.m_fTime < rhs;
}
template <typename T>
bool operator<(const float& lhs, const CTimeEvent<T>& rhs)
{
return lhs < rhs.m_fTime;
}
typedef struct SEffectPosition : public CTimeEvent<D3DXVECTOR3>
{
// For Bezier Curve
int m_iMovingType;
D3DXVECTOR3 m_vecControlPoint;
} TEffectPosition;
#define AG_MASK 0xff00ff00
#define RB_MASK 0x00ff00ff
struct DWORDCOLOR
{
DWORD m_dwColor;
DWORDCOLOR()
{
}
DWORDCOLOR(const DWORDCOLOR& r)
: m_dwColor(r.m_dwColor)
{
}
DWORDCOLOR(DWORD dwColor)
: m_dwColor(dwColor)
{
}
DWORDCOLOR& operator = (const DWORDCOLOR& r)
{
m_dwColor = r.m_dwColor;
return *this;
}
DWORDCOLOR& operator *= (float f)
{
DWORD idx = DWORD(f * 256);
m_dwColor =
(((DWORD)(((m_dwColor & AG_MASK) >> 8) * idx)) & AG_MASK)
+ ((DWORD)(((m_dwColor & RB_MASK) * idx) >> 8) & RB_MASK);
return *this;
}
DWORDCOLOR& operator += (const DWORDCOLOR& r)
{
m_dwColor += r.m_dwColor;
return *this;
}
operator DWORD()
{
return m_dwColor;
}
};
#undef AG_MASK
#undef RB_MASK
inline DWORDCOLOR operator * (DWORDCOLOR dc, float f)
{
DWORDCOLOR tmp(dc);
tmp *= f;
return tmp;
}
inline DWORDCOLOR operator * (float f, DWORDCOLOR dc)
{
DWORDCOLOR tmp(dc);
tmp *= f;
return tmp;
}
typedef CTimeEvent<char> TTimeEventTypeCharacter;
typedef CTimeEvent<short> TTimeEventTypeShort;
typedef CTimeEvent<float> TTimeEventTypeFloat;
typedef CTimeEvent<WORD> TTimeEventTypeWord;
typedef CTimeEvent<DWORD> TTimeEventTypeDoubleWord;
typedef CTimeEvent<D3DXCOLOR> TTimeEventTypeColor;
typedef CTimeEvent<D3DXVECTOR2> TTimeEventTypeVector2;
typedef CTimeEvent<D3DXVECTOR3> TTimeEventTypeVector3;
typedef std::vector<float> TTimeEventTable;
typedef std::vector<TEffectPosition> TTimeEventTablePosition;
typedef std::vector<TTimeEventTypeCharacter> TTimeEventTableCharacter;
typedef std::vector<TTimeEventTypeShort> TTimeEventTableShort;
typedef std::vector<TTimeEventTypeFloat> TTimeEventTableFloat;
typedef std::vector<TTimeEventTypeWord> TTimeEventTableWord;
typedef std::vector<TTimeEventTypeDoubleWord> TTimeEventTableDoubleWord;
typedef std::vector<TTimeEventTypeColor> TTimeEventTableColor;
typedef std::vector<TTimeEventTypeVector2> TTimeEventTableVector2;
typedef std::vector<TTimeEventTypeVector3> TTimeEventTableVector3;
template <typename T>
T BlendSingleValue(float time,
const CTimeEvent<T>& low,
const CTimeEvent<T>& high)
{
const float timeDiff = high.m_fTime - low.m_fTime;
const float perc = (time - low.m_fTime) / timeDiff;
const T valueDiff = high.m_Value - low.m_Value;
return static_cast<T>(low.m_Value + perc * valueDiff);
}
inline D3DXVECTOR3 BlendSingleValue(float time, const TEffectPosition& low, const TEffectPosition& high)
{
const float timeDiff = high.m_fTime - low.m_fTime;
const float perc = (time - low.m_fTime) / timeDiff;
if (low.m_iMovingType == MOVING_TYPE_DIRECT)
return low.m_Value + ((high.m_Value - low.m_Value) * perc);
if (low.m_iMovingType == MOVING_TYPE_BEZIER_CURVE)
{
const float invPerc = 1.0f - perc;
return low.m_Value * invPerc * invPerc +
(low.m_Value + low.m_vecControlPoint) * invPerc * perc * 2.0f +
high.m_Value * perc * perc;
}
// Unknown moving type - impossible(?)
return D3DXVECTOR3();
}
inline DWORDCOLOR BlendSingleValue(float time, const TTimeEventTypeColor& low, const TTimeEventTypeColor& high)
{
const float timeDiff = high.m_fTime - low.m_fTime;
const float perc = (time - low.m_fTime) / timeDiff;
return low.m_Value * (1.0f - perc) + high.m_Value * perc;
}
template <typename T>
auto GetTimeEventBlendValue(float time,
const std::vector<T>& vec) -> typename T::value_type
{
if (vec.empty())
return typename T::value_type();
// Single element is easy...
if (vec.begin() + 1 == vec.end())
return vec.front().m_Value;
// All elements are greater than |time| - pick the smallest
if (time < vec.front().m_fTime)
return vec.front().m_Value;
// All elements are smaller than |time| - pick the greatest
if (time > vec.back().m_fTime)
return vec.back().m_Value;
// The two checks above make sure that result doesn't contain vec.end()
// (We could simply check for vec.end() ourself, but above code lets us
// skip std::equal_range() altogether, making it faster.)
auto result = std::equal_range(vec.begin(), vec.end(), time);
// We have one or more equal elements - pick the first
if (result.first != result.second)
return result.first->m_Value;
// We need first to point to an element smaller than |time|
// (Note that decrementing first is safe here, we already accounted for
// vec.begin() being greater-or-equal to |time|.)
--result.first;
return BlendSingleValue(time, *result.first, *result.second);
}
extern BOOL GetTokenTimeEventFloat(CTextFileLoader & rTextFileLoader, const char * c_szKey, TTimeEventTableFloat * pTimeEventTableFloat);
//extern void InsertItemTimeEventFloat(TTimeEventTableFloat * pTable, float fTime, float fValue);
template <typename T>
void InsertItemTimeEvent(std::vector<CTimeEvent<T> >* pTable, float fTime, T fValue)
{
typedef std::vector<CTimeEvent<T> >::iterator iterator;
iterator itor = std::lower_bound(pTable->begin(), pTable->end(), fTime);
CTimeEvent<T> TimeEvent;
TimeEvent.m_fTime = fTime;
TimeEvent.m_Value = fValue;
pTable->insert(itor, TimeEvent);
}