EterLib/StateManager.cpp and GrpBase.cpp ported verbatim. CGraphicDevice::Create builds a platform IDirect3DDevice8 that keeps the device state and records every Draw* call as a Render3DDraw (vertices decoded by FVF, strips/fans expanded, textures, world/view/proj, blend/depth/light state). The 40250 camera (__UpdateCamera, SetCenterPosition, ...) and the Process order (__UpdateCamera -> OnCameraUpdate -> OnUIUpdate -> Begin/SetInterfaceRenderState/OnUIRender/End) are in place; CScreen Begin/End, CPythonGraphic render states and CCullingManager::Process matrix updates are verbatim. port.login_flow asserts a textured, lit character draw under the RH perspective with every vertex on screen; offline and live pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
65 lines
1.2 KiB
C++
65 lines
1.2 KiB
C++
// Platform skeleton for EterLib/GrpTexture.h (40250 EterLib/GrpTexture.cpp), generated by platform_stub.py.
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// Every MT_PLATFORM_STUB() body is unimplemented: replace it with the platform implementation.
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#include "EterLib/StdAfx.h"
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#include "EterLib/GrpTexture.h"
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#include "../PlatformStub.h"
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#include "UIRenderCommands.h"
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auto CGraphicTexture::IsEmpty() const -> bool
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{
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return m_bEmpty;
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}
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auto CGraphicTexture::GetWidth() const -> int
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{
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return m_width;
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}
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auto CGraphicTexture::GetHeight() const -> int
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{
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return m_height;
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}
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auto CGraphicTexture::SetTextureStage(int) const -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CGraphicTexture::GetD3DTexture() const -> LPDIRECT3DTEXTURE8
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{
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return m_lpd3dTexture;
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}
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// PORT: safe_release(m_lpd3dTexture); the platform textures are memory textures and file-texture handles.
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auto CGraphicTexture::DestroyDeviceObjects() -> void
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{
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if (m_lpd3dTexture)
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UIRenderReleaseMemoryTexture(m_lpd3dTexture);
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m_lpd3dTexture = NULL;
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}
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CGraphicTexture::CGraphicTexture()
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{
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Initialize();
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}
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CGraphicTexture::~CGraphicTexture()
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{
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}
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auto CGraphicTexture::Destroy() -> void
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{
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DestroyDeviceObjects();
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Initialize();
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}
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auto CGraphicTexture::Initialize() -> void
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{
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m_lpd3dTexture = NULL;
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m_width = 0;
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m_height = 0;
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m_bEmpty = true;
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}
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