WINTERMUTE: WME3D: Janitorial

This commit is contained in:
Paweł Kołodziejski 2022-06-25 23:56:12 +02:00
parent 928c40da71
commit 5a48d528f6
No known key found for this signature in database
GPG Key ID: 0BDADC9E74440FF7
17 changed files with 21 additions and 23 deletions

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@ -27,6 +27,7 @@
#include "common/math.h"
#include "common/util.h"
#include "engines/wintermute/ad/ad_actor_3dx.h"
#include "engines/wintermute/ad/ad_attach_3dx.h"
#include "engines/wintermute/ad/ad_entity.h"
@ -104,7 +105,6 @@ AdActor3DX::~AdActor3DX() {
for (uint32 i = 0; i < _attachments.size(); i++) {
delete _attachments[i];
}
_attachments.clear();
// delete transition times
@ -969,7 +969,6 @@ bool AdActor3DX::loadBuffer(byte *buffer, bool complete) {
case TOKEN_SHADOW_COLOR: {
int r, g, b, a;
parser.scanStr((char *)params, "%d,%d,%d,%d", &r, &g, &b, &a);
// TODO: not sure if this is correct
_shadowColor = BYTETORGBA(r, g, b, a);
break;
@ -1254,7 +1253,6 @@ bool AdActor3DX::playAnim3DX(int channel, const char *name, bool setState) {
}
bool res = _modelX->playAnim(channel, name, _defaultTransTime, true, _defaultStopTransTime);
if (res && setState) {
_state = STATE_PLAYING_ANIM;
_stateAnimChannel = channel;
@ -2495,6 +2493,7 @@ bool AdActor3DX::parseEffect(byte *buffer) {
}
if (effectFile && material) {
// TODO: Implement
}
delete[] effectFile;

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@ -59,7 +59,6 @@ bool AdAttach3DX::init(const char *modelFile, const char *name, const char *pare
setName(name);
_modelX = new ModelX(_gameRef, _owner);
if (!_modelX) {
return false;
}

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@ -29,6 +29,7 @@
#define WINTERMUTE_AD_OBJECT_3D_H
#include "engines/wintermute/ad/ad_object.h"
#include "math/matrix4.h"
#include "math/vector3d.h"

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@ -31,6 +31,7 @@
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/persistent.h"
#include "math/vector3d.h"
namespace Wintermute {

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@ -31,6 +31,7 @@
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/base/base.h"
#include "math/vector3d.h"
namespace Wintermute {

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@ -211,7 +211,6 @@ void AdScene::cleanup() {
#ifdef ENABLE_WME3D
delete _sceneGeometry;
#endif
delete _viewport;
_viewport = nullptr;
@ -813,17 +812,15 @@ bool AdScene::loadBuffer(char *buffer, bool complete) {
cmd = PARSERR_GENERIC;
}
break;
#ifdef ENABLE_WME3D
case TOKEN_GEOMETRY:
delete _sceneGeometry;
if (!_gameRef->_useD3D) {
break;
}
_sceneGeometry = new AdSceneGeometry(_gameRef);
if(_sceneGeometry == nullptr || !_sceneGeometry->loadFile(params)) {
if (_sceneGeometry == nullptr || !_sceneGeometry->loadFile(params)) {
delete _sceneGeometry;
cmd = PARSERR_GENERIC;
}
@ -862,6 +859,7 @@ bool AdScene::loadBuffer(char *buffer, bool complete) {
parser.scanStr(params, "%b", &_2DPathfinding);
break;
#endif
case TOKEN_CAMERA:
Common::strlcpy(camera, params, MAX_PATH_LENGTH);
break;
@ -1017,8 +1015,7 @@ bool AdScene::loadBuffer(char *buffer, bool complete) {
_sceneGeometry->dropWaypoints();
}
Camera3D* activeCamera = _sceneGeometry->getActiveCamera();
Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
if (activeCamera != nullptr) {
_gameRef->_renderer->setup3D(activeCamera);
}
@ -1285,7 +1282,6 @@ bool AdScene::updateFreeObjects() {
#ifdef ENABLE_WME3D
if (adGame->_objects[i]->_is3D && _sceneGeometry) {
Camera3D* activeCamera = _sceneGeometry->getActiveCamera();
if (activeCamera != nullptr) {
_gameRef->_renderer->setup3D(activeCamera, !is3DSet);
is3DSet = true;
@ -1304,7 +1300,6 @@ bool AdScene::updateFreeObjects() {
#ifdef ENABLE_WME3D
if (_objects[i]->_is3D && _sceneGeometry) {
Camera3D* activeCamera = _sceneGeometry->getActiveCamera();
if (activeCamera != nullptr) {
_gameRef->_renderer->setup3D(activeCamera, !is3DSet);
is3DSet = true;
@ -2653,7 +2648,6 @@ bool AdScene::scSetProperty(const char *name, ScValue *value) {
return STATUS_OK;
}
#ifdef ENABLE_WME3D
//////////////////////////////////////////////////////////////////////////
// WaypointsHeight

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@ -27,6 +27,7 @@
#include "common/math.h"
#include "common/util.h"
#include "engines/wintermute/ad/ad_block.h"
#include "engines/wintermute/ad/ad_game.h"
#include "engines/wintermute/ad/ad_generic.h"
@ -50,6 +51,7 @@
#include "engines/wintermute/math/math_util.h"
#include "engines/wintermute/system/sys_class_registry.h"
#include "engines/wintermute/wintermute.h"
#include "math/glmath.h"
namespace Wintermute {

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@ -26,6 +26,7 @@
*/
#include "common/util.h"
#include "engines/wintermute/ad/ad_waypoint_group3d.h"
#include "engines/wintermute/base/gfx/3ds/mesh3ds.h"

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@ -31,6 +31,7 @@
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/coll_templ.h"
#include "math/vector3d.h"
namespace Wintermute {

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@ -31,7 +31,9 @@
#include "engines/wintermute/base/gfx/3ds/loader3ds.h"
#include "engines/wintermute/math/math_util.h"
#include "engines/wintermute/wintypes.h"
#include "graphics/opengl/system_headers.h"
#include "math/glmath.h"
namespace Wintermute {

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@ -23,6 +23,7 @@
#define WINTERMUTE_MESH_3DS_H
#include "common/memstream.h"
#include "math/vector4d.h"
namespace Wintermute {

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@ -263,7 +263,7 @@ bool BaseRenderer::setup2D(bool Force) {
#ifdef ENABLE_WME3D
//////////////////////////////////////////////////////////////////////////
bool BaseRenderer::setup3D(Camera3D* camera, bool force) {
bool BaseRenderer::setup3D(Camera3D *camera, bool force) {
return STATUS_FAILED;
}
#endif

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@ -27,6 +27,7 @@
#include "engines/wintermute/dctypes.h"
#include "engines/wintermute/math/rect32.h"
#include "engines/wintermute/math/vector2.h"
#include "graphics/transform_struct.h"
#include "math/matrix4.h"

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@ -111,7 +111,7 @@ bool Animation::loadFromX(XFileLexer &lexer, AnimationSet *parentAnimSet) {
lexer.advanceToNextToken();
lexer.advanceOnOpenBraces();
// I think we can ignore these for the moment)
// I think we can ignore these for the moment
lexer.readInt(); // whether animation is open or closed
lexer.readInt(); // position quality
lexer.advanceToNextToken(); // skip closed braces

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@ -32,6 +32,7 @@
#include "engines/wintermute/base/gfx/x/meshx.h"
#include "engines/wintermute/base/gfx/x/modelx.h"
#include "engines/wintermute/coll_templ.h"
#include "math/matrix4.h"
#include "math/quat.h"
#include "math/vector3d.h"

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@ -188,14 +188,12 @@ void ModelX::cleanup(bool complete) {
for (uint32 i = 0; i < _animationSets.size(); i++) {
delete _animationSets[i];
}
_animationSets.clear();
if (complete) {
for (uint i = 0; i < _mergedModels.size(); ++i) {
delete[] _mergedModels[i];
}
_mergedModels.clear();
}
@ -203,13 +201,11 @@ void ModelX::cleanup(bool complete) {
delete _matSprites[i];
_matSprites[i] = nullptr;
}
_matSprites.clear();
for (uint i = 0; i < _materialReferences.size(); ++i) {
delete _materialReferences[i]._material;
}
_materialReferences.clear();
// remove root frame

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@ -234,9 +234,7 @@ enum TShadowType {
#ifdef ENABLE_WME3D
struct FogParameters {
FogParameters() : _start(0.0f), _end(0.0f), _color(0x00000000), _enabled(false) {
}
FogParameters() : _start(0.0f), _end(0.0f), _color(0x00000000), _enabled(false) {}
float _start;
float _end;