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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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132
Code/ww3d2/dx8rendererdebugger.cpp
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132
Code/ww3d2/dx8rendererdebugger.cpp
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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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#include "dx8rendererdebugger.h"
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#include "hashtemplate.h"
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#include "mesh.h"
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#include "meshmdl.h"
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static HashTemplateClass<unsigned, MeshClass*> MeshHash;
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bool DX8RendererDebugger::Enabled;
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void DX8RendererDebugger::Enable(bool enable)
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{
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Enabled=true;
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}
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void DX8RendererDebugger::Get_String(StringClass& s)
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{
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if (!Enabled) {
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s="";
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return;
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}
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s="\n\n\n\n";
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int cnt=0;
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HashTemplateIterator<unsigned,MeshClass*> ite(MeshHash);
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for (ite.First();!ite.Is_Done();ite.Next()) {
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StringClass tmp(0,true);
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MeshClass* mesh=ite.Peek_Value();
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MeshModelClass* mmc=mesh->Peek_Model();
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int polys=0;
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int verts=0;
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if (mmc) {
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polys=mmc->Get_Polygon_Count();
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verts=mmc->Get_Vertex_Count();
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}
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tmp.Format("id: %5.5d mesh: %s %d polys, %d verts",
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ite.Peek_Key(),
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mesh->Get_Name(),
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polys,
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verts);
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s+=tmp;
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if (mesh->Is_Disabled_By_Debugger()) {
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s+=" (disabled)\n";
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}
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else {
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s+="\n";
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}
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cnt++;
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if (cnt>20) break;
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}
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}
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void DX8RendererDebugger::Update()
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{
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// Release references to all meshes and empty the hash
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HashTemplateIterator<unsigned,MeshClass*> ite(MeshHash);
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for (ite.First();!ite.Is_Done();ite.Next()) {
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ite.Peek_Value()->Release_Ref();
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}
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MeshHash.Remove_All();
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// if (!Enabled) return;
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}
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#ifdef WWDEBUG
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void DX8RendererDebugger::Add_Mesh(MeshClass* mesh)
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{
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if (!Enabled) return;
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// Don't insert the same mesh twice
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if (MeshHash.Get(mesh->Get_Debug_Id())) return;
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mesh->Add_Ref();
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MeshHash.Insert(mesh->Get_Debug_Id(),mesh);
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}
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#endif
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void DX8RendererDebugger::Disable_Mesh(unsigned id)
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{
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if (!Enabled) return;
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MeshClass* mesh=MeshHash.Get(id);
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if (!mesh) return;
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mesh->Set_Debugger_Disable(true);
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}
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void DX8RendererDebugger::Enable_Mesh(unsigned id)
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{
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if (!Enabled) return;
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MeshClass* mesh=MeshHash.Get(id);
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if (!mesh) return;
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mesh->Set_Debugger_Disable(false);
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}
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void DX8RendererDebugger::Disable_All()
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{
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if (!Enabled) return;
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HashTemplateIterator<unsigned,MeshClass*> ite(MeshHash);
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for (ite.First();!ite.Is_Done();ite.Next()) {
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ite.Peek_Value()->Set_Debugger_Disable(true);
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}
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}
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void DX8RendererDebugger::Enable_All()
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{
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if (!Enabled) return;
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HashTemplateIterator<unsigned,MeshClass*> ite(MeshHash);
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for (ite.First();!ite.Is_Done();ite.Next()) {
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ite.Peek_Value()->Set_Debugger_Disable(false);
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}
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}
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