Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/Shadow.h
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GeneralsMD/Code/GameEngine/Include/GameClient/Shadow.h
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/*
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** Command & Conquer Generals Zero Hour(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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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: Shadow.h /////////////////////////////////////////////////////////////////////////////////
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// Author: Colin Day, November 2001
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// Modified: Mark Wilczynski, February 2002
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// Desc: Shadow descriptions
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __SHADOW_H_
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#define __SHADOW_H_
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//
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// skeleton definition of shadow types
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//
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// shadow bit flags, keep this in sync with TheShadowNames
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enum ShadowType
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{
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SHADOW_NONE = 0x00000000,
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SHADOW_DECAL = 0x00000001, //shadow decal applied via modulate blend
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SHADOW_VOLUME = 0x00000002,
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SHADOW_PROJECTION = 0x00000004,
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SHADOW_DYNAMIC_PROJECTION = 0x00000008, //extra setting for shadows which need dynamic updates
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SHADOW_DIRECTIONAL_PROJECTION = 0x00000010, //extra setting for shadow decals that rotate with sun direction
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SHADOW_ALPHA_DECAL = 0x00000020, //not really for shadows but for other decal uses. Alpha blended.
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SHADOW_ADDITIVE_DECAL = 0x00000040 //not really for shadows but for other decal uses. Additive blended.
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};
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#ifdef DEFINE_SHADOW_NAMES
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static const char* TheShadowNames[] =
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{
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"SHADOW_DECAL",
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"SHADOW_VOLUME",
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"SHADOW_PROJECTION",
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"SHADOW_DYNAMIC_PROJECTION",
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"SHADOW_DIRECTIONAL_PROJECTION",
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"SHADOW_ALPHA_DECAL",
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"SHADOW_ADDITIVE_DECAL",
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NULL
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};
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#endif // end DEFINE_SHADOW_NAMES
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#define MAX_SHADOW_LIGHTS 1 //maximum number of shadow casting light sources in scene - support for more than 1 has been dropped from most code.
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class RenderObjClass; //forward reference
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class RenderCost; //forward reference
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//Interface to all shadow objects.
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class Shadow
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{
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public:
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struct ShadowTypeInfo
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{
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char m_ShadowName[64]; //when set, overrides the default model shadow (used mostly for Decals).
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ShadowType m_type; //type of shadow
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Bool allowUpdates; //whether to update the shadow image when object/light moves.
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Bool allowWorldAlign; //whether to align shadow to world geometry or draw as horizontal decal.
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Real m_sizeX; //world size of decal projection
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Real m_sizeY; //world size of decal projection
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Real m_offsetX; //world shift along x axis
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Real m_offsetY; //world shift along y axis
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};
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Shadow(void) : m_diffuse(0xffffffff), m_color(0xffffffff), m_opacity (0x000000ff), m_localAngle(0.0f) {}
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///<if this is set, then no render will occur, even if enableShadowRender() is enabled. Used by Shroud.
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void enableShadowInvisible(Bool isEnabled);
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void enableShadowRender(Bool isEnabled);
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Bool isRenderEnabled(void) {return m_isEnabled;}
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Bool isInvisibleEnabled(void) {return m_isInvisibleEnabled;}
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virtual void release(void)=0; ///<release this shadow from suitable manager.
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void setOpacity(Int value); ///<adjust opacity of decal/shadow
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void setColor(Color value);///<adjust ARGB color of decal/shadow
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void setAngle(Real angle); ///<adjust orientation around z-axis
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void setPosition(Real x, Real y, Real z);
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void setSize(Real sizeX, Real sizeY)
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{
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m_decalSizeX = sizeX;
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m_decalSizeY = sizeY;
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if (sizeX == 0)
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m_oowDecalSizeX = 0;
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else
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m_oowDecalSizeX = 1.0f/sizeX ;
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if (sizeY == 0)
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m_oowDecalSizeY = 0;
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else
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m_oowDecalSizeY = 1.0f/sizeY ;
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};
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#if defined(_DEBUG) || defined(_INTERNAL)
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virtual void getRenderCost(RenderCost & rc) const = 0;
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#endif
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protected:
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Bool m_isEnabled; /// toggle to turn rendering of this shadow on/off.
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Bool m_isInvisibleEnabled; /// if set, overrides and causes no rendering.
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UnsignedInt m_opacity; ///< value between 0 (transparent) and 255 (opaque)
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UnsignedInt m_color; ///< color in ARGB format. (Alpha is ignored).
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ShadowType m_type; /// type of projection
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Int m_diffuse; /// diffuse color used to tint/fade shadow.
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Real m_x,m_y,m_z; /// world position of shadow center when not bound to robj/drawable.
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Real m_oowDecalSizeX; /// 1/(world space extent of texture in x direction)
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Real m_oowDecalSizeY; /// 1/(world space extent of texture in y direction)
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Real m_decalSizeX; /// 1/(world space extent of texture in x direction)
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Real m_decalSizeY; /// 1/(world space extent of texture in y direction)
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Real m_localAngle; /// yaw or rotation around z-axis of shadow image when not bound to robj/drawable.
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};
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inline void Shadow::enableShadowRender(Bool isEnabled)
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{
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m_isEnabled=isEnabled;
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}
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inline void Shadow::enableShadowInvisible(Bool isEnabled)
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{
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m_isInvisibleEnabled=isEnabled;
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}
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///@todo: Pull these out so casting, etc. is only done for visible decals.
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inline void Shadow::setOpacity(Int value)
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{
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m_opacity=value;
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if (m_type & SHADOW_ALPHA_DECAL)
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{
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m_diffuse = (m_color & 0x00ffffff) + (value << 24);
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// m_diffuse = m_color | (value << 24);ML changed
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}
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else
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{
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if (m_type & SHADOW_ADDITIVE_DECAL)
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{
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Real fvalue=(Real)m_opacity/255.0f;
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m_diffuse=REAL_TO_INT(((Real)(m_color & 0xff) * fvalue))
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|REAL_TO_INT(((Real)((m_color >> 8) & 0xff) * fvalue))
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|REAL_TO_INT(((Real)((m_color >> 16) & 0xff) * fvalue));
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}
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}
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}
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inline void Shadow::setColor(Color value)
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{
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m_color = value & 0x00ffffff; //filter out alpha
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if (m_type & SHADOW_ALPHA_DECAL)
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{
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m_diffuse=m_color | (m_opacity << 24);
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}
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else
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{
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if (m_type & SHADOW_ADDITIVE_DECAL)
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{
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Real fvalue=(Real)m_opacity/255.0f;
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m_diffuse=REAL_TO_INT(((Real)(m_color & 0xff) * fvalue))
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|REAL_TO_INT(((Real)((m_color >> 8) & 0xff) * fvalue))
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|REAL_TO_INT(((Real)((m_color >> 16) & 0xff) * fvalue));
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}
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}
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}
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inline void Shadow::setPosition(Real x, Real y, Real z)
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{
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m_x=x; m_y=y; m_z=z;
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}
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inline void Shadow::setAngle(Real angle)
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{
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m_localAngle=angle;
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}
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class Drawable; //forward ref.
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class ProjectedShadowManager
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{
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public:
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virtual ~ProjectedShadowManager() { };
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virtual Shadow *addDecal(RenderObjClass *, Shadow::ShadowTypeInfo *shadowInfo)=0; ///<add a non-shadow decal
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virtual Shadow *addDecal(Shadow::ShadowTypeInfo *shadowInfo)=0; ///<add a non-shadow decal which does not follow an object.
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};
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extern ProjectedShadowManager *TheProjectedShadowManager;
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#endif // __SHADOW_H_
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