This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/wwui/menubackdrop.cpp

273 lines
7.2 KiB
C++
Raw Permalink Normal View History

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/wwui/menubackdrop.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/21/01 11:30a $*
* *
* $Revision:: 8 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "menubackdrop.h"
#include "scene.h"
#include "camera.h"
#include "ww3d.h"
#include "assetmgr.h"
#include "render2d.h"
#include "light.h"
#include "hanim.h"
////////////////////////////////////////////////////////////////
//
// MenuBackDropClass
//
////////////////////////////////////////////////////////////////
MenuBackDropClass::MenuBackDropClass (void) :
Scene (NULL),
Camera (NULL),
Model (NULL),
Anim (NULL),
ClearScreen (true)
{
//
// Create a scene to use for the background
//
Scene = new SimpleSceneClass;
Scene->Set_Ambient_Light (Vector3(1, 1, 1));
//
// Create a single scene light
//
LightClass *light = new LightClass;
if (light != NULL) {
//
// Configure the light
//
light->Set_Position (Vector3 (0, 0, 15000.0F));
light->Set_Intensity (1.0F);
light->Set_Force_Visible(true);
light->Set_Flag (LightClass::NEAR_ATTENUATION, false);
light->Set_Far_Attenuation_Range (1000000, 1000000);
light->Set_Ambient(Vector3 (0,0,0));
light->Set_Diffuse (Vector3 (1.0F, 1.0F, 1.0F));
light->Set_Specular (Vector3 (1.0F, 1.0F, 1.0F));
//
// Add this light to the scene
//
Scene->Add_Render_Object (light);
REF_PTR_RELEASE(light);
}
//
// Create a camera to use in background-scene
//
Camera = new CameraClass();
Camera->Set_Position (Vector3 (0, 0, 800));
//
// Configure the view plane
//
const RectClass &screen_size = Render2DClass::Get_Screen_Resolution ();
float hfov = DEG_TO_RAD(45.0F);
float vfov = (screen_size.Height () / screen_size.Width ()) * hfov;
Camera->Set_View_Plane (hfov, vfov);
//
// Set the clip planes
//
Camera->Set_Clip_Planes (5.0F, 12000.0F);
return ;
}
////////////////////////////////////////////////////////////////
//
// ~MenuBackDropClass
//
////////////////////////////////////////////////////////////////
MenuBackDropClass::~MenuBackDropClass (void)
{
Remove_Model();
REF_PTR_RELEASE (Camera);
REF_PTR_RELEASE (Scene);
return ;
}
////////////////////////////////////////////////////////////////
//
// Render
//
////////////////////////////////////////////////////////////////
void
MenuBackDropClass::Render (void)
{
//
// Simple render the scene
//
WW3D::Render (Scene, Camera, ClearScreen, ClearScreen);
return ;
}
////////////////////////////////////////////////////////////////
//
// Set_Model
//
////////////////////////////////////////////////////////////////
void
MenuBackDropClass::Set_Model (const char *name)
{
// Get rid of the old model.
Remove_Model();
//
// Load the new model
//
Model = WW3DAssetManager::Get_Instance ()->Create_Render_Obj (name);
if (Model != NULL) {
//
// Check to see if this model has a camera bone
//
int camera_bone_index = Model->Get_Bone_Index ("CAMERA");
if (camera_bone_index > 0) {
//
// Convert the bone's transform into a camera transform
//
const Matrix3D &tm = Model->Get_Bone_Transform (camera_bone_index);
Matrix3D cam_tm (Vector3 (0, -1, 0), Vector3 (0, 0, 1), Vector3 (-1, 0, 0), Vector3 (0, 0, 0));
Matrix3D new_tm = tm * cam_tm;
//
// Set the camera's new transform
//
Camera->Set_Transform (new_tm);
}
//
// Add the model to the scene
//
Scene->Add_Render_Object (Model);
}
//
// Update the animation
//
Play_Animation ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Remove_Model
//
////////////////////////////////////////////////////////////////
void
MenuBackDropClass::Remove_Model (void)
{
if (Model != NULL) {
Model->Remove();
}
REF_PTR_RELEASE (Model);
REF_PTR_RELEASE (Anim);
}
////////////////////////////////////////////////////////////////
//
// Set_Animation
//
////////////////////////////////////////////////////////////////
void
MenuBackDropClass::Set_Animation (const char *anim_name)
{
REF_PTR_RELEASE (Anim);
AnimationName = anim_name;
Play_Animation ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Set_Animation_Percentage
//
////////////////////////////////////////////////////////////////
void
MenuBackDropClass::Set_Animation_Percentage (float percent)
{
if ( Model != NULL && Anim != NULL ) {
float frame = (float)(Anim->Get_Num_Frames()-1) * WWMath::Clamp( percent, 0, 1 );
Model->Set_Animation (Anim, frame, RenderObjClass::ANIM_MODE_MANUAL);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Play_Animation
//
////////////////////////////////////////////////////////////////
void
MenuBackDropClass::Play_Animation (void)
{
if (Model == NULL) {
return ;
}
if (AnimationName.Get_Length () > 0) {
//
// Play the animation on the background (if necessary)
//
REF_PTR_RELEASE (Anim);
Anim = WW3DAssetManager::Get_Instance ()->Get_HAnim (AnimationName);
if (Anim != NULL) {
Model->Set_Animation (Anim, 0, RenderObjClass::ANIM_MODE_LOOP);
}
} else {
//
// Stop the animation
//
REF_PTR_RELEASE (Anim);
Model->Set_Animation (NULL);
}
return ;
}