/* ** 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 . */ /*********************************************************************************************** *** 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 : WWPhys * * * * $Archive:: /Commando/Code/wwphys/dyntexproject.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 6/02/00 6:30p $* * * * $Revision:: 7 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef DYNTEXPROJECT_H #define DYNTEXPROJECT_H #include "always.h" #include "phystexproject.h" /** ** DynTexProjectClass ** Dynamic projected textures. This class is simply a projected texture that ** can keep track of the object it is supposed to be projecting and refresh ** its texture only when needed. In addition, it stores the 'ID' of the ** light source which generated it so that we can re-use the same DynTexProjectClass's ** when the same object is being projected by the same light source (see the ** Update_Texture call in MovePhysClass...) ** NOTE: the pointer back to the projected object is not ref-counted because ** that would create a circular reference. */ class DynTexProjectClass : public PhysTexProjectClass { public: DynTexProjectClass(PhysClass * shadow_generator); virtual ~DynTexProjectClass(void); /* ** TexProjectClass interface */ virtual void Pre_Render_Update(const Matrix3D & camera); /* ** DynTexProjectClass interface ** - stores the object and light source parameters which generate this projector ** - regenerates the texture in the Pre_Render_Update call ** In order to properly set up a dynamic projector, be sure you set all of ** the following: the projection object, the light source ID (pointer cast to an int), ** the light vector, the perspective flag (indicates whether the vector is a direction ** or a light position) */ void Set_Projection_Object(PhysClass * obj); PhysClass * Peek_Projection_Object(void) const; virtual void * Get_Projection_Object_ID(void) const { return ProjectionObject; } void Set_Light_Source_ID(uint32 id); uint32 Get_Light_Source_ID(void); void Set_Light_Vector(const Vector3 & vector); void Get_Light_Vector(Vector3 * set_vector); void Enable_Perspective(bool onoff); bool Is_Perspective_Enabled(void); void Set_Texture_Dirty(bool onoff = true); bool Is_Texture_Dirty(void); void Update_Projection(const AABoxClass & objbox,const Matrix3D & objtm,float znear = -1.0f,float zfar = -1.0f); protected: PhysClass * ProjectionObject; // Object to be projected, not ref-counted! uint32 LightSourceID; // ID of the light source (just its pointer,used for matching) Vector3 LightVector; // copy of the light vector (postion or direction) }; #endif