/* ** 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/phystexproject.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 1/11/02 7:06p $* * * * $Revision:: 14 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * PhysTexProjectClass::PhysTexProjectClass -- Constructor * * PhysTexProjectClass::~PhysTexProjectClass -- Destructor * * PhysTexProjectClass::Compute_Perspective_Projection -- compute projection of a Phys objec * * PhysTexProjectClass::Compute_Ortho_Projection -- Compute projection of a Phys object * * PhysTexProjectClass::Compute_Texture -- Render the given Phys object to texture * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "phystexproject.h" #include "pscene.h" #include "phys.h" #include "rinfo.h" #include "vertmaterial.h" #include "lightenvironment.h" /*********************************************************************************************** * PhysTexProjectClass::PhysTexProjectClass -- Constructor * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 3/30/2000 gth : Created. * *=============================================================================================*/ PhysTexProjectClass::PhysTexProjectClass(void) { } /*********************************************************************************************** * PhysTexProjectClass::~PhysTexProjectClass -- Destructor * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 3/30/2000 gth : Created. * *=============================================================================================*/ PhysTexProjectClass::~PhysTexProjectClass(void) { } /*********************************************************************************************** * PhysTexProjectClass::Compute_Perspective_Projection -- compute projection of a Phys object * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 3/30/2000 gth : Created. * *=============================================================================================*/ bool PhysTexProjectClass::Compute_Perspective_Projection ( PhysClass * obj, const Vector3 & lightpos, float nearz, float farz ) { RenderObjClass * model = obj->Peek_Model(); if (model == NULL) { WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n")); return false; } AABoxClass box; model->Get_Obj_Space_Bounding_Box(box); const Matrix3D & tm = model->Get_Transform(); return TexProjectClass::Compute_Perspective_Projection(box,tm,lightpos,nearz,farz); } /*********************************************************************************************** * PhysTexProjectClass::Compute_Ortho_Projection -- Compute projection of a Phys object * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 3/30/2000 gth : Created. * *=============================================================================================*/ bool PhysTexProjectClass::Compute_Ortho_Projection ( PhysClass * obj, const Vector3 & lightdir, float nearz, float farz ) { RenderObjClass * model = obj->Peek_Model(); if (model == NULL) { WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n")); return false; } AABoxClass box; model->Get_Obj_Space_Bounding_Box(box); const Matrix3D & tm = model->Get_Transform(); return TexProjectClass::Compute_Ortho_Projection(box,tm,lightdir,nearz,farz); } /*********************************************************************************************** * PhysTexProjectClass::Compute_Texture -- Render the given Phys object to texture * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 3/30/2000 gth : Created. * *=============================================================================================*/ bool PhysTexProjectClass::Compute_Texture(PhysClass * obj,bool additive_projection) { /* ** Grab the shadow render context and the render object */ RenderObjClass * model = obj->Peek_Model(); if (model == NULL) { return false; } int tex_size = Get_Texture_Size(); SpecialRenderInfoClass * context = PhysicsSceneClass::Get_Instance()->Get_Shadow_Render_Context(tex_size,tex_size); if (context == NULL) { return false; } /* ** Set up the render context */ bool pushed_mtls = false; LightEnvironmentClass lenv; if (!additive_projection) { lenv.Reset(Vector3(0,0,0),Vector3(0,0,0)); // light env that makes everything black MaterialPassClass * shadow_mtl = PhysicsSceneClass::Get_Instance()->Get_Shadow_Material_Pass(); if (shadow_mtl) { pushed_mtls = true; context->Push_Material_Pass(shadow_mtl); context->Push_Override_Flags((RenderInfoClass::RINFO_OVERRIDE_FLAGS)(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY | RenderInfoClass::RINFO_OVERRIDE_SHADOW_RENDERING)); REF_PTR_RELEASE(shadow_mtl); } } else { lenv.Reset(Vector3(0,0,0),Vector3(1,1,1)); // light env of pure ambient } context->light_environment = &lenv; /* ** Pass on to our parent class function */ bool success = TexProjectClass::Compute_Texture(model,context); /* ** Cleanup */ if (pushed_mtls) { context->Pop_Override_Flags(); context->Pop_Material_Pass(); } return success; }