/* ** 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/stealtheffect.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Byon_g $* * * * $Modtime:: 12/20/01 6:32p $* * * * $Revision:: 12 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stealtheffect.h" #include "matpass.h" #include "vertmaterial.h" #include "physresourcemgr.h" #include "phys.h" #include "rinfo.h" #include "camera.h" #include "chunkio.h" /************************************************************************************************* ** ** StealthEffectClass Implementation ** *************************************************************************************************/ static float STEALTH_FRACTION_RATE = 0.5f; // rate at which the fraction approaches its target static float STEALTH_DEFAULT_FADE_DISTANCE= 25.0f; // distance at which the intensity starts to fade due to camera proximity static float STEALTH_ZNEAR_AMOUNT = 0.40f; // amount the intensity can change as it approaches the camera static float STEALTH_FRIENDLY_FRACTION = 0.75f; // fraction at which friendly stealthed objects appear static float STEALTH_BROKEN_FRACTION = 0.25f; // fraction at which broken stealthed objects appear static float STEALTH_DAMAGED_FRACTION = 0.6f; // fraction that is jumped to when an object gets damaged static Vector2 MAX_STEALTH_UV_RATE(2.75f,-3.0f); static Vector2 MIN_STEALTH_UV_RATE(0.5f,-0.5f); StealthEffectClass::StealthEffectClass(void) : IsStealthEnabled(false), IsFriendly(false), IsBroken(false), FadeDistance(STEALTH_DEFAULT_FADE_DISTANCE), CurrentFraction(0.0f), TargetFraction(1.0f), UVRate(0.5f,0.5f), RenderBaseMaterial(true), RenderStealthMaterial(true), IntensityScale(0.0f), UVOffset(0.0f,0.0f), Mapper(NULL), MaterialPass(NULL) { MaterialPass = NEW_REF(MaterialPassClass,()); VertexMaterialClass * vmtl = NEW_REF(VertexMaterialClass,()); //PhysResourceMgrClass::Get_Stealth_Material(); vmtl->Set_Ambient(0,0,0); vmtl->Set_Diffuse(0,0,0); vmtl->Set_Specular(0,0,0); vmtl->Set_Emissive(1.0f,1.0f,1.0f); vmtl->Set_Opacity(1.0f); vmtl->Set_Shininess(0.0f); vmtl->Set_Lighting(true); Mapper = NEW_REF(MatrixMapperClass,(0)); Mapper->Set_Type(MatrixMapperClass::ORTHO_PROJECTION); Mapper->Set_Texture_Transform(Matrix4(1),64.0f); vmtl->Set_Mapper(Mapper,0); MaterialPass->Set_Material(vmtl); REF_PTR_RELEASE(vmtl); ShaderClass shader = ShaderClass::_PresetAdditiveShader; shader.Set_Primary_Gradient(ShaderClass::GRADIENT_ADD); MaterialPass->Set_Shader(ShaderClass::_PresetAdditiveShader); MaterialPass->Set_Texture(PhysResourceMgrClass::Peek_Stealth_Texture()); MaterialPass->Enable_On_Translucent_Meshes( false ); } StealthEffectClass::~StealthEffectClass(void) { REF_PTR_RELEASE(MaterialPass); REF_PTR_RELEASE(Mapper); } void StealthEffectClass::Enable_Stealth(bool onoff) { IsStealthEnabled = onoff; Update_Target_Fraction(); } void StealthEffectClass::Set_Friendly(bool onoff) { IsFriendly = onoff; Update_Target_Fraction(); } void StealthEffectClass::Set_Broken(bool onoff) { IsBroken = onoff; Update_Target_Fraction(); } void StealthEffectClass::Damage_Occured(void) { if (IsStealthEnabled && (CurrentFraction > STEALTH_DAMAGED_FRACTION)) { CurrentFraction = STEALTH_DAMAGED_FRACTION; } } void StealthEffectClass::Update_Target_Fraction(void) { if (IsStealthEnabled) { if (IsBroken) { TargetFraction = STEALTH_BROKEN_FRACTION; } else if (IsFriendly) { TargetFraction = STEALTH_FRIENDLY_FRACTION; } else { TargetFraction = 1.0f; } } else { TargetFraction = 0.0f; } } void StealthEffectClass::Timestep(float dt) { /* ** Update the stealth fraction */ float step = STEALTH_FRACTION_RATE * dt; if (step > WWMath::Fabs(TargetFraction - CurrentFraction)) { CurrentFraction = TargetFraction; } else { if (TargetFraction < CurrentFraction) { CurrentFraction -= step; } else { CurrentFraction += step; } } /* ** The Intensity is computed as a function of the stealth fraction */ IntensityScale = 1.0f - 2.0f * WWMath::Fabs(CurrentFraction - 0.5f); /* ** Update the uv cycling animation. I'm deriving the UV animation rate ** from the intensity */ Vector2 uv_rate = MIN_STEALTH_UV_RATE + IntensityScale * IntensityScale * (MAX_STEALTH_UV_RATE - MIN_STEALTH_UV_RATE); UVOffset += uv_rate * dt; UVOffset.X = fmod(UVOffset.X , 2.0f); UVOffset.Y = fmod(UVOffset.Y , 2.0f); /* ** The base pass gets rendered when the stealh fraction is < 0.5 ** shadows are also suppressed. */ RenderBaseMaterial = (CurrentFraction < 0.5f); Enable_Suppress_Shadows(CurrentFraction > 0.5f); } void StealthEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass * obj) { /* ** If we are in the (0.5,1.0) range of the fraction (object is hidden) then ** the distance from the camera to the object can affect the intensity. */ Vector3 obj_pos; obj->Get_Position(&obj_pos); float xydist = (rinfo.Camera.Get_Position() - obj_pos).Quick_Length(); if (xydist <= FadeDistance) { float intensity_delta = STEALTH_ZNEAR_AMOUNT * (FadeDistance - xydist) / FadeDistance; float intensity = WWMath::Min(IntensityScale + intensity_delta, 1.0f); IntensityScale = intensity; } /* ** The stealth material gets rendered if the intensity is greater than 0.0 */ RenderStealthMaterial = (IntensityScale > 0.0f); if (RenderStealthMaterial) { /* ** Update the material settings and texture transform */ MaterialPass->Peek_Material()->Set_Emissive(Vector3(1,1,1) * IntensityScale); Matrix4 tm(1); tm[0][3] = UVOffset.X; tm[1][3] = UVOffset.Y; Mapper->Set_Texture_Transform(tm,64.0f); /* ** Add the material pass! */ rinfo.Push_Material_Pass(MaterialPass); } if (RenderBaseMaterial == false) { rinfo.Push_Override_Flags(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY); } } void StealthEffectClass::Render_Pop(RenderInfoClass & rinfo) { if (RenderBaseMaterial == false) { rinfo.Pop_Override_Flags(); } if (RenderStealthMaterial) { rinfo.Pop_Material_Pass(); } } /************************************************************************************ ** ** Save-Load support ** ************************************************************************************/ enum { STEALTHEFFECT_CHUNK_VARIABLES = 0x055ffe07, // member variables. STEALTHEFFECT_VARIABLE_ISSTEALTHENABLED = 0x00, STEALTHEFFECT_VARIABLE_ISFRIENDLY, STEALTHEFFECT_VARIABLE_ISBROKEN, STEALTHEFFECT_VARIABLE_CURRENTFRACTION, STEALTHEFFECT_VARIABLE_TARGETFRACTION, STEALTHEFFECT_VARIABLE_UVRATE, STEALTHEFFECT_VARIABLE_FADEDISTANCE, }; bool StealthEffectClass::Save(ChunkSaveClass & csave) { csave.Begin_Chunk(STEALTHEFFECT_CHUNK_VARIABLES); WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_ISSTEALTHENABLED,IsStealthEnabled); WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_ISFRIENDLY,IsFriendly); WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_ISBROKEN,IsBroken); WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_CURRENTFRACTION,CurrentFraction); WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_TARGETFRACTION,TargetFraction); WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_UVRATE,UVRate); WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_FADEDISTANCE,FadeDistance); csave.End_Chunk(); return true; } bool StealthEffectClass::Load(ChunkLoadClass & cload) { while (cload.Open_Chunk()) { switch(cload.Cur_Chunk_ID()) { case STEALTHEFFECT_CHUNK_VARIABLES: while (cload.Open_Micro_Chunk()) { switch(cload.Cur_Micro_Chunk_ID()) { READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_ISSTEALTHENABLED,IsStealthEnabled); READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_ISFRIENDLY,IsFriendly); READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_ISBROKEN,IsBroken); READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_CURRENTFRACTION,CurrentFraction); READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_TARGETFRACTION,TargetFraction); READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_UVRATE,UVRate); READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_FADEDISTANCE,FadeDistance); } cload.Close_Micro_Chunk(); } break; } cload.Close_Chunk(); } return true; }