/* ** 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.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 6/02/00 6:30p $* * * * $Revision:: 11 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "dyntexproject.h" #include "phys.h" DynTexProjectClass::DynTexProjectClass(PhysClass * shadow_generator) : ProjectionObject(shadow_generator), LightSourceID(0xFFFFFFFF), LightVector(0.0f,0.0f,-1.0f) { Set_Flag(VOLATILE,true); } DynTexProjectClass::~DynTexProjectClass(void) { } void DynTexProjectClass::Pre_Render_Update(const Matrix3D & camera) { TexProjectClass::Pre_Render_Update(camera); if (Get_Flag(TEXTURE_DIRTY)) { Compute_Texture(ProjectionObject); } } void DynTexProjectClass::Set_Projection_Object(PhysClass * obj) { ProjectionObject = obj; } PhysClass * DynTexProjectClass::Peek_Projection_Object(void) const { return ProjectionObject; } void DynTexProjectClass::Set_Light_Source_ID(uint32 id) { LightSourceID = id; } uint32 DynTexProjectClass::Get_Light_Source_ID(void) { return LightSourceID; } void DynTexProjectClass::Set_Light_Vector(const Vector3 & vector) { LightVector = vector; } void DynTexProjectClass::Get_Light_Vector(Vector3 * set_vector) { WWASSERT(set_vector != NULL); *set_vector = LightVector; } void DynTexProjectClass::Enable_Perspective(bool onoff) { Set_Flag(PERSPECTIVE,onoff); } bool DynTexProjectClass::Is_Perspective_Enabled(void) { return Get_Flag(PERSPECTIVE); } void DynTexProjectClass::Set_Texture_Dirty(bool onoff) { Set_Flag(TEXTURE_DIRTY,onoff); } bool DynTexProjectClass::Is_Texture_Dirty(void) { return Get_Flag(TEXTURE_DIRTY); } void DynTexProjectClass::Update_Projection(const AABoxClass & objbox,const Matrix3D & objtm,float znear,float zfar) { if (Get_Flag(PERSPECTIVE)) { TexProjectClass::Compute_Perspective_Projection(objbox,objtm,LightVector,znear,zfar); } else { TexProjectClass::Compute_Ortho_Projection(objbox,objtm,LightVector,znear,zfar); } }