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CnC_Renegade/Code/ww3d2/matrixmapper.h

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/*
** 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 : WWPhys *
* *
* $Archive:: /Commando/Code/ww3d2/matrixmapper.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 6/21/01 10:22a $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef MATRIXMAPPER_H
#define MATRIXMAPPER_H
#include "always.h"
#include "bittype.h"
#include "matrix4.h"
#include "mapper.h"
// Modified to use DX 8 texture matrices
// Hector Yee 1/29/01
/**
** MatrixMapperClass. Does the chore of computing the u-v coorinates for
** a projected texture. Note that this VP must be "baby-sat" by something
** external to ensure that its ViewToTexture transform is up-to-date. I
** use it in the TexProjectClass to implement projected textures.
**
** NOTE: for projected textures, the equation for computing a valid ViewToTexture
** transform is as follows (assuming my usual column vectors, etc):
** -1
** ViewToTexture = Projection * Mwrld-shadow * Mwrld-camera
*/
class MatrixMapperClass : public TextureMapperClass
{
public:
enum {
INVERT_DEPTH_GRADIENT = 0x00000001,
};
enum MappingType {
ORTHO_PROJECTION = 0,
PERSPECTIVE_PROJECTION,
DEPTH_GRADIENT,
NORMAL_GRADIENT
};
MatrixMapperClass(int stage);
/*
** Interface
*/
void Set_Flag(uint32 flag,bool onoff);
bool Get_Flag(uint32 flag) const;
void Set_Type(MappingType type);
MappingType Get_Type(void);
void Set_Texture_Transform(const Matrix3D & view_to_texture,float texsize);
void Set_Texture_Transform(const Matrix4 & view_to_texture,float texsize);
const Matrix4 & Get_Texture_Transform(void) const;
void Set_Gradient_U_Coord(float coord) { GradientUCoord = coord; }
float Get_Gradient_U_Coord(void) { return GradientUCoord; }
void Compute_Texture_Coordinate(const Vector3 & point,Vector3 * set_stq);
TextureMapperClass* Clone(void) const { WWASSERT(0); return NULL; }
virtual void Apply(int uv_array_index);
protected:
void Update_View_To_Pixel_Transform(float texsize);
uint32 Flags;
MappingType Type;
Matrix4 ViewToTexture;
Matrix4 ViewToPixel;
Vector3 ViewSpaceProjectionNormal;
float GradientUCoord;
};
inline void MatrixMapperClass::Set_Flag(uint32 flag,bool onoff)
{
if (onoff) {
Flags |= flag;
} else {
Flags &= ~flag;
}
}
inline bool MatrixMapperClass::Get_Flag(uint32 flag) const
{
return (Flags & flag) == flag;
}
inline void MatrixMapperClass::Set_Type(MappingType type)
{
Type = type;
}
inline MatrixMapperClass::MappingType MatrixMapperClass::Get_Type(void)
{
return Type;
}
inline const Matrix4 & MatrixMapperClass::Get_Texture_Transform(void) const
{
return ViewToTexture;
}
#endif