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CnC_Renegade/Code/ww3d2/metalmap.cpp

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C++

/*
** 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 : G *
* *
* $Archive:: /VSS_Sync/ww3d2/metalmap.cpp $*
* *
* $Author:: Vss_sync $*
* *
* $Modtime:: 10/26/01 2:56p $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* MMMC::MetalMapManagerClass -- Create metal map manager according to given metal parameters*
* MMMC::MetalMapManagerClass -- Create metal map manager from INI *
* MMMC::~MetalMapManagerClass -- MetalMapManagerClass destructor *
* MMMC::Get_Metal_Map -- Get the texture for a metal map by id number *
* MMMC::Metal_Map_Count -- Get the number of metal maps in the manager *
* MMMC::Update_Lighting -- Update the lighting parameters used for generating the maps *
* MMMC::Update_Textures -- Update metal map textures (call once/frame before rendering) *
* MMMC::initialize_normal_table -- Utility function to initialize the normal table *
* MMMC::initialize_metal_params -- Utility function (shared CTor code) *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "metalmap.h"
#include "texture.h"
#include "ww3dformat.h"
#include "ww3d.h"
#include <vp.h>
#include <ini.h>
#include <point.h>
#include <stdio.h>
#include <hashtemplate.h>
#include <wwstring.h>
#include <wwmath.h>
/*
** Class static members:
*/
Vector3 * MetalMapManagerClass::_NormalTable = 0;
/***********************************************************************************************
* MMMC::MetalMapManagerClass -- Create metal map manager from INI *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/1999 NH : Created. *
*=============================================================================================*/
MetalMapManagerClass::MetalMapManagerClass(INIClass &ini) :
MapCount(0),
Textures(0),
MetalParameters(0),
CurrentAmbient(0.0f, 0.0f, 0.0f),
CurrentMainLightColor(0.0f, 0.0f, 0.0f),
CurrentMainLightDir(1.0f, 0.0f, 0.0f),
CurrentCameraDir(1.0f,0.0f,0.0f),
Use16Bit(false)
{
// If the static normal table has not been initialized yet, initialize it
if (!_NormalTable) {
initialize_normal_table();
}
// Determine how many metals are in this file
char section[255];
for (int lp = 0; ; lp++) {
sprintf(section, "Metal%02d", lp);
if (!ini.Find_Section(section)) {
break; // NAK - Mar 8, 2000: changed to a break to fix off by one error in lp
}
}
if (lp > 0) {
// Create metal params structs and fill from INI:
MetalParams *metal_params = new MetalParams[lp];
TPoint3D<float> white_tpoint(255.0f, 255.0f, 255.0f);
Vector3 white(1.0f, 1.0f, 1.0f);
Vector3 black(0.0f, 0.0f, 0.0f);
for (int i = 0; i < lp; i++) {
sprintf(section, "Metal%02d", i);
static const float cf = 0.003921568627451f; // 1 / 255
TPoint3D<float> color;
color = ini.Get_Point(section, "AmbientColor", white_tpoint);
metal_params[i].AmbientColor.Set(color.X * cf, color.Y * cf, color.Z * cf);
metal_params[i].AmbientColor.Update_Min(white);
metal_params[i].AmbientColor.Update_Max(black);
color = ini.Get_Point(section, "DiffuseColor", white_tpoint);
metal_params[i].DiffuseColor.Set(color.X * cf, color.Y * cf, color.Z * cf);
metal_params[i].AmbientColor.Update_Min(white);
metal_params[i].AmbientColor.Update_Max(black);
color = ini.Get_Point(section, "SpecularColor", white_tpoint);
metal_params[i].SpecularColor.Set(color.X * cf, color.Y * cf, color.Z * cf);
metal_params[i].AmbientColor.Update_Min(white);
metal_params[i].AmbientColor.Update_Max(black);
float shininess = ini.Get_Float(section, "Shininess", 0.0f);
metal_params[i].Shininess = WWMath::Clamp(shininess, 0.0f, 127.0f);
}
initialize_metal_params(lp, metal_params);
delete [] metal_params;
} else {
assert(0);
}
int w,h,bits;
bool windowed;
WW3D::Get_Device_Resolution(w,h,bits,windowed);
Use16Bit=(bits<=16);
WW3DFormat format=(Use16Bit?WW3D_FORMAT_A4R4G4B4:WW3D_FORMAT_A8R8G8B8);
for (int i = 0; i < lp; i++) {
Textures[i]=NEW_REF(TextureClass,(METALMAP_SIZE,METALMAP_SIZE,format,TextureClass::MIP_LEVELS_1));
Textures[i]->Set_U_Addr_Mode(TextureClass::TEXTURE_ADDRESS_CLAMP);
Textures[i]->Set_V_Addr_Mode(TextureClass::TEXTURE_ADDRESS_CLAMP);
StringClass tex_name;
tex_name.Format("!m%02d.tga", i);
Textures[i]->Set_Texture_Name(tex_name);
}
}
/***********************************************************************************************
* MMMC::~MetalMapManagerClass -- MetalMapManagerClass destructor *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1999 NH : Created. *
*=============================================================================================*/
MetalMapManagerClass::~MetalMapManagerClass(void)
{
if (Textures) {
for (int i = 0; i < MapCount; i++) {
REF_PTR_RELEASE(Textures[i]);
}
delete [] Textures;
Textures = 0;
}
if (MetalParameters) {
delete [] MetalParameters;
MetalParameters = 0;
}
}
/***********************************************************************************************
* MMMC::Get_Metal_Map -- Get the texture for a metal map by id number *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1999 NH : Created. *
*=============================================================================================*/
TextureClass * MetalMapManagerClass::Get_Metal_Map(int id)
{
if (id < 0 || id >= MapCount) return 0;
Textures[id]->Add_Ref();
return Textures[id];
}
/***********************************************************************************************
* MMMC::Metal_Map_Count -- Get the number of metal maps in the manager *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1999 NH : Created. *
*=============================================================================================*/
int MetalMapManagerClass::Metal_Map_Count(void)
{
return MapCount;
}
/***********************************************************************************************
* MMMC::Update_Lighting -- Update the lighting parameters used for generating the maps *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1999 NH : Created. *
*=============================================================================================*/
void MetalMapManagerClass::Update_Lighting(const Vector3& ambient, const Vector3& main_light_color,
const Vector3& main_light_dir, const Vector3& camera_dir)
{
CurrentAmbient = ambient;
CurrentMainLightColor = main_light_color;
CurrentMainLightDir = main_light_dir;
CurrentCameraDir= camera_dir;
}
/***********************************************************************************************
* MMMC::Update_Textures -- Update metal map textures (call once/frame before rendering) *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1999 NH : Created. *
*=============================================================================================*/
void MetalMapManagerClass::Update_Textures(void)
{
// Currently the lighting is done using a simple Phong (actually Blinn) model.
Vector3 &l = CurrentMainLightDir;
Vector3 &v = CurrentCameraDir;
// Calculate halfway vector
Vector3 h = l+v;
h.Normalize();
// NOTE: when our lighting equation gets more complicated we might want to do some testing to
// detect zero components...
// Calculate quantities which are the same for all metal maps
float n_dot_l[METALMAP_SIZE_2];
float n_dot_h[METALMAP_SIZE_2];
VectorProcessorClass::DotProduct(n_dot_l,l,_NormalTable,METALMAP_SIZE_2);
VectorProcessorClass::ClampMin(n_dot_l, n_dot_l, 0.0f, METALMAP_SIZE_2);
VectorProcessorClass::DotProduct(n_dot_h,h,_NormalTable, METALMAP_SIZE_2);
VectorProcessorClass::ClampMin(n_dot_h, n_dot_h, 0.0f, METALMAP_SIZE_2);
// Loop over each metal map and update it
for (int i = 0; i < MapCount; i++) {
MetalParams &cur_params = MetalParameters[i];
// If shinyness > 1, apply it to specular value array
float *specular = 0;
float temp_specular[METALMAP_SIZE_2];
float shinyness = cur_params.Shininess;
if (shinyness > 1.0f) {
VectorProcessorClass::Power(temp_specular, n_dot_h, shinyness, METALMAP_SIZE_2);
specular = &(temp_specular[0]);
} else {
specular = &(n_dot_h[0]);
}
// Generate metal map row by row
Vector3 specular_color(cur_params.SpecularColor.X * CurrentMainLightColor.X,
cur_params.SpecularColor.Y * CurrentMainLightColor.Y,
cur_params.SpecularColor.Z * CurrentMainLightColor.Z);
Vector3 diffuse_color(cur_params.DiffuseColor.X * CurrentMainLightColor.X,
cur_params.DiffuseColor.Y * CurrentMainLightColor.Y,
cur_params.DiffuseColor.Z * CurrentMainLightColor.Z);
Vector3 ambient_color(cur_params.AmbientColor.X * CurrentAmbient.X,
cur_params.AmbientColor.Y * CurrentAmbient.Y,
cur_params.AmbientColor.Z * CurrentAmbient.Z);
Vector3 white(1.0f, 1.0f, 1.0f);
SurfaceClass * metal_map_surface = Textures[i]->Get_Surface_Level(0);
int pitch;
unsigned char *map=(unsigned char *) metal_map_surface->Lock(&pitch);
int idx=0;
for (int y = 0; y < METALMAP_SIZE; y++) {
for (int x = 0; x < METALMAP_SIZE; x++) {
Vector3 result = ambient_color + (diffuse_color * n_dot_l[idx]) + (specular_color * specular[idx]);
result.Update_Min(white); // Clamp to white
unsigned char b,g,r,a;
b= (unsigned char)WWMath::Floor(result.Z * 255.99f); // B
g= (unsigned char)WWMath::Floor(result.Y * 255.99f); // G
r= (unsigned char)WWMath::Floor(result.X * 255.99f); // R
a= 0xFF; // A
if (Use16Bit) {
unsigned short tmp;
tmp=(a&0xf0)<<8;
tmp|=(r&0xf0)<<4;
tmp|=(g&0xf0);
tmp|=(b&0xf0)>>4;
*(unsigned short*)&map[2*x]=tmp;
} else {
map[4*x]=b;
map[4*x+1]=g;
map[4*x+2]=r;
map[4*x+3]=a;
}
idx++;
}
map+=pitch;
}
metal_map_surface->Unlock();
REF_PTR_RELEASE(metal_map_surface);
} // for i
}
/***********************************************************************************************
* MMMC::initialize_normal_table -- Utility function to initialize the normal table *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/19/1999 NH : Created. *
*=============================================================================================*/
void MetalMapManagerClass::initialize_normal_table(void)
{
// NOTE: changing the actual static _NormalTable member must be the last thing this function
// does to avoid synchronization errors.
static Vector3 _normal_table[METALMAP_SIZE_2];
// Calculate vectors (area outside sphere should be filled with a radial fill of the vectors at
// the sphere's edge to avoid aliasing artifacts)
float step = 2.0f / (float)METALMAP_SIZE;
int idx = 0;
for (int y = 0; y < METALMAP_SIZE; y++) {
for (int x = 0; x < METALMAP_SIZE; x++) {
Vector3 &normal = _normal_table[idx];
// Set vector to point to surface of unit sphere
normal.Set((step * (float)x) - 1.0f, (step * (float)y) - 1.0f, 0.0f);
float z2 = 1 - ((normal.X * normal.X) + (normal.Y * normal.Y));
z2 = MAX(z2, 0.0f); // If outside the sphere, treat as if on its edge
normal.Z = sqrt(z2);
normal.Normalize(); // Needed for "outside sphere" case and for safety's sake
idx++;
}
}
_NormalTable = &(_normal_table[0]);
}
/***********************************************************************************************
* MMMC::initialize_metal_params -- Utility function (shared CTor code) *
* *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/1999 NH : Created. *
*=============================================================================================*/
void MetalMapManagerClass::initialize_metal_params(int map_count, MetalParams *metal_params)
{
MapCount = map_count;
if (MapCount > 0) {
Textures = new TextureClass *[MapCount];
MetalParameters = new MetalParams[MapCount];
for (int i = 0; i < MapCount; i++) {
// Copy metal parameters (assert if invalid)
MetalParameters[i] = metal_params[i];
assert(MetalParameters[i].AmbientColor.X >= 0.0f && MetalParameters[i].AmbientColor.X <= 1.0f);
assert(MetalParameters[i].AmbientColor.Y >= 0.0f && MetalParameters[i].AmbientColor.Y <= 1.0f);
assert(MetalParameters[i].AmbientColor.Z >= 0.0f && MetalParameters[i].AmbientColor.Z <= 1.0f);
assert(MetalParameters[i].DiffuseColor.X >= 0.0f && MetalParameters[i].DiffuseColor.X <= 1.0f);
assert(MetalParameters[i].DiffuseColor.Y >= 0.0f && MetalParameters[i].DiffuseColor.Y <= 1.0f);
assert(MetalParameters[i].DiffuseColor.Z >= 0.0f && MetalParameters[i].DiffuseColor.Z <= 1.0f);
assert(MetalParameters[i].SpecularColor.X >= 0.0f && MetalParameters[i].SpecularColor.X <= 1.0f);
assert(MetalParameters[i].SpecularColor.Y >= 0.0f && MetalParameters[i].SpecularColor.Y <= 1.0f);
assert(MetalParameters[i].SpecularColor.Z >= 0.0f && MetalParameters[i].SpecularColor.Z <= 1.0f);
assert(MetalParameters[i].Shininess > 0.0f);
}
}
}