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CnC_Renegade/Code/ww3d2/metalmap.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 : G *
* *
* $Archive:: /VSS_Sync/ww3d2/metalmap.h $*
* *
* $Author:: Vss_sync $*
* *
* $Modtime:: 10/26/01 2:56p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef METALMAP_H
#define METALMAP_H
#include <vector3.h>
class TextureClass;
class INIClass;
/*
** MetalMapManagerClass: This class updates the procedural environment maps
** (aka metal maps) based on the global lighting environment.
** At the moment the metal maps are shaded using a simple Phong model - in
** future this may be extended to more complex and realistic shading
** (Cook-Torrance, etc.) which would require changing the metal parameters.
** Another possible extension would be to support a large dynamic range for
** the main light source (currently its color is treated as an RGB triple
** which is bound to 0,1).
*/
// If this is increased too much the metal map updates will be too expensive
#define METALMAP_SIZE 16
#define METALMAP_SIZE_2 (METALMAP_SIZE * METALMAP_SIZE)
class MetalMapManagerClass {
public:
// These parameters are for a simple Phong reflectance model
struct MetalParams {
Vector3 AmbientColor;
Vector3 DiffuseColor;
Vector3 SpecularColor;
float Shininess;
};
// Create metal map manager with maps specified by INI file
MetalMapManagerClass(INIClass &ini);
~MetalMapManagerClass(void);
// Get the texture for a metal map by id number
TextureClass * Get_Metal_Map(int id);
// Get the number of metal maps in the manager
int Metal_Map_Count(void);
// Update the lighting parameters used for generating the maps
void Update_Lighting(const Vector3& ambient, const Vector3& main_light_color,
const Vector3& main_light_dir, const Vector3& camera_dir);
// Update the metal map textures (should call once/frame before rendering)
void Update_Textures(void);
private:
// 16 x 16 table of cameraspace normals for the environment maps
static Vector3 * _NormalTable;
void initialize_normal_table(void); // Utility function
// Utility function - shared CTor code
void initialize_metal_params(int map_count, MetalParams *metal_params);
// Number of metal maps
int MapCount;
// Array of metal map texture pointers
TextureClass ** Textures;
// Array of metal parameters
MetalParams * MetalParameters;
// Current lighting parameters
Vector3 CurrentAmbient;
Vector3 CurrentMainLightColor;
Vector3 CurrentMainLightDir;
Vector3 CurrentCameraDir;
// Use 16-bit metal maps or not
bool Use16Bit;
};
#endif