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CnC_Renegade/Code/ww3d2/projector.cpp

235 lines
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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 : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/projector.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 6/21/01 10:33a $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* ProjectorClass::ProjectorClass -- Constructor *
* ProjectorClass::~ProjectorClass -- Destructor *
* ProjectorClass::Set_Transform -- Set the transform for the projector *
* ProjectorClass::Get_Transform -- Returns the current transform *
* ProjectorClass::Set_Perspective_Projection -- Set up a perspective projection *
* ProjectorClass::Set_Ortho_Projection -- Set up an orthographic projection *
* ProjectorClass::Compute_Texture_Coordinate -- computes texcoord for given world-space poi *
* ProjectorClass::Update_WS_Bounding_Volume -- Recalculate the world-space bounding box *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "projector.h"
#include "refcount.h"
#include "matrixmapper.h"
/***********************************************************************************************
* ProjectorClass::ProjectorClass -- Constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
*=============================================================================================*/
ProjectorClass::ProjectorClass(void) :
Transform(1),
Projection(1),
LocalBoundingVolume(Vector3(0,0,0),Vector3(1,1,1)),
WorldBoundingVolume(Vector3(0,0,0),Vector3(1,1,1),Matrix3(1))
{
Mapper=NEW_REF(MatrixMapperClass,(0));
}
/***********************************************************************************************
* ProjectorClass::~ProjectorClass -- Destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
*=============================================================================================*/
ProjectorClass::~ProjectorClass(void)
{
REF_PTR_RELEASE(Mapper);
}
/***********************************************************************************************
* ProjectorClass::Set_Transform -- Set the transform for the projector *
* *
* Projectors can be positioned in world space just like cameras! Just point the -Z axis *
* at the target. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/11/00 gth : Created. *
* 1/27/00 gth : Created. *
*=============================================================================================*/
void ProjectorClass::Set_Transform(const Matrix3D & tm)
{
Transform = tm;
Update_WS_Bounding_Volume();
}
/***********************************************************************************************
* ProjectorClass::Get_Transform -- Returns the current transform *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/11/00 gth : Created. *
*=============================================================================================*/
const Matrix3D & ProjectorClass::Get_Transform(void) const
{
return Transform;
}
/***********************************************************************************************
* ProjectorClass::Set_Perspective_Projection -- Set up a perspective projection *
* *
* INPUT: *
* hfov - radians, horizontal field of view of the projection *
* vfov - radians, vertical field of view of the projection *
* znear - distance to near clipping plane *
* zfar - distance to far clipping plane *
* *
* OUTPUT: *
* *
* WARNINGS: *
* Remember that znear and zfar are *distances*. They are positive numbers as in the OpenGL *
* convention even though the coordinates will be negative. *
* *
* HISTORY: *
* 1/11/00 gth : Created. *
*=============================================================================================*/
void ProjectorClass::Set_Perspective_Projection(float hfov,float vfov,float znear,float zfar)
{
Mapper->Set_Type(MatrixMapperClass::PERSPECTIVE_PROJECTION);
Projection.Init_Perspective(hfov,vfov,0.1f,zfar); // don't use znear for the projection matrix
float tan_hfov2 = tan(hfov) * 0.5f;
float tan_vfov2 = tan(vfov) * 0.5f;
LocalBoundingVolume.Center.Set(0.0f,0.0f,-(zfar+znear)*0.5f); // note, zcenter is negative
LocalBoundingVolume.Extent.X = zfar * tan_hfov2;
LocalBoundingVolume.Extent.Y = zfar * tan_vfov2;
LocalBoundingVolume.Extent.Z = (zfar-znear)*0.5f;
Update_WS_Bounding_Volume();
}
/***********************************************************************************************
* ProjectorClass::Set_Ortho_Projection -- Set up an orthographic projection *
* *
* INPUT: *
* xmin - "left" x coordinate in texture (camera) space *
* xmax - "right" x coordinate *
* ymin - "bottom" y coordinate *
* ymax - "top" y coordinate *
* znear - distance to near clipping plane *
* zfar - distance to far clipping plane *
* *
* OUTPUT: *
* *
* WARNINGS: *
* Remember that znear and zfar are *distances*. They are positive numbers as in the OpenGL *
* convention even though the coordinates will be negative. *
* *
* HISTORY: *
* 1/11/00 gth : Created. *
*=============================================================================================*/
void ProjectorClass::Set_Ortho_Projection(float xmin,float xmax,float ymin,float ymax,float znear,float zfar)
{
Mapper->Set_Type(MatrixMapperClass::ORTHO_PROJECTION);
Projection.Init_Ortho(xmin,xmax,ymin,ymax,0.1f,zfar); // don't use znear for the projection matrix
LocalBoundingVolume.Center.Set((xmax+xmin)*0.5f, (ymax+ymin)*0.5f, -(zfar+znear)*0.5f);
LocalBoundingVolume.Extent.Set((xmax-xmin)*0.5f, (ymax-ymin)*0.5f, (zfar-znear)*0.5f);
Update_WS_Bounding_Volume();
}
/***********************************************************************************************
* ProjectorClass::Compute_Texture_Coordinate -- computes texcoord for given world-space point *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/27/00 gth : Created. *
*=============================================================================================*/
void ProjectorClass::Compute_Texture_Coordinate(const Vector3 & point,Vector3 * set_stq)
{
Mapper->Compute_Texture_Coordinate(point,set_stq);
}
/***********************************************************************************************
* ProjectorClass::Update_WS_Bounding_Volume -- Recalculate the world-space bounding box *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/11/00 gth : Created. *
*=============================================================================================*/
void ProjectorClass::Update_WS_Bounding_Volume(void)
{
/*
** Recompute our world-space bounding volume
*/
OBBoxClass localbox(LocalBoundingVolume.Center,LocalBoundingVolume.Extent,Matrix3(1));
OBBoxClass::Transform(Transform,localbox,&WorldBoundingVolume);
}