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CnC_Renegade/Code/ww3d2/w3d_util.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 : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/w3d_util.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 7/23/01 5:31p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "w3d_util.h"
#include "vector3.h"
#include "vector4.h"
#include "quat.h"
#include "shader.h"
void W3dUtilityClass::Convert_Vector(const W3dVectorStruct & v,Vector3 * set)
{
set->X = v.X;
set->Y = v.Y;
set->Z = v.Z;
}
void W3dUtilityClass::Convert_Vector(const Vector3 & v,W3dVectorStruct * set)
{
set->X = v.X;
set->Y = v.Y;
set->Z = v.Z;
}
void W3dUtilityClass::Convert_Quaternion(const W3dQuaternionStruct & q,Quaternion * set)
{
set->X = q.Q[0];
set->Y = q.Q[1];
set->Z = q.Q[2];
set->W = q.Q[3];
}
void W3dUtilityClass::Convert_Quaternion(const Quaternion & q,W3dQuaternionStruct * set)
{
set->Q[0] = q.X;
set->Q[1] = q.Y;
set->Q[2] = q.Z;
set->Q[3] = q.W;
}
void W3dUtilityClass::Convert_Color(const W3dRGBStruct & rgb,Vector3 * set)
{
set->X = (float)rgb.R / 255.0f;
set->Y = (float)rgb.G / 255.0f;
set->Z = (float)rgb.B / 255.0f;
}
void W3dUtilityClass::Convert_Color(const Vector3 & v,W3dRGBStruct * color)
{
color->R = (uint8)(255.0f * v.X);
color->G = (uint8)(255.0f * v.Y);
color->B = (uint8)(255.0f * v.Z);
color->pad = 0;
}
void W3dUtilityClass::Convert_Color(const W3dRGBAStruct & rgb,Vector4 * set)
{
set->X = (float)rgb.R / 255.0f;
set->Y = (float)rgb.G / 255.0f;
set->Z = (float)rgb.B / 255.0f;
set->W = (float)rgb.A / 255.0f;
}
void W3dUtilityClass::Convert_Color(const Vector4 & v,W3dRGBAStruct * color)
{
color->R = (uint8)(255.0f * v.X);
color->G = (uint8)(255.0f * v.Y);
color->B = (uint8)(255.0f * v.Z);
color->A = (uint8)(255.0f * v.W);
}
void W3dUtilityClass::Convert_Shader(const W3dShaderStruct & shader,ShaderClass * set)
{
set->Set_Depth_Compare ((ShaderClass::DepthCompareType)W3d_Shader_Get_Depth_Compare(&shader));
set->Set_Depth_Mask ((ShaderClass::DepthMaskType)W3d_Shader_Get_Depth_Mask(&shader));
set->Set_Color_Mask (ShaderClass::COLOR_WRITE_ENABLE);
set->Set_Dst_Blend_Func ((ShaderClass::DstBlendFuncType)W3d_Shader_Get_Dest_Blend_Func(&shader));
set->Set_Fog_Func (ShaderClass::FOG_DISABLE);
set->Set_Primary_Gradient ((ShaderClass::PriGradientType)W3d_Shader_Get_Pri_Gradient(&shader));
set->Set_Secondary_Gradient((ShaderClass::SecGradientType)W3d_Shader_Get_Sec_Gradient(&shader));
set->Set_Src_Blend_Func ((ShaderClass::SrcBlendFuncType)W3d_Shader_Get_Src_Blend_Func(&shader));
set->Set_Texturing ((ShaderClass::TexturingType)W3d_Shader_Get_Texturing(&shader));
set->Set_Alpha_Test ((ShaderClass::AlphaTestType)W3d_Shader_Get_Alpha_Test(&shader));
// Jani: No cull mode settings for w3d shader - problem?
// set->Set_Dither_Mask (ShaderClass::DITHER_ENABLE);
// The tools do not enable setting post-detail stuff, and in any case we probably wouldn't
// want to confuse the artists with the distinction between detail and post-detail settings at
// this point, so we just copy the detail settings into the post-detail settings.
// set->Set_Post_Detail_Color_Func ((ShaderClass::DetailColorFuncType) W3d_Shader_Get_Post_Detail_Color_Func (&shader));
// set->Set_Post_Detail_Alpha_Func ((ShaderClass::DetailAlphaFuncType) W3d_Shader_Get_Post_Detail_Alpha_Func (&shader));
set->Set_Post_Detail_Color_Func ((ShaderClass::DetailColorFuncType) W3d_Shader_Get_Detail_Color_Func (&shader));
set->Set_Post_Detail_Alpha_Func ((ShaderClass::DetailAlphaFuncType) W3d_Shader_Get_Detail_Alpha_Func (&shader));
}
void W3dUtilityClass::Convert_Shader(const ShaderClass & shader,W3dShaderStruct * set)
{
W3d_Shader_Reset(set);
W3d_Shader_Set_Depth_Compare(set,shader.Get_Depth_Compare());
W3d_Shader_Set_Depth_Mask(set,shader.Get_Depth_Mask());
W3d_Shader_Set_Dest_Blend_Func(set,shader.Get_Dst_Blend_Func());
W3d_Shader_Set_Pri_Gradient(set,shader.Get_Primary_Gradient());
W3d_Shader_Set_Sec_Gradient(set,shader.Get_Secondary_Gradient());
W3d_Shader_Set_Src_Blend_Func(set,shader.Get_Src_Blend_Func());
W3d_Shader_Set_Texturing(set,shader.Get_Texturing());
W3d_Shader_Set_Alpha_Test(set,shader.Get_Alpha_Test());
W3d_Shader_Set_Post_Detail_Color_Func(set,shader.Get_Post_Detail_Color_Func());
W3d_Shader_Set_Post_Detail_Alpha_Func(set,shader.Get_Post_Detail_Alpha_Func());
}