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CnC_Renegade/Code/wwphys/cloud.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/>.
*/
#if 0 // TODO finish this some day...
class CloudShadowClass : public VertexProcessorClass
{
public:
CloudShadowClass(void);
~CloudShadowClass(void) {}
// scene graph? transform into eye space
void Set_Camera(const CameraClass & cam);
// vertex processor interface
virtual SRBOOL isActive(srVertexPipe&);
virtual void process(srVertexPipe&);
// fog volume interface
float UOffset;
float VOffset;
Vector3 Center;
Vector3 Scale;
srMatrix4 modelview;
protected:
srColorSurfaceIFace *ShadowTexture;
};
CloudShadowClass::CloudShadowClass(void) :
ShadowTexture(NULL),
TextureWidth(0),
TextureHeight(0),
UOffset(0.0f),
VOffset(0.0f),
Center(0,0,0),
Scale(75.0f,75.0f,1.0f)
{
ShadowTexture = srCore.getSurfaceIOManager()->importSurface( "clouds.tga" );
TextureWidth = ShadowTexture->getWidth();
TextureHeight = ShadowTexture->getHeight();
}
CloudShadowClass::~CloudShadowClass(void)
{
ShadowTexture->release();
}
void CloudShadowClass::Process_Push(srGERD * gerd)
{
// CloudShadows are applied in world space,
srMatrix4 modelview;
gerd.matrixMode(srGERD::MODELVIEW);
gerd->getMatrix(modelView);
modelview.invert();
greg->pushVertexProcessor(*this);
}
void CloudShadowClass::Process_Pop(srGERD * gerd)
{
gerd->popVertexProcessor();
}
SRBOOL CloudShadowClass::isActive(srVertexPipe&)
{
return pipe.isChannelAvailable(CHANNEL_DIFFUSE);
}
void CloudShadowClass::process(srVertexPipe&)
{
// screen-mapped uv coordinates
if (pipe.isChannelAvailable (CHANNEL_DIFFUSE))
{
int vnum = pipe.getVertexCount();
srVector4 * loc = pipe.getEyeSpaceLocation(void);
srVector4 * diffuse = pipe.getDiffuse(void);
for (int vidx = 0; vidx < vnum; vidx++) {
SRLONG x = (loc[vidx].x - Center.X) * TextureWidth / Scale.X;
SRLONG y = (loc[vidx].y - Center.Y) * TextureHeight / Scale.Y;
srARGB pixel = ShadowTexture->getPixel(x,y);
diffuse[vidx].r = pixel.getRed();
diffuse[vidx].g = pixel.getGreen();
diffuse[vidx].b = pixel.getBlue();
}
}
}
#endif