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CnC_Renegade/Code/wwphys/dyntexproject.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 : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/dyntexproject.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 6/02/00 6:30p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef DYNTEXPROJECT_H
#define DYNTEXPROJECT_H
#include "always.h"
#include "phystexproject.h"
/**
** DynTexProjectClass
** Dynamic projected textures. This class is simply a projected texture that
** can keep track of the object it is supposed to be projecting and refresh
** its texture only when needed. In addition, it stores the 'ID' of the
** light source which generated it so that we can re-use the same DynTexProjectClass's
** when the same object is being projected by the same light source (see the
** Update_Texture call in MovePhysClass...)
** NOTE: the pointer back to the projected object is not ref-counted because
** that would create a circular reference.
*/
class DynTexProjectClass : public PhysTexProjectClass
{
public:
DynTexProjectClass(PhysClass * shadow_generator);
virtual ~DynTexProjectClass(void);
/*
** TexProjectClass interface
*/
virtual void Pre_Render_Update(const Matrix3D & camera);
/*
** DynTexProjectClass interface
** - stores the object and light source parameters which generate this projector
** - regenerates the texture in the Pre_Render_Update call
** In order to properly set up a dynamic projector, be sure you set all of
** the following: the projection object, the light source ID (pointer cast to an int),
** the light vector, the perspective flag (indicates whether the vector is a direction
** or a light position)
*/
void Set_Projection_Object(PhysClass * obj);
PhysClass * Peek_Projection_Object(void) const;
virtual void * Get_Projection_Object_ID(void) const { return ProjectionObject; }
void Set_Light_Source_ID(uint32 id);
uint32 Get_Light_Source_ID(void);
void Set_Light_Vector(const Vector3 & vector);
void Get_Light_Vector(Vector3 * set_vector);
void Enable_Perspective(bool onoff);
bool Is_Perspective_Enabled(void);
void Set_Texture_Dirty(bool onoff = true);
bool Is_Texture_Dirty(void);
void Update_Projection(const AABoxClass & objbox,const Matrix3D & objtm,float znear = -1.0f,float zfar = -1.0f);
protected:
PhysClass * ProjectionObject; // Object to be projected, not ref-counted!
uint32 LightSourceID; // ID of the light source (just its pointer,used for matching)
Vector3 LightVector; // copy of the light vector (postion or direction)
};
#endif