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CnC_Renegade/Code/wwphys/phystexproject.cpp

216 lines
11 KiB
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 : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/phystexproject.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 1/11/02 7:06p $*
* *
* $Revision:: 14 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* PhysTexProjectClass::PhysTexProjectClass -- Constructor *
* PhysTexProjectClass::~PhysTexProjectClass -- Destructor *
* PhysTexProjectClass::Compute_Perspective_Projection -- compute projection of a Phys objec *
* PhysTexProjectClass::Compute_Ortho_Projection -- Compute projection of a Phys object *
* PhysTexProjectClass::Compute_Texture -- Render the given Phys object to texture *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "phystexproject.h"
#include "pscene.h"
#include "phys.h"
#include "rinfo.h"
#include "vertmaterial.h"
#include "lightenvironment.h"
/***********************************************************************************************
* PhysTexProjectClass::PhysTexProjectClass -- Constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/30/2000 gth : Created. *
*=============================================================================================*/
PhysTexProjectClass::PhysTexProjectClass(void)
{
}
/***********************************************************************************************
* PhysTexProjectClass::~PhysTexProjectClass -- Destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/30/2000 gth : Created. *
*=============================================================================================*/
PhysTexProjectClass::~PhysTexProjectClass(void)
{
}
/***********************************************************************************************
* PhysTexProjectClass::Compute_Perspective_Projection -- compute projection of a Phys object *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/30/2000 gth : Created. *
*=============================================================================================*/
bool PhysTexProjectClass::Compute_Perspective_Projection
(
PhysClass * obj,
const Vector3 & lightpos,
float nearz,
float farz
)
{
RenderObjClass * model = obj->Peek_Model();
if (model == NULL) {
WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n"));
return false;
}
AABoxClass box;
model->Get_Obj_Space_Bounding_Box(box);
const Matrix3D & tm = model->Get_Transform();
return TexProjectClass::Compute_Perspective_Projection(box,tm,lightpos,nearz,farz);
}
/***********************************************************************************************
* PhysTexProjectClass::Compute_Ortho_Projection -- Compute projection of a Phys object *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/30/2000 gth : Created. *
*=============================================================================================*/
bool PhysTexProjectClass::Compute_Ortho_Projection
(
PhysClass * obj,
const Vector3 & lightdir,
float nearz,
float farz
)
{
RenderObjClass * model = obj->Peek_Model();
if (model == NULL) {
WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n"));
return false;
}
AABoxClass box;
model->Get_Obj_Space_Bounding_Box(box);
const Matrix3D & tm = model->Get_Transform();
return TexProjectClass::Compute_Ortho_Projection(box,tm,lightdir,nearz,farz);
}
/***********************************************************************************************
* PhysTexProjectClass::Compute_Texture -- Render the given Phys object to texture *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/30/2000 gth : Created. *
*=============================================================================================*/
bool PhysTexProjectClass::Compute_Texture(PhysClass * obj,bool additive_projection)
{
/*
** Grab the shadow render context and the render object
*/
RenderObjClass * model = obj->Peek_Model();
if (model == NULL) {
return false;
}
int tex_size = Get_Texture_Size();
SpecialRenderInfoClass * context = PhysicsSceneClass::Get_Instance()->Get_Shadow_Render_Context(tex_size,tex_size);
if (context == NULL) {
return false;
}
/*
** Set up the render context
*/
bool pushed_mtls = false;
LightEnvironmentClass lenv;
if (!additive_projection) {
lenv.Reset(Vector3(0,0,0),Vector3(0,0,0)); // light env that makes everything black
MaterialPassClass * shadow_mtl = PhysicsSceneClass::Get_Instance()->Get_Shadow_Material_Pass();
if (shadow_mtl) {
pushed_mtls = true;
context->Push_Material_Pass(shadow_mtl);
context->Push_Override_Flags((RenderInfoClass::RINFO_OVERRIDE_FLAGS)(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY | RenderInfoClass::RINFO_OVERRIDE_SHADOW_RENDERING));
REF_PTR_RELEASE(shadow_mtl);
}
} else {
lenv.Reset(Vector3(0,0,0),Vector3(1,1,1)); // light env of pure ambient
}
context->light_environment = &lenv;
/*
** Pass on to our parent class function
*/
bool success = TexProjectClass::Compute_Texture(model,context);
/*
** Cleanup
*/
if (pushed_mtls) {
context->Pop_Override_Flags();
context->Pop_Material_Pass();
}
return success;
}