216 lines
11 KiB
C++
216 lines
11 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/phystexproject.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 1/11/02 7:06p $*
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* *
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* $Revision:: 14 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* PhysTexProjectClass::PhysTexProjectClass -- Constructor *
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* PhysTexProjectClass::~PhysTexProjectClass -- Destructor *
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* PhysTexProjectClass::Compute_Perspective_Projection -- compute projection of a Phys objec *
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* PhysTexProjectClass::Compute_Ortho_Projection -- Compute projection of a Phys object *
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* PhysTexProjectClass::Compute_Texture -- Render the given Phys object to texture *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "phystexproject.h"
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#include "pscene.h"
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#include "phys.h"
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#include "rinfo.h"
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#include "vertmaterial.h"
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#include "lightenvironment.h"
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/***********************************************************************************************
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* PhysTexProjectClass::PhysTexProjectClass -- Constructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/30/2000 gth : Created. *
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*=============================================================================================*/
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PhysTexProjectClass::PhysTexProjectClass(void)
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{
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}
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/***********************************************************************************************
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* PhysTexProjectClass::~PhysTexProjectClass -- Destructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/30/2000 gth : Created. *
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*=============================================================================================*/
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PhysTexProjectClass::~PhysTexProjectClass(void)
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{
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}
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/***********************************************************************************************
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* PhysTexProjectClass::Compute_Perspective_Projection -- compute projection of a Phys object *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/30/2000 gth : Created. *
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*=============================================================================================*/
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bool PhysTexProjectClass::Compute_Perspective_Projection
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(
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PhysClass * obj,
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const Vector3 & lightpos,
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float nearz,
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float farz
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)
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{
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RenderObjClass * model = obj->Peek_Model();
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if (model == NULL) {
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WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n"));
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return false;
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}
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AABoxClass box;
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model->Get_Obj_Space_Bounding_Box(box);
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const Matrix3D & tm = model->Get_Transform();
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return TexProjectClass::Compute_Perspective_Projection(box,tm,lightpos,nearz,farz);
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}
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/***********************************************************************************************
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* PhysTexProjectClass::Compute_Ortho_Projection -- Compute projection of a Phys object *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/30/2000 gth : Created. *
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*=============================================================================================*/
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bool PhysTexProjectClass::Compute_Ortho_Projection
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(
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PhysClass * obj,
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const Vector3 & lightdir,
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float nearz,
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float farz
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)
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{
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RenderObjClass * model = obj->Peek_Model();
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if (model == NULL) {
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WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n"));
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return false;
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}
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AABoxClass box;
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model->Get_Obj_Space_Bounding_Box(box);
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const Matrix3D & tm = model->Get_Transform();
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return TexProjectClass::Compute_Ortho_Projection(box,tm,lightdir,nearz,farz);
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}
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/***********************************************************************************************
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* PhysTexProjectClass::Compute_Texture -- Render the given Phys object to texture *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 3/30/2000 gth : Created. *
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*=============================================================================================*/
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bool PhysTexProjectClass::Compute_Texture(PhysClass * obj,bool additive_projection)
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{
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/*
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** Grab the shadow render context and the render object
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*/
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RenderObjClass * model = obj->Peek_Model();
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if (model == NULL) {
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return false;
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}
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int tex_size = Get_Texture_Size();
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SpecialRenderInfoClass * context = PhysicsSceneClass::Get_Instance()->Get_Shadow_Render_Context(tex_size,tex_size);
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if (context == NULL) {
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return false;
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}
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/*
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** Set up the render context
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*/
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bool pushed_mtls = false;
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LightEnvironmentClass lenv;
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if (!additive_projection) {
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lenv.Reset(Vector3(0,0,0),Vector3(0,0,0)); // light env that makes everything black
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MaterialPassClass * shadow_mtl = PhysicsSceneClass::Get_Instance()->Get_Shadow_Material_Pass();
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if (shadow_mtl) {
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pushed_mtls = true;
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context->Push_Material_Pass(shadow_mtl);
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context->Push_Override_Flags((RenderInfoClass::RINFO_OVERRIDE_FLAGS)(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY | RenderInfoClass::RINFO_OVERRIDE_SHADOW_RENDERING));
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REF_PTR_RELEASE(shadow_mtl);
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}
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} else {
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lenv.Reset(Vector3(0,0,0),Vector3(1,1,1)); // light env of pure ambient
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}
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context->light_environment = &lenv;
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/*
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** Pass on to our parent class function
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*/
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bool success = TexProjectClass::Compute_Texture(model,context);
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/*
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** Cleanup
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*/
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if (pushed_mtls) {
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context->Pop_Override_Flags();
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context->Pop_Material_Pass();
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}
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return success;
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}
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