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CnC_Renegade/Code/wwphys/phystexproject.h

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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 : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/phystexproject.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 4/23/01 7:23p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef PHYSTEXPROJECT_H
#define PHYSTEXPROJECT_H
#include "always.h"
#include "texproject.h"
class PhysClass;
/**
** PhysTexProjectClass
** This derived TexProjectClass simply adds interfaces for handling PhysClasses direction.
** It also handles getting the shadow render context from the physics scene.
** TODO: should we "standardize" the shadow render context stuff and move it to WW3D?
*/
class PhysTexProjectClass : public TexProjectClass
{
public:
PhysTexProjectClass(void);
virtual ~PhysTexProjectClass(void);
/*
** Automatic initialization of a TexProjectClass.
** First set up your projection parameters with one of the Compute_xxx_Projection functinos,
** Then call Compute_Texture.
*/
bool Compute_Perspective_Projection(PhysClass * obj,const Vector3 & lightpos,float nearz=-1.0f,float farz=-1.0f);
bool Compute_Ortho_Projection(PhysClass * obj,const Vector3 & lightdir,float nearz=-1.0f,float farz=-1.0f);
bool Compute_Texture(PhysClass * obj,bool additive_projection = false);
};
#endif