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CnC_Renegade/Code/wwphys/stealtheffect.cpp

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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/stealtheffect.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 12/20/01 6:32p $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stealtheffect.h"
#include "matpass.h"
#include "vertmaterial.h"
#include "physresourcemgr.h"
#include "phys.h"
#include "rinfo.h"
#include "camera.h"
#include "chunkio.h"
/*************************************************************************************************
**
** StealthEffectClass Implementation
**
*************************************************************************************************/
static float STEALTH_FRACTION_RATE = 0.5f; // rate at which the fraction approaches its target
static float STEALTH_DEFAULT_FADE_DISTANCE= 25.0f; // distance at which the intensity starts to fade due to camera proximity
static float STEALTH_ZNEAR_AMOUNT = 0.40f; // amount the intensity can change as it approaches the camera
static float STEALTH_FRIENDLY_FRACTION = 0.75f; // fraction at which friendly stealthed objects appear
static float STEALTH_BROKEN_FRACTION = 0.25f; // fraction at which broken stealthed objects appear
static float STEALTH_DAMAGED_FRACTION = 0.6f; // fraction that is jumped to when an object gets damaged
static Vector2 MAX_STEALTH_UV_RATE(2.75f,-3.0f);
static Vector2 MIN_STEALTH_UV_RATE(0.5f,-0.5f);
StealthEffectClass::StealthEffectClass(void) :
IsStealthEnabled(false),
IsFriendly(false),
IsBroken(false),
FadeDistance(STEALTH_DEFAULT_FADE_DISTANCE),
CurrentFraction(0.0f),
TargetFraction(1.0f),
UVRate(0.5f,0.5f),
RenderBaseMaterial(true),
RenderStealthMaterial(true),
IntensityScale(0.0f),
UVOffset(0.0f,0.0f),
Mapper(NULL),
MaterialPass(NULL)
{
MaterialPass = NEW_REF(MaterialPassClass,());
VertexMaterialClass * vmtl = NEW_REF(VertexMaterialClass,()); //PhysResourceMgrClass::Get_Stealth_Material();
vmtl->Set_Ambient(0,0,0);
vmtl->Set_Diffuse(0,0,0);
vmtl->Set_Specular(0,0,0);
vmtl->Set_Emissive(1.0f,1.0f,1.0f);
vmtl->Set_Opacity(1.0f);
vmtl->Set_Shininess(0.0f);
vmtl->Set_Lighting(true);
Mapper = NEW_REF(MatrixMapperClass,(0));
Mapper->Set_Type(MatrixMapperClass::ORTHO_PROJECTION);
Mapper->Set_Texture_Transform(Matrix4(1),64.0f);
vmtl->Set_Mapper(Mapper,0);
MaterialPass->Set_Material(vmtl);
REF_PTR_RELEASE(vmtl);
ShaderClass shader = ShaderClass::_PresetAdditiveShader;
shader.Set_Primary_Gradient(ShaderClass::GRADIENT_ADD);
MaterialPass->Set_Shader(ShaderClass::_PresetAdditiveShader);
MaterialPass->Set_Texture(PhysResourceMgrClass::Peek_Stealth_Texture());
MaterialPass->Enable_On_Translucent_Meshes( false );
}
StealthEffectClass::~StealthEffectClass(void)
{
REF_PTR_RELEASE(MaterialPass);
REF_PTR_RELEASE(Mapper);
}
void StealthEffectClass::Enable_Stealth(bool onoff)
{
IsStealthEnabled = onoff;
Update_Target_Fraction();
}
void StealthEffectClass::Set_Friendly(bool onoff)
{
IsFriendly = onoff;
Update_Target_Fraction();
}
void StealthEffectClass::Set_Broken(bool onoff)
{
IsBroken = onoff;
Update_Target_Fraction();
}
void StealthEffectClass::Damage_Occured(void)
{
if (IsStealthEnabled && (CurrentFraction > STEALTH_DAMAGED_FRACTION)) {
CurrentFraction = STEALTH_DAMAGED_FRACTION;
}
}
void StealthEffectClass::Update_Target_Fraction(void)
{
if (IsStealthEnabled) {
if (IsBroken) {
TargetFraction = STEALTH_BROKEN_FRACTION;
} else if (IsFriendly) {
TargetFraction = STEALTH_FRIENDLY_FRACTION;
} else {
TargetFraction = 1.0f;
}
} else {
TargetFraction = 0.0f;
}
}
void StealthEffectClass::Timestep(float dt)
{
/*
** Update the stealth fraction
*/
float step = STEALTH_FRACTION_RATE * dt;
if (step > WWMath::Fabs(TargetFraction - CurrentFraction)) {
CurrentFraction = TargetFraction;
} else {
if (TargetFraction < CurrentFraction) {
CurrentFraction -= step;
} else {
CurrentFraction += step;
}
}
/*
** The Intensity is computed as a function of the stealth fraction
*/
IntensityScale = 1.0f - 2.0f * WWMath::Fabs(CurrentFraction - 0.5f);
/*
** Update the uv cycling animation. I'm deriving the UV animation rate
** from the intensity
*/
Vector2 uv_rate = MIN_STEALTH_UV_RATE + IntensityScale * IntensityScale * (MAX_STEALTH_UV_RATE - MIN_STEALTH_UV_RATE);
UVOffset += uv_rate * dt;
UVOffset.X = fmod(UVOffset.X , 2.0f);
UVOffset.Y = fmod(UVOffset.Y , 2.0f);
/*
** The base pass gets rendered when the stealh fraction is < 0.5
** shadows are also suppressed.
*/
RenderBaseMaterial = (CurrentFraction < 0.5f);
Enable_Suppress_Shadows(CurrentFraction > 0.5f);
}
void StealthEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass * obj)
{
/*
** If we are in the (0.5,1.0) range of the fraction (object is hidden) then
** the distance from the camera to the object can affect the intensity.
*/
Vector3 obj_pos;
obj->Get_Position(&obj_pos);
float xydist = (rinfo.Camera.Get_Position() - obj_pos).Quick_Length();
if (xydist <= FadeDistance) {
float intensity_delta = STEALTH_ZNEAR_AMOUNT * (FadeDistance - xydist) / FadeDistance;
float intensity = WWMath::Min(IntensityScale + intensity_delta, 1.0f);
IntensityScale = intensity;
}
/*
** The stealth material gets rendered if the intensity is greater than 0.0
*/
RenderStealthMaterial = (IntensityScale > 0.0f);
if (RenderStealthMaterial) {
/*
** Update the material settings and texture transform
*/
MaterialPass->Peek_Material()->Set_Emissive(Vector3(1,1,1) * IntensityScale);
Matrix4 tm(1);
tm[0][3] = UVOffset.X;
tm[1][3] = UVOffset.Y;
Mapper->Set_Texture_Transform(tm,64.0f);
/*
** Add the material pass!
*/
rinfo.Push_Material_Pass(MaterialPass);
}
if (RenderBaseMaterial == false) {
rinfo.Push_Override_Flags(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY);
}
}
void StealthEffectClass::Render_Pop(RenderInfoClass & rinfo)
{
if (RenderBaseMaterial == false) {
rinfo.Pop_Override_Flags();
}
if (RenderStealthMaterial) {
rinfo.Pop_Material_Pass();
}
}
/************************************************************************************
**
** Save-Load support
**
************************************************************************************/
enum
{
STEALTHEFFECT_CHUNK_VARIABLES = 0x055ffe07, // member variables.
STEALTHEFFECT_VARIABLE_ISSTEALTHENABLED = 0x00,
STEALTHEFFECT_VARIABLE_ISFRIENDLY,
STEALTHEFFECT_VARIABLE_ISBROKEN,
STEALTHEFFECT_VARIABLE_CURRENTFRACTION,
STEALTHEFFECT_VARIABLE_TARGETFRACTION,
STEALTHEFFECT_VARIABLE_UVRATE,
STEALTHEFFECT_VARIABLE_FADEDISTANCE,
};
bool StealthEffectClass::Save(ChunkSaveClass & csave)
{
csave.Begin_Chunk(STEALTHEFFECT_CHUNK_VARIABLES);
WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_ISSTEALTHENABLED,IsStealthEnabled);
WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_ISFRIENDLY,IsFriendly);
WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_ISBROKEN,IsBroken);
WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_CURRENTFRACTION,CurrentFraction);
WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_TARGETFRACTION,TargetFraction);
WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_UVRATE,UVRate);
WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_FADEDISTANCE,FadeDistance);
csave.End_Chunk();
return true;
}
bool StealthEffectClass::Load(ChunkLoadClass & cload)
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case STEALTHEFFECT_CHUNK_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_ISSTEALTHENABLED,IsStealthEnabled);
READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_ISFRIENDLY,IsFriendly);
READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_ISBROKEN,IsBroken);
READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_CURRENTFRACTION,CurrentFraction);
READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_TARGETFRACTION,TargetFraction);
READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_UVRATE,UVRate);
READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_FADEDISTANCE,FadeDistance);
}
cload.Close_Micro_Chunk();
}
break;
}
cload.Close_Chunk();
}
return true;
}