This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/wwphys/dyntexproject.cpp

123 lines
4.2 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/dyntexproject.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 6/02/00 6:30p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dyntexproject.h"
#include "phys.h"
DynTexProjectClass::DynTexProjectClass(PhysClass * shadow_generator) :
ProjectionObject(shadow_generator),
LightSourceID(0xFFFFFFFF),
LightVector(0.0f,0.0f,-1.0f)
{
Set_Flag(VOLATILE,true);
}
DynTexProjectClass::~DynTexProjectClass(void)
{
}
void DynTexProjectClass::Pre_Render_Update(const Matrix3D & camera)
{
TexProjectClass::Pre_Render_Update(camera);
if (Get_Flag(TEXTURE_DIRTY)) {
Compute_Texture(ProjectionObject);
}
}
void DynTexProjectClass::Set_Projection_Object(PhysClass * obj)
{
ProjectionObject = obj;
}
PhysClass * DynTexProjectClass::Peek_Projection_Object(void) const
{
return ProjectionObject;
}
void DynTexProjectClass::Set_Light_Source_ID(uint32 id)
{
LightSourceID = id;
}
uint32 DynTexProjectClass::Get_Light_Source_ID(void)
{
return LightSourceID;
}
void DynTexProjectClass::Set_Light_Vector(const Vector3 & vector)
{
LightVector = vector;
}
void DynTexProjectClass::Get_Light_Vector(Vector3 * set_vector)
{
WWASSERT(set_vector != NULL);
*set_vector = LightVector;
}
void DynTexProjectClass::Enable_Perspective(bool onoff)
{
Set_Flag(PERSPECTIVE,onoff);
}
bool DynTexProjectClass::Is_Perspective_Enabled(void)
{
return Get_Flag(PERSPECTIVE);
}
void DynTexProjectClass::Set_Texture_Dirty(bool onoff)
{
Set_Flag(TEXTURE_DIRTY,onoff);
}
bool DynTexProjectClass::Is_Texture_Dirty(void)
{
return Get_Flag(TEXTURE_DIRTY);
}
void DynTexProjectClass::Update_Projection(const AABoxClass & objbox,const Matrix3D & objtm,float znear,float zfar)
{
if (Get_Flag(PERSPECTIVE)) {
TexProjectClass::Compute_Perspective_Projection(objbox,objtm,LightVector,znear,zfar);
} else {
TexProjectClass::Compute_Ortho_Projection(objbox,objtm,LightVector,znear,zfar);
}
}