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CnC_Renegade/Code/wwphys/transitioneffect.cpp

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10 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/transitioneffect.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 8/07/01 3:39p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "transitioneffect.h"
#include "matpass.h"
#include "vertmaterial.h"
#include "physresourcemgr.h"
#include "phys.h"
#include "rinfo.h"
#include "camera.h"
#include "chunkio.h"
#include "texture.h"
/*************************************************************************************************
**
** TransitionEffectClass Implementation
**
*************************************************************************************************/
static float STEALTH_FRACTION_RATE = 0.5f; // rate at which the fraction approaches its target
static float STEALTH_ZNEAR_FADE_DISTANCE = 15.0f; // distance at which the intensity starts to fade due to camera proximity
static float STEALTH_ZNEAR_AMOUNT = 0.25f; // 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);
TransitionEffectClass::TransitionEffectClass(void) :
CurrentParameter(0.0f),
TargetParameter(1.0f),
ParameterVelocity(1.0f),
MinUVRate(0.5f,-0.5f),
MaxUVRate(2.75f,-3.0f),
UVRate(0.0f,0.0f),
StartDelay(0.0f),
RemoveOnComplete(false),
RenderBaseMaterial(false),
RenderTransitionMaterial(true),
IntensityScale(1.0f),
UVOffset(0.0f,0.0f),
MaxIntensity(1.0f),
Mapper(NULL),
MaterialPass(NULL)
{
MaterialPass = NEW_REF(MaterialPassClass,());
MaterialPass->Enable_On_Translucent_Meshes(false);
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);
}
TransitionEffectClass::~TransitionEffectClass(void)
{
REF_PTR_RELEASE(MaterialPass);
REF_PTR_RELEASE(Mapper);
}
void TransitionEffectClass::Timestep(float dt)
{
/*
** Update the parameter
*/
if (StartDelay > 0.0f) {
StartDelay -= dt;
} else {
float step = ParameterVelocity * dt;
if (step > WWMath::Fabs(TargetParameter - CurrentParameter)) {
CurrentParameter = TargetParameter;
if (RemoveOnComplete) {
Enable_Auto_Remove(true);
}
} else {
if (TargetParameter < CurrentParameter) {
CurrentParameter -= step;
} else {
CurrentParameter += step;
}
}
}
/*
** The Intensity is computed as a function of the stealth fraction
*/
IntensityScale = 1.0f - 2.0f * WWMath::Fabs(CurrentParameter - 0.5f);
IntensityScale *= MaxIntensity;
/*
** Update the uv cycling animation. I'm deriving the UV animation rate
** from the intensity
*/
Vector2 uv_rate = MinUVRate + IntensityScale * IntensityScale * (MaxUVRate - MinUVRate);
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
** The material pass gets rendered if the intensity is greater than 0.0
*/
RenderBaseMaterial = (CurrentParameter < 0.5f);
RenderTransitionMaterial = (IntensityScale > 0.0f);
}
void TransitionEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass * obj)
{
if (RenderTransitionMaterial) {
/*
** 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 TransitionEffectClass::Render_Pop(RenderInfoClass & rinfo)
{
if (RenderBaseMaterial == false) {
rinfo.Pop_Override_Flags();
}
if (RenderTransitionMaterial) {
rinfo.Pop_Material_Pass();
}
}
void TransitionEffectClass::Set_Texture(TextureClass * texture)
{
if (MaterialPass != NULL) {
MaterialPass->Set_Texture(texture,0);
}
}
/************************************************************************************
**
** Save-Load support
**
************************************************************************************/
enum
{
TRANSITIONEFFECT_CHUNK_VARIABLES = 702011215, // member variables.
TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER = 0,
TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,
TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,
TRANSITIONEFFECT_VARIABLE_MINUVRATE,
TRANSITIONEFFECT_VARIABLE_MAXUVRATE,
TRANSITIONEFFECT_VARIABLE_UVRATE,
TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,
TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,
TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,
TRANSITIONEFFECT_VARIABLE_UVOFFSET,
TRANSITIONEFFECT_VARIABLE_TEXTURENAME,
};
bool TransitionEffectClass::Save(ChunkSaveClass & csave)
{
const char * texname = NULL;
TextureClass * tex = MaterialPass->Peek_Texture(0);
if (tex != NULL) {
texname = tex->Get_Texture_Name();
}
csave.Begin_Chunk(TRANSITIONEFFECT_CHUNK_VARIABLES);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER,CurrentParameter);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,TargetParameter);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,ParameterVelocity);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_MINUVRATE,MinUVRate);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_MAXUVRATE,MaxUVRate);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_UVRATE,UVRate);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,RenderBaseMaterial);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,RenderBaseMaterial);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,IntensityScale);
WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_UVOFFSET,UVOffset);
if (texname != NULL) {
WRITE_MICRO_CHUNK_STRING(csave,TRANSITIONEFFECT_VARIABLE_TEXTURENAME,texname);
}
csave.End_Chunk();
return true;
}
bool TransitionEffectClass::Load(ChunkLoadClass & cload)
{
StringClass texname;
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case TRANSITIONEFFECT_CHUNK_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER,CurrentParameter);
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,TargetParameter);
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,ParameterVelocity);
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_MINUVRATE,MinUVRate);
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_MAXUVRATE,MaxUVRate);
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_UVRATE,UVRate);
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,RenderBaseMaterial);
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,RenderBaseMaterial);
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,IntensityScale);
READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_UVOFFSET,UVOffset);
READ_MICRO_CHUNK_WWSTRING(cload,TRANSITIONEFFECT_VARIABLE_TEXTURENAME,texname);
}
cload.Close_Micro_Chunk();
}
break;
}
cload.Close_Chunk();
}
return true;
}