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- /*
- ** Command & Conquer Generals(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) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: Shadow.h /////////////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, November 2001
- // Modified: Mark Wilczynski, February 2002
- // Desc: Shadow descriptions
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __SHADOW_H_
- #define __SHADOW_H_
- //
- // skeleton definition of shadow types
- //
- // shadow bit flags, keep this in sync with TheShadowNames
- enum ShadowType
- {
- SHADOW_NONE = 0x00000000,
- SHADOW_DECAL = 0x00000001, //shadow decal applied via modulate blend
- SHADOW_VOLUME = 0x00000002,
- SHADOW_PROJECTION = 0x00000004,
- SHADOW_DYNAMIC_PROJECTION = 0x00000008, //extra setting for shadows which need dynamic updates
- SHADOW_DIRECTIONAL_PROJECTION = 0x00000010, //extra setting for shadow decals that rotate with sun direction
- SHADOW_ALPHA_DECAL = 0x00000020, //not really for shadows but for other decal uses. Alpha blended.
- SHADOW_ADDITIVE_DECAL = 0x00000040 //not really for shadows but for other decal uses. Additive blended.
- };
- #ifdef DEFINE_SHADOW_NAMES
- static const char* TheShadowNames[] =
- {
- "SHADOW_DECAL",
- "SHADOW_VOLUME",
- "SHADOW_PROJECTION",
- "SHADOW_DYNAMIC_PROJECTION",
- "SHADOW_DIRECTIONAL_PROJECTION",
- "SHADOW_ALPHA_DECAL",
- "SHADOW_ADDITIVE_DECAL",
- NULL
- };
- #endif // end DEFINE_SHADOW_NAMES
- #define MAX_SHADOW_LIGHTS 1 //maximum number of shadow casting light sources in scene - support for more than 1 has been dropped from most code.
- class RenderObjClass; //forward reference
- class RenderCost; //forward reference
- //Interface to all shadow objects.
- class Shadow
- {
- public:
-
- struct ShadowTypeInfo
- {
- char m_ShadowName[64]; //when set, overrides the default model shadow (used mostly for Decals).
- ShadowType m_type; //type of shadow
- Bool allowUpdates; //whether to update the shadow image when object/light moves.
- Bool allowWorldAlign; //whether to align shadow to world geometry or draw as horizontal decal.
- Real m_sizeX; //world size of decal projection
- Real m_sizeY; //world size of decal projection
- Real m_offsetX; //world shift along x axis
- Real m_offsetY; //world shift along y axis
- };
- Shadow(void) : m_diffuse(0xffffffff), m_color(0xffffffff), m_opacity (0x000000ff), m_localAngle(0.0f) {}
- ///<if this is set, then no render will occur, even if enableShadowRender() is enabled. Used by Shroud.
- void enableShadowInvisible(Bool isEnabled);
- void enableShadowRender(Bool isEnabled);
- Bool isRenderEnabled(void) {return m_isEnabled;}
- Bool isInvisibleEnabled(void) {return m_isInvisibleEnabled;}
- virtual void release(void)=0; ///<release this shadow from suitable manager.
- void setOpacity(Int value); ///<adjust opacity of decal/shadow
- void setColor(Color value);///<adjust ARGB color of decal/shadow
- void setAngle(Real angle); ///<adjust orientation around z-axis
- void setPosition(Real x, Real y, Real z);
- void setSize(Real sizeX, Real sizeY)
- {
- m_decalSizeX = sizeX;
- m_decalSizeY = sizeY;
-
- if (sizeX == 0)
- m_oowDecalSizeX = 0;
- else
- m_oowDecalSizeX = 1.0f/sizeX ;
- if (sizeY == 0)
- m_oowDecalSizeY = 0;
- else
- m_oowDecalSizeY = 1.0f/sizeY ;
- };
- #if defined(_DEBUG) || defined(_INTERNAL)
- virtual void getRenderCost(RenderCost & rc) const = 0;
- #endif
- protected:
- Bool m_isEnabled; /// toggle to turn rendering of this shadow on/off.
- Bool m_isInvisibleEnabled; /// if set, overrides and causes no rendering.
- UnsignedInt m_opacity; ///< value between 0 (transparent) and 255 (opaque)
- UnsignedInt m_color; ///< color in ARGB format. (Alpha is ignored).
- ShadowType m_type; /// type of projection
- Int m_diffuse; /// diffuse color used to tint/fade shadow.
- Real m_x,m_y,m_z; /// world position of shadow center when not bound to robj/drawable.
- Real m_oowDecalSizeX; /// 1/(world space extent of texture in x direction)
- Real m_oowDecalSizeY; /// 1/(world space extent of texture in y direction)
- Real m_decalSizeX; /// 1/(world space extent of texture in x direction)
- Real m_decalSizeY; /// 1/(world space extent of texture in y direction)
- Real m_localAngle; /// yaw or rotation around z-axis of shadow image when not bound to robj/drawable.
- };
- inline void Shadow::enableShadowRender(Bool isEnabled)
- {
- m_isEnabled=isEnabled;
- }
- inline void Shadow::enableShadowInvisible(Bool isEnabled)
- {
- m_isInvisibleEnabled=isEnabled;
- }
- ///@todo: Pull these out so casting, etc. is only done for visible decals.
- inline void Shadow::setOpacity(Int value)
- {
- m_opacity=value;
- if (m_type & SHADOW_ALPHA_DECAL)
- {
- m_diffuse = (m_color & 0x00ffffff) + (value << 24);
- // m_diffuse = m_color | (value << 24);ML changed
- }
- else
- {
- if (m_type & SHADOW_ADDITIVE_DECAL)
- {
- Real fvalue=(Real)m_opacity/255.0f;
- m_diffuse=REAL_TO_INT(((Real)(m_color & 0xff) * fvalue))
- |REAL_TO_INT(((Real)((m_color >> 8) & 0xff) * fvalue))
- |REAL_TO_INT(((Real)((m_color >> 16) & 0xff) * fvalue));
- }
- }
- }
- inline void Shadow::setColor(Color value)
- {
- m_color = value & 0x00ffffff; //filter out alpha
- if (m_type & SHADOW_ALPHA_DECAL)
- {
- m_diffuse=m_color | (m_opacity << 24);
- }
- else
- {
- if (m_type & SHADOW_ADDITIVE_DECAL)
- {
- Real fvalue=(Real)m_opacity/255.0f;
- m_diffuse=REAL_TO_INT(((Real)(m_color & 0xff) * fvalue))
- |REAL_TO_INT(((Real)((m_color >> 8) & 0xff) * fvalue))
- |REAL_TO_INT(((Real)((m_color >> 16) & 0xff) * fvalue));
- }
- }
- }
- inline void Shadow::setPosition(Real x, Real y, Real z)
- {
- m_x=x; m_y=y; m_z=z;
- }
- inline void Shadow::setAngle(Real angle)
- {
- m_localAngle=angle;
- }
- class Drawable; //forward ref.
- class ProjectedShadowManager
- {
- public:
- virtual ~ProjectedShadowManager() { };
- virtual Shadow *addDecal(RenderObjClass *, Shadow::ShadowTypeInfo *shadowInfo)=0; ///<add a non-shadow decal
- virtual Shadow *addDecal(Shadow::ShadowTypeInfo *shadowInfo)=0; ///<add a non-shadow decal which does not follow an object.
- };
- extern ProjectedShadowManager *TheProjectedShadowManager;
- #endif // __SHADOW_H_
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