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- /*
- ** Command & Conquer Generals Zero Hour(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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __W3DMirror_H_
- #define __W3DMirror_H_
- #include "always.h"
- #include "rendobj.h"
- #include "w3d_file.h"
- #include "dx8vertexbuffer.h"
- #include "dx8indexbuffer.h"
- #include "shader.h"
- #include "vertmaterial.h"
- #include "Lib/BaseType.h"
- #include "Common/GameType.h"
- /// Custom render object that draws mirrors, water, and skies.
- /**
- This render object handles drawing reflected W3D scenes. It will only work
- with rectangular planar surfaces and was tuned with an emphasis on water.
- Since skies are only visible in reflections, this code will also
- render clouds and sky bodies.
- */
- class MirrorRenderObjClass : public RenderObjClass
- {
- public:
- MirrorRenderObjClass(void);
- ~MirrorRenderObjClass(void);
- /////////////////////////////////////////////////////////////////////////////
- // Render Object Interface (W3D methods)
- /////////////////////////////////////////////////////////////////////////////
- virtual RenderObjClass * Clone(void) const;
- virtual int Class_ID(void) const;
- virtual void Render(RenderInfoClass & rinfo);
- /// @todo: Add methods for collision detection with mirror surface
- // virtual Bool Cast_Ray(RayCollisionTestClass & raytest);
- // virtual Bool Cast_AABox(AABoxCollisionTestClass & boxtest);
- // virtual Bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
- // virtual Bool Intersect_AABox(AABoxIntersectionTestClass & boxtest);
- // virtual Bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest);
- virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
- virtual void Get_Obj_Space_Bounding_Box(AABoxClass & aabox) const;
- ///allocate W3D resources needed to render mirror
- Int init(Real waterLevel, Real dx, Real dy, SceneClass *parentScene);
- static void setTimeOfDay(TimeOfDay tod) {m_tod=tod;} ///<change sky/water for time of day
- void toggleCloudLayer(Bool state) { m_useCloudLayer=state;} ///<enables/disables the cloud layer
- protected:
- DX8IndexBufferClass *m_indexBuffer; ///<indices defining quad
- SceneClass *m_parentScene; ///<scene to be reflected
- ShaderClass m_shaderClass; ///<shader or rendering state for heightmap
- VertexMaterialClass *m_vertexMaterialClass; ///<vertex lighting material
- TextureClass *m_alphaClippingTexture; ///<used for faked clipping using alpha
- Real m_dx; ///<x extent of mirror surface (offset from local center)
- Real m_dy; ///<y extent of mirror surface (offset from local center)
- Vector3 m_planeNormal; ///<mirror plane normal
- Real m_planeDistance; ///<mirror plane distance
- Real m_level; ///<level of mirror (hack for water)
- Real m_uOffset; ///<current texture offset on u axis
- Real m_vOffset; ///<current texture offset on v axis
- Real m_uScrollPerMs; ///<texels per/ms scroll rate in u direction
- Real m_vScrollPerMs; ///<texels per/ms scroll rate in v direction
- Int m_LastUpdateTime; ///<time of last cloud update
- Bool m_useCloudLayer; ///<flag if clouds are on/off
- static TimeOfDay m_tod; ///<time of day setting for reflected cloud layer
- struct skySetting
- {
- TextureClass *skyTexture;
- TextureClass *waterTexture;
- Int waterRepeatCount;
- Int skyRepeatCount;
- DWORD vertex00Diffuse;
- DWORD vertex10Diffuse;
- DWORD vertex11Diffuse;
- DWORD vertex01Diffuse;
- DWORD waterDiffuse;
- Real uScrollPerMs;
- Real vScrollPerMs;
- };
- skySetting m_skySettings[TIME_OF_DAY_COUNT]; ///< settings for each time of day
- void renderSky(void); ///<draw the sky layer (clouds, stars, etc.)
- void renderSkyBody(Matrix3D *mat); ///<draw the sky body (sun, moon, etc.)
- void renderWater(void);
- void renderWaterMesh(void);
- };
- #endif // end __W3DMirror_H_
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