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- /*
- ** 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 : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/decalsys.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 6/29/01 11:30a $*
- * *
- * $Revision:: 6 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef DECALSYS_H
- #define DECALSYS_H
- #include "always.h"
- #include "matrix3d.h"
- #include "matrix4.h"
- #include "obbox.h"
- #include "robjlist.h"
- #include "matpass.h"
- #include "projector.h"
- class DecalGeneratorClass;
- class DecalMeshClass;
- /**
- ** DecalSystemClass
- ** This is a class that manages creation and destruction of decals in the system. It is
- ** meant to be over-ridden for game-specific behaviors.
- **
- ** Sample Code:
- ** 1 - Create the generator. The system gives it a unique id and gives you a clean decal generator
- **
- ** DecalGeneratorClass * gen = DecalSystem->Lock_Decal_Generator();
- ** gen->Set_Transform(tm);
- ** gen->Set_Projection(proj_tm);
- ** gen->Set_Bounds(OBBox);
- **
- ** 2 - Apply the generator to any objects that you want it to affect. It wont do anything if it
- ** does not overlap any polygons in those objects
- **
- ** Scene->Collect_Objects(gen->Get_Bounding_Box(),objectlist);
- ** for (iterator.First(objectlist); !iterator.Is_Done(); iterator.Next()) {
- ** iterator.Peek_Object()->Create_Decal(gen);
- ** }
- **
- ** 3 - Release the generator back to the system. At this point, the system may record which meshes
- ** actually generated extra decal polygons for future removal. All of this information will be
- ** tied together with the unique 'decal ID' that was assigned to the generator.
- **
- ** DecalSystem->Unlock_Decal_Generator(gen);
- **
- */
- class DecalSystemClass
- {
- public:
- DecalSystemClass(void);
- virtual ~DecalSystemClass(void);
- /*
- ** Create and release DecalGenerators. Note that this is the point at which the
- ** decal system can track "logical" decals. The generator will keep an internal list
- ** of all of the render objects which generated decals which you should copy if you
- ** want to track them (e.g. if you want to cap the maximum number of active decals and
- ** kill the old ones...)
- */
- virtual DecalGeneratorClass * Lock_Decal_Generator(void);
- virtual void Unlock_Decal_Generator(DecalGeneratorClass * generator);
- /*
- ** When a decal-mesh is destroyed, it must inform the DecalSystem. Otherwise, systems
- ** which track decals can get dangling pointers.
- */
- virtual void Decal_Mesh_Destroyed(uint32 decal_id,DecalMeshClass * mesh) { }
- protected:
- /*
- ** This generates the decal ID when a generator is created. This decal system reroutes this
- ** to Generate_Unique_Global_Decal_Id(), but other decal systems may use a different method.
- */
- virtual uint32 Generate_Decal_Id(void) { return Generate_Unique_Global_Decal_Id(); }
- /*
- ** Unique ID generation for decals. Not all decal systems have to use
- ** this method of generating ids. Some may wish to assign the id as the
- ** array index of the logical id or use some other aritrary method.
- */
- static uint32 Generate_Unique_Global_Decal_Id(void);
- static uint32 DecalIDGenerator;
- };
- /**
- ** DecalGeneratorClass
- ** This class encapsulates the information needed to generate a decal. It also tracks
- ** what meshes actually used it to generate new decal polygons.
- */
- class DecalGeneratorClass : public ProjectorClass
- {
- public:
- /*
- ** All meshes that actually generate decal polygons should register themselves in the
- ** list. Then when the decal generation is finished, this list can be copied so that
- ** we can come back to those meshes and remove the decals if we want to.
- */
- void Add_Mesh(RenderObjClass * mesh);
- NonRefRenderObjListClass & Get_Mesh_List(void);
- /*
- ** Decal generator parameters.
- ** see ProjectorClass for control over the coordinate system, projection, etc
- */
- uint32 Get_Decal_ID(void) { return DecalID; }
- DecalSystemClass * Peek_Decal_System(void) { return System; }
- /*
- ** Backface rejection thresh-hold. The dot-product between the projection vector and
- ** the normal of each polygon is taken, if the result is greater than this value the polygon
- ** is accepted into the decal. Set it to -1 if you want to accept all polygons.
- */
- void Set_Backface_Threshhold(float val) { BackfaceVal = val; }
- float Get_Backface_Threshhold(void) { return BackfaceVal; }
- /*
- ** Normally, decals are not generated on translucent meshes. This is due to the "floating
- ** decals" that you can get on things like trees. The user can override this behavior
- ** through the following interface.
- */
- void Apply_To_Translucent_Meshes(bool onoff) { ApplyToTranslucentMeshes = onoff; }
- bool Is_Applied_To_Translucent_Meshes(void) { return ApplyToTranslucentMeshes; }
- /*
- ** Material parameters: just grab a pointer the material pass and modify it.
- ** Remember to release your ref to it when you are done.
- */
- MaterialPassClass * Get_Material(void) { WWASSERT(Material != NULL); Material->Add_Ref(); return Material; }
- /*
- ** Decal generation support. Call Set_Mesh_Transform for the mesh you want to add
- ** a decal to. Then for each vertex, you can call 'Compute_Texture_Coordinate'
- */
- void Set_Mesh_Transform(const Matrix3D & tm);
- protected:
- DecalGeneratorClass(uint32 id,DecalSystemClass * system);
- ~DecalGeneratorClass(void);
- /*
- ** Logical Decal ID, DecalSystem that this generator is tied to
- */
- DecalSystemClass * System;
- uint32 DecalID; // unique ID generated by the DecalSystem
- /*
- ** Backface Threshhold, Translucent mesh decal enable
- */
- float BackfaceVal;
- bool ApplyToTranslucentMeshes;
- /*
- ** Material settings
- */
- MaterialPassClass * Material; // material settings for the decal
-
- /*
- ** Results, list of the meshes which actually generated decal polygons for this logical decal.
- */
- NonRefRenderObjListClass MeshList;
- friend class DecalSystemClass;
- };
- /**
- ** MultiFixedPoolDecalSystemClass: This is for decal systems which use several fixed-size decal
- ** pools (If more than one pool is used, it is usually to have separate pools for several
- ** different classes of decals). Note that here the decal IDs are a combination of the pool and
- ** slot ids. (decal ids only have to be unique within a given decal system)
- */
- class MultiFixedPoolDecalSystemClass : public DecalSystemClass
- {
- public:
- MultiFixedPoolDecalSystemClass(uint32 num_pools, const uint32 *pool_sizes);
- MultiFixedPoolDecalSystemClass(const MultiFixedPoolDecalSystemClass & that);
- virtual ~MultiFixedPoolDecalSystemClass(void);
- // This clears the slot in addition to locking the generator, thus preventing any decal id
- // collisions (since any decal previously in that slot will have the same id as the new one).
- virtual DecalGeneratorClass * Lock_Decal_Generator(void);
- // This will register the decal in the system in the appropriate pool and slot (determined by
- // the generator's pool and slot ids), removing any decal which may have been there before.
- virtual void Unlock_Decal_Generator(DecalGeneratorClass * generator);
- // This notifies the system that a mesh which has decals on it was destroyed - therefore we
- // need to remove the mesh from our list to avoid dangling pointers.
- virtual void Decal_Mesh_Destroyed(uint32 id,DecalMeshClass * mesh);
- // Not part of the DecalSystemClass interface - this function removes any decal currently in
- // the given slot in the given pool.
- void Clear_Decal_Slot(uint32 pool_id, uint32 slot_id);
- // This one removes all decals in a given pool.
- void Clear_Pool(uint32 pool_id);
- // And this one removes all decals in the system.
- void Clear_All_Decals(void);
- protected:
- /*
- ** This generates the decal ID when a generator is created. This decal system generates the
- ** decal ID from a pool ID and slot ID which are part of the state of the system so someone
- ** can set them before calling Lock_Decal_Generator() (which is where this function is called).
- ** We do it this way to avoid needing to override Lock_Decal_Generator().
- */
- virtual uint32 Generate_Decal_Id(void) { return encode_decal_id(Generator_PoolID, Generator_SlotID); }
- uint32 Generator_PoolID; // These should be set before calling Lock_Decal_Generator()
- uint32 Generator_SlotID; // These should be set before calling Lock_Decal_Generator()
- class LogicalDecalClass;
- // Get a reference to the logical decal at the given pool and slot id (performs range chacking)
- LogicalDecalClass & find_logical_decal(uint32 pool_id, uint32 slot_id);
- // Get a reference to the logical decal with the given decal id
- LogicalDecalClass & find_logical_decal(uint32 decal_id);
- // The decal ids are formed so that the upper 16 bits are equal to the pool id and the lower
- // 16 bits are equal to the slot id.
- static uint32 encode_decal_id(uint32 pool_id, uint32 slot_id) { return (slot_id & 0xFFFF) | (pool_id << 16); }
- static void decode_decal_id(uint32 decal_id, uint32 & pool_id, uint32 & slot_id) { slot_id = decal_id & 0xFFFF; pool_id = decal_id >> 16; }
- // A class to store the meshes to which the decal has been applied (so that they can be removed when needed)
- class LogicalDecalClass
- {
- public:
- LogicalDecalClass(void);
- ~LogicalDecalClass(void);
- void Set(DecalGeneratorClass * generator);
- // Just clears any existing logical decal information, leaving the decal empty.
- void Clear(uint32 decal_id);
- NonRefRenderObjListClass MeshList;
- };
- class LogicalDecalPoolClass
- {
- public:
- LogicalDecalPoolClass(void);
- ~LogicalDecalPoolClass(void);
- void Initialize(uint32 size);
- LogicalDecalClass * Array;
- uint32 Size;
- };
- LogicalDecalPoolClass * Pools;
- uint32 PoolCount;
- };
- #endif //DECALSYS_H
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