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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 : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/dynamicshadowmanager.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 12/05/01 6:28p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef DYNAMICSHADOWMANAGER_H
- #define DYNAMICSHADOWMANAGER_H
- #include "always.h"
- #include "vector3.h"
- class ChunkLoadClass;
- class ChunkSaveClass;
- class PhysClass;
- class DynTexProjectClass;
- class DynamicShadowManagerDefClass;
- /**
- ** DynamicShadowManagerClass
- ** This is another class designed to be embedded in a physics object. It's responsibility
- ** is to update and manage the dynamic shadow projection(s) for its parent.
- */
- class DynamicShadowManagerClass
- {
- public:
- DynamicShadowManagerClass(PhysClass & parent);
- ~DynamicShadowManagerClass(void);
-
- /*
- ** Call Update_Shadow in your Post_Timestep_Process function
- */
- void Update_Shadow(void);
- /*
- ** You can explicitly set the nearz and farz planes for the shadow or
- ** if they are set to -1.0f, the code will handle them automatically.
- ** Typically game objects like characters and vehicles should use the
- ** automatic setting while cinematics may need a manual setting. For
- ** example, a flying airplane may need to cast a long shadow for the
- ** shadow to hit the ground.
- */
- void Set_Shadow_Planes(float znear = -1.0f,float zfar = -1.0f);
- void Get_Shadow_Planes(float * set_znear,float * set_zfar);
- /*
- ** Vehicles now have enourmous muzzle flashes that cause the shadow
- ** bounding box to be much larger than it should be. This causes low
- ** shadow resolution as well as per-polygon culling visual errors
- */
- void Enable_Force_Use_Blob_Box(bool onoff) { ForceUseBlobBox = onoff; }
- bool Is_Force_Use_Blob_Box_Enabled(void) { return ForceUseBlobBox; }
- void Set_Blob_Box_Projection_Scale(const Vector3 & scl) { BlobBoxProjectionScale = scl; }
- const Vector3 & Get_Blob_Box_Projection_Scale(void) { return BlobBoxProjectionScale; }
- /*
- ** Accessor to indicate whether we are actually casting a shadow
- */
- bool Is_Casting_Shadow(void) { return (Shadow != NULL); }
- protected:
- /*
- ** Internal shadow support.
- */
- void Allocate_Shadow(void);
- void Release_Shadow(void);
- PhysClass & Parent;
- DynTexProjectClass * Shadow;
- float ShadowNearZ;
- float ShadowFarZ;
- bool ForceUseBlobBox;
- Vector3 BlobBoxProjectionScale;
- };
- inline void DynamicShadowManagerClass::Set_Shadow_Planes(float znear,float zfar)
- {
- ShadowNearZ = znear;
- ShadowFarZ = zfar;
- }
- inline void DynamicShadowManagerClass::Get_Shadow_Planes(float * set_znear,float * set_zfar)
- {
- *set_znear = ShadowNearZ;
- *set_zfar = ShadowFarZ;
- }
- #endif // DYNAMICSHADOWMANAGER_H
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