| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105 |
- /*
- ** 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/dyntexproject.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 6/02/00 6:30p $*
- * *
- * $Revision:: 7 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef DYNTEXPROJECT_H
- #define DYNTEXPROJECT_H
- #include "always.h"
- #include "phystexproject.h"
- /**
- ** DynTexProjectClass
- ** Dynamic projected textures. This class is simply a projected texture that
- ** can keep track of the object it is supposed to be projecting and refresh
- ** its texture only when needed. In addition, it stores the 'ID' of the
- ** light source which generated it so that we can re-use the same DynTexProjectClass's
- ** when the same object is being projected by the same light source (see the
- ** Update_Texture call in MovePhysClass...)
- ** NOTE: the pointer back to the projected object is not ref-counted because
- ** that would create a circular reference.
- */
- class DynTexProjectClass : public PhysTexProjectClass
- {
- public:
- DynTexProjectClass(PhysClass * shadow_generator);
- virtual ~DynTexProjectClass(void);
- /*
- ** TexProjectClass interface
- */
- virtual void Pre_Render_Update(const Matrix3D & camera);
- /*
- ** DynTexProjectClass interface
- ** - stores the object and light source parameters which generate this projector
- ** - regenerates the texture in the Pre_Render_Update call
- ** In order to properly set up a dynamic projector, be sure you set all of
- ** the following: the projection object, the light source ID (pointer cast to an int),
- ** the light vector, the perspective flag (indicates whether the vector is a direction
- ** or a light position)
- */
- void Set_Projection_Object(PhysClass * obj);
- PhysClass * Peek_Projection_Object(void) const;
- virtual void * Get_Projection_Object_ID(void) const { return ProjectionObject; }
- void Set_Light_Source_ID(uint32 id);
- uint32 Get_Light_Source_ID(void);
- void Set_Light_Vector(const Vector3 & vector);
- void Get_Light_Vector(Vector3 * set_vector);
-
- void Enable_Perspective(bool onoff);
- bool Is_Perspective_Enabled(void);
- void Set_Texture_Dirty(bool onoff = true);
- bool Is_Texture_Dirty(void);
- void Update_Projection(const AABoxClass & objbox,const Matrix3D & objtm,float znear = -1.0f,float zfar = -1.0f);
-
- protected:
- PhysClass * ProjectionObject; // Object to be projected, not ref-counted!
- uint32 LightSourceID; // ID of the light source (just its pointer,used for matching)
- Vector3 LightVector; // copy of the light vector (postion or direction)
- };
- #endif
|