| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216 |
- /*
- ** 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/phystexproject.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 1/11/02 7:06p $*
- * *
- * $Revision:: 14 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * PhysTexProjectClass::PhysTexProjectClass -- Constructor *
- * PhysTexProjectClass::~PhysTexProjectClass -- Destructor *
- * PhysTexProjectClass::Compute_Perspective_Projection -- compute projection of a Phys objec *
- * PhysTexProjectClass::Compute_Ortho_Projection -- Compute projection of a Phys object *
- * PhysTexProjectClass::Compute_Texture -- Render the given Phys object to texture *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "phystexproject.h"
- #include "pscene.h"
- #include "phys.h"
- #include "rinfo.h"
- #include "vertmaterial.h"
- #include "lightenvironment.h"
- /***********************************************************************************************
- * PhysTexProjectClass::PhysTexProjectClass -- Constructor *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/30/2000 gth : Created. *
- *=============================================================================================*/
- PhysTexProjectClass::PhysTexProjectClass(void)
- {
- }
- /***********************************************************************************************
- * PhysTexProjectClass::~PhysTexProjectClass -- Destructor *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/30/2000 gth : Created. *
- *=============================================================================================*/
- PhysTexProjectClass::~PhysTexProjectClass(void)
- {
- }
- /***********************************************************************************************
- * PhysTexProjectClass::Compute_Perspective_Projection -- compute projection of a Phys object *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/30/2000 gth : Created. *
- *=============================================================================================*/
- bool PhysTexProjectClass::Compute_Perspective_Projection
- (
- PhysClass * obj,
- const Vector3 & lightpos,
- float nearz,
- float farz
- )
- {
- RenderObjClass * model = obj->Peek_Model();
- if (model == NULL) {
- WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n"));
- return false;
- }
- AABoxClass box;
- model->Get_Obj_Space_Bounding_Box(box);
- const Matrix3D & tm = model->Get_Transform();
-
- return TexProjectClass::Compute_Perspective_Projection(box,tm,lightpos,nearz,farz);
- }
- /***********************************************************************************************
- * PhysTexProjectClass::Compute_Ortho_Projection -- Compute projection of a Phys object *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/30/2000 gth : Created. *
- *=============================================================================================*/
- bool PhysTexProjectClass::Compute_Ortho_Projection
- (
- PhysClass * obj,
- const Vector3 & lightdir,
- float nearz,
- float farz
- )
- {
- RenderObjClass * model = obj->Peek_Model();
- if (model == NULL) {
- WWDEBUG_SAY(("Attempting to generate projection for a NULL model\r\n"));
- return false;
- }
- AABoxClass box;
- model->Get_Obj_Space_Bounding_Box(box);
- const Matrix3D & tm = model->Get_Transform();
- return TexProjectClass::Compute_Ortho_Projection(box,tm,lightdir,nearz,farz);
- }
- /***********************************************************************************************
- * PhysTexProjectClass::Compute_Texture -- Render the given Phys object to texture *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/30/2000 gth : Created. *
- *=============================================================================================*/
- bool PhysTexProjectClass::Compute_Texture(PhysClass * obj,bool additive_projection)
- {
- /*
- ** Grab the shadow render context and the render object
- */
- RenderObjClass * model = obj->Peek_Model();
- if (model == NULL) {
- return false;
- }
- int tex_size = Get_Texture_Size();
- SpecialRenderInfoClass * context = PhysicsSceneClass::Get_Instance()->Get_Shadow_Render_Context(tex_size,tex_size);
- if (context == NULL) {
- return false;
- }
- /*
- ** Set up the render context
- */
- bool pushed_mtls = false;
- LightEnvironmentClass lenv;
- if (!additive_projection) {
- lenv.Reset(Vector3(0,0,0),Vector3(0,0,0)); // light env that makes everything black
-
- MaterialPassClass * shadow_mtl = PhysicsSceneClass::Get_Instance()->Get_Shadow_Material_Pass();
- if (shadow_mtl) {
- pushed_mtls = true;
- context->Push_Material_Pass(shadow_mtl);
- context->Push_Override_Flags((RenderInfoClass::RINFO_OVERRIDE_FLAGS)(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY | RenderInfoClass::RINFO_OVERRIDE_SHADOW_RENDERING));
- REF_PTR_RELEASE(shadow_mtl);
- }
- } else {
- lenv.Reset(Vector3(0,0,0),Vector3(1,1,1)); // light env of pure ambient
- }
- context->light_environment = &lenv;
- /*
- ** Pass on to our parent class function
- */
- bool success = TexProjectClass::Compute_Texture(model,context);
- /*
- ** Cleanup
- */
- if (pushed_mtls) {
- context->Pop_Override_Flags();
- context->Pop_Material_Pass();
- }
- return success;
- }
|