transitioneffect.cpp 10 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : wwphys *
  23. * *
  24. * $Archive:: /Commando/Code/wwphys/transitioneffect.cpp $*
  25. * *
  26. * Original Author:: Greg Hjelstrom *
  27. * *
  28. * $Author:: Greg_h $*
  29. * *
  30. * $Modtime:: 8/07/01 3:39p $*
  31. * *
  32. * $Revision:: 5 $*
  33. * *
  34. *---------------------------------------------------------------------------------------------*
  35. * Functions: *
  36. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  37. #include "transitioneffect.h"
  38. #include "matpass.h"
  39. #include "vertmaterial.h"
  40. #include "physresourcemgr.h"
  41. #include "phys.h"
  42. #include "rinfo.h"
  43. #include "camera.h"
  44. #include "chunkio.h"
  45. #include "texture.h"
  46. /*************************************************************************************************
  47. **
  48. ** TransitionEffectClass Implementation
  49. **
  50. *************************************************************************************************/
  51. static float STEALTH_FRACTION_RATE = 0.5f; // rate at which the fraction approaches its target
  52. static float STEALTH_ZNEAR_FADE_DISTANCE = 15.0f; // distance at which the intensity starts to fade due to camera proximity
  53. static float STEALTH_ZNEAR_AMOUNT = 0.25f; // amount the intensity can change as it approaches the camera
  54. static float STEALTH_FRIENDLY_FRACTION = 0.75f; // fraction at which friendly stealthed objects appear
  55. static float STEALTH_BROKEN_FRACTION = 0.25f; // fraction at which broken stealthed objects appear
  56. static float STEALTH_DAMAGED_FRACTION = 0.6f; // fraction that is jumped to when an object gets damaged
  57. static Vector2 MAX_STEALTH_UV_RATE(2.75f,-3.0f);
  58. static Vector2 MIN_STEALTH_UV_RATE(0.5f,-0.5f);
  59. TransitionEffectClass::TransitionEffectClass(void) :
  60. CurrentParameter(0.0f),
  61. TargetParameter(1.0f),
  62. ParameterVelocity(1.0f),
  63. MinUVRate(0.5f,-0.5f),
  64. MaxUVRate(2.75f,-3.0f),
  65. UVRate(0.0f,0.0f),
  66. StartDelay(0.0f),
  67. RemoveOnComplete(false),
  68. RenderBaseMaterial(false),
  69. RenderTransitionMaterial(true),
  70. IntensityScale(1.0f),
  71. UVOffset(0.0f,0.0f),
  72. MaxIntensity(1.0f),
  73. Mapper(NULL),
  74. MaterialPass(NULL)
  75. {
  76. MaterialPass = NEW_REF(MaterialPassClass,());
  77. MaterialPass->Enable_On_Translucent_Meshes(false);
  78. VertexMaterialClass * vmtl = NEW_REF(VertexMaterialClass,()); //PhysResourceMgrClass::Get_Stealth_Material();
  79. vmtl->Set_Ambient(0,0,0);
  80. vmtl->Set_Diffuse(0,0,0);
  81. vmtl->Set_Specular(0,0,0);
  82. vmtl->Set_Emissive(1.0f,1.0f,1.0f);
  83. vmtl->Set_Opacity(1.0f);
  84. vmtl->Set_Shininess(0.0f);
  85. vmtl->Set_Lighting(true);
  86. Mapper = NEW_REF(MatrixMapperClass,(0));
  87. Mapper->Set_Type(MatrixMapperClass::ORTHO_PROJECTION);
  88. Mapper->Set_Texture_Transform(Matrix4(1),64.0f);
  89. vmtl->Set_Mapper(Mapper,0);
  90. MaterialPass->Set_Material(vmtl);
  91. REF_PTR_RELEASE(vmtl);
  92. ShaderClass shader = ShaderClass::_PresetAdditiveShader;
  93. shader.Set_Primary_Gradient(ShaderClass::GRADIENT_ADD);
  94. MaterialPass->Set_Shader(ShaderClass::_PresetAdditiveShader);
  95. }
  96. TransitionEffectClass::~TransitionEffectClass(void)
  97. {
  98. REF_PTR_RELEASE(MaterialPass);
  99. REF_PTR_RELEASE(Mapper);
  100. }
  101. void TransitionEffectClass::Timestep(float dt)
  102. {
  103. /*
  104. ** Update the parameter
  105. */
  106. if (StartDelay > 0.0f) {
  107. StartDelay -= dt;
  108. } else {
  109. float step = ParameterVelocity * dt;
  110. if (step > WWMath::Fabs(TargetParameter - CurrentParameter)) {
  111. CurrentParameter = TargetParameter;
  112. if (RemoveOnComplete) {
  113. Enable_Auto_Remove(true);
  114. }
  115. } else {
  116. if (TargetParameter < CurrentParameter) {
  117. CurrentParameter -= step;
  118. } else {
  119. CurrentParameter += step;
  120. }
  121. }
  122. }
  123. /*
  124. ** The Intensity is computed as a function of the stealth fraction
  125. */
  126. IntensityScale = 1.0f - 2.0f * WWMath::Fabs(CurrentParameter - 0.5f);
  127. IntensityScale *= MaxIntensity;
  128. /*
  129. ** Update the uv cycling animation. I'm deriving the UV animation rate
  130. ** from the intensity
  131. */
  132. Vector2 uv_rate = MinUVRate + IntensityScale * IntensityScale * (MaxUVRate - MinUVRate);
  133. UVOffset += uv_rate * dt;
  134. UVOffset.X = fmod(UVOffset.X , 2.0f);
  135. UVOffset.Y = fmod(UVOffset.Y , 2.0f);
  136. /*
  137. ** The base pass gets rendered when the stealh fraction is < 0.5
  138. ** The material pass gets rendered if the intensity is greater than 0.0
  139. */
  140. RenderBaseMaterial = (CurrentParameter < 0.5f);
  141. RenderTransitionMaterial = (IntensityScale > 0.0f);
  142. }
  143. void TransitionEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass * obj)
  144. {
  145. if (RenderTransitionMaterial) {
  146. /*
  147. ** Update the material settings and texture transform
  148. */
  149. MaterialPass->Peek_Material()->Set_Emissive(Vector3(1,1,1) * IntensityScale);
  150. Matrix4 tm(1);
  151. tm[0][3] = UVOffset.X;
  152. tm[1][3] = UVOffset.Y;
  153. Mapper->Set_Texture_Transform(tm,64.0f);
  154. /*
  155. ** Add the material pass!
  156. */
  157. rinfo.Push_Material_Pass(MaterialPass);
  158. }
  159. if (RenderBaseMaterial == false) {
  160. rinfo.Push_Override_Flags(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY);
  161. }
  162. }
  163. void TransitionEffectClass::Render_Pop(RenderInfoClass & rinfo)
  164. {
  165. if (RenderBaseMaterial == false) {
  166. rinfo.Pop_Override_Flags();
  167. }
  168. if (RenderTransitionMaterial) {
  169. rinfo.Pop_Material_Pass();
  170. }
  171. }
  172. void TransitionEffectClass::Set_Texture(TextureClass * texture)
  173. {
  174. if (MaterialPass != NULL) {
  175. MaterialPass->Set_Texture(texture,0);
  176. }
  177. }
  178. /************************************************************************************
  179. **
  180. ** Save-Load support
  181. **
  182. ************************************************************************************/
  183. enum
  184. {
  185. TRANSITIONEFFECT_CHUNK_VARIABLES = 702011215, // member variables.
  186. TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER = 0,
  187. TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,
  188. TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,
  189. TRANSITIONEFFECT_VARIABLE_MINUVRATE,
  190. TRANSITIONEFFECT_VARIABLE_MAXUVRATE,
  191. TRANSITIONEFFECT_VARIABLE_UVRATE,
  192. TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,
  193. TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,
  194. TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,
  195. TRANSITIONEFFECT_VARIABLE_UVOFFSET,
  196. TRANSITIONEFFECT_VARIABLE_TEXTURENAME,
  197. };
  198. bool TransitionEffectClass::Save(ChunkSaveClass & csave)
  199. {
  200. const char * texname = NULL;
  201. TextureClass * tex = MaterialPass->Peek_Texture(0);
  202. if (tex != NULL) {
  203. texname = tex->Get_Texture_Name();
  204. }
  205. csave.Begin_Chunk(TRANSITIONEFFECT_CHUNK_VARIABLES);
  206. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER,CurrentParameter);
  207. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,TargetParameter);
  208. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,ParameterVelocity);
  209. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_MINUVRATE,MinUVRate);
  210. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_MAXUVRATE,MaxUVRate);
  211. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_UVRATE,UVRate);
  212. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,RenderBaseMaterial);
  213. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,RenderBaseMaterial);
  214. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,IntensityScale);
  215. WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_UVOFFSET,UVOffset);
  216. if (texname != NULL) {
  217. WRITE_MICRO_CHUNK_STRING(csave,TRANSITIONEFFECT_VARIABLE_TEXTURENAME,texname);
  218. }
  219. csave.End_Chunk();
  220. return true;
  221. }
  222. bool TransitionEffectClass::Load(ChunkLoadClass & cload)
  223. {
  224. StringClass texname;
  225. while (cload.Open_Chunk()) {
  226. switch(cload.Cur_Chunk_ID()) {
  227. case TRANSITIONEFFECT_CHUNK_VARIABLES:
  228. while (cload.Open_Micro_Chunk()) {
  229. switch(cload.Cur_Micro_Chunk_ID()) {
  230. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER,CurrentParameter);
  231. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,TargetParameter);
  232. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,ParameterVelocity);
  233. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_MINUVRATE,MinUVRate);
  234. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_MAXUVRATE,MaxUVRate);
  235. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_UVRATE,UVRate);
  236. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,RenderBaseMaterial);
  237. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,RenderBaseMaterial);
  238. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,IntensityScale);
  239. READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_UVOFFSET,UVOffset);
  240. READ_MICRO_CHUNK_WWSTRING(cload,TRANSITIONEFFECT_VARIABLE_TEXTURENAME,texname);
  241. }
  242. cload.Close_Micro_Chunk();
  243. }
  244. break;
  245. }
  246. cload.Close_Chunk();
  247. }
  248. return true;
  249. }