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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/matrixmapper.h
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142
Code/ww3d2/matrixmapper.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/ww3d2/matrixmapper.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 6/21/01 10:22a $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef MATRIXMAPPER_H
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#define MATRIXMAPPER_H
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#include "always.h"
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#include "bittype.h"
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#include "matrix4.h"
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#include "mapper.h"
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// Modified to use DX 8 texture matrices
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// Hector Yee 1/29/01
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/**
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** MatrixMapperClass. Does the chore of computing the u-v coorinates for
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** a projected texture. Note that this VP must be "baby-sat" by something
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** external to ensure that its ViewToTexture transform is up-to-date. I
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** use it in the TexProjectClass to implement projected textures.
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**
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** NOTE: for projected textures, the equation for computing a valid ViewToTexture
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** transform is as follows (assuming my usual column vectors, etc):
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** -1
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** ViewToTexture = Projection * Mwrld-shadow * Mwrld-camera
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*/
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class MatrixMapperClass : public TextureMapperClass
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{
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public:
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enum {
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INVERT_DEPTH_GRADIENT = 0x00000001,
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};
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enum MappingType {
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ORTHO_PROJECTION = 0,
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PERSPECTIVE_PROJECTION,
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DEPTH_GRADIENT,
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NORMAL_GRADIENT
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};
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MatrixMapperClass(int stage);
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/*
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** Interface
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*/
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void Set_Flag(uint32 flag,bool onoff);
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bool Get_Flag(uint32 flag) const;
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void Set_Type(MappingType type);
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MappingType Get_Type(void);
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void Set_Texture_Transform(const Matrix3D & view_to_texture,float texsize);
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void Set_Texture_Transform(const Matrix4 & view_to_texture,float texsize);
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const Matrix4 & Get_Texture_Transform(void) const;
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void Set_Gradient_U_Coord(float coord) { GradientUCoord = coord; }
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float Get_Gradient_U_Coord(void) { return GradientUCoord; }
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void Compute_Texture_Coordinate(const Vector3 & point,Vector3 * set_stq);
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TextureMapperClass* Clone(void) const { WWASSERT(0); return NULL; }
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virtual void Apply(int uv_array_index);
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protected:
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void Update_View_To_Pixel_Transform(float texsize);
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uint32 Flags;
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MappingType Type;
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Matrix4 ViewToTexture;
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Matrix4 ViewToPixel;
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Vector3 ViewSpaceProjectionNormal;
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float GradientUCoord;
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};
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inline void MatrixMapperClass::Set_Flag(uint32 flag,bool onoff)
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{
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if (onoff) {
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Flags |= flag;
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} else {
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Flags &= ~flag;
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}
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}
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inline bool MatrixMapperClass::Get_Flag(uint32 flag) const
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{
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return (Flags & flag) == flag;
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}
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inline void MatrixMapperClass::Set_Type(MappingType type)
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{
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Type = type;
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}
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inline MatrixMapperClass::MappingType MatrixMapperClass::Get_Type(void)
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{
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return Type;
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}
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inline const Matrix4 & MatrixMapperClass::Get_Texture_Transform(void) const
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{
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return ViewToTexture;
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}
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#endif
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