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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/metalmap.h
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121
Code/ww3d2/metalmap.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 : G *
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* *
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* $Archive:: /VSS_Sync/ww3d2/metalmap.h $*
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* *
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* $Author:: Vss_sync $*
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* *
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* $Modtime:: 10/26/01 2:56p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef METALMAP_H
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#define METALMAP_H
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#include <vector3.h>
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class TextureClass;
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class INIClass;
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/*
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** MetalMapManagerClass: This class updates the procedural environment maps
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** (aka metal maps) based on the global lighting environment.
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** At the moment the metal maps are shaded using a simple Phong model - in
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** future this may be extended to more complex and realistic shading
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** (Cook-Torrance, etc.) which would require changing the metal parameters.
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** Another possible extension would be to support a large dynamic range for
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** the main light source (currently its color is treated as an RGB triple
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** which is bound to 0,1).
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*/
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// If this is increased too much the metal map updates will be too expensive
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#define METALMAP_SIZE 16
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#define METALMAP_SIZE_2 (METALMAP_SIZE * METALMAP_SIZE)
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class MetalMapManagerClass {
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public:
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// These parameters are for a simple Phong reflectance model
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struct MetalParams {
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Vector3 AmbientColor;
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Vector3 DiffuseColor;
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Vector3 SpecularColor;
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float Shininess;
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};
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// Create metal map manager with maps specified by INI file
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MetalMapManagerClass(INIClass &ini);
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~MetalMapManagerClass(void);
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// Get the texture for a metal map by id number
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TextureClass * Get_Metal_Map(int id);
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// Get the number of metal maps in the manager
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int Metal_Map_Count(void);
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// Update the lighting parameters used for generating the maps
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void Update_Lighting(const Vector3& ambient, const Vector3& main_light_color,
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const Vector3& main_light_dir, const Vector3& camera_dir);
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// Update the metal map textures (should call once/frame before rendering)
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void Update_Textures(void);
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private:
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// 16 x 16 table of cameraspace normals for the environment maps
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static Vector3 * _NormalTable;
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void initialize_normal_table(void); // Utility function
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// Utility function - shared CTor code
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void initialize_metal_params(int map_count, MetalParams *metal_params);
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// Number of metal maps
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int MapCount;
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// Array of metal map texture pointers
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TextureClass ** Textures;
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// Array of metal parameters
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MetalParams * MetalParameters;
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// Current lighting parameters
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Vector3 CurrentAmbient;
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Vector3 CurrentMainLightColor;
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Vector3 CurrentMainLightDir;
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Vector3 CurrentCameraDir;
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// Use 16-bit metal maps or not
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bool Use16Bit;
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};
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#endif
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