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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/rinfo.h
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Code/ww3d2/rinfo.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 : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/rinfo.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 1/11/02 3:43p $*
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* *
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* $Revision:: 15 $*
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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 RINFO_H
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#define RINFO_H
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#include "always.h"
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#include "bittype.h"
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#include "ww3d.h"
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#include "wwdebug.h"
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#include "shader.h"
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#include "vector.h"
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#include "matrix3d.h"
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#include "matrix4.h"
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class MaterialPassClass;
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class LightEnvironmentClass;
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class VisRasterizerClass;
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class BWRenderClass;
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const unsigned MAX_ADDITIONAL_MATERIAL_PASSES=32;
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const unsigned MAX_OVERRIDE_FLAG_LEVEL=32;
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/**
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** RenderInfoClass
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** This class contains all of the data needed for the scene to render
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** itself. It will be passed on to the scene from a WW3D::Render(scene)
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** call.
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**
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** Camera - The camera being used to render the scene, contains culling code, etc
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*/
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class RenderInfoClass
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{
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public:
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RenderInfoClass(CameraClass & cam);
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~RenderInfoClass(void);
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enum RINFO_OVERRIDE_FLAGS {
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RINFO_OVERRIDE_DEFAULT = 0x0000, // No overrides
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RINFO_OVERRIDE_FORCE_TWO_SIDED = 0x0001, // Override mesh settings to force no backface culling
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RINFO_OVERRIDE_FORCE_SORTING = 0x0002, // Override mesh settings to force sorting
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RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY = 0x0004, // Do not render base passes (only additional passes)
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RINFO_OVERRIDE_SHADOW_RENDERING = 0x0008 // Hint: we are rendering a shadow
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};
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void Push_Material_Pass(MaterialPassClass * matpass);
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void Pop_Material_Pass(void);
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int Additional_Pass_Count(void);
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MaterialPassClass * Peek_Additional_Pass(int i);
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void Push_Override_Flags(RINFO_OVERRIDE_FLAGS flg); // Saves current override flags on stack and installs a new one
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void Pop_Override_Flags(void); // Restores previous override flags from stack
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RINFO_OVERRIDE_FLAGS & Current_Override_Flags(void); // Access to current override flags
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CameraClass & Camera;
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float fog_scale;
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float fog_start;
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float fog_end;
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LightEnvironmentClass* light_environment;
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protected:
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MaterialPassClass* AdditionalMaterialPassArray[MAX_ADDITIONAL_MATERIAL_PASSES];
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unsigned AdditionalMaterialPassCount;
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unsigned RejectedMaterialPasses;
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RINFO_OVERRIDE_FLAGS OverrideFlag[MAX_OVERRIDE_FLAG_LEVEL];
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unsigned OverrideFlagLevel;
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};
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/**
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** SpecialRenderInfoClass
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** This structure also contains a "grab-bag" of junk for use by the Special_Render
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** function. The first use that I have for Special_Render is to implement the
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** visibility detection algorithm where each object is rendered in such a way
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** that I can get the 'id' of the object which generated each pixel on the screen.
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** Another use I have planned for Special_Render is a shadow rendering mode that
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** just draws an object in solid black from the point of view of a light source.
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** This would just need another enum for the RenderType...
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**
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** The reason for a Special_Render function is that I didn't want to pollute
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** the main rendering pipeline with checks for these alternate rendering operations.
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*/
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class SpecialRenderInfoClass : public RenderInfoClass
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{
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public:
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SpecialRenderInfoClass(CameraClass & cam,int render_type);
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~SpecialRenderInfoClass(void);
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// The following fields are only used by the Special_Render function.
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// this is basically just a place to stick whatever information you need.
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enum
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{
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RENDER_VIS,
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RENDER_SHADOW
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};
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int RenderType;
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// RENDER_VIS variables and methods:
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VisRasterizerClass * VisRasterizer;
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// RENDER_SHADOW variables and methods:
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// NOTE: this is somewhat obsolete now that we have hardware render-to-texture.
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BWRenderClass * BWRenderer; // Black & white non-textured renderer
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private:
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// Not implemented...
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SpecialRenderInfoClass(const RenderInfoClass &);
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SpecialRenderInfoClass & operator = (const RenderInfoClass &);
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};
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#endif
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