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Initial commit of Command & Conquer Renegade source code.
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182
Code/ww3d2/segline.h
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182
Code/ww3d2/segline.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:: /Commando/Code/ww3d2/segline.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 6/13/01 4:09p $*
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* *
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* $Revision:: 12 $*
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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 SEGLINE_H
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#define SEGLINE_H
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#include "rendobj.h"
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#include "shader.h"
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#include "simplevec.h"
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#include "seglinerenderer.h"
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class TextureClass;
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/*
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** SegmentedLineClass -- a render object for rendering thick segmented lines.
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*/
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class SegmentedLineClass : public RenderObjClass
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{
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public:
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SegmentedLineClass(void);
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SegmentedLineClass(const SegmentedLineClass & src);
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SegmentedLineClass & SegmentedLineClass::operator = (const SegmentedLineClass &that);
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virtual ~SegmentedLineClass(void);
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void Reset_Line(void);
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/*
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** SegmentedLineClass interface:
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*/
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// These are segment points, and include the start and end point of the
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// entire line. Therefore there must be at least two.
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void Set_Points(unsigned int num_points, Vector3 *locs);
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int Get_Num_Points(void);
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// Set object-space location for a given point.
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// NOTE: If given position beyond end of point list, do nothing.
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void Set_Point_Location(unsigned int point_idx, const Vector3 &location);
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// Get object-space location for a given point.
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void Get_Point_Location(unsigned int point_idx, Vector3 &loc);
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// Modify the line by adding and removing points
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void Add_Point(const Vector3 & location);
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void Delete_Point(unsigned int point_idx);
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// Get/set global properties (which affect all line segments)
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TextureClass * Get_Texture(void);
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ShaderClass Get_Shader(void);
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float Get_Width(void);
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void Get_Color(Vector3 &color);
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float Get_Opacity(void);
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float Get_Noise_Amplitude(void);
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float Get_Merge_Abort_Factor(void);
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unsigned int Get_Subdivision_Levels(void);
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SegLineRendererClass::TextureMapMode Get_Texture_Mapping_Mode(void);
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float Get_Texture_Tile_Factor(void);
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Vector2 Get_UV_Offset_Rate(void);
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int Is_Merge_Intersections(void);
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int Is_Freeze_Random(void);
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int Is_Sorting_Disabled(void);
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int Are_End_Caps_Enabled(void);
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void Set_Texture(TextureClass *texture);
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void Set_Shader(ShaderClass shader);
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void Set_Width(float width);
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void Set_Color(const Vector3 &color);
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void Set_Opacity(float opacity);
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void Set_Noise_Amplitude(float amplitude);
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void Set_Merge_Abort_Factor(float factor);
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void Set_Subdivision_Levels(unsigned int levels);
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void Set_Texture_Mapping_Mode(SegLineRendererClass::TextureMapMode mode);
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// WARNING! Do NOT set the tile factor to be too high (should be less than 8) or negative
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//performance impact will result!
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void Set_Texture_Tile_Factor(float factor);
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void Set_UV_Offset_Rate(const Vector2 &rate);
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void Set_Merge_Intersections(int onoff);
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void Set_Freeze_Random(int onoff);
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void Set_Disable_Sorting(int onoff);
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void Set_End_Caps(int onoff);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Cloning and Identification
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/////////////////////////////////////////////////////////////////////////////
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virtual RenderObjClass * Clone(void) const;
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virtual int Class_ID(void) const { return CLASSID_SEGLINE; }
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virtual int Get_Num_Polys(void) const;
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Rendering
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/////////////////////////////////////////////////////////////////////////////
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virtual void Render(RenderInfoClass & rinfo);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Bounding Volumes
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/////////////////////////////////////////////////////////////////////////////
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virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
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virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Predictive LOD
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/////////////////////////////////////////////////////////////////////////////
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virtual void Prepare_LOD(CameraClass &camera);
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virtual void Increment_LOD(void);
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virtual void Decrement_LOD(void);
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virtual float Get_Cost(void) const;
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virtual float Get_Value(void) const;
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virtual float Get_Post_Increment_Value(void) const;
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virtual void Set_LOD_Level(int lod);
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virtual int Get_LOD_Level(void) const;
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virtual int Get_LOD_Count(void) const;
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Attributes, Options, Properties, etc
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/////////////////////////////////////////////////////////////////////////////
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// virtual void Set_Texture_Reduction_Factor(float trf);
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Collision Detection
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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virtual bool Cast_Ray(RayCollisionTestClass & raytest);
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protected:
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void Render_Seg_Line(RenderInfoClass & rinfo);
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private:
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// Subdivision properties
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unsigned int MaxSubdivisionLevels;
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// Normalized screen area - used for LOD purposes
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float NormalizedScreenArea;
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// Per-point location array
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SimpleDynVecClass<Vector3> PointLocations;
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// LineRenderer, contains most of the line settings.
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SegLineRendererClass LineRenderer;
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};
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#endif SEGLINE_H
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