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Initial commit of Command & Conquer Renegade source code.
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113
Code/wwphys/cloud.h
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113
Code/wwphys/cloud.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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#if 0 // TODO finish this some day...
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class CloudShadowClass : public VertexProcessorClass
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{
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public:
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CloudShadowClass(void);
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~CloudShadowClass(void) {}
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// scene graph? transform into eye space
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void Set_Camera(const CameraClass & cam);
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// vertex processor interface
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virtual SRBOOL isActive(srVertexPipe&);
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virtual void process(srVertexPipe&);
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// fog volume interface
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float UOffset;
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float VOffset;
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Vector3 Center;
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Vector3 Scale;
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srMatrix4 modelview;
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protected:
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srColorSurfaceIFace *ShadowTexture;
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};
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CloudShadowClass::CloudShadowClass(void) :
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ShadowTexture(NULL),
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TextureWidth(0),
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TextureHeight(0),
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UOffset(0.0f),
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VOffset(0.0f),
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Center(0,0,0),
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Scale(75.0f,75.0f,1.0f)
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{
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ShadowTexture = srCore.getSurfaceIOManager()->importSurface( "clouds.tga" );
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TextureWidth = ShadowTexture->getWidth();
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TextureHeight = ShadowTexture->getHeight();
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}
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CloudShadowClass::~CloudShadowClass(void)
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{
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ShadowTexture->release();
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}
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void CloudShadowClass::Process_Push(srGERD * gerd)
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{
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// CloudShadows are applied in world space,
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srMatrix4 modelview;
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gerd.matrixMode(srGERD::MODELVIEW);
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gerd->getMatrix(modelView);
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modelview.invert();
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greg->pushVertexProcessor(*this);
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}
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void CloudShadowClass::Process_Pop(srGERD * gerd)
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{
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gerd->popVertexProcessor();
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}
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SRBOOL CloudShadowClass::isActive(srVertexPipe&)
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{
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return pipe.isChannelAvailable(CHANNEL_DIFFUSE);
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}
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void CloudShadowClass::process(srVertexPipe&)
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{
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// screen-mapped uv coordinates
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if (pipe.isChannelAvailable (CHANNEL_DIFFUSE))
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{
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int vnum = pipe.getVertexCount();
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srVector4 * loc = pipe.getEyeSpaceLocation(void);
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srVector4 * diffuse = pipe.getDiffuse(void);
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for (int vidx = 0; vidx < vnum; vidx++) {
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SRLONG x = (loc[vidx].x - Center.X) * TextureWidth / Scale.X;
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SRLONG y = (loc[vidx].y - Center.Y) * TextureHeight / Scale.Y;
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srARGB pixel = ShadowTexture->getPixel(x,y);
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diffuse[vidx].r = pixel.getRed();
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diffuse[vidx].g = pixel.getGreen();
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diffuse[vidx].b = pixel.getBlue();
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}
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}
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}
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#endif
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