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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/dyntexproject.h
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105
Code/wwphys/dyntexproject.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/wwphys/dyntexproject.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:: 6/02/00 6:30p $*
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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 DYNTEXPROJECT_H
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#define DYNTEXPROJECT_H
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#include "always.h"
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#include "phystexproject.h"
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/**
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** DynTexProjectClass
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** Dynamic projected textures. This class is simply a projected texture that
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** can keep track of the object it is supposed to be projecting and refresh
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** its texture only when needed. In addition, it stores the 'ID' of the
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** light source which generated it so that we can re-use the same DynTexProjectClass's
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** when the same object is being projected by the same light source (see the
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** Update_Texture call in MovePhysClass...)
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** NOTE: the pointer back to the projected object is not ref-counted because
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** that would create a circular reference.
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*/
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class DynTexProjectClass : public PhysTexProjectClass
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{
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public:
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DynTexProjectClass(PhysClass * shadow_generator);
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virtual ~DynTexProjectClass(void);
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/*
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** TexProjectClass interface
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*/
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virtual void Pre_Render_Update(const Matrix3D & camera);
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/*
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** DynTexProjectClass interface
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** - stores the object and light source parameters which generate this projector
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** - regenerates the texture in the Pre_Render_Update call
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** In order to properly set up a dynamic projector, be sure you set all of
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** the following: the projection object, the light source ID (pointer cast to an int),
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** the light vector, the perspective flag (indicates whether the vector is a direction
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** or a light position)
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*/
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void Set_Projection_Object(PhysClass * obj);
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PhysClass * Peek_Projection_Object(void) const;
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virtual void * Get_Projection_Object_ID(void) const { return ProjectionObject; }
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void Set_Light_Source_ID(uint32 id);
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uint32 Get_Light_Source_ID(void);
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void Set_Light_Vector(const Vector3 & vector);
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void Get_Light_Vector(Vector3 * set_vector);
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void Enable_Perspective(bool onoff);
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bool Is_Perspective_Enabled(void);
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void Set_Texture_Dirty(bool onoff = true);
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bool Is_Texture_Dirty(void);
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void Update_Projection(const AABoxClass & objbox,const Matrix3D & objtm,float znear = -1.0f,float zfar = -1.0f);
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protected:
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PhysClass * ProjectionObject; // Object to be projected, not ref-counted!
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uint32 LightSourceID; // ID of the light source (just its pointer,used for matching)
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Vector3 LightVector; // copy of the light vector (postion or direction)
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};
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#endif
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