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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Shadow.h /////////////////////////////////////////////////////////////////////////////////
// Author: Colin Day, November 2001
// Modified: Mark Wilczynski, February 2002
// Desc: Shadow descriptions
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __SHADOW_H_
#define __SHADOW_H_
//
// skeleton definition of shadow types
//
// shadow bit flags, keep this in sync with TheShadowNames
enum ShadowType
{
SHADOW_NONE = 0x00000000,
SHADOW_DECAL = 0x00000001, //shadow decal applied via modulate blend
SHADOW_VOLUME = 0x00000002,
SHADOW_PROJECTION = 0x00000004,
SHADOW_DYNAMIC_PROJECTION = 0x00000008, //extra setting for shadows which need dynamic updates
SHADOW_DIRECTIONAL_PROJECTION = 0x00000010, //extra setting for shadow decals that rotate with sun direction
SHADOW_ALPHA_DECAL = 0x00000020, //not really for shadows but for other decal uses. Alpha blended.
SHADOW_ADDITIVE_DECAL = 0x00000040 //not really for shadows but for other decal uses. Additive blended.
};
#ifdef DEFINE_SHADOW_NAMES
static const char* TheShadowNames[] =
{
"SHADOW_DECAL",
"SHADOW_VOLUME",
"SHADOW_PROJECTION",
"SHADOW_DYNAMIC_PROJECTION",
"SHADOW_DIRECTIONAL_PROJECTION",
"SHADOW_ALPHA_DECAL",
"SHADOW_ADDITIVE_DECAL",
NULL
};
#endif // end DEFINE_SHADOW_NAMES
#define MAX_SHADOW_LIGHTS 1 //maximum number of shadow casting light sources in scene - support for more than 1 has been dropped from most code.
class RenderObjClass; //forward reference
class RenderCost; //forward reference
//Interface to all shadow objects.
class Shadow
{
public:
struct ShadowTypeInfo
{
char m_ShadowName[64]; //when set, overrides the default model shadow (used mostly for Decals).
ShadowType m_type; //type of shadow
Bool allowUpdates; //whether to update the shadow image when object/light moves.
Bool allowWorldAlign; //whether to align shadow to world geometry or draw as horizontal decal.
Real m_sizeX; //world size of decal projection
Real m_sizeY; //world size of decal projection
Real m_offsetX; //world shift along x axis
Real m_offsetY; //world shift along y axis
};
Shadow(void) : m_diffuse(0xffffffff), m_color(0xffffffff), m_opacity (0x000000ff), m_localAngle(0.0f) {}
///<if this is set, then no render will occur, even if enableShadowRender() is enabled. Used by Shroud.
void enableShadowInvisible(Bool isEnabled);
void enableShadowRender(Bool isEnabled);
Bool isRenderEnabled(void) {return m_isEnabled;}
Bool isInvisibleEnabled(void) {return m_isInvisibleEnabled;}
virtual void release(void)=0; ///<release this shadow from suitable manager.
void setOpacity(Int value); ///<adjust opacity of decal/shadow
void setColor(Color value);///<adjust ARGB color of decal/shadow
void setAngle(Real angle); ///<adjust orientation around z-axis
void setPosition(Real x, Real y, Real z);
void setSize(Real sizeX, Real sizeY)
{
m_decalSizeX = sizeX;
m_decalSizeY = sizeY;
if (sizeX == 0)
m_oowDecalSizeX = 0;
else
m_oowDecalSizeX = 1.0f/sizeX ;
if (sizeY == 0)
m_oowDecalSizeY = 0;
else
m_oowDecalSizeY = 1.0f/sizeY ;
};
#if defined(_DEBUG) || defined(_INTERNAL)
virtual void getRenderCost(RenderCost & rc) const = 0;
#endif
protected:
Bool m_isEnabled; /// toggle to turn rendering of this shadow on/off.
Bool m_isInvisibleEnabled; /// if set, overrides and causes no rendering.
UnsignedInt m_opacity; ///< value between 0 (transparent) and 255 (opaque)
UnsignedInt m_color; ///< color in ARGB format. (Alpha is ignored).
ShadowType m_type; /// type of projection
Int m_diffuse; /// diffuse color used to tint/fade shadow.
Real m_x,m_y,m_z; /// world position of shadow center when not bound to robj/drawable.
Real m_oowDecalSizeX; /// 1/(world space extent of texture in x direction)
Real m_oowDecalSizeY; /// 1/(world space extent of texture in y direction)
Real m_decalSizeX; /// 1/(world space extent of texture in x direction)
Real m_decalSizeY; /// 1/(world space extent of texture in y direction)
Real m_localAngle; /// yaw or rotation around z-axis of shadow image when not bound to robj/drawable.
};
inline void Shadow::enableShadowRender(Bool isEnabled)
{
m_isEnabled=isEnabled;
}
inline void Shadow::enableShadowInvisible(Bool isEnabled)
{
m_isInvisibleEnabled=isEnabled;
}
///@todo: Pull these out so casting, etc. is only done for visible decals.
inline void Shadow::setOpacity(Int value)
{
m_opacity=value;
if (m_type & SHADOW_ALPHA_DECAL)
{
m_diffuse = (m_color & 0x00ffffff) + (value << 24);
// m_diffuse = m_color | (value << 24);ML changed
}
else
{
if (m_type & SHADOW_ADDITIVE_DECAL)
{
Real fvalue=(Real)m_opacity/255.0f;
m_diffuse=REAL_TO_INT(((Real)(m_color & 0xff) * fvalue))
|REAL_TO_INT(((Real)((m_color >> 8) & 0xff) * fvalue))
|REAL_TO_INT(((Real)((m_color >> 16) & 0xff) * fvalue));
}
}
}
inline void Shadow::setColor(Color value)
{
m_color = value & 0x00ffffff; //filter out alpha
if (m_type & SHADOW_ALPHA_DECAL)
{
m_diffuse=m_color | (m_opacity << 24);
}
else
{
if (m_type & SHADOW_ADDITIVE_DECAL)
{
Real fvalue=(Real)m_opacity/255.0f;
m_diffuse=REAL_TO_INT(((Real)(m_color & 0xff) * fvalue))
|REAL_TO_INT(((Real)((m_color >> 8) & 0xff) * fvalue))
|REAL_TO_INT(((Real)((m_color >> 16) & 0xff) * fvalue));
}
}
}
inline void Shadow::setPosition(Real x, Real y, Real z)
{
m_x=x; m_y=y; m_z=z;
}
inline void Shadow::setAngle(Real angle)
{
m_localAngle=angle;
}
class Drawable; //forward ref.
class ProjectedShadowManager
{
public:
virtual ~ProjectedShadowManager() { };
virtual Shadow *addDecal(RenderObjClass *, Shadow::ShadowTypeInfo *shadowInfo)=0; ///<add a non-shadow decal
virtual Shadow *addDecal(Shadow::ShadowTypeInfo *shadowInfo)=0; ///<add a non-shadow decal which does not follow an object.
};
extern ProjectedShadowManager *TheProjectedShadowManager;
#endif // __SHADOW_H_