/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DProjectileStreamDraw.h //////////////////////////////////////////////////////////// // Tile a texture strung between Projectiles // Graham Smallwood, May 2002 ///////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef _W3D_PROJECTILE_STREAM_DRAW_H_ #define _W3D_PROJECTILE_STREAM_DRAW_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/DrawModule.h" #include "GameLogic/Module/ProjectileStreamUpdate.h" // I am the draw module for this update. Very tight. class SegmentedLineClass; class TextureClass; class Vector3; //------------------------------------------------------------------------------------------------- class W3DProjectileStreamDrawModuleData : public ModuleData { public: AsciiString m_textureName; Real m_width; Real m_tileFactor; Real m_scrollRate; Int m_maxSegments; W3DProjectileStreamDrawModuleData(); ~W3DProjectileStreamDrawModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- class W3DProjectileStreamDraw : public DrawModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DProjectileStreamDraw, "W3DProjectileStreamDraw" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( W3DProjectileStreamDraw, W3DProjectileStreamDrawModuleData ) public: W3DProjectileStreamDraw( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual void doDrawModule(const Matrix3D* transformMtx); virtual void releaseShadows(void) {}; ///< we don't care about preserving temporary shadows. virtual void allocateShadows(void) {}; ///< we don't care about preserving temporary shadows. virtual void setShadowsEnabled(Bool ) { } virtual void setFullyObscuredByShroud(Bool); virtual void reactToTransformChange(const Matrix3D* oldMtx, const Coord3D* oldPos, Real oldAngle) { } virtual void reactToGeometryChange() { } protected: void makeOrUpdateLine( Vector3 *points, UnsignedInt pointCount, Int lineIndex ); TextureClass *m_texture; SegmentedLineClass *m_allLines[MAX_PROJECTILE_STREAM]; ///< Persist, so I can ensure they live a full cycle, and minimize re-creates by holding on Int m_linesValid; }; #endif