/* ** Command & Conquer Generals Zero Hour(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: W3DLaserDraw.h /////////////////////////////////////////////////////////////////////////// // Author: // Desc: /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __W3DLASERDRAW_H_ #define __W3DLASERDRAW_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/DrawModule.h" //#include "WW3D2/Line3D.h" #include "GameClient/Color.h" class SegmentedLineClass; class TextureClass; class W3DLaserDrawModuleData : public ModuleData { public: Color m_innerColor; Color m_outerColor; Real m_innerBeamWidth; Real m_outerBeamWidth; Real m_scrollRate; Bool m_tile; UnsignedInt m_numBeams; UnsignedInt m_maxIntensityFrames; UnsignedInt m_fadeFrames; AsciiString m_textureName; UnsignedInt m_segments; Real m_arcHeight; Real m_segmentOverlapRatio; Real m_tilingScalar; W3DLaserDrawModuleData(); ~W3DLaserDrawModuleData(); static void buildFieldParse(MultiIniFieldParse& p); }; //------------------------------------------------------------------------------------------------- /** W3D laser draw */ //------------------------------------------------------------------------------------------------- class W3DLaserDraw : public DrawModule, public LaserDrawInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DLaserDraw, "W3DLaserDraw" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( W3DLaserDraw, W3DLaserDrawModuleData ) public: W3DLaserDraw( 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 enable) { } virtual void setFullyObscuredByShroud(Bool fullyObscured) { }; virtual void reactToTransformChange(const Matrix3D* oldMtx, const Coord3D* oldPos, Real oldAngle) { } virtual void reactToGeometryChange() { } virtual Bool isLaser() const { return true; } Real getLaserTemplateWidth() const; virtual LaserDrawInterface* getLaserDrawInterface() { return this; } virtual const LaserDrawInterface* getLaserDrawInterface() const { return this; } protected: SegmentedLineClass **m_line3D; ///< line 3D for effect TextureClass *m_texture; Real m_textureAspectRatio; ///< aspect ratio of texture Bool m_selfDirty; // not saved }; #endif // __W3DLASERDRAW_H_