/*
** 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. //
// //
////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __W3DTERRAINTRACKS_H_
#define __W3DTERRAINTRACKS_H_
#include "always.h"
#include "rendobj.h"
#include "w3d_file.h"
#include "dx8vertexbuffer.h"
#include "dx8indexbuffer.h"
#include "shader.h"
#include "vertmaterial.h"
#include "Lib/BaseType.h"
#define MAX_TRACK_EDGE_COUNT 100 //maximum number of edges or divisions in track mark
#define MAX_TRACK_OPAQUE_EDGE 25 //linear fade of edges will begin at this edge
#define FADE_TIME_FRAMES 300000 // 300 seconds at 30 fps - time to fade out an edge and remove it from the system.
class TerrainTracksRenderObjClassSystem;
class Drawable;
/// Custom render object that draws tracks on the terrain.
/**
This render object handles drawing tracks left by objects moving on the terrain.
*/
class TerrainTracksRenderObjClass : public W3DMPO, public RenderObjClass
{
W3DMPO_GLUE(TerrainTracksRenderObjClass)
friend class TerrainTracksRenderObjClassSystem;
public:
TerrainTracksRenderObjClass(void);
~TerrainTracksRenderObjClass(void);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface (W3D methods)
/////////////////////////////////////////////////////////////////////////////
virtual RenderObjClass * Clone(void) const;
virtual int Class_ID(void) const;
virtual void Render(RenderInfoClass & rinfo);
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
virtual void Get_Obj_Space_Bounding_Box(AABoxClass & aabox) const;
Int freeTerrainTracksResources(void); ///