/* ** 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); ///