/* ** 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 O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : WWShade * * * * $Archive:: /Commando/Code/wwshade/shdlib.cpp $* * * * Org Author:: Kenny Mitchell * * * * Author : Kenny Mitchell * * * * $Modtime:: 07/01/02 10:31a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * WWShade.lib library interface * *---------------------------------------------------------------------------------------------*/ #include "shdlib.h" #include "assetmgr.h" #include "shdloader.h" #include "shdrenderer.h" void SHD_Init() { ShdRendererClass::Peek_Instance()->Init(); } void SHD_Shutdown() { ShdRendererClass::Peek_Instance()->Shutdown(); } void SHD_Init_Shaders() { ShdRendererClass::Init_Shaders(); } void SHD_Shutdown_Shaders() { ShdRendererClass::Shutdown_Shaders(); } void SHD_Flush() { ShdRendererClass::Peek_Instance()->Flush(); } void SHD_Register_Loader() { WW3DAssetManager::Get_Instance()->Register_Prototype_Loader(&_ShdMeshLoader); // WW3DAssetManager::Get_Instance()->Register_Prototype_Loader(&_ShdMeshLegacyLoader); WW3DAssetManager::Get_Instance()->Register_Prototype_Loader(&_MeshLoader); }