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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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
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