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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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __STATUS_CIRCLE_H_
- #define __STATUS_CIRCLE_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"
- //
- // W3DStatusCircle: Object generated from 2D Height grid
- //
- //
- class W3DStatusCircle : public RenderObjClass
- {
- public:
- W3DStatusCircle(void);
- W3DStatusCircle(const W3DStatusCircle & src);
- W3DStatusCircle & operator = (const W3DStatusCircle &);
- ~W3DStatusCircle(void);
- /////////////////////////////////////////////////////////////////////////////
- // Render Object Interface
- /////////////////////////////////////////////////////////////////////////////
- virtual RenderObjClass * Clone(void) const;
- virtual int Class_ID(void) const;
- virtual void Render(RenderInfoClass & rinfo);
- // virtual void Special_Render(SpecialRenderInfoClass & rinfo);
- // virtual void Set_Transform(const Matrix3D &m);
- // virtual void Set_Position(const Vector3 &v);
- //TODO: MW: do these later - only needed for collision detection
- virtual bool Cast_Ray(RayCollisionTestClass & raytest);
- // virtual Bool Cast_AABox(AABoxCollisionTestClass & boxtest);
- // virtual Bool Cast_OBBox(OBBoxCollisionTestClass & boxtest);
- // virtual Bool Intersect_AABox(AABoxIntersectionTestClass & boxtest);
- // virtual Bool Intersect_OBBox(OBBoxIntersectionTestClass & boxtest);
- virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
- virtual void Get_Obj_Space_Bounding_Box(AABoxClass & aabox) const;
- // virtual int Get_Num_Polys(void) const;
- // virtual const char * Get_Name(void) const;
- // virtual void Set_Name(const char * name);
- // unsigned int Get_Flags(void) { return Flags; }
- // void Set_Flags(unsigned int flags) { Flags = flags; }
- // void Set_Flag(unsigned int flag, Bool onoff) { Flags &= (~flag); if (onoff) Flags |= flag; }
- int updateBlock(void);
- Int freeMapResources(void);
- void static setColor(Int r, Int g, Int b) {m_needUpdate = true; m_diffuse = (b) + (g<<8) + (r<<16);};
- protected:
- Int m_numTriangles; //dimensions of list
- static Int m_diffuse;
- static Bool m_needUpdate;
- DX8IndexBufferClass *m_indexBuffer; //indices defining a triangle strip the covers full terrain
- ShaderClass m_shaderClass; //shader or rendering state for heightmap
- VertexMaterialClass *m_vertexMaterialClass;
- DX8VertexBufferClass *m_vertexBufferCircle; //collection of vertexes that make the circle.
- DX8VertexBufferClass *m_vertexBufferScreen; //2 triangle quad that covers the screen.
- int initData(void);
- Int updateCircleVB(void);
- Int updateScreenVB(Int diffuse);
- };
- #endif // end __DRAW_OBJECT_H_
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