W3DDefaultDraw.h 3.1 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: W3DModelDraw.h /////////////////////////////////////////////////////////////////////////
  24. // Author: Colin Day, November 2001
  25. // Desc: Default client update module
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __W3DDEFAULTDRAW_H_
  29. #define __W3DDEFAULTDRAW_H_
  30. // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
  31. #include "Common/GameType.h"
  32. #include "Common/DrawModule.h"
  33. #include "Common/FileSystem.h" // this is only here to pull in LOAD_TEST_ASSETS
  34. // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
  35. class Thing;
  36. class RenderObjClass;
  37. class FXList;
  38. //-------------------------------------------------------------------------------------------------
  39. /** The default client update module */
  40. //-------------------------------------------------------------------------------------------------
  41. //-------------------------------------------------------------------------------------------------
  42. class W3DDefaultDraw : public DrawModule
  43. {
  44. MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DDefaultDraw, "W3DDefaultDraw" )
  45. MAKE_STANDARD_MODULE_MACRO( W3DDefaultDraw )
  46. public:
  47. W3DDefaultDraw( Thing *thing, const ModuleData* moduleData );
  48. // virtual destructor prototype provided by memory pool declaration
  49. /// the draw method
  50. virtual void doDrawModule(const Matrix3D* transformMtx);
  51. virtual void setShadowsEnabled(Bool enable);
  52. virtual void releaseShadows(void) {}; ///< we don't care about preserving temporary shadows.
  53. virtual void allocateShadows(void) {}; ///< we don't care about preserving temporary shadows.
  54. virtual void setFullyObscuredByShroud(Bool fullyObscured);
  55. virtual void reactToTransformChange(const Matrix3D* oldMtx, const Coord3D* oldPos, Real oldAngle);
  56. virtual void reactToGeometryChange() { }
  57. private:
  58. #ifdef LOAD_TEST_ASSETS
  59. RenderObjClass* m_renderObject; ///< W3D Render object for this drawable
  60. Shadow* m_shadow; ///< Updates/Renders shadows of this object
  61. #endif
  62. };
  63. #endif // __W3DDEFAULTDRAW_H_