W3DAssetManager.h 6.4 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. /***********************************************************************************************
  24. *** 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 ***
  25. ***********************************************************************************************
  26. * *
  27. * Project Name : W3DAssetManager *
  28. * *
  29. * $Archive:: $*
  30. * *
  31. * Original Author:: Hector Yee *
  32. * *
  33. * $Author:: $*
  34. * *
  35. * $Modtime:: $*
  36. * *
  37. * $Revision:: $*
  38. * *
  39. *---------------------------------------------------------------------------------------------*
  40. * Functions: *
  41. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  42. #if defined(_MSC_VER)
  43. #pragma once
  44. #endif
  45. #ifndef W3DASSETMANAGER_H
  46. #define W3DASSETMANAGER_H
  47. #include "assetmgr.h"
  48. #include "Lib/BaseType.h"
  49. class Vector3;
  50. class VertexMaterialClass;
  51. class GrannyAnimManagerClass;
  52. class W3DAssetManager: public WW3DAssetManager
  53. {
  54. public:
  55. W3DAssetManager(void);
  56. virtual ~W3DAssetManager(void);
  57. virtual RenderObjClass * Create_Render_Obj(const char * name);
  58. // unique to W3DAssetManager
  59. virtual HAnimClass * Get_HAnim(const char * name);
  60. virtual bool Load_3D_Assets( const char * filename ); // This CANNOT be Bool, as it will not inherit properly if you make Bool == Int
  61. virtual TextureClass * Get_Texture
  62. (
  63. const char * filename,
  64. MipCountType mip_level_count=MIP_LEVELS_ALL,
  65. WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN,
  66. bool allow_compression=true,
  67. TextureBaseClass::TexAssetType type=TextureBaseClass::TEX_REGULAR,
  68. bool allow_reduction=true
  69. );
  70. //'Generals' customizations
  71. void Report_Used_Assets(void);
  72. void Report_Used_Prototypes (void);
  73. void Report_Used_Textures(void);
  74. void Report_Used_Font3DDatas( void );
  75. void Report_Used_FontChars (void);
  76. virtual RenderObjClass * Create_Render_Obj(const char * name,float scale, const int color, const char *oldTexure=NULL, const char *newTexture=NULL);
  77. ///Swaps the specified textures in the render object prototype.
  78. int replacePrototypeTexture(RenderObjClass *robj, const char * oldname, const char * newname);
  79. private:
  80. void Make_Mesh_Unique(RenderObjClass *robj,Bool geometry, Bool colors);
  81. void Make_HLOD_Unique(RenderObjClass *robj,Bool geometry, Bool colors);
  82. void Make_Unique(RenderObjClass *robj,Bool geometry, Bool colors);
  83. //'Generals' customizations
  84. int Recolor_Asset(RenderObjClass *robj, const int color);
  85. int Recolor_Mesh(RenderObjClass *robj, const int color);
  86. int Recolor_HLOD(RenderObjClass *robj, const int color);
  87. void Recolor_Vertex_Material(VertexMaterialClass *vmat, const int color);
  88. void Make_Mesh_Unique(RenderObjClass *robj, Bool colors);
  89. void Make_HLOD_Unique(RenderObjClass *robj, Bool colors);
  90. TextureClass * Find_Texture(const char * name, const int color);
  91. TextureClass * Recolor_Texture(TextureClass *texture, const int color);
  92. TextureClass * Recolor_Texture_One_Time(TextureClass *texture, const int color);
  93. void Remap_Palette(SurfaceClass *surface, const int color, Bool doPaletteOnly, Bool useAlpha);
  94. int replaceAssetTexture(RenderObjClass *robj, TextureClass *oldTex, TextureClass *newTex);
  95. int replaceHLODTexture(RenderObjClass *robj, TextureClass *oldTex, TextureClass *newTex);
  96. int replaceMeshTexture(RenderObjClass *robj, TextureClass *oldTex, TextureClass *newTex);
  97. GrannyAnimManagerClass *m_GrannyAnimManager;
  98. //'E&B' customizations
  99. /* virtual RenderObjClass * Create_Render_Obj(const char * name, float scale, const Vector3 &hsv_shift);
  100. TextureClass * Get_Texture_With_HSV_Shift(const char * filename, const Vector3 &hsv_shift, TextureClass::MipCountType mip_level_count = TextureClass::MIP_LEVELS_ALL);
  101. void Recolor_Vertex_Material(VertexMaterialClass *vmat, const Vector3 &hsv_shift);
  102. void Recolor_Vertices(unsigned int *color, int count, const Vector3 &hsv_shift);
  103. void Recolor_Mesh(RenderObjClass *robj, const Vector3 &hsv_shift);
  104. TextureClass * Recolor_Texture(TextureClass *texture, const Vector3 &hsv_shift);
  105. TextureClass * Recolor_Texture_One_Time(TextureClass *texture, const Vector3 &hsv_shift);
  106. TextureClass * Find_Texture(const char * name, const Vector3 &hsv_shift);
  107. void Recolor_HLOD(RenderObjClass *robj, const Vector3 &hsv_shift);
  108. void Recolor_ParticleEmitter(RenderObjClass *robj, const Vector3 &hsv_shift);
  109. void Recolor_Asset(RenderObjClass *robj, const Vector3 &hsv_shift);*/
  110. };
  111. #endif