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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- // FILE: W3DSmudge.h /////////////////////////////////////////////////////////
- #pragma once
- #ifndef _W3DSMUDGE_H_
- #define _W3DSMUDGE_H_
- #include "GameClient/Smudge.h"
- #include "sharebuf.h"
- class SmudgeGroupClass; //forward reference.
- class Vector3;
- class Vector4;
- class TextureClass;
- class RenderInfoClass;
- class DX8IndexBufferClass;
- //#define USE_COPY_RECTS 1 //this was the old method that didn't render to texture. Just copied backbuffer into texture. Slow on Nvidia.
- class W3DSmudgeManager : public SmudgeManager
- {
- public:
- W3DSmudgeManager( void );
- virtual ~W3DSmudgeManager();
- virtual void init(void);
- virtual void reset (void);
- void render (RenderInfoClass &rinfo);
- void ReleaseResources(void);
- void ReAcquireResources(void);
- private:
- Bool testHardwareSupport(void); ///<test if video card supports the effect.
- enum { MAX_POINTS_PER_GROUP = 512 };
- SmudgeGroupClass *m_smudgeGroup; ///< the point group that contains all of the particles
- ShareBufferClass<Vector3> *m_posBuffer; ///< array of particle positions
- ShareBufferClass<unsigned int> *m_RGBABuffer; ///< array of particle color and alpha
- ShareBufferClass<float> *m_sizeBuffer; ///< array of particle sizes
- #ifdef USE_COPY_RECTS
- TextureClass *m_backgroundTexture;
- #endif
- DX8IndexBufferClass *m_indexBuffer;
- Int m_backBufferWidth;
- Int m_backBufferHeight;
- };
- #endif //_W3DSMUDGE_H_
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