| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091 |
- /*
- ** 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/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: W3DWaypointBuffer.h ////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: Command & Conquers: Generals
- //
- // File name: W3DWaypointBuffer.h
- //
- // Created: Kris Morness, October 2002
- //
- // Desc: Draw buffer to handle all the waypoints in the scene. Waypoints
- // are rendered after terrain, after roads & bridges, and after
- // global fog, but before structures, objects, units, trees, etc.
- // This way if we have two waypoints at the bottom of a hill but
- // going through the hill, the line won't get cut off. However,
- // structures and units on top of paths will render above it. Waypoints
- // are only shown for selected units while in waypoint plotting mode.
- //
- //-----------------------------------------------------------------------------
- #pragma once
- #ifndef __W3D_WAYPOINT_BUFFER_H
- #define __W3D_WAYPOINT_BUFFER_H
- //-----------------------------------------------------------------------------
- // Includes
- //-----------------------------------------------------------------------------
- #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"
- #include "common/GameType.h"
- class SegmentedLineClass;
- class W3DWaypointBuffer
- {
- friend class HeightMapRenderObjClass;
- public:
- W3DWaypointBuffer(void);
- ~W3DWaypointBuffer(void);
- void drawWaypoints(RenderInfoClass &rinfo);
- void freeWaypointBuffers();
- private:
- void setDefaultLineStyle();
- RenderObjClass *m_waypointNodeRobj;
- SegmentedLineClass *m_line;
- TextureClass *m_texture;
- };
- #endif // end __W3D_WAYPOINT_BUFFER_H
|