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- /*
- ** Command & Conquer Renegade(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 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 ***
- ***********************************************************************************************
- * *
- * Project Name : wwphys *
- * *
- * $Archive:: /Commando/Code/wwphys/grideffect.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 6/20/01 6:15p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef GRIDEFFECT_H
- #define GRIDEFFECT_H
- #include "always.h"
- #include "materialeffect.h"
- #include "matrix3d.h"
- class MatrixMapperClass;
- class TextureClass;
- /**
- ** GridFadeEffectClass
- ** This material effect super-imposes a 2d projected grid over the object that is rendered.
- ** The grid fades up, the object disappears, and the grid fades down.
- */
- class GridEffectClass : public MaterialEffectClass
- {
- public:
- GridEffectClass(void);
- ~GridEffectClass(void);
-
- virtual void Render_Push(RenderInfoClass & rinfo,PhysClass * obj);
- virtual void Render_Pop(RenderInfoClass & rinfo);
- /*
- ** The "parameter" changes from 0 to 1 at the specified rate, it controls
- ** all other effects.
- */
- void Set_Current_Parameter(float param) { CurrentParameter = param; }
- void Set_Target_Parameter(float param) { TargetParameter = param; }
- void Set_Parameter_Rate(float rate) { ParameterRate = rate; }
- float Get_Current_Parameter(void) { return CurrentParameter; }
- float Get_Target_Parameter(void) { return TargetParameter; }
- float Get_Parameter_Rate(void) { return ParameterRate; }
-
- /*
- ** Control over the grid transform, this enables you to set the coordinate
- ** axes that will generate the grid.
- */
- void Set_Grid_Transform(const Matrix3D & tm);
- const Matrix3D & Get_Grid_Transform(void);
- /*
- ** Texture, the texture is used one row at a time. Animation of the grid
- ** lines is achieved by scrolling through the rows of the texture as the
- ** "parameter" changes. GridEffectClass will automatically use a default
- ** texture if the user doesn't want to specify a custom one.
- */
- void Set_Texture(TextureClass * tex);
- TextureClass * Peek_Texture(void);
- protected:
-
- float CurrentParameter;
- float TargetParameter;
- float ParameterRate;
- unsigned int LastRenderTime;
- Matrix3D GridTransform;
- bool RenderBaseMaterial;
- bool RenderGridMaterial;
-
- MatrixMapperClass * Stage0Mapper;
- MatrixMapperClass * Stage1Mapper;
- MaterialPassClass * MaterialPass;
- };
- #endif //GRIDEFFECT_H
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