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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/materialeffect.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 12/07/01 2:43p $*
- * *
- * $Revision:: 4 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "materialeffect.h"
- #include "materialeffectlist.h"
- #include "rinfo.h"
- #include "matpass.h"
- static NonRefMaterialEffectListClass _AllocatedEffects;
- /*************************************************************************************************
- **
- ** MaterialEffectClass Implementation
- **
- *************************************************************************************************/
- MaterialEffectClass::MaterialEffectClass(void) :
- AutoRemoveEnabled(false),
- SuppressShadows(false)
- {
- _AllocatedEffects.Add(this);
- }
- MaterialEffectClass::~MaterialEffectClass(void)
- {
- _AllocatedEffects.Remove(this);
- }
- void MaterialEffectClass::Timestep_All_Effects(float dt)
- {
- NonRefMaterialEffectListIterator it(&_AllocatedEffects);
- while (!it.Is_Done()) {
- it.Peek_Obj()->Timestep(dt);
- it.Next();
- }
- }
- /*************************************************************************************************
- **
- ** SimpleEffectClass Implementation
- **
- *************************************************************************************************/
- DEFINE_AUTO_POOL(SimpleEffectClass, SIMPLE_EFFECT_GROWTH_STEP);
- SimpleEffectClass::SimpleEffectClass(MaterialPassClass * matpass) :
- MatPass(NULL)
- {
- REF_PTR_SET(MatPass,matpass);
- }
- SimpleEffectClass::~SimpleEffectClass(void)
- {
- REF_PTR_RELEASE(MatPass);
- }
- void SimpleEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass *)
- {
- rinfo.Push_Material_Pass(MatPass);
- }
- void SimpleEffectClass::Render_Pop(RenderInfoClass & rinfo)
- {
- rinfo.Pop_Material_Pass();
- }
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