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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/transitioneffect.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Patrick $*
- * *
- * $Modtime:: 10/06/01 6:59p $*
- * *
- * $Revision:: 7 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef TRANSITIONEFFECT_H
- #define TRANSITIONEFFECT_H
- #include "always.h"
- #include "materialeffect.h"
- #include "vector2.h"
- #include "matrixmapper.h"
- class ChunkSaveClass;
- class ChunkLoadClass;
- class TextureClass;
- /**
- ** TransitionEffectClass
- ** This material effect can manage and display a "transition" effect for an object.
- ** It has a requirement that the user "timestep" it each frame so that its internal
- ** state gets updated. The transition is controlled by a single parameter which
- ** when zero, the object is invisible and when 1, the object is fully visible.
- */
- class TransitionEffectClass : public MaterialEffectClass
- {
- public:
- TransitionEffectClass(void);
- ~TransitionEffectClass(void);
-
- virtual void Timestep(float dt);
- virtual void Render_Push(RenderInfoClass & rinfo,PhysClass * obj);
- virtual void Render_Pop(RenderInfoClass & rinfo);
- /*
- ** Initialization
- */
- void Set_Parameter(float param) { CurrentParameter = param; }
- void Set_Target_Parameter(float param) { TargetParameter = param; }
- void Set_Texture(TextureClass * texture);
- void Set_Start_Delay(float seconds) { StartDelay = seconds; }
- void Set_Transition_Time(float seconds) { if (seconds > 0.0f) ParameterVelocity = 1.0f / seconds; }
- void Set_Min_UV_Velocity(const Vector2 & uv_vel) { MinUVRate = uv_vel; }
- void Set_Max_UV_Velocity(const Vector2 & uv_vel) { MaxUVRate = uv_vel; }
- void Set_Max_Intensity(float max_inten) { MaxIntensity = max_inten; }
- void Enable_Remove_On_Complete(bool onoff) { RemoveOnComplete = onoff; }
- float Get_Parameter(void) const { return CurrentParameter; }
- float Get_Target_Parameter(void) const { return TargetParameter; }
- float Get_Max_Intensity(void) const { return MaxIntensity; }
- float Get_Start_Delay(void) const { return StartDelay; }
- bool Is_Remove_On_Complete_Enabled(void) const { return RemoveOnComplete; }
- /*
- ** Save-Load support
- */
- bool Save(ChunkSaveClass & csave);
- bool Load(ChunkLoadClass & cload);
- protected:
-
- /*
- ** Current State
- */
- float CurrentParameter;
- float TargetParameter;
- /*
- ** Properties
- */
- float ParameterVelocity;
- Vector2 MinUVRate;
- Vector2 MaxUVRate;
- Vector2 UVRate;
- float MaxIntensity;
- float StartDelay;
- bool RemoveOnComplete;
- /*
- ** Render State
- */
- bool RenderBaseMaterial;
- bool RenderTransitionMaterial;
- float IntensityScale;
- Vector2 UVOffset;
- MatrixMapperClass * Mapper;
- MaterialPassClass * MaterialPass;
- };
- #endif //TRANSITIONEFFECT_H
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