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CnC_Renegade/Code/wwphys/grideffect.h

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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