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CnC_Renegade/Code/wwphys/transitioneffect.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/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