/* ** 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 . */ /*********************************************************************************************** *** 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 : ww3d * * * * $Archive:: /Commando/Code/ww3d2/matpass.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 5/13/01 11:25a $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef MATPASS_H #define MATPASS_H #ifndef REFCOUNT_H #include "refcount.h" #endif #ifndef SHADER_H #include "shader.h" #endif #ifndef WWDEBUG_H #include "wwdebug.h" #endif class TextureClass; class VertexMaterialClass; class MeshModelClass; class OBBoxClass; /** ** MaterialPassClass ** ** This class wraps all of the data needed to describe an additional ** material pass for any object. The motivation for this class is to ** implement certain types of special effects. All data needed to ** apply the pass should be generated procedurally. Typically a ** vertex processor will be used to generate any needed u-v's or vertex ** colors. Alternatively, we could add the option to request to ** re-use the model's existing u-v's or vertex colors. ** ** */ class MaterialPassClass : public RefCountClass { public: MaterialPassClass(void); ~MaterialPassClass(void); void Install_Materials(void) const; void Set_Texture(TextureClass * Texture,int stage = 0); void Set_Shader(ShaderClass shader); void Set_Material(VertexMaterialClass * mat); TextureClass * Get_Texture(int stage = 0) const; VertexMaterialClass * Get_Material(void) const; TextureClass * Peek_Texture(int stage = 0) const; ShaderClass Peek_Shader(void) const { return Shader; } VertexMaterialClass * Peek_Material(void) const { return Material; } void Set_Cull_Volume(OBBoxClass * volume) { CullVolume = volume; } OBBoxClass * Get_Cull_Volume(void) const { return CullVolume; } void Enable_On_Translucent_Meshes(bool onoff) { EnableOnTranslucentMeshes = onoff; } bool Is_Enabled_On_Translucent_Meshes(void) { return EnableOnTranslucentMeshes; } static void Enable_Per_Polygon_Culling(bool onoff) { EnablePerPolygonCulling = onoff; } static bool Is_Per_Polygon_Culling_Enabled(void) { return EnablePerPolygonCulling; } protected: enum { MAX_TEX_STAGES = 2 }; TextureClass * Texture[MAX_TEX_STAGES]; ShaderClass Shader; VertexMaterialClass * Material; bool EnableOnTranslucentMeshes; OBBoxClass * CullVolume; static bool EnablePerPolygonCulling; }; inline TextureClass * MaterialPassClass::Peek_Texture(int stage) const { WWASSERT(stage >= 0); WWASSERT(stage < MAX_TEX_STAGES); return Texture[stage]; } #endif // MATPASS_H