/* ** 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 : 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(); }