/*
** 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.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 12/07/01 2:43p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef MATERIALEFFECT_H
#define MATERIALEFFECT_H
#include "always.h"
#include "multilist.h"
#include "refcount.h"
class PhysClass;
class RenderInfoClass;
class MaterialPassClass;
/**
** MaterialEffectClass
** This class is an abstract base class for any kind of "extra pass" material effect. Phys objects
** support a list of these effects being added to them and will push and pop the effects during
** rendering. For "transient" effects like shadows, the auto-remove flag can be enabled which
** will cause the physics object to un-link the effect after rendering is complete.
**
** NOTES:
**
** I need to abstract the differences between the stealth effect and things like texture projections
** and shadows. By clumping all of the stealth effect stuff into an external class, we'll be able
** to apply it both to the character and any other models like his first person hands, etc. By
** unifying texture projectors and these new types of effects, we can just upgrade the list
** that is already present in all PhysClass's.
**
** This means that when shadows are linked onto render objects, they will need to be wrapped by
** a class derived from this new abstract base class. We'll probably want to recycle the wrappers
** since shadows are re-attached every frame. This also means that the wrapper needs an auto-remove
** flag so the phys object can discard it after rendering is complete if necessary.
**
** If we want to also use the stealth object for game logic, we need to ensure that its internal
** variables update even when it doesn't get rendered. The PhysClass could timestep all of the
** currently attached material effects. The only ones attached during timestep would be the
** "persistant" ones...
**
*/
class MaterialEffectClass : public MultiListObjectClass, public RefCountClass
{
public:
MaterialEffectClass(void);
virtual ~MaterialEffectClass(void);
void Enable_Auto_Remove(bool onoff) { AutoRemoveEnabled = onoff; }
bool Is_Auto_Remove_Enabled(void) { return AutoRemoveEnabled; }
void Enable_Suppress_Shadows(bool onoff) { SuppressShadows = onoff; }
bool Are_Shadows_Suppressed(void) { return SuppressShadows; }
virtual void Timestep(float dt) { }
virtual void Render_Push(RenderInfoClass & rinfo,PhysClass * obj) = 0;
virtual void Render_Pop(RenderInfoClass & rinfo) = 0;
static void Timestep_All_Effects(float dt);
private:
bool AutoRemoveEnabled;
bool SuppressShadows;
};
/**
** SimpleEffectClass
** This is a material effect object which simply causes a material pass to be added. The texture
** projection system uses this in "Auto Remove" mode to simply get the shadow pass applied to
** each object that the shadow falls on. These objects are Auto-Pooled for fast allocation and
** de-allocation so the user cannot derive a class from SimpleEffectClass.
*/
#define SIMPLE_EFFECT_GROWTH_STEP 256
class SimpleEffectClass : public MaterialEffectClass , public AutoPoolClass
{
public:
SimpleEffectClass(MaterialPassClass * matpass);
~SimpleEffectClass(void);
virtual void Render_Push(RenderInfoClass & rinfo,PhysClass * obj);
virtual void Render_Pop(RenderInfoClass & rinfo);
private:
MaterialPassClass * MatPass;
};
#endif //MATERIALEFFECT_H