/* ** 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