/* ** 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/physresourcemgr.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 6/20/01 3:16p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef PHYSRESOURCEMGR_H #define PHYSRESOURCEMGR_H #include "always.h" #include "shader.h" class TextureClass; class VertexMaterialClass; class MaterialPassClass; /** ** PhysResourceMgrClass ** This class is just a collection of resources that I've ended up needed at one time or another ** in the physics library. I thought it would be easier to collect them all here so the Init and ** Shutdown code can clean them all up at once. */ class PhysResourceMgrClass { public: static void Init(void); static void Shutdown(void); static bool Set_Shadow_Blob_Texture(const char * texname); static TextureClass * Get_Shadow_Blob_Texture(void); static MaterialPassClass * Get_Highlight_Material_Pass(void); static TextureClass * Get_Stealth_Texture(void); static TextureClass * Peek_Stealth_Texture(void); static VertexMaterialClass * Create_Emissive_Material(void); static TextureClass * Get_Grid_Texture(void); static TextureClass * Peek_Grid_Texture(void); }; #endif