/* ** 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/grideffect.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 6/20/01 6:15p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef GRIDEFFECT_H #define GRIDEFFECT_H #include "always.h" #include "materialeffect.h" #include "matrix3d.h" class MatrixMapperClass; class TextureClass; /** ** GridFadeEffectClass ** This material effect super-imposes a 2d projected grid over the object that is rendered. ** The grid fades up, the object disappears, and the grid fades down. */ class GridEffectClass : public MaterialEffectClass { public: GridEffectClass(void); ~GridEffectClass(void); virtual void Render_Push(RenderInfoClass & rinfo,PhysClass * obj); virtual void Render_Pop(RenderInfoClass & rinfo); /* ** The "parameter" changes from 0 to 1 at the specified rate, it controls ** all other effects. */ void Set_Current_Parameter(float param) { CurrentParameter = param; } void Set_Target_Parameter(float param) { TargetParameter = param; } void Set_Parameter_Rate(float rate) { ParameterRate = rate; } float Get_Current_Parameter(void) { return CurrentParameter; } float Get_Target_Parameter(void) { return TargetParameter; } float Get_Parameter_Rate(void) { return ParameterRate; } /* ** Control over the grid transform, this enables you to set the coordinate ** axes that will generate the grid. */ void Set_Grid_Transform(const Matrix3D & tm); const Matrix3D & Get_Grid_Transform(void); /* ** Texture, the texture is used one row at a time. Animation of the grid ** lines is achieved by scrolling through the rows of the texture as the ** "parameter" changes. GridEffectClass will automatically use a default ** texture if the user doesn't want to specify a custom one. */ void Set_Texture(TextureClass * tex); TextureClass * Peek_Texture(void); protected: float CurrentParameter; float TargetParameter; float ParameterRate; unsigned int LastRenderTime; Matrix3D GridTransform; bool RenderBaseMaterial; bool RenderGridMaterial; MatrixMapperClass * Stage0Mapper; MatrixMapperClass * Stage1Mapper; MaterialPassClass * MaterialPass; }; #endif //GRIDEFFECT_H