/* ** 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/renegadeterrainmaterialpass.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 3/04/02 6:06p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __RENEGADETERRAINMATERIALPASS_H #define __RENEGADETERRAINMATERIALPASS_H #include "vector.h" ////////////////////////////////////////////////////////////////////// // Forward declarations ////////////////////////////////////////////////////////////////////// class Vector2; class TerrainMaterialClass; class DX8IndexBufferClass; class DX8VertexBufferClass; class ChunkSaveClass; class ChunkLoadClass; ////////////////////////////////////////////////////////////////////// // // RenegadeTerrainMaterialPassClass // ////////////////////////////////////////////////////////////////////// class RenegadeTerrainMaterialPassClass { public: /////////////////////////////////////////////////////////////////// // Public data types /////////////////////////////////////////////////////////////////// typedef enum { PASS_BASE = 0, PASS_ALPHA, PASS_COUNT } TEXTURE_PASS_TYPE; /////////////////////////////////////////////////////////////////// // Public constructors/destructors /////////////////////////////////////////////////////////////////// RenegadeTerrainMaterialPassClass (void); virtual ~RenegadeTerrainMaterialPassClass (void); /////////////////////////////////////////////////////////////////// // Public Methods /////////////////////////////////////////////////////////////////// void Allocate (int vertex_count); void Reset (void); // // Save/load support // bool Save (ChunkSaveClass &csave); bool Load (ChunkLoadClass &cload); void Load_Variables (ChunkLoadClass &cload); /////////////////////////////////////////////////////////////////// // Public member data /////////////////////////////////////////////////////////////////// int VertexCount; float * VertexAlpha; Vector2 * GridUVs; TerrainMaterialClass * Material; DynamicVectorClass QuadList[PASS_COUNT]; DynamicVectorClass VertexRenderList[PASS_COUNT]; int * VertexIndexMap[PASS_COUNT]; DX8IndexBufferClass * IndexBuffers[PASS_COUNT]; DX8VertexBufferClass * VertexBuffers[PASS_COUNT]; }; #endif //__RENEGADETERRAINMATERIALPASS_H