/* ** 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 : ENBAssetMgr * * * * $Archive:: /VSS_Sync/ww3d2/hueshift/enbassetmgr.h $* * * * Original Author:: Hector Yee * * * * $Author:: Vss_sync $* * * * $Modtime:: 8/29/01 10:35p $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef ENBASSETMGR_H #define ENBASSETMGR_H #include class Vector3; class VertexMaterialClass; class ENBAssetManager: public WW3DAssetManager { public: ENBAssetManager(void); virtual ~ENBAssetManager(void); // unique to ENBAssetManager virtual RenderObjClass * Create_Render_Obj(const char * name,float Scale,Vector3 &HSV_shift); private: void Make_Mesh_Unique(RenderObjClass *robj,bool geometry, bool colors); void Make_HLOD_Unique(RenderObjClass *robj,bool geometry, bool colors); void Make_Unique(RenderObjClass *robj,bool geometry, bool colors); void Recolor_Vertex_Material(VertexMaterialClass *vmat,Vector3 &hsv_shift); void Recolor_Vertices(unsigned int *color, int count, Vector3 &hsv_shift); void Recolor_Mesh(RenderObjClass *robj,Vector3 &hsv_shift); TextureClass * Recolor_Texture(TextureClass *texture, Vector3 &hsv_shift); void Recolor_HLOD(RenderObjClass *robj,Vector3 &hsv_shift); void Recolor_ParticleEmitter(RenderObjClass *robj,Vector3 &hsv_shift); void Recolor_Asset(RenderObjClass *robj,Vector3 &hsv_shift); }; #endif