134 lines
No EOL
5.6 KiB
C++
134 lines
No EOL
5.6 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Lingegroup.h *
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* *
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* $Archive:: /VSS_Sync/ww3d2/linegrp.h $*
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* *
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* Original Author:: Hector Yee *
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* *
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* $Author:: Vss_sync $*
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* *
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* $Modtime:: 10/26/01 3:12p $*
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* *
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* $Revision:: 1 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef LINEGRP_H
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#define LINEGRP_H
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#include "shader.h"
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#include "vector4.h"
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#include "vector3.h"
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#include "vector2.h"
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class RenderInfoClass;
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class TextureClass;
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template <class T> class ShareBufferClass;
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/*
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** LineGroupClass -- a custom object for rendering
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** groups of lines (such as motion blurred particle systems).
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*/
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class LineGroupClass
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{
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public:
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enum FlagsType {
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TRANSFORM, // transform points w. modelview matrix (worldspace points)
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};
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enum LineModeType {
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TETRAHEDRON,
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PRISM
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};
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LineGroupClass(void);
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virtual ~LineGroupClass(void);
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// LineGroupClass interface:
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void Set_Arrays(
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ShareBufferClass<Vector3> *startlocs,
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ShareBufferClass<Vector3> *endlocs,
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ShareBufferClass<Vector4> *diffuse = NULL,
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ShareBufferClass<Vector4> *taildiffuse = NULL,
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ShareBufferClass<unsigned int> *alt = NULL,
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ShareBufferClass<float> *sizes = NULL,
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ShareBufferClass<float> *ucoords = NULL,
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int active_line_count = -1
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);
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void Set_Line_Size(float size);
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float Get_Line_Size(void);
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void Set_Line_Color(const Vector3 &color);
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Vector3 Get_Line_Color(void);
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void Set_Tail_Diffuse(const Vector4 &tdiffuse);
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Vector4 Get_Tail_Diffuse(void);
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void Set_Line_Alpha(float alpha);
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float Get_Line_Alpha(void);
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void Set_Line_UCoord(float ucoord);
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float Get_Line_UCoord(void);
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void Set_Flag(FlagsType flag, bool on);
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int Get_Flag(FlagsType flag);
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void Set_Texture(TextureClass* texture);
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TextureClass * Get_Texture(void);
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TextureClass * Peek_Texture(void);
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void Set_Shader(const ShaderClass &shader);
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ShaderClass Get_Shader(void);
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void Set_Line_Mode(LineModeType linemode);
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LineModeType Get_Line_Mode(void);
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int Get_Polygon_Count(void);
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void Render(RenderInfoClass &rinfo);
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protected:
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ShareBufferClass<Vector3> * StartLineLoc; // World/cameraspace point locs
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ShareBufferClass<Vector3> * EndLineLoc; // World/cameraspace point locs
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ShareBufferClass<Vector4> * LineDiffuse; // (NULL if not used) RGBA values
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ShareBufferClass<Vector4> * TailDiffuse; // (NULL if not used) RGBA values
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ShareBufferClass<unsigned int> * ALT; // (NULL if not used) active line table
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ShareBufferClass<float> * LineSize; // (NULL if not used) size override table
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ShareBufferClass<float> * LineUCoord; // (NULL if not used) U coordinates
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int LineCount; // Active (if ALT) or total point count
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TextureClass* Texture;
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ShaderClass Shader; // (default created in CTor)
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// Internal state:
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unsigned int Flags; // operation control flags
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float DefaultLineSize; // Line size (size array overrides if present)
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Vector3 DefaultLineColor; // Line color (color array overrides if present)
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float DefaultLineAlpha; // Line alpha (alpha array overrides if present)
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float DefaultLineUCoord; // Line texture Ucoord (ucoord array overrides if present)
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Vector4 DefaultTailDiffuse; // Tail diffuse RGBA
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LineModeType LineMode;
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};
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#endif |