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CnC_Renegade/Code/wwphys/materialeffect.cpp

108 lines
4 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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/materialeffect.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 12/07/01 2:43p $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "materialeffect.h"
#include "materialeffectlist.h"
#include "rinfo.h"
#include "matpass.h"
static NonRefMaterialEffectListClass _AllocatedEffects;
/*************************************************************************************************
**
** MaterialEffectClass Implementation
**
*************************************************************************************************/
MaterialEffectClass::MaterialEffectClass(void) :
AutoRemoveEnabled(false),
SuppressShadows(false)
{
_AllocatedEffects.Add(this);
}
MaterialEffectClass::~MaterialEffectClass(void)
{
_AllocatedEffects.Remove(this);
}
void MaterialEffectClass::Timestep_All_Effects(float dt)
{
NonRefMaterialEffectListIterator it(&_AllocatedEffects);
while (!it.Is_Done()) {
it.Peek_Obj()->Timestep(dt);
it.Next();
}
}
/*************************************************************************************************
**
** SimpleEffectClass Implementation
**
*************************************************************************************************/
DEFINE_AUTO_POOL(SimpleEffectClass, SIMPLE_EFFECT_GROWTH_STEP);
SimpleEffectClass::SimpleEffectClass(MaterialPassClass * matpass) :
MatPass(NULL)
{
REF_PTR_SET(MatPass,matpass);
}
SimpleEffectClass::~SimpleEffectClass(void)
{
REF_PTR_RELEASE(MatPass);
}
void SimpleEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass *)
{
rinfo.Push_Material_Pass(MatPass);
}
void SimpleEffectClass::Render_Pop(RenderInfoClass & rinfo)
{
rinfo.Pop_Material_Pass();
}