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