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CnC_Renegade/Code/wwphys/renegadeterrainmaterialpass.h

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/*
** 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/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<int> QuadList[PASS_COUNT];
DynamicVectorClass<int> VertexRenderList[PASS_COUNT];
int * VertexIndexMap[PASS_COUNT];
DX8IndexBufferClass * IndexBuffers[PASS_COUNT];
DX8VertexBufferClass * VertexBuffers[PASS_COUNT];
};
#endif //__RENEGADETERRAINMATERIALPASS_H