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CnC_Renegade/Code/ww3d2/hueshift/enbassetmgr.h

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3.6 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 : 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 <assetmgr.h>
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