74 lines
3.6 KiB
C++
74 lines
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
|
|
|