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Initial commit of Command & Conquer Renegade source code.
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129
Code/ww3d2/matpass.h
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129
Code/ww3d2/matpass.h
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/*
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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 : ww3d *
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* *
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* $Archive:: /Commando/Code/ww3d2/matpass.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 5/13/01 11:25a $*
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* *
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* $Revision:: 5 $*
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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 MATPASS_H
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#define MATPASS_H
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#ifndef REFCOUNT_H
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#include "refcount.h"
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#endif
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#ifndef SHADER_H
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#include "shader.h"
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#endif
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#ifndef WWDEBUG_H
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#include "wwdebug.h"
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#endif
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class TextureClass;
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class VertexMaterialClass;
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class MeshModelClass;
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class OBBoxClass;
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/**
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** MaterialPassClass
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**
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** This class wraps all of the data needed to describe an additional
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** material pass for any object. The motivation for this class is to
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** implement certain types of special effects. All data needed to
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** apply the pass should be generated procedurally. Typically a
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** vertex processor will be used to generate any needed u-v's or vertex
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** colors. Alternatively, we could add the option to request to
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** re-use the model's existing u-v's or vertex colors.
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**
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**
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*/
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class MaterialPassClass : public RefCountClass
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{
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public:
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MaterialPassClass(void);
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~MaterialPassClass(void);
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void Install_Materials(void) const;
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void Set_Texture(TextureClass * Texture,int stage = 0);
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void Set_Shader(ShaderClass shader);
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void Set_Material(VertexMaterialClass * mat);
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TextureClass * Get_Texture(int stage = 0) const;
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VertexMaterialClass * Get_Material(void) const;
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TextureClass * Peek_Texture(int stage = 0) const;
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ShaderClass Peek_Shader(void) const { return Shader; }
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VertexMaterialClass * Peek_Material(void) const { return Material; }
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void Set_Cull_Volume(OBBoxClass * volume) { CullVolume = volume; }
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OBBoxClass * Get_Cull_Volume(void) const { return CullVolume; }
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void Enable_On_Translucent_Meshes(bool onoff) { EnableOnTranslucentMeshes = onoff; }
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bool Is_Enabled_On_Translucent_Meshes(void) { return EnableOnTranslucentMeshes; }
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static void Enable_Per_Polygon_Culling(bool onoff) { EnablePerPolygonCulling = onoff; }
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static bool Is_Per_Polygon_Culling_Enabled(void) { return EnablePerPolygonCulling; }
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protected:
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enum { MAX_TEX_STAGES = 2 };
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TextureClass * Texture[MAX_TEX_STAGES];
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ShaderClass Shader;
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VertexMaterialClass * Material;
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bool EnableOnTranslucentMeshes;
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OBBoxClass * CullVolume;
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static bool EnablePerPolygonCulling;
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};
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inline TextureClass * MaterialPassClass::Peek_Texture(int stage) const
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{
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WWASSERT(stage >= 0);
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WWASSERT(stage < MAX_TEX_STAGES);
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return Texture[stage];
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}
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#endif // MATPASS_H
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