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Initial commit of Command & Conquer Renegade source code.
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108
Code/wwphys/materialeffect.cpp
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108
Code/wwphys/materialeffect.cpp
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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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/materialeffect.cpp $*
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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:: 12/07/01 2:43p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "materialeffect.h"
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#include "materialeffectlist.h"
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#include "rinfo.h"
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#include "matpass.h"
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static NonRefMaterialEffectListClass _AllocatedEffects;
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/*************************************************************************************************
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**
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** MaterialEffectClass Implementation
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**
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*************************************************************************************************/
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MaterialEffectClass::MaterialEffectClass(void) :
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AutoRemoveEnabled(false),
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SuppressShadows(false)
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{
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_AllocatedEffects.Add(this);
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}
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MaterialEffectClass::~MaterialEffectClass(void)
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{
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_AllocatedEffects.Remove(this);
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}
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void MaterialEffectClass::Timestep_All_Effects(float dt)
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{
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NonRefMaterialEffectListIterator it(&_AllocatedEffects);
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while (!it.Is_Done()) {
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it.Peek_Obj()->Timestep(dt);
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it.Next();
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}
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}
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/*************************************************************************************************
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**
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** SimpleEffectClass Implementation
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**
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*************************************************************************************************/
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DEFINE_AUTO_POOL(SimpleEffectClass, SIMPLE_EFFECT_GROWTH_STEP);
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SimpleEffectClass::SimpleEffectClass(MaterialPassClass * matpass) :
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MatPass(NULL)
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{
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REF_PTR_SET(MatPass,matpass);
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}
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SimpleEffectClass::~SimpleEffectClass(void)
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{
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REF_PTR_RELEASE(MatPass);
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}
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void SimpleEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass *)
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{
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rinfo.Push_Material_Pass(MatPass);
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}
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void SimpleEffectClass::Render_Pop(RenderInfoClass & rinfo)
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{
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rinfo.Pop_Material_Pass();
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}
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