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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/transitioneffect.h
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126
Code/wwphys/transitioneffect.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 : wwphys *
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* *
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* $Archive:: /Commando/Code/wwphys/transitioneffect.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 10/06/01 6:59p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef TRANSITIONEFFECT_H
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#define TRANSITIONEFFECT_H
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#include "always.h"
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#include "materialeffect.h"
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#include "vector2.h"
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#include "matrixmapper.h"
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class ChunkSaveClass;
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class ChunkLoadClass;
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class TextureClass;
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/**
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** TransitionEffectClass
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** This material effect can manage and display a "transition" effect for an object.
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** It has a requirement that the user "timestep" it each frame so that its internal
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** state gets updated. The transition is controlled by a single parameter which
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** when zero, the object is invisible and when 1, the object is fully visible.
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*/
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class TransitionEffectClass : public MaterialEffectClass
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{
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public:
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TransitionEffectClass(void);
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~TransitionEffectClass(void);
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virtual void Timestep(float dt);
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virtual void Render_Push(RenderInfoClass & rinfo,PhysClass * obj);
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virtual void Render_Pop(RenderInfoClass & rinfo);
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/*
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** Initialization
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*/
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void Set_Parameter(float param) { CurrentParameter = param; }
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void Set_Target_Parameter(float param) { TargetParameter = param; }
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void Set_Texture(TextureClass * texture);
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void Set_Start_Delay(float seconds) { StartDelay = seconds; }
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void Set_Transition_Time(float seconds) { if (seconds > 0.0f) ParameterVelocity = 1.0f / seconds; }
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void Set_Min_UV_Velocity(const Vector2 & uv_vel) { MinUVRate = uv_vel; }
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void Set_Max_UV_Velocity(const Vector2 & uv_vel) { MaxUVRate = uv_vel; }
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void Set_Max_Intensity(float max_inten) { MaxIntensity = max_inten; }
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void Enable_Remove_On_Complete(bool onoff) { RemoveOnComplete = onoff; }
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float Get_Parameter(void) const { return CurrentParameter; }
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float Get_Target_Parameter(void) const { return TargetParameter; }
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float Get_Max_Intensity(void) const { return MaxIntensity; }
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float Get_Start_Delay(void) const { return StartDelay; }
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bool Is_Remove_On_Complete_Enabled(void) const { return RemoveOnComplete; }
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/*
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** Save-Load support
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*/
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bool Save(ChunkSaveClass & csave);
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bool Load(ChunkLoadClass & cload);
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protected:
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/*
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** Current State
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*/
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float CurrentParameter;
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float TargetParameter;
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/*
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** Properties
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*/
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float ParameterVelocity;
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Vector2 MinUVRate;
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Vector2 MaxUVRate;
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Vector2 UVRate;
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float MaxIntensity;
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float StartDelay;
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bool RemoveOnComplete;
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/*
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** Render State
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*/
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bool RenderBaseMaterial;
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bool RenderTransitionMaterial;
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float IntensityScale;
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Vector2 UVOffset;
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MatrixMapperClass * Mapper;
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MaterialPassClass * MaterialPass;
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};
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#endif //TRANSITIONEFFECT_H
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