Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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shd6bumpdiff.h
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1/*
2** Command & Conquer Generals Zero Hour(tm)
3** Copyright 2025 Electronic Arts Inc.
4**
5** This program is free software: you can redistribute it and/or modify
6** it under the terms of the GNU General Public License as published by
7** the Free Software Foundation, either version 3 of the License, or
8** (at your option) any later version.
9**
10** This program is distributed in the hope that it will be useful,
11** but WITHOUT ANY WARRANTY; without even the implied warranty of
12** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13** GNU General Public License for more details.
14**
15** You should have received a copy of the GNU General Public License
16** along with this program. If not, see <http://www.gnu.org/licenses/>.
17*/
18
19 /***********************************************************************************************
20 *** 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 ***
21 ***********************************************************************************************
22 * *
23 * Project Name : WWSHADE *
24 * *
25 * $Archive:: wwshade/shd6bumpdiff.h $*
26 * *
27 * $Org Author:: Kenny_m
28 *
29 * $Author:: Kenny_m
30 *
31 * $Modtime:: 7/11/02 10:36p $*
32 * *
33 * $Revision:: 1 $*
34 * *
35 *---------------------------------------------------------------------------------------------*
36 * Functions: *
37 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
38
39#ifndef SHD6BUMPDIFF_H
40#define SHD6BUMPDIFF_H
41
42#ifndef SHDINTERFACE_H
43#include "shdinterface.h"
44#endif
45
46#ifndef SHDHWSHADER_H
47#include "shdhwshader.h"
48#endif
49
50
52{
53public:
55 virtual ~Shd6BumpDiffClass();
56
57 static void Init();
58 static void Shutdown();
59
60 virtual int Get_Pass_Count() { return 1; }
61
62 virtual int Get_Texture_Count() const { return 1; }
63 virtual TextureClass* Peek_Texture(int idx) const { return Texture; }
64
65 virtual void Apply_Shared(int cur_pass, RenderInfoClass& rinfo);
66 virtual void Apply_Instance(int cur_pass, RenderInfoClass& rinfo);
67
68 virtual unsigned Get_Vertex_Stream_Count() const;
69 virtual unsigned Get_Vertex_Size(unsigned stream) const;
70 virtual bool Use_HW_Vertex_Processing() const { return Vertex_Shader.Is_Using_Hardware(); }
71 virtual void Copy_Vertex_Stream
72 (
73 unsigned stream,
74 void* dest_buffer,
75 const VertexStreamStruct& vss,
76 unsigned vertex_count
77 );
78
79protected:
80
83
85
88};
89
90#endif // SHD6BUMPDIFF_H
static void Shutdown()
virtual unsigned Get_Vertex_Stream_Count() const
virtual void Copy_Vertex_Stream(unsigned stream, void *dest_buffer, const VertexStreamStruct &vss, unsigned vertex_count)
Shd6BumpDiffClass(const ShdDefClass *def)
virtual unsigned Get_Vertex_Size(unsigned stream) const
virtual TextureClass * Peek_Texture(int idx) const
virtual bool Use_HW_Vertex_Processing() const
virtual int Get_Pass_Count()
static Matrix4x4 View_Projection_Matrix
virtual void Apply_Instance(int cur_pass, RenderInfoClass &rinfo)
Apply per instance states for 1 pass DX6 specular with gloss map (no bump)
static void Init()
static ShdHWVertexShader Vertex_Shader
TextureClass * Texture
virtual void Apply_Shared(int cur_pass, RenderInfoClass &rinfo)
virtual int Get_Texture_Count() const
virtual ~Shd6BumpDiffClass()
ShdInterfaceClass(const ShdDefClass *def, int class_id)
Constructor.