prime/include/Kyoto/Particles/CUVElement.hpp

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#ifndef _CUVELEMENT
#define _CUVELEMENT
#include "types.h"
#include "Kyoto/Particles/IElement.hpp"
#include "Kyoto/TToken.hpp"
class CTexture;
class CUVEConstant : public CUVElement {
TLockedToken< CTexture > x4_tex;
public:
CUVEConstant(TToken< CTexture > tex);
~CUVEConstant();
TLockedToken< CTexture > GetValueTexture(int frame) const;
void GetValueUV(int frame, SUVElementSet& valOut) const;
bool HasConstantTexture() const { return true; }
bool HasConstantUV() const { return true; }
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};
class CUVEAnimTexture : public CUVElement {
TLockedToken< CTexture > x4_tex;
int x10_tileW;
int x14_tileH;
int x18_strideW;
int x1c_strideH;
int x20_tiles;
bool x24_loop;
CIntElement* x28_cycleFrames;
rstl::vector< SUVElementSet > x2c_uvElems;
public:
CUVEAnimTexture(TToken< CTexture > tex, CIntElement* tileW, CIntElement* tileH,
CIntElement* strideW, CIntElement* strideH, CIntElement* cycleFrames, bool loop);
~CUVEAnimTexture();
TLockedToken< CTexture > GetValueTexture(int frame) const;
void GetValueUV(int frame, SUVElementSet& valOut) const;
bool HasConstantTexture() const { return true; }
bool HasConstantUV() const { return false; }
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};
#endif // _CUVELEMENT