191 lines
6 KiB
C++
191 lines
6 KiB
C++
|
/*
|
||
|
** Command & Conquer Renegade(tm)
|
||
|
** Copyright 2025 Electronic Arts Inc.
|
||
|
**
|
||
|
** This program is free software: you can redistribute it and/or modify
|
||
|
** it under the terms of the GNU General Public License as published by
|
||
|
** the Free Software Foundation, either version 3 of the License, or
|
||
|
** (at your option) any later version.
|
||
|
**
|
||
|
** This program is distributed in the hope that it will be useful,
|
||
|
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
** GNU General Public License for more details.
|
||
|
**
|
||
|
** You should have received a copy of the GNU General Public License
|
||
|
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
*/
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
*** 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 ***
|
||
|
***********************************************************************************************
|
||
|
* *
|
||
|
* Project Name : WWPhys *
|
||
|
* *
|
||
|
* $Archive:: /Commando/Code/wwphys/lightcull.cpp $*
|
||
|
* *
|
||
|
* Author:: Greg Hjelstrom *
|
||
|
* *
|
||
|
* $Modtime:: 4/02/01 12:23p $*
|
||
|
* *
|
||
|
* $Revision:: 18 $*
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* Functions: *
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
#include "lightcull.h"
|
||
|
#include "lightphys.h"
|
||
|
#include "ww3d.h"
|
||
|
#include "rinfo.h"
|
||
|
#include "chunkio.h"
|
||
|
#include "wwphysids.h"
|
||
|
#include "camera.h"
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
** Current version of the lightcull file format
|
||
|
*/
|
||
|
const uint32 STATICLIGHTCULL_CURRENT_VERSION = 0x00010000;
|
||
|
|
||
|
/*
|
||
|
** Chunk Id's used by the phys-aabtree code to save itself into a file
|
||
|
*/
|
||
|
enum
|
||
|
{
|
||
|
STATICLIGHTCULL_CHUNK_VERSION = 0x00050001, // version wrapper, contains 32bit version #
|
||
|
STATICLIGHTCULL_CHUNK_PARENT_CLASS_DATA = 0x00050104, // wraps the parent class's save data
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
** StaticLightCullClass is a derived AABTree which assumes it contains LightPhysClasses
|
||
|
** these two functions encapsulate some typecasting which happens in a lot
|
||
|
** of places...
|
||
|
*/
|
||
|
inline LightPhysClass * get_first_object(AABTreeNodeClass * node)
|
||
|
{
|
||
|
return (LightPhysClass *)(node->Object);
|
||
|
}
|
||
|
|
||
|
inline LightPhysClass * get_next_object(LightPhysClass * tile)
|
||
|
{
|
||
|
return (LightPhysClass *)(((AABTreeLinkClass *)tile->Get_Cull_Link())->NextObject);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
** Implementation of StaticLightCullClass
|
||
|
*/
|
||
|
StaticLightCullClass::StaticLightCullClass(void)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
StaticLightCullClass::~StaticLightCullClass(void)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void StaticLightCullClass::Add_Object(LightPhysClass * obj)
|
||
|
{
|
||
|
WWASSERT(PhysicsSceneClass::Get_Instance() != NULL);
|
||
|
TypedAABTreeCullSystemClass<LightPhysClass>::Add_Object(obj);
|
||
|
// (gth) not resetting vis when adding a new static light
|
||
|
// PhysicsSceneClass::Get_Instance()->Reset_Vis();
|
||
|
}
|
||
|
|
||
|
void StaticLightCullClass::Remove_Object(LightPhysClass * obj)
|
||
|
{
|
||
|
WWASSERT(PhysicsSceneClass::Get_Instance() != NULL);
|
||
|
TypedAABTreeCullSystemClass<LightPhysClass>::Remove_Object(obj);
|
||
|
// (gth) not resetting vis when removing a static light
|
||
|
// PhysicsSceneClass::Get_Instance()->Reset_Vis();
|
||
|
}
|
||
|
|
||
|
void StaticLightCullClass::Update_Culling(CullableClass * obj)
|
||
|
{
|
||
|
WWASSERT(PhysicsSceneClass::Get_Instance() != NULL);
|
||
|
TypedAABTreeCullSystemClass<LightPhysClass>::Update_Culling(obj);
|
||
|
// (gth) not resetting vis when moving a static light
|
||
|
// PhysicsSceneClass::Get_Instance()->Reset_Vis();
|
||
|
}
|
||
|
|
||
|
void StaticLightCullClass::Save_Static_Data(ChunkSaveClass & csave)
|
||
|
{
|
||
|
csave.Begin_Chunk(STATICLIGHTCULL_CHUNK_PARENT_CLASS_DATA);
|
||
|
TypedAABTreeCullSystemClass<LightPhysClass>::Save(csave);
|
||
|
csave.End_Chunk();
|
||
|
}
|
||
|
|
||
|
void StaticLightCullClass::Load_Static_Data(ChunkLoadClass & cload)
|
||
|
{
|
||
|
while(cload.Open_Chunk())
|
||
|
{
|
||
|
switch(cload.Cur_Chunk_ID())
|
||
|
{
|
||
|
|
||
|
case STATICLIGHTCULL_CHUNK_PARENT_CLASS_DATA:
|
||
|
{
|
||
|
TypedAABTreeCullSystemClass<LightPhysClass>::Load(cload);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
WWDEBUG_SAY(("Unhandled chunk type: %d in LightCullClass::Load\r\n",cload.Cur_Chunk_ID()));
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
cload.Close_Chunk();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void StaticLightCullClass::Assign_Vis_IDs(void)
|
||
|
{
|
||
|
/*
|
||
|
** Allocate sector ID's for each light.
|
||
|
*/
|
||
|
int nodecount = Partition_Node_Count();
|
||
|
|
||
|
for (int i=0; i<nodecount; i++) {
|
||
|
AABTreeNodeClass * node = IndexedNodes[i];
|
||
|
|
||
|
LightPhysClass * obj = get_first_object(node);
|
||
|
while(obj) {
|
||
|
obj->Set_Vis_Sector_ID(PhysicsSceneClass::Get_Instance()->Allocate_Vis_Sector_ID());
|
||
|
obj = get_next_object(obj);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void StaticLightCullClass::Merge_Vis_Sector_IDs(uint32 id0,uint32 id1)
|
||
|
{
|
||
|
/*
|
||
|
** Each lightphys object may have a vis sector id.
|
||
|
** Whenever we encounter one of these with id1, set it to id0.
|
||
|
** Whenever we encounter one with id > id1, subtract one from it.
|
||
|
*/
|
||
|
for (int i=0; i<NodeCount; i++) {
|
||
|
|
||
|
AABTreeNodeClass * node = IndexedNodes[i];
|
||
|
|
||
|
LightPhysClass * obj = get_first_object(node);
|
||
|
while (obj) {
|
||
|
|
||
|
uint32 sector_id = obj->Get_Vis_Sector_ID();
|
||
|
if (sector_id != 0xFFFFFFFF) {
|
||
|
if (sector_id == id1) {
|
||
|
sector_id = id0;
|
||
|
} else if (sector_id > id1) {
|
||
|
sector_id--;
|
||
|
}
|
||
|
|
||
|
obj->Set_Vis_Sector_ID(sector_id);
|
||
|
}
|
||
|
obj = get_next_object(obj);
|
||
|
}
|
||
|
}
|
||
|
}
|