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CnC_Renegade/Code/wwphys/lightcull.h

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/*
** 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.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 4/02/01 12:23p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef LIGHTCULL_H
#define LIGHTCULL_H
#include "aabtreecull.h"
#include "lightphys.h"
#include "ww3d.h"
/*
** LightCullClass
** This is a derived axis-aligned bounding box tree for spatially subdividing the
** static (non-moving) lights in a level.
*/
class StaticLightCullClass : public TypedAABTreeCullSystemClass<LightPhysClass>
{
public:
StaticLightCullClass(void);
~StaticLightCullClass(void);
/*
** StaticLightCullClass over-rides the add and remove methods in order to add
** vis-data support.
*/
virtual void Add_Object(LightPhysClass * obj);
virtual void Remove_Object(LightPhysClass * obj);
virtual void Update_Culling(CullableClass * obj);
/*
** Visibility. Each static light allocates a vis-sector which is used
** for occlusion culling when deciding which dynamic objects should be
** affected by the light.
*/
void Assign_Vis_IDs(void);
void Merge_Vis_Sector_IDs(uint32 id0,uint32 id1);
/*
** Save-Load support.
** The physics scene will call this class's save function from
** PhysicsSceneClass::Save_Level_Static_Data.
*/
void Save_Static_Data(ChunkSaveClass & csave);
void Load_Static_Data(ChunkLoadClass & cload);
};
#endif //LIGHTCULL_H