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CnC_Renegade/Code/wwphys/vissample.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/vissample.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 7/10/00 5:07p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef VISSAMPLE_H
#define VISSAMPLE_H
#include "visenum.h"
#include "matrix3d.h"
// Forward declarations
class ChunkSaveClass;
class ChunkLoadClass;
/*
** VisSampleClass
** This class encapsulates the calculations to set up a vis-sample and the results
** of that sample.
*/
class VisSampleClass
{
public:
VisSampleClass(void);
VisSampleClass(const Matrix3D & inital_view,VisDirBitsType direction_bits);
void Init_Error(void);
bool Save(ChunkSaveClass &chunk_save) const;
bool Load(ChunkLoadClass &chunk_load);
bool Sample_Rejected(void) const;
bool Sample_Useless(void) const;
bool Direction_Enabled(VisDirType direction_index) const;
Matrix3D Get_Camera_Transform(VisDirType direction_index) const;
int Sample_Status(VisDirType direction_index) const;
float Backface_Fraction(VisDirType direction_index) const;
float Get_Biggest_Fraction(void) const;
int Get_Biggest_Fraction_Index(void) const;
int Get_Cur_Direction(void) const;
const char * Get_Cur_Direction_Name(void) const;
void Set_Cur_Direction(VisDirType direction_index);
void Set_Results(VisStatusType status,float fraction);
int Get_Bits_Changed(void) { return BitsChanged; }
void Set_Bits_Changed(int count) { BitsChanged = count; }
protected:
Matrix3D ViewTransform; // intial view transform
int DirectionBits; // which directions were enabled for this sample
VisDirType CurDirection;
VisStatusType Status[6]; // sample status for each direction
float BackfaceFraction[6]; // fraction of pixels that were backfacing for each direction
int BitsChanged; // number of bits that changed with this sample
};
#endif