/* ** 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 . */ /*********************************************************************************************** *** 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/ww3d2/lightenvironment.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Naty_h $* * * * $Modtime:: 4/01/01 12:01a $* * * * $Revision:: 4 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef LIGHTENVIRONMENT_H #define LIGHTENVIRONMENT_H #include "always.h" #include "vector3.h" class Matrix3D; class LightClass; /** ** LightEnvironmentClass ** This class represents an approximation of the local lighting for a given point. The idea ** is to collect all of the point light sources affecting an object at any given time and ** create temporary directional light sources representing them. Any distance or directional ** attenuation will be precalculated into the overall intensity of the light and a vector from ** the light source to the center of the bounding sphere of the model will be used as the ** directional component. ** In addition, the engine will provide the ambient component which will be determined by ** a combination of the ambient setting for the level and sampling the light maps in the area. ** ** Notes: ** - will need fast collection of the lights affecting any one given object ** - intensity of these lights should take into account attenuation of the original light ** - intensity should also take into account spot attenuation (no-per vertex atten...) ** - we need the direction of the lights in eye-space ** - the ambient light from all lights should be added into the ambient light (not just scene) */ class LightEnvironmentClass { public: LightEnvironmentClass(void); ~LightEnvironmentClass(void); /* ** Usage (starting from scratch each frame): ** - Reset the object ** - Set the scene ambient light (will be derived from lightmap sampling probably) ** - Add in all overlapping lights, this object will keep the most important ones ** - When ready to render, call Pre_Render_Update and push into the gerd. ** ** Usage (caching the lights, only done if the object and the lights are not moving) ** - Reset and collect the lights once and keep this object around ** - When ready to render, call Pre_Render_Update and push into the gerd. */ void Reset(const Vector3 & object_center,const Vector3 & scene_ambient); void Add_Light(const LightClass & light); void Pre_Render_Update(const Matrix3D & camera_tm); /* ** Accessors */ const Vector3 & Get_Equivalent_Ambient(void) const { return OutputAmbient; } int Get_Light_Count(void) const { return LightCount; } const Vector3 & Get_Light_Direction(int i) const { return InputLights[i].Direction; } const Vector3 & Get_Light_Diffuse(int i) const { return InputLights[i].Diffuse; } /* ** Lighting LOD. This is a static setting that is used to convert weak diffuse lights ** into pure ambient lights. */ static void Set_Lighting_LOD_Cutoff(float inten); static float Get_Lighting_LOD_Cutoff(void); protected: enum { MAX_LIGHTS = 4 }; struct InputLightStruct { void Init(const LightClass & light,const Vector3 & object_center); void Init_From_Point_Or_Spot_Light(const LightClass & light,const Vector3 & object_center); void Init_From_Directional_Light(const LightClass & light,const Vector3 & object_center); float Contribution(void); Vector3 Direction; Vector3 Ambient; Vector3 Diffuse; bool DiffuseRejected; }; struct OutputLightStruct { void Init(const InputLightStruct & input,const Matrix3D & camera_tm); Vector3 Direction; // direction to the light. Vector3 Diffuse; // diffuse color * attenuation }; /* ** Member variables */ int LightCount; Vector3 ObjectCenter; // center of the object to be lit InputLightStruct InputLights[MAX_LIGHTS]; // input lights Vector3 OutputAmbient; // scene ambient + lights' ambients OutputLightStruct OutputLights[MAX_LIGHTS]; // ouput lights }; #endif //LIGHTENVIRONMENT_H