/*
** 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/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::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::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::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::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::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; iSet_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; iGet_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);
}
}
}