/* ** 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/lightsolvecontext.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 2/27/02 1:21p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef LIGHTSOLVECONTEXT_H #define LIGHTSOLVECONTEXT_H #include "always.h" #include "lightsolveprogress.h" class LightSolveObserverClass; /** ** LightSolveContextClass ** This class is a container for all of the options and current state of ** a light solve. ** Any temporary data which needs to be passed around during the solve can ** be added into this class. */ class LightSolveContextClass { public: LightSolveContextClass(void); ~LightSolveContextClass(void); void Enable_Filtering(bool onoff) { FilteringEnabled = onoff; } bool Is_Filtering_Enabled(void) { return FilteringEnabled; } void Enable_Occlusion(bool onoff) { OcclusionEnabled = onoff; } bool Is_Occlusion_Enabled(void) { return OcclusionEnabled; } LightSolveProgressClass & Get_Progress(void) { return Progress; } void Set_Observer(LightSolveObserverClass * observer) { Observer = observer; } LightSolveObserverClass * Get_Observer(void) { return Observer; } void Update_Observer(void); protected: bool OcclusionEnabled; bool FilteringEnabled; LightSolveProgressClass Progress; LightSolveObserverClass * Observer; }; /** ** LightSolveObserverClass ** Derive from this class and install your object in the light solve context to get ** progress callbacks periodically... */ class LightSolveObserverClass { public: virtual ~LightSolveObserverClass(void) { }; virtual void Progress_Callback(LightSolveContextClass & context) { }; }; #endif //LIGHTSOLVECONTEXT_H