148 lines
6.2 KiB
C++
148 lines
6.2 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/ww3d2/lightenvironment.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Naty_h $*
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* *
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* $Modtime:: 4/01/01 12:01a $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef LIGHTENVIRONMENT_H
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#define LIGHTENVIRONMENT_H
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#include "always.h"
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#include "vector3.h"
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class Matrix3D;
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class LightClass;
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/**
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** LightEnvironmentClass
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** This class represents an approximation of the local lighting for a given point. The idea
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** is to collect all of the point light sources affecting an object at any given time and
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** create temporary directional light sources representing them. Any distance or directional
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** attenuation will be precalculated into the overall intensity of the light and a vector from
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** the light source to the center of the bounding sphere of the model will be used as the
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** directional component.
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** In addition, the engine will provide the ambient component which will be determined by
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** a combination of the ambient setting for the level and sampling the light maps in the area.
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**
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** Notes:
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** - will need fast collection of the lights affecting any one given object
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** - intensity of these lights should take into account attenuation of the original light
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** - intensity should also take into account spot attenuation (no-per vertex atten...)
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** - we need the direction of the lights in eye-space
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** - the ambient light from all lights should be added into the ambient light (not just scene)
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*/
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class LightEnvironmentClass
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{
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public:
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LightEnvironmentClass(void);
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~LightEnvironmentClass(void);
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/*
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** Usage (starting from scratch each frame):
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** - Reset the object
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** - Set the scene ambient light (will be derived from lightmap sampling probably)
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** - Add in all overlapping lights, this object will keep the most important ones
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** - When ready to render, call Pre_Render_Update and push into the gerd.
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**
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** Usage (caching the lights, only done if the object and the lights are not moving)
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** - Reset and collect the lights once and keep this object around
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** - When ready to render, call Pre_Render_Update and push into the gerd.
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*/
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void Reset(const Vector3 & object_center,const Vector3 & scene_ambient);
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void Add_Light(const LightClass & light);
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void Pre_Render_Update(const Matrix3D & camera_tm);
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/*
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** Accessors
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*/
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const Vector3 & Get_Equivalent_Ambient(void) const { return OutputAmbient; }
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int Get_Light_Count(void) const { return LightCount; }
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const Vector3 & Get_Light_Direction(int i) const { return InputLights[i].Direction; }
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const Vector3 & Get_Light_Diffuse(int i) const { return InputLights[i].Diffuse; }
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/*
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** Lighting LOD. This is a static setting that is used to convert weak diffuse lights
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** into pure ambient lights.
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*/
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static void Set_Lighting_LOD_Cutoff(float inten);
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static float Get_Lighting_LOD_Cutoff(void);
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protected:
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enum { MAX_LIGHTS = 4 };
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struct InputLightStruct
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{
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void Init(const LightClass & light,const Vector3 & object_center);
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void Init_From_Point_Or_Spot_Light(const LightClass & light,const Vector3 & object_center);
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void Init_From_Directional_Light(const LightClass & light,const Vector3 & object_center);
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float Contribution(void);
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Vector3 Direction;
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Vector3 Ambient;
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Vector3 Diffuse;
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bool DiffuseRejected;
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};
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struct OutputLightStruct
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{
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void Init(const InputLightStruct & input,const Matrix3D & camera_tm);
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Vector3 Direction; // direction to the light.
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Vector3 Diffuse; // diffuse color * attenuation
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};
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/*
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** Member variables
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*/
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int LightCount;
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Vector3 ObjectCenter; // center of the object to be lit
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InputLightStruct InputLights[MAX_LIGHTS]; // input lights
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Vector3 OutputAmbient; // scene ambient + lights' ambients
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OutputLightStruct OutputLights[MAX_LIGHTS]; // ouput lights
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};
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#endif //LIGHTENVIRONMENT_H
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