106 lines
4.3 KiB
C++
106 lines
4.3 KiB
C++
/*
|
|
** 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/lightphys.h $*
|
|
* *
|
|
* Author:: Greg Hjelstrom *
|
|
* *
|
|
* $Modtime:: 4/02/01 12:22p $*
|
|
* *
|
|
* $Revision:: 16 $*
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
|
|
#if defined(_MSC_VER)
|
|
#pragma once
|
|
#endif
|
|
|
|
#ifndef LIGHTPHYS_H
|
|
#define LIGHTPHYS_H
|
|
|
|
#include "decophys.h"
|
|
#include "rendobj.h"
|
|
|
|
|
|
/**
|
|
** LightPhysClass
|
|
** Just a class that is used by the light culling system. Its main purposes
|
|
** are to enforce that the user (editor) places only lights into the system,
|
|
** to add save and load functionality, and to add any special effects or processing
|
|
** like lens flares and shadows.
|
|
*/
|
|
class LightPhysClass : public DecorationPhysClass
|
|
{
|
|
public:
|
|
|
|
LightPhysClass(bool auto_allocate_light = false);
|
|
virtual LightPhysClass * As_LightPhysClass(void) { return this; }
|
|
|
|
void Set_Model(RenderObjClass * model);
|
|
|
|
/*
|
|
** Visibility ID's. Static lights can store a vis SECTOR id so that they
|
|
** have a pre-calculated pvs for occlusion culling.
|
|
*/
|
|
void Set_Vis_Sector_ID(int new_id) { VisSectorID = new_id; }
|
|
int Get_Vis_Sector_ID(void) const { return VisSectorID; }
|
|
|
|
/*
|
|
** Group ID's. Static lights can be assigned a "Group ID". This id can be used by
|
|
** external code. For example, the building code uses the Group ID to differentiate between
|
|
** lights that should be 'on' when the power to the building is 'on' and lights that should
|
|
** be 'on' when the power is 'off'.
|
|
*/
|
|
void Set_Group_ID(int new_id) { GroupID = new_id; }
|
|
int Get_Group_ID(void) const { return GroupID; }
|
|
|
|
/*
|
|
** Visibility checking
|
|
*/
|
|
int Is_Vis_Object_Visible(int vis_object_id);
|
|
|
|
/*
|
|
** Save-Load system
|
|
*/
|
|
virtual const PersistFactoryClass & Get_Factory (void) const;
|
|
virtual bool Save (ChunkSaveClass &csave);
|
|
virtual bool Load (ChunkLoadClass &cload);
|
|
virtual void On_Post_Load(void);
|
|
|
|
private:
|
|
|
|
int VisSectorID; // static lights have a pvs.
|
|
int GroupID; // group id, used by external code
|
|
|
|
// Not implemented...
|
|
LightPhysClass(const LightPhysClass &);
|
|
LightPhysClass & operator = (const LightPhysClass &);
|
|
};
|
|
|
|
|
|
|
|
#endif
|