95 lines
4 KiB
C++
95 lines
4 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/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
|
|
|