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CnC_Renegade/Code/wwphys/pscene_lighting.cpp

327 lines
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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/pscene_lighting.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/28/02 1:41p $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* PhysicsSceneClass::Is_Sun_Light_Enabled -- Returns true if the sun-light is enabled *
* PhysicsSceneClass::Enable_Sun_Light -- Enable/Disable the sun-light *
* PhysicsSceneClass::Get_Sun_Light -- Returns pointer to the sun-light object *
* PhysicsSceneClass::Set_Sun_Light_Orientation -- Set the orientation of the sun-ligth *
* PhysicsSceneClass::Get_Sun_Light_Orientation -- returns the sun-light orientation *
* PhysicsSceneClass::Get_Sun_Light_Vector -- returns the sun-light vector *
* PhysicsSceneClass::Reset_Sun_Light -- Resets the sun-light to default settings *
* PhysicsSceneClass::Set_Lighting_LOD_Cutoff -- Sets the LOD cutoff for lighting *
* PhysicsSceneClass::Get_Lighting_LOD_Cutoff -- returns the LOD cutoff for lighting *
* PhysicsSceneClass::Compute_Static_Lighting -- Compute the static lighting approximation *
* PhysicsSceneClass::Invalidate_Lighting_Caches -- invalidate lighting caches in the given *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "pscene.h"
#include "rendobj.h"
#include "phys.h"
#include "staticphys.h"
#include "dx8renderer.h"
#include "simplevec.h"
#include "vp.h"
#include "lightphys.h"
#include "light.h"
#include "lightcull.h"
/***********************************************************************************************
* PhysicsSceneClass::Set_Lighting_LOD_Cutoff -- Sets the LOD cutoff for lighting *
* *
* All lights below this intensity become purely ambient *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 8/10/2000 gth : Created. *
*=============================================================================================*/
void PhysicsSceneClass::Set_Lighting_LOD_Cutoff(float intensity)
{
LightEnvironmentClass::Set_Lighting_LOD_Cutoff(intensity);
}
/***********************************************************************************************
* PhysicsSceneClass::Get_Lighting_LOD_Cutoff -- returns the LOD cutoff for lighting *
* *
* All lights below the returned intensity are being converted into pure ambient *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 8/10/2000 gth : Created. *
*=============================================================================================*/
float PhysicsSceneClass::Get_Lighting_LOD_Cutoff(void)
{
return LightEnvironmentClass::Get_Lighting_LOD_Cutoff();
}
/***********************************************************************************************
* PhysicsSceneClass::Is_Sun_Light_Enabled -- Returns true if the sun-light is enabled *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 7/7/2000 gth : Created. *
*=============================================================================================*/
bool PhysicsSceneClass::Is_Sun_Light_Enabled(void)
{
return UseSun;
}
/***********************************************************************************************
* PhysicsSceneClass::Enable_Sun_Light -- Enable/Disable the sun-light *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 7/7/2000 gth : Created. *
*=============================================================================================*/
void PhysicsSceneClass::Enable_Sun_Light(bool onoff)
{
UseSun = onoff;
}
/***********************************************************************************************
* PhysicsSceneClass::Get_Sun_Light -- Returns pointer to the sun-light object *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 7/7/2000 gth : Created. *
*=============================================================================================*/
LightClass * PhysicsSceneClass::Get_Sun_Light(void)
{
WWASSERT(SunLight);
SunLight->Add_Ref();
return SunLight;
}
/***********************************************************************************************
* PhysicsSceneClass::Set_Sun_Light_Orientation -- Set the orientation of the sun-ligth *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 7/7/2000 gth : Created. *
*=============================================================================================*/
void PhysicsSceneClass::Set_Sun_Light_Orientation(float yaw,float pitch)
{
SunYaw = yaw;
SunPitch = pitch;
Matrix3D tm(1);
tm.Rotate_Z(yaw);
tm.Rotate_Y(DEG_TO_RADF(90.0f) - pitch);
tm.Rotate_X(DEG_TO_RADF(180.0f));
SunLight->Set_Transform(tm);
}
/***********************************************************************************************
* PhysicsSceneClass::Get_Sun_Light_Orientation -- returns the sun-light orientation *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 7/7/2000 gth : Created. *
*=============================================================================================*/
void PhysicsSceneClass::Get_Sun_Light_Orientation(float * set_yaw,float * set_pitch)
{
*set_yaw = SunYaw;
*set_pitch = SunPitch;
}
/***********************************************************************************************
* PhysicsSceneClass::Get_Sun_Light_Vector -- returns the sun-light vector *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 7/7/2000 gth : Created. *
*=============================================================================================*/
void PhysicsSceneClass::Get_Sun_Light_Vector(Vector3 * set_vector)
{
WWASSERT(set_vector != NULL);
const Matrix3D & tm = SunLight->Get_Transform();
*set_vector = tm * Vector3(0,0,1);
}
/***********************************************************************************************
* PhysicsSceneClass::Reset_Sun_Light -- Resets the sun-light to default settings *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 7/7/2000 gth : Created. *
*=============================================================================================*/
void PhysicsSceneClass::Reset_Sun_Light(void)
{
UseSun = false;
SunLight->Set_Transform(Matrix3D(1));
SunLight->Set_Ambient(Vector3(0,0,0));
SunLight->Set_Diffuse(Vector3(1,1,1));
SunLight->Set_Specular(Vector3(0,0,0));
SunLight->Set_Flag(LightClass::NEAR_ATTENUATION,false);
SunLight->Set_Flag(LightClass::FAR_ATTENUATION,false);
Set_Sun_Light_Orientation(DEG_TO_RADF(0.0f),DEG_TO_RADF(70.0f));
}
/***********************************************************************************************
* PhysicsSceneClass::Compute_Static_Lighting -- Compute the static lighting approximation *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 9/25/2000 gth : Created. *
*=============================================================================================*/
void PhysicsSceneClass::Compute_Static_Lighting
(
LightEnvironmentClass * light_env,
const Vector3 & obj_center,
bool use_sun,
int vis_object_id
)
{
WWASSERT(light_env != NULL);
light_env->Reset(obj_center,Get_Ambient_Light());
/*
** Add in the sun
*/
if (use_sun) {
light_env->Add_Light(*SunLight);
}
/*
** Add in the static lights affecting this object
*/
StaticLightingSystem->Reset_Collection();
StaticLightingSystem->Collect_Objects(obj_center);
LightPhysClass * light = StaticLightingSystem->Get_First_Collected_Object();
while (light != NULL) {
if ((light->Is_Disabled() == false) && (light->Is_Vis_Object_Visible(vis_object_id))) {
LightClass * light_obj = (LightClass *)light->Peek_Model();
light_env->Add_Light(*light_obj);
}
light = StaticLightingSystem->Get_Next_Collected_Object(light);
}
}
/***********************************************************************************************
* PhysicsSceneClass::Invalidate_Lighting_Caches -- invalidate lighting caches in the given bo *
* *
* This function finds all physics objects that contain cached lighting information within *
* the given bounds and invalidates their caches. This is used when a light source in the *
* level changes state (e.g. when the buildings lose power, etc) *
* *
* INPUT: *
* box - all objects overlapping the specified box will have thier lighting cache reset *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 9/26/2000 gth : Created. *
*=============================================================================================*/
void PhysicsSceneClass::Invalidate_Lighting_Caches(const AABoxClass & box)
{
NonRefPhysListClass list;
Collect_Objects(box,true,true,&list);
NonRefPhysListIterator it(&list);
for (it.First(); !it.Is_Done(); it.Next()) {
PhysClass * obj = it.Peek_Obj();
if (!obj->Is_Pre_Lit()) {
obj->Invalidate_Static_Lighting_Cache();
}
}
}