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CnC_Renegade/Code/wwphys/lightsolve.h

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3.6 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/lightsolve.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/28/02 11:37a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef LIGHTSOLVE_H
#define LIGHTSOLVE_H
#include "always.h"
#include "physlist.h"
class PhysClass;
class StaticPhysClass;
class RenderObjClass;
class LightSolveContextClass;
class LightSolveProgressClass;
/**
** LightSolveClass
** This class is a collection of static functions which are used to generate static lighting
** solves for the scene or a subset of the scene.
*/
class LightSolveClass
{
public:
static void Generate_Static_Light_Solve(LightSolveContextClass & context);
static void Generate_Static_Light_Solve(LightSolveContextClass & context,RefPhysListClass & obj_list);
private:
static void Compute_Solve(LightSolveContextClass & context,RefPhysListClass & obj_list);
static void Compute_Solve(LightSolveContextClass & context,StaticPhysClass * phys_obj);
static void Compute_Solve(LightSolveContextClass & context,RenderObjClass * model,NonRefPhysListClass & light_list);
static bool Does_Obj_Get_Static_Light_Solve(StaticPhysClass * obj);
static bool Does_Model_Get_Static_Light_Solve(RenderObjClass * model);
};
#endif //LIGHTSOLVE_H