/* ** Command & Conquer Generals Zero Hour(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // W3DDynamicLight.cpp // Class to handle dynamic lights. // Author: John Ahlquist, April 2001 #include #include "W3DDevice/GameClient/W3DDynamicLight.h" W3DDynamicLight::W3DDynamicLight(void): LightClass(LightClass::POINT) { m_priorEnable = false; m_enabled = true; } W3DDynamicLight::~W3DDynamicLight(void) { } void W3DDynamicLight::On_Frame_Update(void) { if (!m_enabled) { return; } Real factor = 1.0f; if (m_curIncreaseFrameCount>0 && m_increaseFrameCount>0) { // increasing m_curIncreaseFrameCount--; factor = (m_increaseFrameCount-m_curIncreaseFrameCount)/(Real)m_increaseFrameCount; } else if (m_decayFrameCount==0) { factor = 1.0; // never decays, } else { m_curDecayFrameCount--; if (m_curDecayFrameCount == 0) { m_enabled = false; return; } factor = m_curDecayFrameCount/(Real)m_decayFrameCount; } if (m_decayRange) { this->FarAttenEnd = factor*m_targetRange; if (FarAttenEnd < FarAttenStart) { FarAttenEnd = FarAttenStart; } } if (m_decayColor) { this->Ambient = m_targetAmbient*factor; this->Diffuse = m_targetDiffuse*factor; } } void W3DDynamicLight::setFrameFade(UnsignedInt frameIncreaseTime, UnsignedInt decayFrameTime) { m_decayFrameCount = decayFrameTime; m_curDecayFrameCount = decayFrameTime; m_curIncreaseFrameCount = frameIncreaseTime; m_increaseFrameCount = frameIncreaseTime; m_targetAmbient = Ambient; m_targetDiffuse = Diffuse; m_targetRange = FarAttenEnd; }