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- /*
- ** 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/ww3d2/lightenvironment.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Naty_h $*
- * *
- * $Modtime:: 4/01/01 12:01a $*
- * *
- * $Revision:: 4 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef LIGHTENVIRONMENT_H
- #define LIGHTENVIRONMENT_H
- #include "always.h"
- #include "vector3.h"
- class Matrix3D;
- class LightClass;
- /**
- ** LightEnvironmentClass
- ** This class represents an approximation of the local lighting for a given point. The idea
- ** is to collect all of the point light sources affecting an object at any given time and
- ** create temporary directional light sources representing them. Any distance or directional
- ** attenuation will be precalculated into the overall intensity of the light and a vector from
- ** the light source to the center of the bounding sphere of the model will be used as the
- ** directional component.
- ** In addition, the engine will provide the ambient component which will be determined by
- ** a combination of the ambient setting for the level and sampling the light maps in the area.
- **
- ** Notes:
- ** - will need fast collection of the lights affecting any one given object
- ** - intensity of these lights should take into account attenuation of the original light
- ** - intensity should also take into account spot attenuation (no-per vertex atten...)
- ** - we need the direction of the lights in eye-space
- ** - the ambient light from all lights should be added into the ambient light (not just scene)
- */
- class LightEnvironmentClass
- {
- public:
- LightEnvironmentClass(void);
- ~LightEnvironmentClass(void);
- /*
- ** Usage (starting from scratch each frame):
- ** - Reset the object
- ** - Set the scene ambient light (will be derived from lightmap sampling probably)
- ** - Add in all overlapping lights, this object will keep the most important ones
- ** - When ready to render, call Pre_Render_Update and push into the gerd.
- **
- ** Usage (caching the lights, only done if the object and the lights are not moving)
- ** - Reset and collect the lights once and keep this object around
- ** - When ready to render, call Pre_Render_Update and push into the gerd.
- */
- void Reset(const Vector3 & object_center,const Vector3 & scene_ambient);
- void Add_Light(const LightClass & light);
- void Pre_Render_Update(const Matrix3D & camera_tm);
- /*
- ** Accessors
- */
- const Vector3 & Get_Equivalent_Ambient(void) const { return OutputAmbient; }
- int Get_Light_Count(void) const { return LightCount; }
- const Vector3 & Get_Light_Direction(int i) const { return InputLights[i].Direction; }
- const Vector3 & Get_Light_Diffuse(int i) const { return InputLights[i].Diffuse; }
- /*
- ** Lighting LOD. This is a static setting that is used to convert weak diffuse lights
- ** into pure ambient lights.
- */
- static void Set_Lighting_LOD_Cutoff(float inten);
- static float Get_Lighting_LOD_Cutoff(void);
- protected:
- enum { MAX_LIGHTS = 4 };
-
- struct InputLightStruct
- {
- void Init(const LightClass & light,const Vector3 & object_center);
- void Init_From_Point_Or_Spot_Light(const LightClass & light,const Vector3 & object_center);
- void Init_From_Directional_Light(const LightClass & light,const Vector3 & object_center);
- float Contribution(void);
- Vector3 Direction;
- Vector3 Ambient;
- Vector3 Diffuse;
- bool DiffuseRejected;
- };
-
- struct OutputLightStruct
- {
- void Init(const InputLightStruct & input,const Matrix3D & camera_tm);
-
- Vector3 Direction; // direction to the light.
- Vector3 Diffuse; // diffuse color * attenuation
- };
- /*
- ** Member variables
- */
- int LightCount;
- Vector3 ObjectCenter; // center of the object to be lit
- InputLightStruct InputLights[MAX_LIGHTS]; // input lights
- Vector3 OutputAmbient; // scene ambient + lights' ambients
- OutputLightStruct OutputLights[MAX_LIGHTS]; // ouput lights
- };
- #endif //LIGHTENVIRONMENT_H
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