lightcull.h 3.6 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWPhys *
  23. * *
  24. * $Archive:: /Commando/Code/wwphys/lightcull.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 4/02/01 12:23p $*
  29. * *
  30. * $Revision:: 11 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef LIGHTCULL_H
  39. #define LIGHTCULL_H
  40. #include "aabtreecull.h"
  41. #include "lightphys.h"
  42. #include "ww3d.h"
  43. /*
  44. ** LightCullClass
  45. ** This is a derived axis-aligned bounding box tree for spatially subdividing the
  46. ** static (non-moving) lights in a level.
  47. */
  48. class StaticLightCullClass : public TypedAABTreeCullSystemClass<LightPhysClass>
  49. {
  50. public:
  51. StaticLightCullClass(void);
  52. ~StaticLightCullClass(void);
  53. /*
  54. ** StaticLightCullClass over-rides the add and remove methods in order to add
  55. ** vis-data support.
  56. */
  57. virtual void Add_Object(LightPhysClass * obj);
  58. virtual void Remove_Object(LightPhysClass * obj);
  59. virtual void Update_Culling(CullableClass * obj);
  60. /*
  61. ** Visibility. Each static light allocates a vis-sector which is used
  62. ** for occlusion culling when deciding which dynamic objects should be
  63. ** affected by the light.
  64. */
  65. void Assign_Vis_IDs(void);
  66. void Merge_Vis_Sector_IDs(uint32 id0,uint32 id1);
  67. /*
  68. ** Save-Load support.
  69. ** The physics scene will call this class's save function from
  70. ** PhysicsSceneClass::Save_Level_Static_Data.
  71. */
  72. void Save_Static_Data(ChunkSaveClass & csave);
  73. void Load_Static_Data(ChunkLoadClass & cload);
  74. };
  75. #endif //LIGHTCULL_H