lightphys.h 4.3 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/lightphys.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 4/02/01 12:22p $*
  29. * *
  30. * $Revision:: 16 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef LIGHTPHYS_H
  39. #define LIGHTPHYS_H
  40. #include "decophys.h"
  41. #include "rendobj.h"
  42. /**
  43. ** LightPhysClass
  44. ** Just a class that is used by the light culling system. Its main purposes
  45. ** are to enforce that the user (editor) places only lights into the system,
  46. ** to add save and load functionality, and to add any special effects or processing
  47. ** like lens flares and shadows.
  48. */
  49. class LightPhysClass : public DecorationPhysClass
  50. {
  51. public:
  52. LightPhysClass(bool auto_allocate_light = false);
  53. virtual LightPhysClass * As_LightPhysClass(void) { return this; }
  54. void Set_Model(RenderObjClass * model);
  55. /*
  56. ** Visibility ID's. Static lights can store a vis SECTOR id so that they
  57. ** have a pre-calculated pvs for occlusion culling.
  58. */
  59. void Set_Vis_Sector_ID(int new_id) { VisSectorID = new_id; }
  60. int Get_Vis_Sector_ID(void) const { return VisSectorID; }
  61. /*
  62. ** Group ID's. Static lights can be assigned a "Group ID". This id can be used by
  63. ** external code. For example, the building code uses the Group ID to differentiate between
  64. ** lights that should be 'on' when the power to the building is 'on' and lights that should
  65. ** be 'on' when the power is 'off'.
  66. */
  67. void Set_Group_ID(int new_id) { GroupID = new_id; }
  68. int Get_Group_ID(void) const { return GroupID; }
  69. /*
  70. ** Visibility checking
  71. */
  72. int Is_Vis_Object_Visible(int vis_object_id);
  73. /*
  74. ** Save-Load system
  75. */
  76. virtual const PersistFactoryClass & Get_Factory (void) const;
  77. virtual bool Save (ChunkSaveClass &csave);
  78. virtual bool Load (ChunkLoadClass &cload);
  79. virtual void On_Post_Load(void);
  80. private:
  81. int VisSectorID; // static lights have a pvs.
  82. int GroupID; // group id, used by external code
  83. // Not implemented...
  84. LightPhysClass(const LightPhysClass &);
  85. LightPhysClass & operator = (const LightPhysClass &);
  86. };
  87. #endif