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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/wwphys/pscene_lighting.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 2/28/02 1:41p $*
- * *
- * $Revision:: 1 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * PhysicsSceneClass::Is_Sun_Light_Enabled -- Returns true if the sun-light is enabled *
- * PhysicsSceneClass::Enable_Sun_Light -- Enable/Disable the sun-light *
- * PhysicsSceneClass::Get_Sun_Light -- Returns pointer to the sun-light object *
- * PhysicsSceneClass::Set_Sun_Light_Orientation -- Set the orientation of the sun-ligth *
- * PhysicsSceneClass::Get_Sun_Light_Orientation -- returns the sun-light orientation *
- * PhysicsSceneClass::Get_Sun_Light_Vector -- returns the sun-light vector *
- * PhysicsSceneClass::Reset_Sun_Light -- Resets the sun-light to default settings *
- * PhysicsSceneClass::Set_Lighting_LOD_Cutoff -- Sets the LOD cutoff for lighting *
- * PhysicsSceneClass::Get_Lighting_LOD_Cutoff -- returns the LOD cutoff for lighting *
- * PhysicsSceneClass::Compute_Static_Lighting -- Compute the static lighting approximation *
- * PhysicsSceneClass::Invalidate_Lighting_Caches -- invalidate lighting caches in the given *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "pscene.h"
- #include "rendobj.h"
- #include "phys.h"
- #include "staticphys.h"
- #include "dx8renderer.h"
- #include "simplevec.h"
- #include "vp.h"
- #include "lightphys.h"
- #include "light.h"
- #include "lightcull.h"
- /***********************************************************************************************
- * PhysicsSceneClass::Set_Lighting_LOD_Cutoff -- Sets the LOD cutoff for lighting *
- * *
- * All lights below this intensity become purely ambient *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 8/10/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Set_Lighting_LOD_Cutoff(float intensity)
- {
- LightEnvironmentClass::Set_Lighting_LOD_Cutoff(intensity);
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Get_Lighting_LOD_Cutoff -- returns the LOD cutoff for lighting *
- * *
- * All lights below the returned intensity are being converted into pure ambient *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 8/10/2000 gth : Created. *
- *=============================================================================================*/
- float PhysicsSceneClass::Get_Lighting_LOD_Cutoff(void)
- {
- return LightEnvironmentClass::Get_Lighting_LOD_Cutoff();
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Is_Sun_Light_Enabled -- Returns true if the sun-light is enabled *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/7/2000 gth : Created. *
- *=============================================================================================*/
- bool PhysicsSceneClass::Is_Sun_Light_Enabled(void)
- {
- return UseSun;
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Enable_Sun_Light -- Enable/Disable the sun-light *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/7/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Enable_Sun_Light(bool onoff)
- {
- UseSun = onoff;
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Get_Sun_Light -- Returns pointer to the sun-light object *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/7/2000 gth : Created. *
- *=============================================================================================*/
- LightClass * PhysicsSceneClass::Get_Sun_Light(void)
- {
- WWASSERT(SunLight);
- SunLight->Add_Ref();
- return SunLight;
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Set_Sun_Light_Orientation -- Set the orientation of the sun-ligth *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/7/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Set_Sun_Light_Orientation(float yaw,float pitch)
- {
- SunYaw = yaw;
- SunPitch = pitch;
- Matrix3D tm(1);
- tm.Rotate_Z(yaw);
- tm.Rotate_Y(DEG_TO_RADF(90.0f) - pitch);
- tm.Rotate_X(DEG_TO_RADF(180.0f));
-
- SunLight->Set_Transform(tm);
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Get_Sun_Light_Orientation -- returns the sun-light orientation *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/7/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Get_Sun_Light_Orientation(float * set_yaw,float * set_pitch)
- {
- *set_yaw = SunYaw;
- *set_pitch = SunPitch;
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Get_Sun_Light_Vector -- returns the sun-light vector *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/7/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Get_Sun_Light_Vector(Vector3 * set_vector)
- {
- WWASSERT(set_vector != NULL);
- const Matrix3D & tm = SunLight->Get_Transform();
- *set_vector = tm * Vector3(0,0,1);
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Reset_Sun_Light -- Resets the sun-light to default settings *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/7/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Reset_Sun_Light(void)
- {
- UseSun = false;
- SunLight->Set_Transform(Matrix3D(1));
- SunLight->Set_Ambient(Vector3(0,0,0));
- SunLight->Set_Diffuse(Vector3(1,1,1));
- SunLight->Set_Specular(Vector3(0,0,0));
- SunLight->Set_Flag(LightClass::NEAR_ATTENUATION,false);
- SunLight->Set_Flag(LightClass::FAR_ATTENUATION,false);
- Set_Sun_Light_Orientation(DEG_TO_RADF(0.0f),DEG_TO_RADF(70.0f));
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Compute_Static_Lighting -- Compute the static lighting approximation *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 9/25/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Compute_Static_Lighting
- (
- LightEnvironmentClass * light_env,
- const Vector3 & obj_center,
- bool use_sun,
- int vis_object_id
- )
- {
- WWASSERT(light_env != NULL);
- light_env->Reset(obj_center,Get_Ambient_Light());
- /*
- ** Add in the sun
- */
- if (use_sun) {
- light_env->Add_Light(*SunLight);
- }
-
- /*
- ** Add in the static lights affecting this object
- */
- StaticLightingSystem->Reset_Collection();
- StaticLightingSystem->Collect_Objects(obj_center);
- LightPhysClass * light = StaticLightingSystem->Get_First_Collected_Object();
- while (light != NULL) {
- if ((light->Is_Disabled() == false) && (light->Is_Vis_Object_Visible(vis_object_id))) {
- LightClass * light_obj = (LightClass *)light->Peek_Model();
- light_env->Add_Light(*light_obj);
- }
-
- light = StaticLightingSystem->Get_Next_Collected_Object(light);
- }
- }
- /***********************************************************************************************
- * PhysicsSceneClass::Invalidate_Lighting_Caches -- invalidate lighting caches in the given bo *
- * *
- * This function finds all physics objects that contain cached lighting information within *
- * the given bounds and invalidates their caches. This is used when a light source in the *
- * level changes state (e.g. when the buildings lose power, etc) *
- * *
- * INPUT: *
- * box - all objects overlapping the specified box will have thier lighting cache reset *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 9/26/2000 gth : Created. *
- *=============================================================================================*/
- void PhysicsSceneClass::Invalidate_Lighting_Caches(const AABoxClass & box)
- {
- NonRefPhysListClass list;
- Collect_Objects(box,true,true,&list);
- NonRefPhysListIterator it(&list);
- for (it.First(); !it.Is_Done(); it.Next()) {
- PhysClass * obj = it.Peek_Obj();
- if (!obj->Is_Pre_Lit()) {
- obj->Invalidate_Static_Lighting_Cache();
- }
- }
- }
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