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Initial commit of Command & Conquer Renegade source code.
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186
Code/ww3d2/light.h
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186
Code/ww3d2/light.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/light.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 2/13/02 4:28p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef LIGHT_H
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#define LIGHT_H
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#include "always.h"
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#include "rendobj.h"
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#include "w3derr.h"
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class ChunkLoadClass;
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class ChunkSaveClass;
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/**
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** LightClass
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** This "render object" is a light source.
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*/
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class LightClass : public RenderObjClass
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{
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public:
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enum LightType
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{
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POINT = 0,
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DIRECTIONAL,
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SPOT
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};
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enum FlagsType
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{
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NEAR_ATTENUATION = 0,
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FAR_ATTENUATION,
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};
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LightClass(LightType type = POINT);
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LightClass(const LightClass & src);
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LightClass & operator = (const LightClass &);
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virtual ~LightClass(void);
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RenderObjClass * Clone(void) const;
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virtual int Class_ID(void) const { return CLASSID_LIGHT; }
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Rendering
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// Lights do not "Render" but they are vertex processors.
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/////////////////////////////////////////////////////////////////////////////
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virtual void Render(RenderInfoClass & rinfo) { }
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virtual bool Is_Vertex_Processor(void) { return true; }
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - "Scene Graph"
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// Lights register themselves with the scene as VertexProcessors.
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/////////////////////////////////////////////////////////////////////////////
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virtual void Notify_Added(SceneClass * scene);
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virtual void Notify_Removed(SceneClass * scene);
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/////////////////////////////////////////////////////////////////////////////
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// Render Object Interface - Bounding Volumes
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// Bounding volume of a light extends to its attenuation radius
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/////////////////////////////////////////////////////////////////////////////
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virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
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virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
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/////////////////////////////////////////////////////////////////////////////
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// LightClass Interface
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/////////////////////////////////////////////////////////////////////////////
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LightType Get_Type() {return (Type);}
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void Set_Intensity(float inten) { Intensity = inten; }
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float Get_Intensity(void) const { return Intensity; }
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void Set_Ambient(const Vector3 & color) { Ambient = color; }
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void Get_Ambient(Vector3 * set_c) const { if (set_c) { *set_c = Ambient; } }
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void Set_Diffuse(const Vector3 & color) { Diffuse = color; }
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void Get_Diffuse(Vector3 * set_c) const { if (set_c) { *set_c = Diffuse; } }
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void Set_Specular(const Vector3 & color) { Specular = color; }
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void Get_Specular(Vector3 * set_c) const { if (set_c) { *set_c = Specular; } }
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void Set_Far_Attenuation_Range(double fStart, double fEnd) { FarAttenStart = fStart; FarAttenEnd = fEnd; }
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void Get_Far_Attenuation_Range(double& fStart, double& fEnd) const { fStart = FarAttenStart; fEnd = FarAttenEnd; }
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void Set_Near_Attenuation_Range(double nStart, double nEnd) { NearAttenStart = nStart; NearAttenEnd = nEnd; }
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void Get_Near_Attenuation_Range(double& nStart, double& nEnd) const { nStart = NearAttenStart; nEnd = NearAttenEnd; }
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float Get_Attenuation_Range(void) const { return FarAttenEnd; }
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/////////////////////////////////////////////////////////////////////////////
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// Control over the light flags
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/////////////////////////////////////////////////////////////////////////////
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void Set_Flag(FlagsType flag,bool onoff) { if (onoff) { Flags |= flag; } else { Flags &= ~flag; } }
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int Get_Flag(FlagsType flag) const { return ((Flags & flag) != 0); }
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void Enable_Shadows(bool onoff) { CastShadows = onoff; }
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bool Are_Shadows_Enabled(void) const { return CastShadows; }
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LightType Get_Type (void) const { return Type; }
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/////////////////////////////////////////////////////////////////////////////
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// Spotlight controls:
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/////////////////////////////////////////////////////////////////////////////
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void Set_Spot_Angle(float a) { SpotAngle = a; SpotAngleCos = WWMath::Fast_Cos(a); }
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float Get_Spot_Angle(void) const { return SpotAngle; }
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float Get_Spot_Angle_Cos(void) const { return SpotAngleCos; }
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void Set_Spot_Direction(const Vector3 & dir) { SpotDirection = dir; }
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void Get_Spot_Direction(Vector3 & dir) const { dir = SpotDirection; }
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void Set_Spot_Exponent(float k) { SpotExponent = k; }
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float Get_Spot_Exponent(void) const { return SpotExponent; }
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/////////////////////////////////////////////////////////////////////////////
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// Utility functions:
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/////////////////////////////////////////////////////////////////////////////
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bool Is_Within_Attenuation_Radius(const Vector3 & pos);
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void Compute_Lighting(const Vector3 & pos,const Vector3 & norm, Vector3 * set_ambient, Vector3 * set_diffuse);
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/////////////////////////////////////////////////////////////////////////////
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// Save/Load
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/////////////////////////////////////////////////////////////////////////////
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WW3DErrorType Load_W3D(ChunkLoadClass & cload);
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WW3DErrorType Save_W3D(ChunkSaveClass & csave);
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/////////////////////////////////////////////////////////////////////////////
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// Persistant object save-load interface
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/////////////////////////////////////////////////////////////////////////////
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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protected:
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LightType Type;
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unsigned int Flags;
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bool CastShadows;
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float Intensity;
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Vector3 Ambient;
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Vector3 Diffuse;
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Vector3 Specular;
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float NearAttenStart;
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float NearAttenEnd;
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float FarAttenStart;
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float FarAttenEnd;
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float SpotAngle;
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float SpotAngleCos;
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float SpotExponent;
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Vector3 SpotDirection;
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};
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#endif
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