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Initial commit of Command & Conquer Renegade source code.
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190
Code/wwphys/lightcull.cpp
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190
Code/wwphys/lightcull.cpp
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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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/lightcull.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 4/02/01 12:23p $*
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* *
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* $Revision:: 18 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "lightcull.h"
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#include "lightphys.h"
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#include "ww3d.h"
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#include "rinfo.h"
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#include "chunkio.h"
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#include "wwphysids.h"
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#include "camera.h"
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/*
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** Current version of the lightcull file format
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*/
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const uint32 STATICLIGHTCULL_CURRENT_VERSION = 0x00010000;
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/*
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** Chunk Id's used by the phys-aabtree code to save itself into a file
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*/
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enum
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{
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STATICLIGHTCULL_CHUNK_VERSION = 0x00050001, // version wrapper, contains 32bit version #
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STATICLIGHTCULL_CHUNK_PARENT_CLASS_DATA = 0x00050104, // wraps the parent class's save data
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};
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/*
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** StaticLightCullClass is a derived AABTree which assumes it contains LightPhysClasses
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** these two functions encapsulate some typecasting which happens in a lot
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** of places...
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*/
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inline LightPhysClass * get_first_object(AABTreeNodeClass * node)
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{
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return (LightPhysClass *)(node->Object);
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}
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inline LightPhysClass * get_next_object(LightPhysClass * tile)
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{
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return (LightPhysClass *)(((AABTreeLinkClass *)tile->Get_Cull_Link())->NextObject);
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}
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/*
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** Implementation of StaticLightCullClass
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*/
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StaticLightCullClass::StaticLightCullClass(void)
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{
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}
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StaticLightCullClass::~StaticLightCullClass(void)
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{
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}
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void StaticLightCullClass::Add_Object(LightPhysClass * obj)
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{
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WWASSERT(PhysicsSceneClass::Get_Instance() != NULL);
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TypedAABTreeCullSystemClass<LightPhysClass>::Add_Object(obj);
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// (gth) not resetting vis when adding a new static light
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// PhysicsSceneClass::Get_Instance()->Reset_Vis();
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}
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void StaticLightCullClass::Remove_Object(LightPhysClass * obj)
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{
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WWASSERT(PhysicsSceneClass::Get_Instance() != NULL);
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TypedAABTreeCullSystemClass<LightPhysClass>::Remove_Object(obj);
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// (gth) not resetting vis when removing a static light
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// PhysicsSceneClass::Get_Instance()->Reset_Vis();
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}
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void StaticLightCullClass::Update_Culling(CullableClass * obj)
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{
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WWASSERT(PhysicsSceneClass::Get_Instance() != NULL);
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TypedAABTreeCullSystemClass<LightPhysClass>::Update_Culling(obj);
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// (gth) not resetting vis when moving a static light
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// PhysicsSceneClass::Get_Instance()->Reset_Vis();
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}
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void StaticLightCullClass::Save_Static_Data(ChunkSaveClass & csave)
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{
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csave.Begin_Chunk(STATICLIGHTCULL_CHUNK_PARENT_CLASS_DATA);
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TypedAABTreeCullSystemClass<LightPhysClass>::Save(csave);
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csave.End_Chunk();
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}
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void StaticLightCullClass::Load_Static_Data(ChunkLoadClass & cload)
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{
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while(cload.Open_Chunk())
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{
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switch(cload.Cur_Chunk_ID())
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{
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case STATICLIGHTCULL_CHUNK_PARENT_CLASS_DATA:
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{
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TypedAABTreeCullSystemClass<LightPhysClass>::Load(cload);
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}
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break;
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default:
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WWDEBUG_SAY(("Unhandled chunk type: %d in LightCullClass::Load\r\n",cload.Cur_Chunk_ID()));
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break;
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}
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cload.Close_Chunk();
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}
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}
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void StaticLightCullClass::Assign_Vis_IDs(void)
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{
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/*
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** Allocate sector ID's for each light.
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*/
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int nodecount = Partition_Node_Count();
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for (int i=0; i<nodecount; i++) {
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AABTreeNodeClass * node = IndexedNodes[i];
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LightPhysClass * obj = get_first_object(node);
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while(obj) {
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obj->Set_Vis_Sector_ID(PhysicsSceneClass::Get_Instance()->Allocate_Vis_Sector_ID());
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obj = get_next_object(obj);
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}
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}
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}
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void StaticLightCullClass::Merge_Vis_Sector_IDs(uint32 id0,uint32 id1)
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{
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/*
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** Each lightphys object may have a vis sector id.
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** Whenever we encounter one of these with id1, set it to id0.
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** Whenever we encounter one with id > id1, subtract one from it.
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*/
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for (int i=0; i<NodeCount; i++) {
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AABTreeNodeClass * node = IndexedNodes[i];
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LightPhysClass * obj = get_first_object(node);
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while (obj) {
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uint32 sector_id = obj->Get_Vis_Sector_ID();
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if (sector_id != 0xFFFFFFFF) {
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if (sector_id == id1) {
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sector_id = id0;
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} else if (sector_id > id1) {
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sector_id--;
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}
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obj->Set_Vis_Sector_ID(sector_id);
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}
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obj = get_next_object(obj);
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}
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}
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}
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