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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/lightsolve.h
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76
Code/wwphys/lightsolve.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 : wwphys *
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* *
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* $Archive:: /Commando/Code/wwphys/lightsolve.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 2/28/02 11:37a $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef LIGHTSOLVE_H
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#define LIGHTSOLVE_H
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#include "always.h"
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#include "physlist.h"
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class PhysClass;
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class StaticPhysClass;
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class RenderObjClass;
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class LightSolveContextClass;
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class LightSolveProgressClass;
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/**
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** LightSolveClass
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** This class is a collection of static functions which are used to generate static lighting
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** solves for the scene or a subset of the scene.
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*/
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class LightSolveClass
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{
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public:
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static void Generate_Static_Light_Solve(LightSolveContextClass & context);
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static void Generate_Static_Light_Solve(LightSolveContextClass & context,RefPhysListClass & obj_list);
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private:
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static void Compute_Solve(LightSolveContextClass & context,RefPhysListClass & obj_list);
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static void Compute_Solve(LightSolveContextClass & context,StaticPhysClass * phys_obj);
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static void Compute_Solve(LightSolveContextClass & context,RenderObjClass * model,NonRefPhysListClass & light_list);
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static bool Does_Obj_Get_Static_Light_Solve(StaticPhysClass * obj);
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static bool Does_Model_Get_Static_Light_Solve(RenderObjClass * model);
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};
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#endif //LIGHTSOLVE_H
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