/* Copyright (C) 1996-1997 Id Software, 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 2 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, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ #pragma once #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include extern std::atomic total_light_rays, total_light_ray_hits, total_samplepoints; extern std::atomic total_bounce_rays, total_bounce_ray_hits; extern std::atomic total_surflight_rays, total_surflight_ray_hits; // mxd extern std::atomic fully_transparent_lightmaps; void PrintFaceInfo(const mface_t *face, const mbsp_t *bsp); // FIXME: remove light param. add normal param and dir params. vec_t GetLightValue(const settings::worldspawn_keys &cfg, const light_t *entity, vec_t dist); std::unordered_map GetDirectLighting( const mbsp_t *bsp, const settings::worldspawn_keys &cfg, const qvec3d &origin, const qvec3d &normal); void SetupDirt(settings::worldspawn_keys &cfg); float DirtAtPoint(const settings::worldspawn_keys &cfg, raystream_intersection_t *rs, const qvec3d &point, const qvec3d &normal, const modelinfo_t *selfshadow); std::unique_ptr CreateLightmapSurface( const mbsp_t *bsp, const mface_t *face, const facesup_t *facesup, const settings::worldspawn_keys &cfg); bool Face_IsLightmapped(const mbsp_t *bsp, const mface_t *face); void DirectLightFace(const mbsp_t *bsp, lightsurf_t &lightsurf, const settings::worldspawn_keys &cfg); void IndirectLightFace(const mbsp_t *bsp, lightsurf_t &lightsurf, const settings::worldspawn_keys &cfg); void FinishLightmapSurface(const mbsp_t *bsp, lightsurf_t *lightsurf); void SaveLightmapSurface(const mbsp_t *bsp, mface_t *face, facesup_t *facesup, const lightsurf_t *lightsurf, const faceextents_t &extents, const faceextents_t &output_extents);