/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2018 MaxED 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 struct surfacelight_t { qvec3d pos; qvec3f surfnormal; /** * disables use of the surfnormal. We set this to true on sky surface lights, * to avoid black seams on geometry meeting the sky */ bool omnidirectional; std::vector points; std::vector leaves; // Surface light settings... float intensity; // Surface light strength for each point float totalintensity; // Total surface light strength qvec3d color; // Surface color // Estimated visible AABB culling aabb3d bounds; int32_t style; // rescale faces to account for perpendicular lights bool rescale; }; void ResetSurflight(); std::vector &GetSurfaceLights(); std::optional> IsSurfaceLitFace(const mbsp_t *bsp, const mface_t *face); const std::vector &SurfaceLightsForFaceNum(int facenum); void MakeRadiositySurfaceLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp);