/* 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. */ #ifndef __LIGHT_LTFACE_H__ #define __LIGHT_LTFACE_H__ #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; class faceextents_t { private: glm::ivec2 m_texmins; glm::ivec2 m_texsize; float m_lightmapscale; glm::mat4x4 m_worldToTexCoord; glm::mat4x4 m_texCoordToWorld; public: faceextents_t() = default; faceextents_t(const bsp2_dface_t *face, const bsp2_t *bsp, float lmscale); int width() const; int height() const; int numsamples() const; glm::ivec2 texsize() const; int indexOf(const glm::ivec2 &lm) const; glm::ivec2 intCoordsFromIndex(int index) const; glm::vec2 LMCoordToTexCoord(const glm::vec2 &LMCoord) const; glm::vec2 TexCoordToLMCoord(const glm::vec2 &tc) const; glm::vec2 worldToTexCoord(glm::vec3 world) const; glm::vec3 texCoordToWorld(glm::vec2 tc) const; glm::vec2 worldToLMCoord(glm::vec3 world) const; glm::vec3 LMCoordToWorld(glm::vec2 lm) const; }; glm::vec2 WorldToTexCoord_HighPrecision(const bsp2_t *bsp, const bsp2_dface_t *face, const glm::vec3 &world); glm::mat4x4 WorldToTexSpace(const bsp2_t *bsp, const bsp2_dface_t *f); glm::mat4x4 TexSpaceToWorld(const bsp2_t *bsp, const bsp2_dface_t *f); void WorldToTexCoord(const vec3_t world, const texinfo_t *tex, vec_t coord[2]); void PrintFaceInfo(const bsp2_dface_t *face, const bsp2_t *bsp); // FIXME: remove light param. add normal param and dir params. vec_t GetLightValue(const globalconfig_t &cfg, const light_t *entity, vec_t dist); void GetDirectLighting(const globalconfig_t &cfg, raystream_t *rs, const vec3_t origin, const vec3_t normal, vec3_t colorout); void SetupDirt(globalconfig_t &cfg); float DirtAtPoint(const globalconfig_t &cfg, raystream_t *rs, const vec3_t point, const vec3_t normal, const dmodel_t *selfshadow); void LightFace(const bsp2_t *bsp, bsp2_dface_t *face, facesup_t *facesup, const globalconfig_t &cfg); #endif /* __LIGHT_LTFACE_H__ */