/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2017 Eric Wasylishen 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_LIGHT2_H__ #define __LIGHT_LIGHT2_H__ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using batch_t = std::vector; using batches_t = std::vector; /// a directed edge can be used by more than one face, e.g. two cube touching just along an edge using edgeToFaceMap_t = std::map, std::vector>; class contributing_face_t { public: const bsp2_dface_t *contribFace; const bsp2_dface_t *refFace; // mapping from contribFace world space -> refFace world space, // assuming the mesh connecting contribFace to refFace has been "unfolded" // so they lie on the same plane. glm::mat4x4 contribWorldToRefWorld; glm::mat4x4 refWorldToContribWorld; glm::mat4x4 contribTexToRefTex; glm::mat4x4 contribWorldToRefTex; std::vector contribFaceEdgePlanes; }; using all_contrib_faces_t = std::map>; struct lightbatchthread_info_t { batches_t all_batches; all_contrib_faces_t all_contribFaces; bsp2_t *bsp; }; void *LightBatchThread(void *arg); edgeToFaceMap_t MakeEdgeToFaceMap(const bsp2_t *bsp); batches_t MakeLightingBatches(const bsp2_t *bsp); all_contrib_faces_t MakeContributingFaces(const bsp2_t *bsp); std::vector SetupContributingFaces(const bsp2_t *bsp, const bsp2_dface_t *face, const edgeToFaceMap_t &edgeToFaceMap); std::pair RotationAboutLineSegment(glm::vec3 p0, glm::vec3 p1, glm::vec3 face0Norm, glm::vec3 face1Norm); glm::mat4x4 WorldToTexSpace(const bsp2_t *bsp, const bsp2_dface_t *f); glm::mat4x4 TexSpaceToWorld(const bsp2_t *bsp, const bsp2_dface_t *f); #endif /* __LIGHT_LIGHT2_H__ */