/* 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. */ #pragma once #include #include #include #include #include struct bouncelight_t { std::vector poly; std::vector poly_edgeplanes; qvec3f pos; std::map colorByStyle; qvec3f componentwiseMaxColor; // cached maximum color in the colorByStyle, used for culling so we don't need to loop // through colorByStyle qvec3f surfnormal; float area; /* estimated visible AABB culling */ aabb3d bounds; }; // public functions const std::vector &BounceLights(); const std::vector &BounceLightsForFaceNum(int facenum); void MakeBounceLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp); qvec3b Face_LookupTextureColor(const mbsp_t *bsp, const mface_t *face); // mxd