170 lines
6.6 KiB
C++
170 lines
6.6 KiB
C++
/* Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#pragma once
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#include <map>
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#include <string>
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#include <vector>
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#include <common/entdata.h>
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#include <common/mathlib.hh>
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#include <common/bspfile.hh>
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#include <light/light.hh>
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#define DEFAULTLIGHTLEVEL 300.0f
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/*
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* Light attenuation formalae
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* (relative to distance 'x' from the light source)
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*/
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#define LF_SCALE 128
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enum light_formula_t
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{
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LF_LINEAR = 0, /* Linear (x) (DEFAULT) */
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LF_INVERSE = 1, /* Inverse (1/x), scaled by 1/128 */
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LF_INVERSE2 = 2, /* Inverse square (1/(x^2)), scaled by 1/(128^2) */
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LF_INFINITE = 3, /* No attenuation, same brightness at any distance */
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LF_LOCALMIN = 4, /* No attenuation, non-additive minlight effect within
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line of sight of the light source. */
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LF_INVERSE2A = 5, /* Inverse square, with distance adjusted to avoid
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exponentially bright values near the source.
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(1/(x+128)^2), scaled by 1/(128^2) */
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LF_COUNT
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};
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class light_t
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{
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public:
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qboolean spotlight;
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vec3_t spotvec; // computed
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float spotfalloff;
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float spotfalloff2;
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rgba_miptex_t *projectedmip; /*projected texture*/ // mxd. miptex_t -> rgba_miptex_t
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float projectionmatrix[16]; /*matrix used to project the specified texture. already contains origin.*/
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const entdict_t *epairs;
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const entdict_t *targetent;
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qboolean generated; // if true, don't write to the bsp
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const char *classname() const;
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vec3_t mins, maxs;
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public:
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lockable_vec_t light, atten, formula, spotangle, spotangle2, style, anglescale;
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lockable_vec_t dirtscale, dirtgain, dirt, deviance, samples, projfov, bouncescale;
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lockable_vec_t dirt_off_radius, dirt_on_radius;
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lockable_vec_t sun; // mxd
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lockable_bool_t sunlight2, sunlight3;
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lockable_vec_t falloff; // mxd
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lockable_bool_t bleed;
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lockable_vec3_t origin, color, mangle, projangle;
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lockable_string_t project_texture;
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lockable_string_t suntexture;
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lockable_bool_t nostaticlight;
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light_formula_t getFormula() const { return static_cast<light_formula_t>(formula.intValue()); }
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public:
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using strings = std::vector<std::string>;
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light_t(void)
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: spotlight{false}, spotfalloff{0}, spotfalloff2{0},
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projectedmip{nullptr}, epairs{nullptr}, targetent{nullptr}, generated{false},
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// settings
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light{"light", DEFAULTLIGHTLEVEL}, atten{"wait", 1.0f, 0.0f, std::numeric_limits<float>::infinity()},
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formula{"delay", 0.0f}, spotangle{"angle", 40.0f}, spotangle2{"softangle", 0.0f}, style{"style", 0.0f},
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anglescale{strings{"anglesense", "anglescale"}, -1.0f}, // fallback to worldspawn
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dirtscale{"dirtscale", 0.0f}, dirtgain{"dirtgain", 0}, dirt{"dirt", 0}, deviance{"deviance", 0},
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samples{"samples", 16}, projfov{"project_fov", 90}, bouncescale{"bouncescale", 1.0f},
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dirt_off_radius{"dirt_off_radius", 0.0f}, dirt_on_radius{"dirt_on_radius", 0.0f}, sun{"sun", 0}, // mxd
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sunlight2{"sunlight2", 0}, sunlight3{"sunlight3", 0}, falloff{"falloff", 0.0f}, // mxd
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bleed{"bleed", false}, origin{"origin", 0, 0, 0}, color{"color", 255.0f, 255.0f, 255.0f,
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vec3_transformer_t::NORMALIZE_COLOR_TO_255},
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mangle{"mangle", 0, 0, 0}, // not transformed to vec
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projangle{"project_mangle", 20, 0, 0}, // not transformed to vec
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project_texture{"project_texture", ""}, suntexture{"suntexture", ""}, nostaticlight{"nostaticlight", false}
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{
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VectorSet(spotvec, 0, 0, 0);
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for (int i = 0; i < 16; i++) {
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projectionmatrix[i] = 0;
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}
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}
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settingsdict_t settings()
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{
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return {{&light, &atten, &formula, &spotangle, &spotangle2, &style, &bleed, &anglescale, &dirtscale, &dirtgain,
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&dirt, &deviance, &samples, &projfov, &bouncescale, &dirt_off_radius, &dirt_on_radius,
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&sun, // mxd
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&sunlight2, &sunlight3,
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&falloff, // mxd
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&origin, &color, &mangle, &projangle, &project_texture, &suntexture, &nostaticlight}};
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}
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void initAABB() { AABB_Init(mins, maxs, *origin.vec3Value()); }
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void expandAABB(const vec3_t pt) { AABB_Expand(mins, maxs, pt); }
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};
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/*
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* atten:
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* Takes a float as a value (default 1.0).
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* This reflects how fast a light fades with distance.
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* For example a value of 2 will fade twice as fast, and a value of 0.5
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* will fade half as fast. (Just like arghlite)
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*
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* mangle:
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* If the entity is a light, then point the spotlight in this direction.
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* If it is the worldspawn, then this is the sunlight mangle
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*
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* lightcolor:
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* Stores the RGB values to determine the light color
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*/
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std::string TargetnameForLightStyle(int style);
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const std::vector<light_t> &GetLights();
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const std::vector<sun_t> &GetSuns();
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const entdict_t *FindEntDictWithKeyPair(const std::string &key, const std::string &value);
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const char *ValueForKey(const light_t *ent, const char *key);
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void EntDict_VectorForKey(const entdict_t &ent, const std::string &key, vec3_t vec);
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void SetWorldKeyValue(const std::string &key, const std::string &value);
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std::string WorldValueForKey(const std::string &key);
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void LoadEntities(const globalconfig_t &cfg, const mbsp_t *bsp);
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void SetupLights(const globalconfig_t &cfg, const mbsp_t *bsp);
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bool ParseLightsFile(const char *fname);
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void WriteEntitiesToString(const globalconfig_t &cfg, mbsp_t *bsp);
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void EstimateVisibleBoundsAtPoint(const vec3_t point, vec3_t mins, vec3_t maxs);
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bool EntDict_CheckNoEmptyValues(const mbsp_t *bsp, const entdict_t &entdict);
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bool EntDict_CheckTargetKeysMatched(
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const mbsp_t *bsp, const entdict_t &entity, const std::vector<entdict_t> &all_edicts);
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bool EntDict_CheckTargetnameKeyMatched(
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const mbsp_t *bsp, const entdict_t &entity, const std::vector<entdict_t> &all_edicts);
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