186 lines
6.3 KiB
C++
186 lines
6.3 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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#ifndef __LIGHT_ENTITIES_H__
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#define __LIGHT_ENTITIES_H__
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#include <map>
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#include <string>
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#include <vector>
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#include <common/mathlib.h>
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#include <common/bspfile.h>
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#include <light/light.hh>
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#define DEFAULTLIGHTLEVEL 300.0f
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using entdict_t = std::map<std::string, std::string>;
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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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typedef enum {
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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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} light_formula_t;
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class light_t {
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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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miptex_t *projectedmip; /*projected texture*/
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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 bsp2_dleaf_t *leaf; // for vis testing
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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;
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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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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 },
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spotfalloff { 0 },
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spotfalloff2 { 0 },
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projectedmip { nullptr },
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epairs {nullptr},
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targetent {nullptr},
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generated {false},
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leaf {nullptr},
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// settings
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light { "light", DEFAULTLIGHTLEVEL },
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atten { "wait", 1.0f, 0.0f, std::numeric_limits<float>::infinity() },
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formula { "delay", 0.0f },
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spotangle { "angle", 40.0f },
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spotangle2 { "softangle", 0.0f },
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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 },
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dirtgain { "dirtgain", 0 },
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dirt { "dirt", 0 },
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deviance { "deviance", 0 },
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samples { "samples", 16 },
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projfov { "project_fov", 90 },
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bleed { "bleed", false },
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origin { "origin", 0, 0, 0 },
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color { "color", 255.0f, 255.0f, 255.0f, 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", "" }
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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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return {{
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&light, &atten, &formula, &spotangle, &spotangle2, &style, &bleed, &anglescale,
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&dirtscale, &dirtgain, &dirt, &deviance, &samples, &projfov,
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&origin, &color, &mangle, &projangle, &project_texture
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}};
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}
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void initAABB() {
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AABB_Init(mins, maxs, *origin.vec3Value());
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}
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void expandAABB(const vec3_t pt) {
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AABB_Expand(mins, maxs, pt);
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}
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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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std::string EntDict_StringForKey(const entdict_t &dict, const std::string key);
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float EntDict_FloatForKey(const entdict_t &dict, const std::string key);
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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 bsp2_t *bsp);
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void SetupLights(const globalconfig_t &cfg, const bsp2_t *bsp);
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void WriteEntitiesToString(bsp2_t *bsp);
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bool Light_PointInSolid(const bsp2_t *bsp, const vec3_t point );
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void EstimateVisibleBoundsAtPoint(const vec3_t point, vec3_t mins, vec3_t maxs);
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bool EntDict_CheckEmptyValues(const entdict_t &entdict);
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bool EntDict_CheckTargetKeysMatched(const entdict_t &entity, const std::vector<entdict_t> &all_edicts);
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bool EntDict_CheckTargetnameKeyMatched(const entdict_t &entity, const std::vector<entdict_t> &all_edicts);
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#endif /* __LIGHT_ENTITIES_H__ */
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