ericw-tools/include/light/trace.hh

101 lines
3.6 KiB
C++

/* 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_TRACE_H__
#define __LIGHT_TRACE_H__
#include <light/imglib.hh> //mxd
#include <common/cmdlib.hh>
#include <common/mathlib.hh>
#include <common/bspfile.hh>
#include <common/log.hh>
#include <common/threads.hh>
#include <common/polylib.hh>
#include <vector>
#include <map>
#include <string>
#include <cassert>
#include <limits>
#include <sstream>
enum class hittype_t : uint8_t {
NONE = 0,
SOLID = 1,
SKY = 2
};
const mleaf_t *Light_PointInLeaf( const mbsp_t *bsp, const vec3_t point );
int Light_PointContents( const mbsp_t *bsp, const vec3_t point );
uint32_t clamp_texcoord(vec_t in, uint32_t width);
color_rgba SampleTexture(const bsp2_dface_t *face, const mbsp_t *bsp, const vec3_t point); //mxd. Palette index -> RGBA
class modelinfo_t;
/*
* Convenience functions TestLight and TestSky will test against all shadow
* casting bmodels and self-shadow the model 'self' if self != NULL. Returns
* true if sky or light is visible, respectively.
*/
qboolean TestSky(const vec3_t start, const vec3_t dirn, const modelinfo_t *self, const bsp2_dface_t **face_out);
qboolean TestLight(const vec3_t start, const vec3_t stop, const modelinfo_t *self);
hittype_t DirtTrace(const vec3_t start, const vec3_t dirn, vec_t dist, const modelinfo_t *self, vec_t *hitdist_out, plane_t *hitplane_out, const bsp2_dface_t **face_out);
class modelinfo_t;
class raystream_t {
public:
virtual void pushRay(int i, const vec_t *origin, const vec3_t dir, float dist, const vec_t *color = nullptr, const vec_t *normalcontrib = nullptr) = 0;
virtual size_t numPushedRays() = 0;
virtual void tracePushedRaysOcclusion(const modelinfo_t *self) = 0;
virtual void tracePushedRaysIntersection(const modelinfo_t *self) = 0;
virtual bool getPushedRayOccluded(size_t j) = 0;
virtual float getPushedRayDist(size_t j) = 0;
virtual float getPushedRayHitDist(size_t j) = 0;
virtual hittype_t getPushedRayHitType(size_t j) = 0;
virtual const bsp2_dface_t *getPushedRayHitFace(size_t j) = 0;
virtual void getPushedRayDir(size_t j, vec3_t out) = 0;
virtual int getPushedRayPointIndex(size_t j) = 0;
virtual void getPushedRayColor(size_t j, vec3_t out) = 0;
virtual void getPushedRayNormalContrib(size_t j, vec3_t out) = 0;
virtual int getPushedRayDynamicStyle(size_t j) = 0;
virtual void clearPushedRays() = 0;
virtual ~raystream_t() {};
void pushRay(int i, const qvec3f &origin, const qvec3f &dir, float dist) {
vec3_t originTemp, dirTemp;
glm_to_vec3_t(origin, originTemp);
glm_to_vec3_t(dir, dirTemp);
this->pushRay(i, originTemp, dirTemp, dist);
}
qvec3f getPushedRayDir(size_t j) {
vec3_t temp;
this->getPushedRayDir(j, temp);
return vec3_t_to_glm(temp);
}
};
raystream_t *MakeRayStream(int maxrays);
void MakeTnodes(const mbsp_t *bsp);
#endif /* __LIGHT_TRACE_H__ */