ericw-tools/include/light/light.h

303 lines
8.9 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_LIGHT_H__
#define __LIGHT_LIGHT_H__
#include <common/cmdlib.h>
#include <common/mathlib.h>
#include <common/bspfile.h>
#include <common/log.h>
#include <common/threads.h>
#include <common/polylib.h>
#include <light/litfile.h>
#ifdef __cplusplus
extern "C" {
#endif
#define ON_EPSILON 0.1
#define ANGLE_EPSILON 0.001
typedef struct {
vec3_t normal;
vec_t dist;
} plane_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 dmodel_t *self);
qboolean TestLight(const vec3_t start, const vec3_t stop, const dmodel_t *self);
qboolean DirtTrace(const vec3_t start, const vec3_t stop, const dmodel_t *self, vec3_t hitpoint_out, plane_t *hitplane_out, const bsp2_dface_t **face_out);
int
SampleTexture(const bsp2_dface_t *face, const bsp2_t *bsp, const vec3_t point);
typedef struct {
vec_t light;
vec3_t color;
vec3_t direction;
} lightsample_t;
typedef struct {
const dmodel_t *model;
qboolean shadowself;
lightsample_t minlight;
char minlight_exclude[16]; /* texture name to exclude from minlight */
float lightmapscale;
vec3_t offset;
qboolean nodirt;
vec_t phongangle;
} modelinfo_t;
typedef struct sun_s {
vec3_t sunvec;
lightsample_t sunlight;
struct sun_s *next;
qboolean dirt;
float anglescale;
} sun_t;
/* for vanilla this would be 18. some engines allow higher limits though, which will be needed if we're scaling lightmap resolution. */
/*with extra sampling, lit+lux etc, we need at least 46mb stack space per thread. yes, that's a lot. on the plus side, it doesn't affect bsp complexity (actually, can simplify it a little)*/
#define MAXDIMENSION (255+1)
/* Allow space for 4x4 oversampling */
//#define SINGLEMAP (MAXDIMENSION*MAXDIMENSION*4*4)
typedef struct {
vec3_t data[3]; /* permuted 3x3 matrix */
int row[3]; /* row permutations */
int col[3]; /* column permutations */
} pmatrix3_t;
typedef struct {
pmatrix3_t transform;
const texinfo_t *texinfo;
vec_t planedist;
} texorg_t;
/*Warning: this stuff needs explicit initialisation*/
typedef struct {
const modelinfo_t *modelinfo;
const bsp2_dface_t *face;
/* these take precedence the values in modelinfo */
lightsample_t minlight;
qboolean nodirt;
plane_t plane;
vec3_t snormal;
vec3_t tnormal;
/* 16 in vanilla. engines will hate you if this is not power-of-two-and-at-least-one */
float lightmapscale;
qboolean curved; /*normals are interpolated for smooth lighting*/
int texmins[2];
int texsize[2];
vec_t exactmid[2];
vec3_t midpoint;
int numpoints;
vec3_t *points; // malloc'ed array of numpoints
vec3_t *normals; // malloc'ed array of numpoints
bool *occluded; // malloc'ed array of numpoints
/*
raw ambient occlusion amount per sample point, 0-1, where 1 is
fully occluded. dirtgain/dirtscale are not applied yet
*/
vec_t *occlusion; // malloc'ed array of numpoints
/*
pvs for the entire light surface. generated by ORing together
the pvs at each of the sample points
*/
byte *pvs;
bool skyvisible;
/* for sphere culling */
vec3_t origin;
vec_t radius;
// for radiosity
vec3_t radiosity;
vec3_t texturecolor;
/* stuff used by CalcPoint */
vec_t starts, startt, st_step;
texorg_t texorg;
int width, height;
} lightsurf_t;
typedef struct {
int style;
lightsample_t *samples; // malloc'ed array of numpoints //FIXME: this is stupid, we shouldn't need to allocate extra data here for -extra4
} lightmap_t;
struct ltface_ctx
{
const bsp2_t *bsp;
lightsurf_t lightsurf;
lightmap_t lightmaps[MAXLIGHTMAPS + 1];
};
extern struct ltface_ctx *ltface_ctxs;
/* bounce lights */
typedef struct {
vec3_t pos;
vec3_t color;
vec3_t surfnormal;
vec_t area;
const bsp2_dleaf_t *leaf;
} bouncelight_t;
void AddBounceLight(const vec3_t pos, const vec3_t color, const vec3_t surfnormal, vec_t area, const bsp2_t *bsp);
int NumBounceLights();
const bouncelight_t *BounceLightAtIndex(int i);
extern const bouncelight_t *bouncelights;
extern int numbouncelights;
extern byte thepalette[768];
/* tracelist is a null terminated array of BSP models to use for LOS tests */
extern const modelinfo_t *const *tracelist;
extern const modelinfo_t *const *selfshadowlist;
void LightFaceInit(const bsp2_t *bsp, struct ltface_ctx *ctx);
void LightFaceShutdown(struct ltface_ctx *ctx);
const modelinfo_t *ModelInfoForFace(const bsp2_t *bsp, int facenum);
void LightFace(bsp2_dface_t *face, facesup_t *facesup, const modelinfo_t *modelinfo, struct ltface_ctx *ctx);
void LightFaceIndirect(bsp2_dface_t *face, facesup_t *facesup, const modelinfo_t *modelinfo, struct ltface_ctx *ctx);
void MakeTnodes(const bsp2_t *bsp);
/* access the final phong-shaded vertex normal */
const vec_t *GetSurfaceVertexNormal(const bsp2_t *bsp, const bsp2_dface_t *f, const int v);
const bsp2_dface_t *
Face_EdgeIndexSmoothed(const bsp2_t *bsp, const bsp2_dface_t *f, const int edgeindex);
extern float scaledist;
extern float rangescale;
extern float global_anglescale;
extern float fadegate;
extern int softsamples;
extern float lightmapgamma;
extern const vec3_t vec3_white;
extern float surflight_subdivide;
extern int sunsamples;
extern qboolean addminlight;
extern lightsample_t minlight;
extern sun_t *suns;
/* dirt */
extern qboolean dirty; // should any dirtmapping take place?
extern qboolean dirtDebug;
extern int dirtMode;
extern float dirtDepth;
extern float dirtScale;
extern float dirtGain;
extern float dirtAngle;
extern qboolean globalDirt; // apply dirt to all lights (unless they override it)?
extern qboolean minlightDirt; // apply dirt to minlight?
extern qboolean dirtModeSetOnCmdline;
extern qboolean dirtDepthSetOnCmdline;
extern qboolean dirtScaleSetOnCmdline;
extern qboolean dirtGainSetOnCmdline;
extern qboolean dirtAngleSetOnCmdline;
/* bounce */
extern qboolean bounce;
extern qboolean bouncedebug;
extern vec_t bouncescale;
/*
* Return space for the lightmap and colourmap at the same time so it can
* be done in a thread-safe manner.
*/
void GetFileSpace(byte **lightdata, byte **colordata, byte **deluxdata, int size);
extern byte *filebase;
extern byte *lit_filebase;
extern byte *lux_filebase;
extern int oversample;
extern int write_litfile;
extern int write_luxfile;
extern qboolean onlyents;
extern qboolean parse_escape_sequences;
extern qboolean scaledonly;
extern uint32_t *extended_texinfo_flags;
extern qboolean novis;
void SetupDirt();
/* Used by fence texture sampling */
void WorldToTexCoord(const vec3_t world, const texinfo_t *tex, vec_t coord[2]);
vec_t
TriangleArea(const vec3_t v0, const vec3_t v1, const vec3_t v2);
extern qboolean testFenceTextures;
extern qboolean surflight_dump;
extern qboolean phongDebug;
extern char mapfilename[1024];
void
PrintFaceInfo(const bsp2_dface_t *face, const bsp2_t *bsp);
const char *
Face_TextureName(const bsp2_t *bsp, const bsp2_dface_t *face);
void
Face_MakeInwardFacingEdgePlanes(const bsp2_t *bsp, const bsp2_dface_t *face, plane_t *out);
plane_t Face_Plane(const bsp2_t *bsp, const bsp2_dface_t *f);
void Face_Normal(const bsp2_t *bsp, const bsp2_dface_t *f, vec3_t norm);
/* vis testing */
const bsp2_dleaf_t *Light_PointInLeaf( const bsp2_t *bsp, const vec3_t point );
int Light_PointContents( const bsp2_t *bsp, const vec3_t point );
bool Mod_LeafPvs(const bsp2_t *bsp, const bsp2_dleaf_t *leaf, byte *out);
int DecompressedVisSize(const bsp2_t *bsp);
bool Pvs_LeafVisible(const bsp2_t *bsp, const byte *pvs, const bsp2_dleaf_t *leaf);
/* PVS index (light.cc) */
bool Leaf_HasSky(const bsp2_t *bsp, const bsp2_dleaf_t *leaf);
const bsp2_dleaf_t **Face_CopyLeafList(const bsp2_t *bsp, const bsp2_dface_t *face);
qboolean VisCullEntity(const bsp2_t *bsp, const byte *pvs, const bsp2_dleaf_t *entleaf);
#ifdef __cplusplus
}
#endif
#endif /* __LIGHT_LIGHT_H__ */