80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
/* Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2018 MaxED
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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 <vector>
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#include <optional>
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#include <tuple>
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#include <common/qvec.hh>
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#include <common/aabb.hh>
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struct mleaf_t;
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struct mface_t;
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struct mbsp_t;
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namespace settings
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{
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class worldspawn_keys;
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}
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struct surfacelight_t
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{
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qvec3f pos;
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qvec3f surfnormal;
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size_t points_before_culling;
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// Estimated visible AABB culling
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aabb3d bounds;
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std::optional<double> minlight_scale;
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std::vector<qvec3f> points;
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std::vector<const mleaf_t *> leaves;
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// Surface light settings...
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struct per_style_t
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{
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std::optional<size_t> bounce_level = std::nullopt; // whether this is a direct or indirect emission
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/**
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* disables use of the surfnormal. We set this to true on sky surface lights,
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* to avoid black seams on geometry meeting the sky
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*/
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bool omnidirectional = false;
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// rescale faces to account for perpendicular lights
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bool rescale = false;
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int32_t style = 0; // style ID
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float intensity = 0; // Surface light strength for each point
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float totalintensity = 0; // Total surface light strength
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qvec3f color; // Surface color
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};
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// Light data per style
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std::vector<per_style_t> styles;
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};
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class light_t;
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void ResetSurflight();
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size_t GetSurflightPoints();
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std::optional<std::tuple<int32_t, int32_t, qvec3f, light_t *>> IsSurfaceLitFace(const mbsp_t *bsp, const mface_t *face);
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const std::vector<int> &SurfaceLightsForFaceNum(int facenum);
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void MakeRadiositySurfaceLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp);
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