ericw-tools/include/light/entities.hh

161 lines
6.1 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.
*/
#pragma once
#include <map>
#include <string>
#include <vector>
#include <common/entdata.h>
#include <common/mathlib.hh>
#include <common/bspfile.hh>
#include <light/light.hh>
constexpr vec_t DEFAULTLIGHTLEVEL = 300.0;
/*
* Light attenuation formalae
* (relative to distance 'x' from the light source)
*/
constexpr vec_t LF_SCALE = 128;
enum light_formula_t
{
LF_LINEAR = 0, /* Linear (x) (DEFAULT) */
LF_INVERSE = 1, /* Inverse (1/x), scaled by 1/128 */
LF_INVERSE2 = 2, /* Inverse square (1/(x^2)), scaled by 1/(128^2) */
LF_INFINITE = 3, /* No attenuation, same brightness at any distance */
LF_LOCALMIN = 4, /* No attenuation, non-additive minlight effect within
line of sight of the light source. */
LF_INVERSE2A = 5, /* Inverse square, with distance adjusted to avoid
exponentially bright values near the source.
(1/(x+128)^2), scaled by 1/(128^2) */
LF_COUNT
};
class light_t
{
public:
bool spotlight = false;
qvec3d spotvec{}; // computed
float spotfalloff = 0;
float spotfalloff2 = 0;
const rgba_miptex_t *projectedmip = nullptr; /*projected texture*/ // mxd. miptex_t -> rgba_miptex_t
std::array<vec_t, 16> projectionmatrix{}; /*matrix used to project the specified texture. already contains origin.*/
const entdict_t *epairs = nullptr;
const entdict_t *targetent = nullptr;
bool generated = false; // if true, don't write to the bsp
aabb3d bounds;
const char *classname() const;
public:
lockable_vec_t light{"light", DEFAULTLIGHTLEVEL};
lockable_vec_t atten{"wait", 1.0, 0.0, std::numeric_limits<vec_t>::infinity()};
lockable_vec_t formula{"delay", 0.0};
lockable_vec_t spotangle{"angle", 40.0};
lockable_vec_t spotangle2{"softangle", 0.0};
lockable_vec_t style{"style", 0.0};
lockable_vec_t anglescale{strings{"anglesense", "anglescale"}, -1.0}; // fallback to worldspawn
lockable_vec_t dirtscale{"dirtscale", 0.0};
lockable_vec_t dirtgain{"dirtgain", 0};
lockable_vec_t dirt{"dirt", 0};
lockable_vec_t deviance{"deviance", 0};
lockable_vec_t samples{"samples", 16};
lockable_vec_t projfov{"project_fov", 90};
lockable_vec_t bouncescale{"bouncescale", 1.0};
lockable_vec_t dirt_off_radius{"dirt_off_radius", 0.0};
lockable_vec_t dirt_on_radius{"dirt_on_radius", 0.0};
lockable_vec_t sun{"sun", 0}; // mxd
lockable_bool_t sunlight2{"sunlight2", 0};
lockable_bool_t sunlight3{"sunlight3", 0};
lockable_vec_t falloff{"falloff", 0.0}; // mxd
lockable_bool_t bleed{"bleed", false};
lockable_vec3_t origin{"origin", 0, 0, 0};
lockable_vec3_t color{"color", 255.0, 255.0, 255.0, vec3_transformer_t::NORMALIZE_COLOR_TO_255};
lockable_vec3_t mangle{"mangle", 0, 0, 0}; // not transformed to vec
lockable_vec3_t projangle{"project_mangle", 20, 0, 0}; // not transformed to vec
lockable_string_t project_texture{"project_texture", ""};
lockable_string_t suntexture{"suntexture", ""};
lockable_bool_t nostaticlight{"nostaticlight", false};
light_formula_t getFormula() const { return static_cast<light_formula_t>(formula.intValue()); }
public:
using strings = std::vector<std::string>;
settingsdict_t settings()
{
return {{&light, &atten, &formula, &spotangle, &spotangle2, &style, &bleed, &anglescale, &dirtscale, &dirtgain,
&dirt, &deviance, &samples, &projfov, &bouncescale, &dirt_off_radius, &dirt_on_radius,
&sun, // mxd
&sunlight2, &sunlight3,
&falloff, // mxd
&origin, &color, &mangle, &projangle, &project_texture, &suntexture, &nostaticlight}};
}
void initAABB() { bounds = origin.vec3Value(); }
void expandAABB(const qvec3d &pt) { bounds += pt; }
};
/*
* atten:
* Takes a float as a value (default 1.0).
* This reflects how fast a light fades with distance.
* For example a value of 2 will fade twice as fast, and a value of 0.5
* will fade half as fast. (Just like arghlite)
*
* mangle:
* If the entity is a light, then point the spotlight in this direction.
* If it is the worldspawn, then this is the sunlight mangle
*
* lightcolor:
* Stores the RGB values to determine the light color
*/
std::string TargetnameForLightStyle(int style);
const std::vector<light_t> &GetLights();
const std::vector<sun_t> &GetSuns();
const entdict_t *FindEntDictWithKeyPair(const std::string &key, const std::string &value);
const char *ValueForKey(const light_t *ent, const char *key);
qvec3d EntDict_VectorForKey(const entdict_t &ent, const std::string &key);
void SetWorldKeyValue(const std::string &key, const std::string &value);
const std::string &WorldValueForKey(const std::string &key);
void LoadEntities(const globalconfig_t &cfg, const mbsp_t *bsp);
void SetupLights(const globalconfig_t &cfg, const mbsp_t *bsp);
bool ParseLightsFile(const std::filesystem::path &fname);
void WriteEntitiesToString(const globalconfig_t &cfg, mbsp_t *bsp);
aabb3d EstimateVisibleBoundsAtPoint(const qvec3d &point);
bool EntDict_CheckNoEmptyValues(const mbsp_t *bsp, const entdict_t &entdict);
bool EntDict_CheckTargetKeysMatched(
const mbsp_t *bsp, const entdict_t &entity, const std::vector<entdict_t> &all_edicts);
bool EntDict_CheckTargetnameKeyMatched(
const mbsp_t *bsp, const entdict_t &entity, const std::vector<entdict_t> &all_edicts);