ericw-tools/include/light/entities.hh

162 lines
5.5 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 <string>
#include <vector>
#include <common/aabb.hh>
#include <common/settings.hh>
#include <common/entdata.h> // for entdict_t
#include <light/light.hh> // for sun_t
struct mbsp_t;
struct mface_t;
struct mleaf_t;
namespace img
{
struct texture;
}
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 settings::setting_container
{
public:
bool spotlight = false;
qvec3d spotvec{}; // computed
float spotfalloff = 0;
float spotfalloff2 = 0;
const img::texture *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
const mleaf_t *leaf;
aabb3d bounds;
settings::setting_scalar light;
settings::setting_scalar atten;
settings::setting_enum<light_formula_t> formula;
settings::setting_scalar cone; // Q2
settings::setting_scalar spotangle;
settings::setting_scalar spotangle2;
settings::setting_numeric<int32_t> style;
settings::setting_scalar anglescale;
settings::setting_scalar dirtscale;
settings::setting_scalar dirtgain;
settings::setting_scalar dirt;
settings::setting_scalar deviance;
settings::setting_int32 samples;
settings::setting_scalar projfov;
settings::setting_scalar bouncescale;
settings::setting_scalar dirt_off_radius;
settings::setting_scalar dirt_on_radius;
settings::setting_bool sun;
settings::setting_bool sunlight2;
settings::setting_bool sunlight3;
settings::setting_scalar falloff;
settings::setting_bool bleed;
settings::setting_vec3 origin;
settings::setting_color color;
settings::setting_vec3 mangle;
settings::setting_vec3 projangle;
settings::setting_string project_texture;
settings::setting_string suntexture;
settings::setting_bool nostaticlight;
settings::setting_int32 surflight_group;
settings::setting_scalar surflight_minlight_scale;
settings::setting_int32 light_channel_mask;
settings::setting_int32 shadow_channel_mask;
settings::setting_bool nonudge;
light_t();
std::string classname() const;
const light_formula_t &getFormula() const;
void initAABB();
void expandAABB(const qvec3d &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
*/
void ResetLightEntities();
std::string TargetnameForLightStyle(int style);
std::vector<std::unique_ptr<light_t>> &GetLights();
const std::vector<entdict_t> &GetEntdicts();
std::vector<sun_t> &GetSuns();
std::vector<entdict_t> &GetRadLights();
const std::vector<std::unique_ptr<light_t>> &GetSurfaceLightTemplates();
bool FaceMatchesSurfaceLightTemplate(
const mbsp_t *bsp, const mface_t *face, const modelinfo_t *face_modelinfo, const light_t &surflight, int surf_type);
const entdict_t *FindEntDictWithKeyPair(const std::string &key, const std::string &value);
void LoadEntities(const settings::worldspawn_keys &cfg, const mbsp_t *bsp);
void SetupLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp);
bool ParseLightsFile(const fs::path &fname);
void WriteEntitiesToString(const settings::worldspawn_keys &cfg, mbsp_t *bsp);
aabb3d EstimateVisibleBoundsAtPoint(const qvec3d &point);
bool EntDict_CheckNoEmptyValues(const mbsp_t *bsp, const entdict_t &entdict);
entdict_t &WorldEnt();
std::tuple<qvec3d, bool> FixLightOnFace(const mbsp_t *bsp, const qvec3d &point, bool warn = true, float max_dist = 2.f);