ericw-tools/include/light/surflight.hh

80 lines
2.3 KiB
C++

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