305 lines
9.1 KiB
C
305 lines
9.1 KiB
C
/* Copyright (C) 1996-1997 Id Software, Inc.
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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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#ifndef __LIGHT_LIGHT_H__
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#define __LIGHT_LIGHT_H__
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#include <common/cmdlib.h>
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#include <common/mathlib.h>
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#include <common/bspfile.h>
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#include <common/log.h>
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#include <common/threads.h>
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#include <light/litfile.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define ON_EPSILON 0.1
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#define ANGLE_EPSILON 0.001
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#define TRACE_HIT_NONE 0
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#define TRACE_HIT_SOLID (1 << 0)
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#define TRACE_HIT_WATER (1 << 1)
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#define TRACE_HIT_SLIME (1 << 2)
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#define TRACE_HIT_LAVA (1 << 3)
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#define TRACE_HIT_SKY (1 << 4)
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typedef struct traceinfo_s {
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vec3_t point;
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const bsp2_dface_t *face;
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/* returns true if sky was hit. */
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bool hitsky;
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bool hitback;
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// internal
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vec3_t dir;
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} traceinfo_t;
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typedef struct {
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const dplane_t *dplane;
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int side;
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vec3_t point;
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} tracepoint_t;
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/*
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* ---------
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* TraceLine
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* ---------
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* Generic BSP model ray tracing function. Traces a ray from start towards
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* stop. If the trace line hits one of the flagged contents along the way, the
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* corresponding TRACE flag will be returned. Furthermore, if hitpoint is
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* non-null, information about the point the ray hit will be filled in.
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*
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* model - The bsp model to trace against
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* flags - contents which will stop the trace (must be > 0)
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* start - coordinates to start trace
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* stop - coordinates to end the trace
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* hitpoint - filled in if result > 0 and hitpoint is non-NULL
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*
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* TraceLine will return a negative traceflag if the point 'start' resides
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* inside a leaf with one of the contents types which stop the trace.
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*
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* ericw -- note, this should only be used for testing occlusion.
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* the hitpoint is not accurate, imagine a solid cube floating in a room,
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* only one of the 6 sides will be a node with a solid leaf child.
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* Yet, which side is the node with the solid leaf child determines
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* what the hit point will be.
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*/
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int TraceLine(const dmodel_t *model, const int traceflags,
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const vec3_t start, const vec3_t end, tracepoint_t *hitpoint);
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/*
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* Convenience functions TestLight and TestSky will test against all shadow
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* casting bmodels and self-shadow the model 'self' if self != NULL. Returns
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* true if sky or light is visible, respectively.
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*/
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qboolean TestSky(const vec3_t start, const vec3_t dirn, const dmodel_t *self);
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qboolean TestLight(const vec3_t start, const vec3_t stop, const dmodel_t *self);
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qboolean DirtTrace(const vec3_t start, const vec3_t stop, const dmodel_t *self, vec3_t hitpoint_out);
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typedef struct {
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vec_t light;
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vec3_t color;
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vec3_t direction;
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} lightsample_t;
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typedef struct {
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const dmodel_t *model;
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qboolean shadowself;
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lightsample_t minlight;
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float lightmapscale;
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vec3_t offset;
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qboolean nodirt;
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vec_t phongangle;
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} modelinfo_t;
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void MakeTnodes_embree(const bsp2_t *bsp);
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// returns true if un-occluded. dir is the direction to trace in (doesn't need to be normalized)
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qboolean
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TestLight_embree(const vec3_t start, const vec3_t dir, vec_t dist, const modelinfo_t *model);
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// returns true if sky is visible. dirn must be the normalized direction _away_ from the sun
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qboolean
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TestSky_embree(const vec3_t start, const vec3_t dirn, const modelinfo_t *model);
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// returns true if occluded
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qboolean
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DirtTrace_embree(const vec3_t start, const vec3_t dir, vec_t dist, vec_t *hitdist, vec_t *normal, const modelinfo_t *model);
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qboolean
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FaceTrace_embree(const vec3_t start, const vec3_t dir, vec3_t hitpoint, const bsp2_dface_t **hitface);
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// returns true if the trace from start to stop hits something solid.
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// only tests the selfshadow model.
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qboolean
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CalcPointsTrace_embree(const vec3_t start, const vec3_t dir, vec_t dist, vec_t *hitdist, vec_t *normal, const modelinfo_t *model);
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typedef struct sun_s {
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vec3_t sunvec;
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lightsample_t sunlight;
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struct sun_s *next;
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qboolean dirt;
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float anglescale;
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} sun_t;
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typedef struct {
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vec3_t normal;
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vec_t dist;
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} plane_t;
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/* for vanilla this would be 18. some engines allow higher limits though, which will be needed if we're scaling lightmap resolution. */
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/*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)*/
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#define MAXDIMENSION (255+1)
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/* Allow space for 4x4 oversampling */
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//#define SINGLEMAP (MAXDIMENSION*MAXDIMENSION*4*4)
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typedef struct {
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vec3_t data[3]; /* permuted 3x3 matrix */
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int row[3]; /* row permutations */
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int col[3]; /* column permutations */
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} pmatrix3_t;
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typedef struct {
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pmatrix3_t transform;
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const texinfo_t *texinfo;
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vec_t planedist;
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} texorg_t;
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/*Warning: this stuff needs explicit initialisation*/
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typedef struct {
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const modelinfo_t *modelinfo;
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/* these take precedence the values in modelinfo */
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lightsample_t minlight;
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qboolean nodirt;
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plane_t plane;
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vec3_t snormal;
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vec3_t tnormal;
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/* 16 in vanilla. engines will hate you if this is not power-of-two-and-at-least-one */
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float lightmapscale;
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qboolean curved; /*normals are interpolated for smooth lighting*/
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int texmins[2];
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int texsize[2];
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vec_t exactmid[2];
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vec3_t midpoint;
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int numpoints;
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vec3_t *points; // malloc'ed array of numpoints
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vec3_t *normals; // malloc'ed array of numpoints
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/*
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raw ambient occlusion amount per sample point, 0-1, where 1 is
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fully occluded. dirtgain/dirtscale are not applied yet
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*/
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vec_t *occlusion; // malloc'ed array of numpoints
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/* for sphere culling */
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vec3_t origin;
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vec_t radius;
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/* stuff used by CalcPoint */
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vec_t starts, startt, st_step;
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texorg_t texorg;
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} lightsurf_t;
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typedef struct {
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int style;
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lightsample_t *samples; // malloc'ed array of numpoints //FIXME: this is stupid, we shouldn't need to allocate extra data here for -extra4
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} lightmap_t;
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struct ltface_ctx
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{
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const bsp2_t *bsp;
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lightsurf_t lightsurf;
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lightmap_t lightmaps[MAXLIGHTMAPS + 1];
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};
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/* tracelist is a null terminated array of BSP models to use for LOS tests */
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extern const modelinfo_t *const *tracelist;
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extern const modelinfo_t *const *selfshadowlist;
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struct ltface_ctx;
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struct ltface_ctx *LightFaceInit(const bsp2_t *bsp);
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void LightFaceShutdown(struct ltface_ctx *ctx);
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const modelinfo_t *ModelInfoForFace(const bsp2_t *bsp, int facenum);
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void LightFace(bsp2_dface_t *face, facesup_t *facesup, const modelinfo_t *modelinfo, struct ltface_ctx *ctx);
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void MakeTnodes(const bsp2_t *bsp);
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/* access the final phong-shaded vertex normal */
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const vec_t *GetSurfaceVertexNormal(const bsp2_t *bsp, const bsp2_dface_t *f, const int v);
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extern float scaledist;
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extern float rangescale;
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extern float anglescale;
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extern float sun_anglescale;
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extern float fadegate;
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extern int softsamples;
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extern float lightmapgamma;
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extern const vec3_t vec3_white;
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extern float surflight_subdivide;
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extern int sunsamples;
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extern qboolean addminlight;
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extern lightsample_t minlight;
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extern sun_t *suns;
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/* dirt */
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extern qboolean dirty; // should any dirtmapping take place?
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extern qboolean dirtDebug;
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extern int dirtMode;
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extern float dirtDepth;
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extern float dirtScale;
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extern float dirtGain;
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extern float dirtAngle;
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extern qboolean globalDirt; // apply dirt to all lights (unless they override it)?
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extern qboolean minlightDirt; // apply dirt to minlight?
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extern qboolean dirtModeSetOnCmdline;
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extern qboolean dirtDepthSetOnCmdline;
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extern qboolean dirtScaleSetOnCmdline;
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extern qboolean dirtGainSetOnCmdline;
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extern qboolean dirtAngleSetOnCmdline;
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/*
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* Return space for the lightmap and colourmap at the same time so it can
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* be done in a thread-safe manner.
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*/
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void GetFileSpace(byte **lightdata, byte **colordata, byte **deluxdata, int size);
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extern byte *filebase;
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extern byte *lit_filebase;
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extern byte *lux_filebase;
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extern int oversample;
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extern int write_litfile;
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extern int write_luxfile;
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extern qboolean onlyents;
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extern qboolean parse_escape_sequences;
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extern qboolean scaledonly;
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extern unsigned int lightturb;
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extern uint32_t *extended_texinfo_flags;
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void SetupDirt();
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/* Used by fence texture sampling */
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void WorldToTexCoord(const vec3_t world, const texinfo_t *tex, vec_t coord[2]);
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extern qboolean testFenceTextures;
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extern qboolean surflight_dump;
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extern qboolean phongDebug;
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extern char mapfilename[1024];
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#ifdef __cplusplus
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}
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#endif
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#endif /* __LIGHT_LIGHT_H__ */
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