ericw-tools/include/light/light2.hh

84 lines
2.5 KiB
C++

/* Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2017 Eric Wasylishen
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.
*/
#ifndef __LIGHT_LIGHT2_H__
#define __LIGHT_LIGHT2_H__
#include <common/cmdlib.hh>
#include <common/mathlib.hh>
#include <common/bspfile.hh>
#include <common/log.hh>
#include <common/threads.hh>
#include <common/polylib.hh>
#include <light/litfile.hh>
#include <light/trace.hh>
#include <light/settings.hh>
#include <vector>
#include <map>
#include <set>
#include <string>
#include <cassert>
#include <limits>
#include <sstream>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
using batch_t = std::vector<int>;
using batches_t = std::vector<batch_t>;
class contributing_face_t {
public:
const bsp2_dface_t *contribFace;
const bsp2_dface_t *refFace;
// mapping from contribFace world space -> refFace world space,
// assuming the mesh connecting contribFace to refFace has been "unfolded"
// so they lie on the same plane.
glm::mat4x4 contribWorldToRefWorld;
glm::mat4x4 contribTexToRefTex;
glm::mat4x4 contribWorldToRefTex;
};
using all_contrib_faces_t = std::map<const bsp2_dface_t *, std::vector<contributing_face_t>>;
struct lightbatchthread_info_t {
batches_t all_batches;
all_contrib_faces_t all_contribFaces;
bsp2_t *bsp;
};
void *LightBatchThread(void *arg);
batches_t MakeLightingBatches(const bsp2_t *bsp);
all_contrib_faces_t MakeContributingFaces(const bsp2_t *bsp);
std::pair<bool, glm::mat4x4> RotationAboutLineSegment(glm::vec3 p0, glm::vec3 p1,
glm::vec3 face0Norm, glm::vec3 face1Norm);
glm::mat4x4 WorldToTexSpace(const bsp2_t *bsp, const bsp2_dface_t *f);
glm::mat4x4 TexSpaceToWorld(const bsp2_t *bsp, const bsp2_dface_t *f);
#endif /* __LIGHT_LIGHT2_H__ */