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https://git.code.sf.net/p/quake/quakeforge
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35ec2ebb4c
While the insertion of dlights into the BSP might wind up being overly expensive, the automatic management of the component pool cleans up the various loops in the renderers. Unfortunately, (current bug) lights on entities cause the entity to disappear due to how the entity queue system works, and the doubled efrag chain causes crashes when changing maps, meaning lights should be on their own entities, not additional components on entities with visible models. Also, the vulkan renderer segfaults on dlights (fix incoming, along with shadows for dlights).
75 lines
2.2 KiB
C
75 lines
2.2 KiB
C
/*
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light.h
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Entity management
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/02/26
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (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.
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See the 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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_scene_light_h
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#define __QF_scene_light_h
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#include "QF/darray.h"
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#include "QF/qtypes.h"
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#include "QF/simd/types.h"
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struct mod_brush_s;
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#define NumStyles 64
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#define LM_LINEAR 0 // light - dist (or radius + dist if -ve)
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#define LM_INVERSE 1 // distFactor1 * light / dist
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#define LM_INVERSE2 2 // distFactor2 * light / (dist * dist)
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#define LM_INFINITE 3 // light
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#define LM_AMBIENT 4 // light
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#define LM_INVERSE3 5 // distFactor2 * light / (dist + distFactor2)**2
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typedef struct light_s {
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vec4f_t color;
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vec4f_t position;
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vec4f_t direction;
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vec4f_t attenuation;
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} light_t;
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typedef struct lightingdata_s {
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struct set_s *sun_pvs;
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// A fat PVS of leafs visible from visible leafs so hidden lights can
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// illuminate the leafs visible to the player
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struct set_s *pvs;
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struct mleaf_s *leaf; // the last leaf used to generate the pvs
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struct scene_s *scene;
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} lightingdata_t;
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lightingdata_t *Light_CreateLightingData (struct scene_s *scene);
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void Light_DestroyLightingData (lightingdata_t *ldata);
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void Light_ClearLights (lightingdata_t *ldata);
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void Light_AddLight (lightingdata_t *ldata, const light_t *light,
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uint32_t style);
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void Light_EnableSun (lightingdata_t *ldata);
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void Light_DecayLights (lightingdata_t *ldata, float frametime,
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double realtime);
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void Light_LinkLight (lightingdata_t *ldata, uint32_t entid);
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#endif//__QF_scene_light_h
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