mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
41a12f066b
By adding Light_AddLight to scene light management
80 lines
2.4 KiB
C
80 lines
2.4 KiB
C
/*
|
|
light.h
|
|
|
|
Entity management
|
|
|
|
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
|
|
|
|
Author: Bill Currie <bill@taniwha.org>
|
|
Date: 2021/02/26
|
|
|
|
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:
|
|
|
|
Free Software Foundation, Inc.
|
|
59 Temple Place - Suite 330
|
|
Boston, MA 02111-1307, USA
|
|
|
|
*/
|
|
|
|
#ifndef __QF_scene_light_h
|
|
#define __QF_scene_light_h
|
|
|
|
#include "QF/darray.h"
|
|
#include "QF/qtypes.h"
|
|
#include "QF/simd/types.h"
|
|
|
|
struct mod_brush_s;
|
|
|
|
#define NumStyles 64
|
|
|
|
#define LM_LINEAR 0 // light - dist (or radius + dist if -ve)
|
|
#define LM_INVERSE 1 // distFactor1 * light / dist
|
|
#define LM_INVERSE2 2 // distFactor2 * light / (dist * dist)
|
|
#define LM_INFINITE 3 // light
|
|
#define LM_AMBIENT 4 // light
|
|
#define LM_INVERSE3 5 // distFactor2 * light / (dist + distFactor2)**2
|
|
|
|
typedef struct light_s {
|
|
vec4f_t color;
|
|
vec4f_t position;
|
|
vec4f_t direction;
|
|
vec4f_t attenuation;
|
|
} light_t;
|
|
|
|
typedef struct lightset_s DARRAY_TYPE (light_t) lightset_t;
|
|
typedef struct lightleafset_s DARRAY_TYPE (int) lightintset_t;
|
|
typedef struct lightvisset_s DARRAY_TYPE (byte) lightvisset_t;
|
|
|
|
typedef struct lightingdata_s {
|
|
lightset_t lights;
|
|
lightintset_t lightstyles;
|
|
lightintset_t lightleafs;
|
|
lightvisset_t lightvis;
|
|
struct set_s *sun_pvs;
|
|
// A fat PVS of leafs visible from visible leafs so hidden lights can
|
|
// illuminate the leafs visible to the player
|
|
struct set_s *pvs;
|
|
struct mleaf_s *leaf; // the last leaf used to generate the pvs
|
|
struct scene_s *scene;
|
|
} lightingdata_t;
|
|
|
|
lightingdata_t *Light_CreateLightingData (struct scene_s *scene);
|
|
void Light_DestroyLightingData (lightingdata_t *ldata);
|
|
void Light_ClearLights (lightingdata_t *ldata);
|
|
void Light_AddLight (lightingdata_t *ldata, const light_t *light, int style);
|
|
void Light_EnableSun (lightingdata_t *ldata);
|
|
void Light_FindVisibleLights (lightingdata_t *ldata);
|
|
|
|
#endif//__QF_scene_light_h
|