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https://git.code.sf.net/p/quake/quakeforge
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204 lines
6.8 KiB
C
204 lines
6.8 KiB
C
/*
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properties.c
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Light properties handling.
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Copyright (C) 2004 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2004/01/27
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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 __properties_h
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#define __properties_h
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/** \defgroup qflight_properties Lighting properties
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\ingroup qflight
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*/
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//@{
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struct plitem_s;
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/** Parse a float from a string.
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\param str The string holding the float.
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\return The floating point value parsed from the string.
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\bug No error checking is performed.
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*/
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float parse_float (const char *str);
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/** Parse a vector from a string.
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\param str The string holding the float.
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\param vec The destination vector into which the vector values will
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be written.
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\bug No error checking is performed.
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*/
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void parse_vector (const char *str, vec3_t vec);
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/** Parse an RGB color vector from a string.
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The RGB values are normalized such that the magnitude of the largest
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component is 1.0. The signs of all components are preserved.
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\param str The string holding the RGB color vector.
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\param color The destination vector into which the RGB values will
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be written.
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\note If any error occurs while parsing the RGB values, the
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resulting color will be white ([1.0 1.0 1.0])
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*/
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void parse_color (const char *str, vec3_t color);
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/** Parse a light intensity/color specification.
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There are three possible specification formats:
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\arg HalfLife "R G B i" where R G & B are 0-255 and i is the same as
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for normal id lights. The RGB values will be scaled by
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1/255 such that 255 becomes 1.0.
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\arg RGB "R B B" where R G & B are left as-is and the intensity
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is set to 1.0.
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\arg id Standard quake single value light intensity. The color
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is set to white ([1.0 1.0 1.0]).
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\param str The string holding the light specification.
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\param color The destination vector into which the RGB values will
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be written.
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\return The intensity of the light.
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\note If any error occurs while parsing the specification, the
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resulting color will be while ([1.0 1.0 1.0]) and the
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intensity will be ::DEFAULTLIGHTLEVEL.
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*/
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float parse_light (const char *str, vec3_t color);
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/** Parse the light attenuation style from a string.
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Valid attenuations:
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\arg \c linear id style. The light level falls off linearly from
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"light" at 0 to 0 at distance "light".
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\arg \c radius Similar to linear, but the cut-off distance is at
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"radius"
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\arg \c inverse 1/r attenuation
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\arg \c realistic 1/(r*r) (inverse-square) attenuation
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\arg \c none No attenuation. The level is always "light".
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\arg \c havoc Like realistic, but with a cut-off (FIXME, math?)
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\param arg The string holding the attenuation style.
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\return The parsed attenuation style value, or -1 if ivalid.
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*/
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int parse_attenuation (const char *arg);
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/** Parse the light's noise type from a string.
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Valid noise types:
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\arg \c random completely random noise (default)
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\arg \c smooth low res noise with interpolation
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\arg \c perlin combines several noise frequencies (Perlin noise).
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\return The parsed noise type value, or -1 if ivalid.
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*/
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int parse_noise (const char *arg);
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/** Set the world entity's sun values based on its fields and the loaded
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lighting properties database.
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The database is loaded via LoadProperties().
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If a set of properties named "worldspawn" is in the database, the it
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will be used for default values, otherwise the database will be
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ignored.
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Supported properties:
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\arg \c sunlight see \ref parse_light
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\arg \c sunlight2 see \ref parse_light
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\arg \c sunlight3 see \ref parse_light
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\arg \c sunlight_color see \ref parse_color
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\arg \c sunlight_color2 see \ref parse_color
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\arg \c sunlight_color3 see \ref parse_color
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\arg \c sun_mangle see \ref parse_vector
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\param ent The entity for which to set the lighting values.
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\param dict A dictionary property list item representing the fields
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of the entity. Values specified in \a dict will override
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those specified in the database.
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*/
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void set_sun_properties (entity_t *ent, struct plitem_s *dict);
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/** Set the light entity's lighting values based on its fields and the loaded
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lighting properties database.
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The database is loaded via LoadProperties().
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If the entity has a key named "_light_name", then the value will be used
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to select a set of default properties from the database.
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Should that fail (either no "_light_name" key, or no properties with the
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given name), then the entity's classname is used.
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Should that fail, the set of properties named "default" will be used.
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If no set of properties can be found in the database, then the database
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will be ignored.
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Supported properties:
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\arg \c light see \ref parse_light
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\arg \c style light style: 0-254
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\arg \c angle spotlight con angle in degress. defaults to 20
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\arg \c wait light "falloff". defaults to 1.0
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\arg \c lightradius size of light. interacts with falloff for
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distance clipping (?). defaults to 0
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\arg \c color see \ref parse_color
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\arg \c attenuation see \ref parse_attenuation
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\arg \c radius the range of the light.
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\arg \c noise noise intensity (?)
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\arg \c noisetype see \ref parse_noise
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\arg \c persistence noise parameter
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\arg \c resolution noise parameter
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\param ent The entity for which to set the lighting values.
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\param dict A dictionary property list item representing the fields
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of the entity. Values specified in \a dict will override
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those specified in the database.
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*/
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void set_properties (entity_t *ent, struct plitem_s *dict);
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/** Load the lighting properties database from the specified file.
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The lighting properties database is a \ref property-list. The property
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list must be a dictionary of dictionaries. The outer dictionary is keyed
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by the light entity's _light_name field or classname field (_light_name
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overrides classname so lights of the same class can have different
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properties). If a "default" key is provided, that will be used as default
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settings for all lights that don't find an entry via _light_name or
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classname.
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The inner dictionary is keyed by the fields of the entity
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(see \ref set_properties), and all values must be strings.
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\param filename The path to the lighting properties database.
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*/
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void LoadProperties (const char *filename);
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//@}
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#endif//__properties_h
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