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https://git.code.sf.net/p/quake/quakeforge
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41a12f066b
By adding Light_AddLight to scene light management
80 lines
2.4 KiB
C
80 lines
2.4 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 lightset_s DARRAY_TYPE (light_t) lightset_t;
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typedef struct lightleafset_s DARRAY_TYPE (int) lightintset_t;
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typedef struct lightvisset_s DARRAY_TYPE (byte) lightvisset_t;
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typedef struct lightingdata_s {
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lightset_t lights;
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lightintset_t lightstyles;
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lightintset_t lightleafs;
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lightvisset_t lightvis;
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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, int style);
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void Light_EnableSun (lightingdata_t *ldata);
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void Light_FindVisibleLights (lightingdata_t *ldata);
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#endif//__QF_scene_light_h
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