quakeforge/include/QF/scene/light.h
Bill Currie 41a12f066b [client] Clean up light loading
By adding Light_AddLight to scene light management
2022-05-05 23:49:31 +09:00

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