q3cellshading/q3map/light.h
gmiranda db8ca37fa3 Initial commit
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-05 14:05:49 +00:00

151 lines
3.7 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "cmdlib.h"
#include "mathlib.h"
#include "bspfile.h"
#include "polylib.h"
#include "imagelib.h"
#include "threads.h"
#include "scriplib.h"
#include "shaders.h"
#include "mesh.h"
typedef enum
{
emit_point,
emit_area,
emit_spotlight,
emit_sun
} emittype_t;
#define MAX_LIGHT_EDGES 8
typedef struct light_s
{
struct light_s *next;
emittype_t type;
struct shaderInfo_s *si;
vec3_t origin;
vec3_t normal; // for surfaces, spotlights, and suns
float dist; // plane location along normal
qboolean linearLight;
int photons;
int style;
vec3_t color;
float radiusByDist; // for spotlights
qboolean twosided; // fog lights both sides
winding_t *w;
vec3_t emitColor; // full out-of-gamut value
} light_t;
extern float lightscale;
extern float ambient;
extern float maxlight;
extern float direct_scale;
extern float entity_scale;
extern qboolean noSurfaces;
//===============================================================
// light_trace.c
// a facet is a subdivided element of a patch aproximation or model
typedef struct cFacet_s {
float surface[4];
int numBoundaries; // either 3 or 4, anything less is degenerate
float boundaries[4][4]; // positive is outside the bounds
vec3_t points[4]; // needed for area light subdivision
float textureMatrix[2][4]; // compute texture coordinates at point of impact for translucency
} cFacet_t;
typedef struct {
vec3_t mins, maxs;
vec3_t origin;
float radius;
qboolean patch;
int numFacets;
cFacet_t *facets;
shaderInfo_t *shader; // for translucency
} surfaceTest_t;
typedef struct {
vec3_t filter; // starts out 1.0, 1.0, 1.0, may be reduced if
// transparent surfaces are crossed
vec3_t hit; // the impact point of a completely opaque surface
float hitFraction; // 0 = at start, 1.0 = at end
qboolean passSolid;
} trace_t;
extern surfaceTest_t *surfaceTest[MAX_MAP_DRAW_SURFS];
void InitTrace( void );
// traceWork_t is only a parameter to crutch up poor large local allocations on
// winNT and macOS. It should be allocated in the worker function, but never
// looked at.
typedef struct {
vec3_t start, end;
int numOpenLeafs;
int openLeafNumbers[MAX_MAP_LEAFS];
trace_t *trace;
int patchshadows;
} traceWork_t;
void TraceLine( const vec3_t start, const vec3_t stop, trace_t *trace,
qboolean testAll, traceWork_t *tw );
qboolean PointInSolid( vec3_t start );
//===============================================================
//===============================================================
typedef struct {
int textureNum;
int x, y, width, height;
// for patches
qboolean patch;
mesh_t mesh;
// for faces
vec3_t origin;
vec3_t vecs[3];
} lightmap_t;