mirror of
https://github.com/UberGames/ioef.git
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151 lines
3.6 KiB
C
151 lines
3.6 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "cmdlib.h"
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#include "mathlib.h"
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#include "bspfile.h"
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#include "polylib.h"
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#include "imagelib.h"
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#include "threads.h"
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#include "scriplib.h"
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#include "shaders.h"
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#include "mesh.h"
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typedef enum
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{
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emit_point,
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emit_area,
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emit_spotlight,
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emit_sun
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} emittype_t;
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#define MAX_LIGHT_EDGES 8
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typedef struct light_s
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{
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struct light_s *next;
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emittype_t type;
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struct shaderInfo_s *si;
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vec3_t origin;
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vec3_t normal; // for surfaces, spotlights, and suns
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float dist; // plane location along normal
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qboolean linearLight;
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int photons;
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int style;
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vec3_t color;
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float radiusByDist; // for spotlights
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qboolean twosided; // fog lights both sides
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winding_t *w;
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vec3_t emitColor; // full out-of-gamut value
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} light_t;
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extern float lightscale;
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extern float ambient;
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extern float maxlight;
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extern float direct_scale;
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extern float entity_scale;
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extern qboolean noSurfaces;
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//===============================================================
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// light_trace.c
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// a facet is a subdivided element of a patch aproximation or model
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typedef struct cFacet_s {
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float surface[4];
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int numBoundaries; // either 3 or 4, anything less is degenerate
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float boundaries[4][4]; // positive is outside the bounds
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vec3_t points[4]; // needed for area light subdivision
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float textureMatrix[2][4]; // compute texture coordinates at point of impact for translucency
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} cFacet_t;
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typedef struct {
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vec3_t mins, maxs;
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vec3_t origin;
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float radius;
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qboolean patch;
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int numFacets;
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cFacet_t *facets;
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shaderInfo_t *shader; // for translucency
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} surfaceTest_t;
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typedef struct {
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vec3_t filter; // starts out 1.0, 1.0, 1.0, may be reduced if
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// transparent surfaces are crossed
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vec3_t hit; // the impact point of a completely opaque surface
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float hitFraction; // 0 = at start, 1.0 = at end
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qboolean passSolid;
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} trace_t;
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extern surfaceTest_t *surfaceTest[MAX_MAP_DRAW_SURFS];
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void InitTrace( void );
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// traceWork_t is only a parameter to crutch up poor large local allocations on
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// winNT and macOS. It should be allocated in the worker function, but never
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// looked at.
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typedef struct {
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vec3_t start, end;
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int numOpenLeafs;
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int openLeafNumbers[MAX_MAP_LEAFS];
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trace_t *trace;
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int patchshadows;
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} traceWork_t;
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void TraceLine( const vec3_t start, const vec3_t stop, trace_t *trace,
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qboolean testAll, traceWork_t *tw );
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qboolean PointInSolid( vec3_t start );
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//===============================================================
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//===============================================================
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typedef struct {
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int textureNum;
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int x, y, width, height;
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// for patches
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qboolean patch;
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mesh_t mesh;
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// for faces
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vec3_t origin;
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vec3_t vecs[3];
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} lightmap_t;
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