halflife-sdk/utils/qrad/qrad.h
2002-12-23 00:00:00 +00:00

154 lines
3.6 KiB
C

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
#include "cmdlib.h"
#include "mathlib.h"
#include "bspfile.h"
#include "polylib.h"
#include "threads.h"
#ifdef WIN32
#include <windows.h>
#endif
#include <sys/types.h>
#include <sys/stat.h>
#pragma warning(disable: 4142 4028)
#include <io.h>
#pragma warning(default: 4142 4028)
#include <fcntl.h>
#include <direct.h>
#include <ctype.h>
typedef enum
{
emit_surface,
emit_point,
emit_spotlight,
emit_skylight
} emittype_t;
typedef struct directlight_s
{
struct directlight_s *next;
emittype_t type;
int style;
vec3_t origin;
vec3_t intensity;
vec3_t normal; // for surfaces and spotlights
float stopdot; // for spotlights
float stopdot2; // for spotlights
} directlight_t;
#define TRANSFER_SCALE (1.0f/16384)
#define INVERSE_TRANSFER_SCALE 16384
typedef struct
{
unsigned short patch;
unsigned short transfer;
} transfer_t;
#define MAX_PATCHES 65536
typedef struct patch_s
{
winding_t *winding;
vec3_t mins, maxs, face_mins, face_maxs;
struct patch_s *next; // next in face
int numtransfers;
transfer_t *transfers;
vec3_t origin;
vec3_t normal;
dplane_t *plane;
float chop; // smallest acceptable width of patch face
float scale[2]; // Scaling of texture in s & t
qboolean sky;
vec3_t totallight; // accumulated by radiosity
// does NOT include light
// accounted for by direct lighting
vec3_t baselight; // emissivity only
vec3_t directlight; // direct light value
float area;
vec3_t reflectivity; // Average RGB of texture, modified by material type.
vec3_t samplelight;
int samples; // for averaging direct light
int faceNumber;
} patch_t;
extern patch_t *face_patches[MAX_MAP_FACES];
extern entity_t *face_entity[MAX_MAP_FACES];
extern vec3_t face_offset[MAX_MAP_FACES]; // for rotating bmodels
extern vec3_t face_centroids[MAX_MAP_EDGES];
extern patch_t patches[MAX_PATCHES];
extern unsigned num_patches;
extern int leafparents[MAX_MAP_LEAFS];
extern int nodeparents[MAX_MAP_NODES];
extern float lightscale;
extern float dlight_threshold;
extern float coring;
void MakeShadowSplits (void);
//==============================================
_int64 getfreespace(char *filepath);
long getfilesize(char *filename);
time_t getfiletime(char *filename);
void BuildVisMatrix (void);
void FreeVisMatrix (void);
qboolean CheckVisBit (int p1, int p2);
void TouchVMFFile (void);
//==============================================
extern qboolean extra;
extern vec3_t ambient;
extern float maxlight;
extern unsigned numbounce;
extern directlight_t *directlights[MAX_MAP_LEAFS];
extern byte nodehit[MAX_MAP_NODES];
extern float gamma;
extern float indirect_sun;
extern float smoothing_threshold;
void MakeTnodes (dmodel_t *bm);
void PairEdges (void);
qboolean IsIncremental(char *filename);
int SaveIncremental(char *filename);
int PartialHead (void);
void BuildFacelights (int facenum);
void PrecompLightmapOffsets();
void FinalLightFace (int facenum);
void PvsForOrigin (vec3_t org, byte *pvs);
int TestLine_r (int node, vec3_t start, vec3_t stop);
void CreateDirectLights (void);
void DeleteDirectLights (void);
int ProgressiveRefinement (void);
vec_t PatchPlaneDist( patch_t *patch );
void GetPhongNormal( int facenum, vec3_t spot, vec3_t phongnormal );
dleaf_t *PointInLeaf (vec3_t point);