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123 lines
4.6 KiB
C
123 lines
4.6 KiB
C
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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. See the
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* GNU General Public License for more details.
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*
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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, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef EDITOR_LIGHTING_H
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#define EDITOR_LIGHTING_H
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#include "3d.h"
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#include "radiosity.h"
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#include "room.h"
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#include "object.h"
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#include "lightmap_info.h"
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extern vector ScratchCenters[MAX_LIGHTMAP_INFOS];
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extern vector ScratchRVecs[MAX_LIGHTMAP_INFOS];
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extern vector ScratchUVecs[MAX_LIGHTMAP_INFOS];
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extern int AllowCombining;
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extern float Room_multiplier[];
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extern float Room_ambience_r[], Room_ambience_g[], Room_ambience_b[];
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void DoRadiosityForRooms();
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void DoRadiosityForTerrain();
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void BuildElementListForRoomFace(int roomnum, int facenum, rad_surface *surf);
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void BuildElementListForObjectFace(int objnum, int subobj_num, int facenum, rad_surface *surf);
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// Allocates and sets a lightmap based on the surface patches given
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void AssignRoomSurfaceToLightmap(int roomnum, int facenum, rad_surface *sp);
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// Allocates and sets a lightmap based on the surface patches given
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void AssignObjectSurfaceToLightmap(int objnum, int sobj_num, int facenum, rad_surface *sp);
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// Goes through all objects int a room and fills in the lightmap data for them
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void AssignLightmapsToObjectSurfacesForSingleRoom(int surface_index, int roomnum);
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int ClipRadPointList(rad_point **src, rad_point **dest, int *nv, int code);
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// Clips to a specific plane, putting resulting points in dest and returning number of points in dest
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int ClipRadToPlane(int plane, rad_point *src, rad_point *dest, int nv);
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// Takes two points and a plane, and clips.
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void ClipRadEdge(int plane_flag, rad_point *on_pnt, rad_point *off_pnt);
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void SetRadClipLines(vector *tp, vector *rp, vector *bp, vector *lp);
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void ClipSurfaceElement(vector *surf_verts, rad_element *ep, vector *clip_verts, int nv);
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void BuildLightmapUVs(int *room_list, int *face_list, int count, vector *lightmap_poly, int nv, int external);
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// Returns number of verts in dest if face a can be safely combined with face b
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// Returns 0 if not
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int CombineLightFaces(vector *dest_verts, vector *averts, int nva, vector *norma, vector *bverts, int nvb,
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vector *normb, int aroom = -1, int broom = -1);
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// Given a roomnumber and a face, goes through the entire mine and checks to see
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// if this face can share a lightmap with any other face
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int TestLightAdjacency(int roomnum, int facenum, int external);
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// Sets up radiosity surfaces for objects in a room
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// Returns the number of new surfaces
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int ComputeSurfacesForObjectsForSingleRoom(int surface_index, int roomnum);
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// Computes the the mines UVs
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// Faces can now share one lightmap, so this routine goes through and tries to
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// combine as many faces as it can into one lightmap
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void ComputeAllRoomLightmapUVs(int external);
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// Computes lightmap uv sharing for a single room
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void ComputeRoomLightmapUVs(room *rp);
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// Sets up radiosity surfaces for objects in the mine
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// Returns the number of new surfaces
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int ComputeSurfacesForObjects(int surface_index, int terrain);
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// Gets the total number of object faces that exist
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int GetTotalObjectFaces(int terrain);
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// Gets the total number of object faces that exist in a room
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int GetTotalObjectFacesForSingleRoom(int roomnum);
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void BuildObjectLightmapUVs(object *obj, int *sublist, int *facelist, int count, vector *lightmap_poly, int nv,
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int lm_type);
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// Goes through all objects and fills in the lightmap data for them
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void AssignLightmapsToObjectSurfaces(int surface_index, int terrain);
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void CombineObjectLightmapUVs(object *obj, int lmi_type);
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// Frees memory for specular lighting
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void CleanupSpecularLighting(int external);
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// Sets up memory usage for specular lighting
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void SetupSpecularLighting(int external);
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// Calculates radiosity and sets lightmaps for indoor faces only
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void DoRadiosityForCurrentRoom(room *rp);
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extern rad_surface *Light_surfaces;
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extern rad_surface *Terrain_light_surfaces;
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extern uint8_t *TerrainLightSpeedup[];
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extern int Square_surfaces;
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extern int LightSpacing;
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extern int BestFit;
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extern float Ambient_red, Ambient_green, Ambient_blue;
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#endif |