Descent3/legacy/editor/LightingDialog.h
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/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/editor/LightingDialog.h $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:38 $
* $Author: kevinb $
*
* Lighting keypad dialog
*
* $Log: not supported by cvs2svn $
*
* 37 8/17/99 4:09p Matt
* Added some accelerator keys, and a function to copy face light
* multiples.
*
* 36 5/05/99 12:58a Matt
* Added button to clear the lightmaps on a level.
*
* 35 4/03/99 7:55p Matt
* Use new keypad update system instead of timer to update.
*
* 34 3/24/99 5:54p Jason
*
* 33 2/18/99 12:33p Jason
* added room multiplier
*
* 32 1/21/99 12:22p Jason
* adding strobing and flickering
*
* 31 1/15/99 2:33p Jason
* added global multiplier
*
* 30 8/04/98 11:52a Jason
* added reverse corona check
*
* 29 7/24/98 4:44p Jason
* added corona button functionality
*
* 28 6/05/98 5:22p Jason
* added volumetric fog
*
* 27 5/26/98 5:56p Jason
* only render coronas which are flagged
*
* 26 5/20/98 5:44p Jason
* incremental checkin for bumpmapping
*
* 25 4/24/98 12:58p Jason
* added functions to resave all bitmaps
*
* 24 4/21/98 2:36p Jason
* added some lighting options
*
* 23 4/02/98 12:23p Jason
* trimmed some fat from our structures
*
* 22 2/10/98 5:09p Jason
* added a SetRoomPulse function for settinng pulse parameters for an
* entire room
*
* 21 2/10/98 3:50p Jason
* added pulsing walls
*
* 20 2/04/98 8:25p Jason
* added light multiplier for faces
*
* 19 12/31/97 12:51p Jason
* debugged and implementd BSP tree for lighting
*
* 18 12/16/97 4:17p Jason
* added ignore_satellites and ignore terrain
*
* 17 12/10/97 12:23p Jason
* added "SuperDetail"
*
*
* 16 12/05/97 12:34p Jason
* added ambient light to the terrain
*
* 15 11/28/97 6:41p Jason
* added functions to blur lightmaps - not very helpful though
*
* 14 11/25/97 12:28p Jason
* another pass at shadows
*
* 13 11/19/97 12:39p Jason
* added dynamic terrain button
*
* 12 11/14/97 6:39p Jason
* added ability to do lighting on a single room
*
* 11 11/14/97 1:13p Jason
* added better light counting
*
* 10 10/28/97 3:41p Jason
* added "use hemicubes" option
*
* 9 10/10/97 1:10p Jason
* more support for volumetrics
*
* 8 10/10/97 11:38a Jason
* put in better volumetric support
*
* 7 9/25/97 4:47p Jason
* update alpha edit box via timer
*
* 6 9/23/97 5:53p Jason
* added more custom options to radiosity
*
* 5 9/04/97 12:12p Jason
* added lightmap visibility
*
* 4 9/02/97 11:47a Jason
* Got alpha per vertex working
*
* 3 8/27/97 5:19p Jason
* added "Count lights"
*
* 2 8/26/97 4:36p Jason
* added terrain radiosity
*
* 7 6/03/97 4:55p Mark
*
* 6 5/30/97 5:45p Jason
* changes to support user-definable lighting parameters
*
* 5 2/20/97 2:37p Mark
*
* 4 1/27/97 11:38a Samir
* Added horizontal scrolling of keypad modeless dialog.
*
* $NoKeywords: $
*/
#include "KeypadDialog.h"
/////////////////////////////////////////////////////////////////////////////
// CLightingDialog dialog
class CLightingDialog : public CKeypadDialog
{
// Construction
public:
CLightingDialog(CWnd* pParent = NULL); // standard constructor
void UpdateKeypad(int mask);
// Dialog Data
//{{AFX_DATA(CLightingDialog)
enum { IDD = IDD_LIGHTINGKEYPAD };
// NOTE: the ClassWizard will add data members here
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CLightingDialog)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CLightingDialog)
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnVScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
afx_msg void OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
afx_msg void OnLitepadSetdefault();
afx_msg void OnLitepadSmoothall();
afx_msg void OnKillfocusLightIterationEdit();
virtual BOOL OnInitDialog();
afx_msg BOOL OnHelpInfo(HELPINFO* pHelpInfo);
afx_msg void OnLitepadTerrainRadiosity();
afx_msg void OnLitepadCountLights();
afx_msg void OnLitepadNextvertex();
afx_msg void OnPaint();
afx_msg void OnKillfocusAlphaEdit();
afx_msg void OnShowLightmaps();
afx_msg void OnKillfocusHemicubeResEdit();
afx_msg void OnKillfocusLightSpacingEdit();
afx_msg void OnBestfitCheck();
afx_msg void OnCreateVolumeCone();
afx_msg void OnClearVolumetricRoom();
afx_msg void OnFillVolumeTexture();
afx_msg void OnKillfocusAngleEdit();
afx_msg void OnKillfocusStartAlphaEdit();
afx_msg void OnKillfocusResolutionEdit();
afx_msg void OnEdgeVolumetric();
afx_msg void OnKillfocusFalloffEdit();
afx_msg void OnFarthestPoint();
afx_msg void OnKillfocusPitchAngleEdit();
afx_msg void OnKillfocusHeadingAngleEdit();
afx_msg void OnHemicubeCheck();
afx_msg void OnCountTerrainLights();
afx_msg void OnCurroomRadiosity();
afx_msg void OnDynamicTerrain();
afx_msg void OnBlurLightmaps();
afx_msg void OnKillfocusIgnoreLimitEdit();
afx_msg void OnKillfocusRedAmbientEdit();
afx_msg void OnKillfocusGreenAmbientEdit();
afx_msg void OnKillfocusBlueAmbientEdit();
afx_msg void OnElementCheck();
afx_msg void OnIgnoreTerrain();
afx_msg void OnIgnoreSatellites();
afx_msg void OnUseBspCheck();
afx_msg void OnKillfocusLightMultiplyEdit();
afx_msg void OnKillfocusPulseTimeEdit();
afx_msg void OnKillfocusPulseOffsetEdit();
afx_msg void OnPulseRoom();
afx_msg void OnResetMultiples();
afx_msg void OnDestroyBsp();
afx_msg void OnCombineFaces();
afx_msg void OnVolumeLights();
afx_msg void OnCoronaCheck();
afx_msg void OnFogCheck();
afx_msg void OnKillfocusFogDensity();
afx_msg void OnKillfocusFogRed();
afx_msg void OnKillfocusFogGreen();
afx_msg void OnKillfocusFogBlue();
afx_msg void OnRoomCoronas();
afx_msg void OnMineCoronas();
afx_msg void OnReverseCorona();
afx_msg void OnKillfocusGlobalMultiplierEdit();
afx_msg void OnStrobeCheck();
afx_msg void OnFlickerCheck();
afx_msg void OnKillfocusRoomMultiplierEdit();
afx_msg void OnKillfocusRoomAmred();
afx_msg void OnKillfocusRoomAmgreen();
afx_msg void OnKillfocusRoomAmblue();
afx_msg void OnClearLightmaps();
afx_msg void OnCopyMultiplier();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
private:
void UpdateDialog();
void ShootRayForLighting (vector *dest,vector *from,vector *to,int startseg);
int m_angle;
float m_start_alpha;
int m_resolution;
float m_falloff;
int m_pitch_angle;
int m_heading_angle;
};