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123 lines
4.5 KiB
C
123 lines
4.5 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,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,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 |