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129 lines
5.3 KiB
C++
129 lines
5.3 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef _LIGHTING_H
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#define _LIGHTING_H
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// Light stuff works like this:
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// At the start of the frame, call light_reset.
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// For each light source, call light_add_??? functions.
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// To calculate lighting, do:
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// call light_filter_reset or light_filter.
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// set up matrices with g3 functions
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// call light_rotatate_all to rotate all valid
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// lights into current coordinates.
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// call light_apply to fill in lighting for a point.
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#define LT_DIRECTIONAL 0 // A light like a sun
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#define LT_POINT 1 // A point light, like an explosion
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#define LT_TUBE 2 // A tube light, like a fluorescent light
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#define LT_CONE 3 // A cone light, like a flood light
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#define MAX_LIGHT_LEVELS 16
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typedef struct light {
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int type; // What type of light this is
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vec3d vec; // location in world space of a point light or the direction of a directional light or the first point on the tube for a tube light
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vec3d vec2; // second point on a tube light or direction of a cone light
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vec3d local_vec; // rotated light vector
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vec3d local_vec2; // rotated 2nd light vector for a tube light
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float intensity; // How bright the light is.
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float rada, rada_squared; // How big of an area a point light affect. Is equal to l->intensity / MIN_LIGHT;
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float radb, radb_squared; // How big of an area a point light affect. Is equal to l->intensity / MIN_LIGHT;
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float r,g,b; // The color components of the light
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float spec_r,spec_g,spec_b; // The specular color components of the light
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int light_ignore_objnum; // Don't light this object. Used to optimize weapons casting light on parents.
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int affected_objnum; // for "unique lights". ie, lights which only affect one object (trust me, its useful)
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float cone_angle; // angle for cone lights
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float cone_inner_angle; // the inner angle for calculating falloff
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bool dual_cone; // should the cone be shining in both directions?
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int instance;
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} light;
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extern SCP_vector<light*> Static_light;
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struct light_indexing_info
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{
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int index_start;
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int num_lights;
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};
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class scene_lights
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{
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SCP_vector<light> AllLights;
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SCP_vector<int> StaticLightIndices;
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SCP_vector<int> FilteredLights;
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SCP_vector<int> BufferedLights;
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int current_light_index;
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int current_num_lights;
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public:
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scene_lights()
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{
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resetLightState();
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}
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void addLight(light *light_ptr);
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void setLightFilter(int objnum, vec3d *pos, float rad);
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bool setLights(light_indexing_info *info);
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void resetLightState();
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int getNumStaticLights();
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light_indexing_info bufferLights();
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};
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void light_reset();
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void light_set_ambient(float ambient_light);
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// Intensity - how strong the light is. 1.0 will cast light around 5meters or so.
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// r,g,b - only used for colored lighting. Ignored currently.
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void light_add_directional( vec3d *dir, float intensity, float r, float g, float b, float spec_r = 0.0f, float spec_g = 0.0f, float spec_b = 0.0f, bool specular = false );
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void light_add_point( vec3d * pos, float r1, float r2, float intensity, float r, float g, float b, int light_ignore_objnum, float spec_r = 0.0f, float spec_g = 0.0f, float spec_b = 0.0f, bool specular = false );
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void light_add_point_unique( vec3d * pos, float r1, float r2, float intensity, float r, float g, float b, int affected_objnum, float spec_r = 0.0f, float spec_g = 0.0f, float spec_b = 0.0f, bool specular = false);
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void light_add_tube(vec3d *p0, vec3d *p1, float r1, float r2, float intensity, float r, float g, float b, int affected_objnum, float spec_r = 0.0f, float spec_g = 0.0f, float spec_b = 0.0f, bool specular = false);
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void light_add_cone( vec3d * pos, vec3d * dir, float angle, float inner_angle, bool dual_cone, float r1, float r2, float intensity, float r, float g, float b, int light_ignore_objnum, float spec_r = 0.0f, float spec_g = 0.0f, float spec_b = 0.0f, bool specular = false );
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void light_rotate_all();
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// Reset the list of lights to point to all lights.
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void light_filter_reset();
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// Makes a list of only the lights that will affect
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// the sphere specified by 'pos' and 'rad' and 'objnum'.
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// Returns number of lights active.
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int light_filter_push( int objnum, vec3d *pos, float rad );
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int light_filter_push_box( vec3d *min, vec3d *max );
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void light_filter_pop();
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// Applies light to a vertex. In order for this to work,
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// it assumes that one of light_filter or light_filter_reset
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// have been called. It only uses 'vert' to fill in it's light
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// fields. 'pos' is position of point, 'norm' is the norm.
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ubyte light_apply( vec3d *pos, vec3d * norm, float static_light_val );
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void light_apply_specular(ubyte *param_r, ubyte *param_g, ubyte *param_b, vec3d *pos, vec3d * norm, vec3d * cam);
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// Same as above only does RGB.
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void light_apply_rgb( ubyte *param_r, ubyte *param_g, ubyte *param_b, vec3d *pos, vec3d * norm, float static_light_val );
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// return the # of global light sources
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int light_get_global_count();
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// Fills direction of global light source N in pos.
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// Returns 0 if there is no global light.
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int light_get_global_dir(vec3d *pos, int n);
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// Set to non-zero if we're in a shadow.
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void light_set_shadow( int state );
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bool light_compare_by_type(const light &a, const light &b);
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#endif
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