Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef LIGHTCACHE_H
#define LIGHTCACHE_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#define MAXLOCALLIGHTS 4
class IHandleEntity;
struct dworldlight_t;
FORWARD_DECLARE_HANDLE( LightCacheHandle_t );
struct LightingState_t;
typedef Vector AmbientCube_t[6];
struct LightingState_t
{
Vector r_boxcolor[6]; // ambient, and lights that aren't in locallight[]
int numlights;
dworldlight_t *locallight[MAXLOCALLIGHTS];
void ZeroLightingState( void )
{
int i;
for( i = 0; i < 6; i++ )
{
r_boxcolor[i].Init();
}
numlights = 0;
}
bool HasAmbientColors()
{
for ( int i = 0; i < 6; i++ )
{
if ( !r_boxcolor[i].IsZero(1e-4f) )
return true;
}
return false;
}
void AddLocalLight( dworldlight_t *pLocalLight )
{
if ( numlights >= MAXLOCALLIGHTS )
return;
for ( int i = 0; i < numlights; i++ )
{
if ( locallight[i] == pLocalLight )
return;
}
locallight[numlights] = pLocalLight;
numlights++;
}
void AddAllLocalLights( const LightingState_t &src )
{
for ( int i = 0; i < src.numlights; i++ )
{
AddLocalLight( src.locallight[i] );
}
}
void CopyLocalLights( const LightingState_t &src )
{
numlights = src.numlights;
for ( int i = 0; i < src.numlights; i++ )
{
locallight[i] = src.locallight[i];
}
}
LightingState_t()
{
ZeroLightingState();
}
};
enum
{
LIGHTCACHEFLAGS_STATIC = 0x1,
LIGHTCACHEFLAGS_DYNAMIC = 0x2,
LIGHTCACHEFLAGS_LIGHTSTYLE = 0x4,
LIGHTCACHEFLAGS_ALLOWFAST = 0x8,
};
class ITexture;
// Called each frame to check for reinitializing the lightcache based on cvar changes.
void R_StudioCheckReinitLightingCache();
// static prop version
LightingState_t *LightcacheGetStatic( LightCacheHandle_t cache, ITexture **pEnvCubemap,
unsigned int flags = ( LIGHTCACHEFLAGS_STATIC |
LIGHTCACHEFLAGS_DYNAMIC |
LIGHTCACHEFLAGS_LIGHTSTYLE ) );
// dynamic prop version
struct LightcacheGetDynamic_Stats
{
bool m_bHasNonSwitchableLightStyles;
bool m_bHasSwitchableLightStyles;
bool m_bHasDLights;
bool m_bNeedsSwitchableLightStyleUpdate;
};
ITexture *LightcacheGetDynamic( const Vector& origin, LightingState_t& lightingState,
LightcacheGetDynamic_Stats &stats,
unsigned int flags = ( LIGHTCACHEFLAGS_STATIC |
LIGHTCACHEFLAGS_DYNAMIC |
LIGHTCACHEFLAGS_LIGHTSTYLE ), bool bDebugModel=false );
// Reset the light cache.
void R_StudioInitLightingCache( void );
// force recomputation for static lighting cache entries
void InvalidateStaticLightingCache(void);
// Compute the comtribution of D- and E- lights at a point + normal
void ComputeDynamicLighting( const Vector& pt, const Vector* pNormal, Vector& color );
// Computes an average color (of sorts) at a particular point + optional normal
void ComputeLighting( const Vector& pt, const Vector* pNormal, bool bClamp, Vector& color, Vector *pBoxColors );
// Finds ambient lights
dworldlight_t* FindAmbientLight();
// Precache lighting
LightCacheHandle_t CreateStaticLightingCache( const Vector& origin, const Vector& mins, const Vector& maxs );
void ClearStaticLightingCache();
// Computes the static vertex lighting term from a large number of spherical samples
bool ComputeVertexLightingFromSphericalSamples( const Vector& vecVertex,
const Vector &vecNormal, IHandleEntity *pIgnoreEnt, Vector *pLinearColor );
bool StaticLightCacheAffectedByDynamicLight( LightCacheHandle_t handle );
bool StaticLightCacheAffectedByAnimatedLightStyle( LightCacheHandle_t handle );
bool StaticLightCacheNeedsSwitchableLightUpdate( LightCacheHandle_t handle );
//-----------------------------------------------------------------------------
// Adds a world light to the ambient cube
//-----------------------------------------------------------------------------
void AddWorldLightToAmbientCube( dworldlight_t* pWorldLight, const Vector &vecLightingOrigin, AmbientCube_t &ambientCube );
void InitDLightGlobals( int nMapVersion );
// This is different for shipped HL2. . .
extern float g_flMinLightingValue;
#endif // LIGHTCACHE_H