Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
// light structure definitions.
#ifndef LIGHTDESC_H
#define LIGHTDESC_H
#include <mathlib/ssemath.h>
#include <mathlib/vector.h>
//-----------------------------------------------------------------------------
// Light structure
//-----------------------------------------------------------------------------
enum LightType_t
{
MATERIAL_LIGHT_DISABLE = 0,
MATERIAL_LIGHT_POINT,
MATERIAL_LIGHT_DIRECTIONAL,
MATERIAL_LIGHT_SPOT,
};
enum LightType_OptimizationFlags_t
{
LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 = 1,
LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 = 2,
LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 = 4,
LIGHTTYPE_OPTIMIZATIONFLAGS_DERIVED_VALUES_CALCED = 8,
};
struct LightDesc_t
{
LightType_t m_Type; //< MATERIAL_LIGHT_xxx
Vector m_Color; //< color+intensity
Vector m_Position; //< light source center position
Vector m_Direction; //< for SPOT, direction it is pointing
float m_Range; //< distance range for light.0=infinite
float m_Falloff; //< angular falloff exponent for spot lights
float m_Attenuation0; //< constant distance falloff term
float m_Attenuation1; //< linear term of falloff
float m_Attenuation2; //< quadatic term of falloff
float m_Theta; //< inner cone angle. no angular falloff
//< within this cone
float m_Phi; //< outer cone angle
// the values below are derived from the above settings for optimizations
// These aren't used by DX8. . used for software lighting.
float m_ThetaDot;
float m_PhiDot;
unsigned int m_Flags;
protected:
float OneOver_ThetaDot_Minus_PhiDot;
float m_RangeSquared;
public:
void RecalculateDerivedValues(void); // calculate m_xxDot, m_Type for changed parms
LightDesc_t(void)
{
}
// constructors for various useful subtypes
// a point light with infinite range
LightDesc_t( const Vector &pos, const Vector &color )
{
InitPoint( pos, color );
}
/// a simple light. cone boundaries in radians. you pass a look_at point and the
/// direciton is derived from that.
LightDesc_t( const Vector &pos, const Vector &color, const Vector &point_at,
float inner_cone_boundary, float outer_cone_boundary )
{
InitSpot( pos, color, point_at, inner_cone_boundary, outer_cone_boundary );
}
void InitPoint( const Vector &pos, const Vector &color );
void InitDirectional( const Vector &dir, const Vector &color );
void InitSpot(const Vector &pos, const Vector &color, const Vector &point_at,
float inner_cone_boundary, float outer_cone_boundary );
/// Given 4 points and 4 normals, ADD lighting from this light into "color".
void ComputeLightAtPoints( const FourVectors &pos, const FourVectors &normal,
FourVectors &color, bool DoHalfLambert=false ) const;
void ComputeNonincidenceLightAtPoints( const FourVectors &pos, FourVectors &color ) const;
void ComputeLightAtPointsForDirectional( const FourVectors &pos,
const FourVectors &normal,
FourVectors &color, bool DoHalfLambert=false ) const;
// warning - modifies color!!! set color first!!
void SetupOldStyleAttenuation( float fQuadatricAttn, float fLinearAttn, float fConstantAttn );
void SetupNewStyleAttenuation( float fFiftyPercentDistance, float fZeroPercentDistance );
/// given a direction relative to the light source position, is this ray within the
/// light cone (for spotlights..non spots consider all rays to be within their cone)
bool IsDirectionWithinLightCone(const Vector &rdir) const
{
return ((m_Type!=MATERIAL_LIGHT_SPOT) || (rdir.Dot(m_Direction)>=m_PhiDot));
}
float OneOverThetaDotMinusPhiDot() const
{
return OneOver_ThetaDot_Minus_PhiDot;
}
};
//-----------------------------------------------------------------------------
// a point light with infinite range
//-----------------------------------------------------------------------------
inline void LightDesc_t::InitPoint( const Vector &pos, const Vector &color )
{
m_Type=MATERIAL_LIGHT_POINT;
m_Color=color;
m_Position=pos;
m_Range=0.0; // infinite
m_Attenuation0=1.0;
m_Attenuation1=0;
m_Attenuation2=0;
RecalculateDerivedValues();
}
//-----------------------------------------------------------------------------
// a directional light with infinite range
//-----------------------------------------------------------------------------
inline void LightDesc_t::InitDirectional( const Vector &dir, const Vector &color )
{
m_Type=MATERIAL_LIGHT_DIRECTIONAL;
m_Color=color;
m_Direction=dir;
m_Range=0.0; // infinite
m_Attenuation0=1.0;
m_Attenuation1=0;
m_Attenuation2=0;
RecalculateDerivedValues();
}
//-----------------------------------------------------------------------------
// a simple light. cone boundaries in radians. you pass a look_at point and the
// direciton is derived from that.
//-----------------------------------------------------------------------------
inline void LightDesc_t::InitSpot(const Vector &pos, const Vector &color, const Vector &point_at,
float inner_cone_boundary, float outer_cone_boundary)
{
m_Type=MATERIAL_LIGHT_SPOT;
m_Color=color;
m_Position=pos;
m_Direction=point_at;
m_Direction-=pos;
VectorNormalizeFast(m_Direction);
m_Falloff=5.0; // linear angle falloff
m_Theta=inner_cone_boundary;
m_Phi=outer_cone_boundary;
m_Range=0.0; // infinite
m_Attenuation0=1.0;
m_Attenuation1=0;
m_Attenuation2=0;
RecalculateDerivedValues();
}
#endif