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49 lines
1.6 KiB
49 lines
1.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Stateless light computation routines
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//
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//===========================================================================//
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#ifndef R_STUDIOLIGHT_H
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#define R_STUDIOLIGHT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/platform.h"
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#if defined( _WIN32 ) && !defined( _X360 )
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#include <xmmintrin.h>
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#endif
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class Vector;
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class Vector4D;
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class FourVectors;
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struct lightpos_t;
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struct LightDesc_t;
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//-----------------------------------------------------------------------------
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// Stateless light computation routines
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//-----------------------------------------------------------------------------
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// Computes the ambient term
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void R_LightAmbient_4D( const Vector& normal, Vector4D* pLightBoxColor, Vector &lv );
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void R_LightStrengthWorld( const Vector& vert, int lightcount, LightDesc_t* pLightDesc, lightpos_t *light );
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float FASTCALL R_WorldLightDistanceFalloff( const LightDesc_t *wl, const Vector& delta );
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// Copies lighting state into a buffer, returns number of lights copied
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int CopyLocalLightingState( int nMaxLights, LightDesc_t *pDest, int nLightCount, const LightDesc_t *pSrc );
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#if defined( _WIN32 ) && !defined( _X360 )
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// SSE optimized versions
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void R_LightAmbient_4D( const FourVectors& normal, Vector4D* pLightBoxColor, FourVectors &lv );
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__m128 FASTCALL R_WorldLightDistanceFalloff( const LightDesc_t *wl, const FourVectors& delta );
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#endif
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#endif // R_STUDIOLIGHT_H
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