Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef LIGHTMAP_H
#define LIGHTMAP_H
#pragma once
#include "mathlib/bumpvects.h"
#include "bsplib.h"
typedef struct
{
dface_t *faces[2];
Vector interface_normal;
qboolean coplanar;
} edgeshare_t;
extern edgeshare_t edgeshare[MAX_MAP_EDGES];
//==============================================
// This is incremented each time BuildFaceLights and FinalLightFace
// are called. It's used for a status bar in WorldCraft.
extern int g_iCurFace;
extern int vertexref[MAX_MAP_VERTS];
extern int *vertexface[MAX_MAP_VERTS];
struct faceneighbor_t
{
int numneighbors; // neighboring faces that share vertices
int *neighbor; // neighboring face list (max of 64)
Vector *normal; // adjusted normal per vertex
Vector facenormal; // face normal
bool bHasDisp; // is this surface a displacement surface???
};
extern faceneighbor_t faceneighbor[MAX_MAP_FACES];
//==============================================
struct sample_t
{
// in local luxel space
winding_t *w;
int s, t;
Vector2D coord;
Vector2D mins;
Vector2D maxs;
// in world units
Vector pos;
Vector normal;
float area;
};
struct facelight_t
{
// irregularly shaped light sample data, clipped by face and luxel grid
int numsamples;
sample_t *sample;
LightingValue_t *light[MAXLIGHTMAPS][NUM_BUMP_VECTS+1]; // result of direct illumination, indexed by sample
// regularly spaced lightmap grid
int numluxels;
Vector *luxel; // world space position of luxel
Vector *luxelNormals; // world space normal of luxel
float worldAreaPerLuxel;
};
extern directlight_t *activelights;
extern directlight_t *freelights;
extern facelight_t facelight[MAX_MAP_FACES];
extern int numdlights;
//==============================================
struct lightinfo_t
{
vec_t facedist;
Vector facenormal;
Vector facemid; // world coordinates of center
Vector modelorg; // for origined bmodels
Vector luxelOrigin;
Vector worldToLuxelSpace[2]; // s = (world - luxelOrigin) . worldToLuxelSpace[0], t = (world - luxelOrigin) . worldToLuxelSpace[1]
Vector luxelToWorldSpace[2]; // world = luxelOrigin + s * luxelToWorldSpace[0] + t * luxelToWorldSpace[1]
int facenum;
dface_t *face;
int isflat;
int hasbumpmap;
};
struct SSE_SampleInfo_t
{
int m_FaceNum;
int m_WarnFace;
dface_t *m_pFace;
facelight_t *m_pFaceLight;
int m_LightmapWidth;
int m_LightmapHeight;
int m_LightmapSize;
int m_NormalCount;
int m_iThread;
texinfo_t *m_pTexInfo;
bool m_IsDispFace;
int m_NumSamples;
int m_NumSampleGroups;
int m_Clusters[4];
FourVectors m_Points;
FourVectors m_PointNormals[ NUM_BUMP_VECTS + 1 ];
};
extern void InitLightinfo( lightinfo_t *l, int facenum );
void FreeDLights();
void ExportDirectLightsToWorldLights();
#endif // LIGHTMAP_H