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