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76 lines
2.6 KiB
76 lines
2.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef RADIAL_H |
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#define RADIAL_H |
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#pragma once |
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#include "mathlib/bumpvects.h" |
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#include "mathlib/ssemath.h" |
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#include "lightmap.h" |
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#define RADIALDIST2 2 // (1.25*1.25+1.25*1.25) |
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#define RADIALDIST 1.42 // 1.77 // sqrt( RADIALDIST2 ) |
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#define WEIGHT_EPS 0.00001f |
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//----------------------------------------------------------------------------- |
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// The radial_t data structure is used to accumulate irregularly spaced and irregularly |
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// shaped direct and indirect lighting samples into a uniformly spaced and shaped luxel grid. |
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// |
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// The name "radial" is more historical than discriptive; it stems from the filtering method, |
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// one of several methods initially tried. Since all the other methods have since been deleted, |
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// it would probably be more accurate to rename it something like "LuxelAccumulationBucket" or |
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// something similar, but since "radial" is fairly meaningless it's not like it's actually confusing |
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// the issue. |
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//----------------------------------------------------------------------------- |
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typedef struct radial_s |
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{ |
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int facenum; |
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lightinfo_t l; |
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int w, h; |
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float weight[SINGLEMAP]; |
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LightingValue_t light[NUM_BUMP_VECTS + 1][SINGLEMAP]; |
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} radial_t; |
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void WorldToLuxelSpace( lightinfo_t const *l, Vector const &world, Vector2D &coord ); |
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void LuxelSpaceToWorld( lightinfo_t const *l, float s, float t, Vector &world ); |
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void WorldToLuxelSpace( lightinfo_t const *l, FourVectors const &world, FourVectors &coord ); |
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void LuxelSpaceToWorld( lightinfo_t const *l, fltx4 s, fltx4 t, FourVectors &world ); |
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void AddDirectToRadial( radial_t *rad, |
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Vector const &pnt, |
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Vector2D const &coordmins, Vector2D const &coordmaxs, |
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Vector const light[NUM_BUMP_VECTS+1], |
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bool hasBumpmap, bool neighborHasBumpmap ); |
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void AddBounceToRadial( radial_t *rad, |
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Vector const &pnt, |
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Vector2D const &coordmins, Vector2D const &coordmaxs, |
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Vector const light[NUM_BUMP_VECTS+1], |
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bool hasBumpmap, bool neighborHasBumpmap ); |
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bool SampleRadial( radial_t *rad, Vector& pnt, Vector light[NUM_BUMP_VECTS+1], int bumpSampleCount ); |
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radial_t *AllocateRadial( int facenum ); |
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void FreeRadial( radial_t *rad ); |
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bool SampleRadial( radial_t *rad, Vector& pnt, Vector light[NUM_BUMP_VECTS + 1], int bumpSampleCount ); |
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radial_t *BuildPatchRadial( int facenum ); |
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// utilities |
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bool FloatLess( float const& src1, float const& src2 ); |
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#endif
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