Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Stateless light computation routines
//
//===========================================================================//
#ifndef R_STUDIOLIGHT_H
#define R_STUDIOLIGHT_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#if defined( _WIN32 ) && !defined( _X360 )
#include <xmmintrin.h>
#endif
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class Vector;
class Vector4D;
class FourVectors;
struct lightpos_t;
struct LightDesc_t;
//-----------------------------------------------------------------------------
// Stateless light computation routines
//-----------------------------------------------------------------------------
// Computes the ambient term
void R_LightAmbient_4D( const Vector& normal, Vector4D* pLightBoxColor, Vector &lv );
void R_LightStrengthWorld( const Vector& vert, int lightcount, LightDesc_t* pLightDesc, lightpos_t *light );
float FASTCALL R_WorldLightDistanceFalloff( const LightDesc_t *wl, const Vector& delta );
// Copies lighting state into a buffer, returns number of lights copied
int CopyLocalLightingState( int nMaxLights, LightDesc_t *pDest, int nLightCount, const LightDesc_t *pSrc );
#if defined( _WIN32 ) && !defined( _X360 )
// SSE optimized versions
void R_LightAmbient_4D( const FourVectors& normal, Vector4D* pLightBoxColor, FourVectors &lv );
__m128 FASTCALL R_WorldLightDistanceFalloff( const LightDesc_t *wl, const FourVectors& delta );
#endif
#endif // R_STUDIOLIGHT_H