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158 lines
4.3 KiB
158 lines
4.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef LIGHTCACHE_H |
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#define LIGHTCACHE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "mathlib/vector.h" |
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#define MAXLOCALLIGHTS 4 |
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class IHandleEntity; |
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struct dworldlight_t; |
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FORWARD_DECLARE_HANDLE( LightCacheHandle_t ); |
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struct LightingState_t; |
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typedef Vector AmbientCube_t[6]; |
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struct LightingState_t |
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{ |
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Vector r_boxcolor[6]; // ambient, and lights that aren't in locallight[] |
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int numlights; |
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dworldlight_t *locallight[MAXLOCALLIGHTS]; |
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void ZeroLightingState( void ) |
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{ |
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int i; |
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for( i = 0; i < 6; i++ ) |
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{ |
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r_boxcolor[i].Init(); |
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} |
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numlights = 0; |
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} |
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bool HasAmbientColors() |
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{ |
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for ( int i = 0; i < 6; i++ ) |
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{ |
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if ( !r_boxcolor[i].IsZero(1e-4f) ) |
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return true; |
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} |
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return false; |
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} |
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void AddLocalLight( dworldlight_t *pLocalLight ) |
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{ |
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if ( numlights >= MAXLOCALLIGHTS ) |
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return; |
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for ( int i = 0; i < numlights; i++ ) |
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{ |
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if ( locallight[i] == pLocalLight ) |
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return; |
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} |
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locallight[numlights] = pLocalLight; |
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numlights++; |
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} |
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void AddAllLocalLights( const LightingState_t &src ) |
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{ |
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for ( int i = 0; i < src.numlights; i++ ) |
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{ |
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AddLocalLight( src.locallight[i] ); |
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} |
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} |
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void CopyLocalLights( const LightingState_t &src ) |
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{ |
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numlights = src.numlights; |
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for ( int i = 0; i < src.numlights; i++ ) |
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{ |
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locallight[i] = src.locallight[i]; |
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} |
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} |
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LightingState_t() |
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{ |
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ZeroLightingState(); |
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} |
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}; |
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enum |
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{ |
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LIGHTCACHEFLAGS_STATIC = 0x1, |
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LIGHTCACHEFLAGS_DYNAMIC = 0x2, |
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LIGHTCACHEFLAGS_LIGHTSTYLE = 0x4, |
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LIGHTCACHEFLAGS_ALLOWFAST = 0x8, |
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}; |
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class ITexture; |
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// Called each frame to check for reinitializing the lightcache based on cvar changes. |
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void R_StudioCheckReinitLightingCache(); |
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// static prop version |
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LightingState_t *LightcacheGetStatic( LightCacheHandle_t cache, ITexture **pEnvCubemap, |
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unsigned int flags = ( LIGHTCACHEFLAGS_STATIC | |
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LIGHTCACHEFLAGS_DYNAMIC | |
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LIGHTCACHEFLAGS_LIGHTSTYLE ) ); |
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// dynamic prop version |
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struct LightcacheGetDynamic_Stats |
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{ |
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bool m_bHasNonSwitchableLightStyles; |
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bool m_bHasSwitchableLightStyles; |
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bool m_bHasDLights; |
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bool m_bNeedsSwitchableLightStyleUpdate; |
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}; |
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ITexture *LightcacheGetDynamic( const Vector& origin, LightingState_t& lightingState, |
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LightcacheGetDynamic_Stats &stats, |
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unsigned int flags = ( LIGHTCACHEFLAGS_STATIC | |
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LIGHTCACHEFLAGS_DYNAMIC | |
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LIGHTCACHEFLAGS_LIGHTSTYLE ), bool bDebugModel=false ); |
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// Reset the light cache. |
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void R_StudioInitLightingCache( void ); |
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// force recomputation for static lighting cache entries |
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void InvalidateStaticLightingCache(void); |
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// Compute the comtribution of D- and E- lights at a point + normal |
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void ComputeDynamicLighting( const Vector& pt, const Vector* pNormal, Vector& color ); |
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// Computes an average color (of sorts) at a particular point + optional normal |
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void ComputeLighting( const Vector& pt, const Vector* pNormal, bool bClamp, Vector& color, Vector *pBoxColors ); |
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// Finds ambient lights |
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dworldlight_t* FindAmbientLight(); |
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// Precache lighting |
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LightCacheHandle_t CreateStaticLightingCache( const Vector& origin, const Vector& mins, const Vector& maxs ); |
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void ClearStaticLightingCache(); |
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// Computes the static vertex lighting term from a large number of spherical samples |
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bool ComputeVertexLightingFromSphericalSamples( const Vector& vecVertex, |
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const Vector &vecNormal, IHandleEntity *pIgnoreEnt, Vector *pLinearColor ); |
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bool StaticLightCacheAffectedByDynamicLight( LightCacheHandle_t handle ); |
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bool StaticLightCacheAffectedByAnimatedLightStyle( LightCacheHandle_t handle ); |
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bool StaticLightCacheNeedsSwitchableLightUpdate( LightCacheHandle_t handle ); |
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//----------------------------------------------------------------------------- |
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// Adds a world light to the ambient cube |
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//----------------------------------------------------------------------------- |
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void AddWorldLightToAmbientCube( dworldlight_t* pWorldLight, const Vector &vecLightingOrigin, AmbientCube_t &ambientCube ); |
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void InitDLightGlobals( int nMapVersion ); |
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// This is different for shipped HL2. . . |
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extern float g_flMinLightingValue; |
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#endif // LIGHTCACHE_H
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