170 lines
6.2 KiB
C++
170 lines
6.2 KiB
C++
//========= 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 "ssemath.h"
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#include "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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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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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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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(
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void); // calculate m_xxDot, m_Type for changed parms
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LightDesc_t(void) {}
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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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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
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/// the 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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InitSpot(pos, color, point_at, inner_cone_boundary,
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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,
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const Vector &point_at, float inner_cone_boundary,
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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,
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bool DoHalfLambert = false) const;
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void ComputeNonincidenceLightAtPoints(const FourVectors &pos,
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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,
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bool DoHalfLambert = false) const;
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// warning - modifies color!!! set color first!!
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void SetupOldStyleAttenuation(float fQuadatricAttn, float fLinearAttn,
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float fConstantAttn);
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void SetupNewStyleAttenuation(float fFiftyPercentDistance,
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float fZeroPercentDistance);
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/// given a direction relative to the light source position, is this ray
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/// within the light cone (for spotlights..non spots consider all rays to be
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/// within their cone)
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bool IsDirectionWithinLightCone(const Vector &rdir) const {
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return ((m_Type != MATERIAL_LIGHT_SPOT) ||
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(rdir.Dot(m_Direction) >= m_PhiDot));
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}
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float OneOverThetaDotMinusPhiDot() const {
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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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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,
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const Vector &color) {
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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,
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const Vector &point_at,
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float inner_cone_boundary,
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float outer_cone_boundary) {
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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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