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2020-08-04 13:13:01 -04:00

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C

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