80 lines
2.8 KiB
C
80 lines
2.8 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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// $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 "lightmap.h"
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#include "mathlib/bumpvects.h"
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#include "mathlib/ssemath.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
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// irregularly shaped direct and indirect lighting samples into a uniformly
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// 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
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// filtering method, one of several methods initially tried. Since all the
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// other methods have since been deleted, it would probably be more accurate to
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// rename it something like "LuxelAccumulationBucket" or something similar, but
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// 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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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,
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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,
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FourVectors &coord);
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void LuxelSpaceToWorld(lightinfo_t const *l, fltx4 s, fltx4 t,
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FourVectors &world);
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void AddDirectToRadial(radial_t *rad, Vector const &pnt,
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Vector2D const &coordmins, Vector2D const &coordmaxs,
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Vector const light[NUM_BUMP_VECTS + 1], bool hasBumpmap,
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bool neighborHasBumpmap);
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void AddBounceToRadial(radial_t *rad, Vector const &pnt,
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Vector2D const &coordmins, Vector2D const &coordmaxs,
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Vector const light[NUM_BUMP_VECTS + 1], bool hasBumpmap,
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bool neighborHasBumpmap);
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bool SampleRadial(radial_t *rad, Vector &pnt, Vector light[NUM_BUMP_VECTS + 1],
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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],
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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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