195 lines
5.7 KiB
C++
195 lines
5.7 KiB
C++
//===== Copyright © 1996-2005, 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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#include "tier2/tier2.h"
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#include "materialsystem/imaterialsystemhardwareconfig.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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//-----------------------------------------------------------------------------
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// Flags to pass into LightIntensityAndDirectionAtPoint + LightIntensityAndDirectionInBox
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//-----------------------------------------------------------------------------
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enum LightIntensityFlags_t
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{
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LIGHT_NO_OCCLUSION_CHECK = 0x1,
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LIGHT_NO_RADIUS_CHECK = 0x2,
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LIGHT_OCCLUDE_VS_PROPS = 0x4,
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LIGHT_IGNORE_LIGHTSTYLE_VALUE = 0x8,
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};
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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, bool bNoLightCull = false );
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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, const Vector &vecLightingOrigin )
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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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// HACK for shipping: This isn't great to do in general,
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// but it's only used by code that is called to set decal lighting state.
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// It's not great since we may well be putting a strong light into the
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// ambient cube; a sort a higher level could fix this, but it's pretty complex
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// to do this and we want to limit risk
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// Prevent the total number of local lights from exceeding the max we can deal with
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extern ConVar r_worldlights;
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int nWorldLights = MIN( g_pMaterialSystemHardwareConfig->MaxNumLights(), r_worldlights.GetInt() );
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if ( numlights < nWorldLights )
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{
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locallight[numlights] = pLocalLight;
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numlights++;
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return;
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}
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AddWorldLightToAmbientCube( pLocalLight, vecLightingOrigin, r_boxcolor );
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}
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void AddAllLocalLights( const LightingState_t &src, const Vector &vecLightingOrigin )
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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], vecLightingOrigin );
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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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#ifndef DEDICATED
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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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#endif
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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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#ifndef DEDICATED
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ITexture *LightcacheGetDynamic( const Vector& origin, LightingState_t& lightingState,
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LightcacheGetDynamic_Stats &stats, const IClientRenderable* pRenderable,
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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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#endif
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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, bool bAddDynamicLightsToBox, 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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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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