mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
85 lines
2.8 KiB
C
85 lines
2.8 KiB
C
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
#if !defined ( DLIGHTH )
|
|
#define DLIGHTH
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "mathlib/vector.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Dynamic light structure
|
|
//-----------------------------------------------------------------------------
|
|
|
|
enum
|
|
{
|
|
DLIGHT_NO_WORLD_ILLUMINATION = 0x1,
|
|
DLIGHT_NO_MODEL_ILLUMINATION = 0x2,
|
|
|
|
// NOTE: These two features are used to dynamically tweak the alpha on displacements
|
|
// which is a special effect for selecting which texture to use. If
|
|
// we ever change how alpha is stored for displacements, we'll have to kill this feature
|
|
DLIGHT_ADD_DISPLACEMENT_ALPHA = 0x4,
|
|
DLIGHT_SUBTRACT_DISPLACEMENT_ALPHA = 0x8,
|
|
DLIGHT_DISPLACEMENT_MASK = (DLIGHT_ADD_DISPLACEMENT_ALPHA | DLIGHT_SUBTRACT_DISPLACEMENT_ALPHA),
|
|
};
|
|
|
|
// This is the lighting value that is used to determine when something can be
|
|
// culle from lighting because it is close enough to black to be virtually black.
|
|
//#define MIN_LIGHTING_VALUE (1.0f/256.0f)
|
|
|
|
// This is the broken value of MIN_LIGHTING_VALUE that we have to take into consideration
|
|
// to make sure that the lighting for dlights look the same as they did in HL2.
|
|
// We'll use the real MIN_LIGHTING_VALUE above to calculate larger radii for dynamic
|
|
// light sources.
|
|
//#define HL2_BROKEN_MIN_LIGHTING_VALUE (20.0f/256.0f)
|
|
|
|
struct dlight_t
|
|
{
|
|
int flags;
|
|
Vector origin;
|
|
float radius;
|
|
ColorRGBExp32 color; // Light color with exponent
|
|
float die; // stop lighting after this time
|
|
float decay; // drop this each second
|
|
float minlight; // don't add when contributing less
|
|
int key;
|
|
int style; // lightstyle
|
|
|
|
// For spotlights. Use m_OuterAngle == 0 for point lights
|
|
Vector m_Direction; // center of the light cone
|
|
float m_InnerAngle;
|
|
float m_OuterAngle;
|
|
|
|
// see comments above about HL2_BROKEN_MIN_LIGHTING_VALUE and MIN_LIGHTING_VALUE
|
|
// THIS SHOULD ONLY GET CALLED FROM THE ENGINE
|
|
float GetRadius() const
|
|
{
|
|
// return FastSqrt( radius * radius * ( HL2_BROKEN_MIN_LIGHTING_VALUE / MIN_LIGHTING_VALUE ) );
|
|
return radius;
|
|
}
|
|
|
|
// see comments above about HL2_BROKEN_MIN_LIGHTING_VALUE and MIN_LIGHTING_VALUE
|
|
// THIS SHOULD ONLY GET CALLED FROM THE ENGINE
|
|
float GetRadiusSquared() const
|
|
{
|
|
// return radius * radius * ( HL2_BROKEN_MIN_LIGHTING_VALUE / MIN_LIGHTING_VALUE );
|
|
return radius * radius;
|
|
}
|
|
|
|
// THIS SHOULD ONLY GET CALLED FROM THE ENGINE
|
|
float IsRadiusGreaterThanZero() const
|
|
{
|
|
// don't bother calculating the new radius if you just want to know if it is greater than zero.
|
|
return radius > 0.0f;
|
|
}
|
|
};
|
|
|
|
#endif
|