95 lines
3.0 KiB
C
95 lines
3.0 KiB
C
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//========= Copyright <20> 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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//=============================================================================//
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#if !defined ( DLIGHTH )
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#define DLIGHTH
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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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class IClientRenderable;
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//-----------------------------------------------------------------------------
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// Dynamic light structure
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//-----------------------------------------------------------------------------
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enum
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{
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DLIGHT_NO_WORLD_ILLUMINATION = 0x1,
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DLIGHT_NO_MODEL_ILLUMINATION = 0x2,
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// NOTE: These two features are used to dynamically tweak the alpha on displacements
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// which is a special effect for selecting which texture to use. If
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// we ever change how alpha is stored for displacements, we'll have to kill this feature
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DLIGHT_ADD_DISPLACEMENT_ALPHA = 0x4,
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DLIGHT_SUBTRACT_DISPLACEMENT_ALPHA = 0x8,
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DLIGHT_DISPLACEMENT_MASK = (DLIGHT_ADD_DISPLACEMENT_ALPHA | DLIGHT_SUBTRACT_DISPLACEMENT_ALPHA),
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};
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// This is the lighting value that is used to determine when something can be
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// culle from lighting because it is close enough to black to be virtually black.
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//#define MIN_LIGHTING_VALUE (1.0f/256.0f)
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// This is the broken value of MIN_LIGHTING_VALUE that we have to take into consideration
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// to make sure that the lighting for dlights look the same as they did in HL2.
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// We'll use the real MIN_LIGHTING_VALUE above to calculate larger radii for dynamic
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// light sources.
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//#define HL2_BROKEN_MIN_LIGHTING_VALUE (20.0f/256.0f)
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struct dlight_t
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{
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int flags;
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Vector origin;
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float radius;
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ColorRGBExp32 color; // Light color with exponent
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float die; // stop lighting after this time
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float decay; // drop this each second
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float minlight; // don't add when contributing less
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int key;
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int style; // lightstyle
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// For spotlights. Use m_OuterAngle == 0 for point lights
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Vector m_Direction; // center of the light cone
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float m_InnerAngle;
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float m_OuterAngle;
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// If this ptr is set, the dlight will only affect this particular client renderable
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const IClientRenderable* m_pExclusiveLightReceiver;
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dlight_t()
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: m_pExclusiveLightReceiver( NULL )
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{
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}
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// see comments above about HL2_BROKEN_MIN_LIGHTING_VALUE and MIN_LIGHTING_VALUE
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// THIS SHOULD ONLY GET CALLED FROM THE ENGINE
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float GetRadius() const
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{
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// return FastSqrt( radius * radius * ( HL2_BROKEN_MIN_LIGHTING_VALUE / MIN_LIGHTING_VALUE ) );
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return radius;
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}
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// see comments above about HL2_BROKEN_MIN_LIGHTING_VALUE and MIN_LIGHTING_VALUE
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// THIS SHOULD ONLY GET CALLED FROM THE ENGINE
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float GetRadiusSquared() const
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{
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// return radius * radius * ( HL2_BROKEN_MIN_LIGHTING_VALUE / MIN_LIGHTING_VALUE );
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return radius * radius;
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}
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// THIS SHOULD ONLY GET CALLED FROM THE ENGINE
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float IsRadiusGreaterThanZero() const
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{
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// don't bother calculating the new radius if you just want to know if it is greater than zero.
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return radius > 0.0f;
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}
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};
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#endif
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