//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// // light structure definitions. #ifndef LIGHTDESC_H #define LIGHTDESC_H #include #include //----------------------------------------------------------------------------- // Light structure //----------------------------------------------------------------------------- enum LightType_t { MATERIAL_LIGHT_DISABLE = 0, MATERIAL_LIGHT_POINT, MATERIAL_LIGHT_DIRECTIONAL, MATERIAL_LIGHT_SPOT, }; enum LightType_OptimizationFlags_t { LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 = 1, LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 = 2, LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 = 4, LIGHTTYPE_OPTIMIZATIONFLAGS_DERIVED_VALUES_CALCED = 8, }; struct LightDesc_t { LightType_t m_Type; //< MATERIAL_LIGHT_xxx Vector m_Color; //< color+intensity Vector m_Position; //< light source center position Vector m_Direction; //< for SPOT, direction it is pointing float m_Range; //< distance range for light.0=infinite float m_Falloff; //< angular falloff exponent for spot lights float m_Attenuation0; //< constant distance falloff term float m_Attenuation1; //< linear term of falloff float m_Attenuation2; //< quadatic term of falloff float m_Theta; //< inner cone angle. no angular falloff //< within this cone float m_Phi; //< outer cone angle // the values below are derived from the above settings for optimizations // These aren't used by DX8. . used for software lighting. float m_ThetaDot; float m_PhiDot; unsigned int m_Flags; protected: float OneOver_ThetaDot_Minus_PhiDot; float m_RangeSquared; public: void RecalculateDerivedValues(void); // calculate m_xxDot, m_Type for changed parms LightDesc_t(void) { } // constructors for various useful subtypes // a point light with infinite range LightDesc_t( const Vector &pos, const Vector &color ) { InitPoint( pos, color ); } /// a simple light. cone boundaries in radians. you pass a look_at point and the /// direciton is derived from that. LightDesc_t( const Vector &pos, const Vector &color, const Vector &point_at, float inner_cone_boundary, float outer_cone_boundary ) { InitSpot( pos, color, point_at, inner_cone_boundary, outer_cone_boundary ); } void InitPoint( const Vector &pos, const Vector &color ); void InitDirectional( const Vector &dir, const Vector &color ); void InitSpot(const Vector &pos, const Vector &color, const Vector &point_at, float inner_cone_boundary, float outer_cone_boundary ); /// Given 4 points and 4 normals, ADD lighting from this light into "color". void ComputeLightAtPoints( const FourVectors &pos, const FourVectors &normal, FourVectors &color, bool DoHalfLambert=false ) const; void ComputeNonincidenceLightAtPoints( const FourVectors &pos, FourVectors &color ) const; void ComputeLightAtPointsForDirectional( const FourVectors &pos, const FourVectors &normal, FourVectors &color, bool DoHalfLambert=false ) const; // warning - modifies color!!! set color first!! void SetupOldStyleAttenuation( float fQuadatricAttn, float fLinearAttn, float fConstantAttn ); void SetupNewStyleAttenuation( float fFiftyPercentDistance, float fZeroPercentDistance ); /// given a direction relative to the light source position, is this ray within the /// light cone (for spotlights..non spots consider all rays to be within their cone) bool IsDirectionWithinLightCone(const Vector &rdir) const { return ((m_Type!=MATERIAL_LIGHT_SPOT) || (rdir.Dot(m_Direction)>=m_PhiDot)); } float OneOverThetaDotMinusPhiDot() const { return OneOver_ThetaDot_Minus_PhiDot; } }; //----------------------------------------------------------------------------- // a point light with infinite range //----------------------------------------------------------------------------- inline void LightDesc_t::InitPoint( const Vector &pos, const Vector &color ) { m_Type=MATERIAL_LIGHT_POINT; m_Color=color; m_Position=pos; m_Range=0.0; // infinite m_Attenuation0=1.0; m_Attenuation1=0; m_Attenuation2=0; RecalculateDerivedValues(); } //----------------------------------------------------------------------------- // a directional light with infinite range //----------------------------------------------------------------------------- inline void LightDesc_t::InitDirectional( const Vector &dir, const Vector &color ) { m_Type=MATERIAL_LIGHT_DIRECTIONAL; m_Color=color; m_Direction=dir; m_Range=0.0; // infinite m_Attenuation0=1.0; m_Attenuation1=0; m_Attenuation2=0; RecalculateDerivedValues(); } //----------------------------------------------------------------------------- // a simple light. cone boundaries in radians. you pass a look_at point and the // direciton is derived from that. //----------------------------------------------------------------------------- inline void LightDesc_t::InitSpot(const Vector &pos, const Vector &color, const Vector &point_at, float inner_cone_boundary, float outer_cone_boundary) { m_Type=MATERIAL_LIGHT_SPOT; m_Color=color; m_Position=pos; m_Direction=point_at; m_Direction-=pos; VectorNormalizeFast(m_Direction); m_Falloff=5.0; // linear angle falloff m_Theta=inner_cone_boundary; m_Phi=outer_cone_boundary; m_Range=0.0; // infinite m_Attenuation0=1.0; m_Attenuation1=0; m_Attenuation2=0; RecalculateDerivedValues(); } #endif