89 lines
2.9 KiB
C
89 lines
2.9 KiB
C
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/lighting.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:43:15 $
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*
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* Lighting system prototypes, structures, etc.
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*
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* $Log: lighting.h,v $
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* Revision 1.1.1.1 2006/03/17 19:43:15 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:12:34 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.0 1995/02/27 11:27:52 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.6 1994/11/28 21:50:56 mike
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* optimizations.
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*
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* Revision 1.5 1994/06/07 16:51:58 matt
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* Made object lighting work correctly; changed name of Ambient_light to
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* Dynamic_light; cleaned up polygobj object rendering a little.
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*
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* Revision 1.4 1994/05/31 18:41:35 matt
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* Added comments
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*
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* Revision 1.3 1994/05/23 15:00:08 mike
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* Change MIN_LIGHT_DIST.
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*
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* Revision 1.2 1994/05/22 15:30:09 mike
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* First version.
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*
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* Revision 1.1 1994/05/22 15:16:44 mike
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* Initial revision
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*
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*
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*/
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#ifndef _LIGHTING_H
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#define _LIGHTING_H
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#define MAX_DIST 0x400000 //no light beyond this dist
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#define MAX_DIST_LOG 5 // log(MAX_DIST-expressed-as-integer)
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#define MAX_LIGHT 0x10000 //max value
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#define NEAREST_LIGHT_DIST (F1_0*60)
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#define MIN_LIGHT_DIST (F1_0*4)
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#define BEAM_CUTOFF 0xa000 //what is out of beam?
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extern fix Beam_brightness;
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extern fix Dynamic_light[MAX_VERTICES];
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extern void set_dynamic_light(void);
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//Compute the lighting from the headlight for a given vertex on a face.
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//Takes:
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// point - the 3d coords of the point
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// face_light - a scale factor derived from the surface normal of the face
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//If no surface normal effect is wanted, pass F1_0 for face_light
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fix compute_headlight_light(vms_vector *point,fix face_light);
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//compute the average dynamic light in a segment. Takes the segment number
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fix compute_seg_dynamic_light(int segnum);
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//compute the lighting for an object. Takes a pointer to the object,
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//and possibly a rotated 3d point. If the point isn't specified, the
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//object's center point is rotated.
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fix compute_object_light(object *obj,vms_vector *rotated_pnt);
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#endif
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