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