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ltrace.h
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ltrace.h
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#pragma once
// Copyright (c) 2019 Lawnjelly
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "lvector.h"
class LSource;
class LRoomManager;
class LRoom;
class LLight;
namespace Lawn {class LBitField_Dynamic;}
class LTrace
{
public:
enum eTraceFlags
{
CULL_SOBS = 1 << 0,
CULL_DOBS = 1 << 1,
TOUCH_ROOMS = 1 << 2,
MAKE_ROOM_VISIBLE = 1 << 3,
DONT_TRACE_PORTALS = 1 << 4,
};
enum eLightRun
{
LR_ALL, // runtime find all shadow casters
LR_ROOMS, // find affected rooms
LR_CONVERT, // initial conversion
};
void Trace_Prepare(LRoomManager &manager, const LSource &cam, Lawn::LBitField_Dynamic &BF_SOBs, Lawn::LBitField_Dynamic &BF_Rooms, LVector<int> &visible_SOBs, LVector<int> &visible_Rooms);
// void Trace_Prepare(LRoomManager &manager, const LCamera &cam, Lawn::LBitField_Dynamic &BF_SOBs, Lawn::LBitField_Dynamic &BF_DOBs, Lawn::LBitField_Dynamic &BF_Rooms, LVector<int> &visible_SOBs, LVector<int> &visible_DOBs, LVector<int> &visible_Rooms);
void Trace_SetFlags(unsigned int flags) {m_TraceFlags = flags;}
void Trace_Begin(LRoom &room, LVector<Plane> &planes);
// simpler method of doing a trace for lights, no need to call prepare and begin
bool Trace_Light(LRoomManager &manager, const LLight &light, eLightRun eRun);
private:
void AddSpotlightPlanes(LVector<Plane> &planes) const;
void Trace_Recursive(int depth, LRoom &room, const LVector<Plane> &planes, int first_portal_plane);
void CullSOBs(LRoom &room, const LVector<Plane> &planes);
void CullDOBs(LRoom &room, const LVector<Plane> &planes);
void FirstTouch(LRoom &room);
void DetectFirstTouch(LRoom &room);
LRoomManager * m_pManager;
const LSource * m_pCamera;
Lawn::LBitField_Dynamic * m_pBF_SOBs;
//Lawn::LBitField_Dynamic * m_pBF_DOBs;
Lawn::LBitField_Dynamic * m_pBF_Rooms;
LVector<int> * m_pVisible_SOBs;
//LVector<int> * m_pVisible_DOBs;
LVector<int> * m_pVisible_Rooms;
unsigned int m_TraceFlags;
};