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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-06-06 00:32:34 +00:00

feat: proper imlementation of spot lights

This commit is contained in:
LJW-Dev
2026-04-22 21:03:01 +08:00
committed by Jan Laupetin
parent d0ae3ecdb5
commit 1454c99a1c
@@ -70,72 +70,45 @@ namespace BSP
{
BSPLight* bspLight = &bsp->lights.at(lightIdx - BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT);
light->aAbB.x = 0.28173786401748657f;
light->aAbB.y = 0.5634757280349731f;
light->aAbB.z = 0.5634757280349731f;
light->aAbB.w = 0.7071067690849304f;
light->angle.x = 0.0f;
light->angle.y = 0.0f;
light->angle.z = -0.5235987901687622f;
light->angle.w = 0.0f;
light->canUseShadowMap = 1;
light->cookieControl0.x = 0.0f;
light->cookieControl0.y = 0.0f;
light->cookieControl0.z = 1.0f;
light->cookieControl0.w = 1.0f;
light->cookieControl1.x = 0.0f;
light->cookieControl1.y = 0.0f;
light->cookieControl1.z = 0.0f;
light->cookieControl1.w = 0.0f;
light->cookieControl2.x = 0.0f;
light->cookieControl2.y = 0.0f;
light->cookieControl2.z = 0.0f;
light->cookieControl2.w = 0.0f;
light->type = GFX_LIGHT_TYPE_SPOT;
light->color.x = bspLight->colour.x;
light->color.y = bspLight->colour.y;
light->color.z = bspLight->colour.z;
light->cosHalfFovInner = cosf(bspLight->innerConeAngle);
light->cosHalfFovOuter = cosf(bspLight->outerConeAngle);
light->cosHalfFovExpanded = cosf(bspLight->outerConeAngle);
light->cullDist = 1000;
light->dAttenuation = 10000.0f;
light->defName = "white_light";
light->diffuseColor.x = bspLight->colour.x;
light->diffuseColor.y = bspLight->colour.y;
light->diffuseColor.z = bspLight->colour.z;
light->diffuseColor.w = 0.0f;
light->cosHalfFovInner = cosf(bspLight->innerConeAngle);
light->cosHalfFovOuter = cosf(bspLight->outerConeAngle);
light->cosHalfFovExpanded = cosf(bspLight->outerConeAngle);
light->dir.x = bspLight->direction.x;
light->dir.y = bspLight->direction.y;
light->dir.z = bspLight->direction.z;
light->exponent = 0;
light->falloff.y = bspLight->range;
light->radius = bspLight->range;
light->mipDistance = bspLight->range;
light->priority = 0;
light->origin.x = bspLight->pos.x;
light->origin.y = bspLight->pos.y;
light->origin.z = bspLight->pos.z;
light->radius = bspLight->range;
light->rotationLimit = 1.0f;
light->shadowmapVolume = 0;
light->translationLimit = 0.0f;
light->useCookie = 0;
light->dAttenuation = bspLight->intensity;
light->roundness = 0.0f;
// I think AABB controls the lens shape of the light
light->aAbB.x = 0.75f;
light->aAbB.y = 1.0f;
light->aAbB.z = 0.75f;
light->aAbB.w = 1.0f;
light->type = GFX_LIGHT_TYPE_SPOT;
light->cullDist = 10000;
light->defName = "white_light";
light->rotationLimit = 1.0f; // 1.0f - doesn't rotate, -1.0f - unclamped rotation
light->translationLimit = 0.0f; // 0.0f - doesn't translate, above 0.0f - distance per game update translated
light->roundness = 1.0f; // 0.0f - light is a square. 1.0f - light is a circle
light->canUseShadowMap = 1; // light does not show up with this set to 0
}
}