#include "ComWorldLinker.h" #include "../BSPUtil.h" #include namespace BSP { ComWorldLinker::ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context) : m_memory(memory), m_search_path(searchPath), m_context(context) { } bool ComWorldLinker::createLightDefs() { T6::GfxLightDef* lightDef2d = m_memory.Alloc(); lightDef2d->name = m_memory.Dup("white_light"); lightDef2d->lmapLookupStart = 0; // always 0 lightDef2d->attenuation.samplerState = 115; // always 115 auto image2dAsset = m_context.LoadDependency("whitesquare"); if (image2dAsset == nullptr) return false; lightDef2d->attenuation.image = image2dAsset->Asset(); m_context.AddAsset(lightDef2d->name, lightDef2d); return true; } ComWorld* ComWorldLinker::linkComWorld(BSPData* bsp) { // all lights that aren't the sunlight or default light need their own GfxLightDef asset ComWorld* comWorld = m_memory.Alloc(); comWorld->name = m_memory.Dup(bsp->bspName.c_str()); comWorld->isInUse = 1; // first two lights are the empty light and the sun light. size_t totalLightCount = bsp->lights.size() + BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT; comWorld->primaryLightCount = static_cast(totalLightCount); comWorld->primaryLights = m_memory.Alloc(totalLightCount); if (!createLightDefs()) { con::error("Unable to create lightdef assets."); return nullptr; } for (size_t lightIdx = 0; lightIdx < totalLightCount; lightIdx++) { ComPrimaryLight* light = &comWorld->primaryLights[lightIdx]; if (lightIdx == BSPGameConstants::EMPTY_LIGHT_INDEX) continue; // first (empty) light has no data else if (lightIdx == BSPGameConstants::SUN_LIGHT_INDEX) { BSPLight* bspLight = &bsp->sunlight; light->type = GFX_LIGHT_TYPE_DIR; light->dir.x = bspLight->direction.x; light->dir.y = bspLight->direction.y; light->dir.z = bspLight->direction.z; light->diffuseColor.x = bspLight->colour.x; light->diffuseColor.y = bspLight->colour.y; light->diffuseColor.z = bspLight->colour.z; light->color.x = bspLight->colour.x; light->color.y = bspLight->colour.y; light->color.z = bspLight->colour.z; } else { BSPLight* bspLight = &bsp->lights.at(lightIdx - BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT); 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->diffuseColor.x = bspLight->colour.x; light->diffuseColor.y = bspLight->colour.y; light->diffuseColor.z = bspLight->colour.z; 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->falloff.y = bspLight->range; light->radius = bspLight->range; light->mipDistance = bspLight->range; light->origin.x = bspLight->pos.x; light->origin.y = bspLight->pos.y; light->origin.z = bspLight->pos.z; light->dAttenuation = bspLight->intensity; // 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->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 } } return comWorld; } } // namespace BSP