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https://github.com/Laupetin/OpenAssetTools.git
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118 lines
4.7 KiB
C++
118 lines
4.7 KiB
C++
#include "ComWorldLinker.h"
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#include "../BSPUtil.h"
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#include <numbers>
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namespace BSP
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{
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ComWorldLinker::ComWorldLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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: m_memory(memory),
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m_search_path(searchPath),
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m_context(context)
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{
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}
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bool ComWorldLinker::createLightDefs()
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{
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T6::GfxLightDef* lightDef2d = m_memory.Alloc<T6::GfxLightDef>();
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lightDef2d->name = m_memory.Dup("white_light");
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lightDef2d->lmapLookupStart = 0; // always 0
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lightDef2d->attenuation.samplerState = 115; // always 115
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auto image2dAsset = m_context.LoadDependency<T6::AssetImage>("whitesquare");
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if (image2dAsset == nullptr)
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return false;
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lightDef2d->attenuation.image = image2dAsset->Asset();
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m_context.AddAsset<T6::AssetLightDef>(lightDef2d->name, lightDef2d);
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return true;
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}
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ComWorld* ComWorldLinker::linkComWorld(BSPData* bsp)
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{
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// all lights that aren't the sunlight or default light need their own GfxLightDef asset
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ComWorld* comWorld = m_memory.Alloc<ComWorld>();
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comWorld->name = m_memory.Dup(bsp->bspName.c_str());
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comWorld->isInUse = 1;
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// first two lights are the empty light and the sun light.
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size_t totalLightCount = bsp->lights.size() + BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT;
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comWorld->primaryLightCount = static_cast<unsigned int>(totalLightCount);
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comWorld->primaryLights = m_memory.Alloc<ComPrimaryLight>(totalLightCount);
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if (!createLightDefs())
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{
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con::error("Unable to create lightdef assets.");
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return nullptr;
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}
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for (size_t lightIdx = 0; lightIdx < totalLightCount; lightIdx++)
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{
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ComPrimaryLight* light = &comWorld->primaryLights[lightIdx];
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if (lightIdx == BSPGameConstants::EMPTY_LIGHT_INDEX)
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continue; // first (empty) light has no data
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else if (lightIdx == BSPGameConstants::SUN_LIGHT_INDEX)
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{
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BSPLight* bspLight = &bsp->sunlight;
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light->type = GFX_LIGHT_TYPE_DIR;
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light->dir.x = bspLight->direction.x;
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light->dir.y = bspLight->direction.y;
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light->dir.z = bspLight->direction.z;
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light->diffuseColor.x = bspLight->colour.x;
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light->diffuseColor.y = bspLight->colour.y;
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light->diffuseColor.z = bspLight->colour.z;
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light->color.x = bspLight->colour.x;
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light->color.y = bspLight->colour.y;
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light->color.z = bspLight->colour.z;
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}
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else
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{
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BSPLight* bspLight = &bsp->lights.at(lightIdx - BSPGameConstants::BSP_DEFAULT_LIGHT_COUNT);
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light->type = GFX_LIGHT_TYPE_SPOT;
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light->color.x = bspLight->colour.x;
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light->color.y = bspLight->colour.y;
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light->color.z = bspLight->colour.z;
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light->diffuseColor.x = bspLight->colour.x;
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light->diffuseColor.y = bspLight->colour.y;
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light->diffuseColor.z = bspLight->colour.z;
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light->cosHalfFovInner = cosf(bspLight->innerConeAngle);
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light->cosHalfFovOuter = cosf(bspLight->outerConeAngle);
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light->cosHalfFovExpanded = cosf(bspLight->outerConeAngle);
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light->dir.x = bspLight->direction.x;
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light->dir.y = bspLight->direction.y;
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light->dir.z = bspLight->direction.z;
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light->falloff.y = bspLight->range;
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light->radius = bspLight->range;
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light->mipDistance = bspLight->range;
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light->origin.x = bspLight->pos.x;
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light->origin.y = bspLight->pos.y;
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light->origin.z = bspLight->pos.z;
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light->dAttenuation = bspLight->intensity;
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// I think AABB controls the lens shape of the light
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light->aAbB.x = 0.75f;
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light->aAbB.y = 1.0f;
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light->aAbB.z = 0.75f;
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light->aAbB.w = 1.0f;
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light->cullDist = 10000;
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light->defName = "white_light";
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light->rotationLimit = 1.0f; // 1.0f - doesn't rotate, -1.0f - unclamped rotation
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light->translationLimit = 0.0f; // 0.0f - doesn't translate, above 0.0f - distance per game update translated
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light->roundness = 1.0f; // 0.0f - light is a square. 1.0f - light is a circle
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light->canUseShadowMap = 1; // light does not show up with this set to 0
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}
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}
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return comWorld;
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}
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} // namespace BSP
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