#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 &visible_SOBs, LVector &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 &visible_SOBs, LVector &visible_DOBs, LVector &visible_Rooms); void Trace_SetFlags(unsigned int flags) {m_TraceFlags = flags;} void Trace_Begin(LRoom &room, LVector &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 &planes) const; void Trace_Recursive(int depth, LRoom &room, const LVector &planes, int first_portal_plane); void CullSOBs(LRoom &room, const LVector &planes); void CullDOBs(LRoom &room, const LVector &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 * m_pVisible_SOBs; //LVector * m_pVisible_DOBs; LVector * m_pVisible_Rooms; unsigned int m_TraceFlags; };