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engine/lightingSystem/sgLighting.h
Executable file
99
engine/lightingSystem/sgLighting.h
Executable file
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//-----------------------------------------------
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// Synapse Gaming - Lighting System
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// Copyright <20> Synapse Gaming 2003
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// Written by John Kabus
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//-----------------------------------------------
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#ifndef _SGLIGHTING_H_
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#define _SGLIGHTING_H_
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//----------------------------------------------
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// lighting preferences...
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// comment out line to disable option...
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/// harsh or blurred lighting...
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#define SG_STATIC_LIGHT_SHADOWS_BLUR
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/// avoid washed out dynamic lighting...
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#define SG_ADVANCED_INTERIOR_LIGHTING
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/// detail maps on interiors...
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#define SG_INTERIOR_DETAILMAPPING
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/// enable advanced lighting options
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#define SG_ADVANCED_DYNAMIC_SHADOWS
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#define SG_ADVANCED_DTS_DYNAMIC_LIGHTING
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#define SG_ADVANCED_PARTICLE_LIGHTING
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#define SG_OVEREXPOSED_SELFILLUMINATION
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/// tune advanced lighting options
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#define SG_PARTICLESYSTEMLIGHT_FIXED_INTENSITY 0.5f
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#define SG_DYNAMIC_SHADOW_INTENSITY 0.5
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#define SG_DYNAMIC_SHADOW_STEPS 5.0f
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#define SG_DYNAMIC_SHADOW_TIME 20
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//----------------------------------------------
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// lightmap hint defaults...
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// these are NOT used by every implementation of
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// the lightmap subclasses...
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// these are self-explanatory...
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// all used by sgPlanarLightMap...
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// SG_CALCULATE_SHADOWS also used by sgTerrainLightMap...
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#define SG_CHOOSE_SPEED_OVER_QUALITY false
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#define SG_SELF_SHADOWING true
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#define SG_CALCULATE_SHADOWS true
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#define SG_MIN_LEXEL_INTENSITY 0.0039215f
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#define SG_MIN_LEXEL_INTENSITY_SPEED_OVER_QUALITY 0.1f
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#define SG_NULL_SURFACE -2
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//----------------------------------------------
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// don't touch...
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#define SG_STATIC_SPOT_VECTOR_NORMALIZED Point3F(0, 0, 1)
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//----------------------------------------------
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// vibrant lighting amounts...
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/// how much glare do we want (must be 1.0, 2.0, or 4.0)...
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#define SG_LIGHTING_OVERBRIGHT_AMOUNT 2.0
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// do not change...
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/// this value resets Torque to a normal lighting value...
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#define SG_LIGHTING_NORMAL_AMOUNT 1.0
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//----------------------------------------------
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// static object 'tailored' lighting...
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/// these define the number of universal static
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/// lights that can be manually assigned to a static...
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#define SG_TSSTATIC_MAX_LIGHT_SHIFT 3
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#define SG_TSSTATIC_MAX_LIGHTS ((1 << SG_TSSTATIC_MAX_LIGHT_SHIFT) - 1)
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//----------------------------------------------
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// prioritized dts lighting
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/// these values change the priority of the light objects...
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#define SG_LIGHTMANAGER_SUN_PRIORITY 6.0f
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#define SG_LIGHTMANAGER_DYNAMIC_PRIORITY 1.0f
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#define SG_LIGHTMANAGER_STATIC_PRIORITY 4.0f
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#define SG_LIGHTMANAGER_ASSIGNED_PRIORITY 6.0f
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//----------------------------------------------
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// version info
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#define SG_LIGHTINGPACK_CORE_VERSION "2.1"
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#define SG_TGE_VERSION "1.0"
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#define SG_LIGHTINGPACK_SUB_VERSION "5.1"
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#define SG_LIGHTINGPACK_SHOW_ALL_INFORMATION true
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char *sgGetLightingPackInformation(bool fullinfo=false);
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#endif//_SGLIGHTING_H_
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