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