tge/engine/lightingSystem/sgLighting.h
2017-04-17 06:17:10 -06:00

100 lines
2.9 KiB
C
Executable File

//-----------------------------------------------
// 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_