tests: add q2 light cone test
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// Game: Quake 2
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// Format: Quake2
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// entity 0
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{
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"classname" "worldspawn"
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"_tb_textures" "textures/e1u1"
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"_bounce" "0"
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// brush 0
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{
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( 480 1088 928 ) ( 480 1089 928 ) ( 480 1088 929 ) e1u1/twall2_1 0 32 0 1 1
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( 704 1088 928 ) ( 704 1088 929 ) ( 705 1088 928 ) e1u1/twall2_1 0 32 0 1 1
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( 704 1088 928 ) ( 705 1088 928 ) ( 704 1089 928 ) e1u1/twall2_1 0 0 0 1 1
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( 944 1472 944 ) ( 944 1473 944 ) ( 945 1472 944 ) e1u1/twall2_1 0 0 0 1 1
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( 944 1488 944 ) ( 945 1488 944 ) ( 944 1488 945 ) e1u1/twall2_1 0 32 0 1 1
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( 1440 1472 944 ) ( 1440 1472 945 ) ( 1440 1473 944 ) e1u1/twall2_1 0 32 0 1 1
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}
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// brush 1
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{
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( 480 1088 1248 ) ( 480 1089 1248 ) ( 480 1088 1249 ) e1u1/twall2_1 0 96 0 1 1
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( 704 1072 1248 ) ( 704 1072 1249 ) ( 705 1072 1248 ) e1u1/twall2_1 0 96 0 1 1
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( 704 1088 1248 ) ( 705 1088 1248 ) ( 704 1089 1248 ) e1u1/twall2_1 0 0 0 1 1
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( 944 1472 1264 ) ( 944 1473 1264 ) ( 945 1472 1264 ) e1u1/twall2_1 0 0 0 1 1
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( 944 1488 1264 ) ( 945 1488 1264 ) ( 944 1488 1265 ) e1u1/twall2_1 0 96 0 1 1
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( 1440 1472 1264 ) ( 1440 1472 1265 ) ( 1440 1473 1264 ) e1u1/twall2_1 0 96 0 1 1
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}
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// brush 2
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{
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( 480 1072 928 ) ( 480 1073 928 ) ( 480 1072 929 ) e1u1/twall2_1 16 32 0 1 1
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( 704 1072 928 ) ( 704 1072 929 ) ( 705 1072 928 ) e1u1/twall2_1 0 32 0 1 1
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( 704 1072 928 ) ( 705 1072 928 ) ( 704 1073 928 ) e1u1/twall2_1 0 -16 0 1 1
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( 944 1456 1248 ) ( 944 1457 1248 ) ( 945 1456 1248 ) e1u1/twall2_1 0 -16 0 1 1
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( 944 1088 944 ) ( 945 1088 944 ) ( 944 1088 945 ) e1u1/twall2_1 0 32 0 1 1
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( 1456 1456 944 ) ( 1456 1456 945 ) ( 1456 1457 944 ) e1u1/twall2_1 16 32 0 1 1
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}
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// brush 3
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{
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( 480 1392 928 ) ( 480 1393 928 ) ( 480 1392 929 ) e1u1/twall2_1 -48 32 0 1 1
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( 832 1472 928 ) ( 832 1472 929 ) ( 833 1472 928 ) e1u1/twall2_1 0 32 0 1 1
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( 832 1392 928 ) ( 833 1392 928 ) ( 832 1393 928 ) e1u1/twall2_1 -128 48 0 1 1
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( 1072 1776 1248 ) ( 1072 1777 1248 ) ( 1073 1776 1248 ) e1u1/twall2_1 -128 48 0 1 1
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( 1072 1504 944 ) ( 1073 1504 944 ) ( 1072 1504 945 ) e1u1/twall2_1 -128 32 0 1 1
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( 1440 1392 928 ) ( 1440 1392 929 ) ( 1440 1393 928 ) e1u1/twall2_1 -48 32 0 1 1
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}
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// brush 4
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{
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( 1440 1088 1056 ) ( 1440 1089 1056 ) ( 1440 1088 1057 ) e1u1/twall2_1 0 32 0 1 1
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( 1120 1088 1056 ) ( 1120 1088 1057 ) ( 1121 1088 1056 ) e1u1/twall2_1 96 32 0 1 1
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( 1120 1088 928 ) ( 1121 1088 928 ) ( 1120 1089 928 ) e1u1/twall2_1 96 0 0 1 1
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( 1360 1472 1248 ) ( 1360 1473 1248 ) ( 1361 1472 1248 ) e1u1/twall2_1 96 0 0 1 1
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( 1360 1488 1072 ) ( 1361 1488 1072 ) ( 1360 1488 1073 ) e1u1/twall2_1 96 32 0 1 1
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( 1456 1472 1072 ) ( 1456 1472 1073 ) ( 1456 1473 1072 ) e1u1/twall2_1 0 32 0 1 1
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}
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// brush 5
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{
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( 464 1088 1056 ) ( 464 1089 1056 ) ( 464 1088 1057 ) e1u1/twall2_1 0 32 0 1 1
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( 144 1072 1056 ) ( 144 1072 1057 ) ( 145 1072 1056 ) e1u1/twall2_1 48 32 0 1 1
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( 144 1088 928 ) ( 145 1088 928 ) ( 144 1089 928 ) e1u1/twall2_1 48 0 0 1 1
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( 384 1472 1248 ) ( 384 1473 1248 ) ( 385 1472 1248 ) e1u1/twall2_1 48 0 0 1 1
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( 384 1488 1072 ) ( 385 1488 1072 ) ( 384 1488 1073 ) e1u1/twall2_1 48 32 0 1 1
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( 480 1472 1072 ) ( 480 1472 1073 ) ( 480 1473 1072 ) e1u1/twall2_1 0 32 0 1 1
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}
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}
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// entity 1
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{
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"classname" "info_player_start"
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"origin" "1048 1120 968"
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"angle" "90"
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}
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// entity 2
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{
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"classname" "light"
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"origin" "904 1216 952"
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"target" "t1"
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"light" "500"
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}
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// entity 3
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{
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"classname" "light"
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"origin" "1048 1216 952"
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"target" "t2"
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"_cone" "10"
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"light" "500"
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}
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// entity 4
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{
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"classname" "light"
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"origin" "1192 1216 952"
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"target" "t3"
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"angle" "20"
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"light" "500"
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}
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// entity 5
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{
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"classname" "info_null"
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"origin" "904 1256 952"
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"targetname" "t1"
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}
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// entity 6
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{
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"classname" "info_null"
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"origin" "1048 1256 952"
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"targetname" "t2"
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}
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// entity 7
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{
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"classname" "info_null"
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"origin" "1192 1256 952"
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"targetname" "t3"
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}
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@ -513,3 +513,20 @@ TEST_CASE("surface lights minlight" * doctest::may_fail()) {
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CheckFaceLuxels(bsp, *liquid_face, l, &lit);
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}
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TEST_CASE("q2_light_cone") {
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auto [bsp, bspx] = QbspVisLight_Q2("q2_light_cone.map", {});
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// lights are 256 units from wall
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// all 3 lights have a 10 degree cone radius
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// radius on wall should be 256 * sin(10 degrees) = 44.45 units
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auto check_cutoff = [&](const qvec3d &position){
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CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0,0,0}, position + qvec3d{16,0,0});
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CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {243,243,243}, position - qvec3d{16,0,0});
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};
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check_cutoff({948, 1472, 952});
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check_cutoff({1092, 1472, 952});
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check_cutoff({1236, 1472, 952});
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}
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