/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2018 MaxED This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ #include //#include #include #include #include #include #include #include #include #include #include #include #include #include using namespace std; using namespace polylib; mutex surfacelights_lock; std::vector surfacelights; std::map> surfacelightsByFacenum; int total_surflight_points = 0; struct make_surface_lights_args_t { const mbsp_t *bsp; const globalconfig_t *cfg; }; struct save_winding_points_args_t { vector *points; }; static void SaveWindingCenterFn(winding_t &w, void *userinfo) { auto *args = static_cast(userinfo); args->points->push_back(w.center()); } static void *MakeSurfaceLightsThread(void *arg) { const mbsp_t *bsp = static_cast(arg)->bsp; const globalconfig_t &cfg = *static_cast(arg)->cfg; while (true) { const int i = GetThreadWork(); if (i == -1) break; const mface_t *face = BSP_GetFace(bsp, i); // Face casts light? const gtexinfo_t *info = Face_Texinfo(bsp, face); if (info == nullptr) continue; if (!(info->flags.native & Q2_SURF_LIGHT) || info->value == 0) { if (info->flags.native & Q2_SURF_LIGHT) { qvec3d wc = winding_t::from_face(bsp, face).center(); LogPrint("WARNING: surface light '{}' at [{}] has 0 intensity.\n", Face_TextureName(bsp, face), wc); } continue; } // Create face points... auto poly = GLM_FacePoints(bsp, face); const float facearea = qv::PolyArea(poly.begin(), poly.end()); // Avoid small, or zero-area faces if (facearea < 1) continue; // Create winding... const int numpoints = poly.size(); winding_t winding(numpoints); for (int c = 0; c < numpoints; c++) winding[c] = poly.at(c); winding.remove_colinear(); // Get face normal and midpoint... vec3_t facemidpoint; qvec3d facenormal = Face_Normal(bsp, face); VectorCopy(winding.center(), facemidpoint); VectorMA(facemidpoint, 1, facenormal, facemidpoint); // Lift 1 unit // Dice winding... vector points; save_winding_points_args_t args{}; args.points = &points; winding.dice(cfg.surflightsubdivision.floatValue(), SaveWindingCenterFn, &args); total_surflight_points += points.size(); // Get texture color vec3_t texturecolor; Face_LookupTextureColor(bsp, face, texturecolor); // Calculate emit color and intensity... VectorScale(texturecolor, 1.0f / 255.0f, texturecolor); // Convert to 0..1 range... // Handle arghrad sky light settings http://www.bspquakeeditor.com/arghrad/sunlight.html#sky if (info->flags.native & Q2_SURF_SKY) { // FIXME: this only handles the "_sky_surface" "red green blue" format. // There are other more complex variants we could handle documented in the link above. // FIXME: we require value to be nonzero, see the check above - not sure if this matches arghrad if (cfg.sky_surface.isChanged()) { VectorCopy(cfg.sky_surface.vec3Value(), texturecolor); } } VectorScale(texturecolor, info->value, texturecolor); // Scale by light value // Calculate intensity... float intensity = 0.0f; for (float c : texturecolor) if (c > intensity) intensity = c; if (intensity == 0.0f) continue; // Normalize color... if (intensity > 1.0f) VectorScale(texturecolor, 1.0f / intensity, texturecolor); // Sanity checks... Q_assert(!points.empty()); // Add surfacelight... surfacelight_t l; l.surfnormal = facenormal; l.omnidirectional = (info->flags.native & Q2_SURF_SKY) ? true : false; l.points = points; VectorCopy(facemidpoint, l.pos); // Store surfacelight settings... l.totalintensity = intensity * facearea; l.intensity = l.totalintensity / points.size(); VectorCopy(texturecolor, l.color); // Init bbox... l.bounds = qvec3d(0); if (!novisapprox) l.bounds = EstimateVisibleBoundsAtPoint(facemidpoint); // Store light... unique_lock lck{surfacelights_lock}; surfacelights.push_back(l); const int index = static_cast(surfacelights.size()) - 1; surfacelightsByFacenum[Face_GetNum(bsp, face)].push_back(index); } return nullptr; } const std::vector &SurfaceLights() { return surfacelights; } int TotalSurfacelightPoints() { return total_surflight_points; } // No surflight_debug (yet?), so unused... const std::vector &SurfaceLightsForFaceNum(int facenum) { const auto &vec = surfacelightsByFacenum.find(facenum); if (vec != surfacelightsByFacenum.end()) return vec->second; static std::vector empty; return empty; } void // Quake 2 surface lights MakeSurfaceLights(const globalconfig_t &cfg, const mbsp_t *bsp) { LogPrint("--- MakeSurfaceLights ---\n"); make_surface_lights_args_t args{bsp, &cfg}; RunThreadsOn(0, bsp->dfaces.size(), MakeSurfaceLightsThread, static_cast(&args)); }