/* 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 using namespace std; using namespace polylib; static mutex surfacelights_lock; static std::vector surfacelights; static std::map> surfacelightsByFacenum; static size_t total_surflight_points = 0; void ResetSurflight() { surfacelights = {}; surfacelightsByFacenum = {}; total_surflight_points = {}; } std::vector &GetSurfaceLights() { return surfacelights; } size_t GetSurflightPoints() { return total_surflight_points; } int LightStyleForTargetname(const settings::worldspawn_keys &cfg, const std::string &targetname); static void MakeSurfaceLight(const mbsp_t *bsp, const settings::worldspawn_keys &cfg, const mface_t *face, std::optional texture_color, bool is_directional, bool is_sky, int32_t style, int32_t light_value) { // Create face points... auto poly = Face_Points(bsp, face); const float facearea = qv::PolyArea(poly.begin(), poly.end()); const surfflags_t &extended_flags = extended_texinfo_flags[face->texinfo]; // Avoid small, or zero-area faces if (facearea < 1) return; // Create winding... winding_t winding = winding_t::from_winding_points(poly); winding.remove_colinear(); // Get face normal and midpoint... qvec3d facenormal = Face_Normal(bsp, face); qvec3d facemidpoint = winding.center() + facenormal; // Lift 1 unit // Dice winding... vector points; size_t points_before_culling = 0; winding.dice(cfg.surflightsubdivision.value(), [&](winding_t &w) { ++points_before_culling; qvec3f point = w.center() + facenormal; // optimization - cull surface lights in the void // also try to move them if they're slightly inside a wall auto [fixed_point, success] = FixLightOnFace(bsp, point, false, 0.5f); if (!success) { return; } points.push_back(fixed_point); }); // Calculate emit color and intensity... if (extended_flags.surflight_color.has_value()) { texture_color = extended_flags.surflight_color.value(); } else { // Handle arghrad sky light settings http://www.bspquakeeditor.com/arghrad/sunlight.html#sky if (!texture_color.has_value()) { if (cfg.sky_surface.is_changed() && is_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 texture_color = cfg.sky_surface.value() * 255.0; } else { texture_color = qvec3f(Face_LookupTextureColor(bsp, face)); } } } texture_color.value() /= 255.0; texture_color.value() *= light_value; // Scale by light value // Calculate intensity... float intensity = qv::max(texture_color.value()); if (intensity == 0.0f) return; // Normalize color... if (intensity > 1.0f) texture_color.value() *= 1.0f / intensity; // Sanity checks... if (points.empty()) return; // Add surfacelight... surfacelight_t l; l.surfnormal = facenormal; l.omnidirectional = !is_directional; l.points = std::move(points); if (extended_flags.surflight_targetname) { l.style = LightStyleForTargetname(cfg, extended_flags.surflight_targetname.value()); } else if (extended_flags.surflight_style) { l.style = extended_flags.surflight_style.value(); } else { l.style = style; } l.rescale = extended_flags.surflight_rescale; l.minlight_scale = extended_flags.surflight_minlight_scale; // Init bbox... if (light_options.visapprox.value() == visapprox_t::RAYS) { l.bounds = EstimateVisibleBoundsAtPoint(facemidpoint); } for (auto &pt : l.points) { if (light_options.visapprox.value() == visapprox_t::VIS) { l.leaves.push_back(Light_PointInLeaf(bsp, pt)); } else if (light_options.visapprox.value() == visapprox_t::RAYS) { l.bounds += EstimateVisibleBoundsAtPoint(pt); } } l.pos = facemidpoint; // Store surfacelight settings... l.totalintensity = intensity * facearea; l.intensity = l.totalintensity / points_before_culling; l.color = texture_color.value(); // Store light... unique_lock lck{surfacelights_lock}; total_surflight_points += l.points.size(); surfacelights.push_back(l); const int index = static_cast(surfacelights.size()) - 1; surfacelightsByFacenum[Face_GetNum(bsp, face)].push_back(index); } std::optional> IsSurfaceLitFace(const mbsp_t *bsp, const mface_t *face) { if (bsp->loadversion->game->id == GAME_QUAKE_II) { // first, check if it's a Q2 surface const mtexinfo_t *info = Face_Texinfo(bsp, face); if (info != nullptr && (info->flags.native & Q2_SURF_LIGHT) && info->value > 0) { return std::make_tuple(info->value, 0, qvec3d(Face_LookupTextureColor(bsp, face)), nullptr); } } for (const auto &surflight : GetSurfaceLightTemplates()) { if (FaceMatchesSurfaceLightTemplate( bsp, face, ModelInfoForFace(bsp, face - bsp->dfaces.data()), *surflight, SURFLIGHT_RAD)) { return std::make_tuple(surflight->light.value(), surflight->style.value(), surflight->color.is_changed() ? surflight->color.value() : qvec3d(Face_LookupTextureColor(bsp, face)), surflight.get()); } } return std::nullopt; } static void MakeSurfaceLightsThread(const mbsp_t *bsp, const settings::worldspawn_keys &cfg, size_t i) { const mface_t *face = BSP_GetFace(bsp, i); // Face casts light? if (bsp->loadversion->game->id == GAME_QUAKE_II) { // first, check if it's a Q2 surface const mtexinfo_t *info = Face_Texinfo(bsp, face); if (info != nullptr) { 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(); logging::print( "WARNING: surface light '{}' at [{}] has 0 intensity.\n", Face_TextureName(bsp, face), wc); } } else { MakeSurfaceLight(bsp, cfg, face, std::nullopt, !(info->flags.native & Q2_SURF_SKY), (info->flags.native & Q2_SURF_SKY), 0, info->value); } } } // check matching templates for (const auto &surflight : GetSurfaceLightTemplates()) { if (FaceMatchesSurfaceLightTemplate( bsp, face, ModelInfoForFace(bsp, face - bsp->dfaces.data()), *surflight, SURFLIGHT_RAD)) { std::optional texture_color; if (surflight->color.is_changed()) { texture_color = surflight->color.value(); } MakeSurfaceLight(bsp, cfg, face, texture_color, !surflight->epairs->has("_surface_spotlight") ? true : !!surflight->epairs->get_int("_surface_spotlight"), surflight->epairs->get_int("_surface_is_sky"), surflight->epairs->get_int("style"), surflight->light.value()); } } } // 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 MakeRadiositySurfaceLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp) { logging::funcheader(); logging::parallel_for( static_cast(0), bsp->dfaces.size(), [&](size_t i) { MakeSurfaceLightsThread(bsp, cfg, i); }); if (surfacelights.size()) { logging::print("{} surface lights ({} light points) in use.\n", surfacelights.size(), total_surflight_points); } }