/* Copyright (C) 1996-1997 Id Software, Inc. 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 entity_t *entities; static entity_t *entities_tail; static int num_entities; static int num_lights; entity_t *lights[MAX_LIGHTS]; /* surface lights */ #define MAX_SURFLIGHT_TEMPLATES 256 entity_t *surfacelight_templates[MAX_SURFLIGHT_TEMPLATES]; int num_surfacelight_templates; static void MakeSurfaceLights(const bsp2_t *bsp); /* temporary storage for sunlight settings before the sun_t objects are created. */ lockable_vec_t sunlight { 0.0f }; /* main sun */ lockable_vec3_t sunlight_color { 255.0f, 255.0f, 255.0f }; lockable_vec_t sun2 { 0.0f }; /* second sun */ lockable_vec3_t sun2_color { 255.0f, 255.0f, 255.0f }; lockable_vec_t sunlight2 { 0.0f }; /* top sky dome */ lockable_vec3_t sunlight2_color { 255.0f, 255.0f, 255.0f }; lockable_vec_t sunlight3 { 0.0f }; /* bottom sky dome */ lockable_vec3_t sunlight3_color { 255.0f, 255.0f, 255.0f }; lockable_vec_t sunlight_dirt { 0.0f }; lockable_vec_t sunlight2_dirt { 0.0f }; lockable_vec3_t sunvec { 0.0f, 0.0f, -1.0f }; /* defaults to straight down */ lockable_vec3_t sun2vec { 0.0f, 0.0f, -1.0f }; /* defaults to straight down */ lockable_vec_t sun_deviance { 0.0f }; /* * ============================================================================ * ENTITY FILE PARSING * If a light has a targetname, generate a unique style in the 32-63 range * ============================================================================ */ #define MAX_LIGHT_TARGETS 32 static int numlighttargets; static char lighttargets[MAX_LIGHT_TARGETS][MAX_ENT_VALUE]; static void SetKeyValue(entity_t *ent, const char *key, const char *value) { epair_t *ep; for (ep = ent->epairs; ep; ep = ep->next) if (!strcmp(ep->key, key)) { strcpy(ep->value, value); return; } ep = (epair_t *) malloc(sizeof(*ep)); ep->next = ent->epairs; ent->epairs = ep; strcpy(ep->key, key); strcpy(ep->value, value); } static entity_t *WorldEnt() { if (0 != strcmp("worldspawn", ValueForKey(entities, "classname"))) { Error("WorldEnt() failed to get worldspawn"); } return entities; } void SetWorldKeyValue(const char *key, const char *value) { SetKeyValue(WorldEnt(), key, value); } const char *WorldValueForKey(const char *key) { return ValueForKey(WorldEnt(), key); } static int LightStyleForTargetname(const char *targetname) { int i; for (i = 0; i < numlighttargets; i++) if (!strcmp(lighttargets[i], targetname)) return 32 + i; if (i == MAX_LIGHT_TARGETS) Error("%s: Too many unique light targetnames\n", __func__); strcpy(lighttargets[i], targetname); numlighttargets++; return numlighttargets - 1 + 32; } /* * ================== * MatchTargets * ================== */ static void MatchTargets(void) { entity_t *entity; const entity_t *target; for (entity = entities; entity; entity = entity->next) { if (!entity->target[0]) continue; for (target = entities; target; target = target->next) { if (!strcmp(target->targetname, entity->target)) { entity->targetent = target; break; } } if (target == NULL) { logprint("WARNING: entity at (%s) (%s) has unmatched " "target (%s)\n", VecStr(entity->origin), entity->classname, entity->target); continue; } /* set the style on the source ent for switchable lights */ // ericw -- this seems completely useless, why would the // triggering entity need to have the light's style key? // // disabling because it can cause problems, e.g. if the // triggering entity is a monster, and the style key is used // by the mod. #if 0 if (target->style) { char style[10]; entity->style = target->style; snprintf(style, sizeof(style), "%d", entity->style); SetKeyValue(entity, "style", style); } #endif } } static void SetupSpotlights(void) { entity_t *entity; for (entity = entities; entity; entity = entity->next) { if (strncmp(entity->classname, "light", 5)) continue; if (entity->targetent) { VectorSubtract(entity->targetent->origin, entity->origin, entity->spotvec); VectorNormalize(entity->spotvec); entity->spotlight = true; } if (entity->spotlight) { vec_t angle, angle2; angle = (entity->spotangle > 0) ? entity->spotangle : 40; entity->spotfalloff = -cos(angle / 2 * Q_PI / 180); angle2 = entity->spotangle2; if (angle2 <= 0 || angle2 > angle) angle2 = angle; entity->spotfalloff2 = -cos(angle2 / 2 * Q_PI / 180); } } } /* helper function */ static void scan_vec3(vec3_t dest, const char *buf, const char *name) { int i; double vec[3] = { 0.0, 0.0, 0.0 }; if (sscanf(buf, "%lf %lf %lf", &vec[0], &vec[1], &vec[2]) != 3) logprint("WARNING: Not 3 values for %s\n", name); for (i = 0; i < 3; ++i) dest[i] = vec[i]; } static void vec_from_mangle(vec3_t v, const vec3_t m) { vec3_t tmp; VectorScale(m, Q_PI / 180, tmp); v[0] = cos(tmp[0]) * cos(tmp[1]); v[1] = sin(tmp[0]) * cos(tmp[1]); v[2] = sin(tmp[1]); } /* detect colors with components in 0-1 and scale them to 0-255 */ void normalize_color_format(vec3_t color) { if (color[0] >= 0 && color[0] <= 1 && color[1] >= 0 && color[1] <= 1 && color[2] >= 0 && color[2] <= 1) { VectorScale(color, 255, color); } } static void CheckEntityFields(entity_t *entity) { if (!entity->light.light) entity->light.light = DEFAULTLIGHTLEVEL; if (entity->atten <= 0.0) entity->atten = 1.0; if (entity->anglescale < 0 || entity->anglescale > 1.0) entity->anglescale = global_anglescale; if (entity->formula < LF_LINEAR || entity->formula >= LF_COUNT) { static qboolean warned_once = true; if (!warned_once) { warned_once = true; logprint("WARNING: unknown formula number (%d) in delay field\n" " %s at (%s)\n" " (further formula warnings will be supressed)\n", entity->formula, entity->classname, VecStr(entity->origin)); } entity->formula = LF_LINEAR; } /* set up deviance and samples defaults */ if (entity->deviance > 0 && entity->num_samples == 0) { entity->num_samples = 16; } if (entity->deviance <= 0.0f || entity->num_samples <= 1) { entity->deviance = 0.0f; entity->num_samples = 1; } /* For most formulas, we need to divide the light value by the number of samples (jittering) to keep the brightness approximately the same. */ if (entity->formula == LF_INVERSE || entity->formula == LF_INVERSE2 || entity->formula == LF_INFINITE || (entity->formula == LF_LOCALMIN && addminlight) || entity->formula == LF_INVERSE2A) { entity->light.light /= entity->num_samples; } if (!VectorCompare(entity->light.color, vec3_origin)) { if (!write_litfile) { if (scaledonly) { write_litfile = 2; logprint("Colored light entities detected: " "bspxlit output enabled.\n"); } else { write_litfile = 1; logprint("Colored light entities detected: " ".lit output enabled.\n"); } } } else { VectorCopy(vec3_white, entity->light.color); } } /* * ============= * Dirt_ResolveFlag * * Resolves a dirt flag (0=default, 1=enable, -1=disable) to a boolean * ============= */ static qboolean Dirt_ResolveFlag(int dirtInt) { if (dirtInt == 1) return true; else if (dirtInt == -1) return false; else return globalDirt; } /* * ============= * AddSun * ============= */ static void AddSun(vec3_t sunvec, vec_t light, const vec3_t color, int dirtInt) { sun_t *sun = (sun_t *) malloc(sizeof(sun_t)); memset(sun, 0, sizeof(*sun)); VectorCopy(sunvec, sun->sunvec); VectorNormalize(sun->sunvec); VectorScale(sun->sunvec, -16384, sun->sunvec); sun->sunlight.light = light; VectorCopy(color, sun->sunlight.color); sun->anglescale = global_anglescale; sun->dirt = Dirt_ResolveFlag(dirtInt); // add to list sun->next = suns; suns = sun; // printf( "sun is using vector %f %f %f light %f color %f %f %f anglescale %f dirt %d resolved to %d\n", // sun->sunvec[0], sun->sunvec[1], sun->sunvec[2], sun->sunlight.light, // sun->sunlight.color[0], sun->sunlight.color[1], sun->sunlight.color[2], // anglescale, // dirtInt, // (int)sun->dirt); } /* * ============= * SetupSuns * * Creates a sun_t object for the "_sunlight" worldspawn key, * optionall many suns if the "_sunlight_penumbra" key is used. * * From q3map2 * ============= */ static void SetupSun(vec_t light, const vec3_t color, const vec3_t sunvec_in) { vec3_t sunvec; int i; int sun_num_samples = sunsamples; if (sun_deviance.value == 0) { sun_num_samples = 1; } else { logprint("using _sunlight_penumbra of %f degrees from worldspawn.\n", sun_deviance.value); } VectorCopy(sunvec_in, sunvec); VectorNormalize(sunvec); //printf( "input sunvec %f %f %f. deviance is %f, %d samples\n",sunvec[0],sunvec[1], sunvec[2], sun_deviance, sun_num_samples); /* set photons */ light /= sun_num_samples; for ( i = 0; i < sun_num_samples; i++ ) { vec3_t direction; /* calculate sun direction */ if ( i == 0 ) { VectorCopy( sunvec, direction ); } else { vec_t da, de; vec_t d = sqrt( sunvec[ 0 ] * sunvec[ 0 ] + sunvec[ 1 ] * sunvec[ 1 ] ); vec_t angle = atan2( sunvec[ 1 ], sunvec[ 0 ] ); vec_t elevation = atan2( sunvec[ 2 ], d ); /* jitter the angles (loop to keep random sample within sun->deviance steridians) */ do { da = ( Random() * 2.0f - 1.0f ) * DEG2RAD(sun_deviance.value); de = ( Random() * 2.0f - 1.0f ) * DEG2RAD(sun_deviance.value); } while ( ( da * da + de * de ) > ( sun_deviance.value * sun_deviance.value ) ); angle += da; elevation += de; /* create new vector */ direction[ 0 ] = cos( angle ) * cos( elevation ); direction[ 1 ] = sin( angle ) * cos( elevation ); direction[ 2 ] = sin( elevation ); } //printf( "sun %d is using vector %f %f %f\n", i, direction[0], direction[1], direction[2]); AddSun(direction, light, color, (int)sunlight_dirt.value); } } static void SetupSuns() { SetupSun(sunlight.value, sunlight_color.value, sunvec.value); if (sun2.value != 0) { logprint("creating sun2\n"); SetupSun(sun2.value, sun2_color.value, sun2vec.value); } } /* * ============= * SetupSkyDome * * Setup a dome of suns for the "_sunlight2" worldspawn key. * * From q3map2 * ============= */ static void SetupSkyDome() { int i, j, numSuns; int angleSteps, elevationSteps; int iterations; float angle, elevation; float angleStep, elevationStep; vec3_t direction; /* pick a value for 'iterations' so that 'numSuns' will be close to 'sunsamples' */ iterations = rint(sqrt((sunsamples - 1) / 4)) + 1; iterations = qmax(iterations, 2); /* dummy check */ if ( sunlight2.value <= 0.0f && sunlight3.value <= 0.0f ) { return; } /* setup */ elevationSteps = iterations - 1; angleSteps = elevationSteps * 4; angle = 0.0f; elevationStep = DEG2RAD( 90.0f / (elevationSteps + 1) ); /* skip elevation 0 */ angleStep = DEG2RAD( 360.0f / angleSteps ); /* calc individual sun brightness */ numSuns = angleSteps * elevationSteps + 1; if (sunlight2.value > 0) { logprint("using %d suns for _sunlight2. total light: %f color: %f %f %f\n", numSuns, sunlight2.value, sunlight2_color.value[0], sunlight2_color.value[1], sunlight2_color.value[2]); } if (sunlight3.value > 0) { logprint("using %d suns for _sunlight3. total light: %f color: %f %f %f\n", numSuns, sunlight3.value, sunlight3_color.value[0], sunlight3_color.value[1], sunlight3_color.value[2]); } // FIXME: Don't modify setting, make a copy sunlight2.value /= numSuns; sunlight3.value /= numSuns; /* iterate elevation */ elevation = elevationStep * 0.5f; angle = 0.0f; for ( i = 0, elevation = elevationStep * 0.5f; i < elevationSteps; i++ ) { /* iterate angle */ for ( j = 0; j < angleSteps; j++ ) { /* create sun */ direction[ 0 ] = cos( angle ) * cos( elevation ); direction[ 1 ] = sin( angle ) * cos( elevation ); direction[ 2 ] = -sin( elevation ); /* insert top hemisphere light */ if (sunlight2.value > 0) { AddSun(direction, sunlight2.value, sunlight2_color.value, sunlight2_dirt.value); } direction[ 2 ] = -direction[ 2 ]; /* insert bottom hemisphere light */ if (sunlight3.value > 0) { AddSun(direction, sunlight3.value, sunlight3_color.value, sunlight2_dirt.value); } /* move */ angle += angleStep; } /* move */ elevation += elevationStep; angle += angleStep / elevationSteps; } /* create vertical sun */ VectorSet( direction, 0.0f, 0.0f, 1.0f ); if (sunlight2.value > 0) { AddSun(direction, sunlight2.value, sunlight2_color.value, sunlight2_dirt.value); } VectorSet( direction, 0.0f, 0.0f, -1.0f ); if (sunlight3.value > 0) { AddSun(direction, sunlight3.value, sunlight3_color.value, sunlight2_dirt.value); } } #if 0 /* * Quick count of entities. * Assumes correct syntax, etc. */ static int CountEntities(const char *entitystring) { const char *pos = entitystring; int count = 0; while (1) { pos += strcspn(pos, "/{"); if (!*pos) return count; /* It's probably overkill to consider comments, but... */ if (*pos == '/') { pos++; if (*pos == '*') { pos++; while (1) { pos = strchr(pos, '*'); if (!pos) return count; if (pos[1] == '/') { pos += 2; break; } } } else if (*pos == '/') { pos = strchr(pos, '\n'); if (!pos) return count; } continue; } /* Add one entity for every opening brace */ count++; pos++; } } #endif /* * ============= * Entities_Insert * * Adds the entity to the linked list * ============= */ static void Entities_Insert(entity_t *entity) { /* Insert it into the tail end of the list */ if (num_entities == 0) { entities = entity; entities_tail = entity; } else { entities_tail->next = entity; entities_tail = entity; } entity->next = NULL; num_entities++; } /* * ============= * DuplicateEntity * ============= */ static entity_t * DuplicateEntity(const entity_t *src) { epair_t *ep; entity_t *entity = (entity_t *)malloc(sizeof(entity_t)); memcpy(entity, src, sizeof(entity_t)); /* also copy epairs */ entity->epairs = NULL; for (ep = src->epairs; ep; ep = ep->next) SetKeyValue(entity, ep->key, ep->value); /* also insert into the entity list */ entity->next = NULL; Entities_Insert(entity); return entity; } /* * ============= * JitterEntity * * Creates jittered copies of the light if specified using the "_samples" and "_deviance" keys. * * From q3map2 * ============= */ static void JitterEntity(entity_t *entity) { int j; /* jitter the light */ for ( j = 1; j < entity->num_samples; j++ ) { /* create a light */ entity_t *light2 = DuplicateEntity(entity); light2->generated = true; // don't write generated light to bsp /* jitter it */ light2->origin[ 0 ] = entity->origin[ 0 ] + ( Random() * 2.0f - 1.0f ) * entity->deviance; light2->origin[ 1 ] = entity->origin[ 1 ] + ( Random() * 2.0f - 1.0f ) * entity->deviance; light2->origin[ 2 ] = entity->origin[ 2 ] + ( Random() * 2.0f - 1.0f ) * entity->deviance; } } static void JitterEntities() { entity_t *old_tail; entity_t *entity; // We will append to the list during iteration. This is the entity // to stop at. old_tail = entities_tail; for (entity = entities; entity; entity = entity->next) { if (!strncmp(entity->classname, "light", 5)) { JitterEntity(entity); } if (entity == old_tail) break; } } void Matrix4x4_CM_Projection_Inf(float *proj, float fovx, float fovy, float neard) { float xmin, xmax, ymin, ymax; float nudge = 1; //proj ymax = neard * tan( fovy * Q_PI / 360.0 ); ymin = -ymax; if (fovx == fovy) { xmax = ymax; xmin = ymin; } else { xmax = neard * tan( fovx * Q_PI / 360.0 ); xmin = -xmax; } proj[0] = (2*neard) / (xmax - xmin); proj[4] = 0; proj[8] = (xmax + xmin) / (xmax - xmin); proj[12] = 0; proj[1] = 0; proj[5] = (2*neard) / (ymax - ymin); proj[9] = (ymax + ymin) / (ymax - ymin); proj[13] = 0; proj[2] = 0; proj[6] = 0; proj[10] = -1 * ((float)(1<<21)/(1<<22)); proj[14] = -2*neard * nudge; proj[3] = 0; proj[7] = 0; proj[11] = -1; proj[15] = 0; } float *Matrix4x4_CM_NewRotation(float ret[16], float a, float x, float y, float z) { float c = cos(a* Q_PI / 180.0); float s = sin(a* Q_PI / 180.0); ret[0] = x*x*(1-c)+c; ret[4] = x*y*(1-c)-z*s; ret[8] = x*z*(1-c)+y*s; ret[12] = 0; ret[1] = y*x*(1-c)+z*s; ret[5] = y*y*(1-c)+c; ret[9] = y*z*(1-c)-x*s; ret[13] = 0; ret[2] = x*z*(1-c)-y*s; ret[6] = y*z*(1-c)+x*s; ret[10] = z*z*(1-c)+c; ret[14] = 0; ret[3] = 0; ret[7] = 0; ret[11] = 0; ret[15] = 1; return ret; } float *Matrix4x4_CM_NewTranslation(float ret[16], float x, float y, float z) { ret[0] = 1; ret[4] = 0; ret[8] = 0; ret[12] = x; ret[1] = 0; ret[5] = 1; ret[9] = 0; ret[13] = y; ret[2] = 0; ret[6] = 0; ret[10] = 1; ret[14] = z; ret[3] = 0; ret[7] = 0; ret[11] = 0; ret[15] = 1; return ret; } void Matrix4_Multiply(const float *a, const float *b, float *out) { out[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3]; out[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3]; out[2] = a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3]; out[3] = a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3]; out[4] = a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7]; out[5] = a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7]; out[6] = a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7]; out[7] = a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7]; out[8] = a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11]; out[9] = a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11]; out[10] = a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11]; out[11] = a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11]; out[12] = a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15]; out[13] = a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15]; out[14] = a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15]; out[15] = a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15]; } void Matrix4x4_CM_ModelViewMatrix(float *modelview, const vec3_t viewangles, const vec3_t vieworg) { float t2[16]; float tempmat[16]; //load identity. memset(modelview, 0, sizeof(*modelview)*16); #if FULLYGL modelview[0] = 1; modelview[5] = 1; modelview[10] = 1; modelview[15] = 1; Matrix4_Multiply(modelview, Matrix4_CM_NewRotation(-90, 1, 0, 0), tempmat); // put Z going up Matrix4_Multiply(tempmat, Matrix4_CM_NewRotation(90, 0, 0, 1), modelview); // put Z going up #else //use this lame wierd and crazy identity matrix.. modelview[2] = -1; modelview[4] = -1; modelview[9] = 1; modelview[15] = 1; #endif //figure out the current modelview matrix //I would if some of these, but then I'd still need a couple of copys Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[2], 1, 0, 0), tempmat); Matrix4_Multiply(tempmat, Matrix4x4_CM_NewRotation(t2, -viewangles[0], 0, 1, 0), modelview); Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[1], 0, 0, 1), tempmat); Matrix4_Multiply(tempmat, Matrix4x4_CM_NewTranslation(t2, -vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up } void Matrix4x4_CM_MakeModelViewProj (const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy, float *modelviewproj) { float modelview[16]; float proj[16]; Matrix4x4_CM_ModelViewMatrix(modelview, viewangles, vieworg); Matrix4x4_CM_Projection_Inf(proj, fovx, fovy, 4); Matrix4_Multiply(proj, modelview, modelviewproj); } float CalcFov (float fov_x, float width, float height) { float a; float x; if (fov_x < 1 || fov_x > 179) Error ("Bad fov: %f", fov_x); x = fov_x/360*Q_PI; x = tan(x); x = width/x; a = atan (height/x); a = a*360/Q_PI; return a; } /* finds the texture that is meant to be projected. */ static miptex_t *FindProjectionTexture(const bsp2_t *bsp, const char *texname) { dmiptexlump_t *miplump = bsp->dtexdata.header; miptex_t *miptex; int texnum; /*outer loop finds the textures*/ for (texnum = 0; texnum< miplump->nummiptex; texnum++) { miptex = (miptex_t*)(bsp->dtexdata.base + miplump->dataofs[texnum]); if (!Q_strcasecmp(miptex->name, texname)) return miptex; } return NULL; } static void FindLights() { int totallights; entity_t *entity; totallights = 0; for (entity = entities; entity; entity = entity->next) { if (totallights == MAX_LIGHTS) { Error("totallights == MAX_LIGHTS"); } if (!strcmp(entity->classname, "worldspawn")) { // HACK: workaround https://github.com/ericwa/tyrutils-ericw/issues/67 // LoadEntities and FindLights need to be completely rewritten. continue; } if (entity->light.light != 0) { lights[totallights++] = entity; } } logprint("FindLights: %d total lights\n", totallights); } static void SetupLightLeafnums(const bsp2_t *bsp) { entity_t *entity; for (entity = entities; entity; entity = entity->next) { entity->leaf = Light_PointInLeaf(bsp, entity->origin); } } /* * ================== * LoadEntities * ================== */ void LoadEntities(const bsp2_t *bsp) { char *data; entity_t *entity; char key[MAX_ENT_KEY]; epair_t *epair; vec3_t vec, projangle; vec_t projfov; qboolean projangleknown; /* start parsing */ num_entities = 0; entities = NULL; entities_tail = NULL; num_lights = 0; data = bsp->dentdata; /* go through all the entities */ while (1) { /* parse the opening brace */ data = COM_Parse(data); if (!data) break; if (com_token[0] != '{') Error("%s: found %s when expecting {", __func__, com_token); /* Allocate a new entity */ entity = (entity_t *)malloc(sizeof(entity_t)); memset(entity, 0, sizeof(*entity)); Entities_Insert(entity); /* Init some fields... */ entity->anglescale = -1; projangle[0] = 20; projangle[1] = 0; projangle[2] = 0; projfov = 90; projangleknown = false; /* go through all the keys in this entity */ while (1) { int c; /* parse key */ data = COM_Parse(data); if (!data) Error("%s: EOF without closing brace", __func__); if (!strcmp(com_token, "}")) break; if (strlen(com_token) > MAX_ENT_KEY - 1) Error("%s: Key length > %i", __func__, MAX_ENT_KEY - 1); strcpy(key, com_token); /* parse value */ data = COM_Parse(data); if (!data) Error("%s: EOF without closing brace", __func__); c = com_token[0]; if (c == '}') Error("%s: closing brace without data", __func__); if (strlen(com_token) > MAX_ENT_VALUE - 1) Error("%s: Value length > %i", __func__, MAX_ENT_VALUE - 1); if (!strcmp(key, "lightmap_scale")) { /*this is parsed by the engine. make sure we're consistent*/ strcpy(key, "_lightmap_scale"); logprint("lightmap_scale should be _lightmap_scale\n"); } epair = (epair_t *) malloc(sizeof(epair_t)); memset(epair, 0, sizeof(epair_t)); strcpy(epair->key, key); strcpy(epair->value, com_token); epair->next = entity->epairs; entity->epairs = epair; if (!strcmp(key, "classname")) strcpy(entity->classname, com_token); else if (!strcmp(key, "target")) strcpy(entity->target, com_token); else if (!strcmp(key, "targetname")) strcpy(entity->targetname, com_token); else if (!strcmp(key, "origin")) scan_vec3(entity->origin, com_token, "origin"); else if (!strncmp(key, "light", 5) || !strcmp(key, "_light")) entity->light.light = atof(com_token); else if (!strcmp(key, "style")) { entity->style = atof(com_token); if (entity->style < 0 || entity->style > 254) Error("Bad light style %i (must be 0-254)", entity->style); } else if (!strcmp(key, "angle")) entity->spotangle = atof(com_token); else if (!strcmp(key, "_softangle")) entity->spotangle2 = atof(com_token); else if (!strcmp(key, "wait")) entity->atten = atof(com_token); else if (!strcmp(key, "delay")) entity->formula = static_cast(atoi(com_token)); else if (!strcmp(key, "mangle")) { if (!projangleknown) scan_vec3(projangle, com_token, key); scan_vec3(vec, com_token, "mangle"); vec_from_mangle(entity->spotvec, vec); entity->spotlight = true; } else if (!strcmp(key, "_color") || !strcmp(key, "color")) { scan_vec3(entity->light.color, com_token, "color"); normalize_color_format(entity->light.color); } else if (!strcmp(key, "_sunlight")) { if (!sunlight.locked) { sunlight.value = atof(com_token); } } else if (!strcmp(key, "_sunlight_mangle") || !strcmp(key, "_sun_mangle")) { scan_vec3(vec, com_token, "_sun_mangle"); vec_from_mangle(sunvec.value, vec); } else if (!strcmp(key, "_sunlight_color")) { if (!sunlight_color.locked) { scan_vec3(sunlight_color.value, com_token, "_sunlight_color"); normalize_color_format(sunlight_color.value); } } else if (!strcmp(key, "_sun2")) { if (!sun2.locked) { sun2.value = atof(com_token); } } else if (!strcmp(key, "_sun2_mangle")) { if (!sun2vec.locked) { scan_vec3(vec, com_token, "_sun2_mangle"); vec_from_mangle(sun2vec.value, vec); } } else if (!strcmp(key, "_sun2_color")) { if (!sun2_color.locked) { scan_vec3(sun2_color.value, com_token, "_sun2_color"); normalize_color_format(sun2_color.value); } } else if (!strcmp(key, "_sunlight2")) { if (!sunlight2.locked) { sunlight2.value = atof(com_token); } } else if (!strcmp(key, "_sunlight3")) { if (!sunlight3.locked) { sunlight3.value = atof(com_token); } } else if (!strcmp(key, "_sunlight2_color") || !strcmp(key, "_sunlight_color2")) { if (!sunlight2_color.locked) { scan_vec3(sunlight2_color.value, com_token, key); normalize_color_format(sunlight2_color.value); } } else if (!strcmp(key, "_sunlight3_color") || !strcmp(key, "_sunlight_color3")) { if (!sunlight3_color.locked) { scan_vec3(sunlight3_color.value, com_token, key); normalize_color_format(sunlight3_color.value); } } else if (!strcmp(key, "_minlight_color")) { scan_vec3(minlight.color, com_token, "_minlight_color"); normalize_color_format(minlight.color); } else if (!strcmp(key, "_anglesense") || !strcmp(key, "_anglescale")) entity->anglescale = atof(com_token); else if (!strcmp(key, "_dirtdepth")) entity->dirtdepth = atof(com_token); else if (!strcmp(key, "_dirtmode")) entity->dirtmode = atoi(com_token); else if (!strcmp(key, "_dirtangle")) entity->dirtangle = atoi(com_token); else if (!strcmp(key, "_sunlight_dirt")) { if (!sunlight_dirt.locked) { sunlight_dirt.value = atoi(com_token); } } else if (!strcmp(key, "_sunlight2_dirt")) { if (!sunlight2_dirt.locked) { sunlight2_dirt.value = atoi(com_token); } } else if (!strcmp(key, "_minlight_dirt")) entity->minlight_dirt = atoi(com_token); else if (!strcmp(key, "_dirtscale")) entity->dirtscale = atof(com_token); else if (!strcmp(key, "_dirtgain")) entity->dirtgain = atof(com_token); else if (!strcmp(key, "_dirt")) { entity->dirt = atoi(com_token); if (entity->dirt == 1 && !dirty.value && !dirty.locked) { logprint("entity with \"_dirt\" \"1\" detected, enabling " "dirtmapping.\n"); dirty.value = true; } } else if (!strcmp(key, "_project_texture")) { entity->projectedmip = FindProjectionTexture(bsp, com_token); if (entity->projectedmip == NULL) { logprint("WARNING: light has \"_project_texture\" \"%s\", but this texture is not present in the bsp\n", com_token); } } else if (!strcmp(key, "_project_mangle")) { projangleknown = true; scan_vec3(projangle, com_token, key); } else if (!strcmp(key, "_project_fov")) { projfov = atof(com_token); } else if (!strcmp(key, "_bleed")) { entity->bleed = atoi(com_token); } else if (!strcmp(key, "_sunlight_penumbra")) { if (!sun_deviance.locked) { sun_deviance.value = atof(com_token); } } else if (!strcmp(key, "_deviance")) { entity->deviance = atof(com_token); } else if (!strcmp(key, "_samples")) { entity->num_samples = atoi(com_token); } else if (!strcmp(key, "_dist")) { entity->dist = atof(com_token); } else if (!strcmp(key, "_range")) { entity->range = atof(com_token); } else if (!strcmp(key, "_gamma")) { lightmapgamma = atof(com_token); logprint("using lightmap gamma value %f\n", lightmapgamma); } else if (!strcmp(key, "_bounce")) { if (!bounce.locked) { bounce.value = atoi(com_token); logprint("_bounce set to %d\n", (int)bounce.value); } } else if (!strcmp(key, "_bouncescale")) { if (!bouncescale.locked) { bouncescale.value = atof(com_token); logprint("_bouncescale set to %f\n", bouncescale.value); } } else if (!strcmp(key, "_bouncecolorscale")) { if (!bouncecolorscale.locked) { bouncecolorscale.value = atof(com_token); bouncecolorscale.value = qmin(qmax(bouncecolorscale.value, 0.0f), 1.0f); logprint("_bouncecolorscale set to %f\n", bouncecolorscale.value); } } } /* * Check light entity fields and any global settings in worldspawn. */ if (!strncmp(entity->classname, "light", 5)) { if (entity->projectedmip) { if (entity->projectedmip->width > entity->projectedmip->height) Matrix4x4_CM_MakeModelViewProj (projangle, entity->origin, projfov, CalcFov(projfov, entity->projectedmip->width, entity->projectedmip->height), entity->projectionmatrix); else Matrix4x4_CM_MakeModelViewProj (projangle, entity->origin, CalcFov(projfov, entity->projectedmip->height, entity->projectedmip->width), projfov, entity->projectionmatrix); } CheckEntityFields(entity); num_lights++; } if (!strncmp(entity->classname, "light", 5)) { if (entity->targetname[0] && !entity->style) { char style[16]; entity->style = LightStyleForTargetname(entity->targetname); snprintf(style, sizeof(style), "%i", entity->style); SetKeyValue(entity, "style", style); } } if (!strcmp(entity->classname, "worldspawn")) { if (entity->light.light > 0 && !minlight.light) { minlight.light = entity->light.light; logprint("using minlight value %i from worldspawn.\n", (int)minlight.light); } else if (minlight.light) { logprint("Using minlight value %i from command line.\n", (int)minlight.light); } if (entity->anglescale >= 0 && entity->anglescale <= 1.0) { global_anglescale = entity->anglescale; logprint("using global anglescale value %f from worldspawn.\n", global_anglescale); } if (entity->dist != 0.0) { scaledist = entity->dist; logprint("using _dist value %f from worldspawn.\n", scaledist); } if (entity->range != 0.0) { rangescale = entity->range; logprint("using _range value %f from worldspawn.\n", rangescale); } if (entity->dirtdepth && !dirtDepth.locked) { dirtDepth.value = entity->dirtdepth; logprint("Using dirtdepth value %f from worldspawn.\n", dirtDepth.value); } if (entity->dirtmode && !dirtMode.locked) { dirtMode.value = entity->dirtmode; logprint("Using dirtmode value %i from worldspawn.\n", (int)dirtMode.value); } if (entity->dirtscale && !dirtScale.locked) { dirtScale.value = entity->dirtscale; logprint("Using dirtscale value %f from worldspawn.\n", dirtScale.value); } if (entity->dirtgain && !dirtGain.locked) { dirtGain.value = entity->dirtgain; logprint("Using dirtgain value %f from worldspawn.\n", dirtGain.value); } if (entity->dirtangle && !dirtAngle.locked) { dirtAngle.value = entity->dirtangle; logprint("Using dirtangle value %f from worldspawn.\n", dirtAngle.value); } if (entity->dirt == 1) { globalDirt = true; if (!dirty.locked) { dirty.value = true; } logprint("Global dirtmapping enabled in worldspawn.\n"); } if (sunlight_dirt.value == 1) { if (!dirty.locked) { dirty.value = true; } logprint("Sunlight dirtmapping enabled in worldspawn.\n"); } else if (sunlight_dirt.value == -1) { logprint("Sunlight dirtmapping disabled in worldspawn.\n"); } if (sunlight2_dirt.value == 1) { if (!dirty.locked) { dirty.value = true; } logprint("Sunlight2 dirtmapping enabled in worldspawn.\n"); } else if (sunlight2_dirt.value == -1) { logprint("Sunlight2 dirtmapping disabled in worldspawn.\n"); } if (entity->minlight_dirt == 1) { minlightDirt = true; if (!dirty.locked) { dirty.value = true; } logprint("Minlight dirtmapping enabled in worldspawn.\n"); } else if (entity->minlight_dirt == -1) { minlightDirt = false; logprint("Minlight dirtmapping disabled in worldspawn.\n"); } else { minlightDirt = globalDirt; } } } if (!VectorCompare(sunlight_color.value, vec3_white) || !VectorCompare(minlight.color, vec3_white) || !VectorCompare(sunlight2_color.value, vec3_white) || !VectorCompare(sunlight3_color.value, vec3_white)) { if (!write_litfile) { write_litfile = true; logprint("Colored light entities detected: " ".lit output enabled.\n"); } } logprint("%d entities read, %d are lights.\n", num_entities, num_lights); } static vec_t Plane_Dist(const vec3_t point, const dplane_t *plane) { switch (plane->type) { case PLANE_X: return point[0] - plane->dist; case PLANE_Y: return point[1] - plane->dist; case PLANE_Z: return point[2] - plane->dist; default: return DotProduct(point, plane->normal) - plane->dist; } } static bool Light_PointInSolid_r(const bsp2_t *bsp, int nodenum, const vec3_t point ) { if (nodenum < 0) { bsp2_dleaf_t *leaf = bsp->dleafs + (-1 - nodenum); return leaf->contents == CONTENTS_SOLID || leaf->contents == CONTENTS_SKY; } const bsp2_dnode_t *node = &bsp->dnodes[nodenum]; vec_t dist = Plane_Dist(point, &bsp->dplanes[node->planenum]); if (dist > 0.1) return Light_PointInSolid_r(bsp, node->children[0], point); else if (dist < -0.1) return Light_PointInSolid_r(bsp, node->children[1], point); else { // too close to the plane, check both sides return Light_PointInSolid_r(bsp, node->children[0], point) || Light_PointInSolid_r(bsp, node->children[1], point); } } // only check hull 0 of model 0 (world) bool Light_PointInSolid(const bsp2_t *bsp, const vec3_t point ) { return Light_PointInSolid_r(bsp, bsp->dmodels[0].headnode[0], point); } static void FixLightOnFace(const bsp2_t *bsp, const vec3_t point, vec3_t point_out) { if (!Light_PointInSolid(bsp, point)) { VectorCopy(point, point_out); return; } for (int i = 0; i < 6; i++) { vec3_t testpoint; VectorCopy(point, testpoint); int axis = i/2; bool add = i%2; testpoint[axis] += (add ? 2 : -2); // sample points are 1 unit off faces. so nudge by 2 units, so the lights are above the sample points if (!Light_PointInSolid(bsp, testpoint)) { VectorCopy(testpoint, point_out); return; } } logprint("WARNING: couldn't nudge light in solid at %f %f %f\n", point[0], point[1], point[2]); VectorCopy(point, point_out); return; } void FixLightsOnFaces(const bsp2_t *bsp) { entity_t *entity; for (entity = entities; entity; entity = entity->next) { if (entity->light.light != 0) { FixLightOnFace(bsp, entity->origin, entity->origin); } } } void SetupLights(const bsp2_t *bsp) { // Creates more light entities, needs to be done before the rest MakeSurfaceLights(bsp); MatchTargets(); JitterEntities(); SetupSpotlights(); SetupSuns(); SetupSkyDome(); FindLights(); FixLightsOnFaces(bsp); SetupLightLeafnums(bsp); } const char * ValueForKey(const entity_t *ent, const char *key) { epair_t *ep; for (ep = ent->epairs; ep; ep = ep->next) if (!strcmp(ep->key, key)) return ep->value; return ""; } entity_t * FindEntityWithKeyPair(const char *key, const char *value) { entity_t *ent; epair_t *ep; for (ent = entities; ent; ent = ent->next) { for (ep = ent->epairs; ep; ep = ep->next) if (!strcmp(ep->key, key)) { if (!strcmp(ep->value, value)) return ent; break; } } return NULL; } void GetVectorForKey(const entity_t *ent, const char *key, vec3_t vec) { const char *value; value = ValueForKey(ent, key); sscanf(value, "%f %f %f", &vec[0], &vec[1], &vec[2]); } static size_t Get_EntityStringSize(const entity_t *entities) { const entity_t *entity; const epair_t *epair; size_t size; size = 0; for (entity = entities; entity; entity = entity->next) { if (!entity->epairs) continue; if (entity->generated) continue; size += 2; /* "{\n" */ for (epair = entity->epairs; epair; epair = epair->next) { /* 6 extra chars for quotes, space and newline */ size += strlen(epair->key) + strlen(epair->value) + 6; } size += 2; /* "}\n" */ } size += 1; /* zero terminator */ return size; } const char * CopyValueWithEscapeSequencesParsed(const char *value) { char *result = copystring(value); const char *inptr = value; char *outptr = result; qboolean bold = false; for ( ; *inptr; inptr++) { if (inptr[0] == '\\' && inptr[1] == 'b') { bold = !bold; // Toggle bold inptr++; continue; } else { int mask = bold ? 128 : 0; *(outptr++) = *inptr | mask; } } *outptr = 0; return result; } /* * ================ * WriteEntitiesToString * FIXME - why even bother re-writing the string? Switchable lights need styles set. * ================ */ void WriteEntitiesToString(bsp2_t *bsp) { const entity_t *entity; const epair_t *epair; size_t space, length; char *pos; if (bsp->dentdata) free(bsp->dentdata); /* FIXME - why are we printing this here? */ logprint("%i switchable light styles\n", numlighttargets); bsp->entdatasize = Get_EntityStringSize(entities); bsp->dentdata = (char *) malloc(bsp->entdatasize); if (!bsp->dentdata) Error("%s: allocation of %d bytes failed\n", __func__, bsp->entdatasize); space = bsp->entdatasize; pos = bsp->dentdata; for (entity = entities; entity; entity = entity->next) { if (!entity->epairs) continue; if (entity->generated) continue; length = snprintf(pos, space, "{\n"); pos += length; space -= length; for (epair = entity->epairs; epair; epair = epair->next) { const char *value; const bool parse_escape_sequences = true; if (parse_escape_sequences) { value = CopyValueWithEscapeSequencesParsed(epair->value); } else { value = epair->value; } length = snprintf(pos, space, "\"%s\" \"%s\"\n", epair->key, value); if (parse_escape_sequences) { free((void *)value); } pos += length; space -= length; } length = snprintf(pos, space, "}\n"); pos += length; space -= length; } } /* * ======================================================================= * SURFACE LIGHTS * ======================================================================= */ FILE *surflights_dump_file; char surflights_dump_filename[1024]; void WriteEntityToFile(FILE *f, entity_t *entity) { const epair_t *epair; if (!entity->epairs) return; fprintf(f, "{\n"); for (epair = entity->epairs; epair; epair = epair->next) { fprintf(f, "\"%s\" \"%s\"\n", epair->key, epair->value); } fprintf(f, "}\n"); } static void CreateSurfaceLight(const vec3_t origin, const vec3_t normal, const entity_t *surflight_template) { entity_t *entity = DuplicateEntity(surflight_template); VectorCopy(origin, entity->origin); /* don't write to bsp */ entity->generated = true; /* set spotlight vector based on face normal */ if (atoi(ValueForKey(surflight_template, "_surface_spotlight"))) { entity->spotlight = true; VectorCopy(normal, entity->spotvec); } /* export it to a map file for debugging */ if (surflight_dump) { SetKeyValue(entity, "origin", VecStr(origin)); WriteEntityToFile(surflights_dump_file, entity); } num_lights++; } static void CreateSurfaceLightOnFaceSubdivision(const bsp2_dface_t *face, const modelinfo_t *face_modelinfo, const entity_t *surflight_template, const bsp2_t *bsp, int numverts, const vec_t *verts) { int i; vec3_t midpoint = {0, 0, 0}; vec3_t normal; vec_t offset; for (i=0; idplanes[face->planenum].normal, normal); vec_t dist = bsp->dplanes[face->planenum].dist; /* Nudge 2 units (by default) along face normal */ if (face->side) { dist = -dist; VectorSubtract(vec3_origin, normal, normal); } offset = atof(ValueForKey(surflight_template, "_surface_offset")); if (offset == 0) offset = 2.0; VectorMA(midpoint, offset, normal, midpoint); /* Add the model offset */ VectorAdd(midpoint, face_modelinfo->offset, midpoint); CreateSurfaceLight(midpoint, normal, surflight_template); } static void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs) { int i, j; float *v; mins[0] = mins[1] = mins[2] = 9999; maxs[0] = maxs[1] = maxs[2] = -9999; v = verts; for (i=0 ; i maxs[j]) maxs[j] = *v; } } /* ================ SubdividePolygon - from GLQuake ================ */ static void SubdividePolygon (const bsp2_dface_t *face, const modelinfo_t *face_modelinfo, const bsp2_t *bsp, int numverts, vec_t *verts, float subdivide_size) { int i, j, k; vec3_t mins, maxs; float m; float *v; vec3_t front[64], back[64]; int f, b; float dist[64]; float frac; //glpoly_t *poly; //float s, t; if (numverts > 60) Error ("numverts = %i", numverts); BoundPoly (numverts, verts, mins, maxs); for (i=0 ; i<3 ; i++) { m = (mins[i] + maxs[i]) * 0.5; m = subdivide_size * floor (m/subdivide_size + 0.5); if (maxs[i] - m < 8) continue; if (m - mins[i] < 8) continue; // cut it v = verts + i; for (j=0 ; j= 0) { VectorCopy (v, front[f]); f++; } if (dist[j] <= 0) { VectorCopy (v, back[b]); b++; } if (dist[j] == 0 || dist[j+1] == 0) continue; if ( (dist[j] > 0) != (dist[j+1] > 0) ) { // clip point frac = dist[j] / (dist[j] - dist[j+1]); for (k=0 ; k<3 ; k++) front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]); f++; b++; } } SubdividePolygon (face, face_modelinfo, bsp, f, front[0], subdivide_size); SubdividePolygon (face, face_modelinfo, bsp, b, back[0], subdivide_size); return; } const texinfo_t *tex = &bsp->texinfo[face->texinfo]; const int offset = bsp->dtexdata.header->dataofs[tex->miptex]; const miptex_t *miptex = (const miptex_t *)(bsp->dtexdata.base + offset); const char *texname = miptex->name; for (i=0; inumedges; i++) { dvertex_t *v; int edgenum = bsp->dsurfedges[face->firstedge + i]; if (edgenum >= 0) { v = bsp->dvertexes + bsp->dedges[edgenum].v[0]; } else { v = bsp->dvertexes + bsp->dedges[-edgenum].v[1]; } VectorCopy(v->point, verts[i]); } SubdividePolygon (face, face_modelinfo, bsp, face->numedges, verts[0], surflight_subdivide); } static void MakeSurfaceLights(const bsp2_t *bsp) { entity_t *entity; int i, k; for (entity = entities; entity; entity = entity->next) { const char *tex = ValueForKey(entity, "_surface"); if (strcmp(tex, "") != 0) { /* Add to template list */ if (num_surfacelight_templates == MAX_SURFLIGHT_TEMPLATES) Error("num_surfacelight_templates == MAX_SURFLIGHT_TEMPLATES"); surfacelight_templates[num_surfacelight_templates++] = entity; printf("Creating surface lights for texture \"%s\" from template at (%s)\n", tex, ValueForKey(entity, "origin")); } } if (!num_surfacelight_templates) return; if (surflight_dump) { strcpy(surflights_dump_filename, mapfilename); StripExtension(surflights_dump_filename); strcat(surflights_dump_filename, "-surflights.map"); surflights_dump_file = fopen(surflights_dump_filename, "w"); } /* Create the surface lights */ qboolean *face_visited = (qboolean *)calloc(bsp->numfaces, sizeof(qboolean)); for (i=0; inumleafs; i++) { const bsp2_dleaf_t *leaf = bsp->dleafs + i; const bsp2_dface_t *surf; int ofs; qboolean underwater = leaf->contents != CONTENTS_EMPTY; for (k = 0; k < leaf->nummarksurfaces; k++) { const texinfo_t *info; const miptex_t *miptex; const modelinfo_t *face_modelinfo; int facenum = bsp->dmarksurfaces[leaf->firstmarksurface + k]; surf = &bsp->dfaces[facenum]; info = &bsp->texinfo[surf->texinfo]; /* Don't crash if there are no textuers */ if (!bsp->texdatasize) continue; ofs = bsp->dtexdata.header->dataofs[info->miptex]; miptex = (const miptex_t *)(bsp->dtexdata.base + ofs); face_modelinfo = ModelInfoForFace(bsp, facenum); /* Skip face with no modelinfo */ if (face_modelinfo == NULL) continue; /* Ignore the underwater side of liquid surfaces */ // FIXME: Use a Face_TextureName function for this if (miptex->name[0] == '*' && underwater) continue; /* Skip if already handled */ if (face_visited[facenum]) continue; /* Mark as handled */ face_visited[facenum] = true; /* Generate the lights */ GL_SubdivideSurface(surf, face_modelinfo, bsp); } } free(face_visited); /* Hack: clear templates light value to 0 so they don't cast light */ for (i=0;ilight.light = 0; } if (surflights_dump_file) { fclose(surflights_dump_file); printf("wrote surface lights to '%s'\n", surflights_dump_filename); } }