271 lines
9.1 KiB
C++
271 lines
9.1 KiB
C++
/* Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2018 MaxED
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#include <cassert>
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#include <light/light.hh>
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#include <light/surflight.hh>
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#include <light/ltface.hh>
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#include <common/polylib.hh>
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#include <common/bsputils.hh>
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#include <common/parallel.hh>
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#include <vector>
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#include <map>
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#include <mutex>
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#include <common/qvec.hh>
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using namespace std;
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using namespace polylib;
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static mutex surfacelights_lock;
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static std::vector<surfacelight_t> surfacelights;
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static std::map<int, std::vector<int>> surfacelightsByFacenum;
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static size_t total_surflight_points = 0;
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void ResetSurflight()
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{
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surfacelights = {};
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surfacelightsByFacenum = {};
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total_surflight_points = {};
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}
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std::vector<surfacelight_t> &GetSurfaceLights()
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{
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return surfacelights;
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}
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size_t GetSurflightPoints()
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{
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return total_surflight_points;
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}
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int LightStyleForTargetname(const settings::worldspawn_keys &cfg, const std::string &targetname);
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static void MakeSurfaceLight(const mbsp_t *bsp, const settings::worldspawn_keys &cfg, const mface_t *face,
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std::optional<qvec3f> texture_color, bool is_directional, bool is_sky, int32_t style, int32_t light_value)
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{
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// Create face points...
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auto poly = Face_Points(bsp, face);
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const float facearea = qv::PolyArea(poly.begin(), poly.end());
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const surfflags_t &extended_flags = extended_texinfo_flags[face->texinfo];
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// Avoid small, or zero-area faces
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if (facearea < 1)
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return;
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// Create winding...
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winding_t winding = winding_t::from_winding_points(poly);
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winding.remove_colinear();
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// Get face normal and midpoint...
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qvec3d facenormal = Face_Normal(bsp, face);
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qvec3d facemidpoint = winding.center() + facenormal; // Lift 1 unit
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// Dice winding...
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vector<qvec3f> points;
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size_t points_before_culling = 0;
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winding.dice(cfg.surflightsubdivision.value(), [&](winding_t &w) {
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++points_before_culling;
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qvec3f point = w.center() + facenormal;
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// optimization - cull surface lights in the void
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// also try to move them if they're slightly inside a wall
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auto [fixed_point, success] = FixLightOnFace(bsp, point, false, 0.5f);
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if (!success) {
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return;
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}
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points.push_back(fixed_point);
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});
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// Calculate emit color and intensity...
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if (extended_flags.surflight_color.has_value()) {
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texture_color = extended_flags.surflight_color.value();
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} else {
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// Handle arghrad sky light settings http://www.bspquakeeditor.com/arghrad/sunlight.html#sky
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if (!texture_color.has_value()) {
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if (cfg.sky_surface.is_changed() && is_sky) {
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// FIXME: this only handles the "_sky_surface" "red green blue" format.
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// There are other more complex variants we could handle documented in the link above.
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// FIXME: we require value to be nonzero, see the check above - not sure if this matches arghrad
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texture_color = cfg.sky_surface.value() * 255.0;
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} else {
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texture_color = qvec3f(Face_LookupTextureColor(bsp, face));
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}
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}
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}
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texture_color.value() /= 255.0;
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texture_color.value() *= light_value; // Scale by light value
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// Calculate intensity...
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float intensity = qv::max(texture_color.value());
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if (intensity == 0.0f)
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return;
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// Normalize color...
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if (intensity > 1.0f)
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texture_color.value() *= 1.0f / intensity;
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// Sanity checks...
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if (points.empty())
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return;
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// Add surfacelight...
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surfacelight_t l;
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l.surfnormal = facenormal;
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l.omnidirectional = !is_directional;
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l.points = std::move(points);
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if (extended_flags.surflight_targetname) {
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l.style = LightStyleForTargetname(cfg, extended_flags.surflight_targetname.value());
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} else if (extended_flags.surflight_style) {
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l.style = extended_flags.surflight_style.value();
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} else {
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l.style = style;
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}
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l.rescale = extended_flags.surflight_rescale;
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l.minlight_scale = extended_flags.surflight_minlight_scale;
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// Init bbox...
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if (light_options.visapprox.value() == visapprox_t::RAYS) {
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l.bounds = EstimateVisibleBoundsAtPoint(facemidpoint);
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}
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for (auto &pt : l.points) {
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if (light_options.visapprox.value() == visapprox_t::VIS) {
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l.leaves.push_back(Light_PointInLeaf(bsp, pt));
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} else if (light_options.visapprox.value() == visapprox_t::RAYS) {
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l.bounds += EstimateVisibleBoundsAtPoint(pt);
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}
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}
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l.pos = facemidpoint;
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// Store surfacelight settings...
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l.totalintensity = intensity * facearea;
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l.intensity = l.totalintensity / points_before_culling;
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l.color = texture_color.value();
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// Store light...
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unique_lock<mutex> lck{surfacelights_lock};
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total_surflight_points += l.points.size();
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surfacelights.push_back(l);
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const int index = static_cast<int>(surfacelights.size()) - 1;
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surfacelightsByFacenum[Face_GetNum(bsp, face)].push_back(index);
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}
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std::optional<std::tuple<int32_t, int32_t, qvec3d, light_t *>> IsSurfaceLitFace(const mbsp_t *bsp, const mface_t *face)
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{
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if (bsp->loadversion->game->id == GAME_QUAKE_II) {
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// first, check if it's a Q2 surface
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const mtexinfo_t *info = Face_Texinfo(bsp, face);
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if (info != nullptr && (info->flags.native & Q2_SURF_LIGHT) && info->value > 0) {
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return std::make_tuple(info->value, 0, qvec3d(Face_LookupTextureColor(bsp, face)), nullptr);
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}
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}
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for (const auto &surflight : GetSurfaceLightTemplates()) {
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if (FaceMatchesSurfaceLightTemplate(
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bsp, face, ModelInfoForFace(bsp, face - bsp->dfaces.data()), *surflight, SURFLIGHT_RAD)) {
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return std::make_tuple(surflight->light.value(), surflight->style.value(),
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surflight->color.is_changed() ? surflight->color.value() : qvec3d(Face_LookupTextureColor(bsp, face)),
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surflight.get());
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}
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}
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return std::nullopt;
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}
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static void MakeSurfaceLightsThread(const mbsp_t *bsp, const settings::worldspawn_keys &cfg, size_t i)
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{
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const mface_t *face = BSP_GetFace(bsp, i);
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// Face casts light?
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if (bsp->loadversion->game->id == GAME_QUAKE_II) {
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// first, check if it's a Q2 surface
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const mtexinfo_t *info = Face_Texinfo(bsp, face);
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if (info != nullptr) {
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if (!(info->flags.native & Q2_SURF_LIGHT) || info->value == 0) {
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if (info->flags.native & Q2_SURF_LIGHT) {
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qvec3d wc = winding_t::from_face(bsp, face).center();
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logging::print(
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"WARNING: surface light '{}' at [{}] has 0 intensity.\n", Face_TextureName(bsp, face), wc);
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}
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} else {
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MakeSurfaceLight(bsp, cfg, face, std::nullopt, !(info->flags.native & Q2_SURF_SKY),
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(info->flags.native & Q2_SURF_SKY), 0, info->value);
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}
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}
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}
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// check matching templates
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for (const auto &surflight : GetSurfaceLightTemplates()) {
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if (FaceMatchesSurfaceLightTemplate(
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bsp, face, ModelInfoForFace(bsp, face - bsp->dfaces.data()), *surflight, SURFLIGHT_RAD)) {
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std::optional<qvec3f> texture_color;
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if (surflight->color.is_changed()) {
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texture_color = surflight->color.value();
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}
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MakeSurfaceLight(bsp, cfg, face, texture_color,
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!surflight->epairs->has("_surface_spotlight") ? true
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: !!surflight->epairs->get_int("_surface_spotlight"),
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surflight->epairs->get_int("_surface_is_sky"), surflight->epairs->get_int("style"),
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surflight->light.value());
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}
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}
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}
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// No surflight_debug (yet?), so unused...
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const std::vector<int> &SurfaceLightsForFaceNum(int facenum)
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{
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const auto &vec = surfacelightsByFacenum.find(facenum);
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if (vec != surfacelightsByFacenum.end())
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return vec->second;
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static std::vector<int> empty;
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return empty;
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}
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void // Quake 2 surface lights
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MakeRadiositySurfaceLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp)
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{
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logging::funcheader();
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logging::parallel_for(
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static_cast<size_t>(0), bsp->dfaces.size(), [&](size_t i) { MakeSurfaceLightsThread(bsp, cfg, i); });
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if (surfacelights.size()) {
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logging::print("{} surface lights ({} light points) in use.\n", surfacelights.size(), total_surflight_points);
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}
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}
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