ericw-tools/light/entities.cc

1794 lines
56 KiB
C++

/* 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 <cstring>
#include <sstream>
#include <common/cmdlib.h>
#include <light/light.hh>
#include <light/entities.hh>
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);
using strings = std::vector<std::string>;
/* temporary storage for sunlight settings before the sun_t objects are created. */
lockable_vec_t sunlight { "sunlight", 0.0f }; /* main sun */
lockable_vec3_t sunlight_color { "sunlight_color", 255.0f, 255.0f, 255.0f };
lockable_vec_t sun2 { "sun2", 0.0f }; /* second sun */
lockable_vec3_t sun2_color { "sun2_color", 255.0f, 255.0f, 255.0f };
lockable_vec_t sunlight2 { "sunlight2", 0.0f }; /* top sky dome */
lockable_vec3_t sunlight2_color { strings{"sunlight2_color", "sunlight_color2"}, 255.0f, 255.0f, 255.0f };
lockable_vec_t sunlight3 { "sunlight3", 0.0f }; /* bottom sky dome */
lockable_vec3_t sunlight3_color { strings{"sunlight3_color", "sunlight_color3"}, 255.0f, 255.0f, 255.0f };
lockable_vec_t sunlight_dirt { "sunlight_dirt", 0.0f };
lockable_vec_t sunlight2_dirt { "sunlight2_dirt", 0.0f };
lockable_vec3_t sunvec { strings{"sunlight_mangle", "sun_mangle"}, 0.0f, 0.0f, -1.0f }; /* defaults to straight down */
lockable_vec3_t sun2vec { "sun2_mangle", 0.0f, 0.0f, -1.0f }; /* defaults to straight down */
lockable_vec_t sun_deviance { "sunlight_penumbra", 0.0f, 0.0f, 180.0f };
// entity_t
const char * entity_t::classname() const {
return ValueForKey(this, "classname");
}
/*
* ============================================================================
* ENTITY FILE PARSING
* If a light has a targetname, generate a unique style in the 32-63 range
* ============================================================================
*/
#define MAX_LIGHT_TARGETS 32
static std::vector<std::string> lighttargetnames;
static void
SetKeyValue(entity_t *ent, const char *key, const char *value)
{
ent->epairs[key] = 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 std::string &targetname)
{
int i;
for (i = 0; i < lighttargetnames.size(); i++)
if (lighttargetnames.at(i) == targetname)
return 32 + i;
if (i == MAX_LIGHT_TARGETS)
Error("%s: Too many unique light targetnames\n", __func__);
lighttargetnames.push_back(targetname);
return static_cast<int>(lighttargetnames.size()) - 1 + 32;
}
/*
* ==================
* MatchTargets
* ==================
*/
static void
MatchTargets(void)
{
entity_t *entity;
const entity_t *target;
for (entity = entities; entity; entity = entity->next) {
std::string targetstr { ValueForKey(entity, "target") };
if (!targetstr.length())
continue;
for (target = entities; target; target = target->next) {
if (targetstr == ValueForKey(target, "targetname")) {
entity->targetent = target;
break;
}
}
if (target == NULL) {
logprint("WARNING: entity at (%s) (%s) has unmatched "
"target (%s)\n", VecStr(entity->origin),
entity->classname(), ValueForKey(entity, "target"));
continue;
}
}
}
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.floatValue();
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.boolValue())
|| 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.floatValue();
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.floatValue() == 0) {
sun_num_samples = 1;
} else {
logprint("using _sunlight_penumbra of %f degrees from worldspawn.\n", sun_deviance.floatValue());
}
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.floatValue());
de = ( Random() * 2.0f - 1.0f ) * DEG2RAD(sun_deviance.floatValue());
}
while ( ( da * da + de * de ) > ( sun_deviance.floatValue() * sun_deviance.floatValue() ) );
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.intValue());
}
}
static void
SetupSuns()
{
SetupSun(sunlight.floatValue(), *sunlight_color.vec3Value(), *sunvec.vec3Value());
if (sun2.floatValue() != 0) {
logprint("creating sun2\n");
SetupSun(sun2.floatValue(), *sun2_color.vec3Value(), *sun2vec.vec3Value());
}
}
/*
* =============
* 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.floatValue() <= 0.0f && sunlight3.floatValue() <= 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.floatValue() > 0) {
logprint("using %d suns for _sunlight2. total light: %f color: %f %f %f\n", numSuns, sunlight2.floatValue(), (*sunlight2_color.vec3Value())[0], (*sunlight2_color.vec3Value())[1], (*sunlight2_color.vec3Value())[2]);
}
if (sunlight3.floatValue() > 0) {
logprint("using %d suns for _sunlight3. total light: %f color: %f %f %f\n", numSuns, sunlight3.floatValue(), (*sunlight3_color.vec3Value())[0], (*sunlight3_color.vec3Value())[1], (*sunlight3_color.vec3Value())[2]);
}
// FIXME: Don't modify setting, make a copy
float sunlight2value = sunlight2.floatValue() / numSuns;
float sunlight3value = sunlight3.floatValue() / 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 (sunlight2value > 0) {
AddSun(direction, sunlight2value, *sunlight2_color.vec3Value(), sunlight2_dirt.intValue());
}
direction[ 2 ] = -direction[ 2 ];
/* insert bottom hemisphere light */
if (sunlight3value > 0) {
AddSun(direction, sunlight3value, *sunlight3_color.vec3Value(), sunlight2_dirt.intValue());
}
/* move */
angle += angleStep;
}
/* move */
elevation += elevationStep;
angle += angleStep / elevationSteps;
}
/* create vertical sun */
VectorSet( direction, 0.0f, 0.0f, 1.0f );
if (sunlight2value > 0) {
AddSun(direction, sunlight2value, *sunlight2_color.vec3Value(), sunlight2_dirt.intValue());
}
VectorSet( direction, 0.0f, 0.0f, -1.0f );
if (sunlight3value > 0) {
AddSun(direction, sunlight3value, *sunlight3_color.vec3Value(), sunlight2_dirt.intValue());
}
}
#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)
{
entity_t *entity = new entity_t(*src);
/* 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)
{
if (!bsp->texdatasize)
return NULL;
dmiptexlump_t *miplump = bsp->dtexdata.header;
miptex_t *miptex;
int texnum;
/*outer loop finds the textures*/
for (texnum = 0; texnum< miplump->nummiptex; texnum++)
{
int offset = miplump->dataofs[texnum];
if (offset < 0)
continue;
miptex = (miptex_t*)(bsp->dtexdata.base + offset);
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);
}
}
using entdict_t = std::map<std::string, std::string>;
/*
* ==================
* EntData_Parse
* ==================
*/
std::vector<entdict_t>
EntData_Parse(const char *entdata)
{
std::vector<entdict_t> result;
const char *data = entdata;
/* 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 */
entdict_t entity;
/* go through all the keys in this entity */
while (1) {
/* parse key */
data = COM_Parse(data);
if (!data)
Error("%s: EOF without closing brace", __func__);
std::string keystr { com_token };
if (keystr == "}")
break;
if (keystr.length() > MAX_ENT_KEY - 1)
Error("%s: Key length > %i", __func__, MAX_ENT_KEY - 1);
/* parse value */
data = COM_Parse(data);
if (!data)
Error("%s: EOF without closing brace", __func__);
std::string valstring { com_token };
if (valstring[0] == '}')
Error("%s: closing brace without data", __func__);
if (valstring.length() > MAX_ENT_VALUE - 1)
Error("%s: Value length > %i", __func__, MAX_ENT_VALUE - 1);
entity[keystr] = valstring;
}
result.push_back(entity);
}
logprint("%d entities read", static_cast<int>(result.size()));
return result;
}
/*
* ================
* EntData_Write
* ================
*/
std::string
EntData_Write(const std::vector<entdict_t> &ents)
{
std::stringstream out;
for (const auto &ent : ents) {
out << "{\n";
for (const auto &epair : ent) {
out << "\"" << epair.first << "\" \"" << epair.second << "\"\n";
}
out << "}\n";
}
return out.str();
}
/*
* ==================
* LoadEntities
* ==================
*/
void
LoadEntities(const bsp2_t *bsp)
{
const char *data;
entity_t *entity;
char key[MAX_ENT_KEY];
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 = new entity_t {};
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");
}
entity->epairs[key] = com_token;
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<light_formula_t>(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")) {
sunlight.setFloatValue(atof(com_token));
} else if (!strcmp(key, "_sunlight_mangle") || !strcmp(key, "_sun_mangle")) {
vec3_t tmp;
scan_vec3(vec, com_token, "_sun_mangle");
vec_from_mangle(tmp, vec);
sunvec.setVec3Value(tmp);
} else if (!strcmp(key, "_sunlight_color")) {
vec3_t tmp;
scan_vec3(tmp, com_token, "_sunlight_color");
normalize_color_format(tmp);
sunlight_color.setVec3Value(tmp);
} else if (!strcmp(key, "_sun2")) {
sun2.setFloatValue(atof(com_token));
} else if (!strcmp(key, "_sun2_mangle")) {
scan_vec3(vec, com_token, "_sun2_mangle");
vec3_t tmp;
vec_from_mangle(tmp, vec);
sun2vec.setVec3Value(tmp);
} else if (!strcmp(key, "_sun2_color")) {
vec3_t tmp;
scan_vec3(tmp, com_token, "_sun2_color");
normalize_color_format(tmp);
sun2_color.setVec3Value(tmp);
} else if (!strcmp(key, "_sunlight2")) {
sunlight2.setFloatValue(atof(com_token));
} else if (!strcmp(key, "_sunlight3")) {
sunlight3.setFloatValue(atof(com_token));
} else if (!strcmp(key, "_sunlight2_color") || !strcmp(key, "_sunlight_color2")) {
vec3_t tmp;
scan_vec3(tmp, com_token, key);
normalize_color_format(tmp);
sunlight2_color.setVec3Value(tmp);
} else if (!strcmp(key, "_sunlight3_color") || !strcmp(key, "_sunlight_color3")) {
vec3_t tmp;
scan_vec3(tmp, com_token, key);
normalize_color_format(tmp);
sunlight3_color.setVec3Value(tmp);
} else if (!strcmp(key, "_minlight_color")) {
vec3_t tmp;
scan_vec3(tmp, com_token, "_minlight_color");
normalize_color_format(tmp);
minlight_color.setVec3Value(tmp);
} 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")) {
sunlight_dirt.setFloatValue(atoi(com_token));
} else if (!strcmp(key, "_sunlight2_dirt")) {
sunlight2_dirt.setFloatValue(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.boolValue()) {
logprint("entity with \"_dirt\" \"1\" detected, enabling "
"dirtmapping.\n");
dirty.setFloatValue(1.0f);
}
}
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")) {
sun_deviance.setFloatValue(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.setFloatValue(atof(com_token));
logprint("using lightmap gamma value %f\n", lightmapgamma.floatValue());
}
else if (!strcmp(key, "_bounce")) {
bounce.setFloatValue(atoi(com_token));
logprint("_bounce set to %d\n", bounce.intValue());
}
else if (!strcmp(key, "_bouncescale")) {
bouncescale.setFloatValue(atof(com_token));
logprint("_bouncescale set to %f\n", bouncescale.floatValue());
}
else if (!strcmp(key, "_bouncecolorscale")) {
float tmp = atof(com_token);
tmp = qmin(qmax(tmp, 0.0f), 1.0f);
bouncecolorscale.setFloatValue(tmp);
logprint("_bouncecolorscale set to %f\n", bouncecolorscale.floatValue());
}
}
/*
* 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 (ValueForKey(entity, "targetname")[0] && !entity->style) {
char style[16];
entity->style = LightStyleForTargetname(ValueForKey(entity, "targetname"));
snprintf(style, sizeof(style), "%i", entity->style);
SetKeyValue(entity, "style", style);
}
}
if (!strcmp(entity->classname(), "worldspawn")) {
if (entity->light.light > 0 && !minlight.floatValue()) {
minlight.setFloatValue(entity->light.light);
logprint("using minlight value %i from worldspawn.\n",
(int)minlight.floatValue());
} else if (minlight.floatValue()) {
logprint("Using minlight value %i from command line.\n",
(int)minlight.floatValue());
}
if (entity->anglescale >= 0 && entity->anglescale <= 1.0) {
global_anglescale.setFloatValue(entity->anglescale);
logprint("using global anglescale value %f from worldspawn.\n",
global_anglescale.floatValue());
}
if (entity->dist != 0.0) {
scaledist.setFloatValue(entity->dist);
logprint("using _dist value %f from worldspawn.\n",
scaledist.floatValue());
}
if (entity->range != 0.0) {
rangescale.setFloatValue(entity->range);
logprint("using _range value %f from worldspawn.\n",
rangescale.floatValue());
}
if (entity->dirtdepth) {
dirtDepth.setFloatValue(entity->dirtdepth);
logprint("Using dirtdepth value %f from worldspawn.\n",
dirtDepth.floatValue());
}
if (entity->dirtmode) {
dirtMode.setFloatValue(entity->dirtmode);
logprint("Using dirtmode value %i from worldspawn.\n",
(int)dirtMode.intValue());
}
if (entity->dirtscale) {
dirtScale.setFloatValue(entity->dirtscale);
logprint("Using dirtscale value %f from worldspawn.\n",
dirtScale.floatValue());
}
if (entity->dirtgain) {
dirtGain.setFloatValue(entity->dirtgain);
logprint("Using dirtgain value %f from worldspawn.\n",
dirtGain.floatValue());
}
if (entity->dirtangle) {
dirtAngle.setFloatValue(entity->dirtangle);
logprint("Using dirtangle value %f from worldspawn.\n",
dirtAngle.floatValue());
}
if (entity->dirt == 1) {
globalDirt = true;
dirty.setFloatValue(true);
logprint("Global dirtmapping enabled in worldspawn.\n");
}
if (sunlight_dirt.intValue() == 1) {
dirty.setFloatValue(true);
logprint("Sunlight dirtmapping enabled in worldspawn.\n");
} else if (sunlight_dirt.intValue() == -1) {
logprint("Sunlight dirtmapping disabled in worldspawn.\n");
}
if (sunlight2_dirt.intValue() == 1) {
dirty.setFloatValue(true);
logprint("Sunlight2 dirtmapping enabled in worldspawn.\n");
} else if (sunlight2_dirt.intValue() == -1) {
logprint("Sunlight2 dirtmapping disabled in worldspawn.\n");
}
if (entity->minlight_dirt == 1) {
minlightDirt.setFloatValue(true);
dirty.setFloatValue(true);
logprint("Minlight dirtmapping enabled in worldspawn.\n");
} else if (entity->minlight_dirt == -1) {
minlightDirt.setFloatValue(false);
logprint("Minlight dirtmapping disabled in worldspawn.\n");
} else {
minlightDirt.setFloatValue(globalDirt);
}
}
}
if (!VectorCompare(*sunlight_color.vec3Value(), vec3_white) ||
!VectorCompare(*minlight_color.vec3Value(), vec3_white) ||
!VectorCompare(*sunlight2_color.vec3Value(), vec3_white) ||
!VectorCompare(*sunlight3_color.vec3Value(), 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)
{
auto iter = ent->epairs.find(key);
if (iter != ent->epairs.end()) {
return (*iter).second.c_str();
} else {
return "";
}
}
entity_t *
FindEntityWithKeyPair(const char *key, const char *value)
{
entity_t *ent;
std::string value_stdstring { value };
for (ent = entities; ent; ent = ent->next) {
auto iter = ent->epairs.find(key);
if (iter != ent->epairs.end()) {
if ((*iter).second == value_stdstring) {
return ent;
}
}
}
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;
size_t size;
size = 0;
for (entity = entities; entity; entity = entity->next) {
if (!entity->epairs.size())
continue;
if (entity->generated)
continue;
size += 2; /* "{\n" */
for (auto epair : entity->epairs) {
/* 6 extra chars for quotes, space and newline */
size += strlen(epair.first.c_str()) + strlen(epair.second.c_str()) + 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;
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", static_cast<int>(lighttargetnames.size()));
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.size())
continue;
if (entity->generated)
continue;
length = snprintf(pos, space, "{\n");
pos += length;
space -= length;
for (auto epair : entity->epairs) {
const char *value;
const bool parse_escape_sequences = true;
if (parse_escape_sequences) {
value = CopyValueWithEscapeSequencesParsed(epair.second.c_str());
} else {
value = epair.second.c_str();
}
length = snprintf(pos, space, "\"%s\" \"%s\"\n",
epair.first.c_str(), 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)
{
if (!entity->epairs.size())
return;
fprintf(f, "{\n");
for (auto epair : entity->epairs) {
fprintf(f, "\"%s\" \"%s\"\n", epair.first.c_str(), epair.second.c_str());
}
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; i<numverts; i++)
{
VectorAdd(midpoint, verts + (i * 3), midpoint);
}
midpoint[0] /= numverts;
midpoint[1] /= numverts;
midpoint[2] /= numverts;
VectorCopy(bsp->dplanes[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<numverts ; i++)
for (j=0 ; j<3 ; j++, v++)
{
if (*v < mins[j])
mins[j] = *v;
if (*v > 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<numverts ; j++, v+= 3)
dist[j] = *v - m;
// wrap cases
dist[j] = dist[0];
v-=i;
VectorCopy (verts, v);
f = b = 0;
v = verts;
for (j=0 ; j<numverts ; j++, v+= 3)
{
if (dist[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 char *texname = Face_TextureName(bsp, face);
for (i=0; i<num_surfacelight_templates; i++) {
if (!Q_strcasecmp(texname, ValueForKey(surfacelight_templates[i], "_surface"))) {
CreateSurfaceLightOnFaceSubdivision(face, face_modelinfo, surfacelight_templates[i], bsp, numverts, verts);
}
}
}
/*
================
GL_SubdivideSurface - from GLQuake
================
*/
static void GL_SubdivideSurface (const bsp2_dface_t *face, const modelinfo_t *face_modelinfo, const bsp2_t *bsp)
{
int i;
vec3_t verts[64];
for (i = 0; i < face->numedges; 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; i<bsp->numleafs; i++) {
const bsp2_dleaf_t *leaf = bsp->dleafs + i;
const bsp2_dface_t *surf;
qboolean underwater = leaf->contents != CONTENTS_EMPTY;
for (k = 0; k < leaf->nummarksurfaces; k++) {
const modelinfo_t *face_modelinfo;
int facenum = bsp->dmarksurfaces[leaf->firstmarksurface + k];
surf = &bsp->dfaces[facenum];
const char *texname = Face_TextureName(bsp, surf);
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 (texname[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;i<num_surfacelight_templates;i++) {
surfacelight_templates[i]->light.light = 0;
}
if (surflights_dump_file) {
fclose(surflights_dump_file);
printf("wrote surface lights to '%s'\n", surflights_dump_filename);
}
}