ericw-tools/light/trace.cc

92 lines
2.6 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 <light/light.hh>
#include <light/trace.hh>
#include <light/ltface.hh>
#include <common/bsputils.hh>
#ifdef HAVE_EMBREE
#include <light/trace_embree.hh>
#endif
#include <cassert>
/*
==============
Light_PointInLeaf
from hmap2
==============
*/
const mleaf_t *Light_PointInLeaf( const mbsp_t *bsp, const qvec3d &point )
{
int num = 0;
while( num >= 0 )
num = bsp->dnodes[num].children[bsp->dplanes[bsp->dnodes[num].planenum].distance_to_fast(point) < 0];
return &bsp->dleafs[-1 - num];
}
/*
==============
Light_PointContents
from hmap2
==============
*/
int Light_PointContents( const mbsp_t *bsp, const qvec3d &point )
{
return Light_PointInLeaf(bsp, point)->contents;
}
/*
* ============================================================================
* FENCE TEXTURE TESTING
* ============================================================================
*/
/**
* Given a float texture coordinate, returns a pixel index to sample in [0, width-1].
* This assumes the texture repeats and nearest filtering
*/
uint32_t clamp_texcoord(vec_t in, uint32_t width)
{
if (in >= 0.0f) {
return (uint32_t)in % width;
} else {
vec_t in_abs = ceil(fabs(in));
uint32_t in_abs_mod = (uint32_t)in_abs % width;
return (width - in_abs_mod) % width;
}
}
qvec4b SampleTexture(const mface_t *face, const mtexinfo_t *tex, const img::texture *texture, const mbsp_t *bsp, const qvec3d &point)
{
if (texture == nullptr || !texture->meta.width) {
return {};
}
qvec2d texcoord = WorldToTexCoord(point, tex);
const uint32_t x = clamp_texcoord(texcoord[0], texture->meta.width);
const uint32_t y = clamp_texcoord(texcoord[1], texture->meta.height);
return texture->pixels[(texture->meta.width * y) + x];
}