ericw-tools/tests/test_ltface.cc

973 lines
34 KiB
C++

#include <doctest/doctest.h>
#include <light/light.hh>
#include <light/ltface.hh>
#include <light/surflight.hh>
#include <common/bspinfo.hh>
#include <qbsp/qbsp.hh>
#include <testmaps.hh>
#include <vis/vis.hh>
#include "test_qbsp.hh"
static testresults_t QbspVisLight_Common(const std::filesystem::path &name, std::vector<std::string> extra_qbsp_args,
std::vector<std::string> extra_light_args, runvis_t run_vis)
{
const bool is_q2 = std::find(extra_qbsp_args.begin(), extra_qbsp_args.end(), "-q2bsp") != extra_qbsp_args.end();
const bool is_hl = std::find(extra_qbsp_args.begin(), extra_qbsp_args.end(), "-hlbsp") != extra_qbsp_args.end();
auto map_path = std::filesystem::path(testmaps_dir) / name;
fs::path bsp_dir;
if (is_q2) {
bsp_dir = fs::path(test_quake2_maps_dir);
} else if (is_hl) {
bsp_dir = fs::path(test_halflife_maps_dir);
} else {
bsp_dir = fs::path(test_quake_maps_dir);
}
// Try to get an absolute path, so our output .bsp (for qbsp) and input .bsp paths (for vis/light) are
// absolute. Otherwise we risk light.exe picking up the wrong .bsp (especially if there are debug .bsp's in the
// testmaps folder).
if (bsp_dir.empty()) {
bsp_dir = fs::current_path();
} else {
bsp_dir = fs::weakly_canonical(bsp_dir);
}
auto bsp_path = bsp_dir / name.filename();
bsp_path.replace_extension(".bsp");
auto wal_metadata_path = std::filesystem::path(testmaps_dir) / "q2_wal_metadata";
std::vector<std::string> args{"", // the exe path, which we're ignoring in this case
"-noverbose"};
for (auto &extra : extra_qbsp_args) {
args.push_back(extra);
}
args.push_back("-path");
args.push_back(wal_metadata_path.string());
args.push_back(map_path.string());
args.push_back(bsp_path.string());
// run qbsp
InitQBSP(args);
ProcessFile();
// run vis
if (run_vis == runvis_t::yes) {
std::vector<std::string> vis_args{
"", // the exe path, which we're ignoring in this case
};
vis_args.push_back(bsp_path.string());
vis_main(vis_args);
}
// run light
{
std::vector<std::string> light_args{"", // the exe path, which we're ignoring in this case
"-nodefaultpaths", // in case test_quake2_maps_dir is pointing at a real Q2 install, don't
// read texture data etc. from there - we want the tests to behave the same
// during development as they do on CI (which doesn't have a Q2 install).
"-path", wal_metadata_path.string()};
for (auto &arg : extra_light_args) {
light_args.push_back(arg);
}
light_args.push_back(bsp_path.string());
light_main(light_args);
}
// serialize obj
{
bspdata_t bspdata;
LoadBSPFile(bsp_path, &bspdata);
ConvertBSPFormat(&bspdata, &bspver_generic);
// write to .json for inspection
serialize_bsp(
bspdata, std::get<mbsp_t>(bspdata.bsp), fs::path(qbsp_options.bsp_path).replace_extension(".bsp.json"));
return {std::move(std::get<mbsp_t>(bspdata.bsp)), std::move(bspdata.bspx.entries)};
}
}
testresults_lit_t QbspVisLight_Q1(
const std::filesystem::path &name, std::vector<std::string> extra_light_args, runvis_t run_vis)
{
auto res = QbspVisLight_Common(name, {}, extra_light_args, run_vis);
// load .lit file
auto lit_path = fs::path(test_quake_maps_dir) / name.filename();
lit_path.replace_extension(".lit");
std::vector<uint8_t> litdata = LoadLitFile(lit_path);
return testresults_lit_t{.bsp = res.bsp, .bspx = res.bspx, .lit = litdata};
}
testresults_t QbspVisLight_Q2(
const std::filesystem::path &name, std::vector<std::string> extra_light_args, runvis_t run_vis)
{
return QbspVisLight_Common(name, {"-q2bsp"}, extra_light_args, run_vis);
}
testresults_t QbspVisLight_HL(
const std::filesystem::path &name, std::vector<std::string> extra_light_args, runvis_t run_vis)
{
return QbspVisLight_Common(name, {"-hlbsp"}, extra_light_args, run_vis);
}
TEST_CASE("lightgrid_sample_t equality")
{
SUBCASE("style equality") {
lightgrid_sample_t a {.used = true, .style = 4, .color = {}};
lightgrid_sample_t b = a;
CHECK(a == b);
b.style = 6;
CHECK(a != b);
}
SUBCASE("color equality") {
lightgrid_sample_t a {.used = true, .style = 4, .color = {1,2,3}};
lightgrid_sample_t b = a;
CHECK(a == b);
b.color = {6,5,4};
CHECK(a != b);
}
SUBCASE("nan colors") {
lightgrid_sample_t a {.used = true, .style = 4, .color = {std::numeric_limits<double>::quiet_NaN(), 1.0, 1.0}};
lightgrid_sample_t b = a;
CHECK(a == b);
b.color = { 0,0,0};
CHECK(a != b);
}
SUBCASE("unused equality doesn't consider other attributes") {
lightgrid_sample_t a, b;
CHECK(!a.used);
CHECK(a == b);
b.style = 5;
CHECK(a == b);
b.color = {1, 0, 0};
CHECK(a == b);
}
}
TEST_CASE("-world_units_per_luxel, -lightgrid")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_lightmap_custom_scale.map", {"-lightgrid"});
{
INFO("back wall has texture scale 8 but still gets a luxel every 8 units");
auto *back_wall = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {448, -84, 276}, {-1, 0, 0});
auto back_wall_info = BSPX_DecoupledLM(bspx, Face_GetNum(&bsp, back_wall));
auto back_wall_extents = faceextents_t(
*back_wall, bsp, back_wall_info.lmwidth, back_wall_info.lmheight, back_wall_info.world_to_lm_space);
// NOTE: the exact values are not critical (depends on BSP splitting) but they should be relatively large
CHECK(75 == back_wall_extents.width());
CHECK(43 == back_wall_extents.height());
}
{
INFO("side wall func_group has _world_units_per_luxel 48, small lightmap");
auto *side_wall = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {384, 240, 84}, {0, -1, 0});
auto side_wall_info = BSPX_DecoupledLM(bspx, Face_GetNum(&bsp, side_wall));
auto side_wall_extents = faceextents_t(
*side_wall, bsp, side_wall_info.lmwidth, side_wall_info.lmheight, side_wall_info.world_to_lm_space);
CHECK(4 == side_wall_extents.width());
CHECK(5 == side_wall_extents.height());
}
{
INFO("sky gets an optimized lightmap");
auto *sky_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {256, 240, 84}, {0, -1, 0});
CHECK(sky_face->styles[0] == 255);
auto sky_face_info = BSPX_DecoupledLM(bspx, Face_GetNum(&bsp, sky_face));
CHECK(sky_face_info.lmwidth == 0);
CHECK(sky_face_info.lmheight == 0);
}
}
TEST_CASE("emissive cube artifacts")
{
// A cube with surface flags "light", value "100", placed in a hallway.
//
// Generates harsh lines on the walls/ceiling due to a hack in `light` allowing
// surface lights to emit 50% at 90 degrees off their surface normal (when physically it should be 0%).
//
// It's wanted in some cases (base1.map sewer lights flush with the wall, desired for them to
// emit some lights on to their adjacent wall faces.)
//
// To disable the behaviour in this case with the cube lighting a hallway we have a entity key:
//
// "_surflight_rescale" "0"
//
auto [bsp, bspx] =
QbspVisLight_Q2("light_q2_emissive_cube.map", {"-threads", "1", "-world_units_per_luxel", "4", "-novanilla"});
const auto start = qvec3d{1044, -1244, 880};
const auto end = qvec3d{1044, -1272, 880};
auto *floor = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], start, {0, 0, 1});
auto lm_info = BSPX_DecoupledLM(bspx, Face_GetNum(&bsp, floor));
const faceextents_t extents(*floor, bsp, lm_info.lmwidth, lm_info.lmheight, lm_info.world_to_lm_space);
// sample the lightmap along the floor, approaching the glowing cube
// should get brighter
qvec3b previous_sample{};
for (int y = start[1]; y >= end[1]; y -= 4) {
qvec3d pos = start;
pos[1] = y;
auto lm_coord = extents.worldToLMCoord(pos);
auto sample = LM_Sample(&bsp, nullptr, extents, lm_info.offset, lm_coord);
CHECK(sample[0] >= previous_sample[0]);
// logging::print("world: {} lm_coord: {} sample: {} lm size: {}x{}\n", pos, lm_coord, sample, lm_info.lmwidth,
// lm_info.lmheight);
previous_sample = sample;
}
}
TEST_CASE("-novanilla + -world_units_per_luxel")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_lightmap_custom_scale.map", {"-novanilla"});
for (auto &face : bsp.dfaces) {
CHECK(face.lightofs == -1);
}
// make sure no other bspx lumps are written
CHECK(bspx.size() == 1);
CHECK(bspx.find("DECOUPLED_LM") != bspx.end());
// make sure all dlightdata bytes are accounted for by the DECOUPLED_LM lump
// and no extra was written.
size_t expected_dlightdata_bytes = 0;
for (auto &face : bsp.dfaces) {
// count used styles
size_t face_used_styles = 0;
for (auto style : face.styles) {
if (style != 255) {
++face_used_styles;
}
}
// count used pixels per style
auto lm_info = BSPX_DecoupledLM(bspx, Face_GetNum(&bsp, &face));
const faceextents_t extents(face, bsp, lm_info.lmwidth, lm_info.lmheight, lm_info.world_to_lm_space);
int samples_per_face = extents.numsamples() * face_used_styles;
// round up to multiple of 4
if (samples_per_face % 4) {
samples_per_face += (4 - (samples_per_face % 4));
}
int bytes_per_face = 3 * samples_per_face;
expected_dlightdata_bytes += bytes_per_face;
}
CHECK(bsp.dlightdata.size() == expected_dlightdata_bytes);
}
template<class L>
static void CheckFaceLuxels(
const mbsp_t &bsp, const mface_t &face, L &&lambda, const std::vector<uint8_t> *lit = nullptr)
{
// FIXME: assumes no DECOUPLED_LM lump
const faceextents_t extents(face, bsp, LMSCALE_DEFAULT);
for (int x = 0; x < extents.width(); ++x) {
for (int y = 0; y < extents.height(); ++y) {
const qvec3b sample = LM_Sample(&bsp, lit, extents, face.lightofs, {x, y});
INFO("sample ", x, ", ", y);
lambda(sample);
}
}
}
static void CheckFaceLuxelsNonBlack(const mbsp_t &bsp, const mface_t &face)
{
CheckFaceLuxels(bsp, face, [](qvec3b sample) { CHECK(sample[0] > 0); });
}
static void CheckFaceLuxelAtPoint(const mbsp_t *bsp, const dmodelh2_t *model, const qvec3b &expected_color,
const qvec3d &point, const qvec3d &normal = {0, 0, 0}, const std::vector<uint8_t> *lit = nullptr,
const bspxentries_t *bspx = nullptr)
{
auto *face = BSP_FindFaceAtPoint(bsp, model, point, normal);
REQUIRE(face);
faceextents_t extents;
int offset;
if (bspx && bspx->find("DECOUPLED_LM") != bspx->end()) {
auto lm_info = BSPX_DecoupledLM(*bspx, Face_GetNum(bsp, face));
extents = faceextents_t(*face, *bsp, lm_info.lmwidth, lm_info.lmheight, lm_info.world_to_lm_space);
offset = lm_info.offset;
} else {
// vanilla lightmap
extents = faceextents_t(*face, *bsp, LMSCALE_DEFAULT);
offset = face->lightofs;
}
const auto coord = extents.worldToLMCoord(point);
const auto int_coord = qvec2i(round(coord[0]), round(coord[1]));
const qvec3b sample = LM_Sample(bsp, lit, extents, offset, int_coord);
INFO("world point: ", point);
INFO("lm coord: ", coord[0], ", ", coord[1]);
INFO("lm int_coord: ", int_coord[0], ", ", int_coord[1]);
INFO("face num: ", Face_GetNum(bsp, face));
CHECK(sample == expected_color);
}
TEST_CASE("emissive lights")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_flush.map", {});
REQUIRE(bspx.empty());
{
INFO("the angled face on the right should not have any full black luxels");
auto *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {244, -92, 92});
REQUIRE(face);
CheckFaceLuxelsNonBlack(bsp, *face);
}
{
INFO("the angled face on the left should not have any full black luxels");
auto *left_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {470.4, 16, 112});
REQUIRE(left_face);
CheckFaceLuxelsNonBlack(bsp, *left_face);
}
}
TEST_CASE("q2_phong_doesnt_cross_contents")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_phong_doesnt_cross_contents.map", {"-wrnormals"});
}
TEST_CASE("q2_minlight_nomottle")
{
INFO("_minlightMottle 0 works on worldspawn");
auto [bsp, bspx] = QbspVisLight_Q2("q2_minlight_nomottle.map", {});
auto *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {276, 84, 32});
REQUIRE(face);
CheckFaceLuxels(bsp, *face, [](qvec3b sample) { CHECK(sample == qvec3b(33, 33, 33)); });
}
TEST_CASE("q2_dirt")
{
INFO("liquids don't cast dirt");
auto [bsp, bspx] = QbspVisLight_Q2("q2_dirt.map", {});
auto *face_under_lava = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {104, 112, 48});
REQUIRE(face_under_lava);
CheckFaceLuxels(bsp, *face_under_lava, [](qvec3b sample) { CHECK(sample == qvec3b(96)); });
}
TEST_CASE("q2_light_translucency")
{
INFO("liquids cast translucent colored shadows (sampling texture) by default");
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_translucency.map", {});
{
auto *face_under_water = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {152, -96, 32});
REQUIRE(face_under_water);
CheckFaceLuxels(bsp, *face_under_water, [](qvec3b sample) {
INFO("green color from the texture");
CHECK(sample == qvec3b(100, 150, 100));
});
}
{
INFO("under _light_alpha 0 is not tinted");
auto *under_alpha_0_glass = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-296, -96, 40});
REQUIRE(under_alpha_0_glass);
CheckFaceLuxels(bsp, *under_alpha_0_glass, [](qvec3b sample) { CHECK(sample == qvec3b(150)); });
}
{
INFO("under _light_alpha 1 is fully tinted");
auto *under_alpha_1_glass = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-616, -96, 40});
REQUIRE(under_alpha_1_glass);
CheckFaceLuxels(bsp, *under_alpha_1_glass, [](qvec3b sample) { CHECK(sample == qvec3b(0, 150, 0)); });
}
{
INFO("alpha test works");
auto *in_light = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-976, -316, 184});
REQUIRE(in_light);
CheckFaceLuxels(bsp, *in_light, [](qvec3b sample) { CHECK(sample == qvec3b(150)); });
auto *in_shadow = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-976, -316, 88});
REQUIRE(in_shadow);
CheckFaceLuxels(bsp, *in_shadow, [](qvec3b sample) { CHECK(sample == qvec3b(0)); });
}
}
TEST_CASE("-visapprox vis with opaque liquids")
{
INFO("opaque liquids block vis, but don't cast shadows by default.");
INFO("make sure '-visapprox vis' doesn't wrongly cull rays that should illuminate the level.");
const std::vector<std::string> maps{
"q2_light_visapprox.map", // light in liquid
"q2_light_visapprox2.map" // light outside of liquid
};
for (const auto &map : maps) {
SUBCASE(map.c_str())
{
auto [bsp, bspx] = QbspVisLight_Q2(map, {"-visapprox", "vis"}, runvis_t::yes);
auto *ceil_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {968, 1368, 1248});
REQUIRE(ceil_face);
CheckFaceLuxels(bsp, *ceil_face, [](qvec3b sample) {
INFO("ceiling above player start receiving light");
REQUIRE(sample[0] > 200);
});
}
}
}
TEST_CASE("negative lights work")
{
const std::vector<std::string> maps{"q2_light_negative.map", "q2_light_negative_bounce.map"};
for (const auto &map : maps) {
SUBCASE(map.c_str())
{
auto [bsp, bspx] = QbspVisLight_Q2(map, {});
auto *face_under_negative_light = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {632, 1304, 960});
REQUIRE(face_under_negative_light);
CheckFaceLuxels(bsp, *face_under_negative_light, [](qvec3b sample) { CHECK(sample == qvec3b(0)); });
}
}
}
TEST_CASE("light channel mask (_object_channel_mask, _light_channel_mask, _shadow_channel_mask)")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_group.map", {});
REQUIRE(4 == bsp.dmodels.size());
{
INFO("world doesn't receive light from the light ent with _light_channel_mask 2");
auto *face_under_light = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {680, 1224, 944});
REQUIRE(face_under_light);
CheckFaceLuxels(bsp, *face_under_light, [](qvec3b sample) { CHECK(sample == qvec3b(64)); });
}
{
INFO("pillar with _object_channel_mask 2 is receiving light");
auto *face_on_pillar = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[1], {680, 1248, 1000});
REQUIRE(face_on_pillar);
CheckFaceLuxels(bsp, *face_on_pillar, [](qvec3b sample) { CHECK(sample == qvec3b(255, 0, 0)); });
}
{
INFO("_object_channel_mask 2 implicitly makes bmodels cast shadow in channel 2");
auto *occluded_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[1], {680, 1280, 1000});
REQUIRE(occluded_face);
CheckFaceLuxels(bsp, *occluded_face, [](qvec3b sample) { CHECK(sample == qvec3b(0)); });
}
{
INFO("ensure AABB culling isn't breaking light channels");
auto *unoccluded_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[1], {680, 1280, 1088});
REQUIRE(unoccluded_face);
CheckFaceLuxels(bsp, *unoccluded_face, [](qvec3b sample) { CHECK(sample[0] > 100); });
}
{
INFO("sunlight doesn't cast on _object_channel_mask 4 bmodel");
auto *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[2], {904, 1248, 1016});
REQUIRE(face);
CheckFaceLuxels(bsp, *face, [](qvec3b sample) { CHECK(sample == qvec3b(0, 255, 0)); });
}
{
INFO("surface light doesn't cast on _object_channel_mask 8 bmodel");
auto *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[3], {1288, 1248, 1016});
REQUIRE(face);
CheckFaceLuxels(bsp, *face, [](qvec3b sample) { CHECK(sample == qvec3b(0, 0, 255)); });
}
{
INFO("_object_channel_mask 8 bmodel doesn't occlude luxels of a (channel 1) worldspawn brush touching it");
auto *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {1290, 1264, 1014});
REQUIRE(face);
INFO("should be receiving orange light from surface light");
CheckFaceLuxels(bsp, *face, [](qvec3b sample) {
qvec3i delta = qv::abs(qvec3i(sample) - qvec3i{255, 127, 64});
CHECK(delta[0] <= 2);
CHECK(delta[1] <= 2);
CHECK(delta[2] <= 2);
});
}
{
INFO("check that _object_channel_mask 8 func_group receives _light_channel_mask 8");
auto *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {1480, 1248, 1004});
REQUIRE(face);
CheckFaceLuxels(bsp, *face, [](qvec3b sample) { CHECK(sample == qvec3b(0, 0, 255)); });
}
{
INFO("_object_channel_mask 8 func_group doesn't cast shadow on default channel");
auto *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {1484, 1280, 1016});
REQUIRE(face);
CheckFaceLuxels(bsp, *face, [](qvec3b sample) {
qvec3i delta = qv::abs(qvec3i(sample) - qvec3i{255, 127, 64});
CHECK(delta[0] <= 2);
CHECK(delta[1] <= 2);
CHECK(delta[2] <= 2);
});
}
}
TEST_CASE("light channel mask / dirt interaction")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_group_dirt.map", {});
REQUIRE(2 == bsp.dmodels.size());
INFO("worldspawn has dirt in the corner");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {26, 26, 26}, {1432, 1480, 944});
INFO("worldspawn not receiving dirt from func_wall on different channel");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {60, 60, 60}, {1212, 1272, 1014});
INFO("func_wall on different channel not receiving dirt from worldspawn");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[1], {64, 64, 64}, {1216, 1266, 1014});
INFO("func_wall on different channel is receiving dirt from itself");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[1], {19, 19, 19}, {1236, 1308, 960});
}
TEST_CASE("surface lights minlight" * doctest::may_fail())
{
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_surflight_minlight.map", {});
{
INFO("there's a point entity in the void, but it has _nofill 1 so it should be ignored by filling");
CheckFilled(bsp);
}
auto *surflight = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-3264, -1664, -560});
REQUIRE(surflight);
const auto l = [](qvec3b sample) {
// "light" key is 100, color is (1, 0.5, 0), but values get halved due to overbright
CHECK(sample[0] <= 75);
CHECK(sample[0] >= 50);
CHECK(sample[1] <= 35);
CHECK(sample[1] >= 25);
CHECK(sample[2] == 0);
};
CheckFaceLuxels(bsp, *surflight, l, &lit);
INFO("same but with liquid");
auto *liquid_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-3264, -1456, -560}, {-1, 0, 0});
REQUIRE(liquid_face);
CheckFaceLuxels(bsp, *liquid_face, l, &lit);
}
static void CheckSpotCutoff(const mbsp_t &bsp, const qvec3d &position)
{
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}, position + qvec3d{16, 0, 0});
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {243, 243, 243}, position - qvec3d{16, 0, 0});
}
TEST_CASE("q2_light_cone")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_cone.map", {});
// lights are 256 units from wall
// all 3 lights have a 10 degree cone radius
// radius on wall should be 256 * sin(10 degrees) = 44.45 units
CheckSpotCutoff(bsp, {948, 1472, 952});
CheckSpotCutoff(bsp, {1092, 1472, 952});
CheckSpotCutoff(bsp, {1236, 1472, 952});
}
TEST_CASE("q2_light_sunlight_default_mangle")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_sunlight_default_mangle.map", {});
INFO("sunlight should be shining directly down if unspecified");
const qvec3d shadow_pos{1112, 1248, 944};
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}, shadow_pos);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {100, 100, 100}, shadow_pos + qvec3d{48, 0, 0});
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {100, 100, 100}, shadow_pos + qvec3d{-48, 0, 0});
}
TEST_CASE("q2_light_sun")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_sun.map", {});
INFO("sun entity shines at target");
const qvec3d shadow_pos{1084, 1284, 944};
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}, shadow_pos);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {220, 0, 0}, shadow_pos + qvec3d{128, 0, 0});
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {220, 0, 0}, shadow_pos + qvec3d{-128, 0, 0});
}
TEST_CASE("q2_light_origin_brush_shadow")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_origin_brush_shadow.map", {});
const qvec3d under_shadow_bmodel{-320, 176, 1};
const qvec3d under_nonshadow_bmodel{-432, 176, 1};
const qvec3d under_nodraw_shadow_bmodel = under_shadow_bmodel - qvec3d(0, 96, 0);
const qvec3d under_nodraw_nonshadow_bmodel = under_nonshadow_bmodel - qvec3d(0, 96, 0);
const qvec3d at_origin{0, 0, 1};
INFO("ensure expected shadow");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}, under_shadow_bmodel);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}, under_nodraw_shadow_bmodel);
INFO("ensure no spurious shadow under non-_shadow 1 bmodel");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {100, 100, 100}, under_nonshadow_bmodel);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {100, 100, 100}, under_nodraw_nonshadow_bmodel);
INFO("ensure no spurious shadow at the world origin (would happen if we didn't apply model offset)");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {100, 100, 100}, at_origin);
}
TEST_CASE("q2_surface_lights_culling" * doctest::may_fail())
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_surface_lights_culling.map", {});
CHECK(7 == GetSurflightPoints());
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {155, 78, 39}, {-480, 168, 64});
}
TEST_CASE("q1_lightignore" * doctest::may_fail())
{
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_lightignore.map", {"-bounce"});
{
INFO("func_wall");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[1], {0, 0, 0}, {-48, 144, 48}, {0, 0, 1}, &lit);
}
{
INFO("func_detail");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}, {72, 144, 48}, {0, 0, 1}, &lit);
}
{
INFO("worldspawn (receives light)");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {55, 69, 83}, {-128, 144, 32}, {0, 0, 1}, &lit);
}
}
TEST_CASE("q2_light_low_luxel_res")
{
auto [bsp, bspx] = QbspVisLight_Q2(
"q2_light_low_luxel_res.map", {"-world_units_per_luxel", "32", "-dirt", "-debugface", "2164", "712", "-968"});
{
INFO("non-sloped cube");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {232, 185, 0}, {2138, 712, -968}, {0, 1, 0}, nullptr, &bspx);
}
{
INFO("sloped cube");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {232, 185, 0}, {2164, 712, -968}, {0, 1, 0}, nullptr, &bspx);
}
}
TEST_CASE("q2_light_low_luxel_res2" * doctest::may_fail())
{
auto [bsp, bspx] = QbspVisLight_Q2(
"q2_light_low_luxel_res2.map", {"-world_units_per_luxel", "32", "-debugface", "2964", "1020", "-696"});
INFO("should be a smooth transition across these points");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {49, 49, 49}, {2964, 1046, -694}, {-1, 0, 0}, nullptr, &bspx);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {25, 25, 25}, {2964, 1046, -706}, {-1, 0, 0}, nullptr, &bspx);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {1, 1, 1}, {2964, 1046, -716}, {-1, 0, 0}, nullptr, &bspx);
}
TEST_CASE("q2_minlight_inherited")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_minlight_inherited.map", {});
{
INFO("check worldspawn minlight");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {64, 0, 0}, {456, 196, 0}, {0, 0, 1}, nullptr, &bspx);
}
{
INFO("check that func_group inherits worldspawn minlight");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {64, 0, 0}, {360, 72, 16}, {0, 0, 1}, nullptr, &bspx);
}
{
INFO("check that func_wall inherits worldspawn minlight");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[1], {64, 0, 0}, {208, 72, 16}, {0, 0, 1}, nullptr, &bspx);
}
{
INFO("check that func_group can override worldspawn minlight");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {128, 0, 0}, {360, -84, 16}, {0, 0, 1}, nullptr, &bspx);
}
{
INFO("check that func_wall can override worldspawn minlight");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[2], {128, 0, 0}, {208, -84, 16}, {0, 0, 1}, nullptr, &bspx);
}
{
INFO("check that func_group can override worldspawn minlight color");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 64, 0}, {360, -248, 16}, {0, 0, 1}, nullptr, &bspx);
}
{
INFO("check that func_wall can override worldspawn minlight color");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[3], {0, 64, 0}, {208, -248, 16}, {0, 0, 1}, nullptr, &bspx);
}
}
TEST_CASE("q2_minlight_inherited + -noextendedsurfflags")
{
auto [bsp, bspx] =
QbspVisLight_Common("q2_minlight_inherited.map", {"-q2bsp", "-noextendedsurfflags"}, {}, runvis_t::no);
{
INFO("check that func_wall inherits worldspawn minlight");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[1], {64, 0, 0}, {208, 72, 16}, {0, 0, 1}, nullptr, &bspx);
}
{
INFO("check that func_wall can override worldspawn minlight");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[2], {128, 0, 0}, {208, -84, 16}, {0, 0, 1}, nullptr, &bspx);
}
{
INFO("check that func_wall can override worldspawn minlight color");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[3], {0, 64, 0}, {208, -248, 16}, {0, 0, 1}, nullptr, &bspx);
}
}
TEST_CASE("lit water")
{
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_litwater.map", {});
{
INFO("cube 1: lava has blue lightmap");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 10, 171}, {-288, 120, 128}, {0, 0, 1}, &lit);
}
{
INFO("cube 2: non-lightmapped via _splitturb 0 func_group key");
auto *f = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-160, 120, 128}, {0, 0, 1});
auto *ti = Face_Texinfo(&bsp, f);
CHECK(ti->flags.native == TEX_SPECIAL);
}
{
INFO("cube 3: lightmapped, but using minlight only via _lightignore and _minlight func_group keys");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {50, 50, 50}, {-32, 120, 128}, {0, 0, 1}, &lit);
}
}
TEST_CASE("lit water opt-in")
{
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_litwater_opt_in.map", {});
{
INFO("cube 1: lava has blue lightmap (opt-in via _litwater 1)");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 162}, {-288, 120, 128}, {0, 0, 1}, &lit);
}
{
INFO("cube 2: non-lightmapped");
auto *f = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {-160, 120, 128}, {0, 0, 1});
auto *ti = Face_Texinfo(&bsp, f);
CHECK(ti->flags.native == TEX_SPECIAL);
}
}
TEST_CASE("q2_light_divzero")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_divzero.map", {"-world_units_per_luxel", "8"});
INFO("should not have a black spot in the center of the light face");
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {255, 127, 63}, {-992, 0, -480}, {0, 0, -1}, nullptr, &bspx);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {255, 127, 63}, {-984, 8, -480}, {0, 0, -1}, nullptr, &bspx);
}
TEST_CASE("minlight doesn't bounce")
{
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_minlight_nobounce.map", {"-lit"});
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {50, 50, 50}, {0, 0, 0}, {0, 0, 1}, &lit);
}
TEST_CASE("q1_sunlight")
{
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_sunlight.map", {"-lit"});
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {49, 49, 49}, {0, 0, 0}, {0, 0, 1}, &lit);
}
TEST_CASE("q1_light_bounce_litwater without the water")
{
auto [bsp, bspx] = QbspVisLight_Common("q1_light_bounce_litwater.map", {"-omitdetail"}, {"-lit", "-bounce", "4"}, runvis_t::no);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {118, 118, 118}, {128, 12, 156}, {-1, 0, 0});
}
TEST_CASE("q1_light_bounce_litwater")
{
INFO("adding a water plane should not affect the amount of light bounced on to the walls");
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_light_bounce_litwater.map", {"-lit", "-bounce", "4"});
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {118, 118, 118}, {128, 12, 156}, {-1, 0, 0});
}
TEST_CASE("q1_light_bounce_noshadow")
{
INFO("make sure light doesn't both pass through and bounce off of a face with _shadow -1");
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_light_bounce_noshadow.map", {"-lit", "-bounce", "4"});
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {118, 118, 118}, {128, 12, 156}, {-1, 0, 0});
}
TEST_CASE("q2_light_black")
{
auto [bsp, bspx] = QbspVisLight_Q2("q2_light_black.map", {});
const qvec3d point {1056, 1300, 972};
INFO("ensure completely black lightmaps are written out as style 0 in Q2 mode");
const mface_t *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point, {-1, 0, 0});
REQUIRE(face);
CHECK(face->styles[0] == 0);
CHECK(face->styles[1] == 255);
CHECK(face->styles[2] == 255);
CHECK(face->styles[3] == 255);
CheckFaceLuxelAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}, point, {-1, 0, 0});
}
TEST_CASE("q1_light_black")
{
auto [bsp, bspx, lit] = QbspVisLight_Q1("q1_light_black.map", {"-lit"});
{
const qvec3d point{1056, 1300, 972};
INFO("ensure completely black lightmaps are written out as style 255 / lightofs -1 in Q1 mode");
const mface_t *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point, {-1, 0, 0});
REQUIRE(face);
CHECK(face->styles[0] == 255);
CHECK(face->styles[1] == 255);
CHECK(face->styles[2] == 255);
CHECK(face->styles[3] == 255);
CHECK(face->lightofs == -1);
// this is consistent with original tools, see:
// https://github.com/id-Software/Quake-Tools/blob/master/qutils/LIGHT/LTFACE.C#L542
}
{
INFO("ensure lit water receiving no light is also written out as style 255 / lightofs -1");
const qvec3d point{568, 1288, 976};
const mface_t *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point, {0, 0, 1});
REQUIRE(face);
auto *texinfo = Face_Texinfo(&bsp, face);
REQUIRE(texinfo);
CHECK(texinfo->flags.native == 0); // i.e. TEX_SPECIAL is not set because it's lit water
CHECK(face->styles[0] == 255);
CHECK(face->styles[1] == 255);
CHECK(face->styles[2] == 255);
CHECK(face->styles[3] == 255);
CHECK(face->lightofs == -1);
// Note, this liquid face is rendering as fullbright (incorrect) in: QS 0.96.0 and Ironwail 0.7.0
// and rendering as solid black (correct) in vkQuake 1.30.1, FTEQW Mar 1 2022
}
}
TEST_CASE("hl_light_black")
{
auto [bsp, bspx] = QbspVisLight_HL("hl_light_black.map", {});
{
const qvec3d point{1056, 1300, 972};
INFO("ensure completely black lightmaps are written out as style 255 / lightofs -1 in HL mode");
const mface_t *face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point, {-1, 0, 0});
REQUIRE(face);
CHECK(face->styles[0] == 255);
CHECK(face->styles[1] == 255);
CHECK(face->styles[2] == 255);
CHECK(face->styles[3] == 255);
CHECK(face->lightofs == -1);
// confirmed that this renders as expected (black lightmaps) in the Dec 2023 HL build
}
}