1532 lines
48 KiB
C++
1532 lines
48 KiB
C++
/* Copyright (C) 1996-1997 Id Software, Inc.
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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 <algorithm>
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#include <cstring>
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#include <fstream>
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#include <common/cmdlib.hh>
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#include <common/parser.hh>
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#include <light/light.hh>
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#include <light/entities.hh>
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#include <light/ltface.hh>
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#include <common/bsputils.hh>
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using strings = std::vector<std::string>;
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std::vector<light_t> all_lights;
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std::vector<sun_t> all_suns;
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std::vector<entdict_t> entdicts;
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static std::vector<entdict_t> radlights;
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const std::vector<light_t> &GetLights()
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{
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return all_lights;
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}
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const std::vector<sun_t> &GetSuns()
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{
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return all_suns;
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}
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/* surface lights */
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static void MakeSurfaceLights(const mbsp_t *bsp);
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// light_t
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const char *light_t::classname() const
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{
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return ValueForKey(this, "classname");
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}
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/*
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* ============================================================================
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* ENTITY FILE PARSING
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* If a light has a targetname, generate a unique style in the 32-63 range
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* ============================================================================
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*/
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static std::vector<std::pair<std::string, int>> lightstyleForTargetname;
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#define MAX_SWITCHABLE_STYLES 64
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static entdict_t &WorldEnt()
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{
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if (entdicts.size() == 0 || entdicts.at(0).get("classname") != "worldspawn") {
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Error("WorldEnt() failed to get worldspawn");
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}
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return entdicts.at(0);
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}
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void SetWorldKeyValue(const std::string &key, const std::string &value)
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{
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WorldEnt().set(key, value);
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}
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const std::string &WorldValueForKey(const std::string &key)
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{
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return EntDict_StringForKey(WorldEnt(), key);
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}
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/**
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* Assigns a lightstyle number for the given non-empty targetname string
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* Reuses the existing lightstyle if this targetname was already assigned.
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*
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* Pass an empty string to generate a new unique lightstyle.
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*/
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static int LightStyleForTargetname(const globalconfig_t &cfg, const std::string &targetname)
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{
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// check if already assigned
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for (const auto &pr : lightstyleForTargetname) {
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if (pr.first == targetname && targetname.size() > 0) {
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return pr.second;
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}
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}
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// generate a new style number and return it
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const int newStylenum = cfg.compilerstyle_start.intValue() + lightstyleForTargetname.size();
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// check if full
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if (newStylenum >= MAX_SWITCHABLE_STYLES) {
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FError("Too many unique light targetnames (max={})\n", MAX_SWITCHABLE_STYLES);
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}
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lightstyleForTargetname.emplace_back(
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targetname, newStylenum); // mxd. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-emplace.html
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if (verbose_log) {
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FLogPrint("Allocated lightstyle {} for targetname '{}'\n", newStylenum, targetname);
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}
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return newStylenum;
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}
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std::string TargetnameForLightStyle(int style)
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{
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for (const auto &pr : lightstyleForTargetname) {
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if (pr.second == style) {
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return pr.first;
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}
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}
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return "";
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}
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/*
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* ==================
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* MatchTargets
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*
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* sets light_t.targetent
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*
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* entdicts should not be modified after this (saves pointers to elements)
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* ==================
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*/
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static void MatchTargets(void)
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{
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for (light_t &entity : all_lights) {
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std::string targetstr{ValueForKey(&entity, "target")};
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if (!targetstr.length())
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continue;
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for (const entdict_t &target : entdicts) {
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if (string_iequals(targetstr, EntDict_StringForKey(target, "targetname"))) {
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entity.targetent = ⌖
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break;
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}
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}
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}
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}
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static std::string EntDict_PrettyDescription(const mbsp_t *bsp, const entdict_t &entity)
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{
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// get the submodel's bbox if it's a brush entity
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if (bsp != nullptr && EntDict_StringForKey(entity, "origin") == "" && EntDict_StringForKey(entity, "model") != "") {
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const std::string &submodel_str = EntDict_StringForKey(entity, "model");
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const dmodelh2_t *info = BSP_DModelForModelString(bsp, submodel_str);
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if (info) {
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return fmt::format("brush entity with mins [{}] maxs [{}] ({})", info->mins, info->maxs,
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EntDict_StringForKey(entity, "classname"));
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}
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}
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return fmt::format(
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"entity at ({}) ({})", EntDict_StringForKey(entity, "origin"), EntDict_StringForKey(entity, "classname"));
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}
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bool EntDict_CheckNoEmptyValues(const mbsp_t *bsp, const entdict_t &entdict)
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{
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bool ok = true;
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// empty values warning
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for (const auto &keyval : entdict) {
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if (keyval.first.empty() || keyval.second.empty()) {
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LogPrint("WARNING: {} has empty key/value \"{}\" \"{}\"\n", EntDict_PrettyDescription(bsp, entdict),
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keyval.first, keyval.second);
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ok = false;
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}
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}
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return ok;
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}
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/**
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* Checks `edicts` for unmatched targets/targetnames and prints warnings
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*/
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bool EntDict_CheckTargetKeysMatched(
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const mbsp_t *bsp, const entdict_t &entity, const std::vector<entdict_t> &all_edicts)
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{
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bool ok = true;
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// TODO: what if we just do this for any key that contains `target` not immediately followed by `name`?
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const std::vector<std::string> targetKeys{
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"target", "killtarget", "target2", "angrytarget", "deathtarget" // from AD
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};
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const std::string &targetname = EntDict_StringForKey(entity, "targetname");
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// search for "target" values such that no entity has a matching "targetname"
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for (const auto &targetKey : targetKeys) {
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const auto &targetVal = EntDict_StringForKey(entity, targetKey);
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if (!targetVal.length())
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continue;
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if (targetVal == targetname) {
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LogPrint("WARNING: {} has \"{}\" set to itself\n", EntDict_PrettyDescription(bsp, entity), targetKey);
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ok = false;
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continue;
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}
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bool found = false;
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for (const entdict_t &target : all_edicts) {
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if (&target == &entity) {
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continue;
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}
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if (string_iequals(targetVal, EntDict_StringForKey(target, "targetname"))) {
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found = true;
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break;
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}
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}
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if (!found) {
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LogPrint("WARNING: {} has unmatched \"{}\" ({})\n", EntDict_PrettyDescription(bsp, entity), targetKey,
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targetVal);
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ok = false;
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}
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}
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return ok;
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}
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bool EntDict_CheckTargetnameKeyMatched(
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const mbsp_t *bsp, const entdict_t &entity, const std::vector<entdict_t> &all_edicts)
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{
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// search for "targetname" values such that no entity has a matching "target"
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// accept any key name as a target, so we don't print false positive
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// if the map has "some_mod_specific_target" "foo"
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bool ok = true;
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const auto &targetnameVal = EntDict_StringForKey(entity, "targetname");
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if (targetnameVal.length()) {
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bool found = false;
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for (const entdict_t &targetter : all_edicts) {
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if (&targetter == &entity) {
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continue;
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}
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for (const auto &targetter_keyval : targetter) {
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if (targetnameVal == targetter_keyval.second) {
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found = true;
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break;
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}
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}
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if (found) {
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break;
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}
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}
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if (!found) {
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LogPrint("WARNING: {} has targetname \"{}\", which is not targeted by anything.\n",
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EntDict_PrettyDescription(bsp, entity), targetnameVal);
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ok = false;
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}
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}
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return ok;
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}
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static void SetupSpotlights(const globalconfig_t &cfg)
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{
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for (light_t &entity : all_lights) {
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vec_t targetdist = 0.0; // mxd
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if (entity.targetent) {
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qvec3d targetOrigin = EntDict_VectorForKey(*entity.targetent, "origin");
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VectorSubtract(targetOrigin, entity.origin.vec3Value(), entity.spotvec);
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targetdist = VectorLength(entity.spotvec); // mxd
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VectorNormalize(entity.spotvec);
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entity.spotlight = true;
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}
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if (entity.spotlight) {
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const vec_t angle = (entity.spotangle.floatValue() > 0) ? entity.spotangle.floatValue() : 40;
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entity.spotfalloff = -cos(angle / 2 * Q_PI / 180);
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vec_t angle2 = entity.spotangle2.floatValue();
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if (angle2 <= 0 || angle2 > angle)
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angle2 = angle;
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entity.spotfalloff2 = -cos(angle2 / 2 * Q_PI / 180);
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// mxd. Apply autofalloff?
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if (targetdist > 0.0f && entity.falloff.floatValue() == 0 && cfg.spotlightautofalloff.boolValue()) {
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const vec_t coneradius = targetdist * tan(angle / 2 * Q_PI / 180);
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entity.falloff.setFloatValue(targetdist + coneradius);
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}
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}
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}
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}
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static void CheckEntityFields(const globalconfig_t &cfg, light_t *entity)
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{
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if (entity->light.floatValue() == 0.0f)
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entity->light.setFloatValue(DEFAULTLIGHTLEVEL);
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if (entity->atten.floatValue() <= 0.0)
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entity->atten.setFloatValue(1.0);
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if (entity->anglescale.floatValue() < 0 || entity->anglescale.floatValue() > 1.0)
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entity->anglescale.setFloatValue(cfg.global_anglescale.floatValue());
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// mxd. No negative falloffs pls.
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if (entity->falloff.floatValue() < 0.0f)
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entity->falloff.setFloatValue(0.0f);
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// mxd. Warn about unsupported _falloff / delay combos...
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if (entity->falloff.floatValue() > 0.0f && entity->getFormula() != LF_LINEAR) {
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LogPrint("WARNING: _falloff is currently only supported on linear (delay 0) lights\n"
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" {} at [{}]\n",
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entity->classname(), entity->origin.vec3Value());
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entity->falloff.setFloatValue(0.0f);
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}
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if (entity->getFormula() < LF_LINEAR || entity->getFormula() >= LF_COUNT) {
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static bool warned_once = true;
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if (!warned_once) {
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warned_once = true;
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LogPrint("WARNING: unknown formula number ({}) in delay field\n"
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" {} at [{}]\n"
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" (further formula warnings will be supressed)\n",
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entity->getFormula(), entity->classname(), entity->origin.vec3Value());
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}
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entity->formula.setFloatValue(LF_LINEAR);
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}
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/* set up deviance and samples defaults */
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if (entity->deviance.floatValue() > 0 && entity->samples.intValue() == 0) {
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entity->samples.setFloatValue(16);
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}
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if (entity->deviance.floatValue() <= 0.0f || entity->samples.intValue() <= 1) {
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entity->deviance.setFloatValue(0.0f);
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entity->samples.setFloatValue(1);
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}
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/* For most formulas, we need to divide the light value by the number of
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samples (jittering) to keep the brightness approximately the same. */
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if (entity->getFormula() == LF_INVERSE || entity->getFormula() == LF_INVERSE2 ||
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entity->getFormula() == LF_INFINITE || (entity->getFormula() == LF_LOCALMIN && cfg.addminlight.boolValue()) ||
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entity->getFormula() == LF_INVERSE2A) {
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entity->light.setFloatValue(entity->light.floatValue() / entity->samples.intValue());
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}
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if (entity->style.intValue() < 0 || entity->style.intValue() > 254) {
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FError("Bad light style {} (must be 0-254)", entity->style.intValue());
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}
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}
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/*
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* =============
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* Dirt_ResolveFlag
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*
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* Resolves a dirt flag (0=default, 1=enable, -1=disable) to a boolean
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* =============
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*/
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static bool Dirt_ResolveFlag(const globalconfig_t &cfg, int dirtInt)
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{
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if (dirtInt == 1)
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return true;
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else if (dirtInt == -1)
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return false;
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else
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return cfg.globalDirt.boolValue();
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}
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/*
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* =============
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* AddSun
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* =============
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*/
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static void AddSun(const globalconfig_t &cfg, const qvec3d &sunvec, vec_t light, const qvec3d &color, int dirtInt,
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vec_t sun_anglescale, const int style, const std::string &suntexture)
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{
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if (light == 0.0f)
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return;
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// add to list
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sun_t &sun = all_suns.emplace_back();
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VectorCopy(sunvec, sun.sunvec);
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VectorNormalize(sun.sunvec);
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VectorScale(sun.sunvec, -16384, sun.sunvec);
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sun.sunlight = light;
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VectorCopy(color, sun.sunlight_color);
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sun.anglescale = sun_anglescale;
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sun.dirt = Dirt_ResolveFlag(cfg, dirtInt);
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sun.style = style;
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sun.suntexture = suntexture;
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// fmt::print( "sun is using vector {} {} {} light {} color {} {} {} anglescale {} dirt {} resolved to {}\n",
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// sun->sunvec[0], sun->sunvec[1], sun->sunvec[2], sun->sunlight.light,
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// sun->sunlight.color[0], sun->sunlight.color[1], sun->sunlight.color[2],
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// anglescale,
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// dirtInt,
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// (int)sun->dirt);
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}
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/*
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* =============
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* SetupSuns
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*
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* Creates a sun_t object for the "_sunlight" worldspawn key,
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* optionall many suns if the "_sunlight_penumbra" key is used.
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*
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* From q3map2
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* =============
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*/
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static void SetupSun(const globalconfig_t &cfg, vec_t light, const qvec3d &color, const qvec3d &sunvec_in,
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const vec_t sun_anglescale, const vec_t sun_deviance, const int sunlight_dirt, const int style,
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const std::string &suntexture)
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{
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qvec3d sunvec;
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int i;
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int sun_num_samples = (sun_deviance == 0 ? 1 : sunsamples); // mxd
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vec_t sun_deviance_rad = DEG2RAD(sun_deviance); // mxd
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vec_t sun_deviance_sq = sun_deviance * sun_deviance; // mxd
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VectorCopy(sunvec_in, sunvec);
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VectorNormalize(sunvec);
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// fmt::print( "input sunvec {} {} {}. deviance is {}, {} samples\n",sunvec[0],sunvec[1], sunvec[2], sun_deviance,
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// sun_num_samples);
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/* set photons */
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light /= sun_num_samples;
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for (i = 0; i < sun_num_samples; i++) {
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qvec3d direction;
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/* calculate sun direction */
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if (i == 0) {
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VectorCopy(sunvec, direction);
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} else {
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vec_t da, de;
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vec_t d = sqrt(sunvec[0] * sunvec[0] + sunvec[1] * sunvec[1]);
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vec_t angle = atan2(sunvec[1], sunvec[0]);
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vec_t elevation = atan2(sunvec[2], d);
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/* jitter the angles (loop to keep random sample within sun->deviance steridians) */
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do {
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da = (Random() * 2.0f - 1.0f) * sun_deviance_rad;
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de = (Random() * 2.0f - 1.0f) * sun_deviance_rad;
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} while ((da * da + de * de) > sun_deviance_sq);
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angle += da;
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elevation += de;
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/* create new vector */
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direction[0] = cos(angle) * cos(elevation);
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direction[1] = sin(angle) * cos(elevation);
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direction[2] = sin(elevation);
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}
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// fmt::print( "sun {} is using vector {} {} {}\n", i, direction[0], direction[1], direction[2]);
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AddSun(cfg, direction, light, color, sunlight_dirt, sun_anglescale, style, suntexture);
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}
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}
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static void SetupSuns(const globalconfig_t &cfg)
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{
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for (light_t &entity : all_lights) {
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// mxd. Arghrad-style sun setup
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if (entity.sun.intValue() == 1 && entity.light.intValue() > 0) {
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// Set sun vector
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qvec3d sunvec;
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if (entity.targetent) {
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qvec3d target_pos = EntDict_VectorForKey(*entity.targetent, "origin");
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VectorSubtract(target_pos, entity.origin.vec3Value(), sunvec);
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} else if (VectorLengthSq(entity.mangle.vec3Value()) > 0) {
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VectorCopy(entity.mangle.vec3Value(), sunvec);
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} else { // Use { 0, 0, 0 } as sun target...
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LogPrint("WARNING: sun missing target, entity origin used.\n");
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sunvec = -entity.origin.vec3Value();
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}
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// Add the sun
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SetupSun(cfg, entity.light.floatValue(), entity.color.vec3Value(), sunvec, entity.anglescale.floatValue(),
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entity.deviance.floatValue(), entity.dirt.intValue(), entity.style.intValue(),
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entity.suntexture.stringValue());
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// Disable the light itself...
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entity.light.setFloatValue(0.0f);
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}
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}
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SetupSun(cfg, cfg.sunlight.floatValue(), cfg.sunlight_color.vec3Value(), cfg.sunvec.vec3Value(),
|
|
cfg.global_anglescale.floatValue(), cfg.sun_deviance.floatValue(), cfg.sunlight_dirt.intValue(), 0, "");
|
|
|
|
if (cfg.sun2.floatValue() != 0) {
|
|
LogPrint("creating sun2\n");
|
|
SetupSun(cfg, cfg.sun2.floatValue(), cfg.sun2_color.vec3Value(), cfg.sun2vec.vec3Value(),
|
|
cfg.global_anglescale.floatValue(), cfg.sun_deviance.floatValue(), cfg.sunlight_dirt.intValue(), 0, "");
|
|
}
|
|
}
|
|
|
|
/*
|
|
* =============
|
|
* SetupSkyDome
|
|
*
|
|
* Setup a dome of suns for the "_sunlight2" worldspawn key.
|
|
*
|
|
* From q3map2
|
|
*
|
|
* FIXME: this is becoming a mess
|
|
* =============
|
|
*/
|
|
static void SetupSkyDome(const globalconfig_t &cfg, vec_t upperLight, const qvec3d &upperColor, const int upperDirt,
|
|
const vec_t upperAnglescale, const int upperStyle, const std::string &upperSuntexture, vec_t lowerLight,
|
|
const qvec3d &lowerColor, const int lowerDirt, const vec_t lowerAnglescale, const int lowerStyle,
|
|
const std::string &lowerSuntexture)
|
|
{
|
|
int i, j, numSuns;
|
|
int angleSteps, elevationSteps;
|
|
int iterations;
|
|
vec_t angle, elevation;
|
|
vec_t angleStep, elevationStep;
|
|
qvec3d direction;
|
|
|
|
/* pick a value for 'iterations' so that 'numSuns' will be close to 'sunsamples' */
|
|
iterations = rint(sqrt((sunsamples - 1) / 4)) + 1;
|
|
iterations = max(iterations, 2);
|
|
|
|
/* dummy check */
|
|
if (upperLight <= 0.0f && lowerLight <= 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;
|
|
|
|
const vec_t sunlight2value = upperLight / numSuns;
|
|
const vec_t sunlight3value = lowerLight / 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(cfg, direction, sunlight2value, upperColor, upperDirt, upperAnglescale, upperStyle,
|
|
upperSuntexture);
|
|
}
|
|
|
|
direction[2] = -direction[2];
|
|
|
|
/* insert bottom hemisphere light */
|
|
if (sunlight3value > 0) {
|
|
AddSun(cfg, direction, sunlight3value, lowerColor, lowerDirt, lowerAnglescale, lowerStyle,
|
|
lowerSuntexture);
|
|
}
|
|
|
|
/* move */
|
|
angle += angleStep;
|
|
}
|
|
|
|
/* move */
|
|
elevation += elevationStep;
|
|
angle += angleStep / elevationSteps;
|
|
}
|
|
|
|
/* create vertical sun */
|
|
if (sunlight2value > 0) {
|
|
AddSun(cfg, { 0.0, 0.0, -1.0 }, sunlight2value, upperColor, upperDirt, upperAnglescale, upperStyle, upperSuntexture);
|
|
}
|
|
|
|
if (sunlight3value > 0) {
|
|
AddSun(cfg, { 0.0, 0.0, 1.0 }, sunlight3value, lowerColor, lowerDirt, lowerAnglescale, lowerStyle, lowerSuntexture);
|
|
}
|
|
}
|
|
|
|
static void SetupSkyDomes(const globalconfig_t &cfg)
|
|
{
|
|
// worldspawn "legacy" skydomes
|
|
SetupSkyDome(cfg, cfg.sunlight2.floatValue(), cfg.sunlight2_color.vec3Value(), cfg.sunlight2_dirt.intValue(),
|
|
cfg.global_anglescale.floatValue(), 0, "", cfg.sunlight3.floatValue(), cfg.sunlight3_color.vec3Value(),
|
|
cfg.sunlight2_dirt.intValue(), cfg.global_anglescale.floatValue(), 0, "");
|
|
|
|
// new per-entity sunlight2/3 skydomes
|
|
for (light_t &entity : all_lights) {
|
|
if ((entity.sunlight2.boolValue() || entity.sunlight3.boolValue()) && entity.light.intValue() > 0) {
|
|
if (entity.sunlight2.boolValue()) {
|
|
// Add the upper dome, like sunlight2 (pointing down)
|
|
SetupSkyDome(cfg, entity.light.floatValue(), entity.color.vec3Value(), entity.dirt.intValue(),
|
|
entity.anglescale.floatValue(), entity.style.intValue(), entity.suntexture.stringValue(), 0,
|
|
{}, 0, 0, 0, "");
|
|
} else {
|
|
// Add the lower dome, like sunlight3 (pointing up)
|
|
SetupSkyDome(cfg, 0, {}, 0, 0, 0, "", entity.light.floatValue(), entity.color.vec3Value(),
|
|
entity.dirt.intValue(), entity.anglescale.floatValue(), entity.style.intValue(),
|
|
entity.suntexture.stringValue());
|
|
}
|
|
|
|
// Disable the light itself...
|
|
entity.light.setFloatValue(0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* =============
|
|
* DuplicateEntity
|
|
* =============
|
|
*/
|
|
static light_t DuplicateEntity(const light_t &src)
|
|
{
|
|
light_t entity{src};
|
|
return entity;
|
|
}
|
|
|
|
/*
|
|
* =============
|
|
* JitterEntity
|
|
*
|
|
* Creates jittered copies of the light if specified using the "_samples" and "_deviance" keys.
|
|
*
|
|
* From q3map2
|
|
* =============
|
|
*/
|
|
static void JitterEntity(const light_t entity)
|
|
{
|
|
/* jitter the light */
|
|
for (int j = 1; j < entity.samples.intValue(); j++) {
|
|
/* create a light */
|
|
light_t &light2 = all_lights.emplace_back(DuplicateEntity(entity));
|
|
light2.generated = true; // don't write generated light to bsp
|
|
|
|
/* jitter it */
|
|
qvec3d neworigin = {(entity.origin.vec3Value())[0] + (Random() * 2.0f - 1.0f) * entity.deviance.floatValue(),
|
|
(entity.origin.vec3Value())[1] + (Random() * 2.0f - 1.0f) * entity.deviance.floatValue(),
|
|
(entity.origin.vec3Value())[2] + (Random() * 2.0f - 1.0f) * entity.deviance.floatValue()};
|
|
light2.origin.setVec3Value(neworigin);
|
|
}
|
|
}
|
|
|
|
static void JitterEntities()
|
|
{
|
|
// We will append to the list during iteration.
|
|
const size_t starting_size = all_lights.size();
|
|
for (size_t i = 0; i < starting_size; i++) {
|
|
JitterEntity(all_lights.at(i));
|
|
}
|
|
}
|
|
|
|
void Matrix4x4_CM_Projection_Inf(std::array<vec_t, 16> &proj, vec_t fovx, vec_t fovy, vec_t neard)
|
|
{
|
|
vec_t xmin, xmax, ymin, ymax;
|
|
constexpr vec_t 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 * ((vec_t)(1 << 21) / (1 << 22));
|
|
proj[14] = -2 * neard * nudge;
|
|
|
|
proj[3] = 0;
|
|
proj[7] = 0;
|
|
proj[11] = -1;
|
|
proj[15] = 0;
|
|
}
|
|
std::array<vec_t, 16> &Matrix4x4_CM_NewRotation(std::array<vec_t, 16> &ret, vec_t a, vec_t x, vec_t y, vec_t z)
|
|
{
|
|
vec_t c = cos(a * Q_PI / 180.0);
|
|
vec_t 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;
|
|
}
|
|
std::array<vec_t, 16> &Matrix4x4_CM_NewTranslation(std::array<vec_t, 16> &ret, vec_t x, vec_t y, vec_t 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 std::array<vec_t, 16> &a, const std::array<vec_t, 16> &b, std::array<vec_t, 16> &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(std::array<vec_t, 16> &modelview, const qvec3d &viewangles, const qvec3d &vieworg)
|
|
{
|
|
std::array<vec_t, 16> t2;
|
|
std::array<vec_t, 16> tempmat;
|
|
// load identity.
|
|
modelview = {};
|
|
#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); // roll
|
|
Matrix4_Multiply(tempmat, Matrix4x4_CM_NewRotation(t2, viewangles[1], 0, 1, 0), modelview); // pitch
|
|
Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[0], 0, 0, 1), tempmat); // yaw
|
|
|
|
Matrix4_Multiply(
|
|
tempmat, Matrix4x4_CM_NewTranslation(t2, -vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up
|
|
}
|
|
|
|
static void Matrix4x4_CM_MakeModelViewProj(
|
|
const qvec3d &viewangles, const qvec3d &vieworg, vec_t fovx, vec_t fovy, std::array<vec_t, 16> &modelviewproj)
|
|
{
|
|
std::array<vec_t, 16> modelview;
|
|
std::array<vec_t, 16> proj;
|
|
|
|
Matrix4x4_CM_ModelViewMatrix(modelview, viewangles, vieworg);
|
|
Matrix4x4_CM_Projection_Inf(proj, fovx, fovy, 4);
|
|
Matrix4_Multiply(proj, modelview, modelviewproj);
|
|
}
|
|
|
|
inline vec_t CalcFov(vec_t fov_x, vec_t width, vec_t height)
|
|
{
|
|
if (fov_x < 1 || fov_x > 179)
|
|
FError("Unsupported fov: {}. Expected a value in [1..179] range.", fov_x);
|
|
|
|
vec_t x = fov_x / 360 * Q_PI;
|
|
x = tan(x);
|
|
x = width / x;
|
|
|
|
vec_t a = atan(height / x);
|
|
|
|
a = a * 360 / Q_PI;
|
|
|
|
return a;
|
|
}
|
|
|
|
/*
|
|
finds the texture that is meant to be projected.
|
|
*/
|
|
static const rgba_miptex_t *FindProjectionTexture(const mbsp_t *bsp, const std::string &texname)
|
|
{
|
|
/*outer loop finds the textures*/
|
|
for (auto &miptex : bsp->drgbatexdata) {
|
|
if (!miptex.data)
|
|
continue;
|
|
|
|
if (string_iequals(miptex.name, texname))
|
|
return &miptex;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
static std::string ParseEscapeSequences(const std::string &input)
|
|
{
|
|
std::string s;
|
|
s.reserve(input.size());
|
|
|
|
bool bold = false;
|
|
|
|
for (size_t i = 0; i < input.length(); i++) {
|
|
if (input.at(i) == '\\' && (i + 1) < input.length() && input.at(i + 1) == 'b') {
|
|
bold = !bold;
|
|
i++;
|
|
} else {
|
|
uint8_t c = static_cast<uint8_t>(input.at(i));
|
|
if (bold) {
|
|
c |= 128;
|
|
}
|
|
s += static_cast<char>(c);
|
|
}
|
|
}
|
|
return s;
|
|
}
|
|
|
|
/*
|
|
* ==================
|
|
* LoadEntities
|
|
* ==================
|
|
*/
|
|
void LoadEntities(const globalconfig_t &cfg, const mbsp_t *bsp)
|
|
{
|
|
LogPrint("--- LoadEntities ---\n");
|
|
|
|
entdicts = EntData_Parse(bsp->dentdata);
|
|
|
|
// Make warnings
|
|
for (auto &entdict : entdicts) {
|
|
EntDict_CheckNoEmptyValues(bsp, entdict);
|
|
EntDict_CheckTargetKeysMatched(bsp, entdict, entdicts);
|
|
EntDict_CheckTargetnameKeyMatched(bsp, entdict, entdicts);
|
|
}
|
|
|
|
/* handle worldspawn */
|
|
for (const auto &epair : WorldEnt()) {
|
|
SetGlobalSetting(epair.first, epair.second, false);
|
|
}
|
|
/* apply side effects of settings (in particular "dirt") */
|
|
FixupGlobalSettings();
|
|
// NOTE: cfg is not valid until now.
|
|
|
|
// First pass: make permanent changes to the bsp entdata that we will write out
|
|
// at the end of the light process.
|
|
for (auto &entdict : entdicts) {
|
|
|
|
// fix "lightmap_scale"
|
|
const std::string &lmscale = EntDict_StringForKey(entdict, "lightmap_scale");
|
|
if (!lmscale.empty()) {
|
|
LogPrint("lightmap_scale should be _lightmap_scale\n");
|
|
|
|
EntDict_RemoveValueForKey(entdict, "lightmap_scale");
|
|
entdict.set("_lightmap_scale", lmscale);
|
|
}
|
|
|
|
// setup light styles for switchable lights
|
|
// NOTE: this also handles "_sun" "1" entities without any extra work.
|
|
const std::string &classname = EntDict_StringForKey(entdict, "classname");
|
|
if (classname.find("light") == 0) {
|
|
const std::string &targetname = EntDict_StringForKey(entdict, "targetname");
|
|
if (!targetname.empty()) {
|
|
const int style = LightStyleForTargetname(cfg, targetname);
|
|
entdict.set("style", std::to_string(style));
|
|
}
|
|
}
|
|
|
|
// setup light styles for dynamic shadow entities
|
|
if (EntDict_StringForKey(entdict, "_switchableshadow") == "1") {
|
|
const std::string &targetname = EntDict_StringForKey(entdict, "targetname");
|
|
// if targetname is "", generates a new unique lightstyle
|
|
const int style = LightStyleForTargetname(cfg, targetname);
|
|
// TODO: Configurable key?
|
|
entdict.set("switchshadstyle", std::to_string(style));
|
|
}
|
|
|
|
// parse escape sequences
|
|
for (auto &epair : entdict) {
|
|
epair.second = ParseEscapeSequences(epair.second);
|
|
}
|
|
}
|
|
|
|
Q_assert(all_lights.empty());
|
|
if (nolights) {
|
|
return;
|
|
}
|
|
|
|
/* go through all the entities */
|
|
for (auto &entdict : entdicts) {
|
|
|
|
/*
|
|
* Check light entity fields and any global settings in worldspawn.
|
|
*/
|
|
if (EntDict_StringForKey(entdict, "classname").find("light") == 0) {
|
|
// mxd. Convert some Arghrad3 settings...
|
|
if (arghradcompat) {
|
|
EntDict_RenameKey(entdict, "_falloff", "delay"); // _falloff -> delay
|
|
EntDict_RenameKey(entdict, "_distance", "_falloff"); // _distance -> _falloff
|
|
EntDict_RenameKey(entdict, "_fade", "wait"); // _fade -> wait
|
|
|
|
// _angfade or _angwait -> _anglescale
|
|
EntDict_RenameKey(entdict, "_angfade", "_anglescale");
|
|
EntDict_RenameKey(entdict, "_angwait", "_anglescale");
|
|
const auto anglescale = entdict.find("_anglescale");
|
|
if (anglescale != entdict.end()) {
|
|
// Convert from 0..2 to 0..1 range...
|
|
const vec_t val = min(1.0, max(0.0, EntDict_FloatForKey(entdict, "_anglescale") * 0.5));
|
|
entdict.set("_anglescale", std::to_string(val));
|
|
}
|
|
}
|
|
|
|
// Skip non-switchable lights if we're skipping world lighting
|
|
if (skiplighting && EntDict_StringForKey(entdict, "style").empty() &&
|
|
EntDict_StringForKey(entdict, "switchshadstyle").empty()) {
|
|
continue;
|
|
}
|
|
|
|
/* Allocate a new entity */
|
|
light_t &entity = all_lights.emplace_back();
|
|
|
|
// save pointer to the entdict
|
|
entity.epairs = &entdict;
|
|
|
|
// populate settings
|
|
entity.settings().setSettings(*entity.epairs, false);
|
|
|
|
if (entity.mangle.isChanged()) {
|
|
const qvec3f temp = vec_from_mangle(entity.mangle.vec3Value());
|
|
VectorCopy(temp, entity.spotvec);
|
|
entity.spotlight = true;
|
|
|
|
if (!entity.projangle.isChanged()) {
|
|
// copy from mangle
|
|
entity.projangle.setVec3Value(entity.mangle.vec3Value());
|
|
}
|
|
}
|
|
|
|
if (!entity.project_texture.stringValue().empty()) {
|
|
auto texname = entity.project_texture.stringValue();
|
|
entity.projectedmip = FindProjectionTexture(bsp, texname);
|
|
if (entity.projectedmip == nullptr) {
|
|
LogPrint(
|
|
"WARNING: light has \"_project_texture\" \"{}\", but this texture is not present in the bsp\n",
|
|
texname);
|
|
}
|
|
|
|
if (!entity.projangle.isChanged()) { // mxd
|
|
// Copy from angles
|
|
qvec3d angles = EntDict_VectorForKey(entdict, "angles");
|
|
qvec3d mangle{angles[1], -angles[0], angles[2]}; // -pitch yaw roll -> yaw pitch roll
|
|
entity.projangle.setVec3Value(mangle);
|
|
|
|
entity.spotlight = true;
|
|
}
|
|
}
|
|
|
|
if (entity.projectedmip) {
|
|
if (entity.projectedmip->width > entity.projectedmip->height)
|
|
Matrix4x4_CM_MakeModelViewProj(entity.projangle.vec3Value(), entity.origin.vec3Value(),
|
|
entity.projfov.floatValue(),
|
|
CalcFov(entity.projfov.floatValue(), entity.projectedmip->width, entity.projectedmip->height),
|
|
entity.projectionmatrix);
|
|
else
|
|
Matrix4x4_CM_MakeModelViewProj(entity.projangle.vec3Value(), entity.origin.vec3Value(),
|
|
CalcFov(entity.projfov.floatValue(), entity.projectedmip->height, entity.projectedmip->width),
|
|
entity.projfov.floatValue(), entity.projectionmatrix);
|
|
}
|
|
|
|
CheckEntityFields(cfg, &entity);
|
|
}
|
|
}
|
|
|
|
LogPrint("{} entities read, {} are lights.\n", entdicts.size(), all_lights.size());
|
|
}
|
|
|
|
static qvec3d FixLightOnFace(const mbsp_t *bsp, const qvec3d &point)
|
|
{
|
|
// FIXME: Check all shadow casters
|
|
if (!Light_PointInWorld(bsp, point)) {
|
|
return point;
|
|
}
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
qvec3d testpoint = point;
|
|
|
|
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
|
|
|
|
// FIXME: Check all shadow casters
|
|
if (!Light_PointInWorld(bsp, testpoint)) {
|
|
return testpoint;
|
|
}
|
|
}
|
|
|
|
LogPrint("WARNING: couldn't nudge light in solid at {}\n", point);
|
|
return point;
|
|
}
|
|
|
|
void FixLightsOnFaces(const mbsp_t *bsp)
|
|
{
|
|
for (light_t &entity : all_lights) {
|
|
if (entity.light.floatValue() != 0) {
|
|
entity.origin.setVec3Value(FixLightOnFace(bsp, entity.origin.vec3Value()));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Maps uniform random variables U and V in [0, 1] to uniformly distributed points on a sphere
|
|
|
|
// from http://mathworld.wolfram.com/SpherePointPicking.html
|
|
// eqns 6,7,8
|
|
inline qvec3d UniformPointOnSphere(vec_t u1, vec_t u2)
|
|
{
|
|
Q_assert(u1 >= 0 && u1 <= 1);
|
|
Q_assert(u2 >= 0 && u2 <= 1);
|
|
|
|
const vec_t theta = u1 * 2.0 * Q_PI;
|
|
const vec_t u = (2.0 * u2) - 1.0;
|
|
|
|
const vec_t s = sqrt(1.0 - (u * u));
|
|
|
|
qvec3d dir {
|
|
s * cos(theta),
|
|
s * sin(theta),
|
|
u
|
|
};
|
|
|
|
for (auto &v : dir) {
|
|
Q_assert(v >= -1.001);
|
|
Q_assert(v <= 1.001);
|
|
}
|
|
|
|
return dir;
|
|
}
|
|
|
|
aabb3d EstimateVisibleBoundsAtPoint(const qvec3d &point)
|
|
{
|
|
const int N = 32;
|
|
const int N2 = N * N;
|
|
|
|
raystream_intersection_t *rs = MakeIntersectionRayStream(N2);
|
|
|
|
aabb3d bounds = point;
|
|
|
|
for (int x = 0; x < N; x++) {
|
|
for (int y = 0; y < N; y++) {
|
|
const vec_t u1 = static_cast<vec_t>(x) / static_cast<vec_t>(N - 1);
|
|
const vec_t u2 = static_cast<vec_t>(y) / static_cast<vec_t>(N - 1);
|
|
|
|
rs->pushRay(0, point, UniformPointOnSphere(u1, u2), 65536.0);
|
|
}
|
|
}
|
|
|
|
rs->tracePushedRaysIntersection(nullptr);
|
|
|
|
for (int i = 0; i < N2; i++) {
|
|
const vec_t dist = rs->getPushedRayHitDist(i);
|
|
qvec3d dir = rs->getPushedRayDir(i);
|
|
|
|
// get the intersection point
|
|
qvec3d stop = point + (dir * dist);
|
|
|
|
bounds += stop;
|
|
}
|
|
|
|
delete rs;
|
|
|
|
// grow it by 25% in each direction
|
|
return bounds.grow(bounds.size() * 0.25);
|
|
|
|
/*
|
|
LogPrint("light at {} {} {} has mins {} {} {} maxs {} {} {}\n",
|
|
point[0],
|
|
point[1],
|
|
point[2],
|
|
mins[0],
|
|
mins[1],
|
|
mins[2],
|
|
maxs[0],
|
|
maxs[1],
|
|
maxs[2]);
|
|
*/
|
|
}
|
|
|
|
inline void EstimateLightAABB(light_t *light)
|
|
{
|
|
light->bounds = EstimateVisibleBoundsAtPoint(light->origin.vec3Value());
|
|
}
|
|
|
|
static void *EstimateLightAABBThread(void *arg)
|
|
{
|
|
while (1) {
|
|
const int i = GetThreadWork();
|
|
if (i == -1)
|
|
break;
|
|
|
|
EstimateLightAABB(&all_lights.at(i));
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
void EstimateLightVisibility(void)
|
|
{
|
|
if (novisapprox)
|
|
return;
|
|
|
|
LogPrint("--- EstimateLightVisibility ---\n");
|
|
|
|
RunThreadsOn(0, static_cast<int>(all_lights.size()), EstimateLightAABBThread, nullptr);
|
|
}
|
|
|
|
void SetupLights(const globalconfig_t &cfg, const mbsp_t *bsp)
|
|
{
|
|
LogPrint("SetupLights: {} initial lights\n", all_lights.size());
|
|
|
|
// Creates more light entities, needs to be done before the rest
|
|
MakeSurfaceLights(bsp);
|
|
|
|
LogPrint("SetupLights: {} after surface lights\n", all_lights.size());
|
|
|
|
JitterEntities();
|
|
|
|
LogPrint("SetupLights: {} after jittering\n", all_lights.size());
|
|
|
|
const size_t final_lightcount = all_lights.size();
|
|
|
|
MatchTargets();
|
|
SetupSpotlights(cfg);
|
|
SetupSuns(cfg);
|
|
SetupSkyDomes(cfg);
|
|
FixLightsOnFaces(bsp);
|
|
EstimateLightVisibility();
|
|
|
|
LogPrint("Final count: {} lights, {} suns in use.\n", all_lights.size(), all_suns.size());
|
|
|
|
Q_assert(final_lightcount == all_lights.size());
|
|
}
|
|
|
|
const char *ValueForKey(const light_t *ent, const char *key)
|
|
{
|
|
const auto iter = ent->epairs->find(key);
|
|
if (iter != ent->epairs->end()) {
|
|
return (*iter).second.c_str();
|
|
} else {
|
|
return "";
|
|
}
|
|
}
|
|
|
|
const entdict_t *FindEntDictWithKeyPair(const std::string &key, const std::string &value)
|
|
{
|
|
for (const auto &entdict : entdicts) {
|
|
if (EntDict_StringForKey(entdict, key) == value) {
|
|
return &entdict;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
qvec3d EntDict_VectorForKey(const entdict_t &ent, const std::string &key)
|
|
{
|
|
const std::string &value = EntDict_StringForKey(ent, key);
|
|
qvec3d vec{};
|
|
sscanf(value.c_str(), "%lf %lf %lf", &vec[0], &vec[1], &vec[2]);
|
|
return vec;
|
|
}
|
|
|
|
/*
|
|
* ================
|
|
* WriteEntitiesToString
|
|
*
|
|
* Re-write the entdata BSP lump because switchable lights need styles set.
|
|
* ================
|
|
*/
|
|
void WriteEntitiesToString(const globalconfig_t &cfg, mbsp_t *bsp)
|
|
{
|
|
bsp->dentdata = EntData_Write(entdicts);
|
|
|
|
/* FIXME - why are we printing this here? */
|
|
LogPrint("{} switchable light styles ({} max)\n", lightstyleForTargetname.size(),
|
|
MAX_SWITCHABLE_STYLES - cfg.compilerstyle_start.intValue());
|
|
}
|
|
|
|
/*
|
|
* =======================================================================
|
|
* SURFACE LIGHTS
|
|
* =======================================================================
|
|
*/
|
|
|
|
static std::vector<light_t> surfacelight_templates;
|
|
|
|
static std::ofstream surflights_dump_file;
|
|
static std::filesystem::path surflights_dump_filename;
|
|
|
|
static void SurfLights_WriteEntityToFile(light_t *entity, const qvec3d &pos)
|
|
{
|
|
Q_assert(entity->epairs != nullptr);
|
|
|
|
entdict_t epairs{*entity->epairs};
|
|
EntDict_RemoveValueForKey(epairs, "_surface");
|
|
epairs.set("origin", qv::to_string(pos));
|
|
|
|
surflights_dump_file << EntData_Write({epairs});
|
|
}
|
|
|
|
static void CreateSurfaceLight(const qvec3d &origin, const qvec3d &normal, const light_t *surflight_template)
|
|
{
|
|
light_t &entity = all_lights.emplace_back(DuplicateEntity(*surflight_template));
|
|
|
|
entity.origin.setVec3Value(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;
|
|
entity.spotvec = normal;
|
|
}
|
|
|
|
/* export it to a map file for debugging */
|
|
if (surflight_dump) {
|
|
SurfLights_WriteEntityToFile(&entity, origin);
|
|
}
|
|
}
|
|
|
|
static void CreateSurfaceLightOnFaceSubdivision(const mface_t *face, const modelinfo_t *face_modelinfo,
|
|
const light_t *surflight_template, const mbsp_t *bsp, int numverts, const qvec3d *verts)
|
|
{
|
|
qvec3d midpoint = qv::PolyCentroid(verts, verts + numverts);
|
|
qplane3d plane = bsp->dplanes[face->planenum];
|
|
|
|
/* Nudge 2 units (by default) along face normal */
|
|
if (face->side) {
|
|
plane = -plane;
|
|
}
|
|
|
|
vec_t offset = atof(ValueForKey(surflight_template, "_surface_offset"));
|
|
if (offset == 0)
|
|
offset = 2.0;
|
|
|
|
midpoint += plane.normal * offset;
|
|
|
|
/* Add the model offset */
|
|
VectorAdd(midpoint, face_modelinfo->offset, midpoint);
|
|
|
|
CreateSurfaceLight(midpoint, plane.normal, surflight_template);
|
|
}
|
|
|
|
static aabb3d BoundPoly(int numverts, qvec3d *verts)
|
|
{
|
|
aabb3d bounds;
|
|
|
|
for (auto v = verts; v < verts + numverts; v++) {
|
|
bounds += *v;
|
|
}
|
|
|
|
return bounds;
|
|
}
|
|
|
|
static bool FaceMatchesSurfaceLightTemplate(const mbsp_t *bsp, const mface_t *face, const light_t &surflight)
|
|
{
|
|
const std::string &texname = Face_TextureName(bsp, face);
|
|
return !Q_strcasecmp(texname.data(), ValueForKey(&surflight, "_surface"));
|
|
}
|
|
|
|
/*
|
|
================
|
|
SubdividePolygon - from GLQuake
|
|
================
|
|
*/
|
|
static void SubdividePolygon(const mface_t *face, const modelinfo_t *face_modelinfo, const mbsp_t *bsp, int numverts,
|
|
qvec3d *verts, vec_t subdivide_size)
|
|
{
|
|
int i, j;
|
|
vec_t m;
|
|
qvec3d front[64], back[64];
|
|
int f, b;
|
|
vec_t dist[64];
|
|
vec_t frac;
|
|
// glpoly_t *poly;
|
|
// float s, t;
|
|
|
|
if (numverts > 64)
|
|
FError("numverts = {}", numverts);
|
|
|
|
aabb3d bounds = BoundPoly(numverts, verts);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
m = (bounds.mins()[i] + bounds.maxs()[i]) * 0.5;
|
|
m = subdivide_size * floor(m / subdivide_size + 0.5);
|
|
if (bounds.maxs()[i] - m < 8)
|
|
continue;
|
|
if (m - bounds.mins()[i] < 8)
|
|
continue;
|
|
|
|
// cut it
|
|
qvec3d *v = verts + i;
|
|
for (j = 0; j < numverts; j++, v += 3)
|
|
dist[j] = (*v)[0] - 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) {
|
|
front[f] = *v;
|
|
f++;
|
|
}
|
|
if (dist[j] <= 0) {
|
|
back[b] = *v;
|
|
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]);
|
|
front[f] = back[b] = *v + ((*(v + 1) - *v) * frac);
|
|
f++;
|
|
b++;
|
|
}
|
|
}
|
|
|
|
SubdividePolygon(face, face_modelinfo, bsp, f, front, subdivide_size);
|
|
SubdividePolygon(face, face_modelinfo, bsp, b, back, subdivide_size);
|
|
return;
|
|
}
|
|
|
|
for (const auto &surflight : surfacelight_templates) {
|
|
if (FaceMatchesSurfaceLightTemplate(bsp, face, surflight)) {
|
|
CreateSurfaceLightOnFaceSubdivision(face, face_modelinfo, &surflight, bsp, numverts, verts);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_SubdivideSurface - from GLQuake
|
|
================
|
|
*/
|
|
static void GL_SubdivideSurface(const mface_t *face, const modelinfo_t *face_modelinfo, const mbsp_t *bsp)
|
|
{
|
|
int i;
|
|
// TODO: is numedges ever > 64? should we use a winding_t here for
|
|
// simplicity?
|
|
qvec3d verts[64];
|
|
|
|
for (i = 0; i < face->numedges; i++) {
|
|
int edgenum = bsp->dsurfedges[face->firstedge + i];
|
|
if (edgenum >= 0) {
|
|
verts[i] = bsp->dvertexes[bsp->dedges[edgenum][0]];
|
|
} else {
|
|
verts[i] = bsp->dvertexes[bsp->dedges[-edgenum][1]];
|
|
}
|
|
}
|
|
|
|
SubdividePolygon(face, face_modelinfo, bsp, face->numedges, verts, surflight_subdivide);
|
|
}
|
|
|
|
bool ParseLightsFile(const std::filesystem::path &fname)
|
|
{
|
|
// note: this creates dupes. super bright light! (and super slow, too)
|
|
std::string buf;
|
|
std::ifstream f(fname);
|
|
|
|
if (!f)
|
|
return false;
|
|
|
|
while (!f.eof()) {
|
|
std::getline(f, buf);
|
|
|
|
parser_t parser(buf.c_str());
|
|
|
|
if (!parser.parse_token())
|
|
continue;
|
|
|
|
entdict_t &d = radlights.emplace_back();
|
|
d.set("_surface", parser.token);
|
|
parser.parse_token();
|
|
vec_t r = std::stod(parser.token);
|
|
parser.parse_token();
|
|
vec_t g = std::stod(parser.token);
|
|
parser.parse_token();
|
|
vec_t b = std::stod(parser.token);
|
|
d.set("_color", fmt::format("{} {} {}", r, g, b));
|
|
parser.parse_token();
|
|
d.set("light", parser.token);
|
|
// might be hdr rgbi values here
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void MakeSurfaceLights(const mbsp_t *bsp)
|
|
{
|
|
LogPrint("--- MakeSurfaceLights ---\n");
|
|
|
|
Q_assert(surfacelight_templates.empty());
|
|
|
|
for (entdict_t &l : radlights) {
|
|
light_t &entity = surfacelight_templates.emplace_back();
|
|
entity.epairs = &l;
|
|
entity.settings().setSettings(*entity.epairs, false);
|
|
}
|
|
|
|
for (light_t &entity : all_lights) {
|
|
std::string tex = ValueForKey(&entity, "_surface");
|
|
if (!tex.empty()) {
|
|
surfacelight_templates.push_back(entity); // makes a copy
|
|
|
|
// Hack: clear templates light value to 0 so they don't cast light
|
|
entity.light.setFloatValue(0);
|
|
|
|
LogPrint("Creating surface lights for texture \"{}\" from template at ({})\n", tex,
|
|
ValueForKey(&entity, "origin"));
|
|
}
|
|
}
|
|
|
|
if (surfacelight_templates.empty())
|
|
return;
|
|
|
|
if (surflight_dump) {
|
|
surflights_dump_filename = mapfilename;
|
|
surflights_dump_filename.replace_filename(surflights_dump_filename.filename().string() + "-surflights")
|
|
.replace_extension("map");
|
|
surflights_dump_file.open(surflights_dump_filename);
|
|
}
|
|
|
|
/* Create the surface lights */
|
|
std::vector<bool> face_visited(bsp->dfaces.size(), false);
|
|
|
|
for (auto &leaf : bsp->dleafs) {
|
|
const bool underwater =
|
|
((bsp->loadversion->game->id == GAME_QUAKE_II) ? (leaf.contents & Q2_CONTENTS_LIQUID)
|
|
: leaf.contents != CONTENTS_EMPTY); // mxd
|
|
|
|
for (int k = 0; k < leaf.nummarksurfaces; k++) {
|
|
const int facenum = bsp->dleaffaces[leaf.firstmarksurface + k];
|
|
const mface_t *surf = BSP_GetFace(bsp, facenum);
|
|
const modelinfo_t *face_modelinfo = ModelInfoForFace(bsp, facenum);
|
|
|
|
/* Skip face with no modelinfo */
|
|
if (face_modelinfo == nullptr)
|
|
continue;
|
|
|
|
/* Ignore the underwater side of liquid surfaces */
|
|
if (underwater && Face_IsTranslucent(bsp, surf)) // mxd
|
|
continue;
|
|
|
|
/* Skip if already handled */
|
|
if (face_visited.at(facenum))
|
|
continue;
|
|
|
|
/* Mark as handled */
|
|
face_visited.at(facenum) = true;
|
|
|
|
/* Don't bother subdividing if it doesn't match any surface light templates */
|
|
if (!std::any_of(surfacelight_templates.begin(), surfacelight_templates.end(),
|
|
[&](const auto &surflight) { return FaceMatchesSurfaceLightTemplate(bsp, surf, surflight); }))
|
|
continue;
|
|
|
|
/* Generate the lights */
|
|
GL_SubdivideSurface(surf, face_modelinfo, bsp);
|
|
}
|
|
}
|
|
|
|
if (surflights_dump_file) {
|
|
surflights_dump_file.close();
|
|
fmt::print("wrote surface lights to '{}'\n", surflights_dump_filename);
|
|
}
|
|
}
|