106 lines
3.1 KiB
C++
106 lines
3.1 KiB
C++
/* Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2017 Eric Wasylishen
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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 <cstdint>
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#include <cassert>
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#include <cstdio>
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#include <iostream>
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#include <light/light2.hh>
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#include <light/phong.hh>
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#include <light/entities.hh>
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#include <light/ltface.hh>
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#include <light/ltface2.hh>
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#include <common/polylib.hh>
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#include <common/bsputils.hh>
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#ifdef HAVE_EMBREE
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#include <xmmintrin.h>
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//#include <pmmintrin.h>
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#endif
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#include <memory>
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#include <vector>
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#include <list>
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#include <map>
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#include <unordered_map>
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#include <set>
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#include <algorithm>
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#include <mutex>
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#include <string>
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#include <glm/vec2.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <glm/gtx/transform.hpp>
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using namespace std;
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glm::mat4x4 WorldToTexSpace(const bsp2_t *bsp, const bsp2_dface_t *f)
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{
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const texinfo_t *tex = Face_Texinfo(bsp, f);
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if (tex == nullptr) {
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Q_assert_unreachable();
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return glm::mat4x4();
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}
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const plane_t plane = Face_Plane(bsp, f);
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const vec_t *norm = plane.normal;
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// [s]
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// T * vec = [t]
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// [distOffPlane]
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// [?]
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glm::mat4x4 T(tex->vecs[0][0], tex->vecs[1][0], norm[0], 0, // col 0
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tex->vecs[0][1], tex->vecs[1][1], norm[1], 0, // col 1
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tex->vecs[0][2], tex->vecs[1][2], norm[2], 0, // col 2
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tex->vecs[0][3], tex->vecs[1][3], -plane.dist, 1 // col 3
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);
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return T;
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}
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// Rotates face1Norm about the line segment p0 <-> p1 so it is aligned with face0Norm
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pair<bool, glm::mat4x4> RotationAboutLineSegment(glm::vec3 p0, glm::vec3 p1,
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glm::vec3 face0Norm, glm::vec3 face1Norm)
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{
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// Get rotation angle. Quaternion rotates face1Norm to face0Norm
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const glm::quat rotationQuat = glm::rotation(face1Norm, face0Norm);
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// Any point on the line p0-p1 will work, so just use p0
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const glm::mat4x4 toOrigin = glm::translate(-p0);
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const glm::mat4x4 fromOrigin = glm::translate(p0);
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const glm::mat4x4 composed = fromOrigin * glm::toMat4(rotationQuat) * toOrigin;
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return make_pair(true, composed);
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}
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glm::mat4x4 TexSpaceToWorld(const bsp2_t *bsp, const bsp2_dface_t *f)
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{
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const glm::mat4x4 T = WorldToTexSpace(bsp, f);
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if (glm::determinant(T) == 0) {
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logprint("Bad texture axes on face:\n");
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PrintFaceInfo(f, bsp);
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Error("CreateFaceTransform");
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}
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return glm::inverse(T);
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}
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