1584 lines
51 KiB
C++
1584 lines
51 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 <light/entities.hh>
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#include <algorithm>
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#include <cstring>
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#include <fstream>
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#include <common/imglib.hh> // for img::find
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#include <common/log.hh>
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#include <common/cmdlib.hh>
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#include <common/parser.hh>
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#include <light/write.hh>
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#include <light/trace.hh>
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#include <light/trace_embree.hh>
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#include <light/light.hh>
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#include <common/bsputils.hh>
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#include <common/parallel.hh>
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static std::vector<std::unique_ptr<light_t>> all_lights;
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static std::vector<sun_t> all_suns;
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static std::vector<entdict_t> entdicts;
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static std::vector<entdict_t> radlights;
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static std::vector<std::pair<std::string, int>> lightstyleForTargetname;
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static std::vector<std::unique_ptr<light_t>> surfacelight_templates;
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static std::ofstream surflights_dump_file;
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static fs::path surflights_dump_filename;
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/**
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* Resets global data in this file
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*/
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void ResetLightEntities()
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{
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all_lights.clear();
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all_suns.clear();
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entdicts.clear();
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radlights.clear();
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lightstyleForTargetname.clear();
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surfacelight_templates.clear();
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surflights_dump_file = {};
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surflights_dump_filename.clear();
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}
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std::vector<std::unique_ptr<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<entdict_t> &GetEntdicts()
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{
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return entdicts;
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}
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std::vector<sun_t> &GetSuns()
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{
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return all_suns;
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}
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std::vector<entdict_t> &GetRadLights()
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{
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return radlights;
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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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light_t::light_t()
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: light{this, "light", DEFAULTLIGHTLEVEL},
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atten{this, "wait", 1.0f, 0.0f, std::numeric_limits<float>::max()},
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formula{this, "delay", LF_LINEAR,
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{{"linear", LF_LINEAR}, {"inverse", LF_INVERSE}, {"inverse2", LF_INVERSE2}, {"infinite", LF_INFINITE},
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{"localmin", LF_LOCALMIN}, {"inverse2a", LF_INVERSE2A}}},
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cone{this, "cone", 10.f},
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spotangle{this, "angle", 40.0f},
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spotangle2{this, "softangle", 0.0f},
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style{this, "style", 0, 0, INVALID_LIGHTSTYLE - 1},
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anglescale{this, {"anglesense", "anglescale"}, -1.0f},
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dirtscale{this, "dirtscale", 0.0f},
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dirtgain{this, "dirtgain", 0.0f},
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dirt{this, "dirt", 0},
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deviance{this, "deviance", 0.0f},
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samples{this, "samples", 16, 0, std::numeric_limits<int32_t>::max()},
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projfov{this, "project_fov", 90.0f},
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bouncescale{this, "bouncescale", 1.0f},
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dirt_off_radius{this, "dirt_off_radius", 0.0f},
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dirt_on_radius{this, "dirt_on_radius", 0.0f},
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sun{this, "sun", false},
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sunlight2{this, "sunlight2", false},
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sunlight3{this, "sunlight3", 0},
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falloff{this, "falloff", 0.0, 0.0, std::numeric_limits<float>::max()},
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bleed{this, "bleed", false},
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origin{this, "origin", 0, 0, 0},
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color{this, "color", 255.0, 255.0, 255.0},
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mangle{this, "mangle", 0, 0, 0},
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projangle{this, "project_mangle", 20, 0, 0},
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project_texture{this, "project_texture", ""},
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suntexture{this, "suntexture", ""},
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nostaticlight{this, "nostaticlight", false},
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surflight_group{this, "surflight_group", 0},
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surflight_minlight_scale{this, "surflight_minlight_scale", 1.f},
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light_channel_mask{this, "light_channel_mask", CHANNEL_MASK_DEFAULT},
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shadow_channel_mask{this, "shadow_channel_mask", CHANNEL_MASK_DEFAULT},
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nonudge{this, "nonudge", false}
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{
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}
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std::string light_t::classname() const
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{
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return epairs->get("classname");
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}
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const light_formula_t &light_t::getFormula() const
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{
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return formula.value();
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}
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void light_t::initAABB()
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{
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bounds = origin.value();
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}
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void light_t::expandAABB(const qvec3f &pt)
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{
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bounds += pt;
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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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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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/**
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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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int LightStyleForTargetname(const settings::worldspawn_keys &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.value() + lightstyleForTargetname.size();
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// check if full
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if (newStylenum >= cfg.compilerstyle_max.value()) {
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FError("Too many unique light targetnames (max={})\n", cfg.compilerstyle_max.value());
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}
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lightstyleForTargetname.emplace_back(targetname, newStylenum);
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logging::print(logging::flag::VERBOSE, "Allocated lightstyle {} for targetname '{}'\n", newStylenum, targetname);
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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()
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{
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for (auto &entity : all_lights) {
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const std::string &targetstr = entity->epairs->get("target");
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if (targetstr.empty()) {
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continue;
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}
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for (const entdict_t &target : entdicts) {
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if (string_iequals(targetstr, target.get("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 && entity.get("origin") == "" && entity.get("model") != "") {
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const std::string &submodel_str = entity.get("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(
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"brush entity with mins [{}] maxs [{}] ({})", info->mins, info->maxs, entity.get("classname"));
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}
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}
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return fmt::format("entity at ({}) ({})", entity.get("origin"), entity.get("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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logging::print("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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static void SetupSpotlights(const mbsp_t *bsp, const settings::worldspawn_keys &cfg)
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{
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for (auto &entity : all_lights) {
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float targetdist = 0.0; // mxd
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if (entity->targetent) {
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qvec3f targetOrigin;
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entity->targetent->get_vector("origin", targetOrigin);
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entity->spotvec = targetOrigin - entity->origin.value();
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targetdist = qv::normalizeInPlace(entity->spotvec); // mxd
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entity->spotlight = true;
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}
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if (entity->spotlight) {
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float base_angle = 0.0; // spotlight cone "diameter" in degrees
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if (entity->cone.is_changed()) {
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// q2 style: "_cone" key specifies cone radius in degrees
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base_angle = entity->cone.value() * 2.f;
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} else if (entity->spotangle.is_changed()) {
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// q1 style: "angle" key specifies cone diameter in degrees
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base_angle = entity->spotangle.value();
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}
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if (!base_angle) {
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// if we don't have a valid cone angle, the default depends on the target game
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if (bsp->loadversion->game->id == GAME_QUAKE_II) {
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base_angle = entity->cone.default_value() * 2.f;
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} else {
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base_angle = entity->spotangle.default_value();
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}
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}
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entity->spotfalloff = -cos(base_angle / 2 * Q_PI / 180);
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float angle2 = entity->spotangle2.value();
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if (angle2 <= 0 || angle2 > base_angle)
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angle2 = base_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.value() == 0 && cfg.spotlightautofalloff.value()) {
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const float coneradius = targetdist * tan(base_angle / 2 * Q_PI / 180);
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entity->falloff.set_value(targetdist + coneradius, settings::source::MAP);
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}
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}
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}
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}
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static void CheckEntityFields(const mbsp_t *bsp, const settings::worldspawn_keys &cfg, light_t *entity)
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{
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if (!entity->light.is_changed())
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entity->light.set_value(DEFAULTLIGHTLEVEL, settings::source::MAP);
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if (entity->atten.value() <= 0.0)
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entity->atten.set_value(1.0, settings::source::MAP);
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if (entity->anglescale.value() < 0 || entity->anglescale.value() > 1.0)
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entity->anglescale.set_value(cfg.global_anglescale.value(), settings::source::MAP);
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// mxd. Warn about unsupported _falloff / delay combos...
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if (entity->falloff.value() > 0.0f && entity->getFormula() != LF_LINEAR) {
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logging::print("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.value());
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entity->falloff.set_value(0.0f, settings::source::MAP);
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}
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/* set up deviance and samples defaults */
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if (entity->deviance.value() > 0 && entity->samples.value() == 0) {
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entity->samples.set_value(16, settings::source::MAP);
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}
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if (entity->deviance.value() <= 0.0f || entity->samples.value() <= 1) {
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entity->deviance.set_value(0.0f, settings::source::MAP);
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entity->samples.set_value(1, settings::source::MAP);
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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.value()) ||
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entity->getFormula() == LF_INVERSE2A) {
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entity->light.set_value(entity->light.value() / entity->samples.value(), settings::source::MAP);
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}
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// shadow_channel_mask defaults to light_channel_mask
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if (!entity->shadow_channel_mask.is_changed()) {
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entity->shadow_channel_mask.set_value(entity->light_channel_mask.value(), settings::source::DEFAULT);
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}
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if (!entity->surflight_minlight_scale.is_changed()) {
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if (cfg.surflight_minlight_scale.is_changed()) {
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entity->surflight_minlight_scale.set_value(cfg.surflight_minlight_scale.value(), settings::source::DEFAULT);
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} else if (bsp->loadversion->game->id == GAME_QUAKE_II) {
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// this default value mimicks the fullbright-ish nature of emissive surfaces
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// in Q2.
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entity->surflight_minlight_scale.set_value(64.0f, settings::source::DEFAULT);
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}
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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 settings::worldspawn_keys &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.dirt.value();
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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 settings::worldspawn_keys &cfg, const qvec3f &sunvec, float light, const qvec3f &color,
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int dirtInt, float 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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sun.sunvec = qv::normalize(sunvec) * -16384;
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sun.sunlight = light;
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sun.sunlight_color = 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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if (!suntexture.empty())
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sun.suntexture_value = img::find(suntexture);
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else
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sun.suntexture_value = nullptr;
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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 settings::worldspawn_keys &cfg, float light, const qvec3f &color, const qvec3f &sunvec_in,
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const float sun_anglescale, const float 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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int i;
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int sun_num_samples = (sun_deviance == 0 ? 1 : light_options.sunsamples.value()); // mxd
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float sun_deviance_rad = DEG2RAD(sun_deviance); // mxd
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float sun_deviance_sq = sun_deviance * sun_deviance; // mxd
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qvec3f sunvec = qv::normalize(sunvec_in);
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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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qvec3f direction;
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/* calculate sun direction */
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if (i == 0) {
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direction = sunvec;
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} else {
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float da, de;
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float d = sqrt(sunvec[0] * sunvec[0] + sunvec[1] * sunvec[1]);
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float angle = atan2(sunvec[1], sunvec[0]);
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float 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 settings::worldspawn_keys &cfg)
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{
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for (auto &entity : all_lights) {
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// mxd. Arghrad-style sun setup
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if (entity->sun.value() && entity->light.value() > 0) {
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// Set sun vector
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qvec3f sunvec;
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if (entity->targetent) {
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qvec3f target_pos;
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entity->targetent->get_vector("origin", target_pos);
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sunvec = target_pos - entity->origin.value();
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} else if (qv::length2(entity->mangle.value()) > 0) {
|
|
sunvec = entity->mangle.value();
|
|
} else { // Use { 0, 0, 0 } as sun target...
|
|
logging::print("WARNING: sun missing target, entity origin used.\n");
|
|
sunvec = -entity->origin.value();
|
|
}
|
|
|
|
// Add the sun
|
|
SetupSun(cfg, entity->light.value(), entity->color.value(), sunvec, entity->anglescale.value(),
|
|
entity->deviance.value(), entity->dirt.value(), entity->style.value(), entity->suntexture.value());
|
|
|
|
// Disable the light itself...
|
|
entity->light.set_value(0.0f, settings::source::MAP);
|
|
}
|
|
}
|
|
|
|
SetupSun(cfg, cfg.sunlight.value(), cfg.sunlight_color.value(), cfg.sunvec.value(), cfg.global_anglescale.value(),
|
|
cfg.sun_deviance.value(), cfg.sunlight_dirt.value(), 0, "");
|
|
|
|
if (cfg.sun2.value() != 0) {
|
|
logging::print("creating sun2\n");
|
|
SetupSun(cfg, cfg.sun2.value(), cfg.sun2_color.value(), cfg.sun2vec.value(), cfg.global_anglescale.value(),
|
|
cfg.sun_deviance.value(), cfg.sunlight_dirt.value(), 0, "");
|
|
}
|
|
}
|
|
|
|
/*
|
|
* =============
|
|
* SetupSkyDome
|
|
*
|
|
* Setup a dome of suns for the "_sunlight2" worldspawn key.
|
|
*
|
|
* From q3map2
|
|
*
|
|
* FIXME: this is becoming a mess
|
|
* =============
|
|
*/
|
|
static void SetupSkyDome(const settings::worldspawn_keys &cfg, float upperLight, const qvec3f &upperColor,
|
|
const int upperDirt, const float upperAnglescale, const int upperStyle, const std::string &upperSuntexture,
|
|
float lowerLight, const qvec3f &lowerColor, const int lowerDirt, const float lowerAnglescale, const int lowerStyle,
|
|
const std::string &lowerSuntexture)
|
|
{
|
|
int i, j, numSuns;
|
|
int angleSteps, elevationSteps;
|
|
int iterations;
|
|
float angle, elevation;
|
|
float angleStep, elevationStep;
|
|
qvec3f direction;
|
|
|
|
/* pick a value for 'iterations' so that 'numSuns' will be close to 'sunsamples' */
|
|
iterations = rint(sqrt((light_options.sunsamples.value() - 1) / 4)) + 1;
|
|
iterations = std::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 float sunlight2value = upperLight / numSuns;
|
|
const float 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 settings::worldspawn_keys &cfg)
|
|
{
|
|
// worldspawn "legacy" skydomes
|
|
SetupSkyDome(cfg, cfg.sunlight2.value(), cfg.sunlight2_color.value(), cfg.sunlight2_dirt.value(),
|
|
cfg.global_anglescale.value(), 0, "", cfg.sunlight3.value(), cfg.sunlight3_color.value(),
|
|
cfg.sunlight2_dirt.value(), cfg.global_anglescale.value(), 0, "");
|
|
|
|
// new per-entity sunlight2/3 skydomes
|
|
for (auto &entity : all_lights) {
|
|
if ((entity->sunlight2.value() || entity->sunlight3.value()) && entity->light.value() > 0) {
|
|
if (entity->sunlight2.value()) {
|
|
// Add the upper dome, like sunlight2 (pointing down)
|
|
SetupSkyDome(cfg, entity->light.value(), entity->color.value(), entity->dirt.value(),
|
|
entity->anglescale.value(), entity->style.value(), entity->suntexture.value(), 0, {}, 0, 0, 0, "");
|
|
} else {
|
|
// Add the lower dome, like sunlight3 (pointing up)
|
|
SetupSkyDome(cfg, 0, {}, 0, 0, 0, "", entity->light.value(), entity->color.value(),
|
|
entity->dirt.value(), entity->anglescale.value(), entity->style.value(),
|
|
entity->suntexture.value());
|
|
}
|
|
|
|
// Disable the light itself...
|
|
entity->light.set_value(0.0f, settings::source::MAP);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* =============
|
|
* DuplicateEntity
|
|
* =============
|
|
*/
|
|
static std::unique_ptr<light_t> DuplicateEntity(const light_t &src)
|
|
{
|
|
std::unique_ptr<light_t> entity = std::make_unique<light_t>();
|
|
|
|
// copy settings::setting_container members
|
|
entity->copy_from(src);
|
|
|
|
// copy other members
|
|
entity->spotlight = src.spotlight;
|
|
entity->spotvec = src.spotvec;
|
|
entity->spotfalloff = src.spotfalloff;
|
|
entity->spotfalloff2 = src.spotfalloff2;
|
|
entity->projectedmip = src.projectedmip;
|
|
entity->projectionmatrix = src.projectionmatrix;
|
|
entity->epairs = src.epairs;
|
|
entity->targetent = src.targetent;
|
|
entity->generated = src.generated;
|
|
entity->bounds = src.bounds;
|
|
|
|
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)
|
|
{
|
|
// don't jitter suns
|
|
if (entity.sun.value()) {
|
|
return;
|
|
}
|
|
|
|
std::vector<std::unique_ptr<light_t>> new_lights;
|
|
|
|
/* jitter the light */
|
|
for (int j = 1; j < entity.samples.value(); j++) {
|
|
/* create a light */
|
|
auto &light2 = new_lights.emplace_back(DuplicateEntity(entity));
|
|
light2->generated = true; // don't write generated light to bsp
|
|
|
|
/* jitter it */
|
|
qvec3f neworigin = {(entity.origin.value())[0] + (Random() * 2.0f - 1.0f) * entity.deviance.value(),
|
|
(entity.origin.value())[1] + (Random() * 2.0f - 1.0f) * entity.deviance.value(),
|
|
(entity.origin.value())[2] + (Random() * 2.0f - 1.0f) * entity.deviance.value()};
|
|
light2->origin.set_value(neworigin, settings::source::MAP);
|
|
}
|
|
|
|
// move the new lights into all_lights
|
|
// (don't modify the all_lights vector in the loop above, because it could invalidate the passed in `entity`
|
|
// reference)
|
|
for (auto &new_light : new_lights) {
|
|
all_lights.push_back(std::move(new_light));
|
|
}
|
|
}
|
|
|
|
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));
|
|
}
|
|
}
|
|
|
|
template<typename T>
|
|
void Matrix4x4_CM_Projection_Inf(std::array<T, 16> &proj, T fovx, T fovy, T neard)
|
|
{
|
|
T xmin, xmax, ymin, ymax;
|
|
constexpr 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 * 0.5;
|
|
proj[14] = -2 * neard * nudge;
|
|
|
|
proj[3] = 0;
|
|
proj[7] = 0;
|
|
proj[11] = -1;
|
|
proj[15] = 0;
|
|
}
|
|
|
|
template<typename T>
|
|
std::array<T, 16> &Matrix4x4_CM_NewRotation(std::array<T, 16> &ret, T a, T x, T y, T z)
|
|
{
|
|
T c = cos(a * Q_PI / 180.0);
|
|
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;
|
|
}
|
|
|
|
template<typename T>
|
|
std::array<T, 16> &Matrix4x4_CM_NewTranslation(std::array<T, 16> &ret, T x, T y, 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;
|
|
}
|
|
|
|
template<typename T>
|
|
void Matrix4_Multiply(const std::array<T, 16> &a, const std::array<T, 16> &b, std::array<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];
|
|
}
|
|
|
|
template<typename T>
|
|
void Matrix4x4_CM_ModelViewMatrix(std::array<T, 16> &modelview, const qvec<T, 3> &viewangles, const qvec<T, 3> &vieworg)
|
|
{
|
|
std::array<T, 16> t2;
|
|
std::array<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], 1.0f, 0.0f, 0.0f), tempmat); // roll
|
|
Matrix4_Multiply(tempmat, Matrix4x4_CM_NewRotation(t2, viewangles[1], 0.0f, 1.0f, 0.0f), modelview); // pitch
|
|
Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[0], 0.0f, 0.0f, 1.0f), tempmat); // yaw
|
|
|
|
Matrix4_Multiply(
|
|
tempmat, Matrix4x4_CM_NewTranslation(t2, -vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up
|
|
}
|
|
|
|
template<typename T>
|
|
static void Matrix4x4_CM_MakeModelViewProj(
|
|
const qvec<T, 3> &viewangles, const qvec<T, 3> &vieworg, T fovx, T fovy, std::array<T, 16> &modelviewproj)
|
|
{
|
|
std::array<T, 16> modelview;
|
|
std::array<T, 16> proj;
|
|
|
|
Matrix4x4_CM_ModelViewMatrix(modelview, viewangles, vieworg);
|
|
Matrix4x4_CM_Projection_Inf(proj, fovx, fovy, 4.0f);
|
|
Matrix4_Multiply(proj, modelview, modelviewproj);
|
|
}
|
|
|
|
inline float CalcFov(float fov_x, float width, float height)
|
|
{
|
|
if (fov_x < 1 || fov_x > 179)
|
|
FError("Unsupported fov: {}. Expected a value in [1..179] range.", fov_x);
|
|
|
|
float x = fov_x / 360 * Q_PI;
|
|
x = tan(x);
|
|
x = width / x;
|
|
|
|
float a = atan(height / x);
|
|
|
|
a = a * 360 / Q_PI;
|
|
|
|
return a;
|
|
}
|
|
|
|
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 settings::worldspawn_keys &cfg, const mbsp_t *bsp)
|
|
{
|
|
logging::funcheader();
|
|
|
|
entdicts = EntData_Parse(*bsp);
|
|
|
|
// Make warnings
|
|
for (auto &entdict : entdicts) {
|
|
EntDict_CheckNoEmptyValues(bsp, entdict);
|
|
}
|
|
|
|
/* handle worldspawn */
|
|
for (const auto &epair : WorldEnt()) {
|
|
if (light_options.set_setting(epair.first, epair.second, settings::source::MAP) ==
|
|
settings::setting_error::INVALID) {
|
|
logging::print("WARNING: worldspawn key {} has invalid value of \"{}\"\n", epair.first, epair.second);
|
|
}
|
|
}
|
|
|
|
/* 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.get("lightmap_scale");
|
|
if (!lmscale.empty()) {
|
|
// FIXME: line number
|
|
logging::print("WARNING: lightmap_scale should be _lightmap_scale\n");
|
|
|
|
entdict.remove("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.get("classname");
|
|
if (classname.find("light") == 0) {
|
|
const std::string &targetname = entdict.get("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.get_int("_switchableshadow") == 1) {
|
|
const std::string &targetname = entdict.get("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 (light_options.nolights.value()) {
|
|
return;
|
|
}
|
|
|
|
/* go through all the entities */
|
|
for (auto &entdict : entdicts) {
|
|
|
|
/*
|
|
* Check light entity fields and any global settings in worldspawn.
|
|
*/
|
|
if (entdict.get("classname").find("light") == 0) {
|
|
// mxd. Convert some Arghrad3 settings...
|
|
if (light_options.arghradcompat.value()) {
|
|
entdict.rename("_falloff", "delay"); // _falloff -> delay
|
|
entdict.rename("_distance", "_falloff"); // _distance -> _falloff
|
|
entdict.rename("_fade", "wait"); // _fade -> wait
|
|
|
|
// _angfade or _angwait -> _anglescale
|
|
entdict.rename("_angfade", "_anglescale");
|
|
entdict.rename("_angwait", "_anglescale");
|
|
const auto anglescale = entdict.find("_anglescale");
|
|
if (anglescale != entdict.end()) {
|
|
// Convert from 0..2 to 0..1 range...
|
|
const float val = std::min(1.0, std::max(0.0, entdict.get_float("_anglescale") * 0.5));
|
|
entdict.set("_anglescale", std::to_string(val));
|
|
}
|
|
}
|
|
|
|
// Skip non-switchable lights if we're skipping world lighting
|
|
if (light_options.nolighting.value() && entdict.get("style").empty() &&
|
|
entdict.get("switchshadstyle").empty()) {
|
|
continue;
|
|
}
|
|
|
|
/* Allocate a new entity */
|
|
auto &entity = all_lights.emplace_back(std::make_unique<light_t>());
|
|
|
|
// save pointer to the entdict
|
|
entity->epairs = &entdict;
|
|
|
|
// populate settings
|
|
entity->set_settings(*entity->epairs, settings::source::MAP);
|
|
|
|
if (entity->mangle.is_changed()) {
|
|
entity->spotvec = qv::vec_from_mangle(entity->mangle.value());
|
|
entity->spotlight = true;
|
|
|
|
if (!entity->projangle.is_changed()) {
|
|
// copy from mangle
|
|
entity->projangle.set_value(entity->mangle.value(), settings::source::MAP);
|
|
}
|
|
}
|
|
|
|
if (!entity->project_texture.value().empty()) {
|
|
auto texname = entity->project_texture.value();
|
|
entity->projectedmip = img::find(texname);
|
|
if (entity->projectedmip == nullptr ||
|
|
entity->projectedmip->pixels.empty()) {
|
|
logging::print(
|
|
"WARNING: light has \"_project_texture\" \"{}\", but this texture was not found\n", texname);
|
|
entity->projectedmip = nullptr;
|
|
}
|
|
|
|
if (!entity->projangle.is_changed()) { // mxd
|
|
// Copy from angles
|
|
qvec3f angles;
|
|
entdict.get_vector("angles", angles);
|
|
qvec3f mangle{angles[1], -angles[0], angles[2]}; // -pitch yaw roll -> yaw pitch roll
|
|
entity->projangle.set_value(mangle, settings::source::MAP);
|
|
|
|
entity->spotlight = true;
|
|
}
|
|
}
|
|
|
|
if (entity->projectedmip) {
|
|
if (entity->projectedmip->meta.width > entity->projectedmip->meta.height)
|
|
Matrix4x4_CM_MakeModelViewProj(entity->projangle.value(), entity->origin.value(),
|
|
entity->projfov.value(),
|
|
CalcFov(entity->projfov.value(), entity->projectedmip->meta.width,
|
|
entity->projectedmip->meta.height),
|
|
entity->projectionmatrix);
|
|
else
|
|
Matrix4x4_CM_MakeModelViewProj(entity->projangle.value(), entity->origin.value(),
|
|
CalcFov(entity->projfov.value(), entity->projectedmip->meta.height,
|
|
entity->projectedmip->meta.width),
|
|
entity->projfov.value(), entity->projectionmatrix);
|
|
}
|
|
|
|
CheckEntityFields(bsp, cfg, entity.get());
|
|
}
|
|
}
|
|
|
|
logging::print("{} entities read, {} are lights.\n", entdicts.size(), all_lights.size());
|
|
}
|
|
|
|
std::tuple<qvec3f, bool> FixLightOnFace(const mbsp_t *bsp, const qvec3f &point, bool warn, float max_dist)
|
|
{
|
|
// FIXME: Check all shadow casters
|
|
if (!Light_PointInWorld(bsp, point)) {
|
|
return {point, true};
|
|
}
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
qvec3f testpoint = point;
|
|
|
|
int axis = i / 2;
|
|
bool add = i % 2;
|
|
// sample points are 1 unit off faces. so nudge by 2 units, so the lights are
|
|
// above the sample points
|
|
testpoint[axis] += (add ? max_dist : -max_dist);
|
|
|
|
// FIXME: Check all shadow casters
|
|
if (!Light_PointInWorld(bsp, testpoint)) {
|
|
return {testpoint, true};
|
|
}
|
|
}
|
|
|
|
if (warn)
|
|
logging::print("WARNING: couldn't nudge light out of solid at {}\n", point);
|
|
return {point, false};
|
|
}
|
|
|
|
void FixLightsOnFaces(const mbsp_t *bsp)
|
|
{
|
|
for (auto &entity : all_lights) {
|
|
if (entity->light.value() != 0 && !entity->nonudge.value() &&
|
|
entity->light_channel_mask.value() == CHANNEL_MASK_DEFAULT &&
|
|
entity->shadow_channel_mask.value() == CHANNEL_MASK_DEFAULT) {
|
|
auto [fixed_pos, success] = FixLightOnFace(bsp, entity->origin.value());
|
|
entity->origin.set_value(fixed_pos, settings::source::MAP);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SetupLightLeafnums(const mbsp_t *bsp)
|
|
{
|
|
for (auto &entity : all_lights) {
|
|
entity->leaf = Light_PointInLeaf(bsp, entity->origin.value());
|
|
}
|
|
}
|
|
|
|
// 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 qvec3f UniformPointOnSphere(float u1, float u2)
|
|
{
|
|
Q_assert(u1 >= 0 && u1 <= 1);
|
|
Q_assert(u2 >= 0 && u2 <= 1);
|
|
|
|
const float theta = u1 * 2.0 * Q_PI;
|
|
const float u = (2.0 * u2) - 1.0;
|
|
|
|
const float s = sqrt(1.0 - (u * u));
|
|
|
|
qvec3f dir{s * cos(theta), s * sin(theta), u};
|
|
|
|
for (auto &v : dir) {
|
|
Q_assert(v >= -1.001);
|
|
Q_assert(v <= 1.001);
|
|
}
|
|
|
|
return dir;
|
|
}
|
|
|
|
aabb3f EstimateVisibleBoundsAtPoint(const qvec3f &point)
|
|
{
|
|
constexpr size_t N = 32;
|
|
constexpr size_t N2 = N * N;
|
|
|
|
raystream_intersection_t rs{N2};
|
|
|
|
aabb3f bounds = point;
|
|
|
|
for (size_t x = 0; x < N; x++) {
|
|
for (size_t y = 0; y < N; y++) {
|
|
const float u1 = static_cast<float>(x) / static_cast<float>(N - 1);
|
|
const float u2 = static_cast<float>(y) / static_cast<float>(N - 1);
|
|
|
|
rs.pushRay(0, point, UniformPointOnSphere(u1, u2), 65536.0);
|
|
}
|
|
}
|
|
|
|
rs.tracePushedRaysIntersection(nullptr, CHANNEL_MASK_DEFAULT);
|
|
|
|
for (int i = 0; i < N2; i++) {
|
|
const float &dist = rs.getPushedRayHitDist(i);
|
|
const qvec3f &dir = rs.getPushedRayDir(i);
|
|
|
|
// get the intersection point
|
|
bounds += point + (dir * dist);
|
|
}
|
|
|
|
// grow it by 25% in each direction
|
|
return bounds.grow(bounds.size() * 0.25f);
|
|
|
|
/*
|
|
logging::print("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(const std::unique_ptr<light_t> &light)
|
|
{
|
|
light->bounds = EstimateVisibleBoundsAtPoint(light->origin.value());
|
|
}
|
|
|
|
void EstimateLightVisibility()
|
|
{
|
|
logging::funcheader();
|
|
|
|
logging::parallel_for_each(all_lights, EstimateLightAABB);
|
|
}
|
|
|
|
void SetupLights(const settings::worldspawn_keys &cfg, const mbsp_t *bsp)
|
|
{
|
|
logging::print("SetupLights: {} initial lights\n", all_lights.size());
|
|
|
|
// Creates more light entities, needs to be done before the rest
|
|
MakeSurfaceLights(bsp);
|
|
|
|
logging::print("SetupLights: {} after surface lights\n", all_lights.size());
|
|
|
|
JitterEntities();
|
|
|
|
logging::print("SetupLights: {} after jittering\n", all_lights.size());
|
|
|
|
const size_t final_lightcount = all_lights.size();
|
|
|
|
MatchTargets();
|
|
SetupSpotlights(bsp, cfg);
|
|
SetupSuns(cfg);
|
|
SetupSkyDomes(cfg);
|
|
FixLightsOnFaces(bsp);
|
|
if (light_options.visapprox.value() == visapprox_t::RAYS) {
|
|
EstimateLightVisibility();
|
|
} else if (light_options.visapprox.value() == visapprox_t::VIS) {
|
|
SetupLightLeafnums(bsp);
|
|
}
|
|
|
|
logging::print("Final count: {} lights, {} suns in use.\n", all_lights.size(), all_suns.size());
|
|
|
|
Q_assert(final_lightcount == all_lights.size());
|
|
}
|
|
|
|
const entdict_t *FindEntDictWithKeyPair(const std::string &key, const std::string &value)
|
|
{
|
|
for (const auto &entdict : entdicts) {
|
|
if (entdict.get(key) == value) {
|
|
return &entdict;
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
/*
|
|
* ================
|
|
* WriteEntitiesToString
|
|
*
|
|
* Re-write the entdata BSP lump because switchable lights need styles set.
|
|
* ================
|
|
*/
|
|
void WriteEntitiesToString(const settings::worldspawn_keys &cfg, mbsp_t *bsp)
|
|
{
|
|
bsp->dentdata = EntData_Write(entdicts);
|
|
|
|
/* FIXME - why are we printing this here? */
|
|
logging::print("{} switchable light styles ({} max)\n", lightstyleForTargetname.size(),
|
|
cfg.compilerstyle_max.value() - cfg.compilerstyle_start.value());
|
|
}
|
|
|
|
/*
|
|
* =======================================================================
|
|
* SURFACE LIGHTS
|
|
* =======================================================================
|
|
*/
|
|
|
|
const std::vector<std::unique_ptr<light_t>> &GetSurfaceLightTemplates()
|
|
{
|
|
return surfacelight_templates;
|
|
}
|
|
|
|
static void SurfLights_WriteEntityToFile(light_t *entity, const qvec3f &pos)
|
|
{
|
|
Q_assert(entity->epairs != nullptr);
|
|
|
|
entdict_t epairs{*entity->epairs};
|
|
epairs.remove("_surface");
|
|
epairs.set("origin", qv::to_string(pos));
|
|
|
|
surflights_dump_file << EntData_Write({epairs});
|
|
}
|
|
|
|
static void CreateSurfaceLight(const qvec3f &origin, const qvec3f &normal, const light_t *surflight_template)
|
|
{
|
|
auto &entity = all_lights.emplace_back(DuplicateEntity(*surflight_template));
|
|
|
|
entity->origin.set_value(origin, settings::source::MAP);
|
|
|
|
/* don't write to bsp */
|
|
entity->generated = true;
|
|
|
|
/* set spotlight vector based on face normal */
|
|
if (surflight_template->epairs->get_int("_surface_spotlight")) {
|
|
entity->spotlight = true;
|
|
entity->spotvec = normal;
|
|
}
|
|
|
|
/* export it to a map file for debugging */
|
|
if (light_options.surflight_dump.value()) {
|
|
SurfLights_WriteEntityToFile(entity.get(), 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 qvec3f *verts)
|
|
{
|
|
qvec3f midpoint = qv::PolyCentroid(verts, verts + numverts);
|
|
for (int i = 0; i < 3; ++i)
|
|
if (std::isnan(midpoint[i]))
|
|
return;
|
|
|
|
qplane3f plane = Face_Plane(bsp, face);
|
|
|
|
/* Nudge 2 units (by default) along face normal */
|
|
float offset = surflight_template->epairs->get_float("_surface_offset");
|
|
|
|
if (offset == 0)
|
|
offset = 2.0;
|
|
|
|
midpoint += plane.normal * offset;
|
|
|
|
/* Add the model offset */
|
|
midpoint += face_modelinfo->offset;
|
|
|
|
CreateSurfaceLight(midpoint, plane.normal, surflight_template);
|
|
}
|
|
|
|
static aabb3d BoundPoly(int numverts, qvec3f *verts)
|
|
{
|
|
aabb3d bounds;
|
|
|
|
for (auto v = verts; v < verts + numverts; v++) {
|
|
bounds += *v;
|
|
}
|
|
|
|
return bounds;
|
|
}
|
|
|
|
bool FaceMatchesSurfaceLightTemplate(
|
|
const mbsp_t *bsp, const mface_t *face, const modelinfo_t *face_modelinfo, const light_t &surflight, int surf_type)
|
|
{
|
|
const char *texname = Face_TextureName(bsp, face);
|
|
|
|
int32_t radiosity_type;
|
|
|
|
if (surflight.epairs->has("_surface_radiosity")) {
|
|
radiosity_type = surflight.epairs->get_int("_surface_radiosity");
|
|
} else {
|
|
radiosity_type = light_options.surflight_radiosity.value();
|
|
}
|
|
|
|
if (radiosity_type != surf_type) {
|
|
return false;
|
|
}
|
|
|
|
const surfflags_t &extended_flags = extended_texinfo_flags[face->texinfo];
|
|
|
|
if (extended_flags.surflight_group) {
|
|
if (surflight.surflight_group.value() && surflight.surflight_group.value() != extended_flags.surflight_group) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return !Q_strcasecmp(texname, surflight.epairs->get("_surface"));
|
|
}
|
|
|
|
/*
|
|
================
|
|
SubdividePolygon - from GLQuake
|
|
================
|
|
*/
|
|
static void SubdividePolygon(const mface_t *face, const modelinfo_t *face_modelinfo, const mbsp_t *bsp, int numverts,
|
|
qvec3f *verts, float subdivide_size)
|
|
{
|
|
int i, j;
|
|
float m;
|
|
qvec3f front[64], back[64];
|
|
int f, b;
|
|
float dist[64];
|
|
float 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
|
|
{
|
|
float *v = &verts->at(i);
|
|
for (j = 0; j < numverts; j++, v += 3)
|
|
dist[j] = *v - m;
|
|
|
|
// wrap cases
|
|
dist[j] = dist[0];
|
|
v -= i;
|
|
v[0] = (*verts)[0];
|
|
v[1] = (*verts)[1];
|
|
v[2] = (*verts)[2];
|
|
}
|
|
|
|
f = b = 0;
|
|
qvec3f *v = verts;
|
|
for (j = 0; j < numverts; j++, v++) {
|
|
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, face_modelinfo, *surflight, SURFLIGHT_Q1)) {
|
|
CreateSurfaceLightOnFaceSubdivision(face, face_modelinfo, surflight.get(), 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 winding3f_t here for
|
|
// simplicity?
|
|
qvec3f 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, light_options.surflight_subdivide.value());
|
|
}
|
|
|
|
static bool ParseEntityLights(std::ifstream &f, const fs::path &fname)
|
|
{
|
|
std::string str{std::istreambuf_iterator<char>(f), std::istreambuf_iterator<char>()};
|
|
parser_t p(str, {fname.string()});
|
|
EntData_ParseInto(p, radlights);
|
|
return true;
|
|
}
|
|
|
|
bool ParseLightsFile(const fs::path &fname)
|
|
{
|
|
std::ifstream f(fname);
|
|
|
|
if (!f)
|
|
return false;
|
|
|
|
// use entity-style format
|
|
if (fname.extension() == ".ent") {
|
|
return ParseEntityLights(f, fname);
|
|
}
|
|
|
|
while (!f.eof()) {
|
|
std::string buf;
|
|
std::getline(f, buf);
|
|
|
|
parser_t parser(buf, {fname.string()});
|
|
|
|
if (!parser.parse_token())
|
|
continue;
|
|
|
|
entdict_t &d = radlights.emplace_back();
|
|
d.set("_surface", parser.token);
|
|
parser.parse_token();
|
|
float r = std::stod(parser.token);
|
|
parser.parse_token();
|
|
float g = std::stod(parser.token);
|
|
parser.parse_token();
|
|
float 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)
|
|
{
|
|
logging::funcheader();
|
|
|
|
Q_assert(surfacelight_templates.empty());
|
|
|
|
for (entdict_t &l : radlights) {
|
|
auto &entity = surfacelight_templates.emplace_back(std::make_unique<light_t>());
|
|
entity->epairs = &l;
|
|
entity->set_settings(*entity->epairs, settings::source::MAP);
|
|
}
|
|
|
|
for (auto &entity : all_lights) {
|
|
std::string tex = entity->epairs->get("_surface");
|
|
if (!tex.empty()) {
|
|
surfacelight_templates.push_back(DuplicateEntity(*entity)); // makes a copy
|
|
|
|
// Hack: clear templates light value to 0 so they don't cast light
|
|
entity->light.set_value(0, settings::source::MAP);
|
|
|
|
logging::print("Creating surface lights for texture \"{}\" from template at ({})\n", tex,
|
|
entity->epairs->get("origin"));
|
|
|
|
// Warning if no faces exist matching the texture
|
|
const bool found_face = std::any_of(bsp->dfaces.begin(), bsp->dfaces.end(), [&](const mface_t &face) -> bool {
|
|
return !Q_strcasecmp(Face_TextureName(bsp, &face), entity->epairs->get("_surface"));
|
|
});
|
|
if (!found_face) {
|
|
logging::print("WARNING: no faces found with texture {} (qbsp may have been run with .wad's missing?)\n",
|
|
entity->epairs->get("_surface"));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (surfacelight_templates.empty())
|
|
return;
|
|
|
|
if (light_options.surflight_dump.value()) {
|
|
surflights_dump_filename = light_options.sourceMap;
|
|
surflights_dump_filename.replace_filename(surflights_dump_filename.stem().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, face_modelinfo, *surflight, SURFLIGHT_Q1);
|
|
}))
|
|
continue;
|
|
|
|
/* Generate the lights */
|
|
GL_SubdivideSurface(surf, face_modelinfo, bsp);
|
|
}
|
|
}
|
|
|
|
if (surflights_dump_file.is_open()) {
|
|
surflights_dump_file.close();
|
|
fmt::print("wrote surface lights to '{}'\n", surflights_dump_filename);
|
|
}
|
|
}
|