ericw-tools/light/entities.cc

1618 lines
51 KiB
C++

/* Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
#include <algorithm>
#include <cstring>
#include <sstream>
#include <common/cmdlib.hh>
#include <light/light.hh>
#include <light/entities.hh>
#include <light/ltface.hh>
#include <common/bsputils.hh>
using strings = std::vector<std::string>;
std::vector<light_t> all_lights;
std::vector<sun_t> all_suns;
std::vector<entdict_t> entdicts;
static std::vector<entdict_t> radlights;
const std::vector<light_t>& GetLights() {
return all_lights;
}
const std::vector<sun_t>& GetSuns() {
return all_suns;
}
/* surface lights */
static void MakeSurfaceLights(const mbsp_t *bsp);
// light_t
const char * light_t::classname() const {
return ValueForKey(this, "classname");
}
/*
* ============================================================================
* ENTITY FILE PARSING
* If a light has a targetname, generate a unique style in the 32-63 range
* ============================================================================
*/
static std::vector<std::pair<std::string, int>> lightstyleForTargetname;
static entdict_t &WorldEnt()
{
if (entdicts.size() == 0
|| entdicts.at(0).get("classname") != "worldspawn") {
Error("WorldEnt() failed to get worldspawn");
}
return entdicts.at(0);
}
void SetWorldKeyValue(const std::string &key, const std::string &value)
{
WorldEnt().set(key, value);
}
std::string WorldValueForKey(const std::string &key)
{
return EntDict_StringForKey(WorldEnt(), key);
}
/**
* Assigns a lightstyle number for the given non-empty targetname string
* Reuses the existing lightstyle if this targetname was already assigned.
*
* Pass an empty string to generate a new unique lightstyle.
*/
static int
LightStyleForTargetname(const globalconfig_t& cfg, const std::string &targetname)
{
// check if already assigned
for (const auto &pr : lightstyleForTargetname) {
if (pr.first == targetname && targetname.size() > 0) {
return pr.second;
}
}
// generate a new style number and return it
const int newStylenum = cfg.compilerstyle_start.intValue() + lightstyleForTargetname.size();
if (newStylenum >= (facestyles?INVALID_LIGHTSTYLE:INVALID_LIGHTSTYLE_OLD))
{
if (!facestyles)
Error("%s: Too many unique light targetnames (reached max of %i)\nTip: Use '-facestyles N' for 16bit lightstyle limits in supporting engines.", __func__, newStylenum-cfg.compilerstyle_start.intValue());
else
Error("%s: Too many unique light targetnames (reached max of %i)\n", __func__, newStylenum-cfg.compilerstyle_start.intValue());
}
lightstyleForTargetname.emplace_back(targetname, newStylenum); //mxd. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-emplace.html
if (verbose_log) {
logprint("%s: Allocated lightstyle %d for targetname '%s'\n", __func__, newStylenum, targetname.c_str());
}
return newStylenum;
}
std::string
TargetnameForLightStyle(int style)
{
for (const auto &pr : lightstyleForTargetname) {
if (pr.second == style) {
return pr.first;
}
}
return "";
}
/*
* ==================
* MatchTargets
*
* sets light_t.targetent
*
* entdicts should not be modified after this (saves pointers to elements)
* ==================
*/
static void
MatchTargets(void)
{
for (light_t &entity : all_lights) {
std::string targetstr { ValueForKey(&entity, "target") };
if (!targetstr.length())
continue;
for (const entdict_t &target : entdicts) {
if (targetstr == EntDict_StringForKey(target, "targetname")) {
entity.targetent = &target;
break;
}
}
}
}
static std::string
EntDict_PrettyDescription(const mbsp_t *bsp, const entdict_t &entity)
{
// get the submodel's bbox if it's a brush entity
if (bsp != nullptr
&& EntDict_StringForKey(entity, "origin") == ""
&& EntDict_StringForKey(entity, "model") != "") {
const std::string submodel_str = EntDict_StringForKey(entity, "model");
const dmodel_t *info = BSP_DModelForModelString(bsp, submodel_str);
if (info) {
std::stringstream s;
s << "brush entity with mins (";
s << VecStrf(info->mins);
s << ") maxs (";
s << VecStrf(info->maxs);
s << ") (" <<
EntDict_StringForKey(entity, "classname") << ")";
return s.str();
}
}
std::stringstream s;
s << "entity at (" <<
EntDict_StringForKey(entity, "origin") << ") (" <<
EntDict_StringForKey(entity, "classname") << ")";
return s.str();
}
bool
EntDict_CheckNoEmptyValues(const mbsp_t *bsp, const entdict_t &entdict)
{
bool ok = true;
// empty values warning
for (const auto &keyval : entdict) {
if (keyval.first.empty() || keyval.second.empty()) {
logprint("WARNING: %s has empty key/value \"%s\" \"%s\"\n",
EntDict_PrettyDescription(bsp, entdict).c_str(),
keyval.first.c_str(), keyval.second.c_str());
ok = false;
}
}
return ok;
}
/**
* Checks `edicts` for unmatched targets/targetnames and prints warnings
*/
bool
EntDict_CheckTargetKeysMatched(const mbsp_t *bsp, const entdict_t &entity, const std::vector<entdict_t> &all_edicts)
{
bool ok = true;
const std::vector<std::string> targetKeys {
"target", "killtarget",
"target2", "angrytarget", "deathtarget" // from AD
};
std::string targetname = EntDict_StringForKey(entity, "targetname");
// search for "target" values such that no entity has a matching "targetname"
for (const auto &targetKey : targetKeys) {
const auto targetVal = EntDict_StringForKey(entity, targetKey);
if (!targetVal.length())
continue;
if (targetVal == targetname) {
logprint("WARNING: %s has \"%s\" set to itself\n",
EntDict_PrettyDescription(bsp, entity).c_str(),
targetKey.c_str());
ok = false;
continue;
}
bool found = false;
for (const entdict_t &target : all_edicts) {
if (&target == &entity) {
continue;
}
if (targetVal == EntDict_StringForKey(target, "targetname")) {
found = true;
break;
}
}
if (!found) {
logprint("WARNING: %s has unmatched \"%s\" (%s)\n",
EntDict_PrettyDescription(bsp, entity).c_str(),
targetKey.c_str(),
targetVal.c_str());
ok = false;
}
}
return ok;
}
bool
EntDict_CheckTargetnameKeyMatched(const mbsp_t *bsp, const entdict_t &entity, const std::vector<entdict_t> &all_edicts)
{
// search for "targetname" values such that no entity has a matching "target"
// accept any key name as a target, so we don't print false positive
// if the map has "some_mod_specific_target" "foo"
bool ok = true;
const auto targetnameVal = EntDict_StringForKey(entity, "targetname");
if (targetnameVal.length()) {
bool found = false;
for (const entdict_t &targetter : all_edicts) {
if (&targetter == &entity) {
continue;
}
for (const auto &targetter_keyval : targetter) {
if (targetnameVal == targetter_keyval.second) {
found = true;
break;
}
}
if (found) {
break;
}
}
if (!found) {
logprint("WARNING: %s has targetname \"%s\", which is not targeted by anything.\n",
EntDict_PrettyDescription(bsp, entity).c_str(),
targetnameVal.c_str());
ok = false;
}
}
return ok;
}
static void
SetupSpotlights(const globalconfig_t &cfg)
{
for (light_t &entity : all_lights) {
float targetdist = 0.0f; //mxd
if (entity.targetent) {
vec3_t targetOrigin;
EntDict_VectorForKey(*entity.targetent, "origin", targetOrigin);
VectorSubtract(targetOrigin, *entity.origin.vec3Value(), entity.spotvec);
targetdist = VectorLength(entity.spotvec); //mxd
VectorNormalize(entity.spotvec);
entity.spotlight = true;
}
if (entity.spotlight) {
const vec_t angle = (entity.spotangle.floatValue() > 0) ? entity.spotangle.floatValue() : 40;
entity.spotfalloff = -cos(angle / 2 * Q_PI / 180);
vec_t angle2 = entity.spotangle2.floatValue();
if (angle2 <= 0 || angle2 > angle)
angle2 = angle;
entity.spotfalloff2 = -cos(angle2 / 2 * Q_PI / 180);
//mxd. Apply autofalloff?
if(targetdist > 0.0f && entity.falloff.floatValue() == 0 && cfg.spotlightautofalloff.boolValue()) {
const float coneradius = targetdist * tan(angle / 2 * Q_PI / 180);
entity.falloff.setFloatValue(targetdist + coneradius);
}
}
}
}
static void
CheckEntityFields(const globalconfig_t &cfg, light_t *entity)
{
if (entity->light.floatValue() == 0.0f)
entity->light.setFloatValue(DEFAULTLIGHTLEVEL);
if (entity->atten.floatValue() <= 0.0)
entity->atten.setFloatValue(1.0);
if (entity->anglescale.floatValue() < 0 || entity->anglescale.floatValue() > 1.0)
entity->anglescale.setFloatValue(cfg.global_anglescale.floatValue());
//mxd. No negative falloffs pls.
if(entity->falloff.floatValue() < 0.0f)
entity->falloff.setFloatValue(0.0f);
//mxd. Warn about unsupported _falloff / delay combos...
if(entity->falloff.floatValue() > 0.0f && entity->getFormula() != LF_LINEAR) {
logprint("WARNING: _falloff is currently only supported on linear (delay 0) lights\n"
" %s at (%s)\n", entity->classname(), VecStr(*entity->origin.vec3Value()).c_str());
entity->falloff.setFloatValue(0.0f);
}
if (entity->getFormula() < LF_LINEAR || entity->getFormula() >= LF_COUNT) {
static qboolean warned_once = true;
if (!warned_once) {
warned_once = true;
logprint("WARNING: unknown formula number (%d) in delay field\n"
" %s at (%s)\n"
" (further formula warnings will be supressed)\n",
entity->getFormula(), entity->classname(),
VecStr(*entity->origin.vec3Value()).c_str());
}
entity->formula.setFloatValue(LF_LINEAR);
}
/* set up deviance and samples defaults */
if (entity->deviance.floatValue() > 0 && entity->samples.intValue() == 0) {
entity->samples.setFloatValue(16);
}
if (entity->deviance.floatValue() <= 0.0f || entity->samples.intValue() <= 1) {
entity->deviance.setFloatValue(0.0f);
entity->samples.setFloatValue(1);
}
/* For most formulas, we need to divide the light value by the number of
samples (jittering) to keep the brightness approximately the same. */
if (entity->getFormula() == LF_INVERSE
|| entity->getFormula() == LF_INVERSE2
|| entity->getFormula() == LF_INFINITE
|| (entity->getFormula() == LF_LOCALMIN && cfg.addminlight.boolValue())
|| entity->getFormula() == LF_INVERSE2A) {
entity->light.setFloatValue(entity->light.floatValue() / entity->samples.intValue());
}
if (entity->style.intValue() < 0 || entity->style.intValue() > INVALID_LIGHTSTYLE) {
Error("Bad light style %i (must be 0-%i)", entity->style.intValue(), INVALID_LIGHTSTYLE-1);
}
}
/*
* =============
* Dirt_ResolveFlag
*
* Resolves a dirt flag (0=default, 1=enable, -1=disable) to a boolean
* =============
*/
static qboolean
Dirt_ResolveFlag(const globalconfig_t &cfg, int dirtInt)
{
if (dirtInt == 1) return true;
else if (dirtInt == -1) return false;
else return cfg.globalDirt.boolValue();
}
/*
* =============
* AddSun
* =============
*/
static void
AddSun(const globalconfig_t &cfg, vec3_t sunvec, vec_t light, const vec3_t color, int dirtInt, float sun_anglescale, const int style, const std::string& suntexture)
{
if (light == 0.0f)
return;
sun_t sun {};
VectorCopy(sunvec, sun.sunvec);
VectorNormalize(sun.sunvec);
VectorScale(sun.sunvec, -16384, sun.sunvec);
sun.sunlight = light;
VectorCopy(color, sun.sunlight_color);
sun.anglescale = sun_anglescale;
sun.dirt = Dirt_ResolveFlag(cfg, dirtInt);
sun.style = style;
sun.suntexture = suntexture;
// add to list
all_suns.push_back(sun);
// printf( "sun is using vector %f %f %f light %f color %f %f %f anglescale %f dirt %d resolved to %d\n",
// sun->sunvec[0], sun->sunvec[1], sun->sunvec[2], sun->sunlight.light,
// sun->sunlight.color[0], sun->sunlight.color[1], sun->sunlight.color[2],
// anglescale,
// dirtInt,
// (int)sun->dirt);
}
/*
* =============
* SetupSuns
*
* Creates a sun_t object for the "_sunlight" worldspawn key,
* optionall many suns if the "_sunlight_penumbra" key is used.
*
* From q3map2
* =============
*/
static void
SetupSun(const globalconfig_t &cfg, vec_t light, const vec3_t color, const vec3_t sunvec_in, const float sun_anglescale, const float sun_deviance, const int sunlight_dirt,
const int style, const std::string& suntexture)
{
vec3_t sunvec;
int i;
int sun_num_samples = (sun_deviance == 0 ? 1 : sunsamples); //mxd
float sun_deviance_rad = DEG2RAD(sun_deviance); //mxd
float sun_deviance_sq = sun_deviance * sun_deviance; //mxd
VectorCopy(sunvec_in, sunvec);
VectorNormalize(sunvec);
//printf( "input sunvec %f %f %f. deviance is %f, %d samples\n",sunvec[0],sunvec[1], sunvec[2], sun_deviance, sun_num_samples);
/* set photons */
light /= sun_num_samples;
for ( i = 0; i < sun_num_samples; i++ )
{
vec3_t direction;
/* calculate sun direction */
if ( i == 0 ) {
VectorCopy( sunvec, direction );
}
else
{
vec_t da, de;
vec_t d = sqrt( sunvec[ 0 ] * sunvec[ 0 ] + sunvec[ 1 ] * sunvec[ 1 ] );
vec_t angle = atan2( sunvec[ 1 ], sunvec[ 0 ] );
vec_t elevation = atan2( sunvec[ 2 ], d );
/* jitter the angles (loop to keep random sample within sun->deviance steridians) */
do
{
da = ( Random() * 2.0f - 1.0f ) * sun_deviance_rad;
de = ( Random() * 2.0f - 1.0f ) * sun_deviance_rad;
}
while ( ( da * da + de * de ) > sun_deviance_sq );
angle += da;
elevation += de;
/* create new vector */
direction[ 0 ] = cos( angle ) * cos( elevation );
direction[ 1 ] = sin( angle ) * cos( elevation );
direction[ 2 ] = sin( elevation );
}
//printf( "sun %d is using vector %f %f %f\n", i, direction[0], direction[1], direction[2]);
AddSun(cfg, direction, light, color, sunlight_dirt, sun_anglescale, style, suntexture);
}
}
static void
SetupSuns(const globalconfig_t &cfg)
{
for (light_t &entity : all_lights) {
//mxd. Arghrad-style sun setup
if (entity.sun.intValue() == 1 && entity.light.intValue() > 0) {
// Set sun vector
vec3_t sunvec;
if (entity.targetent) {
vec3_t target_pos;
EntDict_VectorForKey(*entity.targetent, "origin", target_pos);
VectorSubtract(target_pos, *entity.origin.vec3Value(), sunvec);
} else if (VectorLengthSq(*entity.mangle.vec3Value()) > 0) {
VectorCopy(*entity.mangle.vec3Value(), sunvec);
} else { // Use { 0, 0, 0 } as sun target...
logprint("WARNING: sun missing target, { 0 0 0 } used.\n");
VectorCopy(*entity.origin.vec3Value(), sunvec);
VectorInverse(sunvec);
}
// Add the sun
SetupSun(cfg, entity.light.floatValue(), *entity.color.vec3Value(), sunvec, entity.anglescale.floatValue(), entity.deviance.floatValue(), entity.dirt.intValue(), entity.style.intValue(), entity.suntexture.stringValue());
// Disable the light itself...
entity.light.setFloatValue(0.0f);
}
}
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, float upperLight, const vec3_t upperColor, const int upperDirt, const float upperAnglescale, const int upperStyle, const std::string& upperSuntexture,
float lowerLight, const vec3_t 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;
vec3_t direction;
/* pick a value for 'iterations' so that 'numSuns' will be close to 'sunsamples' */
iterations = rint(sqrt((sunsamples - 1) / 4)) + 1;
iterations = qmax(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 */
VectorSet( direction, 0.0f, 0.0f, -1.0f );
if (sunlight2value > 0) {
AddSun(cfg, direction, sunlight2value, upperColor, upperDirt, upperAnglescale, upperStyle, upperSuntexture);
}
VectorSet( direction, 0.0f, 0.0f, 1.0f );
if (sunlight3value > 0) {
AddSun(cfg, direction, 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, vec3_origin, 0, 0, 0, "");
} else {
// Add the lower dome, like sunlight3 (pointing up)
SetupSkyDome(cfg, 0, vec3_origin, 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 = DuplicateEntity(entity);
light2.generated = true; // don't write generated light to bsp
/* jitter it */
vec3_t 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);
all_lights.push_back(light2);
}
}
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(float *proj, float fovx, float fovy, float neard)
{
float xmin, xmax, ymin, ymax;
float 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 * ((float)(1<<21)/(1<<22));
proj[14] = -2*neard * nudge;
proj[3] = 0;
proj[7] = 0;
proj[11] = -1;
proj[15] = 0;
}
float *Matrix4x4_CM_NewRotation(float ret[16], float a, float x, float y, float z)
{
float c = cos(a* Q_PI / 180.0);
float 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;
}
float *Matrix4x4_CM_NewTranslation(float ret[16], float x, float y, float 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 float *a, const float *b, float *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(float *modelview, const vec3_t viewangles, const vec3_t vieworg)
{
float t2[16];
float tempmat[16];
//load identity.
memset(modelview, 0, sizeof(*modelview)*16);
#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
}
void Matrix4x4_CM_MakeModelViewProj (const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy, float *modelviewproj)
{
float modelview[16];
float proj[16];
Matrix4x4_CM_ModelViewMatrix(modelview, viewangles, vieworg);
Matrix4x4_CM_Projection_Inf(proj, fovx, fovy, 4);
Matrix4_Multiply(proj, modelview, modelviewproj);
}
float CalcFov (float fov_x, float width, float height)
{
float a;
float x;
if (fov_x < 1 || fov_x > 179)
Error ("Unsupported fov: %f. Expected a value in [1..179] range.", fov_x);
x = fov_x/360*Q_PI;
x = tan(x);
x = width/x;
a = atan (height/x);
a = a*360/Q_PI;
return a;
}
/*
finds the texture that is meant to be projected.
*/
static rgba_miptex_t *FindProjectionTexture(const mbsp_t *bsp, const char *texname) //mxd. miptex_t -> rgba_miptex_t
{
if (!bsp->rgbatexdatasize)
return nullptr;
dmiptexlump_t *miplump = bsp->drgbatexdata;
/*outer loop finds the textures*/
for (int texnum = 0; texnum < miplump->nummiptex; texnum++)
{
const int offset = miplump->dataofs[texnum];
if (offset < 0)
continue;
rgba_miptex_t *miptex = (rgba_miptex_t*)((uint8_t *)bsp->drgbatexdata + offset);
if (!Q_strcasecmp(miptex->name, texname))
return miptex;
}
return nullptr;
}
static std::string
ParseEscapeSequences(const std::string &input)
{
std::stringstream ss;
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;
}
ss.put(static_cast<char>(c));
}
}
return ss.str();
}
/*
* ==================
* 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.
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 float val = qmin(1.0f, qmax(0.0f, EntDict_FloatForKey(entdict, "_anglescale") * 0.5f));
entdict.set("_anglescale", std::to_string(val));
}
}
/* Allocate a new entity */
light_t entity {};
// 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(vec3_t_to_glm(*entity.mangle.vec3Value()));
glm_to_vec3_t(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.c_str());
if (entity.projectedmip == nullptr) {
logprint("WARNING: light has \"_project_texture\" \"%s\", but this texture is not present in the bsp\n", texname.c_str());
}
if (!entity.projangle.isChanged()) { //mxd
// Copy from angles
vec3_t angles;
EntDict_VectorForKey(entdict, "angles", angles);
vec3_t 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);
all_lights.push_back(entity);
}
}
logprint("%d entities read, %d are lights.\n",
static_cast<int>(entdicts.size()),
static_cast<int>(all_lights.size()));
}
static void
FixLightOnFace(const mbsp_t *bsp, const vec3_t point, vec3_t point_out)
{
// FIXME: Check all shadow casters
if (!Light_PointInWorld(bsp, point)) {
VectorCopy(point, point_out);
return;
}
for (int i = 0; i < 6; i++) {
vec3_t testpoint;
VectorCopy(point, testpoint);
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)) {
VectorCopy(testpoint, point_out);
return;
}
}
logprint("WARNING: couldn't nudge light in solid at %f %f %f\n",
point[0], point[1], point[2]);
VectorCopy(point, point_out);
return;
}
void
FixLightsOnFaces(const mbsp_t *bsp)
{
for (light_t &entity : all_lights) {
if (entity.light.floatValue() != 0) {
vec3_t tmp;
FixLightOnFace(bsp, *entity.origin.vec3Value(), tmp);
entity.origin.setVec3Value(tmp);
}
}
}
void EstimateVisibleBoundsAtPoint(const vec3_t point, vec3_t mins, vec3_t maxs)
{
const int N = 32;
const int N2 = N*N;
raystream_intersection_t *rs = MakeIntersectionRayStream(N2);
AABB_Init(mins, maxs, point);
for (int x=0; x<N; x++) {
for (int y=0; y<N; y++) {
const vec_t u1 = static_cast<float>(x) / static_cast<float>(N - 1);
const vec_t u2 = static_cast<float>(y) / static_cast<float>(N - 1);
vec3_t dir;
UniformPointOnSphere(dir, u1, u2);
rs->pushRay(0, point, dir, 65536.0f);
}
}
rs->tracePushedRaysIntersection(nullptr);
for (int i=0; i<N2; i++) {
const float dist = rs->getPushedRayHitDist(i);
vec3_t dir;
rs->getPushedRayDir(i, dir);
// get the intersection point
vec3_t stop;
VectorMA(point, dist, dir, stop);
AABB_Expand(mins, maxs, stop);
}
// grow it by 25% in each direction
vec3_t size;
AABB_Size(mins, maxs, size);
VectorScale(size, 0.25, size);
AABB_Grow(mins, maxs, size);
/*
logprint("light at %f %f %f has mins %f %f %f maxs %f %f %f\n",
point[0],
point[1],
point[2],
mins[0],
mins[1],
mins[2],
maxs[0],
maxs[1],
maxs[2]);
*/
delete rs;
}
static void EstimateLightAABB(light_t *light)
{
EstimateVisibleBoundsAtPoint(*light->origin.vec3Value(), light->mins, light->maxs);
}
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: %d initial lights\n", static_cast<int>(all_lights.size()));
// Creates more light entities, needs to be done before the rest
MakeSurfaceLights(bsp);
logprint("SetupLights: %d after surface lights\n", static_cast<int>(all_lights.size()));
JitterEntities();
logprint("SetupLights: %d after jittering\n", static_cast<int>(all_lights.size()));
const size_t final_lightcount = all_lights.size();
MatchTargets();
SetupSpotlights(cfg);
SetupSuns(cfg);
SetupSkyDomes(cfg);
FixLightsOnFaces(bsp);
EstimateLightVisibility();
logprint("Final count: %d lights, %d suns in use.\n",
static_cast<int>(all_lights.size()),
static_cast<int>(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;
}
void
EntDict_VectorForKey(const entdict_t &ent, const std::string &key, vec3_t vec)
{
std::string value = EntDict_StringForKey(ent, key);
VectorSet(vec, 0, 0, 0);
sscanf(value.c_str(), "%f %f %f", &vec[0], &vec[1], &vec[2]);
}
/*
* ================
* WriteEntitiesToString
*
* Re-write the entdata BSP lump because switchable lights need styles set.
* ================
*/
void
WriteEntitiesToString(const globalconfig_t& cfg, mbsp_t *bsp)
{
std::string entdata = EntData_Write(entdicts);
if (bsp->dentdata)
free(bsp->dentdata);
/* FIXME - why are we printing this here? */
logprint("%i switchable light styles\n",
static_cast<int>(lightstyleForTargetname.size()));
bsp->entdatasize = entdata.size() + 1; // +1 for a null byte at the end
bsp->dentdata = (char *) calloc(bsp->entdatasize, 1);
if (!bsp->dentdata)
Error("%s: allocation of %d bytes failed\n", __func__,
bsp->entdatasize);
memcpy(bsp->dentdata, entdata.data(), entdata.size());
Q_assert(0 == bsp->dentdata[bsp->entdatasize - 1]);
}
/*
* =======================================================================
* SURFACE LIGHTS
* =======================================================================
*/
std::vector<light_t> surfacelight_templates;
FILE *surflights_dump_file;
char surflights_dump_filename[1024];
static void
SurfLights_WriteEntityToFile(FILE *f, light_t *entity, const vec3_t pos)
{
Q_assert(entity->epairs != nullptr);
entdict_t epairs { *entity->epairs };
EntDict_RemoveValueForKey(epairs, "_surface");
epairs.set("origin", VecStr(pos));
std::string entstring = EntData_Write({ epairs });
fwrite(entstring.data(), 1, entstring.size(), f);
}
static void CreateSurfaceLight(const vec3_t origin, const vec3_t normal, const light_t *surflight_template)
{
light_t entity = 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;
VectorCopy(normal, entity.spotvec);
}
/* export it to a map file for debugging */
if (surflight_dump) {
SurfLights_WriteEntityToFile(surflights_dump_file, &entity, origin);
}
all_lights.push_back(entity);
}
static void CreateSurfaceLightOnFaceSubdivision(const bsp2_dface_t *face, const modelinfo_t *face_modelinfo, const light_t *surflight_template, const mbsp_t *bsp, int numverts, const vec_t *verts)
{
int i;
vec3_t midpoint = {0, 0, 0};
vec3_t normal;
vec_t offset;
for (i=0; i<numverts; i++)
{
VectorAdd(midpoint, verts + (i * 3), midpoint);
}
midpoint[0] /= numverts;
midpoint[1] /= numverts;
midpoint[2] /= numverts;
VectorCopy(bsp->dplanes[face->planenum].normal, normal);
vec_t dist = bsp->dplanes[face->planenum].dist;
/* Nudge 2 units (by default) along face normal */
if (face->side) {
dist = -dist;
VectorSubtract(vec3_origin, normal, normal);
}
offset = atof(ValueForKey(surflight_template, "_surface_offset"));
if (offset == 0)
offset = 2.0;
VectorMA(midpoint, offset, normal, midpoint);
/* Add the model offset */
VectorAdd(midpoint, face_modelinfo->offset, midpoint);
CreateSurfaceLight(midpoint, normal, surflight_template);
}
static void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
{
int i, j;
float *v;
mins[0] = mins[1] = mins[2] = FLT_MAX;
maxs[0] = maxs[1] = maxs[2] = -FLT_MAX;
v = verts;
for (i=0 ; i<numverts ; i++)
for (j=0 ; j<3 ; j++, v++)
{
if (*v < mins[j])
mins[j] = *v;
if (*v > maxs[j])
maxs[j] = *v;
}
}
static bool FaceMatchesSurfaceLightTemplate(const mbsp_t* bsp, const bsp2_dface_t* face, const light_t& surflight)
{
const char *texname = Face_TextureName(bsp, face);
return !Q_strcasecmp(texname, ValueForKey(&surflight, "_surface"));
}
/*
================
SubdividePolygon - from GLQuake
================
*/
static void SubdividePolygon (const bsp2_dface_t *face, const modelinfo_t *face_modelinfo, const mbsp_t *bsp, int numverts, vec_t *verts, float subdivide_size)
{
int i, j, k;
vec3_t mins, maxs;
float m;
float *v;
vec3_t front[64], back[64];
int f, b;
float dist[64];
float frac;
//glpoly_t *poly;
//float s, t;
if (numverts > 64)
Error ("numverts = %i", numverts);
BoundPoly (numverts, verts, mins, maxs);
for (i=0 ; i<3 ; i++)
{
m = (mins[i] + maxs[i]) * 0.5;
m = subdivide_size * floor (m/subdivide_size + 0.5);
if (maxs[i] - m < 8)
continue;
if (m - mins[i] < 8)
continue;
// cut it
v = verts + i;
for (j=0 ; j<numverts ; j++, v+= 3)
dist[j] = *v - 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)
{
VectorCopy (v, front[f]);
f++;
}
if (dist[j] <= 0)
{
VectorCopy (v, back[b]);
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]);
for (k=0 ; k<3 ; k++)
front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
f++;
b++;
}
}
SubdividePolygon (face, face_modelinfo, bsp, f, front[0], subdivide_size);
SubdividePolygon (face, face_modelinfo, bsp, b, back[0], 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 bsp2_dface_t *face, const modelinfo_t *face_modelinfo, const mbsp_t *bsp)
{
int i;
vec3_t verts[64];
for (i = 0; i < face->numedges; i++) {
dvertex_t *v;
int edgenum = bsp->dsurfedges[face->firstedge + i];
if (edgenum >= 0) {
v = bsp->dvertexes + bsp->dedges[edgenum].v[0];
} else {
v = bsp->dvertexes + bsp->dedges[-edgenum].v[1];
}
VectorCopy(v->point, verts[i]);
}
SubdividePolygon (face, face_modelinfo, bsp, face->numedges, verts[0], surflight_subdivide);
}
bool ParseLightsFile(const char *fname)
{ //note: this creates dupes. super bright light! (and super slow, too)
light_t l;
char buf[1024];
char gah[256];
const char *t;
float r, g, b;
FILE *f = fopen(fname, "r");
if(!f)
return false;
while(!feof(f))
{
fgets(buf, sizeof(buf), f);
t = buf;
t = COM_Parse(buf);
if (!t)
continue;
entdict_t d = {};
d.set("_surface", std::string(com_token));
t = COM_Parse(t);
r = atof(com_token);
t = COM_Parse(t);
g = atof(com_token);
t = COM_Parse(t);
b = atof(com_token);
q_snprintf(gah, sizeof(gah), "%f %f %f", r,g,b);
d.set("_color", std::string(gah));
t = COM_Parse(t);
d.set("light", std::string(com_token));
//might be hdr rgbi values here
radlights.push_back(d);
}
fclose(f);
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 {};
entity.epairs = &l;
entity.settings().setSettings(*entity.epairs, false);
surfacelight_templates.push_back(entity);
}
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 \"%s\" from template at (%s)\n",
tex.c_str(), ValueForKey(&entity, "origin"));
}
}
if (surfacelight_templates.empty())
return;
if (surflight_dump) {
strcpy(surflights_dump_filename, mapfilename);
StripExtension(surflights_dump_filename);
strcat(surflights_dump_filename, "-surflights.map");
surflights_dump_file = fopen(surflights_dump_filename, "w");
}
/* Create the surface lights */
std::vector<bool> face_visited(static_cast<size_t>(bsp->numfaces), false);
for (int i = 0; i < bsp->numleafs; i++) {
const mleaf_t *leaf = bsp->dleafs + i;
const qboolean underwater = (bsp->loadversion == Q2_BSPVERSION ? 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 bsp2_dface_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 */
// FIXME: Use a Face_TextureName function for this
if (/*texname[0] == '*' && */ 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) {
fclose(surflights_dump_file);
printf("wrote surface lights to '%s'\n", surflights_dump_filename);
}
}