ericw-tools/light/entities.cc

1551 lines
49 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 <fstream>
#include <common/cmdlib.hh>
#include <common/parser.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;
#define MAX_SWITCHABLE_STYLES 64
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);
}
const 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();
// check if full
if (newStylenum >= MAX_SWITCHABLE_STYLES) {
FError("Too many unique light targetnames (max={})\n", MAX_SWITCHABLE_STYLES);
}
lightstyleForTargetname.emplace_back(
targetname, newStylenum); // mxd. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-emplace.html
if (verbose_log) {
FLogPrint("Allocated lightstyle {} for targetname '{}'\n", newStylenum, targetname);
}
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 (string_iequals(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 dmodelh2_t *info = BSP_DModelForModelString(bsp, submodel_str);
if (info) {
return fmt::format("brush entity with mins [{}] maxs [{}] ({})", info->mins, info->maxs,
EntDict_StringForKey(entity, "classname"));
}
}
return fmt::format(
"entity at ({}) ({})", EntDict_StringForKey(entity, "origin"), EntDict_StringForKey(entity, "classname"));
}
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: {} has empty key/value \"{}\" \"{}\"\n", EntDict_PrettyDescription(bsp, entdict),
keyval.first, keyval.second);
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;
// TODO: what if we just do this for any key that contains `target` not immediately followed by `name`?
const std::vector<std::string> targetKeys{
"target", "killtarget", "target2", "angrytarget", "deathtarget" // from AD
};
const 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: {} has \"{}\" set to itself\n", EntDict_PrettyDescription(bsp, entity), targetKey);
ok = false;
continue;
}
bool found = false;
for (const entdict_t &target : all_edicts) {
if (&target == &entity) {
continue;
}
if (string_iequals(targetVal, EntDict_StringForKey(target, "targetname"))) {
found = true;
break;
}
}
if (!found) {
LogPrint("WARNING: {} has unmatched \"{}\" ({})\n", EntDict_PrettyDescription(bsp, entity), targetKey,
targetVal);
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: {} has targetname \"{}\", which is not targeted by anything.\n",
EntDict_PrettyDescription(bsp, entity), targetnameVal);
ok = false;
}
}
return ok;
}
static void SetupSpotlights(const globalconfig_t &cfg)
{
for (light_t &entity : all_lights) {
vec_t targetdist = 0.0; // mxd
if (entity.targetent) {
qvec3d targetOrigin = EntDict_VectorForKey(*entity.targetent, "origin");
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 vec_t 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"
" {} at [{}]\n",
entity->classname(), entity->origin.vec3Value());
entity->falloff.setFloatValue(0.0f);
}
if (entity->getFormula() < LF_LINEAR || entity->getFormula() >= LF_COUNT) {
static bool warned_once = true;
if (!warned_once) {
warned_once = true;
LogPrint("WARNING: unknown formula number ({}) in delay field\n"
" {} at [{}]\n"
" (further formula warnings will be supressed)\n",
entity->getFormula(), entity->classname(), entity->origin.vec3Value());
}
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() > 254) {
FError("Bad light style {} (must be 0-254)", entity->style.intValue());
}
}
/*
* =============
* Dirt_ResolveFlag
*
* Resolves a dirt flag (0=default, 1=enable, -1=disable) to a boolean
* =============
*/
static bool 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, const qvec3d &sunvec, vec_t light, const qvec3d &color, int dirtInt,
vec_t sun_anglescale, const int style, const std::string &suntexture)
{
if (light == 0.0f)
return;
// add to list
sun_t &sun = all_suns.emplace_back();
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;
// fmt::print( "sun is using vector {} {} {} light {} color {} {} {} anglescale {} dirt {} resolved to {}\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 qvec3d &color, const qvec3d &sunvec_in,
const vec_t sun_anglescale, const vec_t 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
vec_t sun_deviance_rad = DEG2RAD(sun_deviance); // mxd
vec_t sun_deviance_sq = sun_deviance * sun_deviance; // mxd
VectorCopy(sunvec_in, sunvec);
VectorNormalize(sunvec);
// fmt::print( "input sunvec {} {} {}. deviance is {}, {} 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);
}
// fmt::print( "sun {} is using vector {} {} {}\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) {
qvec3d target_pos = EntDict_VectorForKey(*entity.targetent, "origin");
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, vec_t upperLight, const qvec3d &upperColor, const int upperDirt,
const vec_t upperAnglescale, const int upperStyle, const std::string &upperSuntexture, vec_t lowerLight,
const qvec3d &lowerColor, const int lowerDirt, const vec_t lowerAnglescale, const int lowerStyle,
const std::string &lowerSuntexture)
{
int i, j, numSuns;
int angleSteps, elevationSteps;
int iterations;
vec_t angle, elevation;
vec_t angleStep, elevationStep;
vec3_t direction;
/* pick a value for 'iterations' so that 'numSuns' will be close to 'sunsamples' */
iterations = rint(sqrt((sunsamples - 1) / 4)) + 1;
iterations = max(iterations, 2);
/* dummy check */
if (upperLight <= 0.0f && lowerLight <= 0.0f) {
return;
}
/* setup */
elevationSteps = iterations - 1;
angleSteps = elevationSteps * 4;
angle = 0.0f;
elevationStep = DEG2RAD(90.0f / (elevationSteps + 1)); /* skip elevation 0 */
angleStep = DEG2RAD(360.0f / angleSteps);
/* calc individual sun brightness */
numSuns = angleSteps * elevationSteps + 1;
const vec_t sunlight2value = upperLight / numSuns;
const vec_t sunlight3value = lowerLight / numSuns;
/* iterate elevation */
elevation = elevationStep * 0.5f;
angle = 0.0f;
for (i = 0, elevation = elevationStep * 0.5f; i < elevationSteps; i++) {
/* iterate angle */
for (j = 0; j < angleSteps; j++) {
/* create sun */
direction[0] = cos(angle) * cos(elevation);
direction[1] = sin(angle) * cos(elevation);
direction[2] = -sin(elevation);
/* insert top hemisphere light */
if (sunlight2value > 0) {
AddSun(cfg, direction, sunlight2value, upperColor, upperDirt, upperAnglescale, upperStyle,
upperSuntexture);
}
direction[2] = -direction[2];
/* insert bottom hemisphere light */
if (sunlight3value > 0) {
AddSun(cfg, direction, sunlight3value, lowerColor, lowerDirt, lowerAnglescale, lowerStyle,
lowerSuntexture);
}
/* move */
angle += angleStep;
}
/* move */
elevation += elevationStep;
angle += angleStep / elevationSteps;
}
/* create vertical sun */
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 = all_lights.emplace_back(DuplicateEntity(entity));
light2.generated = true; // don't write generated light to bsp
/* jitter it */
qvec3d neworigin = {(entity.origin.vec3Value())[0] + (Random() * 2.0f - 1.0f) * entity.deviance.floatValue(),
(entity.origin.vec3Value())[1] + (Random() * 2.0f - 1.0f) * entity.deviance.floatValue(),
(entity.origin.vec3Value())[2] + (Random() * 2.0f - 1.0f) * entity.deviance.floatValue()};
light2.origin.setVec3Value(neworigin);
}
}
static void JitterEntities()
{
// We will append to the list during iteration.
const size_t starting_size = all_lights.size();
for (size_t i = 0; i < starting_size; i++) {
JitterEntity(all_lights.at(i));
}
}
void Matrix4x4_CM_Projection_Inf(std::array<vec_t, 16> &proj, vec_t fovx, vec_t fovy, vec_t neard)
{
vec_t xmin, xmax, ymin, ymax;
constexpr vec_t nudge = 1;
// proj
ymax = neard * tan(fovy * Q_PI / 360.0);
ymin = -ymax;
if (fovx == fovy) {
xmax = ymax;
xmin = ymin;
} else {
xmax = neard * tan(fovx * Q_PI / 360.0);
xmin = -xmax;
}
proj[0] = (2 * neard) / (xmax - xmin);
proj[4] = 0;
proj[8] = (xmax + xmin) / (xmax - xmin);
proj[12] = 0;
proj[1] = 0;
proj[5] = (2 * neard) / (ymax - ymin);
proj[9] = (ymax + ymin) / (ymax - ymin);
proj[13] = 0;
proj[2] = 0;
proj[6] = 0;
proj[10] = -1 * ((vec_t)(1 << 21) / (1 << 22));
proj[14] = -2 * neard * nudge;
proj[3] = 0;
proj[7] = 0;
proj[11] = -1;
proj[15] = 0;
}
std::array<vec_t, 16> &Matrix4x4_CM_NewRotation(std::array<vec_t, 16> &ret, vec_t a, vec_t x, vec_t y, vec_t z)
{
vec_t c = cos(a * Q_PI / 180.0);
vec_t s = sin(a * Q_PI / 180.0);
ret[0] = x * x * (1 - c) + c;
ret[4] = x * y * (1 - c) - z * s;
ret[8] = x * z * (1 - c) + y * s;
ret[12] = 0;
ret[1] = y * x * (1 - c) + z * s;
ret[5] = y * y * (1 - c) + c;
ret[9] = y * z * (1 - c) - x * s;
ret[13] = 0;
ret[2] = x * z * (1 - c) - y * s;
ret[6] = y * z * (1 - c) + x * s;
ret[10] = z * z * (1 - c) + c;
ret[14] = 0;
ret[3] = 0;
ret[7] = 0;
ret[11] = 0;
ret[15] = 1;
return ret;
}
std::array<vec_t, 16> &Matrix4x4_CM_NewTranslation(std::array<vec_t, 16> &ret, vec_t x, vec_t y, vec_t z)
{
ret[0] = 1;
ret[4] = 0;
ret[8] = 0;
ret[12] = x;
ret[1] = 0;
ret[5] = 1;
ret[9] = 0;
ret[13] = y;
ret[2] = 0;
ret[6] = 0;
ret[10] = 1;
ret[14] = z;
ret[3] = 0;
ret[7] = 0;
ret[11] = 0;
ret[15] = 1;
return ret;
}
void Matrix4_Multiply(const std::array<vec_t, 16> &a, const std::array<vec_t, 16> &b, std::array<vec_t, 16> &out)
{
out[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3];
out[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3];
out[2] = a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3];
out[3] = a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3];
out[4] = a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7];
out[5] = a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7];
out[6] = a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7];
out[7] = a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7];
out[8] = a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11];
out[9] = a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11];
out[10] = a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11];
out[11] = a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11];
out[12] = a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15];
out[13] = a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15];
out[14] = a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15];
out[15] = a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15];
}
void Matrix4x4_CM_ModelViewMatrix(std::array<vec_t, 16> &modelview, const qvec3d &viewangles, const qvec3d &vieworg)
{
std::array<vec_t, 16> t2;
std::array<vec_t, 16> tempmat;
// load identity.
modelview = {};
#if FULLYGL
modelview[0] = 1;
modelview[5] = 1;
modelview[10] = 1;
modelview[15] = 1;
Matrix4_Multiply(modelview, Matrix4_CM_NewRotation(-90, 1, 0, 0), tempmat); // put Z going up
Matrix4_Multiply(tempmat, Matrix4_CM_NewRotation(90, 0, 0, 1), modelview); // put Z going up
#else
// use this lame wierd and crazy identity matrix..
modelview[2] = -1;
modelview[4] = -1;
modelview[9] = 1;
modelview[15] = 1;
#endif
// figure out the current modelview matrix
// I would if some of these, but then I'd still need a couple of copys
Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[2], 1, 0, 0), tempmat); // roll
Matrix4_Multiply(tempmat, Matrix4x4_CM_NewRotation(t2, viewangles[1], 0, 1, 0), modelview); // pitch
Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[0], 0, 0, 1), tempmat); // yaw
Matrix4_Multiply(
tempmat, Matrix4x4_CM_NewTranslation(t2, -vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up
}
static void Matrix4x4_CM_MakeModelViewProj(
const qvec3d &viewangles, const qvec3d &vieworg, vec_t fovx, vec_t fovy, std::array<vec_t, 16> &modelviewproj)
{
std::array<vec_t, 16> modelview;
std::array<vec_t, 16> proj;
Matrix4x4_CM_ModelViewMatrix(modelview, viewangles, vieworg);
Matrix4x4_CM_Projection_Inf(proj, fovx, fovy, 4);
Matrix4_Multiply(proj, modelview, modelviewproj);
}
inline vec_t CalcFov(vec_t fov_x, vec_t width, vec_t height)
{
if (fov_x < 1 || fov_x > 179)
FError("Unsupported fov: {}. Expected a value in [1..179] range.", fov_x);
vec_t x = fov_x / 360 * Q_PI;
x = tan(x);
x = width / x;
vec_t a = atan(height / x);
a = a * 360 / Q_PI;
return a;
}
/*
finds the texture that is meant to be projected.
*/
static const rgba_miptex_t *FindProjectionTexture(const mbsp_t *bsp, const std::string &texname)
{
/*outer loop finds the textures*/
for (auto &miptex : bsp->drgbatexdata) {
if (!miptex.data)
continue;
if (string_iequals(miptex.name, texname))
return &miptex;
}
return nullptr;
}
static std::string ParseEscapeSequences(const std::string &input)
{
std::string s;
s.reserve(input.size());
bool bold = false;
for (size_t i = 0; i < input.length(); i++) {
if (input.at(i) == '\\' && (i + 1) < input.length() && input.at(i + 1) == 'b') {
bold = !bold;
i++;
} else {
uint8_t c = static_cast<uint8_t>(input.at(i));
if (bold) {
c |= 128;
}
s += static_cast<char>(c);
}
}
return s;
}
/*
* ==================
* LoadEntities
* ==================
*/
void LoadEntities(const globalconfig_t &cfg, const mbsp_t *bsp)
{
LogPrint("--- LoadEntities ---\n");
entdicts = EntData_Parse(bsp->dentdata);
// Make warnings
for (auto &entdict : entdicts) {
EntDict_CheckNoEmptyValues(bsp, entdict);
EntDict_CheckTargetKeysMatched(bsp, entdict, entdicts);
EntDict_CheckTargetnameKeyMatched(bsp, entdict, entdicts);
}
/* handle worldspawn */
for (const auto &epair : WorldEnt()) {
SetGlobalSetting(epair.first, epair.second, false);
}
/* apply side effects of settings (in particular "dirt") */
FixupGlobalSettings();
// NOTE: cfg is not valid until now.
// First pass: make permanent changes to the bsp entdata that we will write out
// at the end of the light process.
for (auto &entdict : entdicts) {
// fix "lightmap_scale"
const std::string &lmscale = EntDict_StringForKey(entdict, "lightmap_scale");
if (!lmscale.empty()) {
LogPrint("lightmap_scale should be _lightmap_scale\n");
EntDict_RemoveValueForKey(entdict, "lightmap_scale");
entdict.set("_lightmap_scale", lmscale);
}
// setup light styles for switchable lights
// NOTE: this also handles "_sun" "1" entities without any extra work.
const std::string &classname = EntDict_StringForKey(entdict, "classname");
if (classname.find("light") == 0) {
const std::string &targetname = EntDict_StringForKey(entdict, "targetname");
if (!targetname.empty()) {
const int style = LightStyleForTargetname(cfg, targetname);
entdict.set("style", std::to_string(style));
}
}
// setup light styles for dynamic shadow entities
if (EntDict_StringForKey(entdict, "_switchableshadow") == "1") {
const std::string &targetname = EntDict_StringForKey(entdict, "targetname");
// if targetname is "", generates a new unique lightstyle
const int style = LightStyleForTargetname(cfg, targetname);
// TODO: Configurable key?
entdict.set("switchshadstyle", std::to_string(style));
}
// parse escape sequences
for (auto &epair : entdict) {
epair.second = ParseEscapeSequences(epair.second);
}
}
Q_assert(all_lights.empty());
if (nolights) {
return;
}
/* go through all the entities */
for (auto &entdict : entdicts) {
/*
* Check light entity fields and any global settings in worldspawn.
*/
if (EntDict_StringForKey(entdict, "classname").find("light") == 0) {
// mxd. Convert some Arghrad3 settings...
if (arghradcompat) {
EntDict_RenameKey(entdict, "_falloff", "delay"); // _falloff -> delay
EntDict_RenameKey(entdict, "_distance", "_falloff"); // _distance -> _falloff
EntDict_RenameKey(entdict, "_fade", "wait"); // _fade -> wait
// _angfade or _angwait -> _anglescale
EntDict_RenameKey(entdict, "_angfade", "_anglescale");
EntDict_RenameKey(entdict, "_angwait", "_anglescale");
const auto anglescale = entdict.find("_anglescale");
if (anglescale != entdict.end()) {
// Convert from 0..2 to 0..1 range...
const vec_t val = min(1.0, max(0.0, EntDict_FloatForKey(entdict, "_anglescale") * 0.5));
entdict.set("_anglescale", std::to_string(val));
}
}
// Skip non-switchable lights if we're skipping world lighting
if (skiplighting && EntDict_StringForKey(entdict, "style").empty() &&
EntDict_StringForKey(entdict, "switchshadstyle").empty()) {
continue;
}
/* Allocate a new entity */
light_t &entity = all_lights.emplace_back();
// save pointer to the entdict
entity.epairs = &entdict;
// populate settings
entity.settings().setSettings(*entity.epairs, false);
if (entity.mangle.isChanged()) {
const qvec3f temp = vec_from_mangle(entity.mangle.vec3Value());
VectorCopy(temp, entity.spotvec);
entity.spotlight = true;
if (!entity.projangle.isChanged()) {
// copy from mangle
entity.projangle.setVec3Value(entity.mangle.vec3Value());
}
}
if (!entity.project_texture.stringValue().empty()) {
auto texname = entity.project_texture.stringValue();
entity.projectedmip = FindProjectionTexture(bsp, texname);
if (entity.projectedmip == nullptr) {
LogPrint(
"WARNING: light has \"_project_texture\" \"{}\", but this texture is not present in the bsp\n",
texname);
}
if (!entity.projangle.isChanged()) { // mxd
// Copy from angles
qvec3d angles = EntDict_VectorForKey(entdict, "angles");
qvec3d mangle{angles[1], -angles[0], angles[2]}; // -pitch yaw roll -> yaw pitch roll
entity.projangle.setVec3Value(mangle);
entity.spotlight = true;
}
}
if (entity.projectedmip) {
if (entity.projectedmip->width > entity.projectedmip->height)
Matrix4x4_CM_MakeModelViewProj(entity.projangle.vec3Value(), entity.origin.vec3Value(),
entity.projfov.floatValue(),
CalcFov(entity.projfov.floatValue(), entity.projectedmip->width, entity.projectedmip->height),
entity.projectionmatrix);
else
Matrix4x4_CM_MakeModelViewProj(entity.projangle.vec3Value(), entity.origin.vec3Value(),
CalcFov(entity.projfov.floatValue(), entity.projectedmip->height, entity.projectedmip->width),
entity.projfov.floatValue(), entity.projectionmatrix);
}
CheckEntityFields(cfg, &entity);
}
}
LogPrint("{} entities read, {} are lights.\n", entdicts.size(), all_lights.size());
}
static qvec3d FixLightOnFace(const mbsp_t *bsp, const qvec3d &point)
{
// FIXME: Check all shadow casters
if (!Light_PointInWorld(bsp, point)) {
return point;
}
for (int i = 0; i < 6; i++) {
qvec3d testpoint = point;
int axis = i / 2;
bool add = i % 2;
testpoint[axis] += (add ? 2 : -2); // sample points are 1 unit off faces. so nudge by 2 units, so the lights are
// above the sample points
// FIXME: Check all shadow casters
if (!Light_PointInWorld(bsp, testpoint)) {
return testpoint;
}
}
LogPrint("WARNING: couldn't nudge light in solid at {}\n", point);
return point;
}
void FixLightsOnFaces(const mbsp_t *bsp)
{
for (light_t &entity : all_lights) {
if (entity.light.floatValue() != 0) {
entity.origin.setVec3Value(FixLightOnFace(bsp, entity.origin.vec3Value()));
}
}
}
// Maps uniform random variables U and V in [0, 1] to uniformly distributed points on a sphere
// from http://mathworld.wolfram.com/SpherePointPicking.html
// eqns 6,7,8
inline qvec3d UniformPointOnSphere(vec_t u1, vec_t u2)
{
Q_assert(u1 >= 0 && u1 <= 1);
Q_assert(u2 >= 0 && u2 <= 1);
const vec_t theta = u1 * 2.0 * Q_PI;
const vec_t u = (2.0 * u2) - 1.0;
const vec_t s = sqrt(1.0 - (u * u));
qvec3d dir {
s * cos(theta),
s * sin(theta),
u
};
for (auto &v : dir) {
Q_assert(v >= -1.001);
Q_assert(v <= 1.001);
}
return dir;
}
aabb3d EstimateVisibleBoundsAtPoint(const qvec3d &point)
{
const int N = 32;
const int N2 = N * N;
raystream_intersection_t *rs = MakeIntersectionRayStream(N2);
aabb3d bounds = point;
for (int x = 0; x < N; x++) {
for (int y = 0; y < N; y++) {
const vec_t u1 = static_cast<vec_t>(x) / static_cast<vec_t>(N - 1);
const vec_t u2 = static_cast<vec_t>(y) / static_cast<vec_t>(N - 1);
rs->pushRay(0, point, UniformPointOnSphere(u1, u2), 65536.0);
}
}
rs->tracePushedRaysIntersection(nullptr);
for (int i = 0; i < N2; i++) {
const vec_t dist = rs->getPushedRayHitDist(i);
vec3_t dir;
rs->getPushedRayDir(i, dir);
// get the intersection point
vec3_t stop;
VectorMA(point, dist, dir, stop);
bounds += stop;
}
delete rs;
// grow it by 25% in each direction
return bounds.grow(bounds.size() * 0.25);
/*
LogPrint("light at {} {} {} has mins {} {} {} maxs {} {} {}\n",
point[0],
point[1],
point[2],
mins[0],
mins[1],
mins[2],
maxs[0],
maxs[1],
maxs[2]);
*/
}
inline void EstimateLightAABB(light_t *light)
{
light->bounds = EstimateVisibleBoundsAtPoint(light->origin.vec3Value());
}
static void *EstimateLightAABBThread(void *arg)
{
while (1) {
const int i = GetThreadWork();
if (i == -1)
break;
EstimateLightAABB(&all_lights.at(i));
}
return nullptr;
}
void EstimateLightVisibility(void)
{
if (novisapprox)
return;
LogPrint("--- EstimateLightVisibility ---\n");
RunThreadsOn(0, static_cast<int>(all_lights.size()), EstimateLightAABBThread, nullptr);
}
void SetupLights(const globalconfig_t &cfg, const mbsp_t *bsp)
{
LogPrint("SetupLights: {} initial lights\n", all_lights.size());
// Creates more light entities, needs to be done before the rest
MakeSurfaceLights(bsp);
LogPrint("SetupLights: {} after surface lights\n", all_lights.size());
JitterEntities();
LogPrint("SetupLights: {} after jittering\n", all_lights.size());
const size_t final_lightcount = all_lights.size();
MatchTargets();
SetupSpotlights(cfg);
SetupSuns(cfg);
SetupSkyDomes(cfg);
FixLightsOnFaces(bsp);
EstimateLightVisibility();
LogPrint("Final count: {} lights, {} suns in use.\n", all_lights.size(), all_suns.size());
Q_assert(final_lightcount == all_lights.size());
}
const char *ValueForKey(const light_t *ent, const char *key)
{
const auto iter = ent->epairs->find(key);
if (iter != ent->epairs->end()) {
return (*iter).second.c_str();
} else {
return "";
}
}
const entdict_t *FindEntDictWithKeyPair(const std::string &key, const std::string &value)
{
for (const auto &entdict : entdicts) {
if (EntDict_StringForKey(entdict, key) == value) {
return &entdict;
}
}
return nullptr;
}
qvec3d EntDict_VectorForKey(const entdict_t &ent, const std::string &key)
{
const std::string &value = EntDict_StringForKey(ent, key);
qvec3d vec{};
sscanf(value.c_str(), "%lf %lf %lf", &vec[0], &vec[1], &vec[2]);
return vec;
}
/*
* ================
* WriteEntitiesToString
*
* Re-write the entdata BSP lump because switchable lights need styles set.
* ================
*/
void WriteEntitiesToString(const globalconfig_t &cfg, mbsp_t *bsp)
{
bsp->dentdata = EntData_Write(entdicts);
/* FIXME - why are we printing this here? */
LogPrint("{} switchable light styles ({} max)\n", lightstyleForTargetname.size(),
MAX_SWITCHABLE_STYLES - cfg.compilerstyle_start.intValue());
}
/*
* =======================================================================
* SURFACE LIGHTS
* =======================================================================
*/
static std::vector<light_t> surfacelight_templates;
static std::ofstream surflights_dump_file;
static std::filesystem::path surflights_dump_filename;
static void SurfLights_WriteEntityToFile(light_t *entity, const qvec3d &pos)
{
Q_assert(entity->epairs != nullptr);
entdict_t epairs{*entity->epairs};
EntDict_RemoveValueForKey(epairs, "_surface");
epairs.set("origin", qv::to_string(pos));
surflights_dump_file << EntData_Write({epairs});
}
static void CreateSurfaceLight(const vec3_t &origin, const vec3_t &normal, const light_t *surflight_template)
{
light_t &entity = all_lights.emplace_back(DuplicateEntity(*surflight_template));
entity.origin.setVec3Value(origin);
/* don't write to bsp */
entity.generated = true;
/* set spotlight vector based on face normal */
if (atoi(ValueForKey(surflight_template, "_surface_spotlight"))) {
entity.spotlight = true;
VectorCopy(normal, entity.spotvec);
}
/* export it to a map file for debugging */
if (surflight_dump) {
SurfLights_WriteEntityToFile(&entity, origin);
}
}
static void CreateSurfaceLightOnFaceSubdivision(const mface_t *face, const modelinfo_t *face_modelinfo,
const light_t *surflight_template, const mbsp_t *bsp, int numverts, const qvec3d *verts)
{
int i;
vec3_t midpoint = {0, 0, 0};
vec3_t normal;
vec_t offset;
for (i = 0; i < numverts; i++) {
VectorAdd(midpoint, verts[i], 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 aabb3d BoundPoly(int numverts, qvec3d *verts)
{
aabb3d bounds;
for (auto v = verts; v < verts + numverts; v++) {
bounds += *v;
}
return bounds;
}
static bool FaceMatchesSurfaceLightTemplate(const mbsp_t *bsp, const mface_t *face, const light_t &surflight)
{
const std::string &texname = Face_TextureName(bsp, face);
return !Q_strcasecmp(texname.data(), ValueForKey(&surflight, "_surface"));
}
/*
================
SubdividePolygon - from GLQuake
================
*/
static void SubdividePolygon(const mface_t *face, const modelinfo_t *face_modelinfo, const mbsp_t *bsp, int numverts,
qvec3d *verts, vec_t subdivide_size)
{
int i, j;
vec_t m;
qvec3d front[64], back[64];
int f, b;
vec_t dist[64];
vec_t frac;
// glpoly_t *poly;
// float s, t;
if (numverts > 64)
FError("numverts = {}", numverts);
aabb3d bounds = BoundPoly(numverts, verts);
for (i = 0; i < 3; i++) {
m = (bounds.mins()[i] + bounds.maxs()[i]) * 0.5;
m = subdivide_size * floor(m / subdivide_size + 0.5);
if (bounds.maxs()[i] - m < 8)
continue;
if (m - bounds.mins()[i] < 8)
continue;
// cut it
qvec3d *v = verts + i;
for (j = 0; j < numverts; j++, v += 3)
dist[j] = (*v)[0] - m;
// wrap cases
dist[j] = dist[0];
v -= i;
VectorCopy(verts, v);
f = b = 0;
v = verts;
for (j = 0; j < numverts; j++, v += 3) {
if (dist[j] >= 0) {
front[f] = *v;
f++;
}
if (dist[j] <= 0) {
back[b] = *v;
b++;
}
if (dist[j] == 0 || dist[j + 1] == 0)
continue;
if ((dist[j] > 0) != (dist[j + 1] > 0)) {
// clip point
frac = dist[j] / (dist[j] - dist[j + 1]);
front[f] = back[b] = *v + ((*(v + 1) - *v) * frac);
f++;
b++;
}
}
SubdividePolygon(face, face_modelinfo, bsp, f, front, subdivide_size);
SubdividePolygon(face, face_modelinfo, bsp, b, back, subdivide_size);
return;
}
for (const auto &surflight : surfacelight_templates) {
if (FaceMatchesSurfaceLightTemplate(bsp, face, surflight)) {
CreateSurfaceLightOnFaceSubdivision(face, face_modelinfo, &surflight, bsp, numverts, verts);
}
}
}
/*
================
GL_SubdivideSurface - from GLQuake
================
*/
static void GL_SubdivideSurface(const mface_t *face, const modelinfo_t *face_modelinfo, const mbsp_t *bsp)
{
int i;
// TODO: is numedges ever > 64? should we use a winding_t here for
// simplicity?
qvec3d verts[64];
for (i = 0; i < face->numedges; i++) {
int edgenum = bsp->dsurfedges[face->firstedge + i];
if (edgenum >= 0) {
verts[i] = bsp->dvertexes[bsp->dedges[edgenum][0]];
} else {
verts[i] = bsp->dvertexes[bsp->dedges[-edgenum][1]];
}
}
SubdividePolygon(face, face_modelinfo, bsp, face->numedges, verts, surflight_subdivide);
}
bool ParseLightsFile(const std::filesystem::path &fname)
{
// note: this creates dupes. super bright light! (and super slow, too)
std::string buf;
std::ifstream f(fname);
if (!f)
return false;
while (!f.eof()) {
std::getline(f, buf);
parser_t parser(buf.c_str());
if (!parser.parse_token())
continue;
entdict_t &d = radlights.emplace_back();
d.set("_surface", parser.token);
parser.parse_token();
vec_t r = std::stod(parser.token);
parser.parse_token();
vec_t g = std::stod(parser.token);
parser.parse_token();
vec_t b = std::stod(parser.token);
d.set("_color", fmt::format("{} {} {}", r, g, b));
parser.parse_token();
d.set("light", parser.token);
// might be hdr rgbi values here
}
return true;
}
static void MakeSurfaceLights(const mbsp_t *bsp)
{
LogPrint("--- MakeSurfaceLights ---\n");
Q_assert(surfacelight_templates.empty());
for (entdict_t &l : radlights) {
light_t &entity = surfacelight_templates.emplace_back();
entity.epairs = &l;
entity.settings().setSettings(*entity.epairs, false);
}
for (light_t &entity : all_lights) {
std::string tex = ValueForKey(&entity, "_surface");
if (!tex.empty()) {
surfacelight_templates.push_back(entity); // makes a copy
// Hack: clear templates light value to 0 so they don't cast light
entity.light.setFloatValue(0);
LogPrint("Creating surface lights for texture \"{}\" from template at ({})\n", tex,
ValueForKey(&entity, "origin"));
}
}
if (surfacelight_templates.empty())
return;
if (surflight_dump) {
surflights_dump_filename = mapfilename;
surflights_dump_filename.replace_filename(surflights_dump_filename.filename().string() + "-surflights")
.replace_extension("map");
surflights_dump_file.open(surflights_dump_filename);
}
/* Create the surface lights */
std::vector<bool> face_visited(bsp->dfaces.size(), false);
for (auto &leaf : bsp->dleafs) {
const bool underwater =
((bsp->loadversion->game->id == GAME_QUAKE_II) ? (leaf.contents & Q2_CONTENTS_LIQUID)
: leaf.contents != CONTENTS_EMPTY); // mxd
for (int k = 0; k < leaf.nummarksurfaces; k++) {
const int facenum = bsp->dleaffaces[leaf.firstmarksurface + k];
const mface_t *surf = BSP_GetFace(bsp, facenum);
const modelinfo_t *face_modelinfo = ModelInfoForFace(bsp, facenum);
/* Skip face with no modelinfo */
if (face_modelinfo == nullptr)
continue;
/* Ignore the underwater side of liquid surfaces */
if (underwater && Face_IsTranslucent(bsp, surf)) // mxd
continue;
/* Skip if already handled */
if (face_visited.at(facenum))
continue;
/* Mark as handled */
face_visited.at(facenum) = true;
/* Don't bother subdividing if it doesn't match any surface light templates */
if (!std::any_of(surfacelight_templates.begin(), surfacelight_templates.end(),
[&](const auto &surflight) { return FaceMatchesSurfaceLightTemplate(bsp, surf, surflight); }))
continue;
/* Generate the lights */
GL_SubdivideSurface(surf, face_modelinfo, bsp);
}
}
if (surflights_dump_file) {
surflights_dump_file.close();
fmt::print("wrote surface lights to '{}'\n", surflights_dump_filename);
}
}