ericw-tools/include/light/light.hh

374 lines
12 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.
*/
#pragma once
#include <common/cmdlib.hh>
#include <common/mathlib.hh>
#include <common/bspfile.hh>
#include <common/log.hh>
#include <common/threads.hh>
#include <common/polylib.hh>
#include <common/imglib.hh>
#include <light/litfile.hh>
#include <light/trace.hh>
#include <light/settings.hh>
#include <vector>
#include <map>
#include <set>
#include <string>
#include <cassert>
#include <limits>
#include <sstream>
#include <common/qvec.hh>
constexpr vec_t ON_EPSILON = 0.1;
constexpr vec_t ANGLE_EPSILON = 0.001;
constexpr vec_t EQUAL_EPSILON = 0.001;
// FIXME: use maximum dimension of level
constexpr vec_t MAX_SKY_DIST = 1000000;
struct lightsample_t
{
qvec3d color, direction;
};
// CHECK: isn't average a bad algorithm for color brightness?
template<typename T>
constexpr float LightSample_Brightness(const T &color)
{
return ((color[0] + color[1] + color[2]) / 3.0);
}
/**
* A directional light, emitted from "sky*" textured faces.
*/
class sun_t
{
public:
qvec3d sunvec;
vec_t sunlight;
qvec3d sunlight_color;
bool dirt;
float anglescale;
int style;
std::string suntexture;
};
/* for vanilla this would be 18. some engines allow higher limits though, which will be needed if we're scaling lightmap
* resolution. */
/*with extra sampling, lit+lux etc, we need at least 46mb space per thread. yes, that's a lot. on the plus side,
* it doesn't affect bsp complexity (actually, can simplify it a little)*/
constexpr size_t MAXDIMENSION = 255 + 1;
struct texorg_t
{
qmat4x4f texSpaceToWorld;
const gtexinfo_t *texinfo;
vec_t planedist;
};
class modelinfo_t;
class globalconfig_t;
class lightmap_t
{
public:
int style;
lightsample_t *samples; // new'ed array of numpoints //FIXME: this is stupid, we shouldn't need to allocate
// extra data here for -extra4
};
using lightmapdict_t = std::vector<lightmap_t>;
/*Warning: this stuff needs explicit initialisation*/
struct lightsurf_t
{
const globalconfig_t *cfg;
const modelinfo_t *modelinfo;
const mbsp_t *bsp;
const mface_t *face;
/* these take precedence the values in modelinfo */
vec_t minlight;
qvec3d minlight_color;
bool nodirt;
qplane3d plane;
qvec3d snormal;
qvec3d tnormal;
/* 16 in vanilla. engines will hate you if this is not power-of-two-and-at-least-one */
float lightmapscale;
bool curved; /*normals are interpolated for smooth lighting*/
int texmins[2];
int texsize[2];
qvec2d exactmid;
qvec3d midpoint;
int numpoints;
qvec3d *points; // new'ed array of numpoints
qvec3d *normals; // new'ed array of numpoints
bool *occluded; // new'ed array of numpoints
int *realfacenums; // new'ed array of numpoints
/*
raw ambient occlusion amount per sample point, 0-1, where 1 is
fully occluded. dirtgain/dirtscale are not applied yet
*/
float *occlusion; // new'ed array of numpoints
/* for sphere culling */
qvec3d origin;
vec_t radius;
/* for AABB culling */
aabb3d bounds = qvec3d(0);
// for radiosity
qvec3d radiosity;
qvec3d texturecolor;
/* stuff used by CalcPoint */
texorg_t texorg;
int width, height;
/* for lit water. receive light from either front or back. */
bool twosided;
// ray batch stuff
raystream_occlusion_t *occlusion_stream;
raystream_intersection_t *intersection_stream;
lightmapdict_t lightmapsByStyle;
};
/* debug */
extern bool debug_highlightseams;
enum debugmode_t
{
debugmode_none = 0,
debugmode_phong,
debugmode_phong_obj,
debugmode_dirt,
debugmode_bounce,
debugmode_bouncelights,
debugmode_debugoccluded,
debugmode_debugneighbours,
debugmode_phong_tangents,
debugmode_phong_bitangents
};
extern debugmode_t debugmode;
/* tracelist is a std::vector of pointers to modelinfo_t to use for LOS tests */
extern std::vector<const modelinfo_t *> tracelist;
extern std::vector<const modelinfo_t *> selfshadowlist;
extern std::vector<const modelinfo_t *> shadowworldonlylist;
extern std::vector<const modelinfo_t *> switchableshadowlist;
extern int numDirtVectors;
// other flags
extern bool dirt_in_use; // should any dirtmapping take place? set in SetupDirt
extern float fadegate;
extern int softsamples;
constexpr qvec3d vec3_white { 255 };
extern float surflight_subdivide;
extern int sunsamples;
extern int dump_facenum;
extern bool dump_face;
extern int dump_vertnum;
extern bool dump_vert;
extern bool arghradcompat; // mxd
class modelinfo_t
{
static constexpr vec_t DEFAULT_PHONG_ANGLE = 89.0;
using strings = std::vector<std::string>;
public:
const mbsp_t *bsp;
const dmodelh2_t *model;
float lightmapscale;
qvec3d offset{};
lockable_vec_t minlight{"minlight", 0};
lockable_vec_t shadow{"shadow", 0};
lockable_vec_t shadowself{strings{"shadowself", "selfshadow"}, 0};
lockable_vec_t shadowworldonly{"shadowworldonly", 0};
lockable_vec_t switchableshadow{"switchableshadow", 0};
lockable_vec_t switchshadstyle{"switchshadstyle", 0};
lockable_vec_t dirt{"dirt", 0};
lockable_vec_t phong{"phong", 0};
lockable_vec_t phong_angle{"phong_angle", 0};
lockable_vec_t alpha{"alpha", 1.0};
lockable_vec3_t minlight_color{
strings{"minlight_color", "mincolor"}, 255.0, 255.0, 255.0, vec3_transformer_t::NORMALIZE_COLOR_TO_255};
lockable_bool_t lightignore{"lightignore", false};
float getResolvedPhongAngle() const
{
const float s = phong_angle.floatValue();
if (s != 0) {
return s;
}
if (phong.intValue() > 0) {
return DEFAULT_PHONG_ANGLE;
}
return 0;
}
bool isWorld() const { return &bsp->dmodels[0] == model; }
modelinfo_t(const mbsp_t *b, const dmodelh2_t *m, float lmscale) : bsp{b}, model{m}, lightmapscale{lmscale} { }
settingsdict_t settings()
{
return {{&minlight, &shadow, &shadowself, &shadowworldonly, &switchableshadow, &switchshadstyle, &dirt, &phong,
&phong_angle, &alpha, &minlight_color, &lightignore}};
}
};
//
// worldspawn keys / command-line settings
//
class globalconfig_t
{
using strings = std::vector<std::string>;
public:
lockable_vec_t scaledist{"dist", 1.0, 0.0, 100.0};
lockable_vec_t rangescale{"range", 0.5, 0.0, 100.0};
lockable_vec_t global_anglescale{strings{"anglescale", "anglesense"}, 0.5, 0.0, 1.0};
lockable_vec_t lightmapgamma{"gamma", 1.0, 0.0, 100.0};
lockable_bool_t addminlight{"addmin", false};
lockable_vec_t minlight{strings{"light", "minlight"}, 0};
lockable_vec3_t minlight_color{
strings{"minlight_color", "mincolor"}, 255.0, 255.0, 255.0, vec3_transformer_t::NORMALIZE_COLOR_TO_255};
lockable_bool_t spotlightautofalloff{"spotlightautofalloff", false}; // mxd
lockable_vec_t compilerstyle_start{
"compilerstyle_start", 32}; // start index for switchable light styles, default 32 (FIXME: should be int)
/* dirt */
lockable_bool_t globalDirt{
strings{"dirt", "dirty"}, false}; // apply dirt to all lights (unless they override it) + sunlight + minlight?
lockable_vec_t dirtMode{"dirtmode", 0.0f};
lockable_vec_t dirtDepth{"dirtdepth", 128.0, 1.0, std::numeric_limits<vec_t>::infinity()};
lockable_vec_t dirtScale{"dirtscale", 1.0, 0.0, 100.0};
lockable_vec_t dirtGain{"dirtgain", 1.0, 0.0, 100.0};
lockable_vec_t dirtAngle{"dirtangle", 88.0, 0.0, 90.0};
lockable_bool_t minlightDirt{"minlight_dirt", false}; // apply dirt to minlight?
/* phong */
lockable_bool_t phongallowed{"phong", true};
lockable_vec_t phongangle{"phong_angle", 0};
/* bounce */
lockable_bool_t bounce{"bounce", false};
lockable_bool_t bouncestyled{"bouncestyled", false};
lockable_vec_t bouncescale{"bouncescale", 1.0, 0.0, 100.0};
lockable_vec_t bouncecolorscale{"bouncecolorscale", 0.0, 0.0, 1.0};
/* Q2 surface lights (mxd) */
lockable_vec_t surflightscale{"surflightscale", 0.3}; // Strange defaults to match arghrad3 look...
lockable_vec_t surflightbouncescale{"surflightbouncescale", 0.1};
lockable_vec_t surflightsubdivision{
strings{"surflightsubdivision", "choplight"}, 16.0, 1.0, 8192.0}; // "choplight" - arghrad3 name
/* sunlight */
/* sun_light, sun_color, sun_angle for http://www.bspquakeeditor.com/arghrad/ compatibility */
lockable_vec_t sunlight{strings{"sunlight", "sun_light"}, 0.0}; /* main sun */
lockable_vec3_t sunlight_color{
strings{"sunlight_color", "sun_color"}, 255.0, 255.0, 255.0, vec3_transformer_t::NORMALIZE_COLOR_TO_255};
lockable_vec_t sun2{"sun2", 0.0}; /* second sun */
lockable_vec3_t sun2_color{"sun2_color", 255.0, 255.0, 255.0, vec3_transformer_t::NORMALIZE_COLOR_TO_255};
lockable_vec_t sunlight2{"sunlight2", 0.0}; /* top sky dome */
lockable_vec3_t sunlight2_color{
strings{"sunlight2_color", "sunlight_color2"}, 255.0, 255.0, 255.0, vec3_transformer_t::NORMALIZE_COLOR_TO_255};
lockable_vec_t sunlight3{"sunlight3", 0.0}; /* bottom sky dome */
lockable_vec3_t sunlight3_color{
strings{"sunlight3_color", "sunlight_color3"}, 255.0, 255.0, 255.0, vec3_transformer_t::NORMALIZE_COLOR_TO_255};
lockable_vec_t sunlight_dirt{"sunlight_dirt", 0.0};
lockable_vec_t sunlight2_dirt{"sunlight2_dirt", 0.0};
lockable_vec3_t sunvec{strings{"sunlight_mangle", "sun_mangle", "sun_angle"}, 0.0, -90.0, 0.0,
vec3_transformer_t::MANGLE_TO_VEC}; /* defaults to straight down */
lockable_vec3_t sun2vec{
"sun2_mangle", 0.0, -90.0, 0.0, vec3_transformer_t::MANGLE_TO_VEC}; /* defaults to straight down */
lockable_vec_t sun_deviance{"sunlight_penumbra", 0.0, 0.0, 180.0};
lockable_vec3_t sky_surface{
strings{"sky_surface", "sun_surface"}, 0, 0, 0} /* arghrad surface lights on sky faces */;
settingsdict_t settings()
{
return {{&scaledist, &rangescale, &global_anglescale, &lightmapgamma, &addminlight, &minlight, &minlight_color,
&spotlightautofalloff, // mxd
&compilerstyle_start, &globalDirt, &dirtMode, &dirtDepth, &dirtScale, &dirtGain, &dirtAngle, &minlightDirt,
&phongallowed, &bounce, &bouncestyled, &bouncescale, &bouncecolorscale, &surflightscale,
&surflightbouncescale, &surflightsubdivision, // mxd
&sunlight, &sunlight_color, &sun2, &sun2_color, &sunlight2, &sunlight2_color, &sunlight3, &sunlight3_color,
&sunlight_dirt, &sunlight2_dirt, &sunvec, &sun2vec, &sun_deviance, &sky_surface}};
}
};
extern uint8_t *filebase;
extern uint8_t *lit_filebase;
extern uint8_t *lux_filebase;
extern int oversample;
extern int write_litfile;
extern int write_luxfile;
extern bool onlyents;
extern bool scaledonly;
extern std::vector<surfflags_t> extended_texinfo_flags;
extern bool novisapprox;
extern bool nolights;
extern bool litonly;
extern bool skiplighting;
extern bool write_normals;
extern bool surflight_dump;
extern std::filesystem::path mapfilename;
// public functions
lockable_setting_t *FindSetting(std::string name);
void SetGlobalSetting(std::string name, std::string value, bool cmdline);
void FixupGlobalSettings(void);
void GetFileSpace(uint8_t **lightdata, uint8_t **colordata, uint8_t **deluxdata, int size);
void GetFileSpace_PreserveOffsetInBsp(uint8_t **lightdata, uint8_t **colordata, uint8_t **deluxdata, int lightofs);
const modelinfo_t *ModelInfoForModel(const mbsp_t *bsp, int modelnum);
/**
* returns nullptr for "skip" faces
*/
const modelinfo_t *ModelInfoForFace(const mbsp_t *bsp, int facenum);
const img::texture *Face_Texture(const mbsp_t *bsp, const mface_t *face);
int light_main(int argc, const char **argv);