ericw-tools/tests/test_ltface.cc

110 lines
3.4 KiB
C++

#include <doctest/doctest.h>
#include <light/light.hh>
#include <common/bspinfo.hh>
#include <qbsp/qbsp.hh>
#include <testmaps.hh>
struct testresults_t {
mbsp_t bsp;
bspxentries_t bspx;
};
static testresults_t LoadTestmap(const std::filesystem::path &name, std::vector<std::string> extra_args)
{
auto map_path = std::filesystem::path(testmaps_dir) / name;
auto bsp_path = fs::path(test_quake2_maps_dir) / name.filename();
bsp_path.replace_extension(".bsp");
auto wal_metadata_path = std::filesystem::path(testmaps_dir) / "q2_wal_metadata";
std::vector<std::string> args{
"", // the exe path, which we're ignoring in this case
"-noverbose",
"-q2bsp",
"-path",
wal_metadata_path.string()
};
args.push_back(map_path.string());
args.push_back(bsp_path.string());
// run qbsp
InitQBSP(args);
ProcessFile();
// run light
{
std::vector<std::string> light_args{
"", // the exe path, which we're ignoring in this case
};
for (auto &arg : extra_args) {
light_args.push_back(arg);
}
light_args.push_back(bsp_path.string());
light_main(light_args);
}
// serialize obj
{
bspdata_t bspdata;
LoadBSPFile(bsp_path, &bspdata);
ConvertBSPFormat(&bspdata, &bspver_generic);
// write to .json for inspection
serialize_bsp(bspdata, std::get<mbsp_t>(bspdata.bsp),
fs::path(qbsp_options.bsp_path).replace_extension(".bsp.json"));
return {std::move(std::get<mbsp_t>(bspdata.bsp)),
std::move(bspdata.bspx.entries)};
}
}
TEST_CASE("TestLight") {
LoadTestmap("q2_lightmap_custom_scale.map", {"-threads", "1", "-world_units_per_luxel", "8"});
}
TEST_CASE("emissive cube artifacts") {
// A cube with surface flags "light", value "100", placed in a hallway.
//
// Generates harsh lines on the walls/ceiling due to a hack in `light` allowing
// surface lights to emit 50% at 90 degrees off their surface normal (when physically it should be 0%).
//
// It's wanted in some cases (base1.map sewer lights flush with the wall, desired for them to
// emit some lights on to their adjacent wall faces.)
//
// To disable the behaviour in this case with the cube lighting a hallway we have a entity key:
//
// "_surflight_rescale" "0"
//
auto [bsp, bspx] = LoadTestmap("light_q2_emissive_cube.map", {"-threads", "1", "-world_units_per_luxel", "4"});
const auto start = qvec3d{1044, -1244, 880};
const auto end = qvec3d{1044, -1272, 880};
auto *floor = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], start, {0, 0, 1});
auto lm_info = BSPX_DecoupledLM(bspx, Face_GetNum(&bsp, floor));
const faceextents_t extents(*floor, bsp, lm_info.lmwidth, lm_info.lmheight, lm_info.world_to_lm_space);
// sample the lightmap along the floor, approaching the glowing cube
// should get brighter
qvec3b previous_sample{};
for (int y = start[1]; y >= end[1]; y -= 4) {
qvec3d pos = start;
pos[1] = y;
auto lm_coord = extents.worldToLMCoord(pos);
auto sample = LM_Sample(&bsp, extents, lm_info.offset, lm_coord);
CHECK(sample[0] >= previous_sample[0]);
//logging::print("world: {} lm_coord: {} sample: {} lm size: {}x{}\n", pos, lm_coord, sample, lm_info.lmwidth, lm_info.lmheight);
previous_sample = sample;
}
}