ericw-tools/light/surflight.cc

202 lines
5.9 KiB
C++

/* Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2018 MaxED
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 <cassert>
//#include <cstdio>
#include <iostream>
#include <light/light.hh>
#include <light/bounce.hh>
#include <light/surflight.hh>
#include <light/ltface.hh>
#include <common/polylib.hh>
#include <common/bsputils.hh>
#include <vector>
#include <map>
#include <mutex>
#include <string>
#include <common/qvec.hh>
using namespace std;
using namespace polylib;
mutex surfacelights_lock;
std::vector<surfacelight_t> surfacelights;
std::map<int, std::vector<int>> surfacelightsByFacenum;
int total_surflight_points = 0;
struct make_surface_lights_args_t
{
const mbsp_t *bsp;
const globalconfig_t *cfg;
};
struct save_winding_points_args_t
{
vector<qvec3f> *points;
};
static void SaveWindingCenterFn(winding_t &w, void *userinfo)
{
auto *args = static_cast<save_winding_points_args_t *>(userinfo);
args->points->push_back(w.center());
}
static void *MakeSurfaceLightsThread(void *arg)
{
const mbsp_t *bsp = static_cast<make_surface_lights_args_t *>(arg)->bsp;
const globalconfig_t &cfg = *static_cast<make_surface_lights_args_t *>(arg)->cfg;
while (true) {
const int i = GetThreadWork();
if (i == -1)
break;
const mface_t *face = BSP_GetFace(bsp, i);
// Face casts light?
const gtexinfo_t *info = Face_Texinfo(bsp, face);
if (info == nullptr)
continue;
if (!(info->flags.native & Q2_SURF_LIGHT) || info->value == 0) {
if (info->flags.native & Q2_SURF_LIGHT) {
qvec3d wc = winding_t::from_face(bsp, face).center();
LogPrint("WARNING: surface light '{}' at [{}] has 0 intensity.\n", Face_TextureName(bsp, face), wc);
}
continue;
}
// Create face points...
auto poly = GLM_FacePoints(bsp, face);
const float facearea = qv::PolyArea(poly.begin(), poly.end());
// Avoid small, or zero-area faces
if (facearea < 1)
continue;
// Create winding...
winding_t winding = winding_t::from_winding_points(poly);
winding.remove_colinear();
// Get face normal and midpoint...
qvec3d facenormal = Face_Normal(bsp, face);
qvec3d facemidpoint = winding.center() + facenormal; // Lift 1 unit
// Dice winding...
vector<qvec3f> points;
save_winding_points_args_t args{};
args.points = &points;
winding.dice(cfg.surflightsubdivision.floatValue(), SaveWindingCenterFn, &args);
total_surflight_points += points.size();
// Get texture color
qvec3f texturecolor = qvec3f(Face_LookupTextureColor(bsp, face)) / 255.f;
// Calculate emit color and intensity...
// Handle arghrad sky light settings http://www.bspquakeeditor.com/arghrad/sunlight.html#sky
if (info->flags.native & Q2_SURF_SKY) {
// FIXME: this only handles the "_sky_surface" "red green blue" format.
// There are other more complex variants we could handle documented in the link above.
// FIXME: we require value to be nonzero, see the check above - not sure if this matches arghrad
if (cfg.sky_surface.isChanged()) {
texturecolor = cfg.sky_surface.vec3Value();
}
}
texturecolor *= info->value; // Scale by light value
// Calculate intensity...
float intensity = qv::max(texturecolor);
if (intensity == 0.0f)
continue;
// Normalize color...
if (intensity > 1.0f)
texturecolor *= 1.0f / intensity;
// Sanity checks...
Q_assert(!points.empty());
// Add surfacelight...
surfacelight_t l;
l.surfnormal = facenormal;
l.omnidirectional = (info->flags.native & Q2_SURF_SKY) ? true : false;
l.points = points;
l.pos = facemidpoint;
// Store surfacelight settings...
l.totalintensity = intensity * facearea;
l.intensity = l.totalintensity / points.size();
l.color = texturecolor;
// Init bbox...
l.bounds = qvec3d(0);
if (!novisapprox)
l.bounds = EstimateVisibleBoundsAtPoint(facemidpoint);
// Store light...
unique_lock<mutex> lck{surfacelights_lock};
surfacelights.push_back(l);
const int index = static_cast<int>(surfacelights.size()) - 1;
surfacelightsByFacenum[Face_GetNum(bsp, face)].push_back(index);
}
return nullptr;
}
const std::vector<surfacelight_t> &SurfaceLights()
{
return surfacelights;
}
int TotalSurfacelightPoints()
{
return total_surflight_points;
}
// No surflight_debug (yet?), so unused...
const std::vector<int> &SurfaceLightsForFaceNum(int facenum)
{
const auto &vec = surfacelightsByFacenum.find(facenum);
if (vec != surfacelightsByFacenum.end())
return vec->second;
static std::vector<int> empty;
return empty;
}
void // Quake 2 surface lights
MakeSurfaceLights(const globalconfig_t &cfg, const mbsp_t *bsp)
{
LogPrint("--- MakeSurfaceLights ---\n");
make_surface_lights_args_t args{bsp, &cfg};
RunThreadsOn(0, bsp->dfaces.size(), MakeSurfaceLightsThread, static_cast<void *>(&args));
}