ericw-tools/light/surflight.cc

208 lines
6.5 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);
vec3_t center{};
WindingCenter(w, center);
args->points->push_back(vec3_t_to_glm(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 bsp2_dface_t *face = BSP_GetFace(bsp, i);
// Face casts light?
const gtexinfo_t *info = Face_Texinfo(bsp, face);
if (info == nullptr) continue;
if (!(info->flags & Q2_SURF_LIGHT) || info->value == 0) {
if (info->flags & Q2_SURF_LIGHT) {
vec3_t wc;
WindingCenter(WindingFromFace(bsp, face), wc);
logprint("WARNING: surface light '%s' at [%s] has 0 intensity.\n", Face_TextureName(bsp, face), VecStr(wc).c_str());
}
continue;
}
// Create face points...
auto poly = GLM_FacePoints(bsp, face);
const float facearea = GLM_PolyArea(poly);
// Avoid small, or zero-area faces
if(GLM_PolyArea(poly) < 1) continue;
// Create winding...
const int numpoints = poly.size();
winding_t *winding = AllocWinding(numpoints);
for (int c = 0; c < numpoints; c++)
glm_to_vec3_t(poly.at(c), winding->p[c]);
winding->numpoints = numpoints;
RemoveColinearPoints(winding);
// Get face normal and midpoint...
vec3_t facenormal, facemidpoint;
Face_Normal(bsp, face, facenormal);
WindingCenter(winding, facemidpoint);
VectorMA(facemidpoint, 1, facenormal, facemidpoint); // Lift 1 unit
// Dice winding...
vector<qvec3f> points;
save_winding_points_args_t args{};
args.points = &points;
DiceWinding(winding, cfg.surflightsubdivision.floatValue(), SaveWindingCenterFn, &args);
winding = nullptr; // DiceWinding frees winding
total_surflight_points += points.size();
// Get texture color
vec3_t texturecolor;
Face_LookupTextureColor(bsp, face, texturecolor);
// Calculate emit color and intensity...
VectorScale(texturecolor, 1.0f / 255.0f, texturecolor); // Convert to 0..1 range...
VectorScale(texturecolor, info->value, texturecolor); // Scale by light value
// Handle arghrad sky light settings http://www.bspquakeeditor.com/arghrad/sunlight.html#sky
if (info->flags & 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
VectorCopy(*cfg.sky_surface.vec3Value(), texturecolor);
}
// Calculate intensity...
float intensity = 0.0f;
for (float c : texturecolor)
if (c > intensity) intensity = c;
if (intensity == 0.0f) continue;
// Normalize color...
if (intensity > 1.0f) VectorScale(texturecolor, 1.0f / intensity, texturecolor);
// Sanity checks...
Q_assert(!points.empty());
// Add surfacelight...
surfacelight_t l;
l.surfnormal = vec3_t_to_glm(facenormal);
l.omnidirectional = (info->flags & Q2_SURF_SKY) ? true : false;
l.points = points;
VectorCopy(facemidpoint, l.pos);
// Store surfacelight settings...
l.totalintensity = intensity * facearea;
l.intensity = l.totalintensity / points.size();
VectorCopy(texturecolor, l.color);
// Init bbox...
VectorSet(l.mins, 0, 0, 0);
VectorSet(l.maxs, 0, 0, 0);
if (!novisapprox)
EstimateVisibleBoundsAtPoint(facemidpoint, l.mins, l.maxs);
// 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->numfaces, MakeSurfaceLightsThread, static_cast<void *>(&args));
}