mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 13:11:20 +00:00
571 lines
13 KiB
C
571 lines
13 KiB
C
/*
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trace.c
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(description)
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Copyright (C) 2002 Colin Thompson
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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static const char rcsid[] = "$Id$";
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_UNISTD_H
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# include <unistd.h>
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#endif
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#ifdef HAVE_IO_H
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# include <io.h>
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/qtypes.h"
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#include "QF/sys.h"
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#include "QF/dstring.h"
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#include "QF/vfile.h"
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#include "QF/vfs.h"
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#include "QF/bspfile.h"
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#include "QF/mathlib.h"
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#include "light.h"
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#include "entities.h"
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#include "options.h"
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#define SINGLEMAP (18*18*4)
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typedef struct {
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vec_t lightmaps[MAXLIGHTMAPS][SINGLEMAP];
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int numlightstyles;
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vec_t *light;
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vec_t facedist;
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vec3_t facenormal;
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int numsurfpt;
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vec3_t surfpt[SINGLEMAP];
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vec3_t texorg;
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vec3_t worldtotex[2]; // s = (world - texorg) . worldtotex[0]
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vec3_t textoworld[2]; // world = texorg + s * textoworld[0]
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vec_t exactmins[2], exactmaxs[2];
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int texmins[2], texsize[2];
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int lightstyles[256];
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int surfnum;
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dface_t *face;
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} lightinfo_t;
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int c_bad;
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int c_culldistplane, c_proper;
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/*
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CastRay
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Returns the distance between the points, or -1 if blocked
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*/
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vec_t
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CastRay (vec3_t p1, vec3_t p2)
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{
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int i;
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vec_t t;
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qboolean trace;
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trace = TestLine (p1, p2);
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if (!trace)
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return -1; // ray was blocked
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t = 0;
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for (i = 0; i < 3; i++)
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t += (p2[i] - p1[i]) * (p2[i] - p1[i]);
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if (t == 0)
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t = 1; // don't blow up...
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return sqrt (t);
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}
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/*
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SAMPLE POINT DETERMINATION
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void SetupBlock (dface_t *f) Returns with surfpt[] set
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This is a little tricky because the lightmap covers more area than the face.
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If done in the straightforward fashion, some of the
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sample points will be inside walls or on the other side of walls, causing
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false shadows and light bleeds.
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To solve this, I only consider a sample point valid if a line can be drawn
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between it and the exact midpoint of the face. If invalid, it is adjusted
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towards the center until it is valid.
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(this doesn't completely work)
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*/
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/*
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CalcFaceVectors
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Fills in texorg, worldtotex. and textoworld
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*/
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void
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CalcFaceVectors (lightinfo_t *l)
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{
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texinfo_t *tex;
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int i, j;
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vec3_t texnormal;
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float distscale;
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vec_t dist, len;
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tex = &texinfo[l->face->texinfo];
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// convert from float to vec_t
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for (i = 0; i < 2; i++)
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for (j = 0; j < 3; j++)
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l->worldtotex[i][j] = tex->vecs[i][j];
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// calculate a normal to the texture axis. points can
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// be moved along this without changing their S/T
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texnormal[0] = tex->vecs[1][1] * tex->vecs[0][2] -
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tex->vecs[1][2] * tex->vecs[0][1];
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texnormal[1] = tex->vecs[1][2] * tex->vecs[0][0] -
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tex->vecs[1][0] * tex->vecs[0][2];
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texnormal[2] = tex->vecs[1][0] * tex->vecs[0][1] -
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tex->vecs[1][1] * tex->vecs[0][0];
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VectorNormalize (texnormal);
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// flip it towards plane normal
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distscale = DotProduct (texnormal, l->facenormal);
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if (!distscale)
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fprintf (stderr, "Texture axis perpendicular to face");
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if (distscale < 0) {
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distscale = -distscale;
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VectorSubtract (vec3_origin, texnormal, texnormal);
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}
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// distscale is the ratio of the distance along the
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// texture normal to the distance along the plane normal
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distscale = 1 / distscale;
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for (i = 0; i < 2; i++) {
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len = VectorLength (l->worldtotex[i]);
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dist = DotProduct (l->worldtotex[i], l->facenormal);
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dist *= distscale;
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VectorMA (l->worldtotex[i], -dist, texnormal, l->textoworld[i]);
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VectorScale (l->textoworld[i], (1 / len) * (1 / len), l->textoworld[i]);
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}
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// calculate texorg on the texture plane
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for (i = 0; i < 3; i++)
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l->texorg[i] = -tex->vecs[0][3] * l->textoworld[0][i] -
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tex->vecs[1][3] * l->textoworld[1][i];
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// project back to the face plane
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dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1;
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dist *= distscale;
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VectorMA (l->texorg, -dist, texnormal, l->texorg);
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}
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/*
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CalcFaceExtents
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Fills in s->texmins[] and s->texsize[]
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also sets exactmins[] and exactmaxs[]
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*/
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void
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CalcFaceExtents (lightinfo_t *l)
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{
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dface_t *s;
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vec_t mins[2], maxs[2], val;
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int i, j, e;
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dvertex_t *v;
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texinfo_t *tex;
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s = l->face;
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mins[0] = mins[1] = 999999;
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maxs[0] = maxs[1] = -99999;
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tex = &texinfo[s->texinfo];
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for (i = 0; i < s->numedges; i++) {
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e = dsurfedges[s->firstedge + i];
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if (e >= 0)
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v = dvertexes + dedges[e].v[0];
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else
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v = dvertexes + dedges[-e].v[1];
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for (j = 0; j < 2; j++) {
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val = v->point[0] * tex->vecs[j][0] +
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v->point[1] * tex->vecs[j][1] +
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v->point[2] * tex->vecs[j][2] + tex->vecs[j][3];
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if (val < mins[j])
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mins[j] = val;
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if (val > maxs[j])
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maxs[j] = val;
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}
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}
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for (i = 0; i < 2; i++) {
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l->exactmins[i] = mins[i];
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l->exactmaxs[i] = maxs[i];
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mins[i] = floor (mins[i] / 16);
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maxs[i] = ceil (maxs[i] / 16);
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l->texmins[i] = mins[i];
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l->texsize[i] = maxs[i] - mins[i];
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if (l->texsize[i] > 17)
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fprintf (stderr, "Bad surface extents");
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}
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}
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/*
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CalcPoints
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For each texture aligned grid point, back project onto the plane
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to get the world xyz value of the sample point
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*/
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void
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CalcPoints (lightinfo_t *l)
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{
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int i;
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int s, t, j;
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int w, h, step;
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vec_t starts, startt, us, ut;
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vec_t *surf;
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vec_t mids, midt;
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vec3_t facemid, move;
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// fill in surforg
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// the points are biased towards the center of the surface
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// to help avoid edge cases just inside walls
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surf = l->surfpt[0];
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mids = (l->exactmaxs[0] + l->exactmins[0]) / 2;
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midt = (l->exactmaxs[1] + l->exactmins[1]) / 2;
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for (j = 0; j < 3; j++)
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facemid[j] = l->texorg[j] +
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l->textoworld[0][j] * mids +
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l->textoworld[1][j] * midt;
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if (extrasamples) {
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// extra filtering
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h = (l->texsize[1] + 1) * 2;
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w = (l->texsize[0] + 1) * 2;
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starts = (l->texmins[0] - 0.5) * 16;
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startt = (l->texmins[1] - 0.5) * 16;
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step = 8;
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} else {
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h = l->texsize[1] + 1;
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w = l->texsize[0] + 1;
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starts = l->texmins[0] * 16;
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startt = l->texmins[1] * 16;
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step = 16;
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}
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l->numsurfpt = w * h;
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for (t = 0; t < h; t++) {
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for (s = 0; s < w; s++, surf += 3) {
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us = starts + s * step;
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ut = startt + t * step;
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// if a line can be traced from surf to facemid,
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// the point is good
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for (i = 0; i < 6; i++) {
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// calculate texture point
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for (j = 0; j < 3; j++)
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surf[j] = l->texorg[j] +
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l->textoworld[0][j] * us +
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l->textoworld[1][j] * ut;
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if (CastRay (facemid, surf) != -1)
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break; // got it
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if (i & 1) {
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if (us > mids) {
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us -= 8;
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if (us < mids)
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us = mids;
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} else {
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us += 8;
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if (us > mids)
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us = mids;
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}
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} else {
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if (ut > midt) {
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ut -= 8;
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if (ut < midt)
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ut = midt;
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} else {
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ut += 8;
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if (ut > midt)
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ut = midt;
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}
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}
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// move surf 8 pixels towards the center
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VectorSubtract (facemid, surf, move);
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VectorNormalize (move);
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VectorMA (surf, 8, move, surf);
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}
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if (i == 2)
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c_bad++;
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}
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}
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}
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void
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SingleLightFace (entity_t *light, lightinfo_t *l)
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{
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vec_t dist;
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vec3_t incoming;
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vec_t angle;
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vec_t add;
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vec_t *surf;
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qboolean hit;
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int mapnum;
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int size;
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int c, i;
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vec3_t rel;
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vec3_t spotvec;
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vec_t falloff;
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vec_t *lightsamp;
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VectorSubtract (light->origin, bsp_origin, rel);
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dist = options.distance * (DotProduct (rel, l->facenormal) - l->facedist);
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// don't bother with lights behind the surface
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if (dist <= 0)
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return;
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// don't bother with light too far away
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if (dist > light->light) {
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c_culldistplane++;
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return;
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}
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if (light->targetent) {
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VectorSubtract (light->targetent->origin, light->origin, spotvec);
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VectorNormalize (spotvec);
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if (!light->angle)
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falloff = -cos (20 * M_PI / 180);
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else
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falloff = -cos (light->angle / 2 * M_PI / 180);
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} else
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falloff = 0;
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mapnum = 0;
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for (mapnum = 0; mapnum < l->numlightstyles; mapnum++)
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if (l->lightstyles[mapnum] == light->style)
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break;
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lightsamp = l->lightmaps[mapnum];
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if (mapnum == l->numlightstyles) {
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// init a new light map
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if (mapnum == MAXLIGHTMAPS) {
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printf ("WARNING: Too many light styles on a face\n");
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return;
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}
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size = (l->texsize[1] + 1) * (l->texsize[0] + 1);
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for (i = 0; i < size; i++)
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lightsamp[i] = 0;
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}
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// check it for real
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hit = false;
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c_proper++;
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surf = l->surfpt[0];
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for (c = 0; c < l->numsurfpt; c++, surf += 3) {
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dist = CastRay (light->origin, surf) * options.distance;
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if (dist < 0)
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continue; // light doesn't reach
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VectorSubtract (light->origin, surf, incoming);
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VectorNormalize (incoming);
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angle = DotProduct (incoming, l->facenormal);
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if (light->targetent) {
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// spotlight cutoff
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if (DotProduct (spotvec, incoming) > falloff)
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continue;
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}
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angle = (1.0 - scalecos) + scalecos * angle;
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add = light->light - dist;
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add *= angle;
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if (add < 0)
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continue;
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lightsamp[c] += add;
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if (lightsamp[c] > 1)
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// ignore real tiny lights
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hit = true;
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}
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if (mapnum == l->numlightstyles && hit) {
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l->lightstyles[mapnum] = light->style;
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l->numlightstyles++; // the style has some real data now
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}
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}
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void
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FixMinlight (lightinfo_t *l)
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{
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int i, j;
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float minlight;
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minlight = minlights[l->surfnum];
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// if minlight is set, there must be a style 0 light map
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if (!minlight)
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return;
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for (i = 0; i < l->numlightstyles; i++) {
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if (l->lightstyles[i] == 0)
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break;
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}
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if (i == l->numlightstyles) {
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if (l->numlightstyles == MAXLIGHTMAPS)
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return; // oh well..
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for (j = 0; j < l->numsurfpt; j++)
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l->lightmaps[i][j] = minlight;
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l->lightstyles[i] = 0;
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l->numlightstyles++;
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} else {
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for (j = 0; j < l->numsurfpt; j++)
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if (l->lightmaps[i][j] < minlight)
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l->lightmaps[i][j] = minlight;
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}
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}
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void
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LightFace (int surfnum)
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{
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dface_t *f;
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lightinfo_t l;
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int s, t;
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int i, j, c;
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vec_t total;
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int size;
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int lightmapwidth, lightmapsize;
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byte *out;
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vec_t *light;
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int w, h;
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f = dfaces + surfnum;
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// some surfaces don't need lightmaps
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f->lightofs = -1;
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for (j = 0; j < MAXLIGHTMAPS; j++)
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f->styles[j] = 255;
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if (texinfo[f->texinfo].flags & TEX_SPECIAL)
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// non-lit texture
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return;
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memset(&l, 0, sizeof (l));
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l.surfnum = surfnum;
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l.face = f;
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// rotate plane
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VectorCopy (dplanes[f->planenum].normal, l.facenormal);
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l.facedist = dplanes[f->planenum].dist;
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if (f->side) {
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VectorSubtract (vec3_origin, l.facenormal, l.facenormal);
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l.facedist = -l.facedist;
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}
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CalcFaceVectors (&l);
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CalcFaceExtents (&l);
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CalcPoints (&l);
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lightmapwidth = l.texsize[0] + 1;
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size = lightmapwidth * (l.texsize[1] + 1);
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if (size > SINGLEMAP)
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fprintf (stderr, "Bad lightmap size");
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for (i = 0; i < MAXLIGHTMAPS; i++)
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l.lightstyles[i] = 255;
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// cast all lights
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l.numlightstyles = 0;
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for (i = 0; i < num_entities; i++) {
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if (entities[i].light)
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SingleLightFace (&entities[i], &l);
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}
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FixMinlight (&l);
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if (!l.numlightstyles)
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// no light hitting it
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return;
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// save out the values
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for (i = 0; i < MAXLIGHTMAPS; i++)
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f->styles[i] = l.lightstyles[i];
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lightmapsize = size * l.numlightstyles;
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out = GetFileSpace (lightmapsize);
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f->lightofs = out - filebase;
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// extra filtering
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h = (l.texsize[1] + 1) * 2;
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w = (l.texsize[0] + 1) * 2;
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for (i = 0; i < l.numlightstyles; i++) {
|
|
if (l.lightstyles[i] == 0xff)
|
|
fprintf (stderr, "Wrote empty lightmap");
|
|
light = l.lightmaps[i];
|
|
c = 0;
|
|
for (t = 0; t <= l.texsize[1]; t++)
|
|
for (s = 0; s <= l.texsize[0]; s++, c++) {
|
|
if (extrasamples) {
|
|
// filtered sample
|
|
total = light[t * 2 * w + s * 2] +
|
|
light[t * 2 * w + s * 2 + 1] +
|
|
light[(t * 2 + 1) * w + s * 2] +
|
|
light[(t * 2 + 1) * w + s * 2 + 1];
|
|
total *= 0.25;
|
|
} else
|
|
total = light[c];
|
|
total *= options.range; // scale before clamping
|
|
if (total > 255)
|
|
total = 255;
|
|
if (total < 0)
|
|
fprintf (stderr, "light < 0");
|
|
*out++ = total;
|
|
}
|
|
}
|
|
}
|
|
|