quakeforge/tools/qflight/source/ltface.c

502 lines
12 KiB
C

/*
trace.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2002 Colin Thompson
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((unused)) const char rcsid[] =
"$Id$";
#ifdef HAVE_UNISTD_H
# include <unistd.h>
#endif
#ifdef HAVE_IO_H
# include <io.h>
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/bspfile.h"
#include "QF/dstring.h"
#include "QF/mathlib.h"
#include "QF/qtypes.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "compat.h"
#include "light.h"
#include "entities.h"
#include "options.h"
#include "threads.h"
int c_bad;
int c_culldistplane, c_proper;
/*
SAMPLE POINT DETERMINATION
void SetupBlock (dface_t *f) Returns with surfpt[] set
This is a little tricky because the lightmap covers more area than the face.
If done in the straightforward fashion, some of the
sample points will be inside walls or on the other side of walls, causing
false shadows and light bleeds.
To solve this, I only consider a sample point valid if a line can be drawn
between it and the exact midpoint of the face. If invalid, it is adjusted
towards the center until it is valid.
(this doesn't completely work)
*/
/*
CalcFaceVectors
Fills in texorg, worldtotex. and textoworld
*/
static void
CalcFaceVectors (lightinfo_t *l, vec3_t faceorg)
{
texinfo_t *tex;
int i, j;
vec3_t texnormal;
float distscale;
vec_t dist, len;
tex = &bsp->texinfo[l->face->texinfo];
// convert from float to vec_t
for (i = 0; i < 2; i++)
for (j = 0; j < 3; j++)
l->worldtotex[i][j] = tex->vecs[i][j];
// calculate a normal to the texture axis. points can
// be moved along this without changing their S/T
texnormal[0] = tex->vecs[1][1] * tex->vecs[0][2] -
tex->vecs[1][2] * tex->vecs[0][1];
texnormal[1] = tex->vecs[1][2] * tex->vecs[0][0] -
tex->vecs[1][0] * tex->vecs[0][2];
texnormal[2] = tex->vecs[1][0] * tex->vecs[0][1] -
tex->vecs[1][1] * tex->vecs[0][0];
VectorNormalize (texnormal);
// flip it towards plane normal
distscale = DotProduct (texnormal, l->facenormal);
if (!distscale)
fprintf (stderr, "Texture axis perpendicular to face");
if (distscale < 0) {
distscale = -distscale;
VectorNegate (texnormal, texnormal);
}
// distscale is the ratio of the distance along the
// texture normal to the distance along the plane normal
distscale = 1 / distscale;
for (i = 0; i < 2; i++) {
len = VectorLength (l->worldtotex[i]);
dist = DotProduct (l->worldtotex[i], l->facenormal);
dist *= distscale;
VectorMultSub (l->worldtotex[i], dist, texnormal, l->textoworld[i]);
VectorScale (l->textoworld[i], (1 / len) * (1 / len),
l->textoworld[i]);
}
// calculate texorg on the texture plane
for (i = 0; i < 3; i++)
l->texorg[i] = -tex->vecs[0][3] * l->textoworld[0][i] -
tex->vecs[1][3] * l->textoworld[1][i];
VectorAdd (l->texorg, faceorg, l->texorg);
// project back to the face plane
dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1;
dist *= distscale;
VectorMultSub (l->texorg, dist, texnormal, l->texorg);
}
/*
CalcFaceExtents
Fills in s->texmins[] and s->texsize[]
also sets exactmins[] and exactmaxs[]
*/
static void
CalcFaceExtents (lightinfo_t *l)
{
dface_t *s;
dvertex_t *v;
int i, j, e;
texinfo_t *tex;
vec_t mins[2], maxs[2], val;
s = l->face;
mins[0] = mins[1] = BOGUS_RANGE;
maxs[0] = maxs[1] = -BOGUS_RANGE;
tex = &bsp->texinfo[s->texinfo];
for (i = 0; i < s->numedges; i++) {
e = bsp->surfedges[s->firstedge + i];
if (e >= 0)
v = bsp->vertexes + bsp->edges[e].v[0];
else
v = bsp->vertexes + bsp->edges[-e].v[1];
for (j = 0; j < 2; j++) {
val = DotProduct (v->point, tex->vecs[j]) + tex->vecs[j][3];
if (val < mins[j])
mins[j] = val;
if (val > maxs[j])
maxs[j] = val;
}
}
for (i = 0; i < 2; i++) {
l->exactmins[i] = mins[i];
l->exactmaxs[i] = maxs[i];
mins[i] = floor (mins[i] / 16);
maxs[i] = ceil (maxs[i] / 16);
l->texmins[i] = mins[i];
l->texsize[i] = maxs[i] - mins[i] + 1;
if (l->texsize[i] > 256)
fprintf (stderr, "Bad surface extents");
}
}
static void
CalcSamples (lightinfo_t *l)
{
l->numsamples = l->texsize[0] * l->texsize[1];
}
/*
CalcPoints
For each texture aligned grid point, back project onto the plane
to get the world xyz value of the sample point
*/
static void
CalcPoints (lightinfo_t *l)
{
int j , s, t, w, h, realw, realh, stepbit;
vec_t mids, midt, starts, startt, us, ut;
vec3_t facemid, v;
lightpoint_t *point;
// fill in surforg
// the points are biased towards the center of the surface
// to help avoid edge cases just inside walls
mids = (l->exactmaxs[0] + l->exactmins[0]) / 2;
midt = (l->exactmaxs[1] + l->exactmins[1]) / 2;
for (j = 0; j < 3; j++)
facemid[j] = l->texorg[j] +
l->textoworld[0][j] * mids +
l->textoworld[1][j] * midt;
realw = l->texsize[0];
realh = l->texsize[1];
starts = l->texmins[0] * 16;
startt = l->texmins[1] * 16;
stepbit = 4 - options.extrabit;
w = realw << options.extrabit;
h = realh << options.extrabit;
if (stepbit < 4) {
starts -= 1 << stepbit;
startt -= 1 << stepbit;
}
point = l->point;
l->numpoints = w * h;
for (t = 0; t < h; t++) {
for (s = 0; s < w; s++, point++) {
us = starts + (s << stepbit);
ut = startt + (t << stepbit);
point->samplepos = ((t >> options.extrabit) * realw
+ (s >> options.extrabit));
// calculate texture point
for (j = 0; j < 3; j++)
point->v[j] = l->texorg[j] +
l->textoworld[0][j] * us + l->textoworld[1][j] * ut;
if (!TestLine (l, facemid, point->v)) {
VectorCopy(l->testlineimpact, point->v);
VectorSubtract(facemid, point->v, v);
VectorNormalize(v);
VectorMultAdd (point->v, 0.25, v, point->v);
}
}
}
}
static void
SingleLightFace (entity_t *light, lightinfo_t *l)
{
int mapnum, i;
qboolean hit;
vec3_t incoming, spotvec;
vec_t add, dist, idist, lightfalloff, lightsubtract, spotcone;
lightpoint_t *point;
lightsample_t *sample;
dist = DotProduct (light->origin, l->facenormal) - l->facedist;
dist *= options.distance;
// don't bother with lights behind the surface
if (dist <= -0.25)
return;
lightfalloff = light->falloff;
lightsubtract = light->subbrightness;
// don't bother with light too far away
#if 0
if (dist > light->light) {
c_culldistplane++;
return;
}
#else
if (lightsubtract > (1.0 / (dist * dist * lightfalloff + LIGHTDISTBIAS))) {
c_culldistplane++;
return;
}
#endif
for (mapnum = 0; mapnum < MAXLIGHTMAPS; mapnum++) {
if (l->lightstyles[mapnum] == light->style)
break;
if (l->lightstyles[mapnum] == 255) {
memset (l->sample[mapnum], 0,
sizeof (lightsample_t) * l->numsamples);
break;
}
}
if (mapnum == MAXLIGHTMAPS) {
printf ("WARNING: Too many light styles on a face\n");
return;
}
spotcone = light->spotcone;
VectorCopy(light->spotdir, spotvec);
// check it for real
hit = false;
c_proper++;
for (i = 0, point = l->point; i < l->numpoints; i++, point++) {
VectorSubtract (light->origin, point->v, incoming);
// avoid float roundoff
dist = sqrt (DotProduct(incoming, incoming));
idist = 1.0 / dist;
VectorScale (incoming, idist, incoming);
// spotlight cutoff
if (spotcone > 0 && DotProduct (spotvec, incoming) > spotcone)
continue;
#if 0
angle = DotProduct (incoming, l->facenormal);
angle = (1.0 - scalecos) + scalecos * angle;
add = light->light - dist;
add *= angle;
if (add < 0)
continue;
lightsamp[c] += add;
if (lightsamp[c] > 1)
// ignore real tiny lights
hit = true;
#else
// LordHavoc: changed to be more realistic (entirely different
// lighting model)
// LordHavoc: use subbrightness on all lights, simply to have
//some distance culling
add = (1.0 / (dist * dist * lightfalloff + LIGHTDISTBIAS)
- lightsubtract);
if (add <= 0)
continue;
if (!TestLine (l, point->v, light->origin))
continue;
// LordHavoc: FIXME: decide this 0.5 bias based on shader properties
// (some are dull, some are shiny)
add *= (DotProduct (incoming, l->facenormal) * 0.5 + 0.5);
add *= options.extrascale;
sample = &l->sample[mapnum][point->samplepos];
VectorMultAdd (sample->c, add, light->color, sample->c);
if (!hit && ((sample->c[0] + sample->c[1] + sample->c[2]) >= 1))
hit = true;
#endif
}
// if the style has some data now, make sure it is in the list
if (hit)
l->lightstyles[mapnum] = light->style;
}
#if 0
static void
FixMinlight (lightinfo_t *l)
{
float minlight;
int i, j;
minlight = minlights[l->surfnum];
// if minlight is set, there must be a style 0 light map
if (!minlight)
return;
for (i = 0; i < l->numlightstyles; i++) {
if (l->lightstyles[i] == 0)
break;
}
if (i == l->numlightstyles) {
if (l->numlightstyles == MAXLIGHTMAPS)
return; // oh well..
for (j = 0; j < l->numsurfpt; j++)
l->lightmaps[i][j] = minlight;
l->lightstyles[i] = 0;
l->numlightstyles++;
} else {
for (j = 0; j < l->numsurfpt; j++)
if (l->lightmaps[i][j] < minlight)
l->lightmaps[i][j] = minlight;
}
}
#endif
void
LightFace (lightinfo_t *l, int surfnum)
{
byte *out, *lit;
byte *outdata, *rgbdata;
dface_t *f;
int i, j, ofs, size;
int red, green, blue, white;
lightchain_t *lightchain;
lightsample_t *sample;
f = bsp->faces + surfnum;
l->face = f;
// some surfaces don't need lightmaps
f->lightofs = -1;
for (i = 0; i < MAXLIGHTMAPS; i++)
f->styles[i] = l->lightstyles[i] = 255;
if (bsp->texinfo[f->texinfo].flags & TEX_SPECIAL)
// non-lit texture
return;
// rotate plane
VectorCopy (bsp->planes[f->planenum].normal, l->facenormal);
l->facedist = bsp->planes[f->planenum].dist;
if (f->side) {
VectorNegate (l->facenormal, l->facenormal);
l->facedist = -l->facedist;
}
CalcFaceVectors (l, surfaceorgs[surfnum]);
CalcFaceExtents (l);
CalcSamples (l);
CalcPoints (l);
if (l->numsamples > SINGLEMAP)
fprintf (stderr, "Bad lightmap size");
// cast all lights
for (lightchain = surfacelightchain[surfnum]; lightchain;
lightchain = lightchain->next) {
SingleLightFace (lightchain->light, l);
}
for (i = 0; i < num_novislights; i++) {
SingleLightFace (novislights[i], l);
}
//FixMinlight (&l);
for (i = 0; i < MAXLIGHTMAPS; i++)
if (l->lightstyles[i] == 255)
break;
size = l->numsamples * i;
if (!size) {
// no light styles
return;
}
// save out the values
for (i = 0; i < MAXLIGHTMAPS; i++)
f->styles[i] = l->lightstyles[i];
LOCK;
outdata = out = malloc (size * 4);
UNLOCK;
rgbdata = lit = outdata + size;
ofs = GetFileSpace (size);
f->lightofs = ofs;
for (i = 0; i < MAXLIGHTMAPS && f->styles[i] != 255; i++) {
for (j = 0, sample = l->sample[i]; j < l->numsamples; j++, sample++) {
red = (int) sample->c[0];
green = (int) sample->c[1];
blue = (int) sample->c[2];
white = (int) ((sample->c[0] + sample->c[1] + sample->c[2])
* (1.0 / 3.0));
red = bound (0, red, 255);
green = bound (0, green, 255);
blue = bound (0, blue, 255);
white = bound (0, white, 255);
*lit++ = red;
*lit++ = green;
*lit++ = blue;
*out++ = white;
}
}
LOCK;
memcpy (lightdata->str + ofs, outdata, size);
memcpy (rgblightdata->str + ofs * 3, rgbdata, size * 3);
free (outdata);
UNLOCK;
}