quakeforge/tools/qfvis/source/soundphs.c
Bill Currie a37c5465e1 First step for BSP2 support. DOES NOT WORK!
All of the nastiness is hidden in bspfile.c (including the old bsp29
specific data types). However, the conversions between bsp29 and bsp2 are
implemented but not yet hooked up properly. This commit just gets the data
structures in place and the obvious changes necessary to the rest of the
engine to get it to compile, plus a few obvious "make it work" changes.
2012-09-07 16:09:24 +09:00

176 lines
3.9 KiB
C

/*
soundphs.c
PHS (possible hearable set) for ambient brushes
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
#include <getopt.h>
#include <stdlib.h>
#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 <getopt.h>
#include <errno.h>
#include <string.h>
#include <stdlib.h>
#include "QF/bspfile.h"
#include "QF/cmd.h"
#include "QF/mathlib.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "vis.h"
/*
Some textures (sky, water, slime, lava) are considered ambient sound
emiters.
Find an aproximate distance to the nearest emiter of each class for each
leaf.
*/
static void
SurfaceBBox (dface_t *s, vec3_t mins, vec3_t maxs)
{
int vi, e, i, j;
float *v;
mins[0] = mins[1] = mins[2] = 999999;
maxs[0] = maxs[1] = maxs[2] = -99999;
for (i = 0; i < s->numedges; i++) {
e = bsp->surfedges[s->firstedge + i];
if (e >= 0)
vi = bsp->edges[e].v[0];
else
vi = bsp->edges[-e].v[1];
v = bsp->vertexes[vi].point;
for (j = 0; j < 3; j++) {
if (v[j] < mins[j])
mins[j] = v[j];
if (v[j] > maxs[j])
maxs[j] = v[j];
}
}
}
void
CalcAmbientSounds (void)
{
byte *vis;
int ambient_type, ofs, i, j, l;
unsigned k;
float maxd, vol, d;
float dists[NUM_AMBIENTS];
dface_t *surf;
dleaf_t *leaf, *hit;
vec3_t mins, maxs;
texinfo_t *info;
miptex_t *miptex;
for (i = 0; i < numrealleafs - 1; i++) {
leaf = &bsp->leafs[i + 1];
// clear ambients
for (j = 0; j < NUM_AMBIENTS; j++)
dists[j] = 1020;
vis = &uncompressed[leafcluster[i] * bitbytes_l];
for (j = 0; j < numrealleafs - 1; j++) {
if (!(vis[j >> 3] & (1 << (j & 7))))
continue;
if (!bsp->texdata)
continue;
// check this leaf for sound textures
hit = &bsp->leafs[j + 1];
for (k = 0; k < hit->nummarksurfaces; k++) {
surf = &bsp->faces[bsp->marksurfaces[hit->firstmarksurface + k]];
info = &bsp->texinfo[surf->texinfo];
ofs = ((dmiptexlump_t *) bsp->texdata)->dataofs[info->miptex];
miptex = (miptex_t *) (&bsp->texdata[ofs]);
if (!strncasecmp (miptex->name, "*water", 6))
ambient_type = AMBIENT_WATER;
else if (!strncasecmp (miptex->name, "sky", 3))
ambient_type = AMBIENT_SKY;
else if (!strncasecmp (miptex->name, "*slime", 6))
ambient_type = AMBIENT_WATER;
else if (!strncasecmp (miptex->name, "*lava", 6))
ambient_type = AMBIENT_LAVA;
else if (!strncasecmp (miptex->name, "*04water", 8))
ambient_type = AMBIENT_WATER;
else
continue;
// find distance from source leaf to polygon
SurfaceBBox (surf, mins, maxs);
maxd = 0;
for (l = 0; l < 3; l++) {
if (mins[l] > leaf->maxs[l])
d = mins[l] - leaf->maxs[l];
else if (maxs[l] < leaf->mins[l])
d = leaf->mins[l] - mins[l];
else
d = 0;
if (d > maxd)
maxd = d;
}
maxd = 0.25;
if (maxd < dists[ambient_type])
dists[ambient_type] = maxd;
}
}
for (j = 0; j < NUM_AMBIENTS; j++) {
if (dists[j] < 100)
vol = 1.0;
else {
vol = 1.0 - dists[2] * 0.002;
if (vol < 0)
vol = 0;
}
leaf->ambient_level[j] = vol * 255;
}
}
}