quakeforge/tools/qflight/source/ltface.c
Bill Currie 6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00

638 lines
15 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
#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 "tools/qflight/include/light.h"
#include "tools/qflight/include/entities.h"
#include "tools/qflight/include/noise.h"
#include "tools/qflight/include/options.h"
#include "tools/qflight/include/threads.h"
int c_bad;
int c_culldistplane, c_proper;
const char *
get_tex_name (int texindex)
{
dmiptexlump_t *mtl;
miptex_t *mt;
int miptex;
if (bsp->texdatasize) {
mtl = (dmiptexlump_t *) bsp->texdata;
miptex = bsp->texinfo[texindex].miptex;
if (mtl->dataofs[miptex] != -1) {
mt = (miptex_t *) (bsp->texdata + mtl->dataofs[miptex]);
return mt->name;
}
}
return "notex";
}
/*
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 consider a sample point valid only 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)
{
int i, j;
float distscale;
vec3_t texnormal;
vec_t dist, len;
texinfo_t *tex;
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)
{
int i, j, e;
vec_t mins[2], maxs[2], val;
dface_t *s;
dvertex_t *v;
texinfo_t *tex;
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 inline 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 realw, realh, stepbit, j, s, t, w, h;
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 angle, dist, idist, lightfalloff, lightsubtract, spotcone;
vec_t add = 0.0;
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 (light->radius && dist > light->radius) {
c_culldistplane++;
return;
}
if (lightsubtract > (1.0 / (dist * dist * lightfalloff + LIGHTDISTBIAS))) {
c_culldistplane++;
return;
}
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);
if (light->radius && dist > light->radius)
continue;
// spotlight cutoff
if (spotcone && DotProduct (spotvec, incoming) > spotcone)
continue;
angle = DotProduct (incoming, l->facenormal);
switch (light->attenuation) {
case LIGHT_LINEAR:
add = fabs (light->light) - dist;
break;
case LIGHT_RADIUS:
add = fabs (light->light) * (light->radius - dist);
add /= light->radius;
break;
case LIGHT_INVERSE:
add = fabs (light->light) / dist;
break;
case LIGHT_REALISTIC:
add = fabs (light->light) / (dist * dist);
break;
case LIGHT_NO_ATTEN:
add = fabs (light->light);
break;
case LIGHT_LH:
add = 1 / (dist * dist * lightfalloff + LIGHTDISTBIAS);
// LordHavoc: changed to be more realistic (entirely different
// lighting model)
// LordHavoc: use subbrightness on all lights, simply to have
// some distance culling
add -= lightsubtract;
break;
}
if (light->noise) {
int seed = light - entities;
vec3_t snap;
vec_t intensity = 0.0;
lightpoint_t *noise_point = point;
if (options.extrascale) {
// FIXME not correct for extrascale > 2
// We don't want to oversample noise because that just
// waters it down. So we "undersample" noise by using
// the same surf coord for every group of 4 lightmap pixels
// ("undersampling", "pixelation", "anti-interpolation" :-)
int width = (l->texsize[0] + 1) * 2;
int x = i % width;
int y = i / width;
if (x % 2 && y % 2)
noise_point -= width * 3 + 3;
else if (y % 2)
noise_point -= width * 3;
else if (x % 2)
noise_point -= 3;
}
if (light->noisetype == NOISE_SMOOTH) {
snap_vector (noise_point->v, snap, 0);
intensity = noise_scaled (snap, light->resolution, seed);
} else
snap_vector (noise_point->v, snap, light->resolution);
if (light->noisetype == NOISE_RANDOM)
intensity = noise3d (snap, seed);
if (light->noisetype == NOISE_PERLIN)
intensity = noise_perlin (snap, light->persistence, seed);
add *= intensity * light->noise + 1.0 - light->noise;
}
if (add <= 0)
continue;
if (!TestLine (l, point->v, light->origin))
continue;
if (light->attenuation == LIGHT_LH) {
// LordHavoc: FIXME: decide this 0.5 bias based on shader
// properties (some are dull, some are shiny)
add *= angle * 0.5 + 0.5;
} else {
add *= angle;
}
add *= options.extrascale;
if (light->light < 0)
add *= -1; // negative light
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;
}
// if the style has some data now, make sure it is in the list
if (hit)
l->lightstyles[mapnum] = light->style;
}
static void
SkyLightFace (entity_t *ent, int sun, lightinfo_t *l)
{
int sun_light = ent->sun_light[sun != 0];
const vec_t *sun_color = ent->sun_color[sun != 0];
const vec_t *sun_dir = ent->sun_dir[sun];
float dist;
int i;
int mapnum;
float angle;
float add;
vec3_t incoming;
lightpoint_t *point;
lightsample_t *sample;
if (sun_light <= 0)
return;
dist = DotProduct (sun_dir, l->facenormal);
// don't bother with lights behind the surface
if (dist <= -0.25)
return;
// if sunlight is set, use a style 0 light map
for (mapnum = 0; mapnum < MAXLIGHTMAPS; mapnum++) {
if (l->lightstyles[mapnum] == 0)
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;
}
// Check each point...
VectorCopy (sun_dir, incoming);
VectorNormalize (incoming);
//anglesense = 0.5; //FIXME
// FIXME global
for (i = 0, point = l->point; i < l->numpoints; i++, point++) {
angle = DotProduct (incoming, l->facenormal);
if (!TestSky (l, point->v, sun_dir))
continue;
add = sun_light;
add *= angle;
add *= options.extrascale;
sample = &l->sample[mapnum][point->samplepos];
VectorMultAdd (sample->c, add, sun_color, sample->c);
}
}
#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 *lit, *out, *outdata, *rgbdata;
int ofs, size, red, green, blue, white, i, j;
dface_t *f;
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)
return; // non-lit texture
// 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);
}
if (world_entity && world_entity->num_suns) {
for (i = 0; i < world_entity->num_suns; i++)
SkyLightFace (world_entity, 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;
}