mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 07:42:18 +00:00
6d5ffa9f8e
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 The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway.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).
638 lines
15 KiB
C
638 lines
15 KiB
C
/*
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trace.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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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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#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/bspfile.h"
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#include "QF/dstring.h"
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#include "QF/mathlib.h"
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#include "QF/qtypes.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "compat.h"
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#include "tools/qflight/include/light.h"
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#include "tools/qflight/include/entities.h"
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#include "tools/qflight/include/noise.h"
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#include "tools/qflight/include/options.h"
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#include "tools/qflight/include/threads.h"
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int c_bad;
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int c_culldistplane, c_proper;
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const char *
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get_tex_name (int texindex)
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{
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dmiptexlump_t *mtl;
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miptex_t *mt;
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int miptex;
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if (bsp->texdatasize) {
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mtl = (dmiptexlump_t *) bsp->texdata;
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miptex = bsp->texinfo[texindex].miptex;
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if (mtl->dataofs[miptex] != -1) {
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mt = (miptex_t *) (bsp->texdata + mtl->dataofs[miptex]);
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return mt->name;
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}
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}
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return "notex";
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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 consider a sample point valid only 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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static void
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CalcFaceVectors (lightinfo_t *l, vec3_t faceorg)
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{
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int i, j;
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float distscale;
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vec3_t texnormal;
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vec_t dist, len;
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texinfo_t *tex;
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tex = &bsp->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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VectorNegate (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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VectorMultSub (l->worldtotex[i], dist, texnormal, l->textoworld[i]);
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VectorScale (l->textoworld[i], (1 / len) * (1 / len),
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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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VectorAdd (l->texorg, faceorg, l->texorg);
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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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VectorMultSub (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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static void
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CalcFaceExtents (lightinfo_t *l)
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{
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int i, j, e;
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vec_t mins[2], maxs[2], val;
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dface_t *s;
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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] = BOGUS_RANGE;
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maxs[0] = maxs[1] = -BOGUS_RANGE;
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tex = &bsp->texinfo[s->texinfo];
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for (i = 0; i < s->numedges; i++) {
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e = bsp->surfedges[s->firstedge + i];
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if (e >= 0)
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v = bsp->vertexes + bsp->edges[e].v[0];
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else
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v = bsp->vertexes + bsp->edges[-e].v[1];
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for (j = 0; j < 2; j++) {
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val = DotProduct (v->point, tex->vecs[j]) + 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] + 1;
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if (l->texsize[i] > 256)
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fprintf (stderr, "Bad surface extents");
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}
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}
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static inline void
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CalcSamples (lightinfo_t *l)
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{
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l->numsamples = l->texsize[0] * l->texsize[1];
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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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static void
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CalcPoints (lightinfo_t *l)
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{
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int realw, realh, stepbit, j, s, t, w, h;
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vec_t mids, midt, starts, startt, us, ut;
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vec3_t facemid, v;
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lightpoint_t *point;
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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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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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realw = l->texsize[0];
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realh = l->texsize[1];
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starts = l->texmins[0] * 16;
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startt = l->texmins[1] * 16;
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stepbit = 4 - options.extrabit;
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w = realw << options.extrabit;
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h = realh << options.extrabit;
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if (stepbit < 4) {
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starts -= 1 << stepbit;
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startt -= 1 << stepbit;
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}
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point = l->point;
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l->numpoints = w * h;
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for (t = 0; t < h; t++) {
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for (s = 0; s < w; s++, point++) {
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us = starts + (s << stepbit);
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ut = startt + (t << stepbit);
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point->samplepos = ((t >> options.extrabit) * realw
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+ (s >> options.extrabit));
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// calculate texture point
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for (j = 0; j < 3; j++)
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point->v[j] = l->texorg[j] +
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l->textoworld[0][j] * us + l->textoworld[1][j] * ut;
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if (!TestLine (l, facemid, point->v)) {
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VectorCopy(l->testlineimpact, point->v);
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VectorSubtract(facemid, point->v, v);
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VectorNormalize(v);
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VectorMultAdd (point->v, 0.25, v, point->v);
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}
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}
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}
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}
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static void
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SingleLightFace (entity_t *light, lightinfo_t *l)
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{
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int mapnum, i;
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qboolean hit;
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vec3_t incoming, spotvec;
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vec_t angle, dist, idist, lightfalloff, lightsubtract, spotcone;
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vec_t add = 0.0;
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lightpoint_t *point;
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lightsample_t *sample;
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dist = DotProduct (light->origin, l->facenormal) - l->facedist;
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dist *= options.distance;
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// don't bother with lights behind the surface
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if (dist <= -0.25)
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return;
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lightfalloff = light->falloff;
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lightsubtract = light->subbrightness;
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// don't bother with light too far away
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if (light->radius && dist > light->radius) {
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c_culldistplane++;
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return;
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}
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if (lightsubtract > (1.0 / (dist * dist * lightfalloff + LIGHTDISTBIAS))) {
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c_culldistplane++;
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return;
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}
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for (mapnum = 0; mapnum < MAXLIGHTMAPS; mapnum++) {
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if (l->lightstyles[mapnum] == light->style)
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break;
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if (l->lightstyles[mapnum] == 255) {
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memset (l->sample[mapnum], 0,
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sizeof (lightsample_t) * l->numsamples);
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break;
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}
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}
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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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spotcone = light->spotcone;
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VectorCopy(light->spotdir, spotvec);
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// check it for real
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hit = false;
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c_proper++;
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for (i = 0, point = l->point; i < l->numpoints; i++, point++) {
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VectorSubtract (light->origin, point->v, incoming);
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// avoid float roundoff
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dist = sqrt (DotProduct(incoming, incoming));
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idist = 1.0 / dist;
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VectorScale (incoming, idist, incoming);
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if (light->radius && dist > light->radius)
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continue;
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// spotlight cutoff
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if (spotcone && DotProduct (spotvec, incoming) > spotcone)
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continue;
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angle = DotProduct (incoming, l->facenormal);
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switch (light->attenuation) {
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case LIGHT_LINEAR:
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add = fabs (light->light) - dist;
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break;
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case LIGHT_RADIUS:
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add = fabs (light->light) * (light->radius - dist);
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add /= light->radius;
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break;
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case LIGHT_INVERSE:
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add = fabs (light->light) / dist;
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break;
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case LIGHT_REALISTIC:
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add = fabs (light->light) / (dist * dist);
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break;
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case LIGHT_NO_ATTEN:
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add = fabs (light->light);
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break;
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case LIGHT_LH:
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add = 1 / (dist * dist * lightfalloff + LIGHTDISTBIAS);
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// LordHavoc: changed to be more realistic (entirely different
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// lighting model)
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// LordHavoc: use subbrightness on all lights, simply to have
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// some distance culling
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add -= lightsubtract;
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break;
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}
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if (light->noise) {
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int seed = light - entities;
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vec3_t snap;
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vec_t intensity = 0.0;
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lightpoint_t *noise_point = point;
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if (options.extrascale) {
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// FIXME not correct for extrascale > 2
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// We don't want to oversample noise because that just
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// waters it down. So we "undersample" noise by using
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// the same surf coord for every group of 4 lightmap pixels
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// ("undersampling", "pixelation", "anti-interpolation" :-)
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int width = (l->texsize[0] + 1) * 2;
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int x = i % width;
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int y = i / width;
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if (x % 2 && y % 2)
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noise_point -= width * 3 + 3;
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else if (y % 2)
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noise_point -= width * 3;
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else if (x % 2)
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noise_point -= 3;
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}
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if (light->noisetype == NOISE_SMOOTH) {
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snap_vector (noise_point->v, snap, 0);
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intensity = noise_scaled (snap, light->resolution, seed);
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} else
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snap_vector (noise_point->v, snap, light->resolution);
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if (light->noisetype == NOISE_RANDOM)
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intensity = noise3d (snap, seed);
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if (light->noisetype == NOISE_PERLIN)
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intensity = noise_perlin (snap, light->persistence, seed);
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add *= intensity * light->noise + 1.0 - light->noise;
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}
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if (add <= 0)
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continue;
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if (!TestLine (l, point->v, light->origin))
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continue;
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if (light->attenuation == LIGHT_LH) {
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// LordHavoc: FIXME: decide this 0.5 bias based on shader
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// properties (some are dull, some are shiny)
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add *= angle * 0.5 + 0.5;
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} else {
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add *= angle;
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}
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add *= options.extrascale;
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if (light->light < 0)
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add *= -1; // negative light
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sample = &l->sample[mapnum][point->samplepos];
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VectorMultAdd (sample->c, add, light->color, sample->c);
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if (!hit && ((sample->c[0] + sample->c[1] + sample->c[2]) >= 1))
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hit = true;
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}
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// if the style has some data now, make sure it is in the list
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if (hit)
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l->lightstyles[mapnum] = light->style;
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}
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static void
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SkyLightFace (entity_t *ent, int sun, lightinfo_t *l)
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{
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int sun_light = ent->sun_light[sun != 0];
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const vec_t *sun_color = ent->sun_color[sun != 0];
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const vec_t *sun_dir = ent->sun_dir[sun];
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float dist;
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int i;
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int mapnum;
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float angle;
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float add;
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vec3_t incoming;
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lightpoint_t *point;
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lightsample_t *sample;
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if (sun_light <= 0)
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return;
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dist = DotProduct (sun_dir, l->facenormal);
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// don't bother with lights behind the surface
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if (dist <= -0.25)
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return;
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// if sunlight is set, use a style 0 light map
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for (mapnum = 0; mapnum < MAXLIGHTMAPS; mapnum++) {
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if (l->lightstyles[mapnum] == 0)
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break;
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if (l->lightstyles[mapnum] == 255) {
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memset (l->sample[mapnum], 0,
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sizeof (lightsample_t) * l->numsamples);
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break;
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}
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}
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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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// Check each point...
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VectorCopy (sun_dir, incoming);
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VectorNormalize (incoming);
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//anglesense = 0.5; //FIXME
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// FIXME global
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for (i = 0, point = l->point; i < l->numpoints; i++, point++) {
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angle = DotProduct (incoming, l->facenormal);
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if (!TestSky (l, point->v, sun_dir))
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continue;
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add = sun_light;
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add *= angle;
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add *= options.extrascale;
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sample = &l->sample[mapnum][point->samplepos];
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VectorMultAdd (sample->c, add, sun_color, sample->c);
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}
|
|
}
|
|
|
|
#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;
|
|
}
|