mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-26 05:41:43 +00:00
603 lines
13 KiB
C
603 lines
13 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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. See the
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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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "qrad.h"
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vec3_t texture_reflectivity[MAX_MAP_TEXINFO];
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/*
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===================================================================
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TEXTURE LIGHT VALUES
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===================================================================
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*/
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/*
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======================
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CalcTextureReflectivity_Quake2
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======================
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*/
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void CalcTextureReflectivity_Quake2( void ){
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int i;
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int j, k, texels;
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int color[3];
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int texel;
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byte *palette;
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char path[1024];
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float r, scale;
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miptex_t *mt;
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sprintf( path, "%spics/colormap.pcx", gamedir );
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// get the game palette
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Load256Image( path, NULL, &palette, NULL, NULL );
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// allways set index 0 even if no textures
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texture_reflectivity[0][0] = 0.5;
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texture_reflectivity[0][1] = 0.5;
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texture_reflectivity[0][2] = 0.5;
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for ( i = 0 ; i < numtexinfo ; i++ )
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{
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// see if an earlier texinfo allready got the value
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for ( j = 0 ; j < i ; j++ )
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{
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if ( !strcmp( texinfo[i].texture, texinfo[j].texture ) ) {
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VectorCopy( texture_reflectivity[j], texture_reflectivity[i] );
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break;
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}
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}
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if ( j != i ) {
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continue;
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}
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// load the wal file
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sprintf( path, "%stextures/%s.wal", gamedir, texinfo[i].texture );
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if ( TryLoadFile( path, (void **)&mt ) == -1 ) {
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Sys_Printf( "Couldn't load %s\n", path );
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texture_reflectivity[i][0] = 0.5;
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texture_reflectivity[i][1] = 0.5;
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texture_reflectivity[i][2] = 0.5;
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continue;
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}
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texels = LittleLong( mt->width ) * LittleLong( mt->height );
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color[0] = color[1] = color[2] = 0;
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for ( j = 0 ; j < texels ; j++ )
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{
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texel = ( (byte *)mt )[LittleLong( mt->offsets[0] ) + j];
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for ( k = 0 ; k < 3 ; k++ )
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color[k] += palette[texel * 3 + k];
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}
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for ( j = 0 ; j < 3 ; j++ )
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{
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r = color[j] / texels / 255.0;
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texture_reflectivity[i][j] = r;
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}
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// scale the reflectivity up, because the textures are
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// so dim
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scale = ColorNormalize( texture_reflectivity[i],
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texture_reflectivity[i] );
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if ( scale < 0.5 ) {
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scale *= 2;
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VectorScale( texture_reflectivity[i], scale, texture_reflectivity[i] );
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}
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#if 0
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texture_reflectivity[i][0] = 0.5;
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texture_reflectivity[i][1] = 0.5;
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texture_reflectivity[i][2] = 0.5;
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#endif
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}
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}
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/*
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======================
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CalcTextureReflectivity_Heretic2
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======================
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*/
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void CalcTextureReflectivity_Heretic2( void ){
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int i;
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int j, texels;
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int color[3];
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int texel;
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char path[1024];
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float r;
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miptex_m8_t *mt;
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miptex_m32_t *mt32;
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byte *pos;
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// allways set index 0 even if no textures
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texture_reflectivity[0][0] = 0.5;
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texture_reflectivity[0][1] = 0.5;
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texture_reflectivity[0][2] = 0.5;
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for ( i = 0 ; i < numtexinfo ; i++ )
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{
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// see if an earlier texinfo allready got the value
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for ( j = 0 ; j < i ; j++ )
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{
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if ( !strcmp( texinfo[i].texture, texinfo[j].texture ) ) {
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VectorCopy( texture_reflectivity[j], texture_reflectivity[i] );
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break;
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}
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}
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if ( j != i ) {
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continue;
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}
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// load the wal file
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sprintf( path, "%stextures/%s.m32", gamedir, texinfo[i].texture );
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if ( TryLoadFile( path, (void **)&mt32 ) == -1 ) {
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sprintf( path, "%stextures/%s.m8", gamedir, texinfo[i].texture );
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if ( TryLoadFile( path, (void **)&mt ) == -1 ) {
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Sys_Printf( "Couldn't load %s\n", path );
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texture_reflectivity[i][0] = 0.5;
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texture_reflectivity[i][1] = 0.5;
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texture_reflectivity[i][2] = 0.5;
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continue;
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}
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texels = LittleLong( mt->width[0] ) * LittleLong( mt->height[0] );
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color[0] = color[1] = color[2] = 0;
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for ( j = 0 ; j < texels ; j++ )
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{
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texel = ( (byte *)mt )[LittleLong( mt->offsets[0] ) + j];
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color[0] += mt->palette[texel].r;
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color[1] += mt->palette[texel].g;
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color[2] += mt->palette[texel].b;
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}
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free( mt );
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}
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else
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{
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texels = LittleLong( mt32->width[0] ) * LittleLong( mt32->height[0] );
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color[0] = color[1] = color[2] = 0;
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for ( j = 0 ; j < texels ; j++ )
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{
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pos = (byte *)mt32 + mt32->offsets[0] + ( j << 2 );
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color[0] += *pos++; // r
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color[1] += *pos++; // g
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color[2] += *pos++; // b
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}
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free( mt32 );
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}
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for ( j = 0 ; j < 3 ; j++ )
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{
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r = color[j] / ( (float) texels * 255.0 );
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texture_reflectivity[i][j] = r;
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}
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}
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}
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/*
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=======================================================================
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MAKE FACES
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=======================================================================
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*/
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/*
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=============
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WindingFromFace
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=============
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*/
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winding_t *WindingFromFace( dface_t *f ){
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int i;
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int se;
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dvertex_t *dv;
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int v;
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winding_t *w;
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w = AllocWinding( f->numedges );
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w->numpoints = f->numedges;
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for ( i = 0 ; i < f->numedges ; i++ )
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{
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se = dsurfedges[f->firstedge + i];
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if ( se < 0 ) {
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v = dedges[-se].v[1];
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}
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else{
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v = dedges[se].v[0];
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}
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dv = &dvertexes[v];
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VectorCopy( dv->point, w->p[i] );
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}
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RemoveColinearPoints( w );
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return w;
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}
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/*
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=============
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BaseLightForFace
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=============
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*/
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void BaseLightForFace( dface_t *f, vec3_t color ){
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texinfo_t *tx;
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//
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// check for light emited by texture
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//
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tx = &texinfo[f->texinfo];
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if ( !( tx->flags & SURF_LIGHT ) || tx->value == 0 ) {
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VectorClear( color );
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return;
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}
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VectorScale( texture_reflectivity[f->texinfo], tx->value, color );
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}
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qboolean IsSky( dface_t *f ){
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texinfo_t *tx;
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tx = &texinfo[f->texinfo];
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if ( tx->flags & SURF_SKY ) {
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return true;
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}
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return false;
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}
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/*
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=============
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MakePatchForFace
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=============
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*/
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float totalarea;
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void MakePatchForFace( int fn, winding_t *w ){
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dface_t *f;
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float area;
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patch_t *patch;
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dplane_t *pl;
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int i;
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vec3_t color;
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dleaf_t *leaf;
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f = &dfaces[fn];
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area = WindingArea( w );
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totalarea += area;
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patch = &patches[num_patches];
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if ( num_patches == MAX_PATCHES ) {
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Error( "num_patches == MAX_PATCHES" );
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}
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patch->next = face_patches[fn];
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face_patches[fn] = patch;
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patch->winding = w;
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if ( f->side ) {
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patch->plane = &backplanes[f->planenum];
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}
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else{
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patch->plane = &dplanes[f->planenum];
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}
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if ( face_offset[fn][0] || face_offset[fn][1] || face_offset[fn][2] ) { // origin offset faces must create new planes
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if ( numplanes + fakeplanes >= MAX_MAP_PLANES ) {
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Error( "numplanes + fakeplanes >= MAX_MAP_PLANES" );
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}
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pl = &dplanes[numplanes + fakeplanes];
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fakeplanes++;
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*pl = *( patch->plane );
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pl->dist += DotProduct( face_offset[fn], pl->normal );
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patch->plane = pl;
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}
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WindingCenter( w, patch->origin );
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VectorAdd( patch->origin, patch->plane->normal, patch->origin );
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leaf = Rad_PointInLeaf( patch->origin );
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patch->cluster = leaf->cluster;
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if ( patch->cluster == -1 ) {
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Sys_FPrintf( SYS_VRB, "patch->cluster == -1\n" );
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}
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patch->area = area;
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if ( patch->area <= 1 ) {
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patch->area = 1;
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}
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patch->sky = IsSky( f );
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VectorCopy( texture_reflectivity[f->texinfo], patch->reflectivity );
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// non-bmodel patches can emit light
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if ( fn < dmodels[0].numfaces ) {
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BaseLightForFace( f, patch->baselight );
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ColorNormalize( patch->reflectivity, color );
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for ( i = 0 ; i < 3 ; i++ )
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patch->baselight[i] *= color[i];
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VectorCopy( patch->baselight, patch->totallight );
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}
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num_patches++;
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}
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entity_t *EntityForModel( int modnum ){
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int i;
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char *s;
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char name[16];
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sprintf( name, "*%i", modnum );
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// search the entities for one using modnum
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for ( i = 0 ; i < num_entities ; i++ )
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{
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s = ValueForKey( &entities[i], "model" );
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if ( !strcmp( s, name ) ) {
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return &entities[i];
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}
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}
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return &entities[0];
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}
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/*
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=============
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MakePatches
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=============
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*/
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void MakePatches( void ){
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int i, j, k;
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dface_t *f;
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int fn;
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winding_t *w;
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dmodel_t *mod;
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vec3_t origin;
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entity_t *ent;
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Sys_FPrintf( SYS_VRB, "%i faces\n", numfaces );
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for ( i = 0 ; i < nummodels ; i++ )
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{
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mod = &dmodels[i];
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ent = EntityForModel( i );
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// bmodels with origin brushes need to be offset into their
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// in-use position
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GetVectorForKey( ent, "origin", origin );
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//VectorCopy (vec3_origin, origin);
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for ( j = 0 ; j < mod->numfaces ; j++ )
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{
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fn = mod->firstface + j;
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face_entity[fn] = ent;
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VectorCopy( origin, face_offset[fn] );
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f = &dfaces[fn];
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w = WindingFromFace( f );
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for ( k = 0 ; k < w->numpoints ; k++ )
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{
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VectorAdd( w->p[k], origin, w->p[k] );
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}
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MakePatchForFace( fn, w );
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}
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}
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Sys_FPrintf( SYS_VRB, "%i sqaure feet\n", (int)( totalarea / 64 ) );
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}
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/*
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=======================================================================
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SUBDIVIDE
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=======================================================================
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*/
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void FinishSplit( patch_t *patch, patch_t *newp ){
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dleaf_t *leaf;
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VectorCopy( patch->baselight, newp->baselight );
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VectorCopy( patch->totallight, newp->totallight );
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VectorCopy( patch->reflectivity, newp->reflectivity );
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newp->plane = patch->plane;
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newp->sky = patch->sky;
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patch->area = WindingArea( patch->winding );
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newp->area = WindingArea( newp->winding );
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if ( patch->area <= 1 ) {
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patch->area = 1;
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}
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if ( newp->area <= 1 ) {
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newp->area = 1;
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}
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WindingCenter( patch->winding, patch->origin );
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VectorAdd( patch->origin, patch->plane->normal, patch->origin );
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leaf = Rad_PointInLeaf( patch->origin );
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patch->cluster = leaf->cluster;
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if ( patch->cluster == -1 ) {
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Sys_FPrintf( SYS_VRB, "patch->cluster == -1\n" );
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}
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WindingCenter( newp->winding, newp->origin );
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VectorAdd( newp->origin, newp->plane->normal, newp->origin );
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leaf = Rad_PointInLeaf( newp->origin );
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newp->cluster = leaf->cluster;
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if ( newp->cluster == -1 ) {
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Sys_FPrintf( SYS_VRB, "patch->cluster == -1\n" );
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}
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}
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/*
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=============
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SubdividePatch
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Chops the patch only if its local bounds exceed the max size
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=============
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*/
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void SubdividePatch( patch_t *patch ){
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winding_t *w, *o1, *o2;
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vec3_t mins, maxs, total;
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vec3_t split;
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vec_t dist;
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int i, j;
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vec_t v;
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patch_t *newp;
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w = patch->winding;
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mins[0] = mins[1] = mins[2] = 99999;
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maxs[0] = maxs[1] = maxs[2] = -99999;
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for ( i = 0 ; i < w->numpoints ; i++ )
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{
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for ( j = 0 ; j < 3 ; j++ )
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{
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v = w->p[i][j];
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if ( v < mins[j] ) {
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mins[j] = v;
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}
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if ( v > maxs[j] ) {
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maxs[j] = v;
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}
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}
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}
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VectorSubtract( maxs, mins, total );
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for ( i = 0 ; i < 3 ; i++ )
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if ( total[i] > ( subdiv + 1 ) ) {
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break;
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}
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if ( i == 3 ) {
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// no splitting needed
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return;
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}
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//
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// split the winding
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//
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VectorCopy( vec3_origin, split );
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split[i] = 1;
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dist = ( mins[i] + maxs[i] ) * 0.5;
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ClipWindingEpsilon( w, split, dist, ON_EPSILON, &o1, &o2 );
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//
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// create a new patch
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//
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if ( num_patches == MAX_PATCHES ) {
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Error( "MAX_PATCHES" );
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}
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newp = &patches[num_patches];
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num_patches++;
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newp->next = patch->next;
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patch->next = newp;
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patch->winding = o1;
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newp->winding = o2;
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FinishSplit( patch, newp );
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SubdividePatch( patch );
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SubdividePatch( newp );
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}
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/*
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=============
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DicePatch
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Chops the patch by a global grid
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=============
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*/
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void DicePatch( patch_t *patch ){
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winding_t *w, *o1, *o2;
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vec3_t mins, maxs;
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vec3_t split;
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vec_t dist;
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int i;
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patch_t *newp;
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w = patch->winding;
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WindingBounds( w, mins, maxs );
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for ( i = 0 ; i < 3 ; i++ )
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if ( floor( ( mins[i] + 1 ) / subdiv ) < floor( ( maxs[i] - 1 ) / subdiv ) ) {
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break;
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}
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if ( i == 3 ) {
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// no splitting needed
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return;
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}
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//
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// split the winding
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//
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VectorCopy( vec3_origin, split );
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split[i] = 1;
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dist = subdiv * ( 1 + floor( ( mins[i] + 1 ) / subdiv ) );
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ClipWindingEpsilon( w, split, dist, ON_EPSILON, &o1, &o2 );
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//
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// create a new patch
|
|
//
|
|
if ( num_patches == MAX_PATCHES ) {
|
|
Error( "MAX_PATCHES" );
|
|
}
|
|
newp = &patches[num_patches];
|
|
num_patches++;
|
|
|
|
newp->next = patch->next;
|
|
patch->next = newp;
|
|
|
|
patch->winding = o1;
|
|
newp->winding = o2;
|
|
|
|
FinishSplit( patch, newp );
|
|
|
|
DicePatch( patch );
|
|
DicePatch( newp );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
SubdividePatches
|
|
=============
|
|
*/
|
|
void SubdividePatches( void ){
|
|
int i, num;
|
|
|
|
if ( subdiv < 1 ) {
|
|
return;
|
|
}
|
|
|
|
num = num_patches; // because the list will grow
|
|
for ( i = 0 ; i < num ; i++ )
|
|
{
|
|
// SubdividePatch (&patches[i]);
|
|
DicePatch( &patches[i] );
|
|
}
|
|
Sys_FPrintf( SYS_VRB, "%i patches after subdivision\n", num_patches );
|
|
}
|
|
|
|
//=====================================================================
|