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https://github.com/shawns-valve/halflife.git
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a96f882f9d
Among other problems also fixes ValveSoftware/halflife#1391
156 lines
3.5 KiB
C
156 lines
3.5 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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****/
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#include "cmdlib.h"
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#include "mathlib.h"
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#include "bspfile.h"
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#include "polylib.h"
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#include "threads.h"
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include <sys/types.h>
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#include <sys/stat.h>
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#pragma warning(disable: 4142 4028)
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#define filelength IO_filelength
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#include <io.h>
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#undef filelength
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#pragma warning(default: 4142 4028)
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#include <fcntl.h>
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#include <direct.h>
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#include <ctype.h>
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typedef enum
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{
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emit_surface,
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emit_point,
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emit_spotlight,
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emit_skylight
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} emittype_t;
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typedef struct directlight_s
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{
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struct directlight_s *next;
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emittype_t type;
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int style;
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vec3_t origin;
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vec3_t intensity;
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vec3_t normal; // for surfaces and spotlights
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float stopdot; // for spotlights
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float stopdot2; // for spotlights
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} directlight_t;
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#define TRANSFER_SCALE (1.0f/16384)
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#define INVERSE_TRANSFER_SCALE 16384
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typedef struct
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{
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unsigned short patch;
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unsigned short transfer;
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} transfer_t;
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#define MAX_PATCHES 65536
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typedef struct patch_s
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{
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winding_t *winding;
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vec3_t mins, maxs, face_mins, face_maxs;
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struct patch_s *next; // next in face
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int numtransfers;
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transfer_t *transfers;
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vec3_t origin;
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vec3_t normal;
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dplane_t *plane;
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float chop; // smallest acceptable width of patch face
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float scale[2]; // Scaling of texture in s & t
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qboolean sky;
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vec3_t totallight; // accumulated by radiosity
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// does NOT include light
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// accounted for by direct lighting
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vec3_t baselight; // emissivity only
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vec3_t directlight; // direct light value
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float area;
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vec3_t reflectivity; // Average RGB of texture, modified by material type.
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vec3_t samplelight;
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int samples; // for averaging direct light
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int faceNumber;
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} patch_t;
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extern patch_t *face_patches[MAX_MAP_FACES];
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extern entity_t *face_entity[MAX_MAP_FACES];
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extern vec3_t face_offset[MAX_MAP_FACES]; // for rotating bmodels
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extern vec3_t face_centroids[MAX_MAP_EDGES];
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extern patch_t patches[MAX_PATCHES];
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extern unsigned num_patches;
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extern int leafparents[MAX_MAP_LEAFS];
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extern int nodeparents[MAX_MAP_NODES];
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extern float lightscale;
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extern float dlight_threshold;
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extern float coring;
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void MakeShadowSplits (void);
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//==============================================
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_int64 getfreespace(char *filepath);
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long getfilesize(char *filename);
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time_t getfiletime(char *filename);
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void BuildVisMatrix (void);
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void FreeVisMatrix (void);
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qboolean CheckVisBit (int p1, int p2);
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void TouchVMFFile (void);
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//==============================================
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extern qboolean extra;
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extern vec3_t ambient;
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extern float maxlight;
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extern unsigned numbounce;
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extern directlight_t *directlights[MAX_MAP_LEAFS];
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extern byte nodehit[MAX_MAP_NODES];
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extern float gamma;
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extern float indirect_sun;
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extern float smoothing_threshold;
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void MakeTnodes (dmodel_t *bm);
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void PairEdges (void);
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qboolean IsIncremental(char *filename);
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int SaveIncremental(char *filename);
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int PartialHead (void);
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void BuildFacelights (int facenum);
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void PrecompLightmapOffsets();
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void FinalLightFace (int facenum);
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void PvsForOrigin (vec3_t org, byte *pvs);
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int TestLine_r (int node, vec3_t start, vec3_t stop);
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void CreateDirectLights (void);
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void DeleteDirectLights (void);
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int ProgressiveRefinement (void);
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vec_t PatchPlaneDist( patch_t *patch );
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void GetPhongNormal( int facenum, vec3_t spot, vec3_t phongnormal );
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dleaf_t *PointInLeaf (vec3_t point);
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