Merge branch 'master' of ssh://git.xonotic.org/netradiant
This commit is contained in:
commit
4741e6535e
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@ -11,6 +11,9 @@
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// this is very evil, but right now there is no better way
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#include "../../radiant/brush.h"
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// for limNames
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#define MAX_MATERIAL_NAME 20
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/*
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Abstract baseclass for modelexporters
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the class collects all the data which then gets
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@ -279,9 +282,9 @@ bool ExportDataAsWavefront::WriteToFile(const std::string& path, collapsemode mo
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if(mat != lastMat)
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{
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if(limNames && mat.size() > 20)
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if(limNames && mat.size() > MAX_MATERIAL_NAME)
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{
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out << "\nusemtl " << mat.substr(mat.size() - 20, mat.size()).c_str();
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out << "\nusemtl " << mat.substr(mat.size() - MAX_MATERIAL_NAME, mat.size()).c_str();
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} else {
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out << "\nusemtl " << mat.c_str();
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}
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@ -308,9 +311,9 @@ bool ExportDataAsWavefront::WriteToFile(const std::string& path, collapsemode mo
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outMtl << "# Material Count: " << (const Unsigned)materials.size() << "\n\n";
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for(std::set<std::string>::const_iterator it(materials.begin()); it != materials.end(); ++it)
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{
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if(limNames && it->size() > 20)
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if(limNames && it->size() > MAX_MATERIAL_NAME)
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{
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outMtl << "newmtl " << it->substr(it->size() - 20, it->size()).c_str() << "\n";
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outMtl << "newmtl " << it->substr(it->size() - MAX_MATERIAL_NAME, it->size()).c_str() << "\n";
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} else {
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outMtl << "newmtl " << it->c_str() << "\n";
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}
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@ -104,18 +104,18 @@ inline void aabb_testselect(const AABB& aabb, SelectionTest& test, SelectionInte
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inline void aabb_draw_wire(const Vector3 points[8])
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{
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typedef std::size_t index_t;
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index_t indices[24] = {
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unsigned int indices[32] = {
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0, 1, 1, 2, 2, 3, 3, 0,
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4, 5, 5, 6, 6, 7, 7, 4,
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0, 4, 1, 5, 2, 6, 3, 7,
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0, 6, 1, 7, 2, 4, 3, 5 // X cross
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};
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#if 1
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glVertexPointer(3, GL_FLOAT, 0, points);
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glDrawElements(GL_LINES, sizeof(indices)/sizeof(index_t), GL_UNSIGNED_INT, indices);
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glDrawElements(GL_LINES, sizeof(indices)/sizeof(indices[0]), GL_UNSIGNED_INT, indices);
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#else
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glBegin(GL_LINES);
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for(std::size_t i = 0; i < sizeof(indices)/sizeof(index_t); ++i)
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for(std::size_t i = 0; i < sizeof(indices)/sizeof(indices[0]); ++i)
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{
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glVertex3fv(points[indices[i]]);
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}
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@ -1421,6 +1421,7 @@ typedef struct
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{
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vec3_t dir;
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vec3_t color;
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vec3_t ambient;
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int style;
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}
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contribution_t;
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@ -1514,6 +1515,7 @@ void TraceGrid( int num )
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/* add a contribution */
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VectorCopy( trace.color, contributions[ numCon ].color );
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VectorCopy( trace.direction, contributions[ numCon ].dir );
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VectorClear( contributions[ numCon ].ambient );
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contributions[ numCon ].style = trace.light->style;
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numCon++;
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@ -1533,51 +1535,56 @@ void TraceGrid( int num )
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/////// Floodlighting for point //////////////////
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//do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
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if (floodlighty)
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{
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int q;
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float addSize,f;
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vec3_t col,dir;
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col[0]=col[1]=col[2]=floodlightIntensity;
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dir[0]=dir[1]=0;
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dir[2]=1;
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trace.testOcclusion = qtrue;
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trace.forceSunlight = qfalse;
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trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
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trace.testAll = qtrue;
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for (q=0;q<2;q++)
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{
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if (q==0) //upper hemisphere
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{
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trace.normal[0]=0;
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trace.normal[1]=0;
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trace.normal[2]=1;
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}
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else //lower hemisphere
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{
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trace.normal[0]=0;
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trace.normal[1]=0;
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trace.normal[2]=-1;
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}
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f = FloodLightForSample(&trace, floodlightDistance, floodlight_lowquality);
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contributions[ numCon ].color[0]=col[0]*f;
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contributions[ numCon ].color[1]=col[1]*f;
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contributions[ numCon ].color[2]=col[2]*f;
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contributions[ numCon ].dir[0]=dir[0];
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contributions[ numCon ].dir[1]=dir[1];
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contributions[ numCon ].dir[2]=dir[2];
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contributions[ numCon ].style = 0;
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numCon++;
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/* push average direction around */
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addSize = VectorLength( col );
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VectorMA( gp->dir, addSize, dir, gp->dir );
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}
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if( floodlighty )
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{
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int k;
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float addSize, f;
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vec3_t dir = { 0, 0, 1 };
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float ambientFrac = 0.25f;
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trace.testOcclusion = qtrue;
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trace.forceSunlight = qfalse;
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trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
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trace.testAll = qtrue;
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for( k = 0; k < 2; k++ )
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{
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if( k == 0 ) // upper hemisphere
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{
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trace.normal[0] = 0;
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trace.normal[1] = 0;
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trace.normal[2] = 1;
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}
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else //lower hemisphere
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{
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trace.normal[0] = 0;
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trace.normal[1] = 0;
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trace.normal[2] = -1;
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}
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f = FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
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/* add a fraction as pure ambient, half as top-down direction */
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contributions[ numCon ].color[0]= floodlightRGB[0] * floodlightIntensity * f * ( 1.0f - ambientFrac );
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contributions[ numCon ].color[1]= floodlightRGB[1] * floodlightIntensity * f * ( 1.0f - ambientFrac );
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contributions[ numCon ].color[2]= floodlightRGB[2] * floodlightIntensity * f * ( 1.0f - ambientFrac );
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contributions[ numCon ].ambient[0]= floodlightRGB[0] * floodlightIntensity * f * ambientFrac;
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contributions[ numCon ].ambient[1]= floodlightRGB[1] * floodlightIntensity * f * ambientFrac;
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contributions[ numCon ].ambient[2]= floodlightRGB[2] * floodlightIntensity * f * ambientFrac;
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contributions[ numCon ].dir[0] = dir[0];
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contributions[ numCon ].dir[1] = dir[1];
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contributions[ numCon ].dir[2] = dir[2];
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contributions[ numCon ].style = 0;
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/* push average direction around */
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addSize = VectorLength( contributions[ numCon ].color );
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VectorMA( gp->dir, addSize, dir, gp->dir );
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numCon++;
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}
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}
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/////////////////////
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@ -1632,6 +1639,8 @@ void TraceGrid( int num )
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d = 0.25f * (1.0f - d);
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VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );
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VectorAdd( gp->ambient[ j ], contributions[ i ].ambient, gp->ambient[ j ] );
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/*
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* div0:
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* the total light average = ambient value + 0.25 * sum of all directional values
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