/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* marker */ #ifndef Q3MAP2_H #define Q3MAP2_H /* version */ #ifndef Q3MAP_VERSION #error no Q3MAP_VERSION defined #endif #define Q3MAP_MOTD "Your map saw the pretty lights from q3map2's BFG" /* ------------------------------------------------------------------------------- dependencies ------------------------------------------------------------------------------- */ /* platform-specific */ #if defined( __linux__ ) || defined( __APPLE__ ) #define Q_UNIX #endif #ifdef Q_UNIX #include #include #include #endif #ifdef WIN32 #include #endif /* general */ #include "version.h" /* ttimo: might want to guard that if built outside of the GtkRadiant tree */ #include "cmdlib.h" #include "md5lib.h" #include "ddslib.h" #include "scriplib.h" #include "polylib.h" #include "imagelib.h" #include "qthreads.h" #include "inout.h" #include "vfs.h" #include "png.h" #include "md4.h" #include "stringfixedsize.h" #include "stream/stringstream.h" #include "bitflags.h" #include #include "qmath.h" #include #include #include "maxworld.h" /* ------------------------------------------------------------------------------- constants ------------------------------------------------------------------------------- */ /* temporary hacks and tests (please keep off in SVN to prevent anyone's legacy map from screwing up) */ /* 2011-01-10 TTimo says we should turn these on in SVN, so turning on now */ #define Q3MAP2_EXPERIMENTAL_HIGH_PRECISION_MATH_FIXES 1 #define Q3MAP2_EXPERIMENTAL_SNAP_NORMAL_FIX 1 #define Q3MAP2_EXPERIMENTAL_SNAP_PLANE_FIX 1 /* general */ // actual shader name length limit depends on game engine and name use manner (plain texture/custom shader) // now checking it for strlen() < MAX_QPATH (so it's null terminated), though this check may be not enough/too much, depending on the use case #define MAX_QPATH 64 #define MAX_IMAGES 2048 #define DEFAULT_IMAGE "*default" #define DEF_BACKSPLASH_FRACTION 0.05f /* 5% backsplash by default */ #define DEF_BACKSPLASH_DISTANCE 23 #define DEF_RADIOSITY_BOUNCE 1.0f /* ydnar: default to 100% re-emitted light */ #define MAX_SHADER_INFO 8192 #define MAX_CUST_SURFACEPARMS 256 #define MAX_JITTERS 256 /* epair parsing (note case-sensitivity directive) */ #define CASE_INSENSITIVE_EPAIRS 1 #if CASE_INSENSITIVE_EPAIRS #define EPAIR_EQUAL striEqual #else #define EPAIR_EQUAL strEqual #endif /* ydnar: compiler flags, because games have widely varying content/surface flags */ #define C_SOLID 0x00000001 #define C_TRANSLUCENT 0x00000002 #define C_STRUCTURAL 0x00000004 #define C_HINT 0x00000008 #define C_NODRAW 0x00000010 #define C_LIGHTGRID 0x00000020 #define C_ALPHASHADOW 0x00000040 #define C_LIGHTFILTER 0x00000080 #define C_VERTEXLIT 0x00000100 #define C_LIQUID 0x00000200 #define C_FOG 0x00000400 #define C_SKY 0x00000800 #define C_ORIGIN 0x00001000 #define C_AREAPORTAL 0x00002000 #define C_ANTIPORTAL 0x00004000 /* like hint, but doesn't generate portals */ #define C_SKIP 0x00008000 /* like hint, but skips this face (doesn't split bsp) */ #define C_NOMARKS 0x00010000 /* no decals */ #define C_OB 0x00020000 /* skip -noob for this */ #define C_DETAIL 0x08000000 /* THIS MUST BE THE SAME AS IN RADIANT! */ /* shadow flags */ #define WORLDSPAWN_CAST_SHADOWS 1 #define WORLDSPAWN_RECV_SHADOWS 1 #define ENTITY_CAST_SHADOWS 0 #define ENTITY_RECV_SHADOWS 1 /* bsp */ #define MAX_PATCH_SIZE 32 #define MAX_BRUSH_SIDES 1024 #define MAX_BUILD_SIDES 1024 #define MAX_EXPANDED_AXIS 128 #define CLIP_EPSILON 0.1f #define PLANESIDE_EPSILON 0.001f #define PLANENUM_LEAF -1 #define HINT_PRIORITY 1000 /* ydnar: force hint splits first and antiportal/areaportal splits last */ #define ANTIPORTAL_PRIORITY -1000 #define AREAPORTAL_PRIORITY -1000 #define DETAIL_PRIORITY -3000 #define PSIDE_FRONT 1 #define PSIDE_BACK 2 #define PSIDE_BOTH ( PSIDE_FRONT | PSIDE_BACK ) #define PSIDE_FACING 4 enum class EBrushType { Undefined, Quake, Bp, Valve220 }; /* vis */ #define VIS_HEADER_SIZE 8 #define SEPERATORCACHE /* separator caching helps a bit */ #define PORTALFILE "PRT1" #define MAX_PORTALS 0x20000 /* same as MAX_MAP_PORTALS */ #define MAX_SEPERATORS MAX_POINTS_ON_WINDING #define MAX_POINTS_ON_FIXED_WINDING 24 /* ydnar: increased this from 12 at the expense of more memory */ #define MAX_PORTALS_ON_LEAF 1024 /* light */ #define MAX_TRACE_TEST_NODES 256 #define DEFAULT_INHIBIT_RADIUS 1.5f #define LUXEL_EPSILON 0.125f #define VERTEX_EPSILON -0.125f #define GRID_EPSILON 0.0f #define DEFAULT_LIGHTMAP_SAMPLE_SIZE 16 #define DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE 0 #define DEFAULT_LIGHTMAP_SAMPLE_OFFSET 1.0f #define DEFAULT_SUBDIVIDE_THRESHOLD 1.0f #define EXTRA_SCALE 2 /* -extrawide = -super 2 */ #define EXTRAWIDE_SCALE 2 /* -extrawide = -super 2 -filter */ #define CLUSTER_UNMAPPED -1 #define CLUSTER_OCCLUDED -2 #define CLUSTER_FLOODED -3 #define FLAG_FORCE_SUBSAMPLING 1 #define FLAG_ALREADY_SUBSAMPLED 2 /* ------------------------------------------------------------------------------- abstracted bsp file ------------------------------------------------------------------------------- */ #define EXTERNAL_LIGHTMAP "lm_%04d.tga" #define MAX_LIGHTMAPS 4 /* RBSP */ #define MAX_LIGHT_STYLES 64 #define MAX_SWITCHED_LIGHTS 32 #define LS_NORMAL 0x00 #define LS_UNUSED 0xFE #define LS_NONE 0xFF #define MAX_LIGHTMAP_SHADERS 256 /* ok to increase these at the expense of more memory */ #define MAX_MAP_AREAS 0x100 /* MAX_MAP_AREA_BYTES in q_shared must match! */ #define MAX_MAP_FOGS 0x100 //& 0x100 /* RBSP (32 - world fog - goggles) */ #define MAX_MAP_LEAFS 0x20000 #define MAX_MAP_PORTALS 0x20000 #define MAX_MAP_LIGHTING 0x800000 #define MAX_MAP_LIGHTGRID 0x100000 //% 0x800000 /* ydnar: set to points, not bytes */ #define MAX_MAP_VISCLUSTERS 0x4000 // <= MAX_MAP_LEAFS #define MAX_MAP_VISIBILITY ( VIS_HEADER_SIZE + MAX_MAP_VISCLUSTERS * ( ( ( MAX_MAP_VISCLUSTERS + 63 ) & ~63 ) >> 3 ) ) #define MAX_MAP_DRAW_SURFS 0x20000 #define MAX_MAP_ADVERTISEMENTS 30 /* the editor uses these predefined yaw angles to orient entities up or down */ #define ANGLE_UP -1 #define ANGLE_DOWN -2 #define LIGHTMAP_WIDTH 128 #define LIGHTMAP_HEIGHT 128 typedef void ( *bspFunc )( const char * ); struct bspLump_t { int offset, length; }; struct bspHeader_t { char ident[ 4 ]; int version; bspLump_t lumps[ 100 ]; /* theoretical maximum # of bsp lumps */ }; struct bspModel_t { MinMax minmax; int firstBSPSurface, numBSPSurfaces; int firstBSPBrush, numBSPBrushes; }; struct bspShader_t { char shader[ MAX_QPATH ]; int surfaceFlags; int contentFlags; }; /* planes x^1 is always the opposite of plane x */ using bspPlane_t = Plane3f; struct bspNode_t { int planeNum; int children[ 2 ]; /* negative numbers are -(leafs+1), not nodes */ MinMax___ minmax; /* for frustum culling */ }; struct bspLeaf_t { int cluster; /* -1 = opaque cluster (do I still store these?) */ int area; MinMax___ minmax; /* for frustum culling */ int firstBSPLeafSurface; int numBSPLeafSurfaces; int firstBSPLeafBrush; int numBSPLeafBrushes; }; struct bspBrushSide_t { int planeNum; /* positive plane side faces out of the leaf */ int shaderNum; int surfaceNum; /* RBSP */ }; struct bspBrush_t { int firstSide; int numSides; int shaderNum; /* the shader that determines the content flags */ }; struct bspFog_t { char shader[ MAX_QPATH ]; int brushNum; int visibleSide; /* the brush side that ray tests need to clip against (-1 == none) */ }; struct bspDrawVert_t { Vector3 xyz; Vector2 st; Vector2 lightmap[ MAX_LIGHTMAPS ]; /* RBSP */ Vector3 normal; Color4b color[ MAX_LIGHTMAPS ]; /* RBSP */ }; enum bspSurfaceType_t { MST_BAD, MST_PLANAR, MST_PATCH, MST_TRIANGLE_SOUP, MST_FLARE, MST_FOLIAGE }; struct bspGridPoint_t { Vector3b ambient[ MAX_LIGHTMAPS ]; Vector3b directed[ MAX_LIGHTMAPS ]; byte styles[ MAX_LIGHTMAPS ]; byte latLong[ 2 ]; }; struct bspDrawSurface_t { int shaderNum; int fogNum; int surfaceType; int firstVert; int numVerts; int firstIndex; int numIndexes; byte lightmapStyles[ MAX_LIGHTMAPS ]; /* RBSP */ byte vertexStyles[ MAX_LIGHTMAPS ]; /* RBSP */ int lightmapNum[ MAX_LIGHTMAPS ]; /* RBSP */ int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ]; /* RBSP */ int lightmapWidth, lightmapHeight; Vector3 lightmapOrigin; Vector3 lightmapVecs[ 3 ]; /* on patches, [ 0 ] and [ 1 ] are lodbounds */ int patchWidth; int patchHeight; }; /* advertisements */ struct bspAdvertisement_t { int cellId; Vector3 normal; Vector3 rect[4]; char model[ MAX_QPATH ]; }; /* ------------------------------------------------------------------------------- general types ------------------------------------------------------------------------------- */ /* ydnar: for q3map_tcMod */ typedef Vector3 tcMod_t[ 3 ]; /* ydnar: for multiple game support */ struct surfaceParm_t { const char *name; int contentFlags, contentFlagsClear; int surfaceFlags, surfaceFlagsClear; int compileFlags, compileFlagsClear; }; enum class EMiniMapMode { Gray, Black, White }; struct game_t { const char *arg; /* -game matches this */ const char *gamePath; /* main game data dir */ const char *homeBasePath; /* home sub-dir on unix */ const char *magic; /* magic word for figuring out base path */ const char *shaderPath; /* shader directory */ int maxLMSurfaceVerts; /* default maximum meta surface verts */ int maxSurfaceVerts; /* default maximum surface verts */ int maxSurfaceIndexes; /* default maximum surface indexes (tris * 3) */ bool emitFlares; /* when true, emit flare surfaces */ const char *flareShader; /* default flare shader (MUST BE SET) */ bool wolfLight; /* when true, lights work like wolf q3map */ int lightmapSize; /* bsp lightmap width/height */ float lightmapGamma; /* default lightmap gamma */ bool lightmapsRGB; /* default lightmap sRGB mode */ bool texturesRGB; /* default texture sRGB mode */ bool colorsRGB; /* default color sRGB mode */ float lightmapExposure; /* default lightmap exposure */ float lightmapCompensate; /* default lightmap compensate value */ float gridScale; /* vortex: default lightgrid scale (affects both directional and ambient spectres) */ float gridAmbientScale; /* vortex: default lightgrid ambient spectre scale */ bool lightAngleHL; /* jal: use half-lambert curve for light angle attenuation */ bool noStyles; /* use lightstyles hack or not */ bool keepLights; /* keep light entities on bsp */ int patchSubdivisions; /* default patch subdivisions tolerance */ bool patchShadows; /* patch casting enabled */ bool deluxeMap; /* compile deluxemaps */ int deluxeMode; /* deluxemap mode (0 - modelspace, 1 - tangentspace with renormalization, 2 - tangentspace without renormalization) */ int miniMapSize; /* minimap size */ float miniMapSharpen; /* minimap sharpening coefficient */ float miniMapBorder; /* minimap border amount */ bool miniMapKeepAspect; /* minimap keep aspect ratio by letterboxing */ EMiniMapMode miniMapMode; /* minimap mode */ const char *miniMapNameFormat; /* minimap name format */ const char *bspIdent; /* 4-letter bsp file prefix */ int bspVersion; /* bsp version to use */ bool lumpSwap; /* cod-style len/ofs order */ bspFunc load, write; /* load/write function pointers */ surfaceParm_t surfaceParms[ 128 ]; /* surfaceparm array */ int brushBevelsSurfaceFlagsMask; /* apply only these surfaceflags to bevels to reduce extra bsp shaders amount; applying them to get correct physics at walkable brush edges and vertices */ }; struct image_t { char *name, *filename; int refCount; int width, height; byte *pixels; }; struct sun_t { sun_t *next; Vector3 direction, color; float photons, deviance, filterRadius; int numSamples, style; }; struct surfaceModel_t { CopiedString model; float density, odds; float minScale, maxScale; float minAngle, maxAngle; bool oriented; }; /* ydnar/sd: foliage stuff for wolf et (engine-supported optimization of the above) */ struct foliage_t { CopiedString model; float scale, density, odds; int inverseAlpha; }; struct foliageInstance_t { Vector3 xyz, normal; }; struct remap_t { char from[ 1024 ]; char to[ MAX_QPATH ]; }; enum class EColorMod { None, Volume, ColorSet, AlphaSet, ColorScale, AlphaScale, ColorDotProduct, AlphaDotProduct, ColorDotProductScale, AlphaDotProductScale, ColorDotProduct2, AlphaDotProduct2, ColorDotProduct2Scale, AlphaDotProduct2Scale }; struct colorMod_t { colorMod_t *next; EColorMod type; float data[ 16 ]; }; enum class EImplicitMap { None, Opaque, Masked, Blend }; struct shaderInfo_t { String64 shader; int surfaceFlags; int contentFlags; int compileFlags; float value; /* light value */ const char *flareShader; /* for light flares */ char *damageShader; /* ydnar: sof2 damage shader name */ char *backShader; /* for surfaces that generate different front and back passes */ char *cloneShader; /* ydnar: for cloning of a surface */ char *remapShader; /* ydnar: remap a shader in final stage */ char *deprecateShader; /* vortex: shader is deprecated and replaced by this on use */ std::list surfaceModels; /* ydnar: for distribution of models */ std::list foliage; /* ydnar/splash damage: wolf et foliage */ float subdivisions; /* from a "tesssize xxx" */ float backsplashFraction; /* floating point value, usually 0.05 */ float backsplashDistance; /* default 16 */ float lightSubdivide; /* default 999 */ float lightFilterRadius; /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */ int lightmapSampleSize; /* lightmap sample size */ float lightmapSampleOffset; /* ydnar: lightmap sample offset (default: 1.0) */ float bounceScale; /* ydnar: radiosity re-emission [0,1.0+] */ float offset; /* ydnar: offset in units */ float shadeAngleDegrees; /* ydnar: breaking angle for smooth shading (degrees) */ MinMax minmax; /* ydnar: for particle studio vertexDeform move support */ bool legacyTerrain; /* ydnar: enable legacy terrain crutches */ bool indexed; /* ydnar: attempt to use indexmap (terrain alphamap style) */ bool forceMeta; /* ydnar: force metasurface path */ bool noClip; /* ydnar: don't clip into bsp, preserve original face winding */ bool noFast; /* ydnar: suppress fast lighting for surfaces with this shader */ bool invert; /* ydnar: reverse facing */ bool nonplanar; /* ydnar: for nonplanar meta surface merging */ bool tcGen; /* ydnar: has explicit texcoord generation */ Vector3 vecs[ 2 ]; /* ydnar: explicit texture vectors for [0,1] texture space */ tcMod_t mod; /* ydnar: q3map_tcMod matrix for djbob :) */ Vector3 lightmapAxis{ 0 }; /* ydnar: explicit lightmap axis projection */ colorMod_t *colorMod; /* ydnar: q3map_rgb/color/alpha/Set/Mod support */ int furNumLayers; /* ydnar: number of fur layers */ float furOffset; /* ydnar: offset of each layer */ float furFade; /* ydnar: alpha fade amount per layer */ bool splotchFix; /* ydnar: filter splotches on lightmaps */ bool hasPasses; /* false if the shader doesn't define any rendering passes */ bool globalTexture; /* don't normalize texture repeats */ bool twoSided; /* cull none */ bool autosprite; /* autosprite shaders will become point lights instead of area lights */ bool polygonOffset; /* ydnar: don't face cull this or against this */ bool patchShadows; /* have patches casting shadows when using -light for this surface */ bool vertexShadows; /* shadows will be casted at this surface even when vertex lit */ bool forceSunlight; /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */ bool notjunc; /* don't use this surface for tjunction fixing */ bool fogParms; /* ydnar: has fogparms */ bool noFog; /* ydnar: suppress fogging */ bool clipModel; /* ydnar: solid model hack */ bool noVertexLight; /* ydnar: leave vertex color alone */ bool noDirty; /* jal: do not apply the dirty pass to this surface */ byte styleMarker; /* ydnar: light styles hack */ float vertexScale; /* vertex light scale */ String64 skyParmsImageBase; /* ydnar: for skies */ String64 editorImagePath; /* use this image to generate texture coordinates */ String64 lightImagePath; /* use this image to generate color / averageColor */ String64 normalImagePath; /* ydnar: normalmap image for bumpmapping */ EImplicitMap implicitMap; /* ydnar: enemy territory implicit shaders */ String64 implicitImagePath; image_t *shaderImage; image_t *lightImage; image_t *normalImage; float skyLightValue; /* ydnar */ int skyLightIterations; /* ydnar */ sun_t *sun; /* ydnar */ Vector3 color{ 0 }; /* normalized color */ Color4f averageColor = { 0, 0, 0, 0 }; byte lightStyle; /* vortex: per-surface floodlight */ float floodlightDirectionScale; Vector3 floodlightRGB; float floodlightIntensity; float floodlightDistance; bool lmMergable; /* ydnar */ int lmCustomWidth, lmCustomHeight; /* ydnar */ float lmBrightness; /* ydnar */ float lmFilterRadius; /* ydnar: lightmap filtering/blurring radius for this shader (default: 0) */ int shaderWidth, shaderHeight; /* ydnar */ Vector2 stFlat; Vector3 fogDir{ 0 }; /* ydnar */ char *shaderText; /* ydnar */ bool custom; bool finished; }; /* ------------------------------------------------------------------------------- bsp structures ------------------------------------------------------------------------------- */ struct face_t { face_t *next; int planenum; int priority; //bool checked; int compileFlags; winding_t *w; }; struct plane_t { Plane3f plane; Vector3& normal(){ return plane.normal(); } const Vector3& normal() const { return plane.normal(); } float& dist(){ return plane.dist(); } const float& dist() const { return plane.dist(); } EPlaneType type; int counter; int hash_chain; }; struct side_t { int planenum; int outputNum; /* set when the side is written to the file list */ Vector3 texMat[ 2 ]; /* brush primitive texture matrix */ Vector4 vecs[ 2 ]; /* old-style texture coordinate mapping */ Plane3 plane; /* optional plane in double precision for building windings */ winding_t *winding; winding_t *visibleHull; /* convex hull of all visible fragments */ shaderInfo_t *shaderInfo; int contentFlags; /* from shaderInfo */ int surfaceFlags; /* from shaderInfo */ int compileFlags; /* from shaderInfo */ int value; /* from shaderInfo */ bool visible; /* choose visible planes first */ bool bevel; /* don't ever use for bsp splitting, and don't bother making windings for it */ bool culled; /* ydnar: face culling */ }; struct sideRef_t { sideRef_t *next; side_t *side; }; /* ydnar: generic index mapping for entities (natural extension of terrain texturing) */ struct indexMap_t { int w, h, numLayers; String64 shader; float offsets[ 256 ]; byte *pixels; }; struct brush_t { brush_t *next; brush_t *nextColorModBrush; /* ydnar: colorMod volume brushes go here */ brush_t *original; /* chopped up brushes will reference the originals */ int entityNum, brushNum; /* editor numbering */ int outputNum; /* set when the brush is written to the file list */ /* ydnar: for shadowcasting entities */ int castShadows; int recvShadows; shaderInfo_t *contentShader; shaderInfo_t *celShader; /* :) */ /* ydnar: gs mods */ int lightmapSampleSize; /* jal : entity based _lightmapsamplesize */ float lightmapScale; float shadeAngleDegrees; /* jal : entity based _shadeangle */ MinMax eMinmax; indexMap_t *im; int contentFlags; int compileFlags; /* ydnar */ bool detail; bool opaque; int portalareas[ 2 ]; MinMax minmax; int numsides; side_t sides[]; /* variably sized */ }; struct fog_t { shaderInfo_t *si; brush_t *brush; int visibleSide; /* the brush side that ray tests need to clip against (-1 == none) */ }; struct mesh_t { int width, height; bspDrawVert_t *verts; }; struct parseMesh_t { parseMesh_t *next; int entityNum, brushNum; /* ydnar: editor numbering */ /* ydnar: for shadowcasting entities */ int castShadows; int recvShadows; mesh_t mesh; shaderInfo_t *shaderInfo; shaderInfo_t *celShader; /* :) */ /* ydnar: gs mods */ int lightmapSampleSize; /* jal : entity based _lightmapsamplesize */ float lightmapScale; MinMax eMinmax; indexMap_t *im; /* grouping */ bool grouped; float longestCurve; int maxIterations; }; /* ydnar: the drawsurf struct was extended to allow for: - non-convex planar surfaces - non-planar brushface surfaces - lightmapped terrain - planar patches */ enum class ESurfaceType { /* ydnar: these match up exactly with bspSurfaceType_t */ Bad, Face, Patch, Triangles, Flare, Foliage, /* wolf et */ /* ydnar: compiler-relevant surface types */ ForcedMeta, Meta, Foghull, Decal, Shader, // this is used to define number of enum items }; constexpr const char *surfaceTypeName( ESurfaceType type ){ switch ( type ) { case ESurfaceType::Bad: return "ESurfaceType::Bad"; case ESurfaceType::Face: return "ESurfaceType::Face"; case ESurfaceType::Patch: return "ESurfaceType::Patch"; case ESurfaceType::Triangles: return "ESurfaceType::Triangles"; case ESurfaceType::Flare: return "ESurfaceType::Flare"; case ESurfaceType::Foliage: return "ESurfaceType::Foliage"; case ESurfaceType::ForcedMeta: return "ESurfaceType::ForcedMeta"; case ESurfaceType::Meta: return "ESurfaceType::Meta"; case ESurfaceType::Foghull: return "ESurfaceType::Foghull"; case ESurfaceType::Decal: return "ESurfaceType::Decal"; case ESurfaceType::Shader: return "ESurfaceType::Shader"; } return "SURFACE NAME ERROR"; } /* ydnar: this struct needs an overhaul (again, heh) */ struct mapDrawSurface_t { ESurfaceType type; bool planar; int outputNum; /* ydnar: to match this sort of thing up */ bool fur; /* ydnar: this is kind of a hack, but hey... */ bool skybox; /* ydnar: yet another fun hack */ bool backSide; /* ydnar: q3map_backShader support */ mapDrawSurface_t *parent; /* ydnar: for cloned (skybox) surfaces to share lighting data */ mapDrawSurface_t *clone; /* ydnar: for cloned surfaces */ mapDrawSurface_t *cel; /* ydnar: for cloned cel surfaces */ shaderInfo_t *shaderInfo; shaderInfo_t *celShader; brush_t *mapBrush; parseMesh_t *mapMesh; sideRef_t *sideRef; int fogNum; int numVerts; /* vertexes and triangles */ bspDrawVert_t *verts; int numIndexes; int *indexes; int planeNum; Vector3 lightmapOrigin; /* also used for flares */ Vector3 lightmapVecs[ 3 ]; /* also used for flares */ int lightStyle; /* used for flares */ /* ydnar: per-surface (per-entity, actually) lightmap sample size scaling */ float lightmapScale; /* jal: per-surface (per-entity, actually) shadeangle */ float shadeAngleDegrees; /* ydnar: surface classification */ MinMax minmax; Vector3 lightmapAxis; int sampleSize; /* ydnar: shadow group support */ int castShadows, recvShadows; /* ydnar: texture coordinate range monitoring for hardware with limited texcoord precision (in texel space) */ Vector2 bias; int texMins[ 2 ], texMaxs[ 2 ], texRange[ 2 ]; /* ydnar: for patches */ float longestCurve; int maxIterations; int patchWidth, patchHeight; MinMax bounds; /* ydnar/sd: for foliage */ int numFoliageInstances; /* ydnar: editor/useful numbering */ int entityNum; int surfaceNum; }; struct drawSurfRef_t { drawSurfRef_t *nextRef; int outputNum; }; /* ydnar: metasurfaces are constructed from lists of metatriangles so they can be merged in the best way */ struct metaTriangle_t { shaderInfo_t *si; side_t *side; int entityNum, surfaceNum, planeNum, fogNum, sampleSize, castShadows, recvShadows; float shadeAngleDegrees; Plane3f plane; Vector3 lightmapAxis; int indexes[ 3 ]; }; struct epair_t { CopiedString key, value; }; struct entity_t { Vector3 origin; brush_t *brushes, *lastBrush, *colorModBrushes; parseMesh_t *patches; int mapEntityNum, firstDrawSurf; int firstBrush, numBrushes; /* only valid during BSP compile */ std::list epairs; Vector3 originbrush_origin; void setKeyValue( const char *key, const char *value ); const char *valueForKey( const char *key ) const; template bool boolForKey( Keys ... keys ) const { bool bool_value = false; read_keyvalue_( bool_value, { keys ... } ); return bool_value; } template int intForKey( Keys ... keys ) const { int int_value = 0; read_keyvalue_( int_value, { keys ... } ); return int_value; } template float floatForKey( Keys ... keys ) const { float float_value = 0; read_keyvalue_( float_value, { keys ... } ); return float_value; } Vector3 vectorForKey( const char *key ) const { Vector3 vec( 0 ); read_keyvalue_( vec, { key } ); return vec; } const char *classname() const { return valueForKey( "classname" ); } bool classname_is( const char *name ) const { return striEqual( classname(), name ); } bool classname_prefixed( const char *prefix ) const { return striEqualPrefix( classname(), prefix ); } /* entity: read key value variadic template returns true on successful read returns false and does not modify value otherwise */ template bool read_keyvalue( T& value_ref, Keys ... keys ) const { return read_keyvalue_( value_ref, { keys ... } ); } private: bool read_keyvalue_( bool &bool_value, std::initializer_list&& keys ) const; bool read_keyvalue_( int &int_value, std::initializer_list&& keys ) const; bool read_keyvalue_( float &float_value, std::initializer_list&& keys ) const; bool read_keyvalue_( Vector3& vector3_value, std::initializer_list&& keys ) const; bool read_keyvalue_( char (&string_value)[1024], std::initializer_list&& keys ) const; bool read_keyvalue_( const char *&string_ptr_value, std::initializer_list&& keys ) const; }; struct node_t { /* both leafs and nodes */ int planenum; /* -1 = leaf node */ node_t *parent; MinMax minmax; /* valid after portalization */ brush_t *volume; /* one for each leaf/node */ /* nodes only */ side_t *side; /* the side that created the node */ node_t *children[ 2 ]; int compileFlags; /* ydnar: hint, antiportal */ int tinyportals; Vector3 referencepoint; /* leafs only */ bool opaque; /* view can never be inside */ bool areaportal; bool skybox; /* ydnar: a skybox leaf */ bool sky; /* ydnar: a sky leaf */ int cluster; /* for portalfile writing */ int area; /* for areaportals */ brush_t *brushlist; /* fragments of all brushes in this leaf */ drawSurfRef_t *drawSurfReferences; int occupied; /* 1 or greater can reach entity */ const entity_t *occupant; /* for leak file testing */ struct portal_t *portals; /* also on nodes during construction */ bool has_structural_children; }; struct portal_t { plane_t plane; node_t *onnode; /* NULL = outside box */ node_t *nodes[ 2 ]; /* [ 0 ] = front side of plane */ portal_t *next[ 2 ]; winding_t *winding; bool sidefound; /* false if ->side hasn't been checked */ int compileFlags; /* from original face that caused the split */ side_t *side; /* NULL = non-visible */ }; struct tree_t { node_t *headnode; node_t outside_node; MinMax minmax; }; /* ------------------------------------------------------------------------------- vis structures ------------------------------------------------------------------------------- */ using visPlane_t = Plane3f; struct fixedWinding_t { int numpoints; Vector3 points[ MAX_POINTS_ON_FIXED_WINDING ]; /* variable sized */ }; struct passage_t { struct passage_t *next; byte cansee[ 1 ]; /* all portals that can be seen through this passage */ }; enum class EVStatus { None, Working, Done }; struct vportal_t { int num; bool hint; /* true if this portal was created from a hint splitter */ bool sky; /* true if this portal belongs to a sky leaf */ bool removed; visPlane_t plane; /* normal pointing into neighbor */ int leaf; /* neighbor */ Vector3 origin; /* for fast clip testing */ float radius; fixedWinding_t *winding; EVStatus status; byte *portalfront; /* [portals], preliminary */ byte *portalflood; /* [portals], intermediate */ byte *portalvis; /* [portals], final */ int nummightsee; /* bit count on portalflood for sort */ passage_t *passages; /* there are just as many passages as there */ /* are portals in the leaf this portal leads */ }; struct leaf_t { int numportals; int merged; vportal_t *portals[MAX_PORTALS_ON_LEAF]; }; struct pstack_t { byte mightsee[ MAX_PORTALS / 8 ]; pstack_t *next; leaf_t *leaf; vportal_t *portal; /* portal exiting */ fixedWinding_t *source; fixedWinding_t *pass; fixedWinding_t windings[ 3 ]; /* source, pass, temp in any order */ int freewindings[ 3 ]; visPlane_t portalplane; int depth; #ifdef SEPERATORCACHE visPlane_t seperators[ 2 ][ MAX_SEPERATORS ]; int numseperators[ 2 ]; #endif }; struct threaddata_t { vportal_t *base; int c_chains; pstack_t pstack_head; }; /* ------------------------------------------------------------------------------- light structures ------------------------------------------------------------------------------- */ enum class ELightType { Point, Area, Spot, Sun }; struct LightFlags : BitFlags { constexpr static BitFlags AttenLinear {1 << 0}; constexpr static BitFlags AttenAngle {1 << 1}; constexpr static BitFlags AttenDistance {1 << 2}; constexpr static BitFlags Twosided {1 << 3}; constexpr static BitFlags Grid {1 << 4}; constexpr static BitFlags Surfaces {1 << 5}; constexpr static BitFlags Dark {1 << 6}; /* probably never use this */ constexpr static BitFlags Fast {1 << 7}; constexpr static BitFlags FastTemp {1 << 8}; constexpr static BitFlags FastActual { Fast | FastTemp }; constexpr static BitFlags Negative {1 << 9}; constexpr static BitFlags Unnormalized {1 << 10}; /* vortex: do not normalize _color */ constexpr static BitFlags DefaultSun { AttenAngle | Grid | Surfaces }; constexpr static BitFlags DefaultArea { AttenAngle | AttenDistance | Grid | Surfaces }; /* q3a and wolf are the same */ constexpr static BitFlags DefaultQ3A { AttenAngle | AttenDistance | Grid | Surfaces | Fast }; constexpr static BitFlags DefaultWolf { AttenLinear | AttenDistance | Grid | Surfaces | Fast }; }; /* ydnar: new light struct with flags */ struct light_t { light_t *next; ELightType type; LightFlags flags; /* ydnar: condensed all the booleans into one flags int */ shaderInfo_t *si; Vector3 origin; Vector3 normal; /* for surfaces, spotlights, and suns */ float dist; /* plane location along normal */ float photons; int style; Vector3 color; float radiusByDist; /* for spotlights */ float fade; /* ydnar: from wolf, for linear lights */ float angleScale; /* ydnar: stolen from vlight for K */ float extraDist; /* "extra dimension" distance of the light, to kill hot spots */ float add; /* ydnar: used for area lights */ float envelope; /* ydnar: units until falloff < tolerance */ float envelope2; /* ydnar: envelope squared (tiny optimization) */ MinMax minmax; /* ydnar: pvs envelope */ int cluster; /* ydnar: cluster light falls into */ winding_t *w; float falloffTolerance; /* ydnar: minimum attenuation threshold */ float filterRadius; /* ydnar: lightmap filter radius in world units, 0 == default */ }; struct trace_t { /* constant input */ bool testOcclusion, forceSunlight, testAll; int recvShadows; int numSurfaces; int *surfaces; int numLights; light_t **lights; bool twoSided; /* per-sample input */ int cluster; Vector3 origin, normal; float inhibitRadius; /* sphere in which occluding geometry is ignored */ /* per-light input */ light_t *light; Vector3 end; /* calculated input */ Vector3 displacement, direction; float distance; /* input and output */ Vector3 color; /* starts out at full color, may be reduced if transparent surfaces are crossed */ Vector3 directionContribution; /* result contribution to the deluxe map */ /* output */ Vector3 hit; int compileFlags; /* for determining surface compile flags traced through */ bool passSolid; bool opaque; float forceSubsampling; /* needs subsampling (alphashadow), value = max color contribution possible from it */ /* working data */ int numTestNodes; int testNodes[ MAX_TRACE_TEST_NODES ]; }; /* must be identical to bspDrawVert_t except for float color! */ struct radVert_t { Vector3 xyz; Vector2 st; Vector2 lightmap[ MAX_LIGHTMAPS ]; Vector3 normal; Color4f color[ MAX_LIGHTMAPS ]; }; struct radWinding_t { int numVerts; radVert_t verts[ MAX_POINTS_ON_WINDING ]; }; /* crutch for poor local allocations in win32 smp */ struct clipWork_t { float dists[ MAX_POINTS_ON_WINDING + 4 ]; EPlaneSide sides[ MAX_POINTS_ON_WINDING + 4 ]; }; /* ydnar: new lightmap handling code */ struct outLightmap_t { int lightmapNum, extLightmapNum; int customWidth, customHeight; int numLightmaps; int freeLuxels; int numShaders; shaderInfo_t *shaders[ MAX_LIGHTMAP_SHADERS ]; byte *lightBits; Vector3b *bspLightBytes; Vector3b *bspDirBytes; }; struct SuperLuxel{ Vector3 value; float count; }; struct SuperFloodLight{ Vector3 value; float scale; }; struct rawLightmap_t { bool finished, splotchFix, wrap[ 2 ]; int customWidth, customHeight; float brightness; float filterRadius; int firstLightSurface, numLightSurfaces; /* index into lightSurfaces */ int numLightClusters, *lightClusters; int sampleSize, actualSampleSize, axisNum; /* vortex: per-surface floodlight */ float floodlightDirectionScale; Vector3 floodlightRGB; float floodlightIntensity; float floodlightDistance; int entityNum; int recvShadows; MinMax minmax; Vector3 axis, origin, *vecs; Plane3f *plane; int w, h, sw, sh, used; bool solid[ MAX_LIGHTMAPS ]; Vector3 solidColor[ MAX_LIGHTMAPS ]; int numStyledTwins; rawLightmap_t *twins[ MAX_LIGHTMAPS ]; int outLightmapNums[ MAX_LIGHTMAPS ]; int twinNums[ MAX_LIGHTMAPS ]; int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ]; byte styles[ MAX_LIGHTMAPS ]; Vector3 *bspLuxels[ MAX_LIGHTMAPS ]; Vector3 *radLuxels[ MAX_LIGHTMAPS ]; SuperLuxel *superLuxels[ MAX_LIGHTMAPS ]; byte *superFlags; Vector3 *superOrigins; Vector3 *superNormals; float *superDirt; int *superClusters; Vector3 *superDeluxels; /* average light direction */ Vector3 *bspDeluxels; SuperFloodLight *superFloodLight; Vector3& getBspLuxel( int lightmapNum, int x, int y ){ return bspLuxels[ lightmapNum ][y * w + x]; } const Vector3& getBspLuxel( int lightmapNum, int x, int y ) const { return bspLuxels[ lightmapNum ][y * w + x]; } Vector3& getRadLuxel( int lightmapNum, int x, int y ){ return radLuxels[ lightmapNum ][y * w + x]; } const Vector3& getRadLuxel( int lightmapNum, int x, int y ) const { return radLuxels[ lightmapNum ][y * w + x]; } SuperLuxel& getSuperLuxel( int lightmapNum, int x, int y ){ return superLuxels[ lightmapNum ][y * sw + x]; } const SuperLuxel& getSuperLuxel( int lightmapNum, int x, int y ) const { return superLuxels[ lightmapNum ][y * sw + x]; } const byte& getSuperFlag( int x, int y ) const { return superFlags[y * sw + x]; } byte& getSuperFlag( int x, int y ){ return superFlags[y * sw + x]; } Vector3& getSuperOrigin( int x, int y ){ return superOrigins[y * sw + x]; } const Vector3& getSuperOrigin( int x, int y ) const { return superOrigins[y * sw + x]; } Vector3& getSuperNormal( int x, int y ){ return superNormals[y * sw + x]; } const Vector3& getSuperNormal( int x, int y ) const { return superNormals[y * sw + x]; } float& getSuperDirt( int x, int y ){ return superDirt[y * sw + x]; } const float& getSuperDirt( int x, int y ) const { return superDirt[y * sw + x]; } int& getSuperCluster( int x, int y ){ return superClusters[y * sw + x]; } const int& getSuperCluster( int x, int y ) const { return superClusters[y * sw + x]; } Vector3& getSuperDeluxel( int x, int y ){ return superDeluxels[y * sw + x]; } const Vector3& getSuperDeluxel( int x, int y ) const { return superDeluxels[y * sw + x]; } Vector3& getBspDeluxel( int x, int y ){ return bspDeluxels[y * w + x]; } const Vector3& getBspDeluxel( int x, int y ) const { return bspDeluxels[y * w + x]; } SuperFloodLight& getSuperFloodLight( int x, int y ){ return superFloodLight[y * sw + x]; } const SuperFloodLight& getSuperFloodLight( int x, int y ) const { return superFloodLight[y * sw + x]; } }; struct rawGridPoint_t { Vector3 ambient[ MAX_LIGHTMAPS ]; Vector3 directed[ MAX_LIGHTMAPS ]; Vector3 dir; byte styles[ MAX_LIGHTMAPS ]; }; struct surfaceInfo_t { int modelindex; shaderInfo_t *si; rawLightmap_t *lm; int parentSurfaceNum, childSurfaceNum; int entityNum, castShadows, recvShadows, sampleSize, patchIterations; float longestCurve; Plane3f *plane; Vector3 axis; MinMax minmax; bool hasLightmap, approximated; int firstSurfaceCluster, numSurfaceClusters; }; /* ------------------------------------------------------------------------------- prototypes ------------------------------------------------------------------------------- */ inline float Random( void ){ /* returns a pseudorandom number between 0 and 1 */ return (float) rand() / RAND_MAX; } /* help.c */ void HelpMain(const char* arg); void HelpGames(); /* path_init.c */ game_t *GetGame( char *arg ); void InitPaths( int *argc, char **argv ); /* bsp.c */ int BSPMain( int argc, char **argv ); /* minimap.c */ int MiniMapBSPMain( int argc, char **argv ); /* convert_bsp.c */ int FixAAS( int argc, char **argv ); int AnalyzeBSP( int argc, char **argv ); int BSPInfo( int count, char **fileNames ); int ScaleBSPMain( int argc, char **argv ); int ShiftBSPMain( int argc, char **argv ); int ConvertBSPMain( int argc, char **argv ); /* convert_map.c */ int ConvertBSPToMap( char *bspName ); int ConvertBSPToMap_BP( char *bspName ); /* convert_ase.c */ int ConvertBSPToASE( char *bspName ); /* convert_obj.c */ int ConvertBSPToOBJ( char *bspName ); /* brush.c */ sideRef_t *AllocSideRef( side_t *side, sideRef_t *next ); int CountBrushList( brush_t *brushes ); brush_t *AllocBrush( int numsides ); void FreeBrush( brush_t *brushes ); void FreeBrushList( brush_t *brushes ); brush_t *CopyBrush( const brush_t *brush ); bool BoundBrush( brush_t *brush ); void SnapWeldVector( const Vector3& a, const Vector3& b, Vector3& out ); bool CreateBrushWindings( brush_t *brush ); brush_t *BrushFromBounds( const Vector3& mins, const Vector3& maxs ); float BrushVolume( brush_t *brush ); void WriteBSPBrushMap( const char *name, brush_t *list ); void FilterDetailBrushesIntoTree( entity_t *e, tree_t *tree ); void FilterStructuralBrushesIntoTree( entity_t *e, tree_t *tree ); bool WindingIsTiny( winding_t *w ); void SplitBrush( brush_t *brush, int planenum, brush_t **front, brush_t **back ); tree_t *AllocTree( void ); node_t *AllocNode( void ); /* mesh.c */ void LerpDrawVert( const bspDrawVert_t *a, const bspDrawVert_t *b, bspDrawVert_t *out ); void LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out ); void FreeMesh( mesh_t *m ); mesh_t *CopyMesh( mesh_t *mesh ); void PrintMesh( mesh_t *m ); mesh_t *TransposeMesh( mesh_t *in ); void InvertMesh( mesh_t *m ); mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength ); int IterationsForCurve( float len, int subdivisions ); mesh_t *SubdivideMesh2( mesh_t in, int iterations ); mesh_t *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable ); mesh_t *RemoveLinearMeshColumnsRows( mesh_t *in ); void MakeMeshNormals( mesh_t in ); void PutMeshOnCurve( mesh_t in ); /* map.c */ void LoadMapFile( char *filename, bool onlyLights, bool noCollapseGroups ); int FindFloatPlane( const Plane3f& plane, int numPoints, const Vector3 *points ); inline int FindFloatPlane( const Vector3& normal, float dist, int numPoints, const Vector3 *points ){ return FindFloatPlane( Plane3f( normal, dist ), numPoints, points ); } bool PlaneEqual( const plane_t& p, const Plane3f& plane ); void AddBrushBevels( void ); brush_t *FinishBrush( bool noCollapseGroups ); /* portals.c */ void MakeHeadnodePortals( tree_t *tree ); void MakeNodePortal( node_t *node ); void SplitNodePortals( node_t *node ); bool PortalPassable( portal_t *p ); enum class EFloodEntities { Leaked, Good, Empty }; EFloodEntities FloodEntities( tree_t *tree ); void FillOutside( node_t *headnode ); void FloodAreas( tree_t *tree ); face_t *VisibleFaces( entity_t *e, tree_t *tree ); void FreePortal( portal_t *p ); void MakeTreePortals( tree_t *tree ); /* leakfile.c */ xmlNodePtr LeakFile( tree_t *tree ); /* prtfile.c */ void NumberClusters( tree_t *tree ); void WritePortalFile( tree_t *tree ); /* writebsp.c */ void SetModelNumbers( void ); void SetLightStyles( void ); int EmitShader( const char *shader, int *contentFlags, int *surfaceFlags ); void BeginBSPFile( void ); void EndBSPFile( bool do_write ); void EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes ); void EmitFogs( void ); void BeginModel( void ); void EndModel( entity_t *e, node_t *headnode ); /* tree.c */ void FreeTree( tree_t *tree ); void FreeTree_r( node_t *node ); void PrintTree_r( node_t *node, int depth ); void FreeTreePortals_r( node_t *node ); /* patch.c */ void ParsePatch( bool onlyLights ); mesh_t *SubdivideMesh( mesh_t in, float maxError, float minLength ); void PatchMapDrawSurfs( entity_t *e ); void TriangulatePatchSurface( entity_t *e, mapDrawSurface_t *ds ); /* tjunction.c */ void FixTJunctions( entity_t *e ); /* fog.c */ winding_t *WindingFromDrawSurf( mapDrawSurface_t *ds ); void FogDrawSurfaces( entity_t *e ); int FogForPoint( const Vector3& point, float epsilon ); int FogForBounds( const MinMax& minmax, float epsilon ); void CreateMapFogs( void ); /* facebsp.c */ face_t *MakeStructuralBSPFaceList( brush_t *list ); face_t *MakeVisibleBSPFaceList( brush_t *list ); tree_t *FaceBSP( face_t *list ); /* model.c */ void assimp_init(); void InsertModel( const char *name, int skin, int frame, const Matrix4& transform, const std::list *remaps, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle, float clipDepth ); void AddTriangleModels( entity_t *e ); /* surface.c */ mapDrawSurface_t *AllocDrawSurface( ESurfaceType type ); void FinishSurface( mapDrawSurface_t *ds ); void StripFaceSurface( mapDrawSurface_t *ds ); void MaxAreaFaceSurface( mapDrawSurface_t *ds ); bool CalcSurfaceTextureRange( mapDrawSurface_t *ds ); Vector3 CalcLightmapAxis( const Vector3& normal ); void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds ); void ClassifyEntitySurfaces( entity_t *e ); void TidyEntitySurfaces( entity_t *e ); mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si ); mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si ); bool IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c ); void ClearSurface( mapDrawSurface_t *ds ); void AddEntitySurfaceModels( entity_t *e ); mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w ); mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh ); mapDrawSurface_t *DrawSurfaceForFlare( int entNum, const Vector3& origin, const Vector3& normal, const Vector3& color, const char *flareShader, int lightStyle ); mapDrawSurface_t *DrawSurfaceForShader( const char *shader ); void ClipSidesIntoTree( entity_t *e, tree_t *tree ); void MakeDebugPortalSurfs( tree_t *tree ); void MakeFogHullSurfs( entity_t *e, tree_t *tree, const char *shader ); void SubdivideFaceSurfaces( entity_t *e, tree_t *tree ); void AddEntitySurfaceModels( entity_t *e ); int AddSurfaceModels( mapDrawSurface_t *ds ); void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree ); void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds ); void EmitTriangleSurface( mapDrawSurface_t *ds ); /* surface_fur.c */ void Fur( mapDrawSurface_t *src ); /* surface_foliage.c */ void Foliage( mapDrawSurface_t *src ); /* ydnar: surface_meta.c */ void ClearMetaTriangles( void ); int FindMetaTriangle( metaTriangle_t *src, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c, int planeNum ); void MakeEntityMetaTriangles( entity_t *e ); void FixMetaTJunctions( void ); void SmoothMetaTriangles( void ); void MergeMetaTriangles( void ); void EmitMetaStats(); // vortex: print meta statistics even in no-verbose mode /* surface_extra.c */ void SetDefaultSampleSize( int sampleSize ); void SetSurfaceExtra( mapDrawSurface_t *ds, int num ); shaderInfo_t *GetSurfaceExtraShaderInfo( int num ); int GetSurfaceExtraParentSurfaceNum( int num ); int GetSurfaceExtraEntityNum( int num ); int GetSurfaceExtraCastShadows( int num ); int GetSurfaceExtraRecvShadows( int num ); int GetSurfaceExtraSampleSize( int num ); int GetSurfaceExtraMinSampleSize( int num ); float GetSurfaceExtraLongestCurve( int num ); Vector3 GetSurfaceExtraLightmapAxis( int num ); void WriteSurfaceExtraFile( const char *path ); void LoadSurfaceExtraFile( const char *path ); /* decals.c */ void ProcessDecals( void ); void MakeEntityDecals( entity_t *e ); /* map.c */ std::array TextureAxisFromPlane( const plane_t& plane ); /* vis.c */ fixedWinding_t *NewFixedWinding( int points ); int VisMain( int argc, char **argv ); /* visflow.c */ int CountBits( byte *bits, int numbits ); void PassageFlow( int portalnum ); void CreatePassages( int portalnum ); void PassageMemory( void ); void BasePortalVis( int portalnum ); void BetterPortalVis( int portalnum ); void PortalFlow( int portalnum ); void PassagePortalFlow( int portalnum ); /* light.c */ float PointToPolygonFormFactor( const Vector3& point, const Vector3& normal, const winding_t *w ); int LightContributionToSample( trace_t *trace ); void LightingAtSample( trace_t * trace, byte styles[ MAX_LIGHTMAPS ], Vector3 (&colors)[ MAX_LIGHTMAPS ] ); bool LightContributionToPoint( trace_t *trace ); int LightMain( int argc, char **argv ); /* light_trace.c */ void SetupTraceNodes( void ); void TraceLine( trace_t *trace ); float SetupTrace( trace_t *trace ); /* light_bounce.c */ bool RadSampleImage( byte * pixels, int width, int height, const Vector2& st, Color4f& color ); void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw ); void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw ); void RadCreateDiffuseLights( void ); void RadFreeLights(); /* light_ydnar.c */ Vector3b ColorToBytes( const Vector3& color, float scale ); void SmoothNormals( void ); void MapRawLightmap( int num ); void SetupDirt(); float DirtForSample( trace_t *trace ); void DirtyRawLightmap( int num ); void SetupFloodLight(); void FloodlightRawLightmaps(); void FloodlightIlluminateLightmap( rawLightmap_t *lm ); float FloodLightForSample( trace_t *trace, float floodLightDistance, bool floodLightLowQuality ); void FloodLightRawLightmap( int num ); void IlluminateRawLightmap( int num ); void IlluminateVertexes( int num ); void SetupBrushesFlags( int mask_any, int test_any, int mask_all, int test_all ); void SetupBrushes( void ); void SetupClusters( void ); bool ClusterVisible( int a, int b ); bool ClusterVisibleToPoint( const Vector3& point, int cluster ); int ClusterForPoint( const Vector3& point ); int ClusterForPointExt( const Vector3& point, float epsilon ); int ClusterForPointExtFilter( const Vector3& point, float epsilon, int numClusters, int *clusters ); int ShaderForPointInLeaf( const Vector3& point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags ); void SetupEnvelopes( bool forGrid, bool fastFlag ); void FreeTraceLights( trace_t *trace ); void CreateTraceLightsForBounds( const MinMax& minmax, const Vector3 *normal, int numClusters, int *clusters, LightFlags flags, trace_t *trace ); void CreateTraceLightsForSurface( int num, trace_t *trace ); /* lightmaps_ydnar.c */ void ExportLightmaps( void ); int ExportLightmapsMain( int argc, char **argv ); int ImportLightmapsMain( int argc, char **argv ); void SetupSurfaceLightmaps( void ); void StitchSurfaceLightmaps( void ); void StoreSurfaceLightmaps( bool fastAllocate ); /* exportents.c */ void ExportEntities( void ); int ExportEntitiesMain( int argc, char **argv ); /* image.c */ void ImageFree( image_t *image ); image_t *ImageFind( const char *name ); image_t *ImageLoad( const char *filename ); /* shaders.c */ void ColorMod( colorMod_t *am, int numVerts, bspDrawVert_t *drawVerts ); void TCMod( const tcMod_t& mod, Vector2& st ); void TCModIdentity( tcMod_t& mod ); void TCModMultiply( const tcMod_t& a, const tcMod_t& b, tcMod_t& out ); void TCModTranslate( tcMod_t& mod, float s, float t ); void TCModScale( tcMod_t& mod, float s, float t ); void TCModRotate( tcMod_t& mod, float euler ); bool ApplySurfaceParm( const char *name, int *contentFlags, int *surfaceFlags, int *compileFlags ); void BeginMapShaderFile( const char *mapFile ); void WriteMapShaderFile( void ); shaderInfo_t *CustomShader( shaderInfo_t *si, const char *find, char *replace ); void EmitVertexRemapShader( char *from, char *to ); void LoadShaderInfo( void ); shaderInfo_t *ShaderInfoForShader( const char *shader ); shaderInfo_t *ShaderInfoForShaderNull( const char *shader ); /* bspfile_abstract.c */ void SetGridPoints( int n ); void SetDrawVerts( int n ); void IncDrawVerts(); void SetDrawSurfaces( int n ); void SetDrawSurfacesBuffer(); void BSPFilesCleanup(); void SwapBlock( int *block, int size ); int GetLumpElements( bspHeader_t *header, int lump, int size ); void_ptr GetLump( bspHeader_t *header, int lump ); int CopyLump( bspHeader_t *header, int lump, void *dest, int size ); int CopyLump_Allocate( bspHeader_t *header, int lump, void **dest, int size, int *allocationVariable ); void AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, int length ); void LoadBSPFile( const char *filename ); void PartialLoadBSPFile( const char *filename ); void WriteBSPFile( const char *filename ); void PrintBSPFileSizes( void ); void ParseEPair( std::list& epairs ); void ParseEntities( void ); void UnparseEntities( void ); void PrintEntity( const entity_t *ent ); entity_t *FindTargetEntity( const char *target ); void GetEntityShadowFlags( const entity_t *ent, const entity_t *ent2, int *castShadows, int *recvShadows ); void InjectCommandLine( char **argv, int beginArgs, int endArgs ); /* bspfile_ibsp.c */ void LoadIBSPFile( const char *filename ); void WriteIBSPFile( const char *filename ); void PartialLoadIBSPFile( const char *filename ); /* bspfile_rbsp.c */ void LoadRBSPFile( const char *filename ); void WriteRBSPFile( const char *filename ); /* ------------------------------------------------------------------------------- bsp/general global variables ------------------------------------------------------------------------------- */ #ifdef MAIN_C #define Q_EXTERN #define Q_ASSIGN( a ) = a #else #define Q_EXTERN extern #define Q_ASSIGN( a ) #endif /* game support */ Q_EXTERN game_t games[] #ifndef MAIN_C ; #else = { #include "game_quake3.h" , #include "game_quakelive.h" /* must be after game_quake3.h as they share defines! */ , #include "game_nexuiz.h" /* must be after game_quake3.h as they share defines! */ , #include "game_xonotic.h" /* must be after game_quake3.h as they share defines! */ , #include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */ , #include "game_unvanquished.h" , #include "game_tenebrae.h" , #include "game_wolf.h" , #include "game_wolfet.h" /* must be after game_wolf.h as they share defines! */ , #include "game_etut.h" , #include "game_ef.h" , #include "game_sof2.h" , #include "game_jk2.h" /* must be after game_sof2.h as they share defines! */ , #include "game_ja.h" /* must be after game_jk2.h as they share defines! */ , #include "game_qfusion.h" /* qfusion game */ , #include "game_reaction.h" /* must be after game_quake3.h */ , #include "game_darkplaces.h" /* vortex: darkplaces q1 engine */ , #include "game_dq.h" /* vortex: deluxe quake game ( darkplaces q1 engine) */ , #include "game_prophecy.h" /* vortex: prophecy game ( darkplaces q1 engine) */ , #include "game__null.h" /* null game (must be last item) */ }; #endif Q_EXTERN game_t *game Q_ASSIGN( &games[ 0 ] ); /* general */ Q_EXTERN int numImages Q_ASSIGN( 0 ); Q_EXTERN image_t images[ MAX_IMAGES ]; Q_EXTERN shaderInfo_t *shaderInfo Q_ASSIGN( NULL ); Q_EXTERN int numShaderInfo Q_ASSIGN( 0 ); Q_EXTERN surfaceParm_t custSurfaceParms[ MAX_CUST_SURFACEPARMS ]; Q_EXTERN int numCustSurfaceParms Q_ASSIGN( 0 ); Q_EXTERN String64 mapName; /* ydnar: per-map custom shaders for larger lightmaps */ Q_EXTERN CopiedString mapShaderFile; Q_EXTERN bool warnImage Q_ASSIGN( true ); /* ydnar: sinusoid samples */ Q_EXTERN float jitters[ MAX_JITTERS ]; /* can't code */ Q_EXTERN bool doingBSP Q_ASSIGN( false ); /* commandline arguments */ Q_EXTERN bool verboseEntities Q_ASSIGN( false ); Q_EXTERN bool force Q_ASSIGN( false ); Q_EXTERN bool useCustomInfoParms Q_ASSIGN( false ); Q_EXTERN bool leaktest Q_ASSIGN( false ); Q_EXTERN bool nodetail Q_ASSIGN( false ); Q_EXTERN bool nosubdivide Q_ASSIGN( false ); Q_EXTERN bool notjunc Q_ASSIGN( false ); Q_EXTERN bool fulldetail Q_ASSIGN( false ); Q_EXTERN bool nowater Q_ASSIGN( false ); Q_EXTERN bool noCurveBrushes Q_ASSIGN( false ); Q_EXTERN bool fakemap Q_ASSIGN( false ); Q_EXTERN bool nofog Q_ASSIGN( false ); Q_EXTERN bool noHint Q_ASSIGN( false ); /* ydnar */ Q_EXTERN bool renameModelShaders Q_ASSIGN( false ); /* ydnar */ Q_EXTERN bool skyFixHack Q_ASSIGN( false ); /* ydnar */ Q_EXTERN bool bspAlternateSplitWeights Q_ASSIGN( false ); /* 27 */ Q_EXTERN bool deepBSP Q_ASSIGN( false ); /* div0 */ Q_EXTERN bool maxAreaFaceSurface Q_ASSIGN( false ); /* divVerent */ Q_EXTERN bool nocmdline Q_ASSIGN( false ); Q_EXTERN int patchSubdivisions Q_ASSIGN( 8 ); /* ydnar: -patchmeta subdivisions */ Q_EXTERN int maxLMSurfaceVerts Q_ASSIGN( 64 ); /* ydnar */ Q_EXTERN int maxSurfaceVerts Q_ASSIGN( 999 ); /* ydnar */ Q_EXTERN int maxSurfaceIndexes Q_ASSIGN( 6000 ); /* ydnar */ Q_EXTERN float npDegrees Q_ASSIGN( 0.0f ); /* ydnar: nonplanar degrees */ Q_EXTERN int bevelSnap Q_ASSIGN( 0 ); /* ydnar: bevel plane snap */ Q_EXTERN int texRange Q_ASSIGN( 0 ); Q_EXTERN bool flat Q_ASSIGN( false ); Q_EXTERN bool meta Q_ASSIGN( false ); Q_EXTERN bool patchMeta Q_ASSIGN( false ); Q_EXTERN bool emitFlares Q_ASSIGN( false ); Q_EXTERN bool debugSurfaces Q_ASSIGN( false ); Q_EXTERN bool debugInset Q_ASSIGN( false ); Q_EXTERN bool debugPortals Q_ASSIGN( false ); Q_EXTERN bool debugClip Q_ASSIGN( false ); /* debug model autoclipping */ Q_EXTERN float clipDepthGlobal Q_ASSIGN( 2.0f ); Q_EXTERN bool lightmapTriangleCheck Q_ASSIGN( false ); Q_EXTERN bool lightmapExtraVisClusterNudge Q_ASSIGN( false ); Q_EXTERN bool lightmapFill Q_ASSIGN( false ); Q_EXTERN bool lightmapPink Q_ASSIGN( false ); Q_EXTERN int metaAdequateScore Q_ASSIGN( -1 ); Q_EXTERN int metaGoodScore Q_ASSIGN( -1 ); Q_EXTERN float metaMaxBBoxDistance Q_ASSIGN( -1 ); Q_EXTERN bool noob Q_ASSIGN( false ); #if Q3MAP2_EXPERIMENTAL_SNAP_NORMAL_FIX // Increasing the normalEpsilon to compensate for new logic in SnapNormal(), where // this epsilon is now used to compare against 0 components instead of the 1 or -1 // components. Unfortunately, normalEpsilon is also used in PlaneEqual(). So changing // this will affect anything that calls PlaneEqual() as well (which are, at the time // of this writing, FindFloatPlane() and AddBrushBevels()). Q_EXTERN double normalEpsilon Q_ASSIGN( 0.00005 ); #else Q_EXTERN double normalEpsilon Q_ASSIGN( 0.00001 ); #endif #if Q3MAP2_EXPERIMENTAL_HIGH_PRECISION_MATH_FIXES // NOTE: This distanceEpsilon is too small if parts of the map are at maximum world // extents (in the range of plus or minus 2^16). The smallest epsilon at values // close to 2^16 is about 0.007, which is greater than distanceEpsilon. Therefore, // maps should be constrained to about 2^15, otherwise slightly undesirable effects // may result. The 0.01 distanceEpsilon used previously is just too coarse in my // opinion. The real fix for this problem is to have 64 bit distances and then make // this epsilon even smaller, or to constrain world coordinates to plus minus 2^15 // (or even 2^14). Q_EXTERN double distanceEpsilon Q_ASSIGN( 0.005 ); #else Q_EXTERN double distanceEpsilon Q_ASSIGN( 0.01 ); #endif /* bsp */ Q_EXTERN int numMapEntities Q_ASSIGN( 0 ); Q_EXTERN int blockSize[ 3 ] /* should be the same as in radiant */ #ifndef MAIN_C ; #else = { 1024, 1024, 1024 }; #endif Q_EXTERN char EnginePath[ 1024 ]; Q_EXTERN char name[ 1024 ]; Q_EXTERN char source[ 1024 ]; Q_EXTERN int sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE ); /* lightmap sample size in units */ Q_EXTERN int minSampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE ); /* minimum sample size to use at all */ Q_EXTERN int sampleScale; /* vortex: lightmap sample scale (ie quality)*/ Q_EXTERN std::size_t mapEntityNum Q_ASSIGN( 0 ); Q_EXTERN int entitySourceBrushes; Q_EXTERN plane_t *mapplanes Q_ASSIGN( NULL ); /* mapplanes[ num ^ 1 ] will always be the mirror or mapplanes[ num ] */ Q_EXTERN int nummapplanes Q_ASSIGN( 0 ); /* nummapplanes will always be even */ Q_EXTERN int allocatedmapplanes Q_ASSIGN( 0 ); Q_EXTERN int numMapPatches; Q_EXTERN MinMax g_mapMinmax; inline const MinMax c_worldMinmax( Vector3( MIN_WORLD_COORD ), Vector3( MAX_WORLD_COORD ) ); Q_EXTERN int defaultFogNum Q_ASSIGN( -1 ); /* ydnar: cleaner fog handling */ Q_EXTERN int numMapFogs Q_ASSIGN( 0 ); Q_EXTERN fog_t mapFogs[ MAX_MAP_FOGS ]; Q_EXTERN entity_t *mapEnt; Q_EXTERN brush_t *buildBrush; Q_EXTERN EBrushType g_brushType Q_ASSIGN( EBrushType::Undefined ); Q_EXTERN int numStrippedLights Q_ASSIGN( 0 ); /* surface stuff */ Q_EXTERN mapDrawSurface_t *mapDrawSurfs Q_ASSIGN( NULL ); Q_EXTERN int numMapDrawSurfs; Q_EXTERN int numSurfacesByType[ static_cast( ESurfaceType::Shader ) + 1 ]; Q_EXTERN int numStripSurfaces; Q_EXTERN int numMaxAreaSurfaces; Q_EXTERN int numFanSurfaces; Q_EXTERN int numMergedSurfaces; Q_EXTERN int numMergedVerts; Q_EXTERN int numRedundantIndexes; Q_EXTERN int numSurfaceModels Q_ASSIGN( 0 ); Q_EXTERN Vector3b debugColors[ 12 ] #ifndef MAIN_C ; #else = { { 255, 0, 0 }, { 192, 128, 128 }, { 255, 255, 0 }, { 192, 192, 128 }, { 0, 255, 255 }, { 128, 192, 192 }, { 0, 0, 255 }, { 128, 128, 192 }, { 255, 0, 255 }, { 192, 128, 192 }, { 0, 255, 0 }, { 128, 192, 128 } }; #endif Q_EXTERN int skyboxArea Q_ASSIGN( -1 ); Q_EXTERN Matrix4 skyboxTransform; /* ------------------------------------------------------------------------------- vis global variables ------------------------------------------------------------------------------- */ /* commandline arguments */ Q_EXTERN bool fastvis; Q_EXTERN bool noPassageVis; Q_EXTERN bool passageVisOnly; Q_EXTERN bool mergevis; Q_EXTERN bool mergevisportals; Q_EXTERN bool nosort; Q_EXTERN bool saveprt; Q_EXTERN bool hint; /* ydnar */ Q_EXTERN String64 globalCelShader; Q_EXTERN float farPlaneDist Q_ASSIGN( 0.0f ); /* rr2do2, rf, mre, ydnar all contributed to this one... */ Q_EXTERN int farPlaneDistMode Q_ASSIGN( 0 ); Q_EXTERN int numportals; Q_EXTERN int portalclusters; Q_EXTERN vportal_t *portals; Q_EXTERN leaf_t *leafs; Q_EXTERN vportal_t *faces; Q_EXTERN leaf_t *faceleafs; Q_EXTERN int numfaces; Q_EXTERN int leafbytes; Q_EXTERN int portalbytes, portallongs; Q_EXTERN vportal_t *sorted_portals[ MAX_MAP_PORTALS * 2 ]; /* ------------------------------------------------------------------------------- light global variables ------------------------------------------------------------------------------- */ /* commandline arguments */ Q_EXTERN bool wolfLight Q_ASSIGN( false ); Q_EXTERN float extraDist Q_ASSIGN( 0.0f ); Q_EXTERN bool loMem Q_ASSIGN( false ); Q_EXTERN bool noStyles Q_ASSIGN( false ); Q_EXTERN bool keepLights Q_ASSIGN( false ); //Q_EXTERN int sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE ); //Q_EXTERN int minSampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE ); Q_EXTERN float noVertexLighting Q_ASSIGN( 0.0f ); Q_EXTERN bool nolm Q_ASSIGN( false ); Q_EXTERN bool noGridLighting Q_ASSIGN( false ); Q_EXTERN bool noTrace Q_ASSIGN( false ); Q_EXTERN bool noSurfaces Q_ASSIGN( false ); Q_EXTERN bool patchShadows Q_ASSIGN( false ); Q_EXTERN bool cpmaHack Q_ASSIGN( false ); Q_EXTERN bool deluxemap Q_ASSIGN( false ); Q_EXTERN bool debugDeluxemap Q_ASSIGN( false ); Q_EXTERN int deluxemode Q_ASSIGN( 0 ); /* deluxemap format (0 - modelspace, 1 - tangentspace with renormalization, 2 - tangentspace without renormalization) */ Q_EXTERN bool fast Q_ASSIGN( false ); Q_EXTERN bool fastpoint Q_ASSIGN( true ); Q_EXTERN bool faster Q_ASSIGN( false ); Q_EXTERN bool fastgrid Q_ASSIGN( false ); Q_EXTERN bool fastbounce Q_ASSIGN( false ); Q_EXTERN bool cheap Q_ASSIGN( false ); Q_EXTERN bool cheapgrid Q_ASSIGN( false ); Q_EXTERN int bounce Q_ASSIGN( 0 ); Q_EXTERN bool bounceOnly Q_ASSIGN( false ); Q_EXTERN bool bouncing Q_ASSIGN( false ); Q_EXTERN bool bouncegrid Q_ASSIGN( false ); Q_EXTERN bool normalmap Q_ASSIGN( false ); Q_EXTERN bool trisoup Q_ASSIGN( false ); Q_EXTERN bool shade Q_ASSIGN( false ); Q_EXTERN float shadeAngleDegrees Q_ASSIGN( 0.0f ); Q_EXTERN int superSample Q_ASSIGN( 0 ); Q_EXTERN int lightSamples Q_ASSIGN( 1 ); Q_EXTERN bool lightRandomSamples Q_ASSIGN( false ); Q_EXTERN int lightSamplesSearchBoxSize Q_ASSIGN( 1 ); Q_EXTERN bool filter Q_ASSIGN( false ); Q_EXTERN bool dark Q_ASSIGN( false ); Q_EXTERN bool sunOnly Q_ASSIGN( false ); Q_EXTERN int approximateTolerance Q_ASSIGN( 0 ); Q_EXTERN bool noCollapse Q_ASSIGN( false ); Q_EXTERN int lightmapSearchBlockSize Q_ASSIGN( 0 ); Q_EXTERN bool exportLightmaps Q_ASSIGN( false ); Q_EXTERN bool externalLightmaps Q_ASSIGN( false ); Q_EXTERN int lmCustomSizeW Q_ASSIGN( LIGHTMAP_WIDTH ); Q_EXTERN int lmCustomSizeH Q_ASSIGN( LIGHTMAP_WIDTH ); Q_EXTERN char * lmCustomDir Q_ASSIGN( NULL ); Q_EXTERN int lmLimitSize Q_ASSIGN( 0 ); Q_EXTERN bool dirty Q_ASSIGN( false ); Q_EXTERN bool dirtDebug Q_ASSIGN( false ); Q_EXTERN int dirtMode Q_ASSIGN( 0 ); Q_EXTERN float dirtDepth Q_ASSIGN( 128.0f ); Q_EXTERN float dirtScale Q_ASSIGN( 1.0f ); Q_EXTERN float dirtGain Q_ASSIGN( 1.0f ); /* 27: floodlighting */ Q_EXTERN bool debugnormals Q_ASSIGN( false ); Q_EXTERN bool floodlighty Q_ASSIGN( false ); Q_EXTERN bool floodlight_lowquality Q_ASSIGN( false ); Q_EXTERN Vector3 floodlightRGB; Q_EXTERN float floodlightIntensity Q_ASSIGN( 512.0f ); Q_EXTERN float floodlightDistance Q_ASSIGN( 1024.0f ); Q_EXTERN float floodlightDirectionScale Q_ASSIGN( 1.0f ); Q_EXTERN bool dump Q_ASSIGN( false ); Q_EXTERN bool debug Q_ASSIGN( false ); Q_EXTERN bool debugAxis Q_ASSIGN( false ); Q_EXTERN bool debugCluster Q_ASSIGN( false ); Q_EXTERN bool debugOrigin Q_ASSIGN( false ); Q_EXTERN bool lightmapBorder Q_ASSIGN( false ); //1=warn; 0=warn if lmsize>128 Q_EXTERN int debugSampleSize Q_ASSIGN( 0 ); /* for run time tweaking of light sources */ Q_EXTERN float pointScale Q_ASSIGN( 7500.0f ); Q_EXTERN float spotScale Q_ASSIGN( 7500.0f ); Q_EXTERN float areaScale Q_ASSIGN( 0.25f ); Q_EXTERN float skyScale Q_ASSIGN( 1.0f ); Q_EXTERN float bounceScale Q_ASSIGN( 0.25f ); Q_EXTERN float bounceColorRatio Q_ASSIGN( 1.0f ); Q_EXTERN float vertexglobalscale Q_ASSIGN( 1.0f ); Q_EXTERN float g_backsplashFractionScale Q_ASSIGN( 1.0f ); Q_EXTERN float g_backsplashDistance Q_ASSIGN( -999.0f ); /* jal: alternative angle attenuation curve */ Q_EXTERN bool lightAngleHL Q_ASSIGN( false ); /* vortex: gridscale and gridambientscale */ Q_EXTERN float gridScale Q_ASSIGN( 1.0f ); Q_EXTERN float gridAmbientScale Q_ASSIGN( 1.0f ); Q_EXTERN float gridDirectionality Q_ASSIGN( 1.0f ); Q_EXTERN float gridAmbientDirectionality Q_ASSIGN( 0.0f ); Q_EXTERN bool inGrid Q_ASSIGN( false ); /* ydnar: lightmap gamma/compensation */ Q_EXTERN float lightmapGamma Q_ASSIGN( 1.0f ); Q_EXTERN float lightmapsRGB Q_ASSIGN( 0.0f ); Q_EXTERN float texturesRGB Q_ASSIGN( 0.0f ); Q_EXTERN float colorsRGB Q_ASSIGN( 0.0f ); Q_EXTERN float lightmapExposure Q_ASSIGN( 0.0f ); Q_EXTERN float lightmapCompensate Q_ASSIGN( 1.0f ); Q_EXTERN float lightmapBrightness Q_ASSIGN( 1.0f ); Q_EXTERN float lightmapContrast Q_ASSIGN( 1.0f ); inline float g_lightmapSaturation = 1; /* ydnar: for runtime tweaking of falloff tolerance */ Q_EXTERN float falloffTolerance Q_ASSIGN( 1.0f ); Q_EXTERN bool exactPointToPolygon Q_ASSIGN( true ); Q_EXTERN float formFactorValueScale Q_ASSIGN( 3.0f ); Q_EXTERN float linearScale Q_ASSIGN( 1.0f / 8000.0f ); // for .ase conversion Q_EXTERN bool shadersAsBitmap Q_ASSIGN( false ); Q_EXTERN bool lightmapsAsTexcoord Q_ASSIGN( false ); Q_EXTERN light_t *lights; Q_EXTERN int numPointLights; Q_EXTERN int numSpotLights; Q_EXTERN int numSunLights; /* ydnar: for luxel placement */ Q_EXTERN int numSurfaceClusters, maxSurfaceClusters; Q_EXTERN int *surfaceClusters; /* ydnar: for radiosity */ Q_EXTERN int numDiffuseLights; Q_EXTERN int numBrushDiffuseLights; Q_EXTERN int numTriangleDiffuseLights; Q_EXTERN int numPatchDiffuseLights; /* ydnar: general purpose extra copy of drawvert list */ Q_EXTERN bspDrawVert_t *yDrawVerts; Q_EXTERN int defaultLightSubdivide Q_ASSIGN( 999 ); Q_EXTERN Vector3 ambientColor; Q_EXTERN Vector3 minLight, minVertexLight, minGridLight; Q_EXTERN float maxLight Q_ASSIGN( 255.f ); /* ydnar: light optimization */ Q_EXTERN float subdivideThreshold Q_ASSIGN( DEFAULT_SUBDIVIDE_THRESHOLD ); Q_EXTERN int numOpaqueBrushes, maxOpaqueBrush; Q_EXTERN byte *opaqueBrushes; Q_EXTERN int numLights; Q_EXTERN int numCulledLights; Q_EXTERN int gridBoundsCulled; Q_EXTERN int gridEnvelopeCulled; Q_EXTERN int lightsBoundsCulled; Q_EXTERN int lightsEnvelopeCulled; Q_EXTERN int lightsPlaneCulled; Q_EXTERN int lightsClusterCulled; /* ydnar: radiosity */ Q_EXTERN float diffuseSubdivide Q_ASSIGN( 256.0f ); Q_EXTERN float minDiffuseSubdivide Q_ASSIGN( 64.0f ); Q_EXTERN int numDiffuseSurfaces Q_ASSIGN( 0 ); /* ydnar: list of surface information necessary for lightmap calculation */ Q_EXTERN surfaceInfo_t *surfaceInfos Q_ASSIGN( NULL ); /* ydnar: sorted list of surfaces */ Q_EXTERN int *sortSurfaces Q_ASSIGN( NULL ); /* clumps of surfaces that share a raw lightmap */ Q_EXTERN int numLightSurfaces Q_ASSIGN( 0 ); Q_EXTERN int *lightSurfaces Q_ASSIGN( NULL ); /* raw lightmaps */ Q_EXTERN int numRawLightmaps Q_ASSIGN( 0 ); Q_EXTERN rawLightmap_t *rawLightmaps Q_ASSIGN( NULL ); Q_EXTERN int *sortLightmaps Q_ASSIGN( NULL ); /* vertex luxels */ Q_EXTERN Vector3 *vertexLuxels[ MAX_LIGHTMAPS ]; Q_EXTERN Vector3 *radVertexLuxels[ MAX_LIGHTMAPS ]; inline Vector3& getVertexLuxel( int lightmapNum, int vertexNum ){ return vertexLuxels[lightmapNum][vertexNum]; } inline Vector3& getRadVertexLuxel( int lightmapNum, int vertexNum ){ return radVertexLuxels[lightmapNum][vertexNum]; } /* bsp lightmaps */ Q_EXTERN int numLightmapShaders Q_ASSIGN( 0 ); Q_EXTERN int numSolidLightmaps Q_ASSIGN( 0 ); Q_EXTERN int numOutLightmaps Q_ASSIGN( 0 ); Q_EXTERN int numBSPLightmaps Q_ASSIGN( 0 ); Q_EXTERN int numExtLightmaps Q_ASSIGN( 0 ); Q_EXTERN outLightmap_t *outLightmaps Q_ASSIGN( NULL ); /* vortex: per surface floodlight statistics */ Q_EXTERN int numSurfacesFloodlighten Q_ASSIGN( 0 ); /* grid points */ Q_EXTERN int numRawGridPoints Q_ASSIGN( 0 ); Q_EXTERN rawGridPoint_t *rawGridPoints Q_ASSIGN( NULL ); Q_EXTERN int numSurfsVertexLit Q_ASSIGN( 0 ); Q_EXTERN int numSurfsVertexForced Q_ASSIGN( 0 ); Q_EXTERN int numSurfsVertexApproximated Q_ASSIGN( 0 ); Q_EXTERN int numSurfsLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numPlanarsLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numNonPlanarsLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numPatchesLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numPlanarPatchesLightmapped Q_ASSIGN( 0 ); Q_EXTERN int numLuxels Q_ASSIGN( 0 ); Q_EXTERN int numLuxelsMapped Q_ASSIGN( 0 ); Q_EXTERN int numLuxelsOccluded Q_ASSIGN( 0 ); Q_EXTERN int numLuxelsIlluminated Q_ASSIGN( 0 ); Q_EXTERN int numVertsIlluminated Q_ASSIGN( 0 ); /* lightgrid */ Q_EXTERN Vector3 gridMins; Q_EXTERN int gridBounds[ 3 ]; Q_EXTERN Vector3 gridSize #ifndef MAIN_C ; #else = { 64, 64, 128 }; #endif /* ------------------------------------------------------------------------------- abstracted bsp globals ------------------------------------------------------------------------------- */ Q_EXTERN std::size_t numBSPEntities Q_ASSIGN( 0 ); Q_EXTERN std::vector entities; Q_EXTERN int numBSPModels Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPModels Q_ASSIGN( 0 ); Q_EXTERN bspModel_t* bspModels Q_ASSIGN( NULL ); Q_EXTERN int numBSPShaders Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPShaders Q_ASSIGN( 0 ); Q_EXTERN bspShader_t* bspShaders Q_ASSIGN( 0 ); Q_EXTERN int bspEntDataSize Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPEntData Q_ASSIGN( 0 ); Q_EXTERN char *bspEntData Q_ASSIGN( 0 ); Q_EXTERN int numBSPLeafs Q_ASSIGN( 0 ); Q_EXTERN bspLeaf_t bspLeafs[ MAX_MAP_LEAFS ]; Q_EXTERN int numBSPPlanes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPPlanes Q_ASSIGN( 0 ); Q_EXTERN bspPlane_t *bspPlanes; Q_EXTERN int numBSPNodes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPNodes Q_ASSIGN( 0 ); Q_EXTERN bspNode_t* bspNodes Q_ASSIGN( NULL ); Q_EXTERN int numBSPLeafSurfaces Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPLeafSurfaces Q_ASSIGN( 0 ); Q_EXTERN int* bspLeafSurfaces Q_ASSIGN( NULL ); Q_EXTERN int numBSPLeafBrushes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPLeafBrushes Q_ASSIGN( 0 ); Q_EXTERN int* bspLeafBrushes Q_ASSIGN( NULL ); Q_EXTERN int numBSPBrushes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPBrushes Q_ASSIGN( 0 ); Q_EXTERN bspBrush_t* bspBrushes Q_ASSIGN( NULL ); Q_EXTERN int numBSPBrushSides Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPBrushSides Q_ASSIGN( 0 ); Q_EXTERN bspBrushSide_t* bspBrushSides Q_ASSIGN( NULL ); Q_EXTERN int numBSPLightBytes Q_ASSIGN( 0 ); Q_EXTERN byte *bspLightBytes Q_ASSIGN( NULL ); Q_EXTERN int numBSPGridPoints Q_ASSIGN( 0 ); Q_EXTERN bspGridPoint_t *bspGridPoints Q_ASSIGN( NULL ); Q_EXTERN int numBSPVisBytes Q_ASSIGN( 0 ); Q_EXTERN byte bspVisBytes[ MAX_MAP_VISIBILITY ]; Q_EXTERN int numBSPDrawVerts Q_ASSIGN( 0 ); Q_EXTERN bspDrawVert_t *bspDrawVerts Q_ASSIGN( NULL ); Q_EXTERN int numBSPDrawIndexes Q_ASSIGN( 0 ); Q_EXTERN int allocatedBSPDrawIndexes Q_ASSIGN( 0 ); Q_EXTERN int *bspDrawIndexes Q_ASSIGN( NULL ); Q_EXTERN int numBSPDrawSurfaces Q_ASSIGN( 0 ); Q_EXTERN bspDrawSurface_t *bspDrawSurfaces Q_ASSIGN( NULL ); Q_EXTERN int numBSPFogs Q_ASSIGN( 0 ); Q_EXTERN bspFog_t bspFogs[ MAX_MAP_FOGS ]; Q_EXTERN int numBSPAds Q_ASSIGN( 0 ); Q_EXTERN bspAdvertisement_t bspAds[ MAX_MAP_ADVERTISEMENTS ]; #define AUTOEXPAND_BY_REALLOC( ptr, reqitem, allocated, def ) \ do \ { \ if ( reqitem >= allocated ) \ { \ if ( allocated == 0 ) { \ allocated = def; } \ while ( reqitem >= allocated && allocated ) \ allocated *= 2; \ if ( !allocated || allocated > 2147483647 / (int)sizeof( *ptr ) ) \ { \ Error( # ptr " over 2 GB" ); \ } \ ptr = void_ptr( realloc( ptr, sizeof( *ptr ) * allocated ) ); \ if ( !ptr ) { \ Error( # ptr " out of memory" ); } \ } \ } \ while ( 0 ) #define AUTOEXPAND_BY_REALLOC_BSP( suffix, def ) AUTOEXPAND_BY_REALLOC( bsp ## suffix, numBSP ## suffix, allocatedBSP ## suffix, def ) #define AUTOEXPAND_BY_REALLOC_ADD( ptr, used, allocated, add ) \ do \ { \ if ( used >= allocated ) \ { \ allocated += add; \ ptr = void_ptr( realloc( ptr, sizeof( *ptr ) * allocated ) ); \ if ( !ptr ) { \ Error( # ptr " out of memory" ); } \ } \ } \ while ( 0 ) #define Image_LinearFloatFromsRGBFloat( c ) ( ( ( c ) <= 0.04045f ) ? ( c ) * ( 1.0f / 12.92f ) : (float)pow( ( ( c ) + 0.055f ) * ( 1.0f / 1.055f ), 2.4f ) ) #define Image_sRGBFloatFromLinearFloat( c ) ( ( ( c ) < 0.0031308f ) ? ( c ) * 12.92f : 1.055f * (float)pow( ( c ), 1.0f / 2.4f ) - 0.055f ) /* end marker */ #endif