netradiant-custom/tools/quake3/q3map2/q3map2.h

2157 lines
66 KiB
C++

/* -------------------------------------------------------------------------------
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."
------------------------------------------------------------------------------- */
#pragma once
/* version */
#ifndef Q3MAP_VERSION
#error no Q3MAP_VERSION defined
#endif
#define Q3MAP_MOTD "Your map saw the pretty lights from q3map2's BFG"
/* -------------------------------------------------------------------------------
dependencies
------------------------------------------------------------------------------- */
/* general */
#include "version.h" /* ttimo: might want to guard that if built outside of the GtkRadiant tree */
#include "cmdlib.h"
#include "qstringops.h"
#include "qpathops.h"
#include "scriplib.h"
#include "polylib.h"
#include "qimagelib.h"
#include "qthreads.h"
#include "inout.h"
#include "inout_xml.h"
#include "vfs.h"
#include "md4.h"
#include "stringfixedsize.h"
#include "stream/stringstream.h"
#include "bitflags.h"
#include <list>
#include <forward_list>
#include "qmath.h"
#include <cstddef>
#include <cstdlib>
#include "maxworld.h"
#include "games.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 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
/* 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
/* 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
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 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_SWITCHED_LIGHTS 32
#define LS_NORMAL 0x00
#define LS_UNUSED 0xFE
#define LS_NONE 0xFF
inline bool style_is_valid( int style ){ return LS_NORMAL <= style && style < LS_NONE; }
#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! */
/* MAX_MAP_FOGS is technically unlimited in engine, but drawsurf sorting code only has 5 bits for fogs */
#define MAX_IBSP_FOGS 31 /* (2^5 - world fog) */
#define MAX_RBSP_FOGS 30 /* (2^5 - 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
/* 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
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___<int> minmax; /* for frustum culling */
};
struct bspLeaf_t
{
int cluster; /* -1 = opaque cluster (do I still store these?) */
int area;
MinMax___<int> 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 ]; /* RBSP - array */
Vector3b directed[ MAX_LIGHTMAPS ]; /* RBSP - array */
byte styles[ MAX_LIGHTMAPS ]; /* RBSP - whole */
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 ];
struct image_t
{
CopiedString name; // relative path w/o extension
CopiedString filename; // relative path with extension
int width, height;
byte *pixels = nullptr;
image_t() = default;
image_t( const char *name, const char *filename, int width, int height, byte *pixels ) :
name( name ),
filename( filename ),
width( width ),
height( height ),
pixels( pixels )
{}
image_t( image_t&& other ) noexcept :
name( std::move( other.name ) ),
filename( std::move( other.filename ) ),
width( other.width ),
height( other.height ),
pixels( std::exchange( other.pixels, nullptr ) )
{}
~image_t(){
free( pixels );
}
byte *at( int width, int height ) const {
return pixels + 4 * ( height * this->width + width );
}
};
struct sun_t
{
Vector3 direction, color;
float photons, deviance, filterRadius;
int numSamples, style;
};
struct skylight_t
{
float value;
int iterations;
int horizon_min = 0;
int horizon_max = 90;
bool sample_color = true;
};
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<surfaceModel_t> surfaceModels; /* ydnar: for distribution of models */
std::list<foliage_t> 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;
const image_t *shaderImage;
const image_t *lightImage;
const image_t *normalImage;
std::vector<skylight_t> skylights; /* ydnar */
std::vector<sun_t> suns; /* 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
{
int planenum;
int priority;
//bool checked;
int compileFlags;
winding_t w;
};
using facelist_t = std::forward_list<face_t>;
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{ 0, 0, 0, 0 }; /* 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 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;
const 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 *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;
std::vector<side_t> sides;
};
using brushlist_t = std::list<brush_t>;
struct fog_t
{
shaderInfo_t *si;
const 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 */
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;
const 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: 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;
};
struct epair_t
{
CopiedString key, value;
};
struct entity_t
{
Vector3 origin{ 0 };
brushlist_t brushes;
std::vector<brush_t*> colorModBrushes;
parseMesh_t *patches;
int mapEntityNum; /* .map file entities numbering */
int firstDrawSurf;
int firstBrush, numBrushes; /* only valid during BSP compile */
std::list<epair_t> epairs;
Vector3 originbrush_origin{ 0 };
void setKeyValue( const char *key, const char *value );
const char *valueForKey( const char *key ) const;
template<typename ... Keys>
bool boolForKey( Keys ... keys ) const {
bool bool_value = false;
read_keyvalue_( bool_value, { keys ... } );
return bool_value;
}
template<typename ... Keys>
int intForKey( Keys ... keys ) const {
int int_value = 0;
read_keyvalue_( int_value, { keys ... } );
return int_value;
}
template<typename ... Keys>
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<typename T, typename ... Keys>
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<const char*>&& keys ) const;
bool read_keyvalue_( int &int_value, std::initializer_list<const char*>&& keys ) const;
bool read_keyvalue_( float &float_value, std::initializer_list<const char*>&& keys ) const;
bool read_keyvalue_( Vector3& vector3_value, std::initializer_list<const char*>&& keys ) const;
bool read_keyvalue_( const char *&string_ptr_value, std::initializer_list<const char*>&& keys ) const;
};
struct node_t
{
/* both leafs and nodes */
int planenum; /* -1 = leaf node */
node_t *parent;
MinMax minmax; /* valid after portalization */
/* nodes only */
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 */
brushlist_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 */
};
struct tree_t
{
node_t *headnode;
node_t outside_node;
MinMax minmax;
};
/* -------------------------------------------------------------------------------
light structures
------------------------------------------------------------------------------- */
enum class ELightType
{
Point,
Area,
Spot,
Sun
};
struct LightFlags : BitFlags<std::uint32_t, LightFlags>
{
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
{
ELightType type;
LightFlags flags; /* ydnar: condensed all the booleans into one flags int */
const shaderInfo_t *si;
Vector3 origin{ 0 };
Vector3 normal{ 0 }; /* for surfaces, spotlights, and suns */
float dist; /* plane location along normal */
float photons;
int style;
Vector3 color{ 0 };
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;
const 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 */
const 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;
const 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;
const 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;
};
class Args
{
private:
const char *m_arg0;
std::vector<const char*> m_args;
std::vector<const char*>::const_iterator m_next;
const char *m_current;
public:
Args( int argc, char **argv ){
ENSURE( argc > 0 );
m_arg0 = argv[0];
m_args = { argv + 1, argv + argc };
}
const char *getArg0() const {
return m_arg0;
}
std::vector<const char*> getVector(){
return m_args;
}
template<typename ...Args>
bool takeArg( Args... args ){
const std::array<const char*, sizeof...(Args)> array = { args ... };
for( auto&& arg : array )
for( auto it = m_args.cbegin(); it != m_args.cend(); ++it )
if( striEqual( *it, arg ) ){
m_current = *it;
m_next = m_args.erase( it );
return true;
}
return false;
}
/* next three are only valid after takeArg() == true */
const char *takeNext(){
if( m_next == m_args.cend() )
Error( "Out of arguments: No parameters specified after %s", m_current );
const char *ret = *m_next;
m_next = m_args.erase( m_next );
return ret;
}
bool nextAvailable() const {
return( m_next != m_args.cend() );
}
const char *next() const {
return *m_next;
}
/* --- */
size_t size() const {
return m_args.size();
}
bool empty() const {
return size() == 0;
}
bool takeFront( const char *arg ){
if( !m_args.empty() && striEqual( m_args.front(), arg ) ){
m_args.erase( m_args.cbegin() );
return true;
}
return false;
}
const char *takeFront(){
ENSURE( !m_args.empty() );
const char *ret = m_args.front();
m_args.erase( m_args.cbegin() );
return ret;
}
const char *takeBack(){
ENSURE( !m_args.empty() );
const char *ret = m_args.back();
m_args.pop_back();
return ret;
}
};
/* -------------------------------------------------------------------------------
prototypes
------------------------------------------------------------------------------- */
inline float Random(){ /* 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 */
const game_t *GetGame( const char *arg );
void InitPaths( Args& args );
/* bsp.c */
int BSPMain( Args& args );
/* minimap.c */
int MiniMapBSPMain( Args& args );
/* convert_bsp.c */
int FixAAS( Args& args );
int AnalyzeBSP( Args& args );
int BSPInfo( Args& args );
int ScaleBSPMain( Args& args );
int ShiftBSPMain( Args& args );
int MergeBSPMain( Args& args );
int ConvertBSPMain( Args& args );
/* 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 );
/* convert_json.c */
int ConvertJsonMain( Args& args );
/* brush.c */
sideRef_t *AllocSideRef( const side_t *side, sideRef_t *next );
Vector3 SnapWeldVector( const Vector3& a, const Vector3& b );
bool CreateBrushWindings( brush_t& brush );
void WriteBSPBrushMap( const char *name, const brushlist_t& list );
void FilterDetailBrushesIntoTree( const entity_t& e, tree_t& tree );
void FilterStructuralBrushesIntoTree( const entity_t& e, tree_t& tree );
bool WindingIsTiny( const winding_t& w );
/* 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 *RemoveLinearMeshColumnsRows( mesh_t *in );
void MakeMeshNormals( mesh_t in );
void PutMeshOnCurve( mesh_t in );
/* map.c */
void LoadMapFile( const 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();
/* portals.c */
bool PortalPassable( const portal_t *p );
void RemovePortalFromNode( portal_t *portal, node_t *l );
enum class EFloodEntities
{
Leaked,
Good,
Empty
};
EFloodEntities FloodEntities( tree_t& tree );
void FillOutside( node_t *headnode );
void FloodAreas( tree_t& tree );
inline portal_t *AllocPortal(){ return new portal_t(); }
inline void FreePortal( portal_t *p ){ delete p; }
void MakeTreePortals( tree_t& tree );
/* leakfile.c */
void Leak_feedback( const tree_t& tree );
/* prtfile.c */
void NumberClusters( tree_t& tree );
void WritePortalFile( const tree_t& tree );
/* writebsp.c */
void SetModelNumbers();
void SetLightStyles();
void UnSetLightStyles();
int EmitShader( const char *shader, const int *contentFlags, const int *surfaceFlags );
void BeginBSPFile();
void EndBSPFile( bool do_write );
void EmitBrushes( brushlist_t& brushes, int *firstBrush, int *numBrushes );
void EmitFogs();
void BeginModel( const entity_t& e );
void EndModel( const entity_t& e, node_t *headnode );
/* tree.c */
void FreeTree( tree_t& tree );
inline node_t *AllocNode(){ return new node_t(); }
/* patch.c */
void ParsePatch( bool onlyLights, entity_t& mapEnt, int mapPrimitiveNum );
void PatchMapDrawSurfs( entity_t& e );
/* tjunction.c */
void FixTJunctions( const entity_t& e );
/* fog.c */
winding_t WindingFromDrawSurf( const mapDrawSurface_t *ds );
void FogDrawSurfaces( const entity_t& e );
int FogForPoint( const Vector3& point, float epsilon );
int FogForBounds( const MinMax& minmax, float epsilon );
void CreateMapFogs();
/* facebsp.c */
facelist_t MakeStructuralBSPFaceList( const brushlist_t& list );
facelist_t MakeVisibleBSPFaceList( const brushlist_t& list );
tree_t FaceBSP( facelist_t& list );
/* model.c */
void assimp_init();
void InsertModel( const char *name, const char *skin, int frame, const Matrix4& transform, const std::list<remap_t> *remaps, shaderInfo_t *celShader, entity_t& entity, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle, float clipDepth );
void AddTriangleModels( entity_t& eparent );
/* surface.c */
mapDrawSurface_t *AllocDrawSurface( ESurfaceType type );
void StripFaceSurface( mapDrawSurface_t *ds );
void MaxAreaFaceSurface( mapDrawSurface_t *ds );
Vector3 CalcLightmapAxis( const Vector3& normal );
void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds );
void ClassifyEntitySurfaces( const entity_t& e );
void TidyEntitySurfaces( const entity_t& e );
mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si );
bool IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c );
void ClearSurface( mapDrawSurface_t *ds );
mapDrawSurface_t *DrawSurfaceForSide( const entity_t& e, const brush_t& b, const side_t& s, const winding_t& w );
mapDrawSurface_t *DrawSurfaceForMesh( const 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 );
void ClipSidesIntoTree( entity_t& e, const tree_t& tree );
void MakeDebugPortalSurfs( const tree_t& tree );
void MakeFogHullSurfs( const char *shader );
void SubdivideFaceSurfaces( const entity_t& e );
void AddEntitySurfaceModels( entity_t& e );
void FilterDrawsurfsIntoTree( entity_t& e, tree_t& tree );
/* surface_fur.c */
void Fur( mapDrawSurface_t *src );
/* surface_foliage.c */
void Foliage( mapDrawSurface_t *src, entity_t& entity );
/* ydnar: surface_meta.c */
void ClearMetaTriangles();
void MakeEntityMetaTriangles( const entity_t& e );
void FixMetaTJunctions();
void SmoothMetaTriangles();
void MergeMetaTriangles();
void EmitMetaStats(); // vortex: print meta statistics even in no-verbose mode
/* surface_extra.c */
void SetDefaultSampleSize( int sampleSize );
void SetSurfaceExtra( const mapDrawSurface_t& ds );
void WriteSurfaceExtraFile( const char *path );
void LoadSurfaceExtraFile( const char *path );
/* decals.c */
void ProcessDecals();
void MakeEntityDecals( const entity_t& e );
/* map.c */
std::array<Vector3, 2> TextureAxisFromPlane( const plane_t& plane );
/* vis.c */
int VisMain( Args& args );
/* 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 ] );
int LightMain( Args& args );
/* light_trace.c */
void SetupTraceNodes();
void TraceLine( trace_t *trace );
float SetupTrace( trace_t *trace );
/* light_bounce.c */
bool RadSampleImage( const byte * pixels, int width, int height, const Vector2& st, Color4f& color );
void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, const shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );
void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, const shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );
void RadCreateDiffuseLights();
/* light_ydnar.c */
Vector3b ColorToBytes( const Vector3& color, float scale );
void SmoothNormals();
void MapRawLightmap( int num );
void SetupDirt();
void DirtyRawLightmap( int num );
void SetupFloodLight();
void FloodlightRawLightmaps();
float FloodLightForSample( trace_t *trace, float floodLightDistance, bool floodLightLowQuality );
void IlluminateRawLightmap( int num );
void IlluminateVertexes( int num );
void SetupBrushesFlags( int mask_any, int test_any, int mask_all, int test_all );
void SetupBrushes();
bool ClusterVisible( int a, int b );
int ClusterForPointExt( const Vector3& point, float epsilon );
void SetupEnvelopes( bool forGrid, bool fastFlag );
/* lightmaps_ydnar.c */
void ExportLightmaps();
int ExportLightmapsMain( Args& args );
int ImportLightmapsMain( Args& args );
void SetupSurfaceLightmaps();
void StitchSurfaceLightmaps();
void StoreSurfaceLightmaps( bool fastAllocate, bool storeForReal );
/* exportents.c */
int ExportEntitiesMain( Args& args );
/* image.c */
const image_t *ImageLoad( const char *name );
/* shaders.c */
void ColorMod( const colorMod_t *colormod, int numVerts, bspDrawVert_t *drawVerts );
void TCMod( const tcMod_t& mod, Vector2& st );
bool ApplySurfaceParm( const char *name, int *contentFlags, int *surfaceFlags, int *compileFlags );
const surfaceParm_t *GetSurfaceParm( const char *name );
// Encode the string as a type
template <char... chars>
using TemplateString = std::integer_sequence<char, chars...>;
// Create a user defined literal operator
template <typename T, T... chars>
constexpr TemplateString<chars...> operator""_Tstring() { return { }; }
/// \brief returns statically evaluated \c surfaceParm_t for the given name or emits \c Error
template<char... chars>
const surfaceParm_t &GetRequiredSurfaceParm( const TemplateString<chars...> ){
static constexpr char str[sizeof...(chars) + 1] = { chars..., '\0' }; // Recover the character data
static const surfaceParm_t *const sp = GetSurfaceParm( str );
ENSURE( sp != nullptr );
return *sp;
}
void BeginMapShaderFile( const char *mapFile );
void WriteMapShaderFile();
const shaderInfo_t *CustomShader( const shaderInfo_t *si, const char *find, char *replace );
void EmitVertexRemapShader( char *from, char *to );
void LoadShaderInfo();
shaderInfo_t *ShaderInfoForShader( const char *shader );
shaderInfo_t *ShaderInfoForShaderNull( const char *shader );
/* bspfile_abstract.c */
void SwapBlock( int *block, int size );
void LoadBSPFile( const char *filename );
void LoadBSPFilePartially( const char *filename );
void WriteBSPFile( const char *filename );
void PrintBSPFileSizes();
void ParseEPair( std::list<epair_t>& epairs );
void ParseEntities();
void UnparseEntities();
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( const char *stage, const std::vector<const char *>& args );
/* -------------------------------------------------------------------------------
bsp/general global variables
------------------------------------------------------------------------------- */
/* general */
inline shaderInfo_t *shaderInfo;
inline int numShaderInfo;
inline String64 mapName; /* ydnar: per-map custom shaders for larger lightmaps */
inline CopiedString mapShaderFile;
/* can't code */
inline bool doingBSP;
// for .ase conversion
inline bool shadersAsBitmap;
inline bool lightmapsAsTexcoord;
/* general commandline arguments */
inline bool force;
inline int patchSubdivisions = 8; /* ydnar: -patchmeta subdivisions */
/* commandline arguments */
inline bool verboseEntities;
inline bool useCustomInfoParms;
inline bool leaktest;
inline bool nodetail;
inline bool nosubdivide;
inline bool notjunc;
inline bool fulldetail;
inline bool nowater;
inline bool noCurveBrushes;
inline bool fakemap;
inline bool nofog;
inline bool noHint; /* ydnar */
inline bool renameModelShaders; /* ydnar */
inline bool skyFixHack; /* ydnar */
inline bool bspAlternateSplitWeights; /* 27 */
inline bool deepBSP; /* div0 */
inline bool maxAreaFaceSurface; /* divVerent */
inline int maxLMSurfaceVerts = 64; /* ydnar */
inline int maxSurfaceVerts = 999; /* ydnar */
inline int maxSurfaceIndexes = 6000; /* ydnar */
inline float npDegrees; /* ydnar: nonplanar degrees */
inline int bevelSnap; /* ydnar: bevel plane snap */
inline bool flat;
inline bool meta;
inline bool patchMeta;
inline bool emitFlares;
inline bool debugSurfaces;
inline bool debugInset;
inline bool debugPortals;
inline bool debugClip; /* debug model autoclipping */
inline float clipDepthGlobal = 2.0f;
inline int metaAdequateScore = -1;
inline int metaGoodScore = -1;
inline bool g_noob;
inline String64 globalCelShader;
inline bool keepLights;
inline bool keepModels;
#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()).
inline double normalEpsilon = 0.00005;
#else
inline double normalEpsilon = 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).
inline double distanceEpsilon = 0.005;
#else
inline double distanceEpsilon = 0.01;
#endif
/* bsp */
inline int blockSize[ 3 ] = { 1024, 1024, 1024 }; /* should be the same as in radiant */
inline CopiedString g_enginePath;
inline char source[ 1024 ];
inline int sampleSize = DEFAULT_LIGHTMAP_SAMPLE_SIZE; /* lightmap sample size in units */
inline int minSampleSize = DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE; /* minimum sample size to use at all */
inline int sampleScale; /* vortex: lightmap sample scale (ie quality)*/
inline std::vector<plane_t> mapplanes; /* mapplanes[ num ^ 1 ] will always be the mirror or mapplanes[ num ] */ /* nummapplanes will always be even */
inline MinMax g_mapMinmax;
inline const MinMax c_worldMinmax( Vector3( MIN_WORLD_COORD ), Vector3( MAX_WORLD_COORD ) );
inline int defaultFogNum = -1; /* ydnar: cleaner fog handling */
inline std::vector<fog_t> mapFogs;
inline brush_t buildBrush;
inline EBrushType g_brushType = EBrushType::Undefined;
/* surface stuff */
inline mapDrawSurface_t *mapDrawSurfs;
inline int numMapDrawSurfs;
inline int numSurfacesByType[ static_cast<std::size_t>( ESurfaceType::Shader ) + 1 ];
inline int numStripSurfaces;
inline int numMaxAreaSurfaces;
inline int numFanSurfaces;
inline int numMergedSurfaces;
inline int numMergedVerts;
inline int numRedundantIndexes;
inline int numSurfaceModels;
inline const Vector3b debugColors[ 12 ] =
{
{ 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 }
};
inline int skyboxArea = -1;
inline Matrix4 skyboxTransform;
/* -------------------------------------------------------------------------------
light global variables
------------------------------------------------------------------------------- */
/* commandline arguments */
inline bool wolfLight;
inline float extraDist;
inline bool loMem;
inline bool noStyles;
//inline int sampleSize = DEFAULT_LIGHTMAP_SAMPLE_SIZE;
//inline int minSampleSize = DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE;
inline float noVertexLighting;
inline bool noLightmaps;
inline bool noGridLighting;
inline bool noTrace;
inline bool noSurfaces;
inline bool patchShadows;
inline bool cpmaHack;
inline bool deluxemap;
inline bool debugDeluxemap;
inline int deluxemode; /* deluxemap format (0 - modelspace, 1 - tangentspace with renormalization, 2 - tangentspace without renormalization) */
inline bool fast;
inline bool fastpoint = true;
inline bool faster;
inline bool fastgrid;
inline bool fastbounce;
inline bool cheap;
inline bool cheapgrid;
inline int bounce;
inline bool bounceOnly;
inline bool bouncing;
inline bool bouncegrid;
inline bool normalmap;
inline bool trisoup;
inline bool shade;
inline float shadeAngleDegrees;
inline int superSample;
inline int lightSamples = 1;
inline bool lightRandomSamples;
inline int lightSamplesSearchBoxSize = 1;
inline bool filter;
inline bool dark;
inline bool sunOnly;
inline int approximateTolerance;
inline bool noCollapse;
inline int lightmapSearchBlockSize;
inline bool exportLightmaps;
inline bool externalLightmaps;
inline int lmCustomSizeW = LIGHTMAP_WIDTH;
inline int lmCustomSizeH = LIGHTMAP_WIDTH;
inline const char * lmCustomDir;
inline int lmLimitSize;
inline bool lightmapTriangleCheck;
inline bool lightmapExtraVisClusterNudge;
inline bool lightmapFill;
inline bool lightmapPink;
inline bool dirty;
inline bool dirtDebug;
inline int dirtMode;
inline float dirtDepth = 128.0f;
inline float dirtScale = 1.0f;
inline float dirtGain = 1.0f;
/* 27: floodlighting */
inline bool debugnormals;
inline bool floodlighty;
inline bool floodlight_lowquality;
inline Vector3 floodlightRGB;
inline float floodlightIntensity = 128.0f;
inline float floodlightDistance = 1024.0f;
inline float floodlightDirectionScale = 1.0f;
inline bool dump;
inline bool debug;
inline bool debugAxis;
inline bool debugCluster;
inline bool debugOrigin;
inline bool lightmapBorder;
inline int debugSampleSize; // 1=warn; 0=warn if lmsize>128
/* for run time tweaking of light sources */
inline float pointScale = 7500.0f;
inline float spotScale = 7500.0f;
inline float areaScale = 0.25f;
inline float skyScale = 1.0f;
inline float bounceScale = 0.25f;
inline float bounceColorRatio = 1.0f;
inline float vertexglobalscale = 1.0f;
inline float g_backsplashFractionScale = 1.0f;
inline float g_backsplashDistance = -999.0f;
/* jal: alternative angle attenuation curve */
inline bool lightAngleHL;
/* vortex: gridscale and gridambientscale */
inline float gridScale = 1.0f;
inline float gridAmbientScale = 1.0f;
inline float gridDirectionality = 1.0f;
inline float gridAmbientDirectionality;
inline bool inGrid;
/* ydnar: lightmap gamma/compensation */
inline float lightmapGamma = 1.0f;
inline float lightmapsRGB;
inline float texturesRGB;
inline float colorsRGB;
inline float lightmapExposure;
inline float lightmapCompensate = 1.0f;
inline float lightmapBrightness = 1.0f;
inline float lightmapContrast = 1.0f;
inline float g_lightmapSaturation = 1;
/* ydnar: for runtime tweaking of falloff tolerance */
inline float falloffTolerance = 1.0f;
inline const bool exactPointToPolygon = true;
inline const float formFactorValueScale = 3.0f;
inline const float linearScale = 1.0f / 8000.0f;
inline std::list<light_t> lights;
inline int numPointLights;
inline int numSpotLights;
inline int numSunLights;
/* ydnar: for luxel placement */
inline int numSurfaceClusters, maxSurfaceClusters;
inline int *surfaceClusters;
/* ydnar: for radiosity */
inline int numDiffuseLights;
inline int numBrushDiffuseLights;
inline int numTriangleDiffuseLights;
inline int numPatchDiffuseLights;
inline const float diffuseSubdivide = 256.0f;
inline const float minDiffuseSubdivide = 64.0f;
inline int numDiffuseSurfaces;
/* ydnar: general purpose extra copy of drawvert list */
inline std::vector<bspDrawVert_t> yDrawVerts;
inline const int defaultLightSubdivide = 999;
inline Vector3 ambientColor;
inline Vector3 minLight, minVertexLight, minGridLight;
inline float maxLight = 255.f;
/* ydnar: light optimization */
inline float subdivideThreshold = DEFAULT_SUBDIVIDE_THRESHOLD;
inline int maxOpaqueBrush;
inline std::vector<std::uint8_t> opaqueBrushes;
inline int gridBoundsCulled;
inline int gridEnvelopeCulled;
inline int lightsBoundsCulled;
inline int lightsEnvelopeCulled;
inline int lightsPlaneCulled;
inline int lightsClusterCulled;
/* ydnar: list of surface information necessary for lightmap calculation */
inline surfaceInfo_t *surfaceInfos;
/* clumps of surfaces that share a raw lightmap */
inline int numLightSurfaces;
inline int *lightSurfaces;
/* raw lightmaps */
inline int numRawLightmaps;
inline rawLightmap_t *rawLightmaps;
inline int *sortLightmaps;
/* vertex luxels */
inline Vector3 *vertexLuxels[ MAX_LIGHTMAPS ];
inline 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 */
inline int numLightmapShaders;
inline int numSolidLightmaps;
inline int numOutLightmaps;
inline int numBSPLightmaps;
inline int numExtLightmaps;
inline outLightmap_t *outLightmaps;
/* grid points */
inline std::vector<rawGridPoint_t> rawGridPoints;
inline int numLuxels;
inline int numLuxelsMapped;
inline int numLuxelsOccluded;
inline int numLuxelsIlluminated;
inline int numVertsIlluminated;
/* lightgrid */
inline Vector3 gridMins;
inline int gridBounds[ 3 ];
inline Vector3 gridSize = { 64, 64, 128 };
/* -------------------------------------------------------------------------------
abstracted bsp globals
------------------------------------------------------------------------------- */
inline std::size_t numBSPEntities;
inline std::vector<entity_t> entities;
inline std::vector<bspModel_t> bspModels;
inline std::vector<bspShader_t> bspShaders;
inline std::vector<char> bspEntData;
inline std::vector<bspLeaf_t> bspLeafs; // MAX_MAP_LEAFS
inline std::vector<bspPlane_t> bspPlanes;
inline std::vector<bspNode_t> bspNodes;
inline std::vector<int> bspLeafSurfaces;
inline std::vector<int> bspLeafBrushes;
inline std::vector<bspBrush_t> bspBrushes;
inline std::vector<bspBrushSide_t> bspBrushSides;
inline std::vector<byte> bspLightBytes;
inline std::vector<bspGridPoint_t> bspGridPoints;
inline std::vector<byte> bspVisBytes; // MAX_MAP_VISIBILITY
inline std::vector<bspDrawVert_t> bspDrawVerts;
inline std::vector<int> bspDrawIndexes;
inline std::vector<bspDrawSurface_t> bspDrawSurfaces; // MAX_MAP_DRAW_SURFS
inline std::vector<bspFog_t> bspFogs;
inline std::vector<bspAdvertisement_t> bspAds;
#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_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 )