/*** * * Copyright (c) 1998, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * ****/ #include "cmdlib.h" #include "mathlib.h" #include "bspfile.h" #include "polylib.h" #include "threads.h" #ifdef WIN32 #include #endif #include #include #pragma warning(disable: 4142 4028) #include #pragma warning(default: 4142 4028) #include #include #include typedef enum { emit_surface, emit_point, emit_spotlight, emit_skylight } emittype_t; typedef struct directlight_s { struct directlight_s *next; emittype_t type; int style; vec3_t origin; vec3_t intensity; vec3_t normal; // for surfaces and spotlights float stopdot; // for spotlights float stopdot2; // for spotlights } directlight_t; #define TRANSFER_SCALE (1.0f/16384) #define INVERSE_TRANSFER_SCALE 16384 typedef struct { unsigned short patch; unsigned short transfer; } transfer_t; #define MAX_PATCHES 65536 typedef struct patch_s { winding_t *winding; vec3_t mins, maxs, face_mins, face_maxs; struct patch_s *next; // next in face int numtransfers; transfer_t *transfers; vec3_t origin; vec3_t normal; dplane_t *plane; float chop; // smallest acceptable width of patch face float scale[2]; // Scaling of texture in s & t qboolean sky; vec3_t totallight; // accumulated by radiosity // does NOT include light // accounted for by direct lighting vec3_t baselight; // emissivity only vec3_t directlight; // direct light value float area; vec3_t reflectivity; // Average RGB of texture, modified by material type. vec3_t samplelight; int samples; // for averaging direct light int faceNumber; } patch_t; extern patch_t *face_patches[MAX_MAP_FACES]; extern entity_t *face_entity[MAX_MAP_FACES]; extern vec3_t face_offset[MAX_MAP_FACES]; // for rotating bmodels extern vec3_t face_centroids[MAX_MAP_EDGES]; extern patch_t patches[MAX_PATCHES]; extern unsigned num_patches; extern int leafparents[MAX_MAP_LEAFS]; extern int nodeparents[MAX_MAP_NODES]; extern float lightscale; extern float dlight_threshold; extern float coring; void MakeShadowSplits (void); //============================================== _int64 getfreespace(char *filepath); long getfilesize(char *filename); time_t getfiletime(char *filename); void BuildVisMatrix (void); void FreeVisMatrix (void); qboolean CheckVisBit (int p1, int p2); void TouchVMFFile (void); //============================================== extern qboolean extra; extern vec3_t ambient; extern float maxlight; extern unsigned numbounce; extern directlight_t *directlights[MAX_MAP_LEAFS]; extern byte nodehit[MAX_MAP_NODES]; extern float gamma; extern float indirect_sun; extern float smoothing_threshold; void MakeTnodes (dmodel_t *bm); void PairEdges (void); qboolean IsIncremental(char *filename); int SaveIncremental(char *filename); int PartialHead (void); void BuildFacelights (int facenum); void PrecompLightmapOffsets(); void FinalLightFace (int facenum); void PvsForOrigin (vec3_t org, byte *pvs); int TestLine_r (int node, vec3_t start, vec3_t stop); void CreateDirectLights (void); void DeleteDirectLights (void); int ProgressiveRefinement (void); vec_t PatchPlaneDist( patch_t *patch ); void GetPhongNormal( int facenum, vec3_t spot, vec3_t phongnormal ); dleaf_t *PointInLeaf (vec3_t point);