#include "vfs.h"
#include "png.h"
#include "md4.h"
-
+#include "radiant_jpeglib.h"
#include <stdlib.h>
#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 MAX_PORTALS 32768
#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 128
+#define MAX_PORTALS_ON_LEAF 1024
/* light */
#define LIGHT_FAST_TEMP 512
#define LIGHT_FAST_ACTUAL (LIGHT_FAST | LIGHT_FAST_TEMP)
#define LIGHT_NEGATIVE 1024
+#define LIGHT_UNNORMALIZED 2048 /* vortex: do not normalize _color */
#define LIGHT_SUN_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_GRID | LIGHT_SURFACES)
#define LIGHT_AREA_DEFAULT (LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES) /* q3a and wolf are the same */
#define SUPER_NORMAL_SIZE 4
#define SUPER_DELUXEL_SIZE 3
#define BSP_DELUXEL_SIZE 3
-#define SUPER_FLOODLIGHT_SIZE 1
+#define SUPER_FLOODLIGHT_SIZE 4
#define VERTEX_LUXEL( s, v ) (vertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))
#define RAD_VERTEX_LUXEL( s, v )(radVertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))
#define MAX_MAP_AREAS 0x100 /* MAX_MAP_AREA_BYTES in q_shared must match! */
#define MAX_MAP_FOGS 30 //& 0x100 /* RBSP (32 - world fog - goggles) */
-#define MAX_MAP_PLANES 0x200000 //% 0x20000 /* ydnar for md */
#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_VISIBILITY 0x200000
+#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_DRAW_INDEXES 0x80000
float lightmapGamma; /* default lightmap gamma */
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 */
+ qboolean noStyles; /* use lightstyles hack or not */
+ qboolean keepLights; /* keep light entities on bsp */
+ int patchSubdivisions; /* default patch subdivisions tolerance */
+ qboolean patchShadows; /* patch casting enabled */
+ qboolean 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 */
+ char *miniMapNameFormat; /* minimap name format */
char *bspIdent; /* 4-letter bsp file prefix */
int bspVersion; /* bsp version to use */
qboolean lumpSwap; /* cod-style len/ofs order */
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 */
surfaceModel_t *surfaceModel; /* ydnar: for distribution of models */
foliage_t *foliage; /* ydnar/splash damage: wolf et foliage */
vec3_t color; /* normalized color */
vec3_t averageColor;
- byte lightStyle;
+ byte lightStyle;
+
+ /* vortex: per-surface floodlight */
+ float floodlightDirectionScale;
+ vec3_t floodlightRGB;
+ float floodlightIntensity;
+ float floodlightDistance;
qb_t lmMergable; /* ydnar */
int lmCustomWidth, lmCustomHeight; /* ydnar */
struct face_s *next;
int planenum;
int priority;
- qboolean checked;
+ //qboolean checked;
int compileFlags;
winding_t *w;
}
vec3_t normal;
vec_t dist;
int type;
- struct plane_s *hash_chain;
+ int counter;
+ int hash_chain;
}
plane_t;
int maxIterations;
int patchWidth, patchHeight;
vec3_t bounds[ 2 ];
-
+
/* ydnar/sd: for foliage */
int numFoliageInstances;
int firstBrush, numBrushes; /* only valid during BSP compile */
epair_t *epairs;
vec3_t originbrush_origin;
+ qboolean forceNormalSmoothing; /* vortex: true if entity has _smoothnormals/_sn/_smooth key */
}
entity_t;
entity_t *occupant; /* for leak file testing */
struct portal_s *portals; /* also on nodes during construction */
+
+ qboolean has_structural_children;
}
node_t;
/* input and output */
vec3_t color; /* starts out at full color, may be reduced if transparent surfaces are crossed */
-
+ vec3_t colorNoShadow; /* result color with no shadow casting */
+
/* output */
vec3_t hit;
int compileFlags; /* for determining surface compile flags traced through */
int numLightClusters, *lightClusters;
int sampleSize, actualSampleSize, axisNum;
+
+ /* vortex: per-surface floodlight */
+ float floodlightDirectionScale;
+ vec3_t floodlightRGB;
+ float floodlightIntensity;
+ float floodlightDistance;
+
int entityNum;
int recvShadows;
vec3_t mins, maxs, axis, origin, *vecs;
typedef struct surfaceInfo_s
{
- bspModel_t *model;
+ int modelindex;
shaderInfo_t *si;
rawLightmap_t *lm;
int parentSurfaceNum, childSurfaceNum;
}
surfaceInfo_t;
-
-
/* -------------------------------------------------------------------------------
prototypes
void ParsePatch( qboolean 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 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 FixMetaTJunctions( void );
void SmoothMetaTriangles( void );
void MergeMetaTriangles( void );
+void EmitMetaStats(); // vortex: print meta statistics even in no-verbose mode
/* surface_extra.c */
void DirtyRawLightmap( int num );
void SetupFloodLight();
-float FloodLightForSample( trace_t *trace );
+void FloodlightRawLightmaps();
+void FloodlightIlluminateLightmap( rawLightmap_t *lm );
+float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality);
void FloodLightRawLightmap( int num );
void IlluminateRawLightmap( int num );
void UnparseEntities( void );
void PrintEntity( const entity_t *ent );
void SetKeyValue( entity_t *ent, const char *key, const char *value );
+qboolean KeyExists( const entity_t *ent, const char *key ); /* VorteX: check if key exists */
const char *ValueForKey( const entity_t *ent, const char *key );
int IntForKey( const entity_t *ent, const char *key );
vec_t FloatForKey( const entity_t *ent, const char *key );
,
#include "game_qfusion.h" /* qfusion game */
,
+ #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) */
+ ,
{ NULL } /* null game */
};
#endif
Q_EXTERN qboolean noHint Q_ASSIGN( qfalse ); /* ydnar */
Q_EXTERN qboolean renameModelShaders Q_ASSIGN( qfalse ); /* ydnar */
Q_EXTERN qboolean skyFixHack Q_ASSIGN( qfalse ); /* ydnar */
+Q_EXTERN qboolean bspAlternateSplitWeights Q_ASSIGN( qfalse ); /* 27 */
+Q_EXTERN qboolean deepBSP Q_ASSIGN( qfalse ); /* div0 */
Q_EXTERN int patchSubdivisions Q_ASSIGN( 8 ); /* ydnar: -patchmeta subdivisions */
Q_EXTERN int sampleSize; /* lightmap sample size in units */
Q_EXTERN int minSampleSize; /* minimum sample size to use at all */
+Q_EXTERN int sampleScale; /* vortex: lightmap sample scale (ie quality)*/
Q_EXTERN int mapEntityNum Q_ASSIGN( 0 );
Q_EXTERN int entitySourceBrushes;
-Q_EXTERN plane_t mapplanes[ MAX_MAP_PLANES ]; /* mapplanes[ num ^ 1 ] will always be the mirror or mapplanes[ num ] */
-Q_EXTERN int nummapplanes; /* nummapplanes will always be even */
+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 vec3_t mapMins, mapMaxs;
Q_EXTERN qboolean noPassageVis;
Q_EXTERN qboolean passageVisOnly;
Q_EXTERN qboolean mergevis;
+Q_EXTERN qboolean mergevisportals;
Q_EXTERN qboolean nosort;
Q_EXTERN qboolean saveprt;
Q_EXTERN qboolean hint; /* ydnar */
Q_EXTERN char inbase[ MAX_QPATH ];
-
-/* other bits */
-Q_EXTERN int totalvis;
+Q_EXTERN char globalCelShader[ MAX_QPATH ];
Q_EXTERN float farPlaneDist; /* rr2do2, rf, mre, ydnar all contributed to this one... */
Q_EXTERN qboolean wolfLight Q_ASSIGN( qfalse );
Q_EXTERN qboolean loMem Q_ASSIGN( qfalse );
Q_EXTERN qboolean noStyles Q_ASSIGN( qfalse );
+Q_EXTERN qboolean keepLights Q_ASSIGN( qfalse );
Q_EXTERN int sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE );
Q_EXTERN int minSampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE );
Q_EXTERN qboolean deluxemap Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugDeluxemap Q_ASSIGN( qfalse );
+Q_EXTERN int deluxemode Q_ASSIGN( 0 ); /* deluxemap format (0 - modelspace, 1 - tangentspace with renormalization, 2 - tangentspace without renormalization) */
Q_EXTERN qboolean fast Q_ASSIGN( qfalse );
Q_EXTERN qboolean faster Q_ASSIGN( qfalse );
Q_EXTERN qboolean exportLightmaps Q_ASSIGN( qfalse );
Q_EXTERN qboolean externalLightmaps Q_ASSIGN( qfalse );
Q_EXTERN int lmCustomSize Q_ASSIGN( LIGHTMAP_WIDTH );
+Q_EXTERN char * lmCustomDir Q_ASSIGN( NULL );
Q_EXTERN qboolean dirty Q_ASSIGN( qfalse );
Q_EXTERN qboolean dirtDebug Q_ASSIGN( qfalse );
Q_EXTERN float dirtScale Q_ASSIGN( 1.0f );
Q_EXTERN float dirtGain Q_ASSIGN( 1.0f );
-Q_EXTERN qboolean debugnormals Q_ASSIGN( qfalse );
-Q_EXTERN qboolean floodlighty Q_ASSIGN( qfalse );
-Q_EXTERN qboolean floodlight_lowquality Q_ASSIGN( qfalse );
-Q_EXTERN vec3_t floodlightRGB;
-Q_EXTERN float floodlightIntensity Q_ASSIGN( 512 );
-Q_EXTERN float floodlightDistance Q_ASSIGN( 1024 );
+/* 27: floodlighting */
+Q_EXTERN qboolean debugnormals Q_ASSIGN( qfalse );
+Q_EXTERN qboolean floodlighty Q_ASSIGN( qfalse );
+Q_EXTERN qboolean floodlight_lowquality Q_ASSIGN( qfalse );
+Q_EXTERN vec3_t floodlightRGB;
+Q_EXTERN float floodlightIntensity Q_ASSIGN( 512.0f );
+Q_EXTERN float floodlightDistance Q_ASSIGN( 1024.0f );
Q_EXTERN qboolean dump Q_ASSIGN( qfalse );
Q_EXTERN qboolean debug Q_ASSIGN( qfalse );
Q_EXTERN float areaScale Q_ASSIGN( 0.25f );
Q_EXTERN float skyScale Q_ASSIGN( 1.0f );
Q_EXTERN float bounceScale Q_ASSIGN( 0.25f );
+
+/* vortex: gridscale and gridambientscale */
+Q_EXTERN float gridScale Q_ASSIGN( 1.0f );
+Q_EXTERN float gridAmbientScale Q_ASSIGN( 1.0f );
/* ydnar: lightmap gamma/compensation */
Q_EXTERN float lightmapGamma Q_ASSIGN( 1.0f );
Q_EXTERN int numExtLightmaps Q_ASSIGN( 0 );
Q_EXTERN outLightmap_t *outLightmaps Q_ASSIGN( NULL );
+/* vortex: per surface floodlight statictics */
+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 bspLeaf_t bspLeafs[ MAX_MAP_LEAFS ];
Q_EXTERN int numBSPPlanes Q_ASSIGN( 0 );
-Q_EXTERN bspPlane_t bspPlanes[ MAX_MAP_PLANES ];
+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 int numBSPLeafBrushes Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPLeafBrushes Q_ASSIGN( 0 );
-Q_EXTERN int* bspLeafBrushes Q_ASSIGN(0);
+Q_EXTERN int* bspLeafBrushes Q_ASSIGN(NULL);
Q_EXTERN int numBSPBrushes Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPBrushes Q_ASSIGN( 0 );