------------------------------------------------------------------------------- */
+/* 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 */
#define MAX_QPATH 64
#define DEF_RADIOSITY_BOUNCE 1.0f /* ydnar: default to 100% re-emitted light */
#define MAX_SHADER_INFO 8192
-#define MAX_CUST_SURFACEPARMS 64
+#define MAX_CUST_SURFACEPARMS 256
#define SHADER_MAX_VERTEXES 1000
#define SHADER_MAX_INDEXES (6 * SHADER_MAX_VERTEXES)
#define MAX_LIGHTMAP_SHADERS 256
/* ok to increase these at the expense of more memory */
-#define MAX_MAP_ENTITIES 0x1000 //% 0x800 /* ydnar */
-#define MAX_MAP_ENTSTRING 0x80000 //% 0x40000 /* ydnar */
-
#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_LEAFS 0x20000
------------------------------------------------------------------------------- */
/* ydnar: for smaller structs */
-typedef char qb_t;
+typedef unsigned char qb_t;
/* ydnar: for q3map_tcMod */
qboolean wolfLight; /* when true, lights work like wolf q3map */
int lightmapSize; /* bsp lightmap width/height */
float lightmapGamma; /* default lightmap gamma */
+ qboolean lightmapsRGB; /* default lightmap sRGB mode */
+ qboolean texturesRGB; /* default texture sRGB mode */
+ qboolean 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) */
/* 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 );
/* map.c */
-void LoadMapFile( char *filename, qboolean onlyLights );
+void LoadMapFile( char *filename, qboolean onlyLights, qboolean noCollapseGroups );
int FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points );
int PlaneTypeForNormal( vec3_t normal );
void AddBrushBevels( void );
-brush_t *FinishBrush( void );
+brush_t *FinishBrush(qboolean noCollapseGroups);
/* portals.c */
qboolean PortalPassable( portal_t *p );
-qboolean FloodEntities( tree_t *tree );
+#define FLOODENTITIES_LEAKED 1
+#define FLOODENTITIES_GOOD 0
+#define FLOODENTITIES_EMPTY -1
+int FloodEntities( tree_t *tree );
void FillOutside( node_t *headnode);
void FloodAreas( tree_t *tree);
face_t *VisibleFaces( entity_t *e, tree_t *tree );
int EmitShader( const char *shader, int *contentFlags, int *surfaceFlags );
void BeginBSPFile( void );
-void EndBSPFile( void );
+void EndBSPFile( qboolean do_write );
void EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes );
void EmitFogs( void );
/* model.c */
void PicoPrintFunc( int level, const char *str );
-void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize );
-picoModel_t *FindModel( char *name, int frame );
-picoModel_t *LoadModel( char *name, int frame );
-void InsertModel( char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle );
+void PicoLoadFileFunc( const char *name, byte **buffer, int *bufSize );
+picoModel_t *FindModel( const char *name, int frame );
+picoModel_t *LoadModel( const char *name, int frame );
+void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle );
void AddTriangleModels( entity_t *e );
mapDrawSurface_t *AllocDrawSurface( surfaceType_t type );
void FinishSurface( mapDrawSurface_t *ds );
void StripFaceSurface( mapDrawSurface_t *ds );
+void MaxAreaFaceSurface( mapDrawSurface_t *ds );
qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds );
qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis );
void ClassifySurfaces( int numSurfs, 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, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle );
+mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, const char *flareShader, int lightStyle );
mapDrawSurface_t *DrawSurfaceForShader( char *shader );
void ClipSidesIntoTree( entity_t *e, tree_t *tree );
void MakeDebugPortalSurfs( tree_t *tree );
void ProcessDecals( void );
void MakeEntityDecals( entity_t *e );
+/* map.c */
+void TextureAxisFromPlane( plane_t *pln, vec3_t xv, vec3_t yv );
/* brush_primit.c */
void ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY);
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 );
qboolean ClusterVisible( int a, int b );
void LoadShaderInfo( void );
shaderInfo_t *ShaderInfoForShader( const char *shader );
+shaderInfo_t *ShaderInfoForShaderNull( const char *shader );
/* bspfile_abstract.c */
,
#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) */
,
- { NULL } /* null game */
+ #include "game__null.h" /* null game (must be last item) */
};
#endif
Q_EXTERN game_t *game Q_ASSIGN( &games[ 0 ] );
Q_EXTERN qboolean debugPortals Q_ASSIGN( qfalse );
Q_EXTERN qboolean lightmapTriangleCheck Q_ASSIGN(qfalse);
Q_EXTERN qboolean lightmapExtraVisClusterNudge Q_ASSIGN(qfalse);
+Q_EXTERN qboolean lightmapFill Q_ASSIGN(qfalse);
+Q_EXTERN int metaAdequateScore Q_ASSIGN( -1 );
+Q_EXTERN int metaGoodScore Q_ASSIGN( -1 );
+Q_EXTERN float metaMaxBBoxDistance Q_ASSIGN( -1 );
+
+#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 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 fastpoint Q_ASSIGN( qtrue );
Q_EXTERN qboolean faster Q_ASSIGN( qfalse );
Q_EXTERN qboolean fastgrid Q_ASSIGN( qfalse );
Q_EXTERN qboolean fastbounce Q_ASSIGN( qfalse );
Q_EXTERN float shadeAngleDegrees Q_ASSIGN( 0.0f );
Q_EXTERN int superSample Q_ASSIGN( 0 );
Q_EXTERN int lightSamples Q_ASSIGN( 1 );
+Q_EXTERN qboolean lightRandomSamples Q_ASSIGN( qfalse );
Q_EXTERN int lightSamplesSearchBoxSize Q_ASSIGN( 1 );
Q_EXTERN qboolean filter Q_ASSIGN( qfalse );
Q_EXTERN qboolean dark 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 float floodlightDirectionScale Q_ASSIGN( 1.0f );
Q_EXTERN qboolean dump Q_ASSIGN( qfalse );
Q_EXTERN qboolean debug Q_ASSIGN( qfalse );
/* 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 );
/* ydnar: lightmap gamma/compensation */
Q_EXTERN float lightmapGamma Q_ASSIGN( 1.0f );
-Q_EXTERN float lightmapExposure Q_ASSIGN( 1.0f );
+Q_EXTERN float lightmapsRGB Q_ASSIGN( qfalse );
+Q_EXTERN float texturesRGB Q_ASSIGN( qfalse );
+Q_EXTERN float colorsRGB Q_ASSIGN( qfalse );
+Q_EXTERN float lightmapExposure Q_ASSIGN( 0.0f );
Q_EXTERN float lightmapCompensate Q_ASSIGN( 1.0f );
/* ydnar: for runtime tweaking of falloff tolerance */
// for .ase conversion
Q_EXTERN qboolean shadersAsBitmap Q_ASSIGN( qfalse );
+Q_EXTERN qboolean lightmapsAsTexcoord Q_ASSIGN( qfalse );
Q_EXTERN light_t *lights;
Q_EXTERN int numPointLights;
Q_EXTERN int numEntities Q_ASSIGN( 0 );
Q_EXTERN int numBSPEntities Q_ASSIGN( 0 );
-Q_EXTERN entity_t entities[ MAX_MAP_ENTITIES ];
+Q_EXTERN int allocatedEntities Q_ASSIGN( 0 );
+Q_EXTERN entity_t* entities Q_ASSIGN(NULL);
Q_EXTERN int numBSPModels Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPModels Q_ASSIGN( 0 );
#define AUTOEXPAND_BY_REALLOC_BSP(suffix, def) AUTOEXPAND_BY_REALLOC(bsp##suffix, numBSP##suffix, allocatedBSP##suffix, def)
+#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