Support for getting correct light-level for waypoints. Thanks to Immortal_BLG for light-level calculation code.

This commit is contained in:
Dmitry 2019-05-10 01:33:17 +03:00 committed by jeefo
commit 7ebf1b6ef4
10 changed files with 500 additions and 17 deletions

View file

@ -1102,4 +1102,146 @@ void Engine::processMessages (void *ptr) {
logEntry (true, LL_FATAL, "Network message handler error. Call to unrecognized message id (%d).\n", m_msgBlock.msg);
}
m_msgBlock.state++; // and finally update network message state
}
void LightMeasure::initializeLightstyles (void) {
// this function initializes lighting information...
// reset all light styles
for (int i = 0; i < MAX_LIGHTSTYLES; i++) {
m_lightstyle[i].length = 0;
m_lightstyle[i].map[0] = 0x0;
}
for (int i = 0; i < MAX_LIGHTSTYLEVALUE; i++) {
m_lightstyleValue[i] = 264;
}
}
void LightMeasure::animateLight (void) {
// this function performs light animations
if (!m_doAnimation) {
return;
}
// 'm' is normal light, 'a' is no light, 'z' is double bright
const int index = static_cast <int> (engine.timebase () * 10.0f);
for (int j = 0; j < MAX_LIGHTSTYLES; j++) {
if (!m_lightstyle[j].length) {
m_lightstyleValue[j] = 256;
continue;
}
int value = m_lightstyle[j].map[index % m_lightstyle[j].length] - 'a';
m_lightstyleValue[j] = value * 22;
}
}
inline bool LightMeasure::recursiveLightPoint (const mnode_t *node, const Vector &start, const Vector &end) {
if (node->contents < 0) {
return false;
}
// determine which side of the node plane our points are on, fixme: optimize for axial
auto plane = node->plane;
float front = (start | plane->normal) - plane->dist;
float back = (end | plane->normal) - plane->dist;
int side = front < 0.0f;
// if they're both on the same side of the plane, don't bother to split just check the appropriate child
if ((back < 0.0f) == side) {
return recursiveLightPoint (node->children[side], start, end);
}
// calculate mid point
float frac = front / (front - back);
auto mid = start + (end - start) * frac;
// go down front side
if (recursiveLightPoint (node->children[side], start, mid)) {
return true; // hit something
}
// blow it off if it doesn't split the plane...
if ((back < 0.0f) == side) {
return false; // didn't hit anything
}
// check for impact on this node
// lightspot = mid;
// lightplane = plane;
auto surf = reinterpret_cast <msurface_t *> (m_worldModel->surfaces) + node->firstsurface;
for (int i = 0; i < node->numsurfaces; i++, surf++) {
if (surf->flags & SURF_DRAWTILED) {
continue; // no lightmaps
}
auto tex = surf->texinfo;
// see where in lightmap space our intersection point is
int s = static_cast <int> ((mid | Vector (tex->vecs[0])) + tex->vecs[0][3]);
int t = static_cast <int> ((mid | Vector (tex->vecs[1])) + tex->vecs[1][3]);
// not in the bounds of our lightmap? punt...
if (s < surf->texturemins[0] || t < surf->texturemins[1]) {
continue;
}
// assuming a square lightmap (fixme: which ain't always the case), lets see if it lies in that rectangle. if not, punt...
int ds = s - surf->texturemins[0];
int dt = t - surf->texturemins[1];
if (ds > surf->extents[0] || dt > surf->extents[1]) {
continue;
}
if (!surf->samples) {
return true;
}
ds >>= 4;
dt >>= 4;
m_point.reset (); // reset point color.
int smax = (surf->extents[0] >> 4) + 1;
int tmax = (surf->extents[1] >> 4) + 1;
int size = smax * tmax;
auto lightmap = surf->samples + dt * smax + ds;
// compute the lightmap color at a particular point
for (int maps = 0u; maps < MAXLIGHTMAPS && surf->styles[maps] != 255u; ++maps) {
uint32 scale = m_lightstyleValue[surf->styles[maps]];
m_point.red += lightmap->r * scale;
m_point.green += lightmap->g * scale;
m_point.blue += lightmap->b * scale;
lightmap += size; // skip to next lightmap
}
m_point.red >>= 8u;
m_point.green >>= 8u;
m_point.blue >>= 8u;
return true;
}
return recursiveLightPoint (node->children[!side], mid, end); // go down back side
}
float LightMeasure::getLightLevel (const Vector &point) {
if (!m_worldModel) {
return 0.0f;
}
if (!m_worldModel->lightdata) {
return 255.0f;
}
Vector endPoint (point);
endPoint.z -= 2048.0f;
return recursiveLightPoint (m_worldModel->nodes, point, endPoint) == false ? 0.0f : 100 * cr::sqrtf (cr::min (75.0f, static_cast <float> (m_point.avg ())) / 75.0f);
}

View file

@ -19,6 +19,7 @@ ConVar yb_version ("yb_version", PRODUCT_VERSION, VT_READONLY);
ConVar mp_startmoney ("mp_startmoney", nullptr, VT_NOREGISTER, true, "800");
int handleBotCommands (edict_t *ent, const char *arg0, const char *arg1, const char *arg2, const char *arg3, const char *arg4, const char *arg5, const char *self) {
// adding one bot with random parameters to random team
if (stricmp (arg0, "addbot") == 0 || stricmp (arg0, "add") == 0) {
bots.addbot (arg4, arg1, arg2, arg3, arg5, true);
@ -352,6 +353,18 @@ int handleBotCommands (edict_t *ent, const char *arg0, const char *arg1, const c
waypoints.cachePoint ();
}
else if (stricmp (arg1, "glp") == 0) {
for (int i = 0; i < waypoints.length (); i++) {
engine.print ("%d - %f", i, waypoints.getLightLevel (i));
}
}
// do a cleanup
else if (stricmp (arg1, "clean") == 0) {
if (!isEmptyStr (arg2)) {
@ -2097,6 +2110,9 @@ void ServerActivate (edict_t *pentEdictList, int edictCount, int clientMax) {
// do a level initialization
engine.levelInitialize ();
// update worldmodel
illum.resetWorldModel ();
// do level initialization stuff here...
waypoints.init ();
waypoints.load ();
@ -2139,6 +2155,9 @@ void ServerDeactivate (void) {
// set state to unprecached
engine.setUnprecached ();
// enable lightstyle animations on level change
illum.enableAnimation (true);
// xash is not kicking fakeclients on changelevel
if (g_gameFlags & GAME_XASH_ENGINE) {
bots.kickEveryone (true, false);
@ -2164,6 +2183,9 @@ void StartFrame (void) {
// run periodic update of bot states
bots.frame ();
// update lightstyle animations
illum.animateLight ();
// record some stats of all players on the server
for (int i = 0; i < engine.maxClients (); i++) {
edict_t *player = engine.entityOfIndex (i + 1);
@ -2229,6 +2251,9 @@ void StartFrame (void) {
}
bots.calculatePingOffsets ();
// calculate light levels for all waypoints if needed
waypoints.initLightLevels ();
if (g_gameFlags & GAME_METAMOD) {
static auto dmActive = g_engfuncs.pfnCVarGetPointer ("csdm_active");
static auto freeForAll = g_engfuncs.pfnCVarGetPointer ("mp_freeforall");
@ -2786,7 +2811,7 @@ typedef void (*entity_func_t) (entvars_t *);
gamedll_funcs_t gameDLLFunc;
SHARED_LIBRARAY_EXPORT int GetEntityAPI2 (gamefuncs_t *functionTable, int *) {
// this function is called right after FuncPointers_t() by the engine in the game DLL (or
// this function is called right after GiveFnptrsToDll() by the engine in the game DLL (or
// what it BELIEVES to be the game DLL), in order to copy the list of MOD functions that can
// be called by the engine, into a memory block pointed to by the functionTable pointer
// that is passed into this function (explanation comes straight from botman). This allows
@ -2824,6 +2849,19 @@ SHARED_LIBRARAY_EXPORT int GetEntityAPI2 (gamefuncs_t *functionTable, int *) {
functionTable->pfnStartFrame = StartFrame;
functionTable->pfnUpdateClientData = UpdateClientData;
functionTable->pfnPM_Move = [] (playermove_t *playerMove, int server) {
// this is the player movement code clients run to predict things when the server can't update
// them often enough (or doesn't want to). The server runs exactly the same function for
// moving players. There is normally no distinction between them, else client-side prediction
// wouldn't work properly (and it doesn't work that well, already...)
illum.setWorldModel (playerMove->physents[0u].model);
if (g_gameFlags & GAME_METAMOD) {
RETURN_META (MRES_IGNORED);
}
g_functionTable.pfnPM_Move (playerMove, server);
};
return TRUE;
}
@ -2861,7 +2899,7 @@ SHARED_LIBRARAY_EXPORT int GetNewDLLFunctions (newgamefuncs_t *functionTable, in
}
if (!api_GetNewDLLFunctions (functionTable, interfaceVersion)) {
logEntry (true, LL_FATAL, "GetNewDLLFunctions: ERROR - Not Initialized.");
logEntry (true, LL_ERROR, "GetNewDLLFunctions: ERROR - Not Initialized.");
return FALSE;
}

View file

@ -1367,6 +1367,22 @@ void Waypoint::initVisibility (void) {
fp.close ();
}
void Waypoint::initLightLevels (void) {
// this function get's the light level for each waypoin on the map
// no waypoints ? no light levels, and only one-time init
if (!m_numWaypoints || !cr::fzero (m_waypointLightLevel[0])) {
return;
}
engine.print ("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1");
// update light levels for all waypoints
for (int i = 0; i < m_numWaypoints; i++) {
m_waypointLightLevel[i] = illum.getLightLevel (m_paths[i]->origin);
}
// disable lightstyle animations on finish (will be auto-enabled on mapchange)
illum.enableAnimation (false);
}
void Waypoint::initTypes (void) {
m_terrorPoints.clear ();
m_ctPoints.clear ();
@ -1506,7 +1522,8 @@ bool Waypoint::load (void) {
}
for (int i = 0; i < m_numWaypoints; i++) {
m_waypointDisplayTime[i] = 0.0;
m_waypointDisplayTime[i] = 0.0f;
m_waypointLightLevel[i] = 0.0f;
}
initPathMatrix ();
@ -2679,6 +2696,7 @@ Waypoint::Waypoint (void) {
memset (m_visLUT, 0, sizeof (m_visLUT));
memset (m_waypointDisplayTime, 0, sizeof (m_waypointDisplayTime));
memset (m_waypointLightLevel, 0, sizeof (m_waypointLightLevel));
memset (m_infoBuffer, 0, sizeof (m_infoBuffer));
m_waypointPaths = false;