Support for getting correct light-level for waypoints. Thanks to Immortal_BLG for light-level calculation code.
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7ebf1b6ef4
10 changed files with 500 additions and 17 deletions
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@ -1102,4 +1102,146 @@ void Engine::processMessages (void *ptr) {
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logEntry (true, LL_FATAL, "Network message handler error. Call to unrecognized message id (%d).\n", m_msgBlock.msg);
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}
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m_msgBlock.state++; // and finally update network message state
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}
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void LightMeasure::initializeLightstyles (void) {
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// this function initializes lighting information...
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// reset all light styles
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for (int i = 0; i < MAX_LIGHTSTYLES; i++) {
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m_lightstyle[i].length = 0;
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m_lightstyle[i].map[0] = 0x0;
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}
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for (int i = 0; i < MAX_LIGHTSTYLEVALUE; i++) {
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m_lightstyleValue[i] = 264;
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}
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}
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void LightMeasure::animateLight (void) {
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// this function performs light animations
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if (!m_doAnimation) {
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return;
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}
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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const int index = static_cast <int> (engine.timebase () * 10.0f);
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for (int j = 0; j < MAX_LIGHTSTYLES; j++) {
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if (!m_lightstyle[j].length) {
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m_lightstyleValue[j] = 256;
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continue;
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}
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int value = m_lightstyle[j].map[index % m_lightstyle[j].length] - 'a';
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m_lightstyleValue[j] = value * 22;
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}
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}
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inline bool LightMeasure::recursiveLightPoint (const mnode_t *node, const Vector &start, const Vector &end) {
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if (node->contents < 0) {
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return false;
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}
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// determine which side of the node plane our points are on, fixme: optimize for axial
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auto plane = node->plane;
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float front = (start | plane->normal) - plane->dist;
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float back = (end | plane->normal) - plane->dist;
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int side = front < 0.0f;
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// if they're both on the same side of the plane, don't bother to split just check the appropriate child
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if ((back < 0.0f) == side) {
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return recursiveLightPoint (node->children[side], start, end);
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}
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// calculate mid point
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float frac = front / (front - back);
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auto mid = start + (end - start) * frac;
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// go down front side
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if (recursiveLightPoint (node->children[side], start, mid)) {
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return true; // hit something
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}
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// blow it off if it doesn't split the plane...
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if ((back < 0.0f) == side) {
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return false; // didn't hit anything
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}
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// check for impact on this node
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// lightspot = mid;
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// lightplane = plane;
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auto surf = reinterpret_cast <msurface_t *> (m_worldModel->surfaces) + node->firstsurface;
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for (int i = 0; i < node->numsurfaces; i++, surf++) {
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if (surf->flags & SURF_DRAWTILED) {
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continue; // no lightmaps
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}
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auto tex = surf->texinfo;
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// see where in lightmap space our intersection point is
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int s = static_cast <int> ((mid | Vector (tex->vecs[0])) + tex->vecs[0][3]);
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int t = static_cast <int> ((mid | Vector (tex->vecs[1])) + tex->vecs[1][3]);
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// not in the bounds of our lightmap? punt...
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if (s < surf->texturemins[0] || t < surf->texturemins[1]) {
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continue;
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}
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// assuming a square lightmap (fixme: which ain't always the case), lets see if it lies in that rectangle. if not, punt...
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int ds = s - surf->texturemins[0];
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int dt = t - surf->texturemins[1];
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if (ds > surf->extents[0] || dt > surf->extents[1]) {
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continue;
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}
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if (!surf->samples) {
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return true;
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}
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ds >>= 4;
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dt >>= 4;
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m_point.reset (); // reset point color.
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int smax = (surf->extents[0] >> 4) + 1;
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int tmax = (surf->extents[1] >> 4) + 1;
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int size = smax * tmax;
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auto lightmap = surf->samples + dt * smax + ds;
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// compute the lightmap color at a particular point
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for (int maps = 0u; maps < MAXLIGHTMAPS && surf->styles[maps] != 255u; ++maps) {
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uint32 scale = m_lightstyleValue[surf->styles[maps]];
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m_point.red += lightmap->r * scale;
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m_point.green += lightmap->g * scale;
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m_point.blue += lightmap->b * scale;
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lightmap += size; // skip to next lightmap
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}
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m_point.red >>= 8u;
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m_point.green >>= 8u;
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m_point.blue >>= 8u;
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return true;
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}
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return recursiveLightPoint (node->children[!side], mid, end); // go down back side
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}
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float LightMeasure::getLightLevel (const Vector &point) {
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if (!m_worldModel) {
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return 0.0f;
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}
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if (!m_worldModel->lightdata) {
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return 255.0f;
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}
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Vector endPoint (point);
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endPoint.z -= 2048.0f;
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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);
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}
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