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The Quake 2 tools as originally released under the GPL license.
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bsp/qrad3/qrad.h
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158
bsp/qrad3/qrad.h
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/*
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===========================================================================
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Copyright (C) 1997-2006 Id Software, Inc.
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This file is part of Quake 2 Tools source code.
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Quake 2 Tools source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 Tools source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake 2 Tools source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "cmdlib.h"
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#include "mathlib.h"
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#include "bspfile.h"
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#include "polylib.h"
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#include "threads.h"
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#include "lbmlib.h"
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#ifdef WIN32
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#include <windows.h>
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#endif
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typedef enum
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{
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emit_surface,
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emit_point,
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emit_spotlight
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} emittype_t;
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typedef struct directlight_s
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{
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struct directlight_s *next;
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emittype_t type;
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float intensity;
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int style;
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vec3_t origin;
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vec3_t color;
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vec3_t normal; // for surfaces and spotlights
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float stopdot; // for spotlights
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} directlight_t;
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// the sum of all tranfer->transfer values for a given patch
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// should equal exactly 0x10000, showing that all radiance
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// reaches other patches
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typedef struct
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{
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unsigned short patch;
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unsigned short transfer;
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} transfer_t;
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#define MAX_PATCHES 65000 // larger will cause 32 bit overflows
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typedef struct patch_s
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{
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winding_t *winding;
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struct patch_s *next; // next in face
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int numtransfers;
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transfer_t *transfers;
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int cluster; // for pvs checking
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vec3_t origin;
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dplane_t *plane;
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qboolean sky;
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vec3_t totallight; // accumulated by radiosity
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// does NOT include light
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// accounted for by direct lighting
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float area;
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// illuminance * reflectivity = radiosity
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vec3_t reflectivity;
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vec3_t baselight; // emissivity only
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// each style 0 lightmap sample in the patch will be
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// added up to get the average illuminance of the entire patch
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vec3_t samplelight;
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int samples; // for averaging direct light
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} patch_t;
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extern patch_t *face_patches[MAX_MAP_FACES];
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extern entity_t *face_entity[MAX_MAP_FACES];
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extern vec3_t face_offset[MAX_MAP_FACES]; // for rotating bmodels
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extern patch_t patches[MAX_PATCHES];
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extern unsigned num_patches;
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extern int leafparents[MAX_MAP_LEAFS];
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extern int nodeparents[MAX_MAP_NODES];
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extern float lightscale;
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void MakeShadowSplits (void);
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//==============================================
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void BuildVisMatrix (void);
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qboolean CheckVisBit (unsigned p1, unsigned p2);
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//==============================================
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extern float ambient, maxlight;
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void LinkPlaneFaces (void);
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extern qboolean extrasamples;
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extern int numbounce;
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extern directlight_t *directlights[MAX_MAP_LEAFS];
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extern byte nodehit[MAX_MAP_NODES];
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void BuildLightmaps (void);
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void BuildFacelights (int facenum);
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void FinalLightFace (int facenum);
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qboolean PvsForOrigin (vec3_t org, byte *pvs);
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int TestLine_r (int node, vec3_t start, vec3_t stop);
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void CreateDirectLights (void);
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dleaf_t *PointInLeaf (vec3_t point);
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extern dplane_t backplanes[MAX_MAP_PLANES];
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extern int fakeplanes; // created planes for origin offset
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extern float subdiv;
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extern float direct_scale;
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extern float entity_scale;
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int PointInLeafnum (vec3_t point);
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void MakeTnodes (dmodel_t *bm);
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void MakePatches (void);
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void SubdividePatches (void);
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void PairEdges (void);
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void CalcTextureReflectivity (void);
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