Example #1
0
static void CL_RunMapParticles (void)
{
	mapParticle_t *mp;
	ptl_t *ptl;
	int i;

	for (i = 0, mp = mapParticles; i < cl.numMapParticles; i++, mp++)
		if (mp->nextTime && cl.time >= mp->nextTime) {
			/* spawn a new particle */
			ptl = CL_ParticleSpawn(mp->ptl, mp->levelflags, mp->origin);
			if (!ptl) {
				Com_Printf(S_COLOR_YELLOW "Could not spawn particle '%s'\n", mp->ptl);
				mp->nextTime = 0;
				continue;
			}

			/* init the particle */
			CL_ParseMapParticle(ptl, mp->info, false);
			CL_ParticleFunction(ptl, ptl->ctrl->init);
			CL_ParseMapParticle(ptl, mp->info, true);

			/* prepare next spawning */
			if (Vector2NotEmpty(mp->wait))
				mp->nextTime += mp->wait[0] + mp->wait[1] * frand();
			else
				mp->nextTime = 0;
		}
}
Example #2
0
/**
 * @brief Export all the faces for one particular lightmap (day or night)
 * @param path The path to write the files into
 * @param name The name of the map to export the lightmap for
 * @param day @c true to export the day lightmap data, @c false to export the night lightmap data
 */
static void ExportLightmap (const char* path, const char* name, bool day)
{
	const int lightmapIndex = day ? 1 : 0;
	const byte* bspLightBytes = curTile->lightdata[lightmapIndex];
	const byte quant = *bspLightBytes;
	const int scale = 1 << quant;

	for (int i = 0; i < curTile->numfaces; i++) {
		const dBspSurface_t* face = &curTile->faces[i];
		const byte* lightmap = bspLightBytes + face->lightofs[lightmapIndex];
		vec2_t texSize;

		CalcTextureSize(face, texSize, scale);

		/* write a tga image out */
		if (Vector2NotEmpty(texSize)) {
			char filename[MAX_QPATH];
			Com_sprintf(filename, sizeof(filename), "%s/%s_lightmap_%04d%c.tga", path, name, i, day ? 'd' : 'n');
			Com_Printf("Writing %s (%.0fx%.0f)\n", filename, texSize[0], texSize[1]);
			WriteTGA24(filename, lightmap, texSize[0], texSize[1], 0);
			Com_sprintf(filename, sizeof(filename), "%s/%s_direction_%04d%c.tga", path, name, i, day ? 'd' : 'n');
			Com_Printf("Writing %s (%.0fx%.0f)\n", filename, texSize[0], texSize[1]);
			WriteTGA24(filename, lightmap, texSize[0], texSize[1], 3);
		}
	}
}
Example #3
0
/** @note Defaults should match those of ufo2map, or lighting will be inconsistent between world and models */
static void SP_worldspawn (const localEntityParse_t* entData)
{
	/* maximum level */
	cl.mapMaxLevel = entData->maxLevel;

	if (GAME_IsMultiplayer()) {
		if (cl_teamnum->integer > entData->maxMultiplayerTeams || cl_teamnum->integer <= TEAM_CIVILIAN) {
			Com_Printf("The selected team is not usable. "
				"The map doesn't support %i teams but only %i teams\n",
				cl_teamnum->integer, entData->maxMultiplayerTeams);
			Cvar_SetValue("cl_teamnum", TEAM_DEFAULT);
			Com_Printf("Set teamnum to %i\n", cl_teamnum->integer);
		}
	}

	/** @todo - make sun position/color vary based on local time at location? */
	const int dayLightmap = CL_GetConfigStringInteger(CS_LIGHTMAP);

	/** @note Some vectors have exra elements to comply with mathlib and/or OpenGL conventions, but handled as shorter ones */
	vec3_t sunAngles;
	vec4_t sunColor;
	vec_t sunIntensity;
	if (dayLightmap) {
		/* set defaults for daylight */
		Vector4Set(refdef.ambientColor, 0.26, 0.26, 0.26, 1.0);
		sunIntensity = 280;
		VectorSet(sunAngles, -75, 100, 0);
		Vector4Set(sunColor, 0.90, 0.75, 0.65, 1.0);

		/* override defaults with data from worldspawn entity, if any */
		if (VectorNotEmpty(entData->ambientDayColor))
			VectorCopy(entData->ambientDayColor, refdef.ambientColor);

		if (entData->dayLight)
			sunIntensity = entData->dayLight;

		if (Vector2NotEmpty(entData->daySunAngles))
			Vector2Copy(entData->daySunAngles, sunAngles);

		if (VectorNotEmpty(entData->daySunColor))
			VectorCopy(entData->daySunColor, sunColor);

		Vector4Set(refdef.sunSpecularColor, 1.0, 1.0, 0.9, 1);
	} else {
		/* set defaults for night light */
		Vector4Set(refdef.ambientColor, 0.16, 0.16, 0.17, 1.0);
		sunIntensity = 15;
		VectorSet(sunAngles, -80, 220, 0);
		Vector4Set(sunColor, 0.25, 0.25, 0.35, 1.0);

		/* override defaults with data from worldspawn entity, if any */
		if (VectorNotEmpty(entData->ambientNightColor))
			VectorCopy(entData->ambientNightColor, refdef.ambientColor);

		if (entData->nightLight)
			sunIntensity = entData->nightLight;

		if (Vector2NotEmpty(entData->nightSunAngles))
			Vector2Copy(entData->nightSunAngles, sunAngles);

		if (VectorNotEmpty(entData->nightSunColor))
			VectorCopy(entData->nightSunColor, sunColor);

		Vector4Set(refdef.sunSpecularColor, 0.5, 0.5, 0.7, 1);
	}

	ColorNormalize(sunColor, sunColor);
	VectorScale(sunColor, sunIntensity/255.0, sunColor);
	Vector4Copy(sunColor, refdef.sunDiffuseColor);

	/* clamp ambient for models */
	Vector4Copy(refdef.ambientColor, refdef.modelAmbientColor);
	for (int i = 0; i < 3; i++)
		if (refdef.modelAmbientColor[i] < MIN_AMBIENT_COMPONENT)
			refdef.modelAmbientColor[i] = MIN_AMBIENT_COMPONENT;

	/* scale it into a reasonable range, the clamp above ensures this will work */
	while (VectorSum(refdef.modelAmbientColor) < MIN_AMBIENT_SUM)
		VectorScale(refdef.modelAmbientColor, 1.25, refdef.modelAmbientColor);

	AngleVectors(sunAngles, refdef.sunVector, nullptr, nullptr);
	refdef.sunVector[3] = 0.0; /* to use as directional light source in OpenGL */

	/** @todo Parse fog from worldspawn config */
	refdef.weather = WEATHER_NONE;
	refdef.fogColor[3] = 1.0;
	VectorSet(refdef.fogColor, 0.75, 0.75, 0.75);
}