worldspawn/tools/vmap/help.c

391 lines
16 KiB
C

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* dependencies */
#include "vmap.h"
struct HelpOption
{
const char* name;
const char* description;
};
void HelpOptions(const char* group_name, int indentation, int width, struct HelpOption* options, int count)
{
indentation *= 2;
char* indent = malloc(indentation+1);
memset(indent, ' ', indentation);
indent[indentation] = 0;
printf("%s%s:\n", indent, group_name);
indentation += 2;
indent = realloc(indent, indentation+1);
memset(indent, ' ', indentation);
indent[indentation] = 0;
int i;
for ( i = 0; i < count; i++ )
{
int printed = printf("%s%-24s ", indent, options[i].name);
int descsz = strlen(options[i].description);
int j = 0;
while ( j < descsz && descsz-j > width - printed )
{
if ( j != 0 )
printf("%s%26c",indent,' ');
int fragment = width - printed;
while ( fragment > 0 && options[i].description[j+fragment-1] != ' ')
fragment--;
j += fwrite(options[i].description+j, sizeof(char), fragment, stdout);
putchar('\n');
printed = indentation+26;
}
if ( j == 0 )
{
printf("%s\n",options[i].description+j);
}
else if ( j < descsz )
{
printf("%s%26c%s\n",indent,' ',options[i].description+j);
}
}
putchar('\n');
free(indent);
}
void HelpBsp()
{
struct HelpOption bsp[] = {
{"-bsp <filename.map>", "Switch that enters this stage"},
{"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"},
{"-bspfile <filename.bsp>", "BSP file to write"},
{"-celshader <shadername>", "Sets a global cel shader name"},
{"-custinfoparms", "Read scripts/custinfoparms.txt"},
{"-debuginset", "Push all triangle vertexes towards the triangle center"},
{"-debugportals", "Make BSP portals visible in the map"},
{"-debugsurfaces", "Color the vertexes according to the index of the surface"},
{"-deep", "Use detail brushes in the BSP tree, but at lowest priority (should give more fps)"},
{"-de <F>", "Distance epsilon for plane snapping etc."},
{"-fakemap", "Write fakemap.map containing all world brushes"},
{"-flat", "Enable flat shading (good for combining with -celshader)"},
{"-fulldetail", "Treat detail brushes as structural ones"},
{"-leaktest", "Continue even if a leak was found"},
{"-linfile <filename.lin>", "Line file to write"},
{"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"},
{"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
{"-mi <N>", "Sets the maximum number of indexes per surface"},
{"-mv <N>", "Sets the maximum number of vertices of a lightmapped surface"},
{"-ne <F>", "Normal epsilon for plane snapping etc."},
{"-nocurves", "Turn off support for patches"},
{"-nodetail", "Leave out detail brushes"},
{"-nofog", "Turn off support for fog volumes"},
{"-nohint", "Turn off support for hint brushes"},
{"-nosubdivide", "Turn off support for `q3map_tessSize` (breaks water vertex deforms)"},
{"-notjunc", "Do not fix T-junctions (causes cracks between triangles, do not use)"},
{"-nowater", "Turn off support for water, slime or lava (Stef, this is for you)"},
{"-np <A>", "Force all surfaces to be nonplanar with a given shade angle"},
{"-onlyents", "Only update entities in the BSP"},
{"-patchmeta", "Turn patches into triangle meshes for display"},
{"-prtfile <filename.prt>", "Portal file to write"},
{"-rename", "Append suffix to miscmodel shaders (needed for SoF2)"},
{"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
{"-skyfix", "Turn sky box into six surfaces to work around ATI problems"},
{"-snap <N>", "Snap brush bevel planes to the given number of units"},
{"-srffile <filename.srf>", "Surface file to write"},
{"-tempname <filename.map>", "Read the MAP file from the given file name"},
{"-texrange <N>", "Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met"},
{"-tmpout", "Write the BSP file to /tmp"},
{"-verboseentities", "Enable `-v` only for map entities, not for the world"},
};
HelpOptions("BSP Stage", 0, 80, bsp, sizeof(bsp)/sizeof(struct HelpOption));
}
void HelpVis()
{
struct HelpOption vis[] = {
{"-vis <filename.map>", "Switch that enters this stage"},
{"-fast", "Very fast and crude vis calculation"},
{"-hint", "Merge all but hint portals"},
{"-mergeportals", "The less crude half of `-merge`, makes vis sometimes much faster but doesn't hurt fps usually"},
{"-merge", "Faster but still okay vis calculation"},
{"-nopassage", "Just use PortalFlow vis (usually less fps)"},
{"-nosort", "Do not sort the portals before calculating vis (usually slower)"},
{"-passageOnly", "Just use PassageFlow vis (usually less fps)"},
{"-prtfile <filename.prt>", "Portal file to read"},
{"-saveprt", "Keep the Portal file after running vis (so you can run vis again)"},
{"-tmpin", "Use /tmp folder for input"},
{"-tmpout", "Use /tmp folder for output"},
};
HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption));
}
void HelpLight()
{
struct HelpOption light[] = {
{"-light <filename.map>", "Switch that enters this stage"},
{"-approx <N>", "Vertex light approximation tolerance (never use in conjunction with deluxemapping)"},
{"-areascale <F, `-area` F>", "Scaling factor for area lights (surfacelight)"},
{"-border", "Add a red border to lightmaps for debugging"},
{"-bouncegrid", "Also compute radiosity on the light grid"},
{"-bounceonly", "Only compute radiosity"},
{"-bouncescale <F>", "Scaling factor for radiosity"},
{"-bounce <N>", "Number of bounces for radiosity"},
{"-bspfile <filename.bsp>", "BSP file to write"},
{"-cheapgrid", "Use `-cheap` style lighting for radiosity"},
{"-cheap", "Abort vertex light calculations when white is reached"},
{"-compensate <F>", "Lightmap compensate (darkening factor applied after everything else)"},
{"-custinfoparms", "Read scripts/custinfoparms.txt"},
{"-dark", "Darken lightmap seams"},
{"-debugaxis", "Color the lightmaps according to the lightmap axis"},
{"-debugcluster", "Color the lightmaps according to the index of the cluster"},
{"-debugdeluxe", "Show deluxemaps on the lightmap"},
{"-debugnormals", "Color the lightmaps according to the direction of the surface normal"},
{"-debugorigin", "Color the lightmaps according to the origin of the luxels"},
{"-debugsurfaces, -debugsurface", "Color the lightmaps according to the index of the surface"},
{"-debugunused", "This option does nothing"},
{"-debug", "Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red"},
{"-deluxemode 0", "Use modelspace deluxemaps (DarkPlaces)"},
{"-deluxemode 1", "Use tangentspace deluxemaps"},
{"-deluxe, -deluxemap", "Enable deluxemapping (light direction maps)"},
{"-dirtdebug, -debugdirt", "Store the dirtmaps as lightmaps for debugging"},
{"-dirtdepth", "Dirtmapping depth"},
{"-dirtgain", "Dirtmapping exponent"},
{"-dirtmode 0", "Ordered direction dirtmapping"},
{"-dirtmode 1", "Randomized direction dirtmapping"},
{"-dirtscale", "Dirtmapping scaling factor"},
{"-dirty", "Enable dirtmapping"},
{"-dump", "Dump radiosity from `-bounce` into numbered MAP file prefabs"},
{"-export", "Export lightmaps when compile finished (like `-export` mode)"},
{"-exposure <F>", "Lightmap exposure to better support overbright spots"},
{"-external", "Force external lightmaps even if at size of internal lightmaps"},
{"-extravisnudge", "Broken feature to nudge the luxel origin to a better vis cluster"},
{"-fastallocate", "Use `-fastallocate` to trade lightmap size against allocation time (useful with hi res lightmaps on large maps: reduce allocation time from days to minutes for only some extra bytes)"},
{"-slowbounce", "Use the slower method for calculating light spread"},
{"-slowgrid", "Uses slower method for calculating light spread"},
{"-slow", "Disable fast envelope/distance calculation for lights"},
{"-faster", "Use a faster falloff curve for lighting; also implies `-fast`"},
{"-filter", "Lightmap filtering"},
{"-floodlight", "Enable floodlight (zero-effort somewhat decent lighting)"},
{"-gamma <F>", "Lightmap gamma"},
{"-gridambientscale <F>", "Scaling factor for the light grid ambient components only"},
{"-gridscale <F>", "Scaling factor for the light grid only"},
{"-keeplights", "Keep light entities in the BSP file after compile"},
{"-lightmapdir <directory>", "Directory to store external lightmaps (default: same as map name without extension)"},
{"-lightmapsearchblocksize <N>", "Restrict lightmap search to block size <N>"},
{"-lightmapsearchpower <N>", "Optimize for lightmap merge power <N>"},
{"-lightmapsize <N>", "Size of lightmaps to generate (must be a power of two)"},
{"-lightsubdiv <N>", "Size of light emitting shader subdivision"},
{"-lomem", "Low memory but slower lighting mode"},
{"-lowquality", "Low quality floodlight (appears to currently break floodlight)"},
{"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
{"-nocollapse", "Do not collapse identical lightmaps"},
{"-nodeluxe, -nodeluxemap", "Disable deluxemapping"},
{"-nogrid", "Disable grid light calculation (makes all entities fullbright)"},
{"-nolightmapsearch", "Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)"},
{"-normalmap", "Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)"},
{"-nostyle, -nostyles", "Disable support for light styles"},
{"-nosurf", "Disable tracing against surfaces (only uses BSP nodes then)"},
{"-notrace", "Disable shadow occlusion"},
{"-novertex", "Disable vertex lighting"},
{"-patchshadows", "Cast shadows from patches"},
{"-pointscale <F, `-point` F>", "Scaling factor for point lights (light entities)"},
{"-samplescale <F>", "Scales all lightmap resolutions"},
{"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
{"-samples <N>", "Adaptive supersampling quality"},
{"-scale <F>", "Scaling factor for all light types"},
{"-shadeangle <A>", "Angle for phong shading"},
{"-shade", "Enable phong shading at default shade angle"},
{"-skyscale <F, `-sky` F>", "Scaling factor for sky and sun light"},
{"-srffile <filename.srf>", "Surface file to read"},
{"-style, -styles", "Enable support for light styles"},
{"-sunonly", "Only compute sun light"},
{"-super <N, `-supersample` N>", "Ordered grid supersampling quality"},
{"-thresh <F>", "Triangle subdivision threshold"},
{"-trianglecheck", "Broken check that should ensure luxels apply to the right triangle"},
{"-trisoup", "Convert brush faces to triangle soup"},
};
HelpOptions("Light Stage", 0, 80, light, sizeof(light)/sizeof(struct HelpOption));
}
void HelpAnalyze()
{
struct HelpOption analyze[] = {
{"-analyze <filename.bsp>", "Switch that enters this mode"},
{"-lumpswap", "Swap byte order in the lumps"},
};
HelpOptions("Analyzing BSP-like file structure", 0, 80, analyze, sizeof(analyze)/sizeof(struct HelpOption));
}
void HelpScale()
{
struct HelpOption scale[] = {
{"-scale <S filename.bsp>", "Scale uniformly"},
{"-scale <SX SY SZ filename.bsp>", "Scale non-uniformly"},
{"-scale -tex <S filename.bsp>", "Scale uniformly without texture lock"},
{"-scale -tex <SX SY SZ filename.bsp>", "Scale non-uniformly without texture lock"},
};
HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption));
}
void HelpConvert()
{
struct HelpOption convert[] = {
{"-convert <filename.bsp>", "Switch that enters this mode"},
{"-de <number>", "Distance epsilon for the conversion"},
{"-format <converter>", "Select the converter (available: map, ase, or game names)"},
{"-ne <F>", "Normal epsilon for the conversion"},
{"-shadersasbitmap", "(only for ase) use the shader names as \\*BITMAP key so they work as prefabs"},
};
HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption));
}
void HelpExport()
{
struct HelpOption exportl[] = {
{"-export <filename.bsp>", "Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff"}
};
HelpOptions("Exporting lightmaps", 0, 80, exportl, sizeof(exportl)/sizeof(struct HelpOption));
}
void HelpExportEnts()
{
struct HelpOption exportents[] = {
{"-exportents <filename.bsp>", "Exports the entities to a text file (.ent)"},
};
HelpOptions("ExportEnts Stage", 0, 80, exportents, sizeof(exportents)/sizeof(struct HelpOption));
}
void HelpFixaas()
{
struct HelpOption fixaas[] = {
{"-fixaas <filename.bsp>", "Switch that enters this mode"},
};
HelpOptions("Fixing AAS checksum", 0, 80, fixaas, sizeof(fixaas)/sizeof(struct HelpOption));
}
void HelpInfo()
{
struct HelpOption info[] = {
{"-info <filename.bsp>", "Switch that enters this mode"},
};
HelpOptions("Get info about BSP file", 0, 80, info, sizeof(info)/sizeof(struct HelpOption));
}
void HelpImport()
{
struct HelpOption import[] = {
{"-import <filename.bsp>", "Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP"},
};
HelpOptions("Importing lightmaps", 0, 80, import, sizeof(import)/sizeof(struct HelpOption));
}
void HelpCommon()
{
struct HelpOption common[] = {
{"-game <gamename>", "Sets a different game directory name (can be used more than once)"},
{"-connect <address>", "Talk to a WorldSpawn instance using a specific XML based protocol"},
{"-force", "Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash"},
{"-fs_basepath <path>", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"},
{"-fs_homebase <dir>", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"},
{"-fs_homepath <path>", "Sets the given path as home directory name"},
{"-fs_nobasepath", "Do not load base paths in VFS, imply -fs_nomagicpath"},
{"-fs_nomagicpath", "Do not try to guess base path magically"},
{"-fs_nohomepath", "Do not load home path in VFS"},
{"-fs_pakpath <path>", "Specify a package directory (can be used more than once to look in multiple paths)"},
{"-subdivisions <F>", "multiplier for patch subdivisions quality"},
{"-threads <N>", "number of threads to use"},
{"-v", "Verbose mode"}
};
HelpOptions("Common Options", 0, 80, common, sizeof(common)/sizeof(struct HelpOption));
}
void HelpMain(const char* arg)
{
printf("Usage: vmap [stage] [common options...] [stage options...] [stage source file]\n");
printf(" vmap -help [stage]\n\n");
HelpCommon();
struct HelpOption stages[] = {
{"-bsp", "BSP Stage"},
{"-vis", "VIS Stage"},
{"-light", "Light Stage"},
{"-analyze", "Analyzing BSP-like file structure"},
{"-scale", "Scaling"},
{"-convert", "Converting & Decompiling"},
{"-export", "Exporting lightmaps"},
{"-exportents", "Exporting entities"},
{"-fixaas", "Fixing AAS checksum"},
{"-info", "Get info about BSP file"},
{"-import", "Importing lightmaps"},
};
void (*help_funcs[])() = {
HelpBsp,
HelpVis,
HelpLight,
HelpAnalyze,
HelpScale,
HelpConvert,
HelpExport,
HelpExportEnts,
HelpFixaas,
HelpInfo,
HelpImport,
};
if ( arg && strlen(arg) > 0 )
{
if ( arg[0] == '-' )
arg++;
unsigned i;
for ( i = 0; i < sizeof(stages)/sizeof(struct HelpOption); i++ )
if ( strcmp(arg, stages[i].name+1) == 0 )
{
help_funcs[i]();
return;
}
}
HelpOptions("Stages", 0, 80, stages, sizeof(stages)/sizeof(struct HelpOption));
}