1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
44 ydnar: moved to here 2001-02-04
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
55 /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
59 /* make a local copy */
60 VectorScale( color, scale, sample );
63 gamma = 1.0f / lightmapGamma;
64 for( i = 0; i < 3; i++ )
66 /* handle negative light */
67 if( sample[ i ] < 0.0f )
74 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
77 if (lightmapExposure == 1)
79 /* clamp with color normalization */
81 if( sample[ 1 ] > max )
83 if( sample[ 2 ] > max )
86 VectorScale( sample, (255.0f / max), sample );
90 if (lightmapExposure==0)
92 lightmapExposure=1.0f;
94 inv=1.f/lightmapExposure;
98 if( sample[ 1 ] > max )
100 if( sample[ 2 ] > max )
103 dif = (1- exp(-max * inv) ) * 255;
121 /* compensate for ingame overbrighting/bitshifting */
122 VectorScale( sample, (1.0f / lightmapCompensate), sample );
125 colorBytes[ 0 ] = sample[ 0 ];
126 colorBytes[ 1 ] = sample[ 1 ];
127 colorBytes[ 2 ] = sample[ 2 ];
132 /* -------------------------------------------------------------------------------
134 this section deals with phong shading (normal interpolation across brush faces)
136 ------------------------------------------------------------------------------- */
140 smooths together coincident vertex normals across the bsp
143 #define MAX_SAMPLES 256
144 #define THETA_EPSILON 0.000001
145 #define EQUAL_NORMAL_EPSILON 0.01
147 void SmoothNormals( void )
149 int i, j, k, f, cs, numVerts, numVotes, fOld, start;
150 float shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151 bspDrawSurface_t *ds;
155 vec3_t average, diff;
156 int indexes[ MAX_SAMPLES ];
157 vec3_t votes[ MAX_SAMPLES ];
160 /* allocate shade angle table */
161 shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162 memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
164 /* allocate smoothed table */
165 cs = (numBSPDrawVerts / 8) + 1;
166 smoothed = safe_malloc( cs );
167 memset( smoothed, 0, cs );
169 /* set default shade angle */
170 defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
173 /* run through every surface and flag verts belonging to non-lightmapped surfaces
174 and set per-vertex smoothing angle */
175 for( i = 0; i < numBSPDrawSurfaces; i++ )
178 ds = &bspDrawSurfaces[ i ];
180 /* get shader for shade angle */
181 si = surfaceInfos[ i ].si;
182 if( si->shadeAngleDegrees )
183 shadeAngle = DEG2RAD( si->shadeAngleDegrees );
185 shadeAngle = defaultShadeAngle;
186 if( shadeAngle > maxShadeAngle )
187 maxShadeAngle = shadeAngle;
190 for( j = 0; j < ds->numVerts; j++ )
192 f = ds->firstVert + j;
193 shadeAngles[ f ] = shadeAngle;
194 if( ds->surfaceType == MST_TRIANGLE_SOUP )
195 smoothed[ f >> 3 ] |= (1 << (f & 7));
198 /* ydnar: optional force-to-trisoup */
199 if( trisoup && ds->surfaceType == MST_PLANAR )
201 ds->surfaceType = MST_TRIANGLE_SOUP;
202 ds->lightmapNum[ 0 ] = -3;
206 /* bail if no surfaces have a shade angle */
207 if( maxShadeAngle == 0 )
216 start = I_FloatTime();
218 /* go through the list of vertexes */
219 for( i = 0; i < numBSPDrawVerts; i++ )
222 f = 10 * i / numBSPDrawVerts;
226 Sys_Printf( "%i...", f );
229 /* already smoothed? */
230 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
234 VectorClear( average );
238 /* build a table of coincident vertexes */
239 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
241 /* already smoothed? */
242 if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
246 if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
249 /* use smallest shade angle */
250 shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
252 /* check shade angle */
253 dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
256 else if( dot < -1.0 )
258 testAngle = acos( dot ) + THETA_EPSILON;
259 if( testAngle >= shadeAngle )
261 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
264 //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
266 /* add to the list */
267 indexes[ numVerts++ ] = j;
270 smoothed[ j >> 3 ] |= (1 << (j & 7));
272 /* see if this normal has already been voted */
273 for( k = 0; k < numVotes; k++ )
275 VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
276 if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
277 fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
278 fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
282 /* add a new vote? */
283 if( k == numVotes && numVotes < MAX_SAMPLES )
285 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
291 /* don't average for less than 2 verts */
296 if( VectorNormalize( average, average ) > 0 )
299 for( j = 0; j < numVerts; j++ )
300 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
304 /* free the tables */
309 Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
314 /* -------------------------------------------------------------------------------
316 this section deals with phong shaded lightmap tracing
318 ------------------------------------------------------------------------------- */
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
324 calculates the st tangent vectors for normalmapping
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
334 /* calculate barycentric basis for the triangle */
335 bb = (dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]) - (dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]);
336 if( fabs( bb ) < 0.00000001f )
340 for( i = 0; i < numVerts; i++ )
342 /* calculate s tangent vector */
343 s = dv[ i ]->st[ 0 ] + 10.0f;
344 t = dv[ i ]->st[ 1 ];
345 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
346 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
347 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
349 stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
350 stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
351 stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
353 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354 VectorNormalize( stv[ i ], stv[ i ] );
356 /* calculate t tangent vector */
357 s = dv[ i ]->st[ 0 ];
358 t = dv[ i ]->st[ 1 ] + 10.0f;
359 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
360 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
361 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
363 ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
364 ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
365 ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
367 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368 VectorNormalize( ttv[ i ], ttv[ i ] );
371 //% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
372 //% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
375 /* return to caller */
384 perterbs the normal by the shader's normalmap in tangent space
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
394 VectorCopy( dv->normal, pNormal );
396 /* sample normalmap */
397 if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
400 /* remap sampled normal from [0,255] to [-1,-1] */
401 for( i = 0; i < 3; i++ )
402 bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
404 /* scale tangent vectors and add to original normal */
405 VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
406 VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
407 VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
409 /* renormalize and return */
410 VectorNormalize( pNormal, pNormal );
417 maps a luxel for triangle bv at
421 #define BOGUS_NUDGE -99999.0f
423 static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
425 int i, x, y, numClusters, *clusters, pointCluster, *cluster;
426 float *luxel, *origin, *normal, d, lightmapSampleOffset;
433 vec4_t sideplane, hostplane;
438 static float nudges[][ 2 ] =
440 //%{ 0, 0 }, /* try center first */
441 { -NUDGE, 0 }, /* left */
442 { NUDGE, 0 }, /* right */
443 { 0, NUDGE }, /* up */
444 { 0, -NUDGE }, /* down */
445 { -NUDGE, NUDGE }, /* left/up */
446 { NUDGE, -NUDGE }, /* right/down */
447 { NUDGE, NUDGE }, /* right/up */
448 { -NUDGE, -NUDGE }, /* left/down */
449 { BOGUS_NUDGE, BOGUS_NUDGE }
453 /* find luxel xy coords (fixme: subtract 0.5?) */
454 x = dv->lightmap[ 0 ][ 0 ];
455 y = dv->lightmap[ 0 ][ 1 ];
458 else if( x >= lm->sw )
462 else if( y >= lm->sh )
465 /* set shader and cluster list */
469 numClusters = info->numSurfaceClusters;
470 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
479 /* get luxel, origin, cluster, and normal */
480 luxel = SUPER_LUXEL( 0, x, y );
481 origin = SUPER_ORIGIN( x, y );
482 normal = SUPER_NORMAL( x, y );
483 cluster = SUPER_CLUSTER( x, y );
485 /* don't attempt to remap occluded luxels for planar surfaces */
486 if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
489 /* only average the normal for premapped luxels */
490 else if( (*cluster) >= 0 )
492 /* do bumpmap calculations */
494 PerturbNormal( dv, si, pNormal, stv, ttv );
496 VectorCopy( dv->normal, pNormal );
498 /* add the additional normal data */
499 VectorAdd( normal, pNormal, normal );
504 /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
508 /* axial lightmap projection */
509 if( lm->vecs != NULL )
511 /* calculate an origin for the sample from the lightmap vectors */
512 VectorCopy( lm->origin, origin );
513 for( i = 0; i < 3; i++ )
515 /* add unless it's the axis, which is taken care of later */
516 if( i == lm->axisNum )
518 origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
521 /* project the origin onto the plane */
522 d = DotProduct( origin, plane ) - plane[ 3 ];
523 d /= plane[ lm->axisNum ];
524 origin[ lm->axisNum ] -= d;
527 /* non axial lightmap projection (explicit xyz) */
529 VectorCopy( dv->xyz, origin );
531 //////////////////////
532 //27's test to make sure samples stay within the triangle boundaries
533 //1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
534 //2) if it does, nudge it onto the correct side.
536 if (worldverts!=NULL && lightmapTriangleCheck)
540 VectorCopy(worldverts[j],cverts[j]);
542 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
548 //build plane using 2 edges and a normal
551 VectorCopy(cverts[next],temp);
552 VectorAdd(temp,hostplane,temp);
553 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
555 //planetest sample point
556 e=DotProduct(origin,sideplane);
561 //VectorClear(origin);
562 //Move the sample point back inside triangle bounds
563 origin[0]-=sideplane[0]*(e+1);
564 origin[1]-=sideplane[1]*(e+1);
565 origin[2]-=sideplane[2]*(e+1);
574 ////////////////////////
576 /* planar surfaces have precalculated lightmap vectors for nudging */
577 if( lm->plane != NULL )
579 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581 VectorCopy( lm->plane, vecs[ 2 ] );
584 /* non-planar surfaces must calculate them */
588 VectorCopy( plane, vecs[ 2 ] );
590 VectorCopy( dv->normal, vecs[ 2 ] );
591 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
594 /* push the origin off the surface a bit */
596 lightmapSampleOffset = si->lightmapSampleOffset;
598 lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
599 if( lm->axisNum < 0 )
600 VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
601 else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
602 origin[ lm->axisNum ] -= lightmapSampleOffset;
604 origin[ lm->axisNum ] += lightmapSampleOffset;
606 VectorCopy(origin,origintwo);
607 if(lightmapExtraVisClusterNudge)
609 origintwo[0]+=vecs[2][0];
610 origintwo[1]+=vecs[2][1];
611 origintwo[2]+=vecs[2][2];
615 pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
617 /* another retarded hack, storing nudge count in luxel[ 1 ] */
620 /* point in solid? (except in dark mode) */
621 if( pointCluster < 0 && dark == qfalse )
623 /* nudge the the location around */
625 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
627 /* nudge the vector around a bit */
628 for( i = 0; i < 3; i++ )
630 /* set nudged point*/
631 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
635 /* get pvs cluster */
636 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637 if( pointCluster >= 0 )
638 VectorCopy( nudged, origin );
643 /* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
644 if( pointCluster < 0 && si != NULL && dark == qfalse )
646 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648 if( pointCluster >= 0 )
649 VectorCopy( nudged, origin );
654 if( pointCluster < 0 )
656 (*cluster) = CLUSTER_OCCLUDED;
657 VectorClear( origin );
658 VectorClear( normal );
664 //% Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
666 /* do bumpmap calculations */
668 PerturbNormal( dv, si, pNormal, stv, ttv );
670 VectorCopy( dv->normal, pNormal );
672 /* store the cluster and normal */
673 (*cluster) = pointCluster;
674 VectorCopy( pNormal, normal );
676 /* store explicit mapping pass and implicit mapping pass */
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
695 static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
697 bspDrawVert_t mid, *dv2[ 3 ];
701 /* map the vertexes */
703 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
704 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
705 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
711 float *a, *b, dx, dy, dist, maxDist;
714 /* find the longest edge and split it */
717 for( i = 0; i < 3; i++ )
720 a = dv[ i ]->lightmap[ 0 ];
721 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
724 dx = a[ 0 ] - b[ 0 ];
725 dy = a[ 1 ] - b[ 1 ];
726 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
736 /* try to early out */
737 if( max < 0 || maxDist <= subdivideThreshold ) /* ydnar: was i < 0 instead of max < 0 (?) */
741 /* split the longest edge and map it */
742 LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
743 MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
745 /* push the point up a little bit to account for fp creep (fixme: revisit this) */
746 //% VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
748 /* recurse to first triangle */
749 VectorCopy( dv, dv2 );
751 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
753 /* recurse to second triangle */
754 VectorCopy( dv, dv2 );
755 dv2[ (max + 1) % 3 ] = ∣
756 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
771 vec3_t *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772 vec3_t worldverts[ 3 ];
775 /* get plane if possible */
776 if( lm->plane != NULL )
778 VectorCopy( lm->plane, plane );
779 plane[ 3 ] = lm->plane[ 3 ];
782 /* otherwise make one from the points */
783 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
786 /* check to see if we need to calculate texture->world tangent vectors */
787 if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
798 VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799 VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800 VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
802 /* map the vertexes */
803 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
804 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
805 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
807 /* 2002-11-20: prefer axial triangle edges */
810 /* subdivide the triangle */
811 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
815 for( i = 0; i < 3; i++ )
818 bspDrawVert_t *dv2[ 3 ];
822 a = dv[ i ]->lightmap[ 0 ];
823 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
825 /* make degenerate triangles for mapping edges */
826 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
829 dv2[ 1 ] = dv[ (i + 1) % 3 ];
830 dv2[ 2 ] = dv[ (i + 1) % 3 ];
832 /* map the degenerate triangle */
833 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
848 static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] )
850 bspDrawVert_t mid[ 2 ], *dv2[ 4 ];
857 float *a, *b, dx, dy, dist, maxDist;
860 /* find the longest edge and split it */
863 for( i = 0; i < 4; i++ )
866 a = dv[ i ]->lightmap[ 0 ];
867 b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
870 dx = a[ 0 ] - b[ 0 ];
871 dy = a[ 1 ] - b[ 1 ];
872 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
882 /* try to early out */
883 if( max < 0 || maxDist <= subdivideThreshold )
887 /* we only care about even/odd edges */
890 /* split the longest edges */
891 LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
892 LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
894 /* map the vertexes */
895 MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
896 MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
901 /* recurse to first quad */
903 dv2[ 1 ] = &mid[ 0 ];
904 dv2[ 2 ] = &mid[ 1 ];
906 MapQuad_r( lm, info, dv2, plane, stv, ttv );
908 /* recurse to second quad */
909 dv2[ 0 ] = &mid[ 0 ];
912 dv2[ 3 ] = &mid[ 1 ];
913 MapQuad_r( lm, info, dv2, plane, stv, ttv );
919 /* recurse to first quad */
922 dv2[ 2 ] = &mid[ 0 ];
923 dv2[ 3 ] = &mid[ 1 ];
924 MapQuad_r( lm, info, dv2, plane, stv, ttv );
926 /* recurse to second quad */
927 dv2[ 0 ] = &mid[ 1 ];
928 dv2[ 1 ] = &mid[ 0 ];
931 MapQuad_r( lm, info, dv2, plane, stv, ttv );
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
943 #define QUAD_PLANAR_EPSILON 0.5f
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
949 vec3_t *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
952 /* get plane if possible */
953 if( lm->plane != NULL )
955 VectorCopy( lm->plane, plane );
956 plane[ 3 ] = lm->plane[ 3 ];
959 /* otherwise make one from the points */
960 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
963 /* 4th point must fall on the plane */
964 dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965 if( fabs( dist ) > QUAD_PLANAR_EPSILON )
968 /* check to see if we need to calculate texture->world tangent vectors */
969 if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
980 /* map the vertexes */
981 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
982 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
983 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
984 MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
986 /* subdivide the quad */
987 MapQuad_r( lm, info, dv, plane, stv, ttv );
995 maps the locations, normals, and pvs clusters for a raw lightmap
998 #define VectorDivide( in, d, out ) VectorScale( in, (1.0f / (d)), out ) //% (out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)
1000 void MapRawLightmap( int rawLightmapNum )
1002 int n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003 float *luxel, *origin, *normal, samples, radius, pass;
1005 bspDrawSurface_t *ds;
1006 surfaceInfo_t *info;
1007 mesh_t src, *subdivided, *mesh;
1008 bspDrawVert_t *verts, *dv[ 4 ], fake;
1011 /* bail if this number exceeds the number of raw lightmaps */
1012 if( rawLightmapNum >= numRawLightmaps )
1016 lm = &rawLightmaps[ rawLightmapNum ];
1018 /* -----------------------------------------------------------------
1019 map referenced surfaces onto the raw lightmap
1020 ----------------------------------------------------------------- */
1022 /* walk the list of surfaces on this raw lightmap */
1023 for( n = 0; n < lm->numLightSurfaces; n++ )
1025 /* with > 1 surface per raw lightmap, clear occluded */
1028 for( y = 0; y < lm->sh; y++ )
1030 for( x = 0; x < lm->sw; x++ )
1033 cluster = SUPER_CLUSTER( x, y );
1035 *cluster = CLUSTER_UNMAPPED;
1041 num = lightSurfaces[ lm->firstLightSurface + n ];
1042 ds = &bspDrawSurfaces[ num ];
1043 info = &surfaceInfos[ num ];
1045 /* bail if no lightmap to calculate */
1046 if( info->lm != lm )
1052 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053 switch( ds->surfaceType )
1057 verts = yDrawVerts + ds->firstVert;
1059 /* map the triangles */
1060 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1062 for( i = 0; i < ds->numIndexes; i += 3 )
1064 dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
1065 dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
1066 dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
1067 MapTriangle( lm, info, dv, mapNonAxial );
1073 /* make a mesh from the drawsurf */
1074 src.width = ds->patchWidth;
1075 src.height = ds->patchHeight;
1076 src.verts = &yDrawVerts[ ds->firstVert ];
1077 //% subdivided = SubdivideMesh( src, 8, 512 );
1078 subdivided = SubdivideMesh2( src, info->patchIterations );
1080 /* fit it to the curve and remove colinear verts on rows/columns */
1081 PutMeshOnCurve( *subdivided );
1082 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083 FreeMesh( subdivided );
1086 verts = mesh->verts;
1092 Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
1093 lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
1094 lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
1095 lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
1099 /* map the mesh quads */
1102 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1104 for( y = 0; y < (mesh->height - 1); y++ )
1106 for( x = 0; x < (mesh->width - 1); x++ )
1109 pw[ 0 ] = x + (y * mesh->width);
1110 pw[ 1 ] = x + ((y + 1) * mesh->width);
1111 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1112 pw[ 3 ] = x + 1 + (y * mesh->width);
1113 pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
1118 /* get drawverts and map first triangle */
1119 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1120 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1121 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1122 MapTriangle( lm, info, dv, mapNonAxial );
1124 /* get drawverts and map second triangle */
1125 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1126 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1127 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1128 MapTriangle( lm, info, dv, mapNonAxial );
1135 for( y = 0; y < (mesh->height - 1); y++ )
1137 for( x = 0; x < (mesh->width - 1); x++ )
1140 pw[ 0 ] = x + (y * mesh->width);
1141 pw[ 1 ] = x + ((y + 1) * mesh->width);
1142 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1143 pw[ 3 ] = x + 1 + (y * mesh->width);
1149 /* attempt to map quad first */
1150 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1151 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1152 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1153 dv[ 3 ] = &verts[ pw[ r + 3 ] ];
1154 if( MapQuad( lm, info, dv ) )
1157 /* get drawverts and map first triangle */
1158 MapTriangle( lm, info, dv, mapNonAxial );
1160 /* get drawverts and map second triangle */
1161 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1162 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1163 MapTriangle( lm, info, dv, mapNonAxial );
1178 /* -----------------------------------------------------------------
1179 average and clean up luxel normals
1180 ----------------------------------------------------------------- */
1182 /* walk the luxels */
1183 for( y = 0; y < lm->sh; y++ )
1185 for( x = 0; x < lm->sw; x++ )
1188 luxel = SUPER_LUXEL( 0, x, y );
1189 normal = SUPER_NORMAL( x, y );
1190 cluster = SUPER_CLUSTER( x, y );
1192 /* only look at mapped luxels */
1196 /* the normal data could be the sum of multiple samples */
1197 if( luxel[ 3 ] > 1.0f )
1198 VectorNormalize( normal, normal );
1200 /* mark this luxel as having only one normal */
1205 /* non-planar surfaces stop here */
1206 if( lm->plane == NULL )
1209 /* -----------------------------------------------------------------
1210 map occluded or unuxed luxels
1211 ----------------------------------------------------------------- */
1213 /* walk the luxels */
1214 radius = floor( superSample / 2 );
1215 radius = radius > 0 ? radius : 1.0f;
1217 for( pass = 2.0f; pass <= radius; pass += 1.0f )
1219 for( y = 0; y < lm->sh; y++ )
1221 for( x = 0; x < lm->sw; x++ )
1224 luxel = SUPER_LUXEL( 0, x, y );
1225 normal = SUPER_NORMAL( x, y );
1226 cluster = SUPER_CLUSTER( x, y );
1228 /* only look at unmapped luxels */
1229 if( *cluster != CLUSTER_UNMAPPED )
1232 /* divine a normal and origin from neighboring luxels */
1233 VectorClear( fake.xyz );
1234 VectorClear( fake.normal );
1235 fake.lightmap[ 0 ][ 0 ] = x; //% 0.0001 + x;
1236 fake.lightmap[ 0 ][ 1 ] = y; //% 0.0001 + y;
1238 for( sy = (y - 1); sy <= (y + 1); sy++ )
1240 if( sy < 0 || sy >= lm->sh )
1243 for( sx = (x - 1); sx <= (x + 1); sx++ )
1245 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1248 /* get neighboring luxel */
1249 luxel = SUPER_LUXEL( 0, sx, sy );
1250 origin = SUPER_ORIGIN( sx, sy );
1251 normal = SUPER_NORMAL( sx, sy );
1252 cluster = SUPER_CLUSTER( sx, sy );
1254 /* only consider luxels mapped in previous passes */
1255 if( *cluster < 0 || luxel[ 0 ] >= pass )
1258 /* add its distinctiveness to our own */
1259 VectorAdd( fake.xyz, origin, fake.xyz );
1260 VectorAdd( fake.normal, normal, fake.normal );
1261 samples += luxel[ 3 ];
1266 if( samples == 0.0f )
1270 VectorDivide( fake.xyz, samples, fake.xyz );
1271 //% VectorDivide( fake.normal, samples, fake.normal );
1272 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1275 /* map the fake vert */
1276 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1281 /* -----------------------------------------------------------------
1282 average and clean up luxel normals
1283 ----------------------------------------------------------------- */
1285 /* walk the luxels */
1286 for( y = 0; y < lm->sh; y++ )
1288 for( x = 0; x < lm->sw; x++ )
1291 luxel = SUPER_LUXEL( 0, x, y );
1292 normal = SUPER_NORMAL( x, y );
1293 cluster = SUPER_CLUSTER( x, y );
1295 /* only look at mapped luxels */
1299 /* the normal data could be the sum of multiple samples */
1300 if( luxel[ 3 ] > 1.0f )
1301 VectorNormalize( normal, normal );
1303 /* mark this luxel as having only one normal */
1311 for( y = 0; y < lm->sh; y++ )
1313 for( x = 0; x < lm->sw; x++ )
1318 cluster = SUPER_CLUSTER( x, y );
1319 origin = SUPER_ORIGIN( x, y );
1320 normal = SUPER_NORMAL( x, y );
1321 luxel = SUPER_LUXEL( x, y );
1326 /* check if within the bounding boxes of all surfaces referenced */
1327 ClearBounds( mins, maxs );
1328 for( n = 0; n < lm->numLightSurfaces; n++ )
1331 info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
1332 TOL = info->sampleSize + 2;
1333 AddPointToBounds( info->mins, mins, maxs );
1334 AddPointToBounds( info->maxs, mins, maxs );
1335 if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
1336 origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
1337 origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
1342 if( n < lm->numLightSurfaces )
1345 /* report bogus origin */
1346 Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
1347 rawLightmapNum, x, y, *cluster,
1348 origin[ 0 ], origin[ 1 ], origin[ 2 ],
1349 mins[ 0 ], mins[ 1 ], mins[ 2 ],
1350 maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
1361 sets up dirtmap (ambient occlusion)
1364 #define DIRT_CONE_ANGLE 88 /* degrees */
1365 #define DIRT_NUM_ANGLE_STEPS 16
1366 #define DIRT_NUM_ELEVATION_STEPS 3
1367 #define DIRT_NUM_VECTORS (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
1369 static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int numDirtVectors = 0;
1372 void SetupDirt( void )
1375 float angle, elevation, angleStep, elevationStep;
1379 Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1381 /* calculate angular steps */
1382 angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383 elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1387 for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1389 /* iterate elevation */
1390 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1392 dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393 dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394 dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1399 /* emit some statistics */
1400 Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1406 calculates dirt value for a given sample
1409 float DirtForSample( trace_t *trace )
1412 float gatherDirt, outDirt, angle, elevation, ooDepth;
1413 vec3_t normal, worldUp, myUp, myRt, temp, direction, displacement;
1419 if( trace == NULL || trace->cluster < 0 )
1424 ooDepth = 1.0f / dirtDepth;
1425 VectorCopy( trace->normal, normal );
1427 /* check if the normal is aligned to the world-up */
1428 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
1430 if( normal[ 2 ] == 1.0f )
1432 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1435 else if( normal[ 2 ] == -1.0f )
1437 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1443 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
1444 CrossProduct( normal, worldUp, myRt );
1445 VectorNormalize( myRt, myRt );
1446 CrossProduct( myRt, normal, myUp );
1447 VectorNormalize( myUp, myUp );
1450 /* 1 = random mode, 0 (well everything else) = non-random mode */
1454 for( i = 0; i < numDirtVectors; i++ )
1456 /* get random vector */
1457 angle = Random() * DEG2RAD( 360.0f );
1458 elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
1459 temp[ 0 ] = cos( angle ) * sin( elevation );
1460 temp[ 1 ] = sin( angle ) * sin( elevation );
1461 temp[ 2 ] = cos( elevation );
1463 /* transform into tangent space */
1464 direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
1465 direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
1466 direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
1469 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470 SetupTrace( trace );
1476 VectorSubtract( trace->hit, trace->origin, displacement );
1477 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1483 /* iterate through ordered vectors */
1484 for( i = 0; i < numDirtVectors; i++ )
1486 /* transform vector into tangent space */
1487 direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
1488 direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
1489 direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
1492 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493 SetupTrace( trace );
1499 VectorSubtract( trace->hit, trace->origin, displacement );
1500 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1506 VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507 SetupTrace( trace );
1513 VectorSubtract( trace->hit, trace->origin, displacement );
1514 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1518 if( gatherDirt <= 0.0f )
1521 /* apply gain (does this even do much? heh) */
1522 outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523 if( outDirt > 1.0f )
1527 outDirt *= dirtScale;
1528 if( outDirt > 1.0f )
1531 /* return to sender */
1532 return 1.0f - outDirt;
1539 calculates dirty fraction for each luxel
1542 void DirtyRawLightmap( int rawLightmapNum )
1544 int i, x, y, sx, sy, *cluster;
1545 float *origin, *normal, *dirt, *dirt2, average, samples;
1547 surfaceInfo_t *info;
1552 /* bail if this number exceeds the number of raw lightmaps */
1553 if( rawLightmapNum >= numRawLightmaps )
1557 lm = &rawLightmaps[ rawLightmapNum ];
1560 trace.testOcclusion = qtrue;
1561 trace.forceSunlight = qfalse;
1562 trace.recvShadows = lm->recvShadows;
1563 trace.numSurfaces = lm->numLightSurfaces;
1564 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1565 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1566 trace.testAll = qtrue;
1568 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1569 trace.twoSided = qfalse;
1570 for( i = 0; i < trace.numSurfaces; i++ )
1573 info = &surfaceInfos[ trace.surfaces[ i ] ];
1575 /* check twosidedness */
1576 if( info->si->twoSided )
1578 trace.twoSided = qtrue;
1584 for( i = 0; i < trace.numSurfaces; i++ )
\r
1587 info = &surfaceInfos[ trace.surfaces[ i ] ];
\r
1589 /* check twosidedness */
\r
1590 if( info->si->noDirty )
\r
1598 for( y = 0; y < lm->sh; y++ )
1600 for( x = 0; x < lm->sw; x++ )
1603 cluster = SUPER_CLUSTER( x, y );
1604 origin = SUPER_ORIGIN( x, y );
1605 normal = SUPER_NORMAL( x, y );
1606 dirt = SUPER_DIRT( x, y );
1608 /* set default dirt */
1611 /* only look at mapped luxels */
1615 /* don't apply dirty on this surface */
\r
1623 trace.cluster = *cluster;
1624 VectorCopy( origin, trace.origin );
1625 VectorCopy( normal, trace.normal );
1628 *dirt = DirtForSample( &trace );
1632 /* testing no filtering */
1636 for( y = 0; y < lm->sh; y++ )
1638 for( x = 0; x < lm->sw; x++ )
1641 cluster = SUPER_CLUSTER( x, y );
1642 dirt = SUPER_DIRT( x, y );
1644 /* filter dirt by adjacency to unmapped luxels */
1647 for( sy = (y - 1); sy <= (y + 1); sy++ )
1649 if( sy < 0 || sy >= lm->sh )
1652 for( sx = (x - 1); sx <= (x + 1); sx++ )
1654 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1657 /* get neighboring luxel */
1658 cluster = SUPER_CLUSTER( sx, sy );
1659 dirt2 = SUPER_DIRT( sx, sy );
1660 if( *cluster < 0 || *dirt2 <= 0.0f )
1669 if( samples <= 0.0f )
1674 if( samples <= 0.0f )
1678 *dirt = average / samples;
1687 calculates the pvs cluster, origin, normal of a sub-luxel
1690 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1692 int i, *cluster, *cluster2;
1693 float *origin, *origin2, *normal; //% , *normal2;
1694 vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
1697 /* calulate x vector */
1698 if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1700 cluster = SUPER_CLUSTER( x, y );
1701 origin = SUPER_ORIGIN( x, y );
1702 //% normal = SUPER_NORMAL( x, y );
1703 cluster2 = SUPER_CLUSTER( x + 1, y );
1704 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1705 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1707 else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1709 cluster = SUPER_CLUSTER( x - 1, y );
1710 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1711 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1712 cluster2 = SUPER_CLUSTER( x, y );
1713 origin2 = SUPER_ORIGIN( x, y );
1714 //% normal2 = SUPER_NORMAL( x, y );
1717 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1719 VectorSubtract( origin2, origin, originVecs[ 0 ] );
1720 //% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1722 /* calulate y vector */
1723 if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1725 cluster = SUPER_CLUSTER( x, y );
1726 origin = SUPER_ORIGIN( x, y );
1727 //% normal = SUPER_NORMAL( x, y );
1728 cluster2 = SUPER_CLUSTER( x, y + 1 );
1729 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1730 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1732 else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1734 cluster = SUPER_CLUSTER( x, y - 1 );
1735 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1736 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1737 cluster2 = SUPER_CLUSTER( x, y );
1738 origin2 = SUPER_ORIGIN( x, y );
1739 //% normal2 = SUPER_NORMAL( x, y );
1742 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1744 VectorSubtract( origin2, origin, originVecs[ 1 ] );
1745 //% VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1747 /* calculate new origin */
1748 //% VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1749 //% VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1750 for( i = 0; i < 3; i++ )
1751 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1754 *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1755 if( *sampleCluster < 0 )
1758 /* calculate new normal */
1759 //% VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1760 //% VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1761 //% if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1763 normal = SUPER_NORMAL( x, y );
1764 VectorCopy( normal, sampleNormal );
1772 SubsampleRawLuxel_r()
1773 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1776 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1778 int b, samples, mapped, lighted;
1781 vec3_t origin[ 4 ], normal[ 4 ];
1782 float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1783 vec3_t color, total;
1787 if( lightLuxel[ 3 ] >= lightSamples )
1791 VectorClear( total );
1795 /* make 2x2 subsample stamp */
1796 for( b = 0; b < 4; b++ )
1799 VectorCopy( sampleOrigin, origin[ b ] );
1801 /* calculate position */
1802 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1809 /* increment sample count */
1810 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1813 trace->cluster = *cluster;
1814 VectorCopy( origin[ b ], trace->origin );
1815 VectorCopy( normal[ b ], trace->normal );
1819 LightContributionToSample( trace );
1821 /* add to totals (fixme: make contrast function) */
1822 VectorCopy( trace->color, luxel[ b ] );
1823 VectorAdd( total, trace->color, total );
1824 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1828 /* subsample further? */
1829 if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1830 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1831 lighted != 0 && lighted != mapped )
1833 for( b = 0; b < 4; b++ )
1835 if( cluster[ b ] < 0 )
1837 SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] );
1842 //% VectorClear( color );
1844 VectorCopy( lightLuxel, color );
1846 for( b = 0; b < 4; b++ )
1848 if( cluster[ b ] < 0 )
1850 VectorAdd( color, luxel[ b ], color );
1858 color[ 0 ] /= samples;
1859 color[ 1 ] /= samples;
1860 color[ 2 ] /= samples;
1863 VectorCopy( color, lightLuxel );
1864 lightLuxel[ 3 ] += 1.0f;
1871 IlluminateRawLightmap()
1872 illuminates the luxels
1875 #define STACK_LL_SIZE (SUPER_LUXEL_SIZE * 64 * 64)
1876 #define LIGHT_LUXEL( x, y ) (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1878 void IlluminateRawLightmap( int rawLightmapNum )
1880 int i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1881 int *cluster, *cluster2, mapped, lighted, totalLighted;
1883 surfaceInfo_t *info;
1884 qboolean filterColor, filterDir;
1886 float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1887 float *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1888 vec3_t color, averageColor, averageDir, total, temp, temp2;
1889 float tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1891 float stackLightLuxels[ STACK_LL_SIZE ];
1894 /* bail if this number exceeds the number of raw lightmaps */
1895 if( rawLightmapNum >= numRawLightmaps )
1899 lm = &rawLightmaps[ rawLightmapNum ];
1902 trace.testOcclusion = !noTrace;
1903 trace.forceSunlight = qfalse;
1904 trace.recvShadows = lm->recvShadows;
1905 trace.numSurfaces = lm->numLightSurfaces;
1906 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1907 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1909 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1910 trace.twoSided = qfalse;
1911 for( i = 0; i < trace.numSurfaces; i++ )
1914 info = &surfaceInfos[ trace.surfaces[ i ] ];
1916 /* check twosidedness */
1917 if( info->si->twoSided )
1919 trace.twoSided = qtrue;
1924 /* create a culled light list for this raw lightmap */
1925 CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1927 /* -----------------------------------------------------------------
1929 ----------------------------------------------------------------- */
1932 numLuxelsIlluminated += (lm->sw * lm->sh);
1934 /* test debugging state */
1935 if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1937 /* debug fill the luxels */
1938 for( y = 0; y < lm->sh; y++ )
1940 for( x = 0; x < lm->sw; x++ )
1943 cluster = SUPER_CLUSTER( x, y );
1945 /* only fill mapped luxels */
1949 /* get particulars */
1950 luxel = SUPER_LUXEL( 0, x, y );
1951 origin = SUPER_ORIGIN( x, y );
1952 normal = SUPER_NORMAL( x, y );
1954 /* color the luxel with raw lightmap num? */
1956 VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1958 /* color the luxel with lightmap axis? */
1959 else if( debugAxis )
1961 luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1962 luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1963 luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1966 /* color the luxel with luxel cluster? */
1967 else if( debugCluster )
1968 VectorCopy( debugColors[ *cluster % 12 ], luxel );
1970 /* color the luxel with luxel origin? */
1971 else if( debugOrigin )
1973 VectorSubtract( lm->maxs, lm->mins, temp );
1974 VectorScale( temp, (1.0f / 255.0f), temp );
1975 VectorSubtract( origin, lm->mins, temp2 );
1976 luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1977 luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1978 luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1981 /* color the luxel with the normal */
1982 else if( normalmap )
1984 luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1985 luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1986 luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1989 /* otherwise clear it */
1991 VectorClear( luxel );
2000 /* allocate temporary per-light luxel storage */
2001 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2002 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
2003 lightLuxels = stackLightLuxels;
2005 lightLuxels = safe_malloc( llSize );
2008 //% memset( lm->superLuxels[ 0 ], 0, llSize );
2010 /* set ambient color */
2011 for( y = 0; y < lm->sh; y++ )
2013 for( x = 0; x < lm->sw; x++ )
2016 cluster = SUPER_CLUSTER( x, y );
2017 luxel = SUPER_LUXEL( 0, x, y );
2018 normal = SUPER_NORMAL( x, y );
2019 deluxel = SUPER_DELUXEL( x, y );
2021 /* blacken unmapped clusters */
2023 VectorClear( luxel );
2028 VectorCopy( ambientColor, luxel );
2031 brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
2033 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2034 if(brightness < 0.00390625f)
2035 brightness = 0.00390625f;
2037 VectorScale( normal, brightness, deluxel );
2044 /* clear styled lightmaps */
2045 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2046 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2048 if( lm->superLuxels[ lightmapNum ] != NULL )
2049 memset( lm->superLuxels[ lightmapNum ], 0, size );
2052 /* debugging code */
2053 //% if( trace.numLights <= 0 )
2054 //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2056 /* walk light list */
2057 for( i = 0; i < trace.numLights; i++ )
2060 trace.light = trace.lights[ i ];
2063 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2065 if( lm->styles[ lightmapNum ] == trace.light->style ||
2066 lm->styles[ lightmapNum ] == LS_NONE )
2070 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2071 if( lightmapNum >= MAX_LIGHTMAPS )
2073 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2078 memset( lightLuxels, 0, llSize );
2081 /* initial pass, one sample per luxel */
2082 for( y = 0; y < lm->sh; y++ )
2084 for( x = 0; x < lm->sw; x++ )
2087 cluster = SUPER_CLUSTER( x, y );
2091 /* get particulars */
2092 lightLuxel = LIGHT_LUXEL( x, y );
2093 deluxel = SUPER_DELUXEL( x, y );
2094 origin = SUPER_ORIGIN( x, y );
2095 normal = SUPER_NORMAL( x, y );
2098 ////////// 27's temp hack for testing edge clipping ////
2099 if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2101 lightLuxel[ 1 ] = 255;
2102 lightLuxel[ 3 ] = 1.0f;
2108 /* set contribution count */
2109 lightLuxel[ 3 ] = 1.0f;
2112 trace.cluster = *cluster;
2113 VectorCopy( origin, trace.origin );
2114 VectorCopy( normal, trace.normal );
2116 /* get light for this sample */
2117 LightContributionToSample( &trace );
2118 VectorCopy( trace.color, lightLuxel );
2120 /* add the contribution to the deluxemap */
\r
2122 VectorAdd( deluxel, trace.directionContribution, deluxel );
2125 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2131 /* don't even bother with everything else if nothing was lit */
2132 if( totalLighted == 0 )
2135 /* determine filter radius */
2136 filterRadius = lm->filterRadius > trace.light->filterRadius
2138 : trace.light->filterRadius;
2139 if( filterRadius < 0.0f )
2140 filterRadius = 0.0f;
2142 /* set luxel filter radius */
2143 luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2144 if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2145 luxelFilterRadius = 1;
2147 /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2148 /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2149 if( lightSamples > 1 && luxelFilterRadius == 0 )
2152 for( y = 0; y < (lm->sh - 1); y++ )
2154 for( x = 0; x < (lm->sw - 1); x++ )
2159 VectorClear( total );
2161 /* test 2x2 stamp */
2162 for( t = 0; t < 4; t++ )
2164 /* set sample coords */
2165 sx = x + tests[ t ][ 0 ];
2166 sy = y + tests[ t ][ 1 ];
2169 cluster = SUPER_CLUSTER( sx, sy );
2175 lightLuxel = LIGHT_LUXEL( sx, sy );
2176 VectorAdd( total, lightLuxel, total );
2177 if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2181 /* if total color is under a certain amount, then don't bother subsampling */
2182 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2185 /* if all 4 pixels are either in shadow or light, then don't subsample */
2186 if( lighted != 0 && lighted != mapped )
2188 for( t = 0; t < 4; t++ )
2190 /* set sample coords */
2191 sx = x + tests[ t ][ 0 ];
2192 sy = y + tests[ t ][ 1 ];
2195 cluster = SUPER_CLUSTER( sx, sy );
2198 lightLuxel = LIGHT_LUXEL( sx, sy );
2199 origin = SUPER_ORIGIN( sx, sy );
2201 /* only subsample shadowed luxels */
2202 //% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2206 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2208 /* debug code to colorize subsampled areas to yellow */
2209 //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2210 //% VectorSet( luxel, 255, 204, 0 );
2217 /* tertiary pass, apply dirt map (ambient occlusion) */
2221 for( y = 0; y < lm->sh; y++ )
2223 for( x = 0; x < lm->sw; x++ )
2226 cluster = SUPER_CLUSTER( x, y );
2230 /* get particulars */
2231 lightLuxel = LIGHT_LUXEL( x, y );
2232 dirt = SUPER_DIRT( x, y );
2234 /* scale light value */
2235 VectorScale( lightLuxel, *dirt, lightLuxel );
2240 /* allocate sampling lightmap storage */
2241 if( lm->superLuxels[ lightmapNum ] == NULL )
2243 /* allocate sampling lightmap storage */
2244 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2245 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2246 memset( lm->superLuxels[ lightmapNum ], 0, size );
2250 if( lightmapNum > 0 )
2252 lm->styles[ lightmapNum ] = trace.light->style;
2253 //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2256 /* copy to permanent luxels */
2257 for( y = 0; y < lm->sh; y++ )
2259 for( x = 0; x < lm->sw; x++ )
2261 /* get cluster and origin */
2262 cluster = SUPER_CLUSTER( x, y );
2265 origin = SUPER_ORIGIN( x, y );
2268 if( luxelFilterRadius )
2271 VectorClear( averageColor );
2274 /* cheaper distance-based filtering */
2275 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2277 if( sy < 0 || sy >= lm->sh )
2280 for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2282 if( sx < 0 || sx >= lm->sw )
2285 /* get particulars */
2286 cluster = SUPER_CLUSTER( sx, sy );
2289 lightLuxel = LIGHT_LUXEL( sx, sy );
2292 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2293 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2295 /* scale luxel by filter weight */
2296 VectorScale( lightLuxel, weight, color );
2297 VectorAdd( averageColor, color, averageColor );
2303 if( samples <= 0.0f )
2306 /* scale into luxel */
2307 luxel = SUPER_LUXEL( lightmapNum, x, y );
2310 /* handle negative light */
2311 if( trace.light->flags & LIGHT_NEGATIVE )
2313 luxel[ 0 ] -= averageColor[ 0 ] / samples;
2314 luxel[ 1 ] -= averageColor[ 1 ] / samples;
2315 luxel[ 2 ] -= averageColor[ 2 ] / samples;
2318 /* handle normal light */
2321 luxel[ 0 ] += averageColor[ 0 ] / samples;
2322 luxel[ 1 ] += averageColor[ 1 ] / samples;
2323 luxel[ 2 ] += averageColor[ 2 ] / samples;
2330 /* get particulars */
2331 lightLuxel = LIGHT_LUXEL( x, y );
2332 luxel = SUPER_LUXEL( lightmapNum, x, y );
2334 /* handle negative light */
2335 if( trace.light->flags & LIGHT_NEGATIVE )
2336 VectorScale( averageColor, -1.0f, averageColor );
2341 /* handle negative light */
2342 if( trace.light->flags & LIGHT_NEGATIVE )
2343 VectorSubtract( luxel, lightLuxel, luxel );
2345 /* handle normal light */
2347 VectorAdd( luxel, lightLuxel, luxel );
2353 /* free temporary luxels */
2354 if( lightLuxels != stackLightLuxels )
2355 free( lightLuxels );
2358 /* free light list */
2359 FreeTraceLights( &trace );
2361 /* floodlight pass */
2362 FloodlightIlluminateLightmap(lm);
2366 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2369 if( lm->superLuxels[ lightmapNum ] == NULL )
2372 for( y = 0; y < lm->sh; y++ )
2374 for( x = 0; x < lm->sw; x++ )
2377 cluster = SUPER_CLUSTER( x, y );
2378 //% if( *cluster < 0 )
2381 /* get particulars */
2382 luxel = SUPER_LUXEL( lightmapNum, x, y );
2383 normal = SUPER_NORMAL ( x, y );
2385 luxel[0]=(normal[0]*127)+127;
2386 luxel[1]=(normal[1]*127)+127;
2387 luxel[2]=(normal[2]*127)+127;
2393 /* -----------------------------------------------------------------
2395 ----------------------------------------------------------------- */
2399 /* walk lightmaps */
2400 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2403 if( lm->superLuxels[ lightmapNum ] == NULL )
2406 /* apply dirt to each luxel */
2407 for( y = 0; y < lm->sh; y++ )
2409 for( x = 0; x < lm->sw; x++ )
2412 cluster = SUPER_CLUSTER( x, y );
2413 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2416 /* get particulars */
2417 luxel = SUPER_LUXEL( lightmapNum, x, y );
2418 dirt = SUPER_DIRT( x, y );
2421 VectorScale( luxel, *dirt, luxel );
2425 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2431 /* -----------------------------------------------------------------
2433 ----------------------------------------------------------------- */
2435 /* walk lightmaps */
2436 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2439 if( lm->superLuxels[ lightmapNum ] == NULL )
2442 /* average occluded luxels from neighbors */
2443 for( y = 0; y < lm->sh; y++ )
2445 for( x = 0; x < lm->sw; x++ )
2447 /* get particulars */
2448 cluster = SUPER_CLUSTER( x, y );
2449 luxel = SUPER_LUXEL( lightmapNum, x, y );
2450 deluxel = SUPER_DELUXEL( x, y );
2451 normal = SUPER_NORMAL( x, y );
2453 /* determine if filtering is necessary */
2454 filterColor = qfalse;
2457 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2458 filterColor = qtrue;
2460 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2463 if( !filterColor && !filterDir )
2466 /* choose seed amount */
2467 VectorClear( averageColor );
2468 VectorClear( averageDir );
2471 /* walk 3x3 matrix */
2472 for( sy = (y - 1); sy <= (y + 1); sy++ )
2474 if( sy < 0 || sy >= lm->sh )
2477 for( sx = (x - 1); sx <= (x + 1); sx++ )
2479 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2482 /* get neighbor's particulars */
2483 cluster2 = SUPER_CLUSTER( sx, sy );
2484 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2485 deluxel2 = SUPER_DELUXEL( sx, sy );
2487 /* ignore unmapped/unlit luxels */
2488 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2489 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2492 /* add its distinctiveness to our own */
2493 VectorAdd( averageColor, luxel2, averageColor );
2494 samples += luxel2[ 3 ];
2496 VectorAdd( averageDir, deluxel2, averageDir );
2501 if( samples <= 0.0f )
2504 /* dark lightmap seams */
2507 if( lightmapNum == 0 )
2508 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2515 VectorDivide( averageColor, samples, luxel );
2519 VectorDivide( averageDir, samples, deluxel );
2521 /* set cluster to -3 */
2523 *cluster = CLUSTER_FLOODED;
2531 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2534 if( lm->superLuxels[ lightmapNum ] == NULL )
2536 for( y = 0; y < lm->sh; y++ )
2537 for( x = 0; x < lm->sw; x++ )
2540 cluster = SUPER_CLUSTER( x, y );
2541 luxel = SUPER_LUXEL( lightmapNum, x, y );
2542 deluxel = SUPER_DELUXEL( x, y );
2543 if(!luxel || !deluxel || !cluster)
2545 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2548 else if(*cluster < 0)
2551 // should have neither deluxemap nor lightmap
2553 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2558 // should have both deluxemap and lightmap
2560 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2570 IlluminateVertexes()
2571 light the surface vertexes
2574 #define VERTEX_NUDGE 4.0f
2576 void IlluminateVertexes( int num )
2578 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2579 int lightmapNum, numAvg;
2580 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2581 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2582 bspDrawSurface_t *ds;
2583 surfaceInfo_t *info;
2585 bspDrawVert_t *verts;
2587 float floodLightAmount;
\r
2591 /* get surface, info, and raw lightmap */
2592 ds = &bspDrawSurfaces[ num ];
2593 info = &surfaceInfos[ num ];
2596 /* -----------------------------------------------------------------
2597 illuminate the vertexes
2598 ----------------------------------------------------------------- */
2600 /* calculate vertex lighting for surfaces without lightmaps */
2601 if( lm == NULL || cpmaHack )
2604 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2605 trace.forceSunlight = info->si->forceSunlight;
2606 trace.recvShadows = info->recvShadows;
2607 trace.numSurfaces = 1;
2608 trace.surfaces = #
2609 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2611 /* twosided lighting */
2612 trace.twoSided = info->si->twoSided;
2614 /* make light list for this surface */
2615 CreateTraceLightsForSurface( num, &trace );
2618 verts = yDrawVerts + ds->firstVert;
2620 memset( avgColors, 0, sizeof( avgColors ) );
2622 /* walk the surface verts */
2623 for( i = 0; i < ds->numVerts; i++ )
2625 /* get vertex luxel */
2626 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2628 /* color the luxel with raw lightmap num? */
2630 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2632 /* color the luxel with luxel origin? */
2633 else if( debugOrigin )
2635 VectorSubtract( info->maxs, info->mins, temp );
2636 VectorScale( temp, (1.0f / 255.0f), temp );
2637 VectorSubtract( origin, lm->mins, temp2 );
2638 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2639 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2640 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2643 /* color the luxel with the normal */
2644 else if( normalmap )
2646 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2647 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2648 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2651 /* illuminate the vertex */
2654 /* clear vertex luxel */
2655 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2657 /* try at initial origin */
2658 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2659 if( trace.cluster >= 0 )
2662 VectorCopy( verts[ i ].xyz, trace.origin );
2663 VectorCopy( verts[ i ].normal, trace.normal );
2666 if( dirty && !bouncing )
2667 dirt = DirtForSample( &trace );
2671 /* jal: floodlight */
2672 floodLightAmount = 0.0f;
\r
2673 VectorClear( floodColor );
\r
2674 if( floodlighty && !bouncing )
\r
2676 floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
\r
2677 VectorScale( floodlightRGB, floodLightAmount, floodColor );
\r
2681 LightingAtSample( &trace, ds->vertexStyles, colors );
2684 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2687 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2689 /* jal: floodlight */
2690 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
2693 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2694 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2695 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2699 /* is this sample bright enough? */
2700 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2701 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2702 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2703 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2705 /* nudge the sample point around a bit */
2706 for( x = 0; x < 4; x++ )
2708 /* two's complement 0, 1, -1, 2, -2, etc */
2709 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2711 for( y = 0; y < 4; y++ )
2713 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2715 for( z = 0; z < 4; z++ )
2717 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2720 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2721 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2722 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2724 /* try at nudged origin */
2725 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2726 if( trace.cluster < 0 )
2730 LightingAtSample( &trace, ds->vertexStyles, colors );
2733 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2736 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2738 /* jal: floodlight */
2739 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
2742 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2743 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2746 /* bright enough? */
2747 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2748 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2749 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2750 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2757 /* add to average? */
2758 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2759 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2760 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2761 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2764 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2766 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2767 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2772 /* another happy customer */
2773 numVertsIlluminated++;
2776 /* set average color */
2779 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2780 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2784 VectorCopy( ambientColor, avgColors[ 0 ] );
2787 /* clean up and store vertex color */
2788 for( i = 0; i < ds->numVerts; i++ )
2790 /* get vertex luxel */
2791 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2793 /* store average in occluded vertexes */
2794 if( radVertLuxel[ 0 ] < 0.0f )
2796 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2798 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2799 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2802 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2807 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2810 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2811 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2814 if( bouncing || bounce == 0 || !bounceOnly )
2815 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2816 if( !info->si->noVertexLight )
2817 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2821 /* free light list */
2822 FreeTraceLights( &trace );
2824 /* return to sender */
2828 /* -----------------------------------------------------------------
2829 reconstitute vertex lighting from the luxels
2830 ----------------------------------------------------------------- */
2832 /* set styles from lightmap */
2833 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2834 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2836 /* get max search radius */
2838 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2840 /* walk the surface verts */
2841 verts = yDrawVerts + ds->firstVert;
2842 for( i = 0; i < ds->numVerts; i++ )
2844 /* do each lightmap */
2845 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2848 if( lm->superLuxels[ lightmapNum ] == NULL )
2851 /* get luxel coords */
2852 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2853 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2856 else if( x >= lm->sw )
2860 else if( y >= lm->sh )
2863 /* get vertex luxels */
2864 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2865 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2867 /* color the luxel with the normal? */
2870 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2871 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2872 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2875 /* color the luxel with surface num? */
2876 else if( debugSurfaces )
2877 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2879 /* divine color from the superluxels */
2882 /* increasing radius */
2883 VectorClear( radVertLuxel );
2885 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2887 /* sample within radius */
2888 for( sy = (y - radius); sy <= (y + radius); sy++ )
2890 if( sy < 0 || sy >= lm->sh )
2893 for( sx = (x - radius); sx <= (x + radius); sx++ )
2895 if( sx < 0 || sx >= lm->sw )
2898 /* get luxel particulars */
2899 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2900 cluster = SUPER_CLUSTER( sx, sy );
2904 /* testing: must be brigher than ambient color */
2905 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2908 /* add its distinctiveness to our own */
2909 VectorAdd( radVertLuxel, luxel, radVertLuxel );
2910 samples += luxel[ 3 ];
2916 if( samples > 0.0f )
2917 VectorDivide( radVertLuxel, samples, radVertLuxel );
2919 VectorCopy( ambientColor, radVertLuxel );
2922 /* store into floating point storage */
2923 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2924 numVertsIlluminated++;
2926 /* store into bytes (for vertex approximation) */
2927 if( !info->si->noVertexLight )
2928 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2935 /* -------------------------------------------------------------------------------
2937 light optimization (-fast)
2939 creates a list of lights that will affect a surface and stores it in tw
2940 this is to optimize surface lighting by culling out as many of the
2941 lights in the world as possible from further calculation
2943 ------------------------------------------------------------------------------- */
2947 determines opaque brushes in the world and find sky shaders for sunlight calculations
2950 void SetupBrushes( void )
2952 int i, j, b, compileFlags;
2955 bspBrushSide_t *side;
2956 bspShader_t *shader;
2961 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2964 if( opaqueBrushes == NULL )
2965 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2968 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2969 numOpaqueBrushes = 0;
2971 /* walk the list of worldspawn brushes */
2972 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2975 b = bspModels[ 0 ].firstBSPBrush + i;
2976 brush = &bspBrushes[ b ];
2978 /* check all sides */
2981 for( j = 0; j < brush->numSides && inside; j++ )
2983 /* do bsp shader calculations */
2984 side = &bspBrushSides[ brush->firstSide + j ];
2985 shader = &bspShaders[ side->shaderNum ];
2987 /* get shader info */
2988 si = ShaderInfoForShader( shader->shader );
2992 /* or together compile flags */
2993 compileFlags |= si->compileFlags;
2996 /* determine if this brush is opaque to light */
2997 if( !(compileFlags & C_TRANSLUCENT) )
2999 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3005 /* emit some statistics */
3006 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3013 determines if two clusters are visible to each other using the PVS
3016 qboolean ClusterVisible( int a, int b )
3018 int portalClusters, leafBytes;
3023 if( a < 0 || b < 0 )
3031 if( numBSPVisBytes <=8 )
3035 portalClusters = ((int *) bspVisBytes)[ 0 ];
3036 leafBytes = ((int*) bspVisBytes)[ 1 ];
3037 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3040 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3049 borrowed from vlight.c
3052 int PointInLeafNum_r( vec3_t point, int nodenum )
3060 while( nodenum >= 0 )
3062 node = &bspNodes[ nodenum ];
3063 plane = &bspPlanes[ node->planeNum ];
3064 dist = DotProduct( point, plane->normal ) - plane->dist;
3066 nodenum = node->children[ 0 ];
3067 else if( dist < -0.1 )
3068 nodenum = node->children[ 1 ];
3071 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3072 if( bspLeafs[ leafnum ].cluster != -1 )
3074 nodenum = node->children[ 1 ];
3078 leafnum = -nodenum - 1;
3086 borrowed from vlight.c
3089 int PointInLeafNum( vec3_t point )
3091 return PointInLeafNum_r( point, 0 );
3097 ClusterVisibleToPoint() - ydnar
3098 returns qtrue if point can "see" cluster
3101 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3106 /* get leafNum for point */
3107 pointCluster = ClusterForPoint( point );
3108 if( pointCluster < 0 )
3112 return ClusterVisible( pointCluster, cluster );
3118 ClusterForPoint() - ydnar
3119 returns the pvs cluster for point
3122 int ClusterForPoint( vec3_t point )
3127 /* get leafNum for point */
3128 leafNum = PointInLeafNum( point );
3132 /* return the cluster */
3133 return bspLeafs[ leafNum ].cluster;
3139 ClusterForPointExt() - ydnar
3140 also takes brushes into account for occlusion testing
3143 int ClusterForPointExt( vec3_t point, float epsilon )
3145 int i, j, b, leafNum, cluster;
3148 int *brushes, numBSPBrushes;
3154 /* get leaf for point */
3155 leafNum = PointInLeafNum( point );
3158 leaf = &bspLeafs[ leafNum ];
3160 /* get the cluster */
3161 cluster = leaf->cluster;
3165 /* transparent leaf, so check point against all brushes in the leaf */
3166 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3167 numBSPBrushes = leaf->numBSPLeafBrushes;
3168 for( i = 0; i < numBSPBrushes; i++ )
3172 if( b > maxOpaqueBrush )
3174 brush = &bspBrushes[ b ];
3175 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3178 /* check point against all planes */
3180 for( j = 0; j < brush->numSides && inside; j++ )
3182 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3183 dot = DotProduct( point, plane->normal );
3189 /* if inside, return bogus cluster */
3194 /* if the point made it this far, it's not inside any opaque brushes */
3201 ClusterForPointExtFilter() - ydnar
3202 adds cluster checking against a list of known valid clusters
3205 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3210 /* get cluster for point */
3211 cluster = ClusterForPointExt( point, epsilon );
3213 /* check if filtering is necessary */
3214 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3218 for( i = 0; i < numClusters; i++ )
3220 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3231 ShaderForPointInLeaf() - ydnar
3232 checks a point against all brushes in a leaf, returning the shader of the brush
3233 also sets the cumulative surface and content flags for the brush hit
3236 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3241 int *brushes, numBSPBrushes;
3244 bspBrushSide_t *side;
3246 bspShader_t *shader;
3247 int allSurfaceFlags, allContentFlags;
3250 /* clear things out first */
3257 leaf = &bspLeafs[ leafNum ];
3259 /* transparent leaf, so check point against all brushes in the leaf */
3260 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3261 numBSPBrushes = leaf->numBSPLeafBrushes;
3262 for( i = 0; i < numBSPBrushes; i++ )
3265 brush = &bspBrushes[ brushes[ i ] ];
3267 /* check point against all planes */
3269 allSurfaceFlags = 0;
3270 allContentFlags = 0;
3271 for( j = 0; j < brush->numSides && inside; j++ )
3273 side = &bspBrushSides[ brush->firstSide + j ];
3274 plane = &bspPlanes[ side->planeNum ];
3275 dot = DotProduct( point, plane->normal );
3281 shader = &bspShaders[ side->shaderNum ];
3282 allSurfaceFlags |= shader->surfaceFlags;
3283 allContentFlags |= shader->contentFlags;
3287 /* handle if inside */
3290 /* if there are desired flags, check for same and continue if they aren't matched */
3291 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3293 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3296 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3297 *surfaceFlags = allSurfaceFlags;
3298 *contentFlags = allContentFlags;
3299 return brush->shaderNum;
3303 /* if the point made it this far, it's not inside any brushes */
3311 chops a bounding box by the plane defined by origin and normal
3312 returns qfalse if the bounds is entirely clipped away
3314 this is not exactly the fastest way to do this...
3317 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3319 /* FIXME: rewrite this so it doesn't use bloody brushes */
3327 calculates each light's effective envelope,
3328 taking into account brightness, type, and pvs.
3331 #define LIGHT_EPSILON 0.125f
3332 #define LIGHT_NUDGE 2.0f
3334 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3336 int i, x, y, z, x1, y1, z1;
3337 light_t *light, *light2, **owner;
3339 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3340 float radius, intensity;
3341 light_t *buckets[ 256 ];
3344 /* early out for weird cases where there are no lights */
3345 if( lights == NULL )
3349 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3353 numCulledLights = 0;
3355 while( *owner != NULL )
3360 /* handle negative lights */
3361 if( light->photons < 0.0f || light->add < 0.0f )
3363 light->photons *= -1.0f;
3364 light->add *= -1.0f;
3365 light->flags |= LIGHT_NEGATIVE;
3369 if( light->type == EMIT_SUN )
3373 light->envelope = MAX_WORLD_COORD * 8.0f;
3374 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3375 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3378 /* everything else */
3381 /* get pvs cluster for light */
3382 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3384 /* invalid cluster? */
3385 if( light->cluster < 0 )
3387 /* nudge the sample point around a bit */
3388 for( x = 0; x < 4; x++ )
3390 /* two's complement 0, 1, -1, 2, -2, etc */
3391 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3393 for( y = 0; y < 4; y++ )
3395 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3397 for( z = 0; z < 4; z++ )
3399 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3402 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3403 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3404 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3406 /* try at nudged origin */
3407 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3408 if( light->cluster < 0 )
3412 VectorCopy( origin, light->origin );
3418 /* only calculate for lights in pvs and outside of opaque brushes */
3419 if( light->cluster >= 0 )
3421 /* set light fast flag */
3423 light->flags |= LIGHT_FAST_TEMP;
3425 light->flags &= ~LIGHT_FAST_TEMP;
3426 if( light->si && light->si->noFast )
3427 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3429 /* clear light envelope */
3430 light->envelope = 0;
3432 /* handle area lights */
3433 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3435 /* ugly hack to calculate extent for area lights, but only done once */
3436 VectorScale( light->normal, -1.0f, dir );
3437 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3441 VectorMA( light->origin, radius, light->normal, origin );
3442 factor = PointToPolygonFormFactor( origin, dir, light->w );
3445 if( (factor * light->add) <= light->falloffTolerance )
3446 light->envelope = radius;
3449 /* check for fast mode */
3450 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3451 light->envelope = MAX_WORLD_COORD * 8.0f;
3456 intensity = light->photons;
3460 if( light->envelope <= 0.0f )
3462 /* solve distance for non-distance lights */
3463 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3464 light->envelope = MAX_WORLD_COORD * 8.0f;
3466 /* solve distance for linear lights */
3467 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3468 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3469 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3472 add = angle * light->photons * linearScale - (dist * light->fade);
3473 T = (light->photons * linearScale) - (dist * light->fade);
3474 T + (dist * light->fade) = (light->photons * linearScale);
3475 dist * light->fade = (light->photons * linearScale) - T;
3476 dist = ((light->photons * linearScale) - T) / light->fade;
3479 /* solve for inverse square falloff */
3481 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3484 add = light->photons / (dist * dist);
3485 T = light->photons / (dist * dist);
3486 T * (dist * dist) = light->photons;
3487 dist = sqrt( light->photons / T );
3491 /* chop radius against pvs */
3494 ClearBounds( mins, maxs );
3496 /* check all leaves */
3497 for( i = 0; i < numBSPLeafs; i++ )
3500 leaf = &bspLeafs[ i ];
3503 if( leaf->cluster < 0 )
3505 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3508 /* add this leafs bbox to the bounds */
3509 VectorCopy( leaf->mins, origin );
3510 AddPointToBounds( origin, mins, maxs );
3511 VectorCopy( leaf->maxs, origin );
3512 AddPointToBounds( origin, mins, maxs );
3515 /* test to see if bounds encompass light */
3516 for( i = 0; i < 3; i++ )
3518 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3520 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3521 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3522 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3523 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3524 AddPointToBounds( light->origin, mins, maxs );
3528 /* chop the bounds by a plane for area lights and spotlights */
3529 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3530 ChopBounds( mins, maxs, light->origin, light->normal );
3533 VectorCopy( mins, light->mins );
3534 VectorCopy( maxs, light->maxs );
3536 /* reflect bounds around light origin */
3537 //% VectorMA( light->origin, -1.0f, origin, origin );
3538 VectorScale( light->origin, 2, origin );
3539 VectorSubtract( origin, maxs, origin );
3540 AddPointToBounds( origin, mins, maxs );
3541 //% VectorMA( light->origin, -1.0f, mins, origin );
3542 VectorScale( light->origin, 2, origin );
3543 VectorSubtract( origin, mins, origin );
3544 AddPointToBounds( origin, mins, maxs );
3546 /* calculate spherical bounds */
3547 VectorSubtract( maxs, light->origin, dir );
3548 radius = (float) VectorLength( dir );
3550 /* if this radius is smaller than the envelope, then set the envelope to it */
3551 if( radius < light->envelope )
3553 light->envelope = radius;
3554 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3557 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3560 /* add grid/surface only check */
3563 if( !(light->flags & LIGHT_GRID) )
3564 light->envelope = 0.0f;
3568 if( !(light->flags & LIGHT_SURFACES) )
3569 light->envelope = 0.0f;
3574 if( light->cluster < 0 || light->envelope <= 0.0f )
3577 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3579 /* delete the light */
3581 *owner = light->next;
3582 if( light->w != NULL )
3589 /* square envelope */
3590 light->envelope2 = (light->envelope * light->envelope);
3592 /* increment light count */
3595 /* set next light */
3596 owner = &((**owner).next);
3599 /* bucket sort lights by style */
3600 memset( buckets, 0, sizeof( buckets ) );
3602 for( light = lights; light != NULL; light = light2 )
3604 /* get next light */
3605 light2 = light->next;
3607 /* filter into correct bucket */
3608 light->next = buckets[ light->style ];
3609 buckets[ light->style ] = light;
3611 /* if any styled light is present, automatically set nocollapse */
3612 if( light->style != LS_NORMAL )
3616 /* filter back into light list */
3618 for( i = 255; i >= 0; i-- )
3621 for( light = buckets[ i ]; light != NULL; light = light2 )
3623 light2 = light->next;
3624 light->next = lights;
3629 /* emit some statistics */
3630 Sys_Printf( "%9d total lights\n", numLights );
3631 Sys_Printf( "%9d culled lights\n", numCulledLights );
3637 CreateTraceLightsForBounds()
3638 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3641 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3645 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3646 float radius, dist, length;
3649 /* potential pre-setup */
3650 if( numLights == 0 )
3651 SetupEnvelopes( qfalse, fast );
3654 //% Sys_Printf( "CTWLFB: (%4.1f %4.1f %4.1f) (%4.1f %4.1f %4.1f)\n", mins[ 0 ], mins[ 1 ], mins[ 2 ], maxs[ 0 ], maxs[ 1 ], maxs[ 2 ] );
3656 /* allocate the light list */
3657 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3658 trace->numLights = 0;
3660 /* calculate spherical bounds */
3661 VectorAdd( mins, maxs, origin );
3662 VectorScale( origin, 0.5f, origin );
3663 VectorSubtract( maxs, origin, dir );
3664 radius = (float) VectorLength( dir );
3666 /* get length of normal vector */
3667 if( normal != NULL )
3668 length = VectorLength( normal );
3671 normal = nullVector;
3675 /* test each light and see if it reaches the sphere */
3676 /* note: the attenuation code MUST match LightingAtSample() */
3677 for( light = lights; light; light = light->next )
3679 /* check zero sized envelope */
3680 if( light->envelope <= 0 )
3682 lightsEnvelopeCulled++;
3687 if( !(light->flags & flags) )
3690 /* sunlight skips all this nonsense */
3691 if( light->type != EMIT_SUN )
3697 /* check against pvs cluster */
3698 if( numClusters > 0 && clusters != NULL )
3700 for( i = 0; i < numClusters; i++ )
3702 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3707 if( i == numClusters )
3709 lightsClusterCulled++;
3714 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3715 VectorSubtract( light->origin, origin, dir );
3716 dist = VectorLength( dir );
3717 dist -= light->envelope;
3721 lightsEnvelopeCulled++;
3725 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3728 for( i = 0; i < 3; i++ )
3730 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3735 lightsBoundsCulled++;
3741 /* planar surfaces (except twosided surfaces) have a couple more checks */
3742 if( length > 0.0f && trace->twoSided == qfalse )
3744 /* lights coplanar with a surface won't light it */
3745 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3747 lightsPlaneCulled++;
3751 /* check to see if light is behind the plane */
3752 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3754 lightsPlaneCulled++;
3759 /* add this light */
3760 trace->lights[ trace->numLights++ ] = light;
3763 /* make last night null */
3764 trace->lights[ trace->numLights ] = NULL;
3769 void FreeTraceLights( trace_t *trace )
3771 if( trace->lights != NULL )
3772 free( trace->lights );
3778 CreateTraceLightsForSurface()
3779 creates a list of lights that can potentially affect a drawsurface
3782 void CreateTraceLightsForSurface( int num, trace_t *trace )
3785 vec3_t mins, maxs, normal;
3787 bspDrawSurface_t *ds;
3788 surfaceInfo_t *info;
3795 /* get drawsurface and info */
3796 ds = &bspDrawSurfaces[ num ];
3797 info = &surfaceInfos[ num ];
3799 /* get the mins/maxs for the dsurf */
3800 ClearBounds( mins, maxs );
3801 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3802 for( i = 0; i < ds->numVerts; i++ )
3804 dv = &yDrawVerts[ ds->firstVert + i ];
3805 AddPointToBounds( dv->xyz, mins, maxs );
3806 if( !VectorCompare( dv->normal, normal ) )
3807 VectorClear( normal );
3810 /* create the lights for the bounding box */
3811 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3814 /////////////////////////////////////////////////////////////
3816 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3817 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3818 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3819 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3821 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3822 static int numFloodVectors = 0;
3824 void SetupFloodLight( void )
3827 float angle, elevation, angleStep, elevationStep;
3829 double v1,v2,v3,v4,v5;
3832 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3834 /* calculate angular steps */
3835 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3836 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3840 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3842 /* iterate elevation */
3843 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3845 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3846 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3847 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3852 /* emit some statistics */
3853 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3856 value = ValueForKey( &entities[ 0 ], "_floodlight" );
3858 if( value[ 0 ] != '\0' )
3861 v4=floodlightDistance;
3862 v5=floodlightIntensity;
3864 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3866 floodlightRGB[0]=v1;
3867 floodlightRGB[1]=v2;
3868 floodlightRGB[2]=v3;
3870 if (VectorLength(floodlightRGB)==0)
3872 VectorSet(floodlightRGB,240,240,255);
3878 floodlightDistance=v4;
3879 floodlightIntensity=v5;
3881 floodlighty = qtrue;
3882 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3886 VectorSet(floodlightRGB,240,240,255);
3887 //floodlighty = qtrue;
3888 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3890 VectorNormalize(floodlightRGB,floodlightRGB);
3894 FloodLightForSample()
3895 calculates floodlight value for a given sample
3896 once again, kudos to the dirtmapping coder
3899 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
3905 float gatherLight, outLight;
3906 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
3914 if( trace == NULL || trace->cluster < 0 )
3919 dd = floodLightDistance;
3920 VectorCopy( trace->normal, normal );
3922 /* check if the normal is aligned to the world-up */
3923 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
3925 if( normal[ 2 ] == 1.0f )
3927 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
3928 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3930 else if( normal[ 2 ] == -1.0f )
3932 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
3933 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3938 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
3939 CrossProduct( normal, worldUp, myRt );
3940 VectorNormalize( myRt, myRt );
3941 CrossProduct( myRt, normal, myUp );
3942 VectorNormalize( myUp, myUp );
3945 /* vortex: optimise floodLightLowQuality a bit */
3946 if ( floodLightLowQuality == qtrue )
3948 /* iterate through ordered vectors */
3949 for( i = 0; i < numFloodVectors; i++ )
3950 if (rand()%10 != 0 ) continue;
3954 /* iterate through ordered vectors */
3955 for( i = 0; i < numFloodVectors; i++ )
3959 /* transform vector into tangent space */
3960 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
3961 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
3962 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
3965 VectorMA( trace->origin, dd, direction, trace->end );
3967 //VectorMA( trace->origin, 1, direction, trace->origin );
3969 SetupTrace( trace );
3974 if (trace->compileFlags & C_SKY )
3978 else if ( trace->opaque )
3980 VectorSubtract( trace->hit, trace->origin, displacement );
3981 d=VectorLength( displacement );
3983 // d=trace->distance;
3984 //if (d>256) gatherDirt+=1;
3986 if (contribution>1) contribution=1.0f;
3988 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
3991 gatherLight+=contribution;
3996 if( gatherLight <= 0.0f )
4004 outLight=gatherLight;
4005 if( outLight > 1.0f )
4008 /* return to sender */
4013 FloodLightRawLightmap
4014 lighttracer style ambient occlusion light hack.
4015 Kudos to the dirtmapping author for most of this source.
4016 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
4017 VorteX: fixed problems with deluxemapping
4020 // floodlight pass on a lightmap
4021 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
4023 int i, x, y, *cluster;
4024 float *origin, *normal, *floodlight, floodLightAmount;
4025 surfaceInfo_t *info;
4028 // float samples, average, *floodlight2;
4030 memset(&trace,0,sizeof(trace_t));
4033 trace.testOcclusion = qtrue;
4034 trace.forceSunlight = qfalse;
4035 trace.twoSided = qtrue;
4036 trace.recvShadows = lm->recvShadows;
4037 trace.numSurfaces = lm->numLightSurfaces;
4038 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4039 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4040 trace.testAll = qfalse;
4041 trace.distance = 1024;
4043 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4044 //trace.twoSided = qfalse;
4045 for( i = 0; i < trace.numSurfaces; i++ )
4048 info = &surfaceInfos[ trace.surfaces[ i ] ];
4050 /* check twosidedness */
4051 if( info->si->twoSided )
4053 trace.twoSided = qtrue;
4058 /* gather floodlight */
4059 for( y = 0; y < lm->sh; y++ )
4061 for( x = 0; x < lm->sw; x++ )
4064 cluster = SUPER_CLUSTER( x, y );
4065 origin = SUPER_ORIGIN( x, y );
4066 normal = SUPER_NORMAL( x, y );
4067 floodlight = SUPER_FLOODLIGHT( x, y );
4069 /* set default dirt */
4072 /* only look at mapped luxels */
4077 trace.cluster = *cluster;
4078 VectorCopy( origin, trace.origin );
4079 VectorCopy( normal, trace.normal );
4081 /* get floodlight */
4082 floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4084 /* add floodlight */
4085 floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4086 floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4087 floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4088 floodlight[3] += floodlightDirectionScale;
4092 /* testing no filtering */
4098 for( y = 0; y < lm->sh; y++ )
4100 for( x = 0; x < lm->sw; x++ )
4103 cluster = SUPER_CLUSTER( x, y );
4104 floodlight = SUPER_FLOODLIGHT(x, y );
4106 /* filter dirt by adjacency to unmapped luxels */
4107 average = *floodlight;
4109 for( sy = (y - 1); sy <= (y + 1); sy++ )
4111 if( sy < 0 || sy >= lm->sh )
4114 for( sx = (x - 1); sx <= (x + 1); sx++ )
4116 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4119 /* get neighboring luxel */
4120 cluster = SUPER_CLUSTER( sx, sy );
4121 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4122 if( *cluster < 0 || *floodlight2 <= 0.0f )
4126 average += *floodlight2;
4131 if( samples <= 0.0f )
4136 if( samples <= 0.0f )
4140 *floodlight = average / samples;
4146 void FloodLightRawLightmap( int rawLightmapNum )
4150 /* bail if this number exceeds the number of raw lightmaps */
4151 if( rawLightmapNum >= numRawLightmaps )
4154 lm = &rawLightmaps[ rawLightmapNum ];
4157 if (floodlighty && floodlightIntensity)
4158 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4161 if (lm->floodlightIntensity)
4163 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4164 numSurfacesFloodlighten += 1;
4168 void FloodlightRawLightmaps()
4170 Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4171 numSurfacesFloodlighten = 0;
4172 RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4173 Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4177 FloodLightIlluminate()
4178 illuminate floodlight into lightmap luxels
4181 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4183 float *luxel, *floodlight, *deluxel, *normal;
4186 int x, y, lightmapNum;
4188 /* walk lightmaps */
4189 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4192 if( lm->superLuxels[ lightmapNum ] == NULL )
4195 /* apply floodlight to each luxel */
4196 for( y = 0; y < lm->sh; y++ )
4198 for( x = 0; x < lm->sw; x++ )
4200 /* get floodlight */
4201 floodlight = SUPER_FLOODLIGHT( x, y );
4202 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4206 cluster = SUPER_CLUSTER( x, y );
4208 /* only process mapped luxels */
4212 /* get particulars */
4213 luxel = SUPER_LUXEL( lightmapNum, x, y );
4214 deluxel = SUPER_DELUXEL( x, y );
4216 /* add to lightmap */
4217 luxel[0]+=floodlight[0];
4218 luxel[1]+=floodlight[1];
4219 luxel[2]+=floodlight[2];
4221 if (luxel[3]==0) luxel[3]=1;
4223 /* add to deluxemap */
4224 if (deluxemap && floodlight[3] > 0)
\r
4226 vec3_t lightvector;
\r
4228 normal = SUPER_NORMAL( x, y );
4229 brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
\r
4231 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
\r
4232 if(brightness < 0.00390625f)
\r
4233 brightness = 0.00390625f;
\r
4235 VectorScale( normal, brightness, lightvector );
4236 VectorAdd( deluxel, lightvector, deluxel );