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deluxe: always use a MINIMUM light contribution from ambient
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1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
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.
12
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.
17
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
21
22 ----------------------------------------------------------------------------------
23
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."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define LIGHT_YDNAR_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41
42 /*
43 ColorToBytes()
44 ydnar: moved to here 2001-02-04
45 */
46
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
48 {
49         int             i;
50         float   max, gamma;
51         vec3_t  sample;
52         float   inv, dif;
53         
54         
55         /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
56         if( scale <= 0.0f )
57                 scale = 1.0f;
58         
59         /* make a local copy */
60         VectorScale( color, scale, sample );
61         
62         /* muck with it */
63         gamma = 1.0f / lightmapGamma;
64         for( i = 0; i < 3; i++ )
65         {
66                 /* handle negative light */
67                 if( sample[ i ] < 0.0f )
68                 {
69                         sample[ i ] = 0.0f;
70                         continue;
71                 }
72                 
73                 /* gamma */
74                 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
75         }
76
77         if (lightmapExposure == 1)
78         {
79                 /* clamp with color normalization */
80                 max = sample[ 0 ];
81                 if( sample[ 1 ] > max )
82                         max = sample[ 1 ];
83                 if( sample[ 2 ] > max )
84                         max = sample[ 2 ];
85                 if( max > 255.0f )
86                         VectorScale( sample, (255.0f / max), sample );
87         }
88         else
89         {
90                 if (lightmapExposure==0)
91                 {
92                         lightmapExposure=1.0f;
93                 }
94                 inv=1.f/lightmapExposure;
95                 //Exposure
96
97                 max = sample[ 0 ];
98                 if( sample[ 1 ] > max )
99                         max = sample[ 1 ];
100                 if( sample[ 2 ] > max )
101                         max = sample[ 2 ];
102
103                 dif = (1-  exp(-max * inv) )  *  255;
104
105                 if (max >0)
106                 {
107                         dif = dif / max;
108                 }
109                 else
110                 {
111                         dif = 0;
112                 }
113
114                 for (i=0;i<3;i++)
115                 {
116                         sample[i]*=dif;
117                 }
118         }
119
120         
121         /* compensate for ingame overbrighting/bitshifting */
122         VectorScale( sample, (1.0f / lightmapCompensate), sample );
123         
124         /* store it off */
125         colorBytes[ 0 ] = sample[ 0 ];
126         colorBytes[ 1 ] = sample[ 1 ];
127         colorBytes[ 2 ] = sample[ 2 ];
128 }
129
130
131
132 /* -------------------------------------------------------------------------------
133
134 this section deals with phong shading (normal interpolation across brush faces)
135
136 ------------------------------------------------------------------------------- */
137
138 /*
139 SmoothNormals()
140 smooths together coincident vertex normals across the bsp
141 */
142
143 #define MAX_SAMPLES                             256
144 #define THETA_EPSILON                   0.000001
145 #define EQUAL_NORMAL_EPSILON    0.01
146
147 void SmoothNormals( void )
148 {
149         int                                     i, j, k, f, cs, numVerts, numVotes, fOld, start;
150         float                           shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151         bspDrawSurface_t        *ds;
152         shaderInfo_t            *si;
153         float                           *shadeAngles;
154         byte                            *smoothed;
155         vec3_t                          average, diff;
156         int                                     indexes[ MAX_SAMPLES ];
157         vec3_t                          votes[ MAX_SAMPLES ];
158         
159         
160         /* allocate shade angle table */
161         shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162         memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
163         
164         /* allocate smoothed table */
165         cs = (numBSPDrawVerts / 8) + 1;
166         smoothed = safe_malloc( cs );
167         memset( smoothed, 0, cs );
168         
169         /* set default shade angle */
170         defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
171         maxShadeAngle = 0;
172         
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++ )
176         {
177                 /* get drawsurf */
178                 ds = &bspDrawSurfaces[ i ];
179                 
180                 /* get shader for shade angle */
181                 si = surfaceInfos[ i ].si;
182                 if( si->shadeAngleDegrees )
183                         shadeAngle = DEG2RAD( si->shadeAngleDegrees );
184                 else
185                         shadeAngle = defaultShadeAngle;
186                 if( shadeAngle > maxShadeAngle )
187                         maxShadeAngle = shadeAngle;
188                 
189                 /* flag its verts */
190                 for( j = 0; j < ds->numVerts; j++ )
191                 {
192                         f = ds->firstVert + j;
193                         shadeAngles[ f ] = shadeAngle;
194                         if( ds->surfaceType == MST_TRIANGLE_SOUP )
195                                 smoothed[ f >> 3 ] |= (1 << (f & 7));
196                 }
197                 
198                 /* ydnar: optional force-to-trisoup */
199                 if( trisoup && ds->surfaceType == MST_PLANAR )
200                 {
201                         ds->surfaceType = MST_TRIANGLE_SOUP;
202                         ds->lightmapNum[ 0 ] = -3;
203                 }
204         }
205         
206         /* bail if no surfaces have a shade angle */
207         if( maxShadeAngle == 0 )
208         {
209                 free( shadeAngles );
210                 free( smoothed );
211                 return;
212         }
213         
214         /* init pacifier */
215         fOld = -1;
216         start = I_FloatTime();
217         
218         /* go through the list of vertexes */
219         for( i = 0; i < numBSPDrawVerts; i++ )
220         {
221                 /* print pacifier */
222                 f = 10 * i / numBSPDrawVerts;
223                 if( f != fOld )
224                 {
225                         fOld = f;
226                         Sys_Printf( "%i...", f );
227                 }
228                 
229                 /* already smoothed? */
230                 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
231                         continue;
232                 
233                 /* clear */
234                 VectorClear( average );
235                 numVerts = 0;
236                 numVotes = 0;
237                 
238                 /* build a table of coincident vertexes */
239                 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
240                 {
241                         /* already smoothed? */
242                         if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
243                                 continue;
244                         
245                         /* test vertexes */
246                         if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
247                                 continue;
248                         
249                         /* use smallest shade angle */
250                         shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
251                         
252                         /* check shade angle */
253                         dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
254                         if( dot > 1.0 )
255                                 dot = 1.0;
256                         else if( dot < -1.0 )
257                                 dot = -1.0;
258                         testAngle = acos( dot ) + THETA_EPSILON;
259                         if( testAngle >= shadeAngle )
260                         {
261                                 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
262                                 continue;
263                         }
264                         //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
265                         
266                         /* add to the list */
267                         indexes[ numVerts++ ] = j;
268                         
269                         /* flag vertex */
270                         smoothed[ j >> 3 ] |= (1 << (j & 7));
271                         
272                         /* see if this normal has already been voted */
273                         for( k = 0; k < numVotes; k++ )
274                         {
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 )
279                                         break;
280                         }
281                         
282                         /* add a new vote? */
283                         if( k == numVotes && numVotes < MAX_SAMPLES )
284                         {
285                                 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286                                 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
287                                 numVotes++;
288                         }
289                 }
290                 
291                 /* don't average for less than 2 verts */
292                 if( numVerts < 2 )
293                         continue;
294                 
295                 /* average normal */
296                 if( VectorNormalize( average, average ) > 0 )
297                 {
298                         /* smooth */
299                         for( j = 0; j < numVerts; j++ )
300                                 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
301                 }
302         }
303         
304         /* free the tables */
305         free( shadeAngles );
306         free( smoothed );
307         
308         /* print time */
309         Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
310 }
311
312
313
314 /* -------------------------------------------------------------------------------
315
316 this section deals with phong shaded lightmap tracing
317
318 ------------------------------------------------------------------------------- */
319
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
321
322 /*
323 CalcTangentVectors()
324 calculates the st tangent vectors for normalmapping
325 */
326
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
328 {
329         int                     i;
330         float           bb, s, t;
331         vec3_t          bary;
332         
333         
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 )
337                 return qfalse;
338         
339         /* do each vertex */
340         for( i = 0; i < numVerts; i++ )
341         {
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;
348                 
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 ];
352                 
353                 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354                 VectorNormalize( stv[ i ], stv[ i ] );
355                 
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;
362                 
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 ];
366                 
367                 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368                 VectorNormalize( ttv[ i ], ttv[ i ] );
369                 
370                 /* debug code */
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 ] );
373         }
374         
375         /* return to caller */
376         return qtrue;
377 }
378
379
380
381
382 /*
383 PerturbNormal()
384 perterbs the normal by the shader's normalmap in tangent space
385 */
386
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
388 {
389         int                     i;
390         vec4_t          bump;
391         
392         
393         /* passthrough */
394         VectorCopy( dv->normal, pNormal );
395         
396         /* sample normalmap */
397         if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
398                 return;
399         
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);
403         
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 );
408         
409         /* renormalize and return */
410         VectorNormalize( pNormal, pNormal );
411 }
412
413
414
415 /*
416 MapSingleLuxel()
417 maps a luxel for triangle bv at
418 */
419
420 #define NUDGE                   0.5f
421 #define BOGUS_NUDGE             -99999.0f
422
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 ] )
424 {
425         int                             i, x, y, numClusters, *clusters, pointCluster, *cluster;
426         float                   *luxel, *origin, *normal, d, lightmapSampleOffset;
427         shaderInfo_t    *si;
428         vec3_t                  pNormal;
429         vec3_t                  vecs[ 3 ];
430         vec3_t                  nudged;
431         vec3_t                  cverts[ 3 ];
432         vec3_t                  temp;
433         vec4_t                  sideplane, hostplane;
434         vec3_t                  origintwo;
435         int                             j, next;
436         float                   e;
437         float                   *nudge;
438         static float    nudges[][ 2 ] =
439                                         {
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 }
450                                         };
451         
452         
453         /* find luxel xy coords (fixme: subtract 0.5?) */
454         x = dv->lightmap[ 0 ][ 0 ];
455         y = dv->lightmap[ 0 ][ 1 ];
456         if( x < 0 )
457                 x = 0;
458         else if( x >= lm->sw )
459                 x = lm->sw - 1;
460         if( y < 0 )
461                 y = 0;
462         else if( y >= lm->sh )
463                 y = lm->sh - 1;
464         
465         /* set shader and cluster list */
466         if( info != NULL )
467         {
468                 si = info->si;
469                 numClusters = info->numSurfaceClusters;
470                 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
471         }
472         else
473         {
474                 si = NULL;
475                 numClusters = 0;
476                 clusters = NULL;
477         }
478         
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 );
484         
485         /* don't attempt to remap occluded luxels for planar surfaces */
486         if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
487                 return (*cluster);
488         
489         /* only average the normal for premapped luxels */
490         else if( (*cluster) >= 0 )
491         {
492                 /* do bumpmap calculations */
493                 if( stv != NULL )
494                         PerturbNormal( dv, si, pNormal, stv, ttv );
495                 else
496                         VectorCopy( dv->normal, pNormal );
497                 
498                 /* add the additional normal data */
499                 VectorAdd( normal, pNormal, normal );
500                 luxel[ 3 ] += 1.0f;
501                 return (*cluster);
502         }
503         
504         /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
505         
506         /* get origin */
507         
508         /* axial lightmap projection */
509         if( lm->vecs != NULL )
510         {
511                 /* calculate an origin for the sample from the lightmap vectors */
512                 VectorCopy( lm->origin, origin );
513                 for( i = 0; i < 3; i++ )
514                 {
515                         /* add unless it's the axis, which is taken care of later */
516                         if( i == lm->axisNum )
517                                 continue;
518                         origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
519                 }
520                 
521                 /* project the origin onto the plane */
522                 d = DotProduct( origin, plane ) - plane[ 3 ];
523                 d /= plane[ lm->axisNum ];
524                 origin[ lm->axisNum ] -= d;
525         }
526         
527         /* non axial lightmap projection (explicit xyz) */
528         else
529                 VectorCopy( dv->xyz, origin );
530
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.
535
536         if (worldverts!=NULL && lightmapTriangleCheck)
537         {
538                 for (j=0;j<3;j++)
539                 {
540                         VectorCopy(worldverts[j],cverts[j]);
541                 }
542                 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
543
544                 for (j=0;j<3;j++)
545                 {
546                         for (i=0;i<3;i++)
547                         {
548                                 //build plane using 2 edges and a normal
549                                 next=(i+1)%3;
550
551                                 VectorCopy(cverts[next],temp);
552                                 VectorAdd(temp,hostplane,temp);
553                                 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
554
555                                 //planetest sample point
556                                 e=DotProduct(origin,sideplane);
557                                 e=e-sideplane[3];
558                                 if (e>0)
559                                 {
560                                         //we're bad.
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);
566 #ifdef DEBUG_27_1
567                                         VectorClear(origin);
568 #endif
569                                 }
570                         }
571                 }
572         }
573
574         ////////////////////////
575         
576         /* planar surfaces have precalculated lightmap vectors for nudging */
577         if( lm->plane != NULL )
578         {
579                 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580                 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581                 VectorCopy( lm->plane, vecs[ 2 ] );
582         }
583         
584         /* non-planar surfaces must calculate them */
585         else
586         {
587                 if( plane != NULL )
588                         VectorCopy( plane, vecs[ 2 ] );
589                 else
590                         VectorCopy( dv->normal, vecs[ 2 ] );
591                 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
592         }
593         
594         /* push the origin off the surface a bit */
595         if( si != NULL )
596                 lightmapSampleOffset = si->lightmapSampleOffset;
597         else
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;
603         else
604                 origin[ lm->axisNum ] += lightmapSampleOffset;
605         
606         VectorCopy(origin,origintwo);
607         if(lightmapExtraVisClusterNudge)
608         {
609                 origintwo[0]+=vecs[2][0];
610                 origintwo[1]+=vecs[2][1];
611                 origintwo[2]+=vecs[2][2];
612         }
613
614         /* get cluster */
615         pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
616         
617         /* another retarded hack, storing nudge count in luxel[ 1 ] */
618         luxel[ 1 ] = 0.0f;      
619         
620         /* point in solid? (except in dark mode) */
621         if( pointCluster < 0 && dark == qfalse )
622         {
623                 /* nudge the the location around */
624                 nudge = nudges[ 0 ];
625                 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
626                 {
627                         /* nudge the vector around a bit */
628                         for( i = 0; i < 3; i++ )
629                         {
630                                 /* set nudged point*/
631                                 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
632                         }
633                         nudge += 2;
634                         
635                         /* get pvs cluster */
636                         pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637                         if( pointCluster >= 0 )
638                                 VectorCopy( nudged, origin );
639                         luxel[ 1 ] += 1.0f;
640                 }
641         }
642         
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 )
645         {
646                 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647                 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648                 if( pointCluster >= 0 )
649                         VectorCopy( nudged, origin );
650                 luxel[ 1 ] += 1.0f;
651         }
652         
653         /* valid? */
654         if( pointCluster < 0 )
655         {
656                 (*cluster) = CLUSTER_OCCLUDED;
657                 VectorClear( origin );
658                 VectorClear( normal );
659                 numLuxelsOccluded++;
660                 return (*cluster);
661         }
662         
663         /* debug code */
664         //%     Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
665         
666         /* do bumpmap calculations */
667         if( stv )
668                 PerturbNormal( dv, si, pNormal, stv, ttv );
669         else
670                 VectorCopy( dv->normal, pNormal );
671         
672         /* store the cluster and normal */
673         (*cluster) = pointCluster;
674         VectorCopy( pNormal, normal );
675         
676         /* store explicit mapping pass and implicit mapping pass */
677         luxel[ 0 ] = pass;
678         luxel[ 3 ] = 1.0f;
679         
680         /* add to count */
681         numLuxelsMapped++;
682         
683         /* return ok */
684         return (*cluster);
685 }
686
687
688
689 /*
690 MapTriangle_r()
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
693 */
694
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 ] )
696 {
697         bspDrawVert_t   mid, *dv2[ 3 ];
698         int                             max;
699         
700         
701         /* map the vertexes */
702         #if 0
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 );
706         #endif
707         
708         /* subdivide calc */
709         {
710                 int                     i;
711                 float           *a, *b, dx, dy, dist, maxDist;
712                 
713                 
714                 /* find the longest edge and split it */
715                 max = -1;
716                 maxDist = 0;
717                 for( i = 0; i < 3; i++ )
718                 {
719                         /* get verts */
720                         a = dv[ i ]->lightmap[ 0 ];
721                         b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
722                         
723                         /* get dists */
724                         dx = a[ 0 ] - b[ 0 ];
725                         dy = a[ 1 ] - b[ 1 ];
726                         dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
727                         
728                         /* longer? */
729                         if( dist > maxDist )
730                         {
731                                 maxDist = dist;
732                                 max = i;
733                         }
734                 }
735                 
736                 /* try to early out */
737                 if( max < 0 || maxDist <= subdivideThreshold )  /* ydnar: was i < 0 instead of max < 0 (?) */
738                         return;
739         }
740         
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 );
744         
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 );
747         
748         /* recurse to first triangle */
749         VectorCopy( dv, dv2 );
750         dv2[ max ] = &mid;
751         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
752         
753         /* recurse to second triangle */
754         VectorCopy( dv, dv2 );
755         dv2[ (max + 1) % 3 ] = &mid;
756         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
757 }
758
759
760
761 /*
762 MapTriangle()
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
765 */
766
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
768 {
769         int                             i;
770         vec4_t                  plane;
771         vec3_t                  *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772         vec3_t                  worldverts[ 3 ];
773         
774         
775         /* get plane if possible */
776         if( lm->plane != NULL )
777         {
778                 VectorCopy( lm->plane, plane );
779                 plane[ 3 ] = lm->plane[ 3 ];
780         }
781         
782         /* otherwise make one from the points */
783         else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
784                 return qfalse;
785         
786         /* check to see if we need to calculate texture->world tangent vectors */
787         if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
788         {
789                 stv = stvStatic;
790                 ttv = ttvStatic;
791         }
792         else
793         {
794                 stv = NULL;
795                 ttv = NULL;
796         }
797         
798         VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799         VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800         VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
801
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 );
806         
807         /* 2002-11-20: prefer axial triangle edges */
808         if( mapNonAxial )
809         {
810                 /* subdivide the triangle */
811                 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
812                 return qtrue;
813         }
814         
815         for( i = 0; i < 3; i++ )
816         {
817                 float                   *a, *b;
818                 bspDrawVert_t   *dv2[ 3 ];
819                 
820                 
821                 /* get verts */
822                 a = dv[ i ]->lightmap[ 0 ];
823                 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
824                 
825                 /* make degenerate triangles for mapping edges */
826                 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
827                 {
828                         dv2[ 0 ] = dv[ i ];
829                         dv2[ 1 ] = dv[ (i + 1) % 3 ];
830                         dv2[ 2 ] = dv[ (i + 1) % 3 ];
831                         
832                         /* map the degenerate triangle */
833                         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
834                 }
835         }
836         
837         return qtrue;
838 }
839
840
841
842 /*
843 MapQuad_r()
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
846 */
847
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 ] )
849 {
850         bspDrawVert_t   mid[ 2 ], *dv2[ 4 ];
851         int                             max;
852         
853         
854         /* subdivide calc */
855         {
856                 int                     i;
857                 float           *a, *b, dx, dy, dist, maxDist;
858                 
859                 
860                 /* find the longest edge and split it */
861                 max = -1;
862                 maxDist = 0;
863                 for( i = 0; i < 4; i++ )
864                 {
865                         /* get verts */
866                         a = dv[ i ]->lightmap[ 0 ];
867                         b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
868                         
869                         /* get dists */
870                         dx = a[ 0 ] - b[ 0 ];
871                         dy = a[ 1 ] - b[ 1 ];
872                         dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
873                         
874                         /* longer? */
875                         if( dist > maxDist )
876                         {
877                                 maxDist = dist;
878                                 max = i;
879                         }
880                 }
881                 
882                 /* try to early out */
883                 if( max < 0 || maxDist <= subdivideThreshold )
884                         return;
885         }
886         
887         /* we only care about even/odd edges */
888         max &= 1;
889         
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 ] );
893         
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 );
897         
898         /* 0 and 2 */
899         if( max == 0 )
900         {
901                 /* recurse to first quad */
902                 dv2[ 0 ] = dv[ 0 ];
903                 dv2[ 1 ] = &mid[ 0 ];
904                 dv2[ 2 ] = &mid[ 1 ];
905                 dv2[ 3 ] = dv[ 3 ];
906                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
907                 
908                 /* recurse to second quad */
909                 dv2[ 0 ] = &mid[ 0 ];
910                 dv2[ 1 ] = dv[ 1 ];
911                 dv2[ 2 ] = dv[ 2 ];
912                 dv2[ 3 ] = &mid[ 1 ];
913                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
914         }
915         
916         /* 1 and 3 */
917         else
918         {
919                 /* recurse to first quad */
920                 dv2[ 0 ] = dv[ 0 ];
921                 dv2[ 1 ] = dv[ 1 ];
922                 dv2[ 2 ] = &mid[ 0 ];
923                 dv2[ 3 ] = &mid[ 1 ];
924                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
925                 
926                 /* recurse to second quad */
927                 dv2[ 0 ] = &mid[ 1 ];
928                 dv2[ 1 ] = &mid[ 0 ];
929                 dv2[ 2 ] = dv[ 2 ];
930                 dv2[ 3 ] = dv[ 3 ];
931                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
932         }
933 }
934
935
936
937 /*
938 MapQuad()
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
941 */
942
943 #define QUAD_PLANAR_EPSILON             0.5f
944
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
946 {
947         float                   dist;
948         vec4_t                  plane;
949         vec3_t                  *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
950         
951         
952         /* get plane if possible */
953         if( lm->plane != NULL )
954         {
955                 VectorCopy( lm->plane, plane );
956                 plane[ 3 ] = lm->plane[ 3 ];
957         }
958         
959         /* otherwise make one from the points */
960         else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
961                 return qfalse;
962         
963         /* 4th point must fall on the plane */
964         dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965         if( fabs( dist ) > QUAD_PLANAR_EPSILON )
966                 return qfalse;
967         
968         /* check to see if we need to calculate texture->world tangent vectors */
969         if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
970         {
971                 stv = stvStatic;
972                 ttv = ttvStatic;
973         }
974         else
975         {
976                 stv = NULL;
977                 ttv = NULL;
978         }
979         
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 );
985         
986         /* subdivide the quad */
987         MapQuad_r( lm, info, dv, plane, stv, ttv );
988         return qtrue;
989 }
990
991
992
993 /*
994 MapRawLightmap()
995 maps the locations, normals, and pvs clusters for a raw lightmap
996 */
997
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)
999
1000 void MapRawLightmap( int rawLightmapNum )
1001 {
1002         int                                     n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003         float                           *luxel, *origin, *normal, samples, radius, pass;
1004         rawLightmap_t           *lm;
1005         bspDrawSurface_t        *ds;
1006         surfaceInfo_t           *info;
1007         mesh_t                          src, *subdivided, *mesh;
1008         bspDrawVert_t           *verts, *dv[ 4 ], fake;
1009         
1010         
1011         /* bail if this number exceeds the number of raw lightmaps */
1012         if( rawLightmapNum >= numRawLightmaps )
1013                 return;
1014         
1015         /* get lightmap */
1016         lm = &rawLightmaps[ rawLightmapNum ];
1017         
1018         /* -----------------------------------------------------------------
1019            map referenced surfaces onto the raw lightmap
1020            ----------------------------------------------------------------- */
1021         
1022         /* walk the list of surfaces on this raw lightmap */
1023         for( n = 0; n < lm->numLightSurfaces; n++ )
1024         {
1025                 /* with > 1 surface per raw lightmap, clear occluded */
1026                 if( n > 0 )
1027                 {
1028                         for( y = 0; y < lm->sh; y++ )
1029                         {
1030                                 for( x = 0; x < lm->sw; x++ )
1031                                 {
1032                                         /* get cluster */
1033                                         cluster = SUPER_CLUSTER( x, y );
1034                                         if( *cluster < 0 )
1035                                                 *cluster = CLUSTER_UNMAPPED;
1036                                 }
1037                         }
1038                 }
1039                 
1040                 /* get surface */
1041                 num = lightSurfaces[ lm->firstLightSurface + n ];
1042                 ds = &bspDrawSurfaces[ num ];
1043                 info = &surfaceInfos[ num ];
1044                 
1045                 /* bail if no lightmap to calculate */
1046                 if( info->lm != lm )
1047                 {
1048                         Sys_Printf( "!" );
1049                         continue;
1050                 }
1051                 
1052                 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053                 switch( ds->surfaceType )
1054                 {
1055                         case MST_PLANAR:
1056                                 /* get verts */
1057                                 verts = yDrawVerts + ds->firstVert;
1058                                 
1059                                 /* map the triangles */
1060                                 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1061                                 {
1062                                         for( i = 0; i < ds->numIndexes; i += 3 )
1063                                         {
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 );
1068                                         }
1069                                 }
1070                                 break;
1071                         
1072                         case MST_PATCH:
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 );
1079                                 
1080                                 /* fit it to the curve and remove colinear verts on rows/columns */
1081                                 PutMeshOnCurve( *subdivided );
1082                                 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083                                 FreeMesh( subdivided );
1084                                 
1085                                 /* get verts */
1086                                 verts = mesh->verts;
1087                                 
1088                                 /* debug code */
1089                                 #if 0
1090                                         if( lm->plane )
1091                                         {
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 ] );
1096                                         }
1097                                 #endif
1098                                 
1099                                 /* map the mesh quads */
1100                                 #if 0
1101
1102                                 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1103                                 {
1104                                         for( y = 0; y < (mesh->height - 1); y++ )
1105                                         {
1106                                                 for( x = 0; x < (mesh->width - 1); x++ )
1107                                                 {
1108                                                         /* set indexes */
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 ] */
1114                                                         
1115                                                         /* set radix */
1116                                                         r = (x + y) & 1;
1117                                                         
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 );
1123                                                         
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 );
1129                                                 }
1130                                         }
1131                                 }
1132                                 
1133                                 #else
1134                                 
1135                                 for( y = 0; y < (mesh->height - 1); y++ )
1136                                 {
1137                                         for( x = 0; x < (mesh->width - 1); x++ )
1138                                         {
1139                                                 /* set indexes */
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);
1144                                                 pw[ 4 ] = pw[ 0 ];
1145                                                 
1146                                                 /* set radix */
1147                                                 r = (x + y) & 1;
1148                                                 
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 ) )
1155                                                         continue;
1156                                                 
1157                                                 /* get drawverts and map first triangle */
1158                                                 MapTriangle( lm, info, dv, mapNonAxial );
1159                                                 
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 );
1164                                         }
1165                                 }
1166                                 
1167                                 #endif
1168                                 
1169                                 /* free the mesh */
1170                                 FreeMesh( mesh );
1171                                 break;
1172                         
1173                         default:
1174                                 break;
1175                 }
1176         }
1177         
1178         /* -----------------------------------------------------------------
1179            average and clean up luxel normals
1180            ----------------------------------------------------------------- */
1181         
1182         /* walk the luxels */
1183         for( y = 0; y < lm->sh; y++ )
1184         {
1185                 for( x = 0; x < lm->sw; x++ )
1186                 {
1187                         /* get luxel */
1188                         luxel = SUPER_LUXEL( 0, x, y );
1189                         normal = SUPER_NORMAL( x, y );
1190                         cluster = SUPER_CLUSTER( x, y );
1191
1192                         /* only look at mapped luxels */
1193                         if( *cluster < 0 )
1194                                 continue;
1195                         
1196                         /* the normal data could be the sum of multiple samples */
1197                         if( luxel[ 3 ] > 1.0f )
1198                                 VectorNormalize( normal, normal );
1199                         
1200                         /* mark this luxel as having only one normal */
1201                         luxel[ 3 ] = 1.0f;
1202                 }
1203         }
1204         
1205         /* non-planar surfaces stop here */
1206         if( lm->plane == NULL )
1207                 return;
1208         
1209         /* -----------------------------------------------------------------
1210            map occluded or unuxed luxels
1211            ----------------------------------------------------------------- */
1212         
1213         /* walk the luxels */
1214         radius = floor( superSample / 2 );
1215         radius = radius > 0 ? radius : 1.0f;
1216         radius += 1.0f;
1217         for( pass = 2.0f; pass <= radius; pass += 1.0f )
1218         {
1219                 for( y = 0; y < lm->sh; y++ )
1220                 {
1221                         for( x = 0; x < lm->sw; x++ )
1222                         {
1223                                 /* get luxel */
1224                                 luxel = SUPER_LUXEL( 0, x, y );
1225                                 normal = SUPER_NORMAL( x, y );
1226                                 cluster = SUPER_CLUSTER( x, y );
1227                                 
1228                                 /* only look at unmapped luxels */
1229                                 if( *cluster != CLUSTER_UNMAPPED )
1230                                         continue;
1231                                 
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;
1237                                 samples = 0.0f;
1238                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
1239                                 {
1240                                         if( sy < 0 || sy >= lm->sh )
1241                                                 continue;
1242                                         
1243                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
1244                                         {
1245                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1246                                                         continue;
1247                                                 
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 );
1253                                                 
1254                                                 /* only consider luxels mapped in previous passes */
1255                                                 if( *cluster < 0 || luxel[ 0 ] >= pass )
1256                                                         continue;
1257                                                 
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 ];
1262                                         }
1263                                 }
1264                                 
1265                                 /* any samples? */
1266                                 if( samples == 0.0f )
1267                                         continue;
1268                                 
1269                                 /* average */
1270                                 VectorDivide( fake.xyz, samples, fake.xyz );
1271                                 //%     VectorDivide( fake.normal, samples, fake.normal );
1272                                 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1273                                         continue;
1274                                 
1275                                 /* map the fake vert */
1276                                 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1277                         }
1278                 }
1279         }
1280         
1281         /* -----------------------------------------------------------------
1282            average and clean up luxel normals
1283            ----------------------------------------------------------------- */
1284         
1285         /* walk the luxels */
1286         for( y = 0; y < lm->sh; y++ )
1287         {
1288                 for( x = 0; x < lm->sw; x++ )
1289                 {
1290                         /* get luxel */
1291                         luxel = SUPER_LUXEL( 0, x, y );
1292                         normal = SUPER_NORMAL( x, y );
1293                         cluster = SUPER_CLUSTER( x, y );
1294                         
1295                         /* only look at mapped luxels */
1296                         if( *cluster < 0 )
1297                                 continue;
1298                         
1299                         /* the normal data could be the sum of multiple samples */
1300                         if( luxel[ 3 ] > 1.0f )
1301                                 VectorNormalize( normal, normal );
1302                         
1303                         /* mark this luxel as having only one normal */
1304                         luxel[ 3 ] = 1.0f;
1305                 }
1306         }
1307         
1308         /* debug code */
1309         #if 0
1310                 Sys_Printf( "\n" );
1311                 for( y = 0; y < lm->sh; y++ )
1312                 {
1313                         for( x = 0; x < lm->sw; x++ )
1314                         {
1315                                 vec3_t  mins, maxs;
1316                                 
1317
1318                                 cluster = SUPER_CLUSTER( x, y );
1319                                 origin = SUPER_ORIGIN( x, y );
1320                                 normal = SUPER_NORMAL( x, y );
1321                                 luxel = SUPER_LUXEL( x, y );
1322                                 
1323                                 if( *cluster < 0 )
1324                                         continue;
1325                                 
1326                                 /* check if within the bounding boxes of all surfaces referenced */
1327                                 ClearBounds( mins, maxs );
1328                                 for( n = 0; n < lm->numLightSurfaces; n++ )
1329                                 {
1330                                         int TOL;
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) )
1338                                                 break;
1339                                 }
1340                                 
1341                                 /* inside? */
1342                                 if( n < lm->numLightSurfaces )
1343                                         continue;
1344                                 
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 ],
1351                                         luxel[ 3 ] );
1352                         }
1353                 }
1354         #endif
1355 }
1356
1357
1358
1359 /*
1360 SetupDirt()
1361 sets up dirtmap (ambient occlusion)
1362 */
1363
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)
1368
1369 static vec3_t           dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int                      numDirtVectors = 0;
1371
1372 void SetupDirt( void )
1373 {
1374         int             i, j;
1375         float   angle, elevation, angleStep, elevationStep;
1376         
1377         
1378         /* note it */
1379         Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1380         
1381         /* calculate angular steps */
1382         angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383         elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1384         
1385         /* iterate angle */
1386         angle = 0.0f;
1387         for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1388         {
1389                 /* iterate elevation */
1390                 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1391                 {
1392                         dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393                         dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394                         dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1395                         numDirtVectors++;
1396                 }
1397         }
1398         
1399         /* emit some statistics */
1400         Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1401 }
1402
1403
1404 /*
1405 DirtForSample()
1406 calculates dirt value for a given sample
1407 */
1408
1409 float DirtForSample( trace_t *trace )
1410 {
1411         int             i;
1412         float   gatherDirt, outDirt, angle, elevation, ooDepth;
1413         vec3_t  normal, worldUp, myUp, myRt, temp, direction, displacement;
1414         
1415         
1416         /* dummy check */
1417         if( !dirty )
1418                 return 1.0f;
1419         if( trace == NULL || trace->cluster < 0 )
1420                 return 0.0f;
1421         
1422         /* setup */
1423         gatherDirt = 0.0f;
1424         ooDepth = 1.0f / dirtDepth;
1425         VectorCopy( trace->normal, normal );
1426         
1427         /* check if the normal is aligned to the world-up */
1428         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
1429         {
1430                 if( normal[ 2 ] == 1.0f )               
1431                 {
1432                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1434                 }
1435                 else if( normal[ 2 ] == -1.0f )
1436                 {
1437                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
1439                 }
1440         }
1441         else
1442         {
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 );
1448         }
1449         
1450         /* 1 = random mode, 0 (well everything else) = non-random mode */
1451         if( dirtMode == 1 )
1452         {
1453                 /* iterate */
1454                 for( i = 0; i < numDirtVectors; i++ )
1455                 {
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 );
1462                         
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 ];
1467                         
1468                         /* set endpoint */
1469                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470                         SetupTrace( trace );
1471                         
1472                         /* trace */
1473                         TraceLine( trace );
1474                         if( trace->opaque )
1475                         {
1476                                 VectorSubtract( trace->hit, trace->origin, displacement );
1477                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1478                         }
1479                 }
1480         }
1481         else
1482         {
1483                 /* iterate through ordered vectors */
1484                 for( i = 0; i < numDirtVectors; i++ )
1485                 {
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 ];
1490                         
1491                         /* set endpoint */
1492                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493                         SetupTrace( trace );
1494                         
1495                         /* trace */
1496                         TraceLine( trace );
1497                         if( trace->opaque )
1498                         {
1499                                 VectorSubtract( trace->hit, trace->origin, displacement );
1500                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1501                         }
1502                 }
1503         }
1504         
1505         /* direct ray */
1506         VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507         SetupTrace( trace );
1508         
1509         /* trace */
1510         TraceLine( trace );
1511         if( trace->opaque )
1512         {
1513                 VectorSubtract( trace->hit, trace->origin, displacement );
1514                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1515         }
1516         
1517         /* early out */
1518         if( gatherDirt <= 0.0f )
1519                 return 1.0f;
1520         
1521         /* apply gain (does this even do much? heh) */
1522         outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523         if( outDirt > 1.0f )
1524                 outDirt = 1.0f;
1525         
1526         /* apply scale */
1527         outDirt *= dirtScale;
1528         if( outDirt > 1.0f )
1529                 outDirt = 1.0f;
1530         
1531         /* return to sender */
1532         return 1.0f - outDirt;
1533 }
1534
1535
1536
1537 /*
1538 DirtyRawLightmap()
1539 calculates dirty fraction for each luxel
1540 */
1541
1542 void DirtyRawLightmap( int rawLightmapNum )
1543 {
1544         int                                     i, x, y, sx, sy, *cluster;
1545         float                           *origin, *normal, *dirt, *dirt2, average, samples;
1546         rawLightmap_t           *lm;
1547         surfaceInfo_t           *info;
1548         trace_t                         trace;
1549         
1550         
1551         /* bail if this number exceeds the number of raw lightmaps */
1552         if( rawLightmapNum >= numRawLightmaps )
1553                 return;
1554         
1555         /* get lightmap */
1556         lm = &rawLightmaps[ rawLightmapNum ];
1557         
1558         /* setup trace */
1559         trace.testOcclusion = qtrue;
1560         trace.forceSunlight = qfalse;
1561         trace.recvShadows = lm->recvShadows;
1562         trace.numSurfaces = lm->numLightSurfaces;
1563         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1564         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1565         trace.testAll = qfalse;
1566         
1567         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1568         trace.twoSided = qfalse;
1569         for( i = 0; i < trace.numSurfaces; i++ )
1570         {
1571                 /* get surface */
1572                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1573                 
1574                 /* check twosidedness */
1575                 if( info->si->twoSided )
1576                 {
1577                         trace.twoSided = qtrue;
1578                         break;
1579                 }
1580         }
1581         
1582         /* gather dirt */
1583         for( y = 0; y < lm->sh; y++ )
1584         {
1585                 for( x = 0; x < lm->sw; x++ )
1586                 {
1587                         /* get luxel */
1588                         cluster = SUPER_CLUSTER( x, y );
1589                         origin = SUPER_ORIGIN( x, y );
1590                         normal = SUPER_NORMAL( x, y );
1591                         dirt = SUPER_DIRT( x, y );
1592                         
1593                         /* set default dirt */
1594                         *dirt = 0.0f;
1595                         
1596                         /* only look at mapped luxels */
1597                         if( *cluster < 0 )
1598                                 continue;
1599                         
1600                         /* copy to trace */
1601                         trace.cluster = *cluster;
1602                         VectorCopy( origin, trace.origin );
1603                         VectorCopy( normal, trace.normal );
1604                         
1605                         /* get dirt */
1606                         *dirt = DirtForSample( &trace );
1607                 }
1608         }
1609         
1610         /* testing no filtering */
1611         //%     return;
1612         
1613         /* filter dirt */
1614         for( y = 0; y < lm->sh; y++ )
1615         {
1616                 for( x = 0; x < lm->sw; x++ )
1617                 {
1618                         /* get luxel */
1619                         cluster = SUPER_CLUSTER( x, y );
1620                         dirt = SUPER_DIRT( x, y );
1621                         
1622                         /* filter dirt by adjacency to unmapped luxels */
1623                         average = *dirt;
1624                         samples = 1.0f;
1625                         for( sy = (y - 1); sy <= (y + 1); sy++ )
1626                         {
1627                                 if( sy < 0 || sy >= lm->sh )
1628                                         continue;
1629                                 
1630                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
1631                                 {
1632                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1633                                                 continue;
1634                                         
1635                                         /* get neighboring luxel */
1636                                         cluster = SUPER_CLUSTER( sx, sy );
1637                                         dirt2 = SUPER_DIRT( sx, sy );
1638                                         if( *cluster < 0 || *dirt2 <= 0.0f )
1639                                                 continue;
1640                                         
1641                                         /* add it */
1642                                         average += *dirt2;
1643                                         samples += 1.0f;
1644                                 }
1645                                 
1646                                 /* bail */
1647                                 if( samples <= 0.0f )
1648                                         break;
1649                         }
1650                         
1651                         /* bail */
1652                         if( samples <= 0.0f )
1653                                 continue;
1654                         
1655                         /* scale dirt */
1656                         *dirt = average / samples;
1657                 }
1658         }
1659 }
1660
1661
1662
1663 /*
1664 SubmapRawLuxel()
1665 calculates the pvs cluster, origin, normal of a sub-luxel
1666 */
1667
1668 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1669 {
1670         int                     i, *cluster, *cluster2;
1671         float           *origin, *origin2, *normal;     //%     , *normal2;
1672         vec3_t          originVecs[ 2 ];                        //%     , normalVecs[ 2 ];
1673         
1674         
1675         /* calulate x vector */
1676         if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1677         {
1678                 cluster = SUPER_CLUSTER( x, y );
1679                 origin = SUPER_ORIGIN( x, y );
1680                 //%     normal = SUPER_NORMAL( x, y );
1681                 cluster2 = SUPER_CLUSTER( x + 1, y );
1682                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1683                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1684         }
1685         else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1686         {
1687                 cluster = SUPER_CLUSTER( x - 1, y );
1688                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1689                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1690                 cluster2 = SUPER_CLUSTER( x, y );
1691                 origin2 = SUPER_ORIGIN( x, y );
1692                 //%     normal2 = SUPER_NORMAL( x, y );
1693         }
1694         else
1695                 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1696         
1697         VectorSubtract( origin2, origin, originVecs[ 0 ] );
1698         //%     VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1699         
1700         /* calulate y vector */
1701         if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1702         {
1703                 cluster = SUPER_CLUSTER( x, y );
1704                 origin = SUPER_ORIGIN( x, y );
1705                 //%     normal = SUPER_NORMAL( x, y );
1706                 cluster2 = SUPER_CLUSTER( x, y + 1 );
1707                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1708                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1709         }
1710         else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1711         {
1712                 cluster = SUPER_CLUSTER( x, y - 1 );
1713                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1714                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1715                 cluster2 = SUPER_CLUSTER( x, y );
1716                 origin2 = SUPER_ORIGIN( x, y );
1717                 //%     normal2 = SUPER_NORMAL( x, y );
1718         }
1719         else
1720                 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1721         
1722         VectorSubtract( origin2, origin, originVecs[ 1 ] );
1723         //%     VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1724         
1725         /* calculate new origin */
1726         //%     VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1727         //%     VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1728         for( i = 0; i < 3; i++ )
1729                 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1730         
1731         /* get cluster */
1732         *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1733         if( *sampleCluster < 0 )
1734                 return qfalse;
1735         
1736         /* calculate new normal */
1737         //%     VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1738         //%     VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1739         //%     if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1740         //%             return qfalse;
1741         normal = SUPER_NORMAL( x, y );
1742         VectorCopy( normal, sampleNormal );
1743         
1744         /* return ok */
1745         return qtrue;
1746 }
1747
1748
1749 /*
1750 SubsampleRawLuxel_r()
1751 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1752 */
1753
1754 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1755 {
1756         int                     b, samples, mapped, lighted;
1757         int                     cluster[ 4 ];
1758         vec4_t          luxel[ 4 ];
1759         vec3_t          origin[ 4 ], normal[ 4 ];
1760         float           biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1761         vec3_t          color, total;
1762         
1763         
1764         /* limit check */
1765         if( lightLuxel[ 3 ] >= lightSamples )
1766                 return;
1767         
1768         /* setup */
1769         VectorClear( total );
1770         mapped = 0;
1771         lighted = 0;
1772         
1773         /* make 2x2 subsample stamp */
1774         for( b = 0; b < 4; b++ )
1775         {
1776                 /* set origin */
1777                 VectorCopy( sampleOrigin, origin[ b ] );
1778                 
1779                 /* calculate position */
1780                 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1781                 {
1782                         cluster[ b ] = -1;
1783                         continue;
1784                 }
1785                 mapped++;
1786                 
1787                 /* increment sample count */
1788                 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1789                 
1790                 /* setup trace */
1791                 trace->cluster = *cluster;
1792                 VectorCopy( origin[ b ], trace->origin );
1793                 VectorCopy( normal[ b ], trace->normal );
1794                 
1795                 /* sample light */
1796
1797                 LightContributionToSample( trace );
1798                 
1799                 /* add to totals (fixme: make contrast function) */
1800                 VectorCopy( trace->color, luxel[ b ] );
1801                 VectorAdd( total, trace->color, total );
1802                 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1803                         lighted++;
1804         }
1805         
1806         /* subsample further? */
1807         if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1808                 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1809                 lighted != 0 && lighted != mapped )
1810         {
1811                 for( b = 0; b < 4; b++ )
1812                 {
1813                         if( cluster[ b ] < 0 )
1814                                 continue;
1815                         SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] );
1816                 }
1817         }
1818         
1819         /* average */
1820         //%     VectorClear( color );
1821         //%     samples = 0;
1822         VectorCopy( lightLuxel, color );
1823         samples = 1;
1824         for( b = 0; b < 4; b++ )
1825         {
1826                 if( cluster[ b ] < 0 )
1827                         continue;
1828                 VectorAdd( color, luxel[ b ], color );
1829                 samples++;
1830         }
1831         
1832         /* add to luxel */
1833         if( samples > 0 )
1834         {
1835                 /* average */
1836                 color[ 0 ] /= samples;
1837                 color[ 1 ] /= samples;
1838                 color[ 2 ] /= samples;
1839                 
1840                 /* add to color */
1841                 VectorCopy( color, lightLuxel );
1842                 lightLuxel[ 3 ] += 1.0f;
1843         }
1844 }
1845
1846
1847
1848 /*
1849 IlluminateRawLightmap()
1850 illuminates the luxels
1851 */
1852
1853 #define STACK_LL_SIZE                   (SUPER_LUXEL_SIZE * 64 * 64)
1854 #define LIGHT_LUXEL( x, y )             (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1855
1856 void IlluminateRawLightmap( int rawLightmapNum )
1857 {
1858         int                                     i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1859         int                                     *cluster, *cluster2, mapped, lighted, totalLighted;
1860         rawLightmap_t           *lm;
1861         surfaceInfo_t           *info;
1862         qboolean                        filterColor, filterDir;
1863         float                           brightness;
1864         float                           *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1865         float                           *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1866         vec3_t                          color, averageColor, averageDir, total, temp, temp2;
1867         float                           tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1868         trace_t                         trace;
1869         float                           stackLightLuxels[ STACK_LL_SIZE ];
1870         vec3_t                          flood;
1871         float                           *floodlight;
1872         
1873         
1874         /* bail if this number exceeds the number of raw lightmaps */
1875         if( rawLightmapNum >= numRawLightmaps )
1876                 return;
1877         
1878         /* get lightmap */
1879         lm = &rawLightmaps[ rawLightmapNum ];
1880         
1881         /* setup trace */
1882         trace.testOcclusion = !noTrace;
1883         trace.forceSunlight = qfalse;
1884         trace.recvShadows = lm->recvShadows;
1885         trace.numSurfaces = lm->numLightSurfaces;
1886         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1887         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1888         
1889         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1890         trace.twoSided = qfalse;
1891         for( i = 0; i < trace.numSurfaces; i++ )
1892         {
1893                 /* get surface */
1894                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1895                 
1896                 /* check twosidedness */
1897                 if( info->si->twoSided )
1898                 {
1899                         trace.twoSided = qtrue;
1900                         break;
1901                 }
1902         }
1903         
1904         /* create a culled light list for this raw lightmap */
1905         CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1906         
1907         /* -----------------------------------------------------------------
1908            fill pass
1909            ----------------------------------------------------------------- */
1910         
1911         /* set counts */
1912         numLuxelsIlluminated += (lm->sw * lm->sh);
1913         
1914         /* test debugging state */
1915         if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1916         {
1917                 /* debug fill the luxels */
1918                 for( y = 0; y < lm->sh; y++ )
1919                 {
1920                         for( x = 0; x < lm->sw; x++ )
1921                         {
1922                                 /* get cluster */
1923                                 cluster = SUPER_CLUSTER( x, y );
1924
1925                                 /* only fill mapped luxels */
1926                                 if( *cluster < 0 )
1927                                         continue;
1928                                 
1929                                 /* get particulars */
1930                                 luxel = SUPER_LUXEL( 0, x, y );
1931                                 origin = SUPER_ORIGIN( x, y );
1932                                 normal = SUPER_NORMAL( x, y );
1933                                 
1934                                 /* color the luxel with raw lightmap num? */
1935                                 if( debugSurfaces )
1936                                         VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1937                                 
1938                                 /* color the luxel with lightmap axis? */
1939                                 else if( debugAxis )
1940                                 {
1941                                         luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1942                                         luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1943                                         luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1944                                 }
1945                                 
1946                                 /* color the luxel with luxel cluster? */
1947                                 else if( debugCluster )
1948                                         VectorCopy( debugColors[ *cluster % 12 ], luxel );
1949                                 
1950                                 /* color the luxel with luxel origin? */
1951                                 else if( debugOrigin )
1952                                 {
1953                                         VectorSubtract( lm->maxs, lm->mins, temp );
1954                                         VectorScale( temp, (1.0f / 255.0f), temp );
1955                                         VectorSubtract( origin, lm->mins, temp2 );
1956                                         luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1957                                         luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1958                                         luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1959                                 }
1960                                 
1961                                 /* color the luxel with the normal */
1962                                 else if( normalmap )
1963                                 {
1964                                         luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1965                                         luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1966                                         luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1967                                 }
1968                                 
1969                                 /* otherwise clear it */
1970                                 else
1971                                         VectorClear( luxel );
1972                                 
1973                                 /* add to counts */
1974                                 luxel[ 3 ] = 1.0f;
1975                         }
1976                 }
1977         }
1978         else
1979         {
1980                 /* allocate temporary per-light luxel storage */
1981                 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
1982                 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
1983                         lightLuxels = stackLightLuxels;
1984                 else
1985                         lightLuxels = safe_malloc( llSize );
1986                 
1987                 /* clear luxels */
1988                 //%     memset( lm->superLuxels[ 0 ], 0, llSize );
1989                 
1990                 /* set ambient color */
1991                 for( y = 0; y < lm->sh; y++ )
1992                 {
1993                         for( x = 0; x < lm->sw; x++ )
1994                         {
1995                                 /* get cluster */
1996                                 cluster = SUPER_CLUSTER( x, y );
1997                                 luxel = SUPER_LUXEL( 0, x, y );
1998                                 normal = SUPER_NORMAL( x, y );
1999                                 deluxel = SUPER_DELUXEL( x, y );
2000                                 
2001                                 /* blacken unmapped clusters */
2002                                 if( *cluster < 0 )
2003                                         VectorClear( luxel );
2004                                 
2005                                 /* set ambient */
2006                                 else
2007                                 {
2008                                         VectorCopy( ambientColor, luxel );
2009                                         if( deluxemap )
2010                                         {
2011                                                 brightness = ambientColor[ 0 ] * 0.3f + ambientColor[ 1 ] * 0.59f + ambientColor[ 2 ] * 0.11f;
2012                                                 brightness *= (1.0 / 255.0);
2013                                                 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2014                                                 if(brightness < 0.00390625f)
2015                                                         brightness = 0.00390625f;
2016                                                 VectorScale( normal, brightness, deluxel );
2017                                         }
2018                                         luxel[ 3 ] = 1.0f;
2019                                 }
2020                         }
2021                 }
2022                 
2023                 /* clear styled lightmaps */
2024                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2025                 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2026                 {
2027                         if( lm->superLuxels[ lightmapNum ] != NULL )
2028                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2029                 }
2030                 
2031                 /* debugging code */
2032                 //%     if( trace.numLights <= 0 )
2033                 //%             Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2034                 
2035                 /* walk light list */
2036                 for( i = 0; i < trace.numLights; i++ )
2037                 {
2038                         /* setup trace */
2039                         trace.light = trace.lights[ i ];
2040                         
2041                         /* style check */
2042                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2043                         {
2044                                 if( lm->styles[ lightmapNum ] == trace.light->style ||
2045                                         lm->styles[ lightmapNum ] == LS_NONE )
2046                                         break;
2047                         }
2048                         
2049                         /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2050                         if( lightmapNum >= MAX_LIGHTMAPS )
2051                         {
2052                                 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2053                                 continue;
2054                         }
2055                         
2056                         /* setup */
2057                         memset( lightLuxels, 0, llSize );
2058                         totalLighted = 0;
2059                         
2060                         /* initial pass, one sample per luxel */
2061                         for( y = 0; y < lm->sh; y++ )
2062                         {
2063                                 for( x = 0; x < lm->sw; x++ )
2064                                 {
2065                                         /* get cluster */
2066                                         cluster = SUPER_CLUSTER( x, y );
2067                                         if( *cluster < 0 )
2068                                                 continue;
2069                                         
2070                                         /* get particulars */
2071                                         lightLuxel = LIGHT_LUXEL( x, y );
2072                                         deluxel = SUPER_DELUXEL( x, y );
2073                                         origin = SUPER_ORIGIN( x, y );
2074                                         normal = SUPER_NORMAL( x, y );
2075
2076 #if 0
2077                                         ////////// 27's temp hack for testing edge clipping ////
2078                                         if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2079                                         {
2080                                                 lightLuxel[ 1 ] = 255;
2081                                                 lightLuxel[ 3 ] = 1.0f;
2082                                                 totalLighted++;
2083                                         }
2084                                         else
2085 #endif
2086                                         {
2087                                                 /* set contribution count */
2088                                                 lightLuxel[ 3 ] = 1.0f;
2089
2090                                                 /* setup trace */
2091                                                 trace.cluster = *cluster;
2092                                                 VectorCopy( origin, trace.origin );
2093                                                 VectorCopy( normal, trace.normal );
2094
2095                                                 /* get light for this sample */
2096                                                 LightContributionToSample( &trace );
2097                                                 VectorCopy( trace.color, lightLuxel );
2098
2099                                                 /* add to count */
2100                                                 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2101                                                         totalLighted++;
2102                                         }
2103                                         
2104                                         /* add to light direction map (fixme: use luxel normal as starting point for deluxel?) */
2105                                         if( deluxemap )
2106                                         {
2107                                                 if(DotProduct(normal, trace.direction) > 0) // do not take light from the back side
2108                                                 {
2109                                                         /* color to grayscale (photoshop rgb weighting) */
2110                                                         brightness = trace.color[ 0 ] * 0.3f + trace.color[ 1 ] * 0.59f + trace.color[ 2 ] * 0.11f;
2111                                                         brightness *= (1.0 / 255.0);
2112                                                         VectorScale( trace.direction, brightness, trace.direction );
2113                                                         VectorAdd( deluxel, trace.direction, deluxel );
2114                                                 }
2115                                         }
2116                                 }
2117                         }
2118                         
2119                         /* don't even bother with everything else if nothing was lit */
2120                         if( totalLighted == 0 )
2121                                 continue;
2122                         
2123                         /* determine filter radius */
2124                         filterRadius = lm->filterRadius > trace.light->filterRadius
2125                                 ? lm->filterRadius
2126                                 : trace.light->filterRadius;
2127                         if( filterRadius < 0.0f )
2128                                 filterRadius = 0.0f;
2129                         
2130                         /* set luxel filter radius */
2131                         luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2132                         if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2133                                 luxelFilterRadius = 1;
2134                         
2135                         /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2136                         /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2137                         if( lightSamples > 1 && luxelFilterRadius == 0 )
2138                         {
2139                                 /* walk luxels */
2140                                 for( y = 0; y < (lm->sh - 1); y++ )
2141                                 {
2142                                         for( x = 0; x < (lm->sw - 1); x++ )
2143                                         {
2144                                                 /* setup */
2145                                                 mapped = 0;
2146                                                 lighted = 0;
2147                                                 VectorClear( total );
2148                                                 
2149                                                 /* test 2x2 stamp */
2150                                                 for( t = 0; t < 4; t++ )
2151                                                 {
2152                                                         /* set sample coords */
2153                                                         sx = x + tests[ t ][ 0 ];
2154                                                         sy = y + tests[ t ][ 1 ];
2155                                                         
2156                                                         /* get cluster */
2157                                                         cluster = SUPER_CLUSTER( sx, sy );
2158                                                         if( *cluster < 0 )
2159                                                                 continue;
2160                                                         mapped++;
2161                                                         
2162                                                         /* get luxel */
2163                                                         lightLuxel = LIGHT_LUXEL( sx, sy );
2164                                                         VectorAdd( total, lightLuxel, total );
2165                                                         if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2166                                                                 lighted++;
2167                                                 }
2168                                                 
2169                                                 /* if total color is under a certain amount, then don't bother subsampling */
2170                                                 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2171                                                         continue;
2172                                                 
2173                                                 /* if all 4 pixels are either in shadow or light, then don't subsample */
2174                                                 if( lighted != 0 && lighted != mapped )
2175                                                 {
2176                                                         for( t = 0; t < 4; t++ )
2177                                                         {
2178                                                                 /* set sample coords */
2179                                                                 sx = x + tests[ t ][ 0 ];
2180                                                                 sy = y + tests[ t ][ 1 ];
2181                                                                 
2182                                                                 /* get luxel */
2183                                                                 cluster = SUPER_CLUSTER( sx, sy );
2184                                                                 if( *cluster < 0 )
2185                                                                         continue;
2186                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2187                                                                 origin = SUPER_ORIGIN( sx, sy );
2188                                                                 
2189                                                                 /* only subsample shadowed luxels */
2190                                                                 //%     if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2191                                                                 //%             continue;
2192                                                                 
2193                                                                 /* subsample it */
2194                                                                 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2195                                                                 
2196                                                                 /* debug code to colorize subsampled areas to yellow */
2197                                                                 //%     luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2198                                                                 //%     VectorSet( luxel, 255, 204, 0 );
2199                                                         }
2200                                                 }
2201                                         }
2202                                 }
2203                         }
2204                         
2205                         /* tertiary pass, apply dirt map (ambient occlusion) */
2206                         if( 0 && dirty )
2207                         {
2208                                 /* walk luxels */
2209                                 for( y = 0; y < lm->sh; y++ )
2210                                 {
2211                                         for( x = 0; x < lm->sw; x++ )
2212                                         {
2213                                                 /* get cluster  */
2214                                                 cluster = SUPER_CLUSTER( x, y );
2215                                                 if( *cluster < 0 )
2216                                                         continue;
2217                                                 
2218                                                 /* get particulars */
2219                                                 lightLuxel = LIGHT_LUXEL( x, y );
2220                                                 dirt = SUPER_DIRT( x, y );
2221                                                 
2222                                                 /* scale light value */
2223                                                 VectorScale( lightLuxel, *dirt, lightLuxel );
2224                                         }
2225                                 }
2226                         }
2227                         
2228                         /* allocate sampling lightmap storage */
2229                         if( lm->superLuxels[ lightmapNum ] == NULL )
2230                         {
2231                                 /* allocate sampling lightmap storage */
2232                                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2233                                 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2234                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2235                         }
2236                         
2237                         /* set style */
2238                         if( lightmapNum > 0 )
2239                         {
2240                                 lm->styles[ lightmapNum ] = trace.light->style;
2241                                 //%     Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2242                         }
2243                         
2244                         /* copy to permanent luxels */
2245                         for( y = 0; y < lm->sh; y++ )
2246                         {
2247                                 for( x = 0; x < lm->sw; x++ )
2248                                 {
2249                                         /* get cluster and origin */
2250                                         cluster = SUPER_CLUSTER( x, y );
2251                                         if( *cluster < 0 )
2252                                                 continue;
2253                                         origin = SUPER_ORIGIN( x, y );
2254                                         
2255                                         /* filter? */
2256                                         if( luxelFilterRadius )
2257                                         {
2258                                                 /* setup */
2259                                                 VectorClear( averageColor );
2260                                                 samples = 0.0f;
2261                                                 
2262                                                 /* cheaper distance-based filtering */
2263                                                 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2264                                                 {
2265                                                         if( sy < 0 || sy >= lm->sh )
2266                                                                 continue;
2267                                                         
2268                                                         for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2269                                                         {
2270                                                                 if( sx < 0 || sx >= lm->sw )
2271                                                                         continue;
2272                                                                 
2273                                                                 /* get particulars */
2274                                                                 cluster = SUPER_CLUSTER( sx, sy );
2275                                                                 if( *cluster < 0 )
2276                                                                         continue;
2277                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2278                                                                 
2279                                                                 /* create weight */
2280                                                                 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2281                                                                 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2282                                                                 
2283                                                                 /* scale luxel by filter weight */
2284                                                                 VectorScale( lightLuxel, weight, color );
2285                                                                 VectorAdd( averageColor, color, averageColor );
2286                                                                 samples += weight;
2287                                                         }
2288                                                 }
2289                                                 
2290                                                 /* any samples? */
2291                                                 if( samples <= 0.0f     )
2292                                                         continue;
2293                                                 
2294                                                 /* scale into luxel */
2295                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2296                                                 luxel[ 3 ] = 1.0f;
2297                                                 
2298                                                 /* handle negative light */
2299                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2300                                                 { 
2301                                                         luxel[ 0 ] -= averageColor[ 0 ] / samples;
2302                                                         luxel[ 1 ] -= averageColor[ 1 ] / samples;
2303                                                         luxel[ 2 ] -= averageColor[ 2 ] / samples;
2304                                                 }
2305                                                 
2306                                                 /* handle normal light */
2307                                                 else
2308                                                 { 
2309                                                         luxel[ 0 ] += averageColor[ 0 ] / samples;
2310                                                         luxel[ 1 ] += averageColor[ 1 ] / samples;
2311                                                         luxel[ 2 ] += averageColor[ 2 ] / samples;
2312                                                 }
2313                                         }
2314                                         
2315                                         /* single sample */
2316                                         else
2317                                         {
2318                                                 /* get particulars */
2319                                                 lightLuxel = LIGHT_LUXEL( x, y );
2320                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2321                                                 
2322                                                 /* handle negative light */
2323                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2324                                                         VectorScale( averageColor, -1.0f, averageColor );
2325
2326                                                 /* add color */
2327                                                 luxel[ 3 ] = 1.0f;
2328                                                 
2329                                                 /* handle negative light */
2330                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2331                                                         VectorSubtract( luxel, lightLuxel, luxel );
2332                                                 
2333                                                 /* handle normal light */
2334                                                 else
2335                                                         VectorAdd( luxel, lightLuxel, luxel );
2336                                         }
2337                                 }
2338                         }
2339                 }
2340                 
2341                 /* free temporary luxels */
2342                 if( lightLuxels != stackLightLuxels )
2343                         free( lightLuxels );
2344         }
2345         
2346         /* free light list */
2347         FreeTraceLights( &trace );
2348         
2349         /*      -----------------------------------------------------------------
2350                 floodlight pass
2351                 ----------------------------------------------------------------- */
2352
2353         if( floodlighty )
2354         {
2355                 /* walk lightmaps */
2356                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2357                 {
2358                         /* early out */
2359                         if( lm->superLuxels[ lightmapNum ] == NULL )
2360                                 continue;
2361
2362                         /* apply floodlight to each luxel */
2363                         for( y = 0; y < lm->sh; y++ )
2364                         {
2365                                 for( x = 0; x < lm->sw; x++ )
2366                                 {
2367                                         /* get cluster */
2368                                         cluster = SUPER_CLUSTER( x, y );
2369                                         if( *cluster < 0 )
2370                                                 continue;
2371
2372                                         /* get particulars */
2373                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2374                                         floodlight = SUPER_FLOODLIGHT( x, y );
2375
2376                                         flood[0]=floodlightRGB[0]*floodlightIntensity;
2377                                         flood[1]=floodlightRGB[1]*floodlightIntensity;
2378                                         flood[2]=floodlightRGB[2]*floodlightIntensity;
2379
2380                                         /* scale light value */
2381                                         VectorScale( flood, *floodlight, flood );
2382                                         luxel[0]+=flood[0];
2383                                         luxel[1]+=flood[1];
2384                                         luxel[2]+=flood[2];
2385
2386                                         if (luxel[3]==0) luxel[3]=1;
2387
2388                                         brightness = flood[ 0 ] * 0.3f + flood[ 1 ] * 0.59f + flood[ 2 ] * 0.11f;
2389                                         brightness *= (1.0 / 255.0);
2390                                         VectorScale( normal, brightness, temp );
2391                                         VectorAdd( deluxel, temp, deluxel );
2392                                 }
2393                         }
2394                 }
2395         }
2396
2397         if (debugnormals)
2398         {
2399                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2400                 {
2401                         /* early out */
2402                         if( lm->superLuxels[ lightmapNum ] == NULL )
2403                                 continue;
2404
2405                         for( y = 0; y < lm->sh; y++ )
2406                         {
2407                                 for( x = 0; x < lm->sw; x++ )
2408                                 {
2409                                         /* get cluster */
2410                                         cluster = SUPER_CLUSTER( x, y );
2411                                         //%     if( *cluster < 0 )
2412                                         //%             continue;
2413
2414                                         /* get particulars */
2415                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2416                                         normal = SUPER_NORMAL (  x, y );
2417
2418                                         luxel[0]=(normal[0]*127)+127;
2419                                         luxel[1]=(normal[1]*127)+127;
2420                                         luxel[2]=(normal[2]*127)+127;
2421                                 }
2422                         }
2423                 }
2424         }
2425
2426         /*      -----------------------------------------------------------------
2427                 dirt pass
2428                 ----------------------------------------------------------------- */
2429         
2430         if( dirty )
2431         {
2432                 /* walk lightmaps */
2433                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2434                 {
2435                         /* early out */
2436                         if( lm->superLuxels[ lightmapNum ] == NULL )
2437                                 continue;
2438                         
2439                         /* apply dirt to each luxel */
2440                         for( y = 0; y < lm->sh; y++ )
2441                         {
2442                                 for( x = 0; x < lm->sw; x++ )
2443                                 {
2444                                         /* get cluster */
2445                                         cluster = SUPER_CLUSTER( x, y );
2446                                         //%     if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2447                                         //%             continue;
2448                                         
2449                                         /* get particulars */
2450                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2451                                         dirt = SUPER_DIRT( x, y );
2452                                         
2453                                         /* apply dirt */
2454                                         VectorScale( luxel, *dirt, luxel );
2455                                         
2456                                         /* debugging */
2457                                         if( dirtDebug )
2458                                                 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2459                                 }
2460                         }
2461                 }
2462         }
2463         
2464         /* -----------------------------------------------------------------
2465            filter pass
2466            ----------------------------------------------------------------- */
2467         
2468         /* walk lightmaps */
2469         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2470         {
2471                 /* early out */
2472                 if( lm->superLuxels[ lightmapNum ] == NULL )
2473                         continue;
2474                 
2475                 /* average occluded luxels from neighbors */
2476                 for( y = 0; y < lm->sh; y++ )
2477                 {
2478                         for( x = 0; x < lm->sw; x++ )
2479                         {
2480                                 /* get particulars */
2481                                 cluster = SUPER_CLUSTER( x, y );
2482                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2483                                 deluxel = SUPER_DELUXEL( x, y );
2484                                 normal = SUPER_NORMAL( x, y );
2485                                 
2486                                 /* determine if filtering is necessary */
2487                                 filterColor = qfalse;
2488                                 filterDir = qfalse;
2489                                 if( *cluster < 0 ||
2490                                         (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2491                                         filterColor = qtrue;
2492                                 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2493                                         filterDir = qtrue;
2494                                 
2495                                 if( !filterColor && !filterDir )
2496                                         continue;
2497                                 
2498                                 /* choose seed amount */
2499                                 VectorClear( averageColor );
2500                                 VectorClear( averageDir );
2501                                 samples = 0.0f;
2502                                 
2503                                 /* walk 3x3 matrix */
2504                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
2505                                 {
2506                                         if( sy < 0 || sy >= lm->sh )
2507                                                 continue;
2508                                         
2509                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
2510                                         {
2511                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2512                                                         continue;
2513                                                 
2514                                                 /* get neighbor's particulars */
2515                                                 cluster2 = SUPER_CLUSTER( sx, sy );
2516                                                 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2517                                                 deluxel2 = SUPER_DELUXEL( sx, sy );
2518                                                 
2519                                                 /* ignore unmapped/unlit luxels */
2520                                                 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2521                                                         (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2522                                                         continue;
2523                                                 
2524                                                 /* add its distinctiveness to our own */
2525                                                 VectorAdd( averageColor, luxel2, averageColor );
2526                                                 samples += luxel2[ 3 ];
2527                                                 if( filterDir )
2528                                                         VectorAdd( averageDir, deluxel2, averageDir );
2529                                         }
2530                                 }
2531                                 
2532                                 /* fall through */
2533                                 if( samples <= 0.0f )
2534                                         continue;
2535                                 
2536                                 /* dark lightmap seams */
2537                                 if( dark )
2538                                 {
2539                                         if( lightmapNum == 0 )
2540                                                 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2541                                         samples += 2.0f;
2542                                 }
2543                                 
2544                                 /* average it */
2545                                 if( filterColor )
2546                                 {
2547                                         VectorDivide( averageColor, samples, luxel );
2548                                         luxel[ 3 ] = 1.0f;
2549                                 }
2550                                 if( filterDir )
2551                                         VectorDivide( averageDir, samples, deluxel );
2552                                 
2553                                 /* set cluster to -3 */
2554                                 if( *cluster < 0 )
2555                                         *cluster = CLUSTER_FLOODED;
2556                         }
2557                 }
2558         }
2559
2560
2561 #if 0
2562         // audit pass
2563         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2564         {
2565                 /* early out */
2566                 if( lm->superLuxels[ lightmapNum ] == NULL )
2567                         continue;
2568                 for( y = 0; y < lm->sh; y++ )
2569                         for( x = 0; x < lm->sw; x++ )
2570                         {
2571                                 /* get cluster */
2572                                 cluster = SUPER_CLUSTER( x, y );
2573                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2574                                 deluxel = SUPER_DELUXEL( x, y );
2575                                 if(!luxel || !deluxel || !cluster)
2576                                 {
2577                                         Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2578                                         continue;
2579                                 }
2580                                 else if(*cluster < 0)
2581                                 {
2582                                         // unmapped pixel
2583                                         // should have neither deluxemap nor lightmap
2584                                         if(deluxel[3])
2585                                                 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2586                                 }
2587                                 else
2588                                 {
2589                                         // mapped pixel
2590                                         // should have both deluxemap and lightmap
2591                                         if(deluxel[3])
2592                                                 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2593                                 }
2594                         }
2595         }
2596 #endif
2597 }
2598
2599
2600
2601 /*
2602 IlluminateVertexes()
2603 light the surface vertexes
2604 */
2605
2606 #define VERTEX_NUDGE    4.0f
2607
2608 void IlluminateVertexes( int num )
2609 {
2610         int                                     i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2611         int                                     lightmapNum, numAvg;
2612         float                           samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2613         vec3_t                          origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2614         bspDrawSurface_t        *ds;
2615         surfaceInfo_t           *info;
2616         rawLightmap_t           *lm;
2617         bspDrawVert_t           *verts;
2618         trace_t                         trace;
2619         
2620         
2621         /* get surface, info, and raw lightmap */
2622         ds = &bspDrawSurfaces[ num ];
2623         info = &surfaceInfos[ num ];
2624         lm = info->lm;
2625         
2626         /* -----------------------------------------------------------------
2627            illuminate the vertexes
2628            ----------------------------------------------------------------- */
2629         
2630         /* calculate vertex lighting for surfaces without lightmaps */
2631         if( lm == NULL || cpmaHack )
2632         {
2633                 /* setup trace */
2634                 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2635                 trace.forceSunlight = info->si->forceSunlight;
2636                 trace.recvShadows = info->recvShadows;
2637                 trace.numSurfaces = 1;
2638                 trace.surfaces = &num;
2639                 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2640                 
2641                 /* twosided lighting */
2642                 trace.twoSided = info->si->twoSided;
2643                 
2644                 /* make light list for this surface */
2645                 CreateTraceLightsForSurface( num, &trace );
2646                 
2647                 /* setup */
2648                 verts = yDrawVerts + ds->firstVert;
2649                 numAvg = 0;
2650                 memset( avgColors, 0, sizeof( avgColors ) );
2651                 
2652                 /* walk the surface verts */
2653                 for( i = 0; i < ds->numVerts; i++ )
2654                 {
2655                         /* get vertex luxel */
2656                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2657                         
2658                         /* color the luxel with raw lightmap num? */
2659                         if( debugSurfaces )
2660                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2661                         
2662                         /* color the luxel with luxel origin? */
2663                         else if( debugOrigin )
2664                         {
2665                                 VectorSubtract( info->maxs, info->mins, temp );
2666                                 VectorScale( temp, (1.0f / 255.0f), temp );
2667                                 VectorSubtract( origin, lm->mins, temp2 );
2668                                 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2669                                 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2670                                 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2671                         }
2672                         
2673                         /* color the luxel with the normal */
2674                         else if( normalmap )
2675                         {
2676                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2677                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2678                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2679                         }
2680                         
2681                         /* illuminate the vertex */
2682                         else
2683                         {
2684                                 /* clear vertex luxel */
2685                                 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2686                                 
2687                                 /* try at initial origin */
2688                                 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2689                                 if( trace.cluster >= 0 )
2690                                 {
2691                                         /* setup trace */
2692                                         VectorCopy( verts[ i ].xyz, trace.origin );
2693                                         VectorCopy( verts[ i ].normal, trace.normal );
2694                                         
2695                                         /* r7 dirt */
2696                                         if( dirty )
2697                                                 dirt = DirtForSample( &trace );
2698                                         else
2699                                                 dirt = 1.0f;
2700
2701                                         /* trace */
2702                                         LightingAtSample( &trace, ds->vertexStyles, colors );
2703                                         
2704                                         /* store */
2705                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2706                                         {
2707                                                 /* r7 dirt */
2708                                                 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2709                                                 
2710                                                 /* store */
2711                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2712                                                 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2713                                                 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2714                                         }
2715                                 }
2716                                 
2717                                 /* is this sample bright enough? */
2718                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2719                                 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2720                                         radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2721                                         radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2722                                 {
2723                                         /* nudge the sample point around a bit */
2724                                         for( x = 0; x < 4; x++ )
2725                                         {
2726                                                 /* two's complement 0, 1, -1, 2, -2, etc */
2727                                                 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2728                                                 
2729                                                 for( y = 0; y < 4; y++ )
2730                                                 {
2731                                                         y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2732                                                         
2733                                                         for( z = 0; z < 4; z++ )
2734                                                         {
2735                                                                 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2736                                                                 
2737                                                                 /* nudge origin */
2738                                                                 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2739                                                                 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2740                                                                 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2741                                                                 
2742                                                                 /* try at nudged origin */
2743                                                                 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2744                                                                 if( trace.cluster < 0 )
2745                                                                         continue;
2746                                                                                                                         
2747                                                                 /* trace */
2748                                                                 LightingAtSample( &trace, ds->vertexStyles, colors );
2749                                                                 
2750                                                                 /* store */
2751                                                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2752                                                                 {
2753                                                                         /* r7 dirt */
2754                                                                         VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2755                                                                         
2756                                                                         /* store */
2757                                                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2758                                                                         VectorCopy( colors[ lightmapNum ], radVertLuxel );
2759                                                                 }
2760                                                                 
2761                                                                 /* bright enough? */
2762                                                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2763                                                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2764                                                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2765                                                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2766                                                                         x = y = z = 1000;
2767                                                         }
2768                                                 }
2769                                         }
2770                                 }
2771                                 
2772                                 /* add to average? */
2773                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2774                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2775                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2776                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2777                                 {
2778                                         numAvg++;
2779                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2780                                         {
2781                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2782                                                 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2783                                         }
2784                                 }
2785                         }
2786                         
2787                         /* another happy customer */
2788                         numVertsIlluminated++;
2789                 }
2790                 
2791                 /* set average color */
2792                 if( numAvg > 0 )
2793                 {
2794                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2795                                 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2796                 }
2797                 else
2798                 {
2799                         VectorCopy( ambientColor, avgColors[ 0 ] );
2800                 }
2801                 
2802                 /* clean up and store vertex color */
2803                 for( i = 0; i < ds->numVerts; i++ )
2804                 {
2805                         /* get vertex luxel */
2806                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2807                         
2808                         /* store average in occluded vertexes */
2809                         if( radVertLuxel[ 0 ] < 0.0f )
2810                         {
2811                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2812                                 {
2813                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2814                                         VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2815                                         
2816                                         /* debug code */
2817                                         //%     VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2818                                 }
2819                         }
2820                         
2821                         /* store it */
2822                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2823                         {
2824                                 /* get luxels */
2825                                 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2826                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2827                                 
2828                                 /* store */
2829                                 if( bouncing || bounce == 0 || !bounceOnly )
2830                                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2831                                 if( !info->si->noVertexLight )
2832                                         ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2833                         }
2834                 }
2835                 
2836                 /* free light list */
2837                 FreeTraceLights( &trace );
2838                 
2839                 /* return to sender */
2840                 return;
2841         }
2842         
2843         /* -----------------------------------------------------------------
2844            reconstitute vertex lighting from the luxels
2845            ----------------------------------------------------------------- */
2846         
2847         /* set styles from lightmap */
2848         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2849                 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2850         
2851         /* get max search radius */
2852         maxRadius = lm->sw;
2853         maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2854         
2855         /* walk the surface verts */
2856         verts = yDrawVerts + ds->firstVert;
2857         for( i = 0; i < ds->numVerts; i++ )
2858         {
2859                 /* do each lightmap */
2860                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2861                 {
2862                         /* early out */
2863                         if( lm->superLuxels[ lightmapNum ] == NULL )
2864                                 continue;
2865                         
2866                         /* get luxel coords */
2867                         x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2868                         y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2869                         if( x < 0 )
2870                                 x = 0;
2871                         else if( x >= lm->sw )
2872                                 x = lm->sw - 1;
2873                         if( y < 0 )
2874                                 y = 0;
2875                         else if( y >= lm->sh )
2876                                 y = lm->sh - 1;
2877                         
2878                         /* get vertex luxels */
2879                         vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2880                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2881                         
2882                         /* color the luxel with the normal? */
2883                         if( normalmap )
2884                         {
2885                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2886                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2887                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2888                         }
2889                         
2890                         /* color the luxel with surface num? */
2891                         else if( debugSurfaces )
2892                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2893                         
2894                         /* divine color from the superluxels */
2895                         else
2896                         {
2897                                 /* increasing radius */
2898                                 VectorClear( radVertLuxel );
2899                                 samples = 0.0f;
2900                                 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2901                                 {
2902                                         /* sample within radius */
2903                                         for( sy = (y - radius); sy <= (y + radius); sy++ )
2904                                         {
2905                                                 if( sy < 0 || sy >= lm->sh )
2906                                                         continue;
2907                                                 
2908                                                 for( sx = (x - radius); sx <= (x + radius); sx++ )
2909                                                 {
2910                                                         if( sx < 0 || sx >= lm->sw )
2911                                                                 continue;
2912                                                         
2913                                                         /* get luxel particulars */
2914                                                         luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2915                                                         cluster = SUPER_CLUSTER( sx, sy );
2916                                                         if( *cluster < 0 )
2917                                                                 continue;
2918                                                         
2919                                                         /* testing: must be brigher than ambient color */
2920                                                         //%     if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2921                                                         //%             continue;
2922                                                         
2923                                                         /* add its distinctiveness to our own */
2924                                                         VectorAdd( radVertLuxel, luxel, radVertLuxel );
2925                                                         samples += luxel[ 3 ];
2926                                                 }
2927                                         }
2928                                 }
2929                                 
2930                                 /* any color? */
2931                                 if( samples > 0.0f )
2932                                         VectorDivide( radVertLuxel, samples, radVertLuxel );
2933                                 else
2934                                         VectorCopy( ambientColor, radVertLuxel );
2935                         }
2936                         
2937                         /* store into floating point storage */
2938                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2939                         numVertsIlluminated++;
2940                         
2941                         /* store into bytes (for vertex approximation) */
2942                         if( !info->si->noVertexLight )
2943                                 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2944                 }
2945         }
2946 }
2947
2948
2949
2950 /* -------------------------------------------------------------------------------
2951
2952 light optimization (-fast)
2953
2954 creates a list of lights that will affect a surface and stores it in tw
2955 this is to optimize surface lighting by culling out as many of the
2956 lights in the world as possible from further calculation
2957
2958 ------------------------------------------------------------------------------- */
2959
2960 /*
2961 SetupBrushes()
2962 determines opaque brushes in the world and find sky shaders for sunlight calculations
2963 */
2964
2965 void SetupBrushes( void )
2966 {
2967         int                             i, j, b, compileFlags;
2968         qboolean                inside;
2969         bspBrush_t              *brush;
2970         bspBrushSide_t  *side;
2971         bspShader_t             *shader;
2972         shaderInfo_t    *si;
2973         
2974         
2975         /* note it */
2976         Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2977         
2978         /* allocate */
2979         if( opaqueBrushes == NULL )
2980                 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2981         
2982         /* clear */
2983         memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2984         numOpaqueBrushes = 0;
2985         
2986         /* walk the list of worldspawn brushes */
2987         for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2988         {
2989                 /* get brush */
2990                 b = bspModels[ 0 ].firstBSPBrush + i;
2991                 brush = &bspBrushes[ b ];
2992                 
2993                 /* check all sides */
2994                 inside = qtrue;
2995                 compileFlags = 0;
2996                 for( j = 0; j < brush->numSides && inside; j++ )
2997                 {
2998                         /* do bsp shader calculations */
2999                         side = &bspBrushSides[ brush->firstSide + j ];
3000                         shader = &bspShaders[ side->shaderNum ];
3001                         
3002                         /* get shader info */
3003                         si = ShaderInfoForShader( shader->shader );
3004                         if( si == NULL )
3005                                 continue;
3006                         
3007                         /* or together compile flags */
3008                         compileFlags |= si->compileFlags;
3009                 }
3010                 
3011                 /* determine if this brush is opaque to light */
3012                 if( !(compileFlags & C_TRANSLUCENT) )
3013                 {
3014                         opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3015                         numOpaqueBrushes++;
3016                         maxOpaqueBrush = i;
3017                 }
3018         }
3019         
3020         /* emit some statistics */
3021         Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3022 }
3023
3024
3025
3026 /*
3027 ClusterVisible()
3028 determines if two clusters are visible to each other using the PVS
3029 */
3030
3031 qboolean ClusterVisible( int a, int b )
3032 {
3033         int                     portalClusters, leafBytes;
3034         byte            *pvs;
3035         
3036         
3037         /* dummy check */
3038         if( a < 0 || b < 0 )
3039                 return qfalse;
3040         
3041         /* early out */
3042         if( a == b )
3043                 return qtrue;
3044         
3045         /* not vised? */
3046         if( numBSPVisBytes <=8 )
3047                 return qtrue;
3048         
3049         /* get pvs data */
3050         portalClusters = ((int *) bspVisBytes)[ 0 ];
3051         leafBytes = ((int*) bspVisBytes)[ 1 ];
3052         pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3053         
3054         /* check */
3055         if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3056                 return qtrue;
3057         return qfalse;
3058 }
3059
3060
3061
3062 /*
3063 PointInLeafNum_r()
3064 borrowed from vlight.c
3065 */
3066
3067 int     PointInLeafNum_r( vec3_t point, int nodenum )
3068 {
3069         int                     leafnum;
3070         vec_t           dist;
3071         bspNode_t               *node;
3072         bspPlane_t      *plane;
3073         
3074         
3075         while( nodenum >= 0 )
3076         {
3077                 node = &bspNodes[ nodenum ];
3078                 plane = &bspPlanes[ node->planeNum ];
3079                 dist = DotProduct( point, plane->normal ) - plane->dist;
3080                 if( dist > 0.1 )
3081                         nodenum = node->children[ 0 ];
3082                 else if( dist < -0.1 )
3083                         nodenum = node->children[ 1 ];
3084                 else
3085                 {
3086                         leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3087                         if( bspLeafs[ leafnum ].cluster != -1 )
3088                                 return leafnum;
3089                         nodenum = node->children[ 1 ];
3090                 }
3091         }
3092         
3093         leafnum = -nodenum - 1;
3094         return leafnum;
3095 }
3096
3097
3098
3099 /*
3100 PointInLeafnum()
3101 borrowed from vlight.c
3102 */
3103
3104 int     PointInLeafNum( vec3_t point )
3105 {
3106         return PointInLeafNum_r( point, 0 );
3107 }
3108
3109
3110
3111 /*
3112 ClusterVisibleToPoint() - ydnar
3113 returns qtrue if point can "see" cluster
3114 */
3115
3116 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3117 {
3118         int             pointCluster;
3119         
3120
3121         /* get leafNum for point */
3122         pointCluster = ClusterForPoint( point );
3123         if( pointCluster < 0 )
3124                 return qfalse;
3125         
3126         /* check pvs */
3127         return ClusterVisible( pointCluster, cluster );
3128 }
3129
3130
3131
3132 /*
3133 ClusterForPoint() - ydnar
3134 returns the pvs cluster for point
3135 */
3136
3137 int ClusterForPoint( vec3_t point )
3138 {
3139         int             leafNum;
3140         
3141
3142         /* get leafNum for point */
3143         leafNum = PointInLeafNum( point );
3144         if( leafNum < 0 )
3145                 return -1;
3146         
3147         /* return the cluster */
3148         return bspLeafs[ leafNum ].cluster;
3149 }
3150
3151
3152
3153 /*
3154 ClusterForPointExt() - ydnar
3155 also takes brushes into account for occlusion testing
3156 */
3157
3158 int ClusterForPointExt( vec3_t point, float epsilon )
3159 {
3160         int                             i, j, b, leafNum, cluster;
3161         float                   dot;
3162         qboolean                inside;
3163         int                             *brushes, numBSPBrushes;
3164         bspLeaf_t               *leaf;
3165         bspBrush_t              *brush;
3166         bspPlane_t              *plane;
3167         
3168         
3169         /* get leaf for point */
3170         leafNum = PointInLeafNum( point );
3171         if( leafNum < 0 )
3172                 return -1;
3173         leaf = &bspLeafs[ leafNum ];
3174         
3175         /* get the cluster */
3176         cluster = leaf->cluster;
3177         if( cluster < 0 )
3178                 return -1;
3179         
3180         /* transparent leaf, so check point against all brushes in the leaf */
3181         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3182         numBSPBrushes = leaf->numBSPLeafBrushes;
3183         for( i = 0; i < numBSPBrushes; i++ )
3184         {
3185                 /* get parts */
3186                 b = brushes[ i ];
3187                 if( b > maxOpaqueBrush )
3188                         continue;
3189                 brush = &bspBrushes[ b ];
3190                 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3191                         continue;
3192                 
3193                 /* check point against all planes */
3194                 inside = qtrue;
3195                 for( j = 0; j < brush->numSides && inside; j++ )
3196                 {
3197                         plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3198                         dot = DotProduct( point, plane->normal );
3199                         dot -= plane->dist;
3200                         if( dot > epsilon )
3201                                 inside = qfalse;
3202                 }
3203                 
3204                 /* if inside, return bogus cluster */
3205                 if( inside )
3206                         return -1 - b;
3207         }
3208         
3209         /* if the point made it this far, it's not inside any opaque brushes */
3210         return cluster;
3211 }
3212
3213
3214
3215 /*
3216 ClusterForPointExtFilter() - ydnar
3217 adds cluster checking against a list of known valid clusters
3218 */
3219
3220 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3221 {
3222         int             i, cluster;
3223         
3224         
3225         /* get cluster for point */
3226         cluster = ClusterForPointExt( point, epsilon );
3227         
3228         /* check if filtering is necessary */
3229         if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3230                 return cluster;
3231         
3232         /* filter */
3233         for( i = 0; i < numClusters; i++ )
3234         {
3235                 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3236                         return cluster;
3237         }
3238         
3239         /* failed */
3240         return -1;
3241 }
3242
3243
3244
3245 /*
3246 ShaderForPointInLeaf() - ydnar
3247 checks a point against all brushes in a leaf, returning the shader of the brush
3248 also sets the cumulative surface and content flags for the brush hit
3249 */
3250
3251 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3252 {
3253         int                             i, j;
3254         float                   dot;
3255         qboolean                inside;
3256         int                             *brushes, numBSPBrushes;
3257         bspLeaf_t                       *leaf;
3258         bspBrush_t              *brush;
3259         bspBrushSide_t  *side;
3260         bspPlane_t              *plane;
3261         bspShader_t             *shader;
3262         int                             allSurfaceFlags, allContentFlags;
3263
3264         
3265         /* clear things out first */
3266         *surfaceFlags = 0;
3267         *contentFlags = 0;
3268         
3269         /* get leaf */
3270         if( leafNum < 0 )
3271                 return -1;
3272         leaf = &bspLeafs[ leafNum ];
3273         
3274         /* transparent leaf, so check point against all brushes in the leaf */
3275         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3276         numBSPBrushes = leaf->numBSPLeafBrushes;
3277         for( i = 0; i < numBSPBrushes; i++ )
3278         {
3279                 /* get parts */
3280                 brush = &bspBrushes[ brushes[ i ] ];
3281                 
3282                 /* check point against all planes */
3283                 inside = qtrue;
3284                 allSurfaceFlags = 0;
3285                 allContentFlags = 0;
3286                 for( j = 0; j < brush->numSides && inside; j++ )
3287                 {
3288                         side = &bspBrushSides[ brush->firstSide + j ];
3289                         plane = &bspPlanes[ side->planeNum ];
3290                         dot = DotProduct( point, plane->normal );
3291                         dot -= plane->dist;
3292                         if( dot > epsilon )
3293                                 inside = qfalse;
3294                         else
3295                         {
3296                                 shader = &bspShaders[ side->shaderNum ];
3297                                 allSurfaceFlags |= shader->surfaceFlags;
3298                                 allContentFlags |= shader->contentFlags;
3299                         }
3300                 }
3301                 
3302                 /* handle if inside */
3303                 if( inside )
3304                 {
3305                         /* if there are desired flags, check for same and continue if they aren't matched */
3306                         if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3307                                 continue;
3308                         if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3309                                 continue;
3310                         
3311                         /* store the cumulative flags and return the brush shader (which is mostly useless) */
3312                         *surfaceFlags = allSurfaceFlags;
3313                         *contentFlags = allContentFlags;
3314                         return brush->shaderNum;
3315                 }
3316         }
3317         
3318         /* if the point made it this far, it's not inside any brushes */
3319         return -1;
3320 }
3321
3322
3323
3324 /*
3325 ChopBounds()
3326 chops a bounding box by the plane defined by origin and normal
3327 returns qfalse if the bounds is entirely clipped away
3328
3329 this is not exactly the fastest way to do this...
3330 */
3331
3332 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3333 {
3334         /* FIXME: rewrite this so it doesn't use bloody brushes */
3335         return qtrue;
3336 }
3337
3338
3339
3340 /*
3341 SetupEnvelopes()
3342 calculates each light's effective envelope,
3343 taking into account brightness, type, and pvs.
3344 */
3345
3346 #define LIGHT_EPSILON   0.125f
3347 #define LIGHT_NUDGE             2.0f
3348
3349 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3350 {
3351         int                     i, x, y, z, x1, y1, z1;
3352         light_t         *light, *light2, **owner;
3353         bspLeaf_t       *leaf;
3354         vec3_t          origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3355         float           radius, intensity;
3356         light_t         *buckets[ 256 ];
3357         
3358         
3359         /* early out for weird cases where there are no lights */
3360         if( lights == NULL )
3361                 return;
3362         
3363         /* note it */
3364         Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3365         
3366         /* count lights */
3367         numLights = 0;
3368         numCulledLights = 0;
3369         owner = &lights;
3370         while( *owner != NULL )
3371         {
3372                 /* get light */
3373                 light = *owner;
3374                 
3375                 /* handle negative lights */
3376                 if( light->photons < 0.0f || light->add < 0.0f )
3377                 {
3378                         light->photons *= -1.0f;
3379                         light->add *= -1.0f;
3380                         light->flags |= LIGHT_NEGATIVE;
3381                 }
3382                 
3383                 /* sunlight? */
3384                 if( light->type == EMIT_SUN )
3385                 {
3386                         /* special cased */
3387                         light->cluster = 0;
3388                         light->envelope = MAX_WORLD_COORD * 8.0f;
3389                         VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3390                         VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3391                 }
3392                 
3393                 /* everything else */
3394                 else
3395                 {
3396                         /* get pvs cluster for light */
3397                         light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3398                         
3399                         /* invalid cluster? */
3400                         if( light->cluster < 0 )
3401                         {
3402                                 /* nudge the sample point around a bit */
3403                                 for( x = 0; x < 4; x++ )
3404                                 {
3405                                         /* two's complement 0, 1, -1, 2, -2, etc */
3406                                         x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3407                                         
3408                                         for( y = 0; y < 4; y++ )
3409                                         {
3410                                                 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3411                                                 
3412                                                 for( z = 0; z < 4; z++ )
3413                                                 {
3414                                                         z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3415                                                         
3416                                                         /* nudge origin */
3417                                                         origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3418                                                         origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3419                                                         origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3420                                                         
3421                                                         /* try at nudged origin */
3422                                                         light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3423                                                         if( light->cluster < 0 )
3424                                                                 continue;
3425                                                                         
3426                                                         /* set origin */
3427                                                         VectorCopy( origin, light->origin );
3428                                                 }
3429                                         }
3430                                 }
3431                         }
3432                         
3433                         /* only calculate for lights in pvs and outside of opaque brushes */
3434                         if( light->cluster >= 0 )
3435                         {
3436                                 /* set light fast flag */
3437                                 if( fastFlag )
3438                                         light->flags |= LIGHT_FAST_TEMP;
3439                                 else
3440                                         light->flags &= ~LIGHT_FAST_TEMP;
3441                                 if( light->si && light->si->noFast )
3442                                         light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3443                                 
3444                                 /* clear light envelope */
3445                                 light->envelope = 0;
3446                                 
3447                                 /* handle area lights */
3448                                 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3449                                 {
3450                                         /* ugly hack to calculate extent for area lights, but only done once */
3451                                         VectorScale( light->normal, -1.0f, dir );
3452                                         for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3453                                         {
3454                                                 float   factor;
3455                                                 
3456                                                 VectorMA( light->origin, radius, light->normal, origin );
3457                                                 factor = PointToPolygonFormFactor( origin, dir, light->w );
3458                                                 if( factor < 0.0f )
3459                                                         factor *= -1.0f;
3460                                                 if( (factor * light->add) <= light->falloffTolerance )
3461                                                         light->envelope = radius;
3462                                         }
3463                                         
3464                                         /* check for fast mode */
3465                                         if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3466                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3467                                 }
3468                                 else
3469                                 {
3470                                         radius = 0.0f;
3471                                         intensity = light->photons;
3472                                 }
3473                                 
3474                                 /* other calcs */
3475                                 if( light->envelope <= 0.0f )
3476                                 {
3477                                         /* solve distance for non-distance lights */
3478                                         if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3479                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3480                                         
3481                                         /* solve distance for linear lights */
3482                                         else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3483                                                 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3484                                                 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3485
3486                                                 /*
3487                                                 add = angle * light->photons * linearScale - (dist * light->fade);
3488                                                 T = (light->photons * linearScale) - (dist * light->fade);
3489                                                 T + (dist * light->fade) = (light->photons * linearScale);
3490                                                 dist * light->fade = (light->photons * linearScale) - T;
3491                                                 dist = ((light->photons * linearScale) - T) / light->fade;
3492                                                 */
3493                                         
3494                                         /* solve for inverse square falloff */
3495                                         else
3496                                                 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3497                                                 
3498                                                 /*
3499                                                 add = light->photons / (dist * dist);
3500                                                 T = light->photons / (dist * dist);
3501                                                 T * (dist * dist) = light->photons;
3502                                                 dist = sqrt( light->photons / T );
3503                                                 */
3504                                 }
3505                                 
3506                                 /* chop radius against pvs */
3507                                 {
3508                                         /* clear bounds */
3509                                         ClearBounds( mins, maxs );
3510                                         
3511                                         /* check all leaves */
3512                                         for( i = 0; i < numBSPLeafs; i++ )
3513                                         {
3514                                                 /* get test leaf */
3515                                                 leaf = &bspLeafs[ i ];
3516                                                 
3517                                                 /* in pvs? */
3518                                                 if( leaf->cluster < 0 )
3519                                                         continue;
3520                                                 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3521                                                         continue;
3522                                                 
3523                                                 /* add this leafs bbox to the bounds */
3524                                                 VectorCopy( leaf->mins, origin );
3525                                                 AddPointToBounds( origin, mins, maxs );
3526                                                 VectorCopy( leaf->maxs, origin );
3527                                                 AddPointToBounds( origin, mins, maxs );
3528                                         }
3529                                         
3530                                         /* test to see if bounds encompass light */
3531                                         for( i = 0; i < 3; i++ )
3532                                         {
3533                                                 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3534                                                 {
3535                                                         //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3536                                                         //%     mins[ 0 ], mins[ 1 ], mins[ 2 ],
3537                                                         //%     maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3538                                                         //%     numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3539                                                         AddPointToBounds( light->origin, mins, maxs );
3540                                                 }
3541                                         }
3542                                         
3543                                         /* chop the bounds by a plane for area lights and spotlights */
3544                                         if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3545                                                 ChopBounds( mins, maxs, light->origin, light->normal );
3546                                         
3547                                         /* copy bounds */
3548                                         VectorCopy( mins, light->mins );
3549                                         VectorCopy( maxs, light->maxs );
3550                                         
3551                                         /* reflect bounds around light origin */
3552                                         //%     VectorMA( light->origin, -1.0f, origin, origin );
3553                                         VectorScale( light->origin, 2, origin );
3554                                         VectorSubtract( origin, maxs, origin );
3555                                         AddPointToBounds( origin, mins, maxs );
3556                                         //%     VectorMA( light->origin, -1.0f, mins, origin );
3557                                         VectorScale( light->origin, 2, origin );
3558                                         VectorSubtract( origin, mins, origin );
3559                                         AddPointToBounds( origin, mins, maxs );
3560                                          
3561                                         /* calculate spherical bounds */
3562                                         VectorSubtract( maxs, light->origin, dir );
3563                                         radius = (float) VectorLength( dir );
3564                                         
3565                                         /* if this radius is smaller than the envelope, then set the envelope to it */
3566                                         if( radius < light->envelope )
3567                                         {
3568                                                 light->envelope = radius;
3569                                                 //%     Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3570                                         }
3571                                         //%     else
3572                                         //%             Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3573                                 }
3574                                 
3575                                 /* add grid/surface only check */
3576                                 if( forGrid )
3577                                 {
3578                                         if( !(light->flags & LIGHT_GRID) )
3579                                                 light->envelope = 0.0f;
3580                                 }
3581                                 else
3582                                 {
3583                                         if( !(light->flags & LIGHT_SURFACES) )
3584                                                 light->envelope = 0.0f;
3585                                 }
3586                         }
3587                         
3588                         /* culled? */
3589                         if( light->cluster < 0 || light->envelope <= 0.0f )
3590                         {
3591                                 /* debug code */
3592                                 //%     Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3593                                 
3594                                 /* delete the light */
3595                                 numCulledLights++;
3596                                 *owner = light->next;
3597                                 if( light->w != NULL )
3598                                         free( light->w );
3599                                 free( light );
3600                                 continue;
3601                         }
3602                 }
3603                 
3604                 /* square envelope */
3605                 light->envelope2 = (light->envelope * light->envelope);
3606                 
3607                 /* increment light count */
3608                 numLights++;
3609                 
3610                 /* set next light */
3611                 owner = &((**owner).next);
3612         }
3613         
3614         /* bucket sort lights by style */
3615         memset( buckets, 0, sizeof( buckets ) );
3616         light2 = NULL;
3617         for( light = lights; light != NULL; light = light2 )
3618         {
3619                 /* get next light */
3620                 light2 = light->next;
3621                 
3622                 /* filter into correct bucket */
3623                 light->next = buckets[ light->style ];
3624                 buckets[ light->style ] = light;
3625                 
3626                 /* if any styled light is present, automatically set nocollapse */
3627                 if( light->style != LS_NORMAL )
3628                         noCollapse = qtrue;
3629         }
3630         
3631         /* filter back into light list */
3632         lights = NULL;
3633         for( i = 255; i >= 0; i-- )
3634         {
3635                 light2 = NULL;
3636                 for( light = buckets[ i ]; light != NULL; light = light2 )
3637                 {
3638                         light2 = light->next;
3639                         light->next = lights;
3640                         lights = light;
3641                 }
3642         }
3643         
3644         /* emit some statistics */
3645         Sys_Printf( "%9d total lights\n", numLights );
3646         Sys_Printf( "%9d culled lights\n", numCulledLights );
3647 }
3648
3649
3650
3651 /*
3652 CreateTraceLightsForBounds()
3653 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3654 */
3655
3656 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3657 {
3658         int                     i;
3659         light_t         *light;
3660         vec3_t          origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3661         float           radius, dist, length;
3662         
3663         
3664         /* potential pre-setup  */
3665         if( numLights == 0 )
3666                 SetupEnvelopes( qfalse, fast );
3667         
3668         /* debug code */
3669         //% 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 ] );
3670         
3671         /* allocate the light list */
3672         trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3673         trace->numLights = 0;
3674         
3675         /* calculate spherical bounds */
3676         VectorAdd( mins, maxs, origin );
3677         VectorScale( origin, 0.5f, origin );
3678         VectorSubtract( maxs, origin, dir );
3679         radius = (float) VectorLength( dir );
3680         
3681         /* get length of normal vector */
3682         if( normal != NULL )
3683                 length = VectorLength( normal );
3684         else
3685         {
3686                 normal = nullVector;
3687                 length = 0;
3688         }
3689         
3690         /* test each light and see if it reaches the sphere */
3691         /* note: the attenuation code MUST match LightingAtSample() */
3692         for( light = lights; light; light = light->next )
3693         {
3694                 /* check zero sized envelope */
3695                 if( light->envelope <= 0 )
3696                 {
3697                         lightsEnvelopeCulled++;
3698                         continue;
3699                 }
3700                 
3701                 /* check flags */
3702                 if( !(light->flags & flags) )
3703                         continue;
3704                 
3705                 /* sunlight skips all this nonsense */
3706                 if( light->type != EMIT_SUN )
3707                 {
3708                         /* sun only? */
3709                         if( sunOnly )
3710                                 continue;
3711                         
3712                         /* check against pvs cluster */
3713                         if( numClusters > 0 && clusters != NULL )
3714                         {
3715                                 for( i = 0; i < numClusters; i++ )
3716                                 {
3717                                         if( ClusterVisible( light->cluster, clusters[ i ] ) )
3718                                                 break;
3719                                 }
3720                                 
3721                                 /* fixme! */
3722                                 if( i == numClusters )
3723                                 {
3724                                         lightsClusterCulled++;
3725                                         continue;
3726                                 }
3727                         }
3728                         
3729                         /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3730                         VectorSubtract( light->origin, origin, dir );
3731                         dist = VectorLength( dir );
3732                         dist -= light->envelope;
3733                         dist -= radius;
3734                         if( dist > 0 )
3735                         {
3736                                 lightsEnvelopeCulled++;
3737                                 continue;
3738                         }
3739                         
3740                         /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3741                         #if 0
3742                         skip = qfalse;
3743                         for( i = 0; i < 3; i++ )
3744                         {
3745                                 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3746                                         skip = qtrue;
3747                         }
3748                         if( skip )
3749                         {
3750                                 lightsBoundsCulled++;
3751                                 continue;
3752                         }
3753                         #endif
3754                 }
3755                 
3756                 /* planar surfaces (except twosided surfaces) have a couple more checks */
3757                 if( length > 0.0f && trace->twoSided == qfalse )
3758                 {
3759                         /* lights coplanar with a surface won't light it */
3760                         if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3761                         {
3762                                 lightsPlaneCulled++;
3763                                 continue;
3764                         }
3765                         
3766                         /* check to see if light is behind the plane */
3767                         if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3768                         {
3769                                 lightsPlaneCulled++;
3770                                 continue;
3771                         }
3772                 }
3773                 
3774                 /* add this light */
3775                 trace->lights[ trace->numLights++ ] = light;
3776         }
3777         
3778         /* make last night null */
3779         trace->lights[ trace->numLights ] = NULL;
3780 }
3781
3782
3783
3784 void FreeTraceLights( trace_t *trace )
3785 {
3786         if( trace->lights != NULL )
3787                 free( trace->lights );
3788 }
3789
3790
3791
3792 /*
3793 CreateTraceLightsForSurface()
3794 creates a list of lights that can potentially affect a drawsurface
3795 */
3796
3797 void CreateTraceLightsForSurface( int num, trace_t *trace )
3798 {
3799         int                                     i;
3800         vec3_t                          mins, maxs, normal;
3801         bspDrawVert_t           *dv;
3802         bspDrawSurface_t        *ds;
3803         surfaceInfo_t           *info;
3804         
3805         
3806         /* dummy check */
3807         if( num < 0 )
3808                 return;
3809         
3810         /* get drawsurface and info */
3811         ds = &bspDrawSurfaces[ num ];
3812         info = &surfaceInfos[ num ];
3813         
3814         /* get the mins/maxs for the dsurf */
3815         ClearBounds( mins, maxs );
3816         VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3817         for( i = 0; i < ds->numVerts; i++ )
3818         {
3819                 dv = &yDrawVerts[ ds->firstVert + i ];
3820                 AddPointToBounds( dv->xyz, mins, maxs );
3821                 if( !VectorCompare( dv->normal, normal ) )
3822                         VectorClear( normal );
3823         }
3824         
3825         /* create the lights for the bounding box */
3826         CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3827 }
3828
3829 /////////////////////////////////////////////////////////////
3830
3831 #define FLOODLIGHT_CONE_ANGLE                   88      /* degrees */
3832 #define FLOODLIGHT_NUM_ANGLE_STEPS              16
3833 #define FLOODLIGHT_NUM_ELEVATION_STEPS  4
3834 #define FLOODLIGHT_NUM_VECTORS                  (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3835
3836 static vec3_t   floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3837 static int              numFloodVectors = 0;
3838
3839 void SetupFloodLight( void )
3840 {
3841         int             i, j;
3842         float   angle, elevation, angleStep, elevationStep;
3843         const char      *value;
3844         double v1,v2,v3,v4,v5;
3845
3846         /* note it */
3847         Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3848
3849         /* calculate angular steps */
3850         angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3851         elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3852
3853         /* iterate angle */
3854         angle = 0.0f;
3855         for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3856         {
3857                 /* iterate elevation */
3858                 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3859                 {
3860                         floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3861                         floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3862                         floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3863                         numFloodVectors++;
3864                 }
3865         }
3866
3867         /* emit some statistics */
3868         Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3869
3870       /* floodlight */
3871         value = ValueForKey( &entities[ 0 ], "_floodlight" );
3872
3873         if( value[ 0 ] != '\0' )
3874         {
3875                 v1=v2=v3=0;
3876                 v4=floodlightDistance;
3877                 v5=floodlightIntensity;
3878
3879                 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3880
3881                 floodlightRGB[0]=v1;
3882                 floodlightRGB[1]=v2;
3883                 floodlightRGB[2]=v3;
3884
3885                 if (VectorLength(floodlightRGB)==0)
3886                 {
3887                         VectorSet(floodlightRGB,240,240,255);
3888                 }
3889
3890                 if (v4<1) v4=1024;
3891                 if (v5<1) v5=128;
3892
3893                 floodlightDistance=v4;
3894                 floodlightIntensity=v5;
3895
3896                 floodlighty = qtrue;
3897                 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3898         }
3899         else
3900         {
3901                 VectorSet(floodlightRGB,240,240,255);
3902                 //floodlighty = qtrue;
3903                 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3904         }
3905         VectorNormalize(floodlightRGB,floodlightRGB);
3906 }
3907
3908 //27 - lighttracer style ambient occlusion light hack.
3909 //Kudos to the dirtmapping author for most of this source.
3910 void FloodLightRawLightmap( int rawLightmapNum )
3911 {
3912         int                                     i, x, y, sx, sy, *cluster;
3913         float                           *origin, *normal, *floodlight, *floodlight2, average, samples;
3914         rawLightmap_t           *lm;
3915         surfaceInfo_t           *info;
3916         trace_t                         trace;
3917
3918         /* bail if this number exceeds the number of raw lightmaps */
3919         if( rawLightmapNum >= numRawLightmaps )
3920                 return;
3921
3922         /* get lightmap */
3923         lm = &rawLightmaps[ rawLightmapNum ];
3924
3925         memset(&trace,0,sizeof(trace_t));
3926         /* setup trace */
3927         trace.testOcclusion = qtrue;
3928         trace.forceSunlight = qfalse;
3929         trace.twoSided = qtrue;
3930         trace.recvShadows = lm->recvShadows;
3931         trace.numSurfaces = lm->numLightSurfaces;
3932         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
3933         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
3934         trace.testAll = qfalse;
3935         trace.distance = 1024;
3936
3937         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
3938         //trace.twoSided = qfalse;
3939         for( i = 0; i < trace.numSurfaces; i++ )
3940         {
3941                 /* get surface */
3942                 info = &surfaceInfos[ trace.surfaces[ i ] ];
3943
3944                 /* check twosidedness */
3945                 if( info->si->twoSided )
3946                 {
3947                         trace.twoSided = qtrue;
3948                         break;
3949                 }
3950         }
3951
3952         /* gather dirt */
3953         for( y = 0; y < lm->sh; y++ )
3954         {
3955                 for( x = 0; x < lm->sw; x++ )
3956                 {
3957                         /* get luxel */
3958                         cluster = SUPER_CLUSTER( x, y );
3959                         origin = SUPER_ORIGIN( x, y );
3960                         normal = SUPER_NORMAL( x, y );
3961                         floodlight = SUPER_FLOODLIGHT( x, y );
3962
3963                         /* set default dirt */
3964                         *floodlight = 0.0f;
3965
3966                         /* only look at mapped luxels */
3967                         if( *cluster < 0 )
3968                                 continue;
3969
3970                         /* copy to trace */
3971                         trace.cluster = *cluster;
3972                         VectorCopy( origin, trace.origin );
3973                         VectorCopy( normal, trace.normal );
3974
3975
3976
3977                         /* get dirt */
3978                         *floodlight = FloodLightForSample( &trace );
3979                 }
3980         }
3981
3982         /* testing no filtering */
3983         return;
3984
3985         /* filter "dirt" */
3986         for( y = 0; y < lm->sh; y++ )
3987         {
3988                 for( x = 0; x < lm->sw; x++ )
3989                 {
3990                         /* get luxel */
3991                         cluster = SUPER_CLUSTER( x, y );
3992                         floodlight = SUPER_FLOODLIGHT( x, y );
3993
3994                         /* filter dirt by adjacency to unmapped luxels */
3995                         average = *floodlight;
3996                         samples = 1.0f;
3997                         for( sy = (y - 1); sy <= (y + 1); sy++ )
3998                         {
3999                                 if( sy < 0 || sy >= lm->sh )
4000                                         continue;
4001
4002                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
4003                                 {
4004                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4005                                                 continue;
4006
4007                                         /* get neighboring luxel */
4008                                         cluster = SUPER_CLUSTER( sx, sy );
4009                                         floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4010                                         if( *cluster < 0 || *floodlight2 <= 0.0f )
4011                                                 continue;
4012
4013                                         /* add it */
4014                                         average += *floodlight2;
4015                                         samples += 1.0f;
4016                                 }
4017
4018                                 /* bail */
4019                                 if( samples <= 0.0f )
4020                                         break;
4021                         }
4022
4023                         /* bail */
4024                         if( samples <= 0.0f )
4025                                 continue;
4026
4027                         /* scale dirt */
4028                         *floodlight = average / samples;
4029                 }
4030         }
4031 }
4032
4033 /*
4034 FloodLightForSample()
4035 calculates floodlight value for a given sample
4036 once again, kudos to the dirtmapping coder
4037 */
4038 float FloodLightForSample( trace_t *trace )
4039 {
4040         int             i;
4041         float   d;
4042         float   contribution;
4043         int     sub = 0;
4044         float   gatherLight, outLight;
4045         vec3_t  normal, worldUp, myUp, myRt, direction, displacement;
4046         float   dd;
4047         int     vecs = 0;
4048
4049         gatherLight=0;
4050         /* dummy check */
4051         //if( !dirty )
4052         //      return 1.0f;
4053         if( trace == NULL || trace->cluster < 0 )
4054                 return 0.0f;
4055
4056
4057         /* setup */
4058         dd = floodlightDistance;
4059         VectorCopy( trace->normal, normal );
4060
4061         /* check if the normal is aligned to the world-up */
4062         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
4063         {
4064                 if( normal[ 2 ] == 1.0f )
4065                 {
4066                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
4067                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4068                 }
4069                 else if( normal[ 2 ] == -1.0f )
4070                 {
4071                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
4072                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
4073                 }
4074         }
4075         else
4076         {
4077                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
4078                 CrossProduct( normal, worldUp, myRt );
4079                 VectorNormalize( myRt, myRt );
4080                 CrossProduct( myRt, normal, myUp );
4081                 VectorNormalize( myUp, myUp );
4082         }
4083
4084         /* iterate through ordered vectors */
4085         for( i = 0; i < numFloodVectors; i++ )
4086         {
4087                 if (floodlight_lowquality==qtrue)
4088         {
4089                         if (rand()%10 != 0 ) continue;
4090                 }
4091
4092                 vecs++;
4093
4094                 /* transform vector into tangent space */
4095                 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
4096                 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
4097                 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
4098
4099                 /* set endpoint */
4100                 VectorMA( trace->origin, dd, direction, trace->end );
4101
4102                 //VectorMA( trace->origin, 1, direction, trace->origin );
4103
4104                 SetupTrace( trace );
4105                 /* trace */
4106                 TraceLine( trace );
4107                 contribution=1;
4108
4109                 if (trace->compileFlags & C_SKY )
4110                 {
4111                         contribution=1.0f;
4112                 }
4113                 else if ( trace->opaque )
4114                 {
4115                         VectorSubtract( trace->hit, trace->origin, displacement );
4116                         d=VectorLength( displacement );
4117
4118                         // d=trace->distance;
4119                         //if (d>256) gatherDirt+=1;
4120                         contribution=d/dd;
4121                         if (contribution>1) contribution=1.0f;
4122
4123                         //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
4124                 }
4125
4126                 gatherLight+=contribution;
4127         }
4128
4129         /* early out */
4130         if( gatherLight <= 0.0f )
4131                 return 0.0f;
4132
4133         sub=vecs;
4134
4135         if (sub<1) sub=1;
4136         gatherLight/=(sub);
4137
4138         outLight=gatherLight;
4139         if( outLight > 1.0f )
4140                 outLight = 1.0f;
4141
4142         /* return to sender */
4143         return outLight;
4144 }
4145