]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
fix fog mask scrolling on q1bsp sky
[xonotic/darkplaces.git] / model_shared.c
index 701a560a7635b4be6ad40b9b288f2115257f9e0f..b9b140e02444c82426a33435d198955bc2cc190e 100644 (file)
@@ -28,15 +28,15 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "polygon.h"
 
 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
-cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "16", "lightmap resolution"};
+cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
-cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "9", "number of raytrace tests done per lightmap pixel"};
-cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of raytrace tests done per vertex"};
-cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "16", "number of raytrace tests done per lightgrid cell"};
-cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "32", "number of raytrace tests done per lightmap pixel"};
-cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "32", "number of raytrace tests done per vertex"};
-cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "128", "number of raytrace tests done per lightgrid cell"};
+cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
+cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
+cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
+cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
 
 dp_model_t *loadmodel;
 
@@ -1146,7 +1146,7 @@ shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtria
 
 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
 {
-       if (!gl_support_arb_vertex_buffer_object)
+       if (!vid.support.arb_vertex_buffer_object)
                return;
 
        // element buffer is easy because it's just one array
@@ -2068,6 +2068,9 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                texflagsmask &= ~TEXF_COMPRESS;
        texture->specularscalemod = 1; // unless later loaded from the shader
        texture->specularpowermod = 1; // unless later loaded from the shader
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
+       // HERE, AND Q1BSP LOADING
+       // JUST GREP FOR "specularscalemod = 1".
 
        if (shader)
        {
@@ -2238,10 +2241,9 @@ nothing                GL_ZERO GL_ONE
                {
                        if (fallback)
                        {
-                               qboolean has_alpha;
-                               if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
+                               if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
                                {
-                                       if(has_alpha && (defaulttexflags & TEXF_ALPHA))
+                                       if(texture->skinframes[0]->hasalpha)
                                                texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                                }
                                else
@@ -2493,7 +2495,7 @@ static void Mod_BuildVBOs(void)
                }
        }
 
-       if (!gl_support_arb_vertex_buffer_object)
+       if (!vid.support.arb_vertex_buffer_object)
                return;
 
        // element buffer is easy because it's just one array
@@ -2943,7 +2945,7 @@ void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int hei
        state->width = width;
        state->height = height;
        state->currentY = 0;
-       state->rows = Mem_Alloc(tempmempool, state->height * sizeof(*state->rows));
+       state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
        for (y = 0;y < state->height;y++)
        {
                state->rows[y].currentX = 0;
@@ -3046,20 +3048,229 @@ typedef struct lightmaptriangle_s
 }
 lightmaptriangle_t;
 
+typedef struct lightmaplight_s
+{
+       float origin[3];
+       float radius;
+       float iradius;
+       float radius2;
+       float color[3];
+       svbsp_t svbsp;
+}
+lightmaplight_t;
+
 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
 
 #define MAX_LIGHTMAPSAMPLES 64
 static int mod_generatelightmaps_numoffsets[3];
 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
 
-extern void R_SampleRTLights(const float *pos, float *sample, int numoffsets, const float *offsets);
+static int mod_generatelightmaps_numlights;
+static lightmaplight_t *mod_generatelightmaps_lightinfo;
+
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
+{
+       int surfaceindex;
+       int triangleindex;
+       const msurface_t *surface;
+       const float *vertex3f = model->surfmesh.data_vertex3f;
+       const int *element3i = model->surfmesh.data_element3i;
+       const int *e;
+       double v2[3][3];
+       for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
+       {
+               if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
+                       continue;
+               if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                       continue;
+               for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+               {
+                       VectorCopy(vertex3f + 3*e[0], v2[0]);
+                       VectorCopy(vertex3f + 3*e[1], v2[1]);
+                       VectorCopy(vertex3f + 3*e[2], v2[2]);
+                       SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
+               }
+       }
+}
+
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
+{
+       int maxnodes = 1<<14;
+       svbsp_node_t *nodes;
+       double origin[3];
+       float mins[3];
+       float maxs[3];
+       svbsp_t svbsp;
+       VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
+       VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
+       VectorCopy(lightinfo->origin, origin);
+       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+       for (;;)
+       {
+               SVBSP_Init(&svbsp, origin, maxnodes, nodes);
+               Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
+               if (svbsp.ranoutofnodes)
+               {
+                       maxnodes *= 2;
+                       if (maxnodes >= 1<<22)
+                       {
+                               Mem_Free(nodes);
+                               return;
+                       }
+                       Mem_Free(nodes);
+                       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+               }
+               else
+                       break;
+       }
+       if (svbsp.numnodes > 0)
+       {
+               svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
+               memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
+               lightinfo->svbsp = svbsp;
+       }
+       Mem_Free(nodes);
+}
 
-static void Mod_GenerateLightmaps_SamplePoint(const float *pos, float *sample, int numoffsets, const float *offsets)
+extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
+static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
+{
+       int index;
+       int result;
+       lightmaplight_t *lightinfo;
+       float origin[3];
+       float radius;
+       float color[3];
+       mod_generatelightmaps_numlights = 0;
+       for (index = 0;;index++)
+       {
+               result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
+               if (result < 0)
+                       break;
+               if (result > 0)
+                       mod_generatelightmaps_numlights++;
+       }
+       if (mod_generatelightmaps_numlights > 0)
+       {
+               mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
+               lightinfo = mod_generatelightmaps_lightinfo;
+               for (index = 0;;index++)
+               {
+                       result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
+                       if (result < 0)
+                               break;
+                       if (result > 0)
+                               lightinfo++;
+               }
+       }
+       for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
+       {
+               lightinfo->iradius = 1.0f / lightinfo->radius;
+               lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
+               // TODO: compute svbsp
+               Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
+       }
+}
+
+static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
 {
        int i;
+       if (mod_generatelightmaps_lightinfo)
+       {
+               for (i = 0;i < mod_generatelightmaps_numlights;i++)
+                       if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
+                               Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
+               Mem_Free(mod_generatelightmaps_lightinfo);
+       }
+       mod_generatelightmaps_lightinfo = NULL;
+       mod_generatelightmaps_numlights = 0;
+}
+
+static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
+{
+       const svbsp_node_t *node;
+       const svbsp_node_t *nodes = svbsp->nodes;
+       int num = 0;
+       while (num >= 0)
+       {
+               node = nodes + num;
+               num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
+       }
+       return num == -1; // true if empty, false if solid (shadowed)
+}
+
+extern cvar_t r_shadow_lightattenuationdividebias;
+extern cvar_t r_shadow_lightattenuationlinearscale;
+static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
+{
+       int i;
+       float relativepoint[3];
+       float color[3];
+       float offsetpos[3];
+       float dist;
+       float dist2;
+       float intensity;
+       int offsetindex;
+       int hits;
+       int tests;
+       const lightmaplight_t *lightinfo;
+       trace_t trace;
        for (i = 0;i < 5*3;i++)
                sample[i] = 0.0f;
-       R_SampleRTLights(pos, sample, numoffsets, offsets);
+       for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
+       {
+               //R_SampleRTLights(pos, sample, numoffsets, offsets);
+               VectorSubtract(lightinfo->origin, pos, relativepoint);
+               // don't accept light from behind a surface, it causes bad shading
+               if (normal && DotProduct(relativepoint, normal) <= 0)
+                       continue;
+               dist2 = VectorLength2(relativepoint);
+               if (dist2 >= lightinfo->radius2)
+                       continue;
+               dist = sqrt(dist2) * lightinfo->iradius;
+               intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+               if (intensity <= 0)
+                       continue;
+               if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
+               {
+                       hits = 0;
+                       tests = 1;
+                       if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
+                               hits++;
+                       for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
+                       {
+                               VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
+                               if (!normal)
+                               {
+                                       // for light grid we'd better check visibility of the offset point
+                                       cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
+                                       if (trace.fraction < 1)
+                                               VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
+                               }
+                               tests++;
+                               if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
+                                       hits++;
+                       }
+                       if (!hits)
+                               continue;
+                       // scale intensity according to how many rays succeeded
+                       // we know one test is valid, half of the rest will fail...
+                       //if (normal && tests > 1)
+                       //      intensity *= (tests - 1.0f) / tests;
+                       intensity *= (float)hits / tests;
+               }
+               // scale down intensity to add to both ambient and diffuse
+               //intensity *= 0.5f;
+               VectorNormalize(relativepoint);
+               VectorScale(lightinfo->color, intensity, color);
+               VectorMA(sample    , 0.5f            , color, sample    );
+               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+               // calculate a weighted average light direction as well
+               intensity *= VectorLength(color);
+               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+       }
 }
 
 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
@@ -3068,14 +3279,14 @@ static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *
        float color[3];
        float dir[3];
        float f;
-       Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
+       Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
        //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
        VectorCopy(sample + 12, dir);
        VectorNormalize(dir);
-       VectorAdd(dir, normal, dir);
-       VectorNormalize(dir);
+       //VectorAdd(dir, normal, dir);
+       //VectorNormalize(dir);
        f = DotProduct(dir, normal);
-       f = max(0, f) * 127.5f;
+       f = max(0, f) * 255.0f;
        VectorScale(sample, f, color);
        //VectorCopy(normal, dir);
        VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
@@ -3092,7 +3303,7 @@ static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *
 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
 {
        float sample[5*3];
-       Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
+       Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
        VectorCopy(sample, vertex_color);
 }
 
@@ -3102,17 +3313,18 @@ static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s
        float ambient[3];
        float diffuse[3];
        float dir[3];
-       Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
+       Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
        // calculate the direction we'll use to reduce the sample to a directional light source
        VectorCopy(sample + 12, dir);
        //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
        VectorNormalize(dir);
-       // scale the ambient from 0-2 to 0-255
-       VectorScale(sample, 127.5f, ambient);
        // extract the diffuse color along the chosen direction and scale it
-       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9]) * 127.5f;
-       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10]) * 127.5f;
-       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11]) * 127.5f;
+       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
+       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
+       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
+       // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
+       VectorScale(sample, 127.5f, ambient);
+       VectorMA(ambient, -0.333f, diffuse, ambient);
        // encode to the grid format
        s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
        s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
@@ -3120,9 +3332,9 @@ static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s
        s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
        s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
        s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
-       if (dir[2] >= 0.99f) {s->diffuseyaw = 0;s->diffusepitch = 0;}
-       else if (dir[2] <= -0.99f) {s->diffuseyaw = 0;s->diffusepitch = 128;}
-       else {s->diffuseyaw = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffusepitch = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
+       if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
+       else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
+       else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
 }
 
 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
@@ -3147,14 +3359,6 @@ static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
        }
 }
 
-static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
-{
-}
-
-static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
-{
-}
-
 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
 {
        msurface_t *surface;
@@ -3362,7 +3566,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
                model->texturepool = R_AllocTexturePool();
        lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
        lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
-       lm_texturesize = bound(lm_borderpixels*2+1, 64, gl_max_texture_size);
+       lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
        lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
        Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
        lightmapnumber = 0;
@@ -3406,7 +3610,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
                                break;
                        // if we haven't maxed out the lightmap size yet, we retry the
                        // entire surface batch...
-                       if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, gl_max_texture_size))
+                       if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
                        {
                                lm_texturesize *= 2;
                                surfaceindex = -1;
@@ -3524,8 +3728,8 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
                                pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
                                for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
                                {
-                                       samplecenter[axis1] = x*lmiscale[0] + triangle->lmbase[0];
-                                       samplecenter[axis2] = y*lmiscale[1] + triangle->lmbase[1];
+                                       samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
+                                       samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
                                        samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
                                        VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
                                        Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);