X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=tools%2Fquake3%2Fq3map2%2Flight_ydnar.c;h=8ba5a9af8cf2282161dfc3e912369eb74a57b317;hb=43b05f81bc0b6781ac24d57070b188eecc81e00c;hp=af1516dd6407a50a7b5526c8878707b29ceb3fe2;hpb=aed67288161213f0cf60ba3602aba979c3a7da78;p=xonotic%2Fnetradiant.git diff --git a/tools/quake3/q3map2/light_ydnar.c b/tools/quake3/q3map2/light_ydnar.c index af1516dd..8ba5a9af 100644 --- a/tools/quake3/q3map2/light_ydnar.c +++ b/tools/quake3/q3map2/light_ydnar.c @@ -1425,7 +1425,7 @@ float DirtForSample( trace_t *trace ) VectorCopy( trace->normal, normal ); /* check if the normal is aligned to the world-up */ - if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f ) + if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) ) { if( normal[ 2 ] == 1.0f ) { @@ -1546,7 +1546,8 @@ void DirtyRawLightmap( int rawLightmapNum ) rawLightmap_t *lm; surfaceInfo_t *info; trace_t trace; - + qboolean noDirty; + /* bail if this number exceeds the number of raw lightmaps */ if( rawLightmapNum >= numRawLightmaps ) @@ -1578,6 +1579,20 @@ void DirtyRawLightmap( int rawLightmapNum ) break; } } + + noDirty = qfalse; + for( i = 0; i < trace.numSurfaces; i++ ) + { + /* get surface */ + info = &surfaceInfos[ trace.surfaces[ i ] ]; + + /* check twosidedness */ + if( info->si->noDirty ) + { + noDirty = qtrue; + break; + } + } /* gather dirt */ for( y = 0; y < lm->sh; y++ ) @@ -1596,6 +1611,13 @@ void DirtyRawLightmap( int rawLightmapNum ) /* only look at mapped luxels */ if( *cluster < 0 ) continue; + + /* don't apply dirty on this surface */ + if( noDirty ) + { + *dirt = 1.0f; + continue; + } /* copy to trace */ trace.cluster = *cluster; @@ -1795,6 +1817,13 @@ static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampl /* sample light */ LightContributionToSample( trace ); + if(trace->forceSubsampling > 1.0f) + { + /* alphashadow: we subsample as deep as we can */ + ++lighted; + ++mapped; + ++mapped; + } /* add to totals (fixme: make contrast function) */ VectorCopy( trace->color, luxel[ b ] ); @@ -1812,7 +1841,7 @@ static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampl { if( cluster[ b ] < 0 ) continue; - SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] ); + SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.5f), luxel[ b ] ); } } @@ -1862,13 +1891,12 @@ void IlluminateRawLightmap( int rawLightmapNum ) qboolean filterColor, filterDir; float brightness; float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2; + unsigned char *flag; float *lightLuxels, *lightLuxel, samples, filterRadius, weight; vec3_t color, averageColor, averageDir, total, temp, temp2; float tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } }; trace_t trace; float stackLightLuxels[ STACK_LL_SIZE ]; - vec3_t flood; - float *floodlight; /* bail if this number exceeds the number of raw lightmaps */ @@ -2008,11 +2036,12 @@ void IlluminateRawLightmap( int rawLightmapNum ) VectorCopy( ambientColor, luxel ); if( deluxemap ) { - brightness = ambientColor[ 0 ] * 0.3f + ambientColor[ 1 ] * 0.59f + ambientColor[ 2 ] * 0.11f; - brightness *= (1.0 / 255.0); + brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f ); + // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light if(brightness < 0.00390625f) brightness = 0.00390625f; + VectorScale( normal, brightness, deluxel ); } luxel[ 3 ] = 1.0f; @@ -2057,6 +2086,27 @@ void IlluminateRawLightmap( int rawLightmapNum ) memset( lightLuxels, 0, llSize ); totalLighted = 0; + /* determine filter radius */ + filterRadius = lm->filterRadius > trace.light->filterRadius + ? lm->filterRadius + : trace.light->filterRadius; + if( filterRadius < 0.0f ) + filterRadius = 0.0f; + + /* set luxel filter radius */ + luxelFilterRadius = superSample * filterRadius / lm->sampleSize; + if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) ) + luxelFilterRadius = 1; + + /* allocate sampling flags storage */ + if(lightSamples > 1 && luxelFilterRadius == 0) + { + size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( unsigned char ); + if(lm->superFlags == NULL) + lm->superFlags = safe_malloc( size ); + memset( (void *) lm->superFlags, 0, size ); + } + /* initial pass, one sample per luxel */ for( y = 0; y < lm->sh; y++ ) { @@ -2072,6 +2122,7 @@ void IlluminateRawLightmap( int rawLightmapNum ) deluxel = SUPER_DELUXEL( x, y ); origin = SUPER_ORIGIN( x, y ); normal = SUPER_NORMAL( x, y ); + flag = SUPER_FLAG( x, y ); #if 0 ////////// 27's temp hack for testing edge clipping //// @@ -2096,22 +2147,19 @@ void IlluminateRawLightmap( int rawLightmapNum ) LightContributionToSample( &trace ); VectorCopy( trace.color, lightLuxel ); - /* add to count */ - if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] ) - totalLighted++; - } - - /* add to light direction map (fixme: use luxel normal as starting point for deluxel?) */ - if( deluxemap ) - { - if(DotProduct(normal, trace.direction) > 0) // do not take light from the back side + /* add the contribution to the deluxemap */ + if( deluxemap ) + VectorAdd( deluxel, trace.directionContribution, deluxel ); + + /* check for evilness */ + if(trace.forceSubsampling > 1.0f && lightSamples > 1 && luxelFilterRadius == 0) { - /* color to grayscale (photoshop rgb weighting) */ - brightness = trace.color[ 0 ] * 0.3f + trace.color[ 1 ] * 0.59f + trace.color[ 2 ] * 0.11f; - brightness *= (1.0 / 255.0); - VectorScale( trace.direction, brightness, trace.direction ); - VectorAdd( deluxel, trace.direction, deluxel ); + totalLighted++; + *flag |= FLAG_FORCE_SUBSAMPLING; /* force */ } + /* add to count */ + else if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] ) + totalLighted++; } } } @@ -2120,18 +2168,6 @@ void IlluminateRawLightmap( int rawLightmapNum ) if( totalLighted == 0 ) continue; - /* determine filter radius */ - filterRadius = lm->filterRadius > trace.light->filterRadius - ? lm->filterRadius - : trace.light->filterRadius; - if( filterRadius < 0.0f ) - filterRadius = 0.0f; - - /* set luxel filter radius */ - luxelFilterRadius = superSample * filterRadius / lm->sampleSize; - if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) ) - luxelFilterRadius = 1; - /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */ /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */ if( lightSamples > 1 && luxelFilterRadius == 0 ) @@ -2160,6 +2196,14 @@ void IlluminateRawLightmap( int rawLightmapNum ) mapped++; /* get luxel */ + flag = SUPER_FLAG( sx, sy ); + if(*flag & FLAG_FORCE_SUBSAMPLING) + { + /* force a lighted/mapped discrepancy so we subsample */ + ++lighted; + ++mapped; + ++mapped; + } lightLuxel = LIGHT_LUXEL( sx, sy ); VectorAdd( total, lightLuxel, total ); if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f ) @@ -2183,6 +2227,9 @@ void IlluminateRawLightmap( int rawLightmapNum ) cluster = SUPER_CLUSTER( sx, sy ); if( *cluster < 0 ) continue; + flag = SUPER_FLAG( sx, sy ); + if(*flag & FLAG_ALREADY_SUBSAMPLED) // already subsampled + continue; lightLuxel = LIGHT_LUXEL( sx, sy ); origin = SUPER_ORIGIN( sx, sy ); @@ -2191,7 +2238,9 @@ void IlluminateRawLightmap( int rawLightmapNum ) //% continue; /* subsample it */ - SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel ); + SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f * lightSamplesSearchBoxSize, lightLuxel ); + + *flag |= FLAG_ALREADY_SUBSAMPLED; /* debug code to colorize subsampled areas to yellow */ //% luxel = SUPER_LUXEL( lightmapNum, sx, sy ); @@ -2233,7 +2282,7 @@ void IlluminateRawLightmap( int rawLightmapNum ) lm->superLuxels[ lightmapNum ] = safe_malloc( size ); memset( lm->superLuxels[ lightmapNum ], 0, size ); } - + /* set style */ if( lightmapNum > 0 ) { @@ -2346,56 +2395,9 @@ void IlluminateRawLightmap( int rawLightmapNum ) /* free light list */ FreeTraceLights( &trace ); - /* ----------------------------------------------------------------- - floodlight pass - ----------------------------------------------------------------- */ - + /* floodlight pass */ if( floodlighty ) - { - /* walk lightmaps */ - for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ ) - { - /* early out */ - if( lm->superLuxels[ lightmapNum ] == NULL ) - continue; - - /* apply floodlight to each luxel */ - for( y = 0; y < lm->sh; y++ ) - { - for( x = 0; x < lm->sw; x++ ) - { - /* get cluster */ - cluster = SUPER_CLUSTER( x, y ); - if( *cluster < 0 ) - continue; - - /* get particulars */ - luxel = SUPER_LUXEL( lightmapNum, x, y ); - floodlight = SUPER_FLOODLIGHT( x, y ); - - flood[0]=floodlightRGB[0]*floodlightIntensity; - flood[1]=floodlightRGB[1]*floodlightIntensity; - flood[2]=floodlightRGB[2]*floodlightIntensity; - - /* scale light value */ - VectorScale( flood, *floodlight, flood ); - luxel[0]+=flood[0]; - luxel[1]+=flood[1]; - luxel[2]+=flood[2]; - - if (luxel[3]==0) luxel[3]=1; - - if(deluxemap) - { - brightness = flood[ 0 ] * 0.3f + flood[ 1 ] * 0.59f + flood[ 2 ] * 0.11f; - brightness *= (1.0 / 255.0); - VectorScale( normal, brightness, temp ); - VectorAdd( deluxel, temp, deluxel ); - } - } - } - } - } + FloodlightIlluminateLightmap(lm); if (debugnormals) { @@ -2404,7 +2406,7 @@ void IlluminateRawLightmap( int rawLightmapNum ) /* early out */ if( lm->superLuxels[ lightmapNum ] == NULL ) continue; - + for( y = 0; y < lm->sh; y++ ) { for( x = 0; x < lm->sw; x++ ) @@ -2413,11 +2415,11 @@ void IlluminateRawLightmap( int rawLightmapNum ) cluster = SUPER_CLUSTER( x, y ); //% if( *cluster < 0 ) //% continue; - + /* get particulars */ luxel = SUPER_LUXEL( lightmapNum, x, y ); normal = SUPER_NORMAL ( x, y ); - + luxel[0]=(normal[0]*127)+127; luxel[1]=(normal[1]*127)+127; luxel[2]=(normal[2]*127)+127; @@ -2425,7 +2427,7 @@ void IlluminateRawLightmap( int rawLightmapNum ) } } } - + /* ----------------------------------------------------------------- dirt pass ----------------------------------------------------------------- */ @@ -2492,6 +2494,7 @@ void IlluminateRawLightmap( int rawLightmapNum ) if( *cluster < 0 || (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) ) filterColor = qtrue; + if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) ) filterDir = qtrue; @@ -2619,6 +2622,8 @@ void IlluminateVertexes( int num ) rawLightmap_t *lm; bspDrawVert_t *verts; trace_t trace; + float floodLightAmount; + vec3_t floodColor; /* get surface, info, and raw lightmap */ @@ -2696,11 +2701,20 @@ void IlluminateVertexes( int num ) VectorCopy( verts[ i ].normal, trace.normal ); /* r7 dirt */ - if( dirty ) + if( dirty && !bouncing ) dirt = DirtForSample( &trace ); else dirt = 1.0f; + /* jal: floodlight */ + floodLightAmount = 0.0f; + VectorClear( floodColor ); + if( floodlighty && !bouncing ) + { + floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality ); + VectorScale( floodlightRGB, floodLightAmount, floodColor ); + } + /* trace */ LightingAtSample( &trace, ds->vertexStyles, colors ); @@ -2709,6 +2723,9 @@ void IlluminateVertexes( int num ) { /* r7 dirt */ VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] ); + + /* jal: floodlight */ + VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); /* store */ radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i ); @@ -2755,6 +2772,9 @@ void IlluminateVertexes( int num ) { /* r7 dirt */ VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] ); + + /* jal: floodlight */ + VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); /* store */ radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i ); @@ -3908,24 +3928,145 @@ void SetupFloodLight( void ) VectorNormalize(floodlightRGB,floodlightRGB); } -//27 - lighttracer style ambient occlusion light hack. -//Kudos to the dirtmapping author for most of this source. -void FloodLightRawLightmap( int rawLightmapNum ) +/* +FloodLightForSample() +calculates floodlight value for a given sample +once again, kudos to the dirtmapping coder +*/ + +float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality) { - int i, x, y, sx, sy, *cluster; - float *origin, *normal, *floodlight, *floodlight2, average, samples; - rawLightmap_t *lm; - surfaceInfo_t *info; - trace_t trace; + int i; + float d; + float contribution; + int sub = 0; + float gatherLight, outLight; + vec3_t normal, worldUp, myUp, myRt, direction, displacement; + float dd; + int vecs = 0; + + gatherLight=0; + /* dummy check */ + //if( !dirty ) + // return 1.0f; + if( trace == NULL || trace->cluster < 0 ) + return 0.0f; + - /* bail if this number exceeds the number of raw lightmaps */ - if( rawLightmapNum >= numRawLightmaps ) - return; + /* setup */ + dd = floodLightDistance; + VectorCopy( trace->normal, normal ); + + /* check if the normal is aligned to the world-up */ + if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) ) + { + if( normal[ 2 ] == 1.0f ) + { + VectorSet( myRt, 1.0f, 0.0f, 0.0f ); + VectorSet( myUp, 0.0f, 1.0f, 0.0f ); + } + else if( normal[ 2 ] == -1.0f ) + { + VectorSet( myRt, -1.0f, 0.0f, 0.0f ); + VectorSet( myUp, 0.0f, 1.0f, 0.0f ); + } + } + else + { + VectorSet( worldUp, 0.0f, 0.0f, 1.0f ); + CrossProduct( normal, worldUp, myRt ); + VectorNormalize( myRt, myRt ); + CrossProduct( myRt, normal, myUp ); + VectorNormalize( myUp, myUp ); + } - /* get lightmap */ - lm = &rawLightmaps[ rawLightmapNum ]; + /* vortex: optimise floodLightLowQuality a bit */ + if ( floodLightLowQuality == qtrue ) + { + /* iterate through ordered vectors */ + for( i = 0; i < numFloodVectors; i++ ) + if (rand()%10 != 0 ) continue; + } + else + { + /* iterate through ordered vectors */ + for( i = 0; i < numFloodVectors; i++ ) + { + vecs++; + + /* transform vector into tangent space */ + direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ]; + direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ]; + direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ]; + + /* set endpoint */ + VectorMA( trace->origin, dd, direction, trace->end ); + + //VectorMA( trace->origin, 1, direction, trace->origin ); + + SetupTrace( trace ); + /* trace */ + TraceLine( trace ); + contribution=1; + + if (trace->compileFlags & C_SKY ) + { + contribution=1.0f; + } + else if ( trace->opaque ) + { + VectorSubtract( trace->hit, trace->origin, displacement ); + d=VectorLength( displacement ); + + // d=trace->distance; + //if (d>256) gatherDirt+=1; + contribution=d/dd; + if (contribution>1) contribution=1.0f; + + //gatherDirt += 1.0f - ooDepth * VectorLength( displacement ); + } + + gatherLight+=contribution; + } + } + + /* early out */ + if( gatherLight <= 0.0f ) + return 0.0f; + + sub=vecs; + + if (sub<1) sub=1; + gatherLight/=(sub); + + outLight=gatherLight; + if( outLight > 1.0f ) + outLight = 1.0f; + + /* return to sender */ + return outLight; +} +/* +FloodLightRawLightmap +lighttracer style ambient occlusion light hack. +Kudos to the dirtmapping author for most of this source. +VorteX: modified to floodlight up custom surfaces (q3map_floodLight) +VorteX: fixed problems with deluxemapping +*/ + +// floodlight pass on a lightmap +void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale) +{ + int i, x, y, *cluster; + float *origin, *normal, *floodlight, floodLightAmount; + surfaceInfo_t *info; + trace_t trace; + // int sx, sy; + // float samples, average, *floodlight2; + memset(&trace,0,sizeof(trace_t)); + /* setup trace */ trace.testOcclusion = qtrue; trace.forceSunlight = qfalse; @@ -3936,14 +4077,14 @@ void FloodLightRawLightmap( int rawLightmapNum ) trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS; trace.testAll = qfalse; trace.distance = 1024; - + /* twosided lighting (may or may not be a good idea for lightmapped stuff) */ //trace.twoSided = qfalse; for( i = 0; i < trace.numSurfaces; i++ ) { /* get surface */ info = &surfaceInfos[ trace.surfaces[ i ] ]; - + /* check twosidedness */ if( info->si->twoSided ) { @@ -3951,8 +4092,8 @@ void FloodLightRawLightmap( int rawLightmapNum ) break; } } - - /* gather dirt */ + + /* gather floodlight */ for( y = 0; y < lm->sh; y++ ) { for( x = 0; x < lm->sw; x++ ) @@ -3962,29 +4103,35 @@ void FloodLightRawLightmap( int rawLightmapNum ) origin = SUPER_ORIGIN( x, y ); normal = SUPER_NORMAL( x, y ); floodlight = SUPER_FLOODLIGHT( x, y ); - + /* set default dirt */ *floodlight = 0.0f; - + /* only look at mapped luxels */ if( *cluster < 0 ) continue; - + /* copy to trace */ trace.cluster = *cluster; VectorCopy( origin, trace.origin ); VectorCopy( normal, trace.normal ); - - - - /* get dirt */ - *floodlight = FloodLightForSample( &trace ); + + /* get floodlight */ + floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity; + + /* add floodlight */ + floodlight[0] += lmFloodLightRGB[0]*floodLightAmount; + floodlight[1] += lmFloodLightRGB[1]*floodLightAmount; + floodlight[2] += lmFloodLightRGB[2]*floodLightAmount; + floodlight[3] += floodlightDirectionScale; } } - + /* testing no filtering */ return; +#if 0 + /* filter "dirt" */ for( y = 0; y < lm->sh; y++ ) { @@ -3992,8 +4139,8 @@ void FloodLightRawLightmap( int rawLightmapNum ) { /* get luxel */ cluster = SUPER_CLUSTER( x, y ); - floodlight = SUPER_FLOODLIGHT( x, y ); - + floodlight = SUPER_FLOODLIGHT(x, y ); + /* filter dirt by adjacency to unmapped luxels */ average = *floodlight; samples = 1.0f; @@ -4001,148 +4148,132 @@ void FloodLightRawLightmap( int rawLightmapNum ) { if( sy < 0 || sy >= lm->sh ) continue; - + for( sx = (x - 1); sx <= (x + 1); sx++ ) { if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) ) continue; - + /* get neighboring luxel */ cluster = SUPER_CLUSTER( sx, sy ); floodlight2 = SUPER_FLOODLIGHT( sx, sy ); if( *cluster < 0 || *floodlight2 <= 0.0f ) continue; - + /* add it */ average += *floodlight2; samples += 1.0f; } - + /* bail */ if( samples <= 0.0f ) break; } - + /* bail */ if( samples <= 0.0f ) continue; - + /* scale dirt */ *floodlight = average / samples; } } +#endif } -/* -FloodLightForSample() -calculates floodlight value for a given sample -once again, kudos to the dirtmapping coder -*/ -float FloodLightForSample( trace_t *trace ) +void FloodLightRawLightmap( int rawLightmapNum ) { - int i; - float d; - float contribution; - int sub = 0; - float gatherLight, outLight; - vec3_t normal, worldUp, myUp, myRt, direction, displacement; - float dd; - int vecs = 0; - - gatherLight=0; - /* dummy check */ - //if( !dirty ) - // return 1.0f; - if( trace == NULL || trace->cluster < 0 ) - return 0.0f; + rawLightmap_t *lm; + /* bail if this number exceeds the number of raw lightmaps */ + if( rawLightmapNum >= numRawLightmaps ) + return; + /* get lightmap */ + lm = &rawLightmaps[ rawLightmapNum ]; - /* setup */ - dd = floodlightDistance; - VectorCopy( trace->normal, normal ); + /* global pass */ + if (floodlighty && floodlightIntensity) + FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f); - /* check if the normal is aligned to the world-up */ - if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f ) + /* custom pass */ + if (lm->floodlightIntensity) { - if( normal[ 2 ] == 1.0f ) - { - VectorSet( myRt, 1.0f, 0.0f, 0.0f ); - VectorSet( myUp, 0.0f, 1.0f, 0.0f ); - } - else if( normal[ 2 ] == -1.0f ) - { - VectorSet( myRt, -1.0f, 0.0f, 0.0f ); - VectorSet( myUp, 0.0f, 1.0f, 0.0f ); - } + FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale); + numSurfacesFloodlighten += 1; } - else - { - VectorSet( worldUp, 0.0f, 0.0f, 1.0f ); - CrossProduct( normal, worldUp, myRt ); - VectorNormalize( myRt, myRt ); - CrossProduct( myRt, normal, myUp ); - VectorNormalize( myUp, myUp ); - } - - /* iterate through ordered vectors */ - for( i = 0; i < numFloodVectors; i++ ) - { - if (floodlight_lowquality==qtrue) - { - if (rand()%10 != 0 ) continue; - } - - vecs++; +} - /* transform vector into tangent space */ - direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ]; - direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ]; - direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ]; +void FloodlightRawLightmaps() +{ + Sys_Printf( "--- FloodlightRawLightmap ---\n" ); + numSurfacesFloodlighten = 0; + RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap ); + Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten ); +} - /* set endpoint */ - VectorMA( trace->origin, dd, direction, trace->end ); +/* +FloodLightIlluminate() +illuminate floodlight into lightmap luxels +*/ - //VectorMA( trace->origin, 1, direction, trace->origin ); +void FloodlightIlluminateLightmap( rawLightmap_t *lm ) +{ + float *luxel, *floodlight, *deluxel, *normal; + int *cluster; + float brightness; + int x, y, lightmapNum; - SetupTrace( trace ); - /* trace */ - TraceLine( trace ); - contribution=1; + /* walk lightmaps */ + for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ ) + { + /* early out */ + if( lm->superLuxels[ lightmapNum ] == NULL ) + continue; - if (trace->compileFlags & C_SKY ) - { - contribution=1.0f; - } - else if ( trace->opaque ) + /* apply floodlight to each luxel */ + for( y = 0; y < lm->sh; y++ ) { - VectorSubtract( trace->hit, trace->origin, displacement ); - d=VectorLength( displacement ); + for( x = 0; x < lm->sw; x++ ) + { + /* get floodlight */ + floodlight = SUPER_FLOODLIGHT( x, y ); + if (!floodlight[0] && !floodlight[1] && !floodlight[2]) + continue; + + /* get cluster */ + cluster = SUPER_CLUSTER( x, y ); - // d=trace->distance; - //if (d>256) gatherDirt+=1; - contribution=d/dd; - if (contribution>1) contribution=1.0f; + /* only process mapped luxels */ + if( *cluster < 0 ) + continue; - //gatherDirt += 1.0f - ooDepth * VectorLength( displacement ); - } + /* get particulars */ + luxel = SUPER_LUXEL( lightmapNum, x, y ); + deluxel = SUPER_DELUXEL( x, y ); - gatherLight+=contribution; - } + /* add to lightmap */ + luxel[0]+=floodlight[0]; + luxel[1]+=floodlight[1]; + luxel[2]+=floodlight[2]; - /* early out */ - if( gatherLight <= 0.0f ) - return 0.0f; + if (luxel[3]==0) luxel[3]=1; - sub=vecs; + /* add to deluxemap */ + if (deluxemap && floodlight[3] > 0) + { + vec3_t lightvector; - if (sub<1) sub=1; - gatherLight/=(sub); + normal = SUPER_NORMAL( x, y ); + brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3]; - outLight=gatherLight; - if( outLight > 1.0f ) - outLight = 1.0f; + // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light + if(brightness < 0.00390625f) + brightness = 0.00390625f; - /* return to sender */ - return outLight; + VectorScale( normal, brightness, lightvector ); + VectorAdd( deluxel, lightvector, deluxel ); + } + } + } + } } -