+++ /dev/null
-/* -------------------------------------------------------------------------------
-
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
-
-This file is part of GtkRadiant.
-
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
-
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-
-----------------------------------------------------------------------------------
-
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
-
-------------------------------------------------------------------------------- */
-
-
-
-/* marker */
-#define LIGHT_YDNAR_C
-
-
-
-/* dependencies */
-#include "q3map2.h"
-
-
-
-
-/*
-ColorToBytes()
-ydnar: moved to here 2001-02-04
-*/
-
-void ColorToBytes( const float *color, byte *colorBytes, float scale )
-{
- int i;
- float max, gamma;
- vec3_t sample;
- float inv, dif;
-
-
- /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
- if( scale <= 0.0f )
- scale = 1.0f;
-
- /* make a local copy */
- VectorScale( color, scale, sample );
-
- /* muck with it */
- gamma = 1.0f / lightmapGamma;
- for( i = 0; i < 3; i++ )
- {
- /* handle negative light */
- if( sample[ i ] < 0.0f )
- {
- sample[ i ] = 0.0f;
- continue;
- }
-
- /* gamma */
- sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
- }
-
- if (lightmapExposure == 1)
- {
- /* clamp with color normalization */
- max = sample[ 0 ];
- if( sample[ 1 ] > max )
- max = sample[ 1 ];
- if( sample[ 2 ] > max )
- max = sample[ 2 ];
- if( max > 255.0f )
- VectorScale( sample, (255.0f / max), sample );
- }
- else
- {
- if (lightmapExposure==0)
- {
- lightmapExposure=1.0f;
- }
- inv=1.f/lightmapExposure;
- //Exposure
-
- max = sample[ 0 ];
- if( sample[ 1 ] > max )
- max = sample[ 1 ];
- if( sample[ 2 ] > max )
- max = sample[ 2 ];
-
- dif = (1- exp(-max * inv) ) * 255;
-
- if (max >0)
- {
- dif = dif / max;
- }
- else
- {
- dif = 0;
- }
-
- for (i=0;i<3;i++)
- {
- sample[i]*=dif;
- }
- }
-
-
- /* compensate for ingame overbrighting/bitshifting */
- VectorScale( sample, (1.0f / lightmapCompensate), sample );
-
- /* store it off */
- colorBytes[ 0 ] = sample[ 0 ];
- colorBytes[ 1 ] = sample[ 1 ];
- colorBytes[ 2 ] = sample[ 2 ];
-}
-
-
-
-/* -------------------------------------------------------------------------------
-
-this section deals with phong shading (normal interpolation across brush faces)
-
-------------------------------------------------------------------------------- */
-
-/*
-SmoothNormals()
-smooths together coincident vertex normals across the bsp
-*/
-
-#define MAX_SAMPLES 256
-#define THETA_EPSILON 0.000001
-#define EQUAL_NORMAL_EPSILON 0.01
-
-void SmoothNormals( void )
-{
- int i, j, k, f, cs, numVerts, numVotes, fOld, start;
- float shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
- bspDrawSurface_t *ds;
- shaderInfo_t *si;
- float *shadeAngles;
- byte *smoothed;
- vec3_t average, diff;
- int indexes[ MAX_SAMPLES ];
- vec3_t votes[ MAX_SAMPLES ];
-
-
- /* allocate shade angle table */
- shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
- memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
-
- /* allocate smoothed table */
- cs = (numBSPDrawVerts / 8) + 1;
- smoothed = safe_malloc( cs );
- memset( smoothed, 0, cs );
-
- /* set default shade angle */
- defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
- maxShadeAngle = 0;
-
- /* run through every surface and flag verts belonging to non-lightmapped surfaces
- and set per-vertex smoothing angle */
- for( i = 0; i < numBSPDrawSurfaces; i++ )
- {
- /* get drawsurf */
- ds = &bspDrawSurfaces[ i ];
-
- /* get shader for shade angle */
- si = surfaceInfos[ i ].si;
- if( si->shadeAngleDegrees )
- shadeAngle = DEG2RAD( si->shadeAngleDegrees );
- else
- shadeAngle = defaultShadeAngle;
- if( shadeAngle > maxShadeAngle )
- maxShadeAngle = shadeAngle;
-
- /* flag its verts */
- for( j = 0; j < ds->numVerts; j++ )
- {
- f = ds->firstVert + j;
- shadeAngles[ f ] = shadeAngle;
- if( ds->surfaceType == MST_TRIANGLE_SOUP )
- smoothed[ f >> 3 ] |= (1 << (f & 7));
- }
-
- /* ydnar: optional force-to-trisoup */
- if( trisoup && ds->surfaceType == MST_PLANAR )
- {
- ds->surfaceType = MST_TRIANGLE_SOUP;
- ds->lightmapNum[ 0 ] = -3;
- }
- }
-
- /* bail if no surfaces have a shade angle */
- if( maxShadeAngle == 0 )
- {
- free( shadeAngles );
- free( smoothed );
- return;
- }
-
- /* init pacifier */
- fOld = -1;
- start = I_FloatTime();
-
- /* go through the list of vertexes */
- for( i = 0; i < numBSPDrawVerts; i++ )
- {
- /* print pacifier */
- f = 10 * i / numBSPDrawVerts;
- if( f != fOld )
- {
- fOld = f;
- Sys_Printf( "%i...", f );
- }
-
- /* already smoothed? */
- if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
- continue;
-
- /* clear */
- VectorClear( average );
- numVerts = 0;
- numVotes = 0;
-
- /* build a table of coincident vertexes */
- for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
- {
- /* already smoothed? */
- if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
- continue;
-
- /* test vertexes */
- if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
- continue;
-
- /* use smallest shade angle */
- shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
-
- /* check shade angle */
- dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
- if( dot > 1.0 )
- dot = 1.0;
- else if( dot < -1.0 )
- dot = -1.0;
- testAngle = acos( dot ) + THETA_EPSILON;
- if( testAngle >= shadeAngle )
- {
- //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
- continue;
- }
- //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
-
- /* add to the list */
- indexes[ numVerts++ ] = j;
-
- /* flag vertex */
- smoothed[ j >> 3 ] |= (1 << (j & 7));
-
- /* see if this normal has already been voted */
- for( k = 0; k < numVotes; k++ )
- {
- VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
- if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
- fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
- fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
- break;
- }
-
- /* add a new vote? */
- if( k == numVotes && numVotes < MAX_SAMPLES )
- {
- VectorAdd( average, bspDrawVerts[ j ].normal, average );
- VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
- numVotes++;
- }
- }
-
- /* don't average for less than 2 verts */
- if( numVerts < 2 )
- continue;
-
- /* average normal */
- if( VectorNormalize( average, average ) > 0 )
- {
- /* smooth */
- for( j = 0; j < numVerts; j++ )
- VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
- }
- }
-
- /* free the tables */
- free( shadeAngles );
- free( smoothed );
-
- /* print time */
- Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
-}
-
-
-
-/* -------------------------------------------------------------------------------
-
-this section deals with phong shaded lightmap tracing
-
-------------------------------------------------------------------------------- */
-
-/* 9th rewrite (recursive subdivision of a lightmap triangle) */
-
-/*
-CalcTangentVectors()
-calculates the st tangent vectors for normalmapping
-*/
-
-static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
-{
- int i;
- float bb, s, t;
- vec3_t bary;
-
-
- /* calculate barycentric basis for the triangle */
- 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 ]);
- if( fabs( bb ) < 0.00000001f )
- return qfalse;
-
- /* do each vertex */
- for( i = 0; i < numVerts; i++ )
- {
- /* calculate s tangent vector */
- s = dv[ i ]->st[ 0 ] + 10.0f;
- t = dv[ i ]->st[ 1 ];
- bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
- bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
- bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
-
- stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
- stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
- stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
-
- VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
- VectorNormalize( stv[ i ], stv[ i ] );
-
- /* calculate t tangent vector */
- s = dv[ i ]->st[ 0 ];
- t = dv[ i ]->st[ 1 ] + 10.0f;
- bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
- bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
- bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
-
- ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
- ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
- ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
-
- VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
- VectorNormalize( ttv[ i ], ttv[ i ] );
-
- /* debug code */
- //% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
- //% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
- }
-
- /* return to caller */
- return qtrue;
-}
-
-
-
-
-/*
-PerturbNormal()
-perterbs the normal by the shader's normalmap in tangent space
-*/
-
-static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
-{
- int i;
- vec4_t bump;
-
-
- /* passthrough */
- VectorCopy( dv->normal, pNormal );
-
- /* sample normalmap */
- if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
- return;
-
- /* remap sampled normal from [0,255] to [-1,-1] */
- for( i = 0; i < 3; i++ )
- bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
-
- /* scale tangent vectors and add to original normal */
- VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
- VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
- VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
-
- /* renormalize and return */
- VectorNormalize( pNormal, pNormal );
-}
-
-
-
-/*
-MapSingleLuxel()
-maps a luxel for triangle bv at
-*/
-
-#define NUDGE 0.5f
-#define BOGUS_NUDGE -99999.0f
-
-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 ] )
-{
- int i, x, y, numClusters, *clusters, pointCluster, *cluster;
- float *luxel, *origin, *normal, d, lightmapSampleOffset;
- shaderInfo_t *si;
- vec3_t pNormal;
- vec3_t vecs[ 3 ];
- vec3_t nudged;
- vec3_t cverts[ 3 ];
- vec3_t temp;
- vec4_t sideplane, hostplane;
- vec3_t origintwo;
- int j, next;
- float e;
- float *nudge;
- static float nudges[][ 2 ] =
- {
- //%{ 0, 0 }, /* try center first */
- { -NUDGE, 0 }, /* left */
- { NUDGE, 0 }, /* right */
- { 0, NUDGE }, /* up */
- { 0, -NUDGE }, /* down */
- { -NUDGE, NUDGE }, /* left/up */
- { NUDGE, -NUDGE }, /* right/down */
- { NUDGE, NUDGE }, /* right/up */
- { -NUDGE, -NUDGE }, /* left/down */
- { BOGUS_NUDGE, BOGUS_NUDGE }
- };
-
-
- /* find luxel xy coords (fixme: subtract 0.5?) */
- x = dv->lightmap[ 0 ][ 0 ];
- y = dv->lightmap[ 0 ][ 1 ];
- if( x < 0 )
- x = 0;
- else if( x >= lm->sw )
- x = lm->sw - 1;
- if( y < 0 )
- y = 0;
- else if( y >= lm->sh )
- y = lm->sh - 1;
-
- /* set shader and cluster list */
- if( info != NULL )
- {
- si = info->si;
- numClusters = info->numSurfaceClusters;
- clusters = &surfaceClusters[ info->firstSurfaceCluster ];
- }
- else
- {
- si = NULL;
- numClusters = 0;
- clusters = NULL;
- }
-
- /* get luxel, origin, cluster, and normal */
- luxel = SUPER_LUXEL( 0, x, y );
- origin = SUPER_ORIGIN( x, y );
- normal = SUPER_NORMAL( x, y );
- cluster = SUPER_CLUSTER( x, y );
-
- /* don't attempt to remap occluded luxels for planar surfaces */
- if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
- return (*cluster);
-
- /* only average the normal for premapped luxels */
- else if( (*cluster) >= 0 )
- {
- /* do bumpmap calculations */
- if( stv != NULL )
- PerturbNormal( dv, si, pNormal, stv, ttv );
- else
- VectorCopy( dv->normal, pNormal );
-
- /* add the additional normal data */
- VectorAdd( normal, pNormal, normal );
- luxel[ 3 ] += 1.0f;
- return (*cluster);
- }
-
- /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
-
- /* get origin */
-
- /* axial lightmap projection */
- if( lm->vecs != NULL )
- {
- /* calculate an origin for the sample from the lightmap vectors */
- VectorCopy( lm->origin, origin );
- for( i = 0; i < 3; i++ )
- {
- /* add unless it's the axis, which is taken care of later */
- if( i == lm->axisNum )
- continue;
- origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
- }
-
- /* project the origin onto the plane */
- d = DotProduct( origin, plane ) - plane[ 3 ];
- d /= plane[ lm->axisNum ];
- origin[ lm->axisNum ] -= d;
- }
-
- /* non axial lightmap projection (explicit xyz) */
- else
- VectorCopy( dv->xyz, origin );
-
- //////////////////////
- //27's test to make sure samples stay within the triangle boundaries
- //1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
- //2) if it does, nudge it onto the correct side.
-
- if (worldverts!=NULL && lightmapTriangleCheck)
- {
- for (j=0;j<3;j++)
- {
- VectorCopy(worldverts[j],cverts[j]);
- }
- PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
-
- for (j=0;j<3;j++)
- {
- for (i=0;i<3;i++)
- {
- //build plane using 2 edges and a normal
- next=(i+1)%3;
-
- VectorCopy(cverts[next],temp);
- VectorAdd(temp,hostplane,temp);
- PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
-
- //planetest sample point
- e=DotProduct(origin,sideplane);
- e=e-sideplane[3];
- if (e>0)
- {
- //we're bad.
- //VectorClear(origin);
- //Move the sample point back inside triangle bounds
- origin[0]-=sideplane[0]*(e+1);
- origin[1]-=sideplane[1]*(e+1);
- origin[2]-=sideplane[2]*(e+1);
-#ifdef DEBUG_27_1
- VectorClear(origin);
-#endif
- }
- }
- }
- }
-
- ////////////////////////
-
- /* planar surfaces have precalculated lightmap vectors for nudging */
- if( lm->plane != NULL )
- {
- VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
- VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
- VectorCopy( lm->plane, vecs[ 2 ] );
- }
-
- /* non-planar surfaces must calculate them */
- else
- {
- if( plane != NULL )
- VectorCopy( plane, vecs[ 2 ] );
- else
- VectorCopy( dv->normal, vecs[ 2 ] );
- MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
- }
-
- /* push the origin off the surface a bit */
- if( si != NULL )
- lightmapSampleOffset = si->lightmapSampleOffset;
- else
- lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
- if( lm->axisNum < 0 )
- VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
- else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
- origin[ lm->axisNum ] -= lightmapSampleOffset;
- else
- origin[ lm->axisNum ] += lightmapSampleOffset;
-
- VectorCopy(origin,origintwo);
- if(lightmapExtraVisClusterNudge)
- {
- origintwo[0]+=vecs[2][0];
- origintwo[1]+=vecs[2][1];
- origintwo[2]+=vecs[2][2];
- }
-
- /* get cluster */
- pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
-
- /* another retarded hack, storing nudge count in luxel[ 1 ] */
- luxel[ 1 ] = 0.0f;
-
- /* point in solid? (except in dark mode) */
- if( pointCluster < 0 && dark == qfalse )
- {
- /* nudge the the location around */
- nudge = nudges[ 0 ];
- while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
- {
- /* nudge the vector around a bit */
- for( i = 0; i < 3; i++ )
- {
- /* set nudged point*/
- nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
- }
- nudge += 2;
-
- /* get pvs cluster */
- pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
- if( pointCluster >= 0 )
- VectorCopy( nudged, origin );
- luxel[ 1 ] += 1.0f;
- }
- }
-
- /* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
- if( pointCluster < 0 && si != NULL && dark == qfalse )
- {
- VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
- pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
- if( pointCluster >= 0 )
- VectorCopy( nudged, origin );
- luxel[ 1 ] += 1.0f;
- }
-
- /* valid? */
- if( pointCluster < 0 )
- {
- (*cluster) = CLUSTER_OCCLUDED;
- VectorClear( origin );
- VectorClear( normal );
- numLuxelsOccluded++;
- return (*cluster);
- }
-
- /* debug code */
- //% Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
-
- /* do bumpmap calculations */
- if( stv )
- PerturbNormal( dv, si, pNormal, stv, ttv );
- else
- VectorCopy( dv->normal, pNormal );
-
- /* store the cluster and normal */
- (*cluster) = pointCluster;
- VectorCopy( pNormal, normal );
-
- /* store explicit mapping pass and implicit mapping pass */
- luxel[ 0 ] = pass;
- luxel[ 3 ] = 1.0f;
-
- /* add to count */
- numLuxelsMapped++;
-
- /* return ok */
- return (*cluster);
-}
-
-
-
-/*
-MapTriangle_r()
-recursively subdivides a triangle until its edges are shorter
-than the distance between two luxels (thanks jc :)
-*/
-
-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 ] )
-{
- bspDrawVert_t mid, *dv2[ 3 ];
- int max;
-
-
- /* map the vertexes */
- #if 0
- MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
- MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
- MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
- #endif
-
- /* subdivide calc */
- {
- int i;
- float *a, *b, dx, dy, dist, maxDist;
-
-
- /* find the longest edge and split it */
- max = -1;
- maxDist = 0;
- for( i = 0; i < 3; i++ )
- {
- /* get verts */
- a = dv[ i ]->lightmap[ 0 ];
- b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
-
- /* get dists */
- dx = a[ 0 ] - b[ 0 ];
- dy = a[ 1 ] - b[ 1 ];
- dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
-
- /* longer? */
- if( dist > maxDist )
- {
- maxDist = dist;
- max = i;
- }
- }
-
- /* try to early out */
- if( max < 0 || maxDist <= subdivideThreshold ) /* ydnar: was i < 0 instead of max < 0 (?) */
- return;
- }
-
- /* split the longest edge and map it */
- LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
- MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
-
- /* push the point up a little bit to account for fp creep (fixme: revisit this) */
- //% VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
-
- /* recurse to first triangle */
- VectorCopy( dv, dv2 );
- dv2[ max ] = ∣
- MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
-
- /* recurse to second triangle */
- VectorCopy( dv, dv2 );
- dv2[ (max + 1) % 3 ] = ∣
- MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
-}
-
-
-
-/*
-MapTriangle()
-seed function for MapTriangle_r()
-requires a cw ordered triangle
-*/
-
-static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
-{
- int i;
- vec4_t plane;
- vec3_t *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
- vec3_t worldverts[ 3 ];
-
-
- /* get plane if possible */
- if( lm->plane != NULL )
- {
- VectorCopy( lm->plane, plane );
- plane[ 3 ] = lm->plane[ 3 ];
- }
-
- /* otherwise make one from the points */
- else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
- return qfalse;
-
- /* check to see if we need to calculate texture->world tangent vectors */
- if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
- {
- stv = stvStatic;
- ttv = ttvStatic;
- }
- else
- {
- stv = NULL;
- ttv = NULL;
- }
-
- VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
- VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
- VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
-
- /* map the vertexes */
- MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
- MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
- MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
-
- /* 2002-11-20: prefer axial triangle edges */
- if( mapNonAxial )
- {
- /* subdivide the triangle */
- MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
- return qtrue;
- }
-
- for( i = 0; i < 3; i++ )
- {
- float *a, *b;
- bspDrawVert_t *dv2[ 3 ];
-
-
- /* get verts */
- a = dv[ i ]->lightmap[ 0 ];
- b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
-
- /* make degenerate triangles for mapping edges */
- if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
- {
- dv2[ 0 ] = dv[ i ];
- dv2[ 1 ] = dv[ (i + 1) % 3 ];
- dv2[ 2 ] = dv[ (i + 1) % 3 ];
-
- /* map the degenerate triangle */
- MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
- }
- }
-
- return qtrue;
-}
-
-
-
-/*
-MapQuad_r()
-recursively subdivides a quad until its edges are shorter
-than the distance between two luxels
-*/
-
-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 ] )
-{
- bspDrawVert_t mid[ 2 ], *dv2[ 4 ];
- int max;
-
-
- /* subdivide calc */
- {
- int i;
- float *a, *b, dx, dy, dist, maxDist;
-
-
- /* find the longest edge and split it */
- max = -1;
- maxDist = 0;
- for( i = 0; i < 4; i++ )
- {
- /* get verts */
- a = dv[ i ]->lightmap[ 0 ];
- b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
-
- /* get dists */
- dx = a[ 0 ] - b[ 0 ];
- dy = a[ 1 ] - b[ 1 ];
- dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
-
- /* longer? */
- if( dist > maxDist )
- {
- maxDist = dist;
- max = i;
- }
- }
-
- /* try to early out */
- if( max < 0 || maxDist <= subdivideThreshold )
- return;
- }
-
- /* we only care about even/odd edges */
- max &= 1;
-
- /* split the longest edges */
- LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
- LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
-
- /* map the vertexes */
- MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
- MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
-
- /* 0 and 2 */
- if( max == 0 )
- {
- /* recurse to first quad */
- dv2[ 0 ] = dv[ 0 ];
- dv2[ 1 ] = &mid[ 0 ];
- dv2[ 2 ] = &mid[ 1 ];
- dv2[ 3 ] = dv[ 3 ];
- MapQuad_r( lm, info, dv2, plane, stv, ttv );
-
- /* recurse to second quad */
- dv2[ 0 ] = &mid[ 0 ];
- dv2[ 1 ] = dv[ 1 ];
- dv2[ 2 ] = dv[ 2 ];
- dv2[ 3 ] = &mid[ 1 ];
- MapQuad_r( lm, info, dv2, plane, stv, ttv );
- }
-
- /* 1 and 3 */
- else
- {
- /* recurse to first quad */
- dv2[ 0 ] = dv[ 0 ];
- dv2[ 1 ] = dv[ 1 ];
- dv2[ 2 ] = &mid[ 0 ];
- dv2[ 3 ] = &mid[ 1 ];
- MapQuad_r( lm, info, dv2, plane, stv, ttv );
-
- /* recurse to second quad */
- dv2[ 0 ] = &mid[ 1 ];
- dv2[ 1 ] = &mid[ 0 ];
- dv2[ 2 ] = dv[ 2 ];
- dv2[ 3 ] = dv[ 3 ];
- MapQuad_r( lm, info, dv2, plane, stv, ttv );
- }
-}
-
-
-
-/*
-MapQuad()
-seed function for MapQuad_r()
-requires a cw ordered triangle quad
-*/
-
-#define QUAD_PLANAR_EPSILON 0.5f
-
-static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
-{
- float dist;
- vec4_t plane;
- vec3_t *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
-
-
- /* get plane if possible */
- if( lm->plane != NULL )
- {
- VectorCopy( lm->plane, plane );
- plane[ 3 ] = lm->plane[ 3 ];
- }
-
- /* otherwise make one from the points */
- else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
- return qfalse;
-
- /* 4th point must fall on the plane */
- dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
- if( fabs( dist ) > QUAD_PLANAR_EPSILON )
- return qfalse;
-
- /* check to see if we need to calculate texture->world tangent vectors */
- if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
- {
- stv = stvStatic;
- ttv = ttvStatic;
- }
- else
- {
- stv = NULL;
- ttv = NULL;
- }
-
- /* map the vertexes */
- MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
- MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
- MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
- MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
-
- /* subdivide the quad */
- MapQuad_r( lm, info, dv, plane, stv, ttv );
- return qtrue;
-}
-
-
-
-/*
-MapRawLightmap()
-maps the locations, normals, and pvs clusters for a raw lightmap
-*/
-
-#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)
-
-void MapRawLightmap( int rawLightmapNum )
-{
- int n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
- float *luxel, *origin, *normal, samples, radius, pass;
- rawLightmap_t *lm;
- bspDrawSurface_t *ds;
- surfaceInfo_t *info;
- mesh_t src, *subdivided, *mesh;
- bspDrawVert_t *verts, *dv[ 4 ], fake;
-
-
- /* bail if this number exceeds the number of raw lightmaps */
- if( rawLightmapNum >= numRawLightmaps )
- return;
-
- /* get lightmap */
- lm = &rawLightmaps[ rawLightmapNum ];
-
- /* -----------------------------------------------------------------
- map referenced surfaces onto the raw lightmap
- ----------------------------------------------------------------- */
-
- /* walk the list of surfaces on this raw lightmap */
- for( n = 0; n < lm->numLightSurfaces; n++ )
- {
- /* with > 1 surface per raw lightmap, clear occluded */
- if( n > 0 )
- {
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get cluster */
- cluster = SUPER_CLUSTER( x, y );
- if( *cluster < 0 )
- *cluster = CLUSTER_UNMAPPED;
- }
- }
- }
-
- /* get surface */
- num = lightSurfaces[ lm->firstLightSurface + n ];
- ds = &bspDrawSurfaces[ num ];
- info = &surfaceInfos[ num ];
-
- /* bail if no lightmap to calculate */
- if( info->lm != lm )
- {
- Sys_Printf( "!" );
- continue;
- }
-
- /* map the surface onto the lightmap origin/cluster/normal buffers */
- switch( ds->surfaceType )
- {
- case MST_PLANAR:
- /* get verts */
- verts = yDrawVerts + ds->firstVert;
-
- /* map the triangles */
- for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
- {
- for( i = 0; i < ds->numIndexes; i += 3 )
- {
- dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
- dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
- dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
- MapTriangle( lm, info, dv, mapNonAxial );
- }
- }
- break;
-
- case MST_PATCH:
- /* make a mesh from the drawsurf */
- src.width = ds->patchWidth;
- src.height = ds->patchHeight;
- src.verts = &yDrawVerts[ ds->firstVert ];
- //% subdivided = SubdivideMesh( src, 8, 512 );
- subdivided = SubdivideMesh2( src, info->patchIterations );
-
- /* fit it to the curve and remove colinear verts on rows/columns */
- PutMeshOnCurve( *subdivided );
- mesh = RemoveLinearMeshColumnsRows( subdivided );
- FreeMesh( subdivided );
-
- /* get verts */
- verts = mesh->verts;
-
- /* debug code */
- #if 0
- if( lm->plane )
- {
- Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
- lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
- lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
- lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
- }
- #endif
-
- /* map the mesh quads */
- #if 0
-
- for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
- {
- for( y = 0; y < (mesh->height - 1); y++ )
- {
- for( x = 0; x < (mesh->width - 1); x++ )
- {
- /* set indexes */
- pw[ 0 ] = x + (y * mesh->width);
- pw[ 1 ] = x + ((y + 1) * mesh->width);
- pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
- pw[ 3 ] = x + 1 + (y * mesh->width);
- pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
-
- /* set radix */
- r = (x + y) & 1;
-
- /* get drawverts and map first triangle */
- dv[ 0 ] = &verts[ pw[ r + 0 ] ];
- dv[ 1 ] = &verts[ pw[ r + 1 ] ];
- dv[ 2 ] = &verts[ pw[ r + 2 ] ];
- MapTriangle( lm, info, dv, mapNonAxial );
-
- /* get drawverts and map second triangle */
- dv[ 0 ] = &verts[ pw[ r + 0 ] ];
- dv[ 1 ] = &verts[ pw[ r + 2 ] ];
- dv[ 2 ] = &verts[ pw[ r + 3 ] ];
- MapTriangle( lm, info, dv, mapNonAxial );
- }
- }
- }
-
- #else
-
- for( y = 0; y < (mesh->height - 1); y++ )
- {
- for( x = 0; x < (mesh->width - 1); x++ )
- {
- /* set indexes */
- pw[ 0 ] = x + (y * mesh->width);
- pw[ 1 ] = x + ((y + 1) * mesh->width);
- pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
- pw[ 3 ] = x + 1 + (y * mesh->width);
- pw[ 4 ] = pw[ 0 ];
-
- /* set radix */
- r = (x + y) & 1;
-
- /* attempt to map quad first */
- dv[ 0 ] = &verts[ pw[ r + 0 ] ];
- dv[ 1 ] = &verts[ pw[ r + 1 ] ];
- dv[ 2 ] = &verts[ pw[ r + 2 ] ];
- dv[ 3 ] = &verts[ pw[ r + 3 ] ];
- if( MapQuad( lm, info, dv ) )
- continue;
-
- for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
- {
- /* get drawverts and map first triangle */
- dv[ 1 ] = &verts[ pw[ r + 1 ] ];
- dv[ 2 ] = &verts[ pw[ r + 2 ] ];
- MapTriangle( lm, info, dv, mapNonAxial );
-
- /* get drawverts and map second triangle */
- dv[ 1 ] = &verts[ pw[ r + 2 ] ];
- dv[ 2 ] = &verts[ pw[ r + 3 ] ];
- MapTriangle( lm, info, dv, mapNonAxial );
- }
- }
- }
-
- #endif
-
- /* free the mesh */
- FreeMesh( mesh );
- break;
-
- default:
- break;
- }
- }
-
- /* -----------------------------------------------------------------
- average and clean up luxel normals
- ----------------------------------------------------------------- */
-
- /* walk the luxels */
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get luxel */
- luxel = SUPER_LUXEL( 0, x, y );
- normal = SUPER_NORMAL( x, y );
- cluster = SUPER_CLUSTER( x, y );
-
- /* only look at mapped luxels */
- if( *cluster < 0 )
- continue;
-
- /* the normal data could be the sum of multiple samples */
- if( luxel[ 3 ] > 1.0f )
- VectorNormalize( normal, normal );
-
- /* mark this luxel as having only one normal */
- luxel[ 3 ] = 1.0f;
- }
- }
-
- /* non-planar surfaces stop here */
- if( lm->plane == NULL )
- return;
-
- /* -----------------------------------------------------------------
- map occluded or unuxed luxels
- ----------------------------------------------------------------- */
-
- /* walk the luxels */
- radius = floor( superSample / 2 );
- radius = radius > 0 ? radius : 1.0f;
- radius += 1.0f;
- for( pass = 2.0f; pass <= radius; pass += 1.0f )
- {
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get luxel */
- luxel = SUPER_LUXEL( 0, x, y );
- normal = SUPER_NORMAL( x, y );
- cluster = SUPER_CLUSTER( x, y );
-
- /* only look at unmapped luxels */
- if( *cluster != CLUSTER_UNMAPPED )
- continue;
-
- /* divine a normal and origin from neighboring luxels */
- VectorClear( fake.xyz );
- VectorClear( fake.normal );
- fake.lightmap[ 0 ][ 0 ] = x; //% 0.0001 + x;
- fake.lightmap[ 0 ][ 1 ] = y; //% 0.0001 + y;
- samples = 0.0f;
- for( sy = (y - 1); sy <= (y + 1); sy++ )
- {
- 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 */
- luxel = SUPER_LUXEL( 0, sx, sy );
- origin = SUPER_ORIGIN( sx, sy );
- normal = SUPER_NORMAL( sx, sy );
- cluster = SUPER_CLUSTER( sx, sy );
-
- /* only consider luxels mapped in previous passes */
- if( *cluster < 0 || luxel[ 0 ] >= pass )
- continue;
-
- /* add its distinctiveness to our own */
- VectorAdd( fake.xyz, origin, fake.xyz );
- VectorAdd( fake.normal, normal, fake.normal );
- samples += luxel[ 3 ];
- }
- }
-
- /* any samples? */
- if( samples == 0.0f )
- continue;
-
- /* average */
- VectorDivide( fake.xyz, samples, fake.xyz );
- //% VectorDivide( fake.normal, samples, fake.normal );
- if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
- continue;
-
- /* map the fake vert */
- MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
- }
- }
- }
-
- /* -----------------------------------------------------------------
- average and clean up luxel normals
- ----------------------------------------------------------------- */
-
- /* walk the luxels */
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get luxel */
- luxel = SUPER_LUXEL( 0, x, y );
- normal = SUPER_NORMAL( x, y );
- cluster = SUPER_CLUSTER( x, y );
-
- /* only look at mapped luxels */
- if( *cluster < 0 )
- continue;
-
- /* the normal data could be the sum of multiple samples */
- if( luxel[ 3 ] > 1.0f )
- VectorNormalize( normal, normal );
-
- /* mark this luxel as having only one normal */
- luxel[ 3 ] = 1.0f;
- }
- }
-
- /* debug code */
- #if 0
- Sys_Printf( "\n" );
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- vec3_t mins, maxs;
-
-
- cluster = SUPER_CLUSTER( x, y );
- origin = SUPER_ORIGIN( x, y );
- normal = SUPER_NORMAL( x, y );
- luxel = SUPER_LUXEL( x, y );
-
- if( *cluster < 0 )
- continue;
-
- /* check if within the bounding boxes of all surfaces referenced */
- ClearBounds( mins, maxs );
- for( n = 0; n < lm->numLightSurfaces; n++ )
- {
- int TOL;
- info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
- TOL = info->sampleSize + 2;
- AddPointToBounds( info->mins, mins, maxs );
- AddPointToBounds( info->maxs, mins, maxs );
- if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
- origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
- origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
- break;
- }
-
- /* inside? */
- if( n < lm->numLightSurfaces )
- continue;
-
- /* report bogus origin */
- 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",
- rawLightmapNum, x, y, *cluster,
- origin[ 0 ], origin[ 1 ], origin[ 2 ],
- mins[ 0 ], mins[ 1 ], mins[ 2 ],
- maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
- luxel[ 3 ] );
- }
- }
- #endif
-}
-
-
-
-/*
-SetupDirt()
-sets up dirtmap (ambient occlusion)
-*/
-
-#define DIRT_CONE_ANGLE 88 /* degrees */
-#define DIRT_NUM_ANGLE_STEPS 16
-#define DIRT_NUM_ELEVATION_STEPS 3
-#define DIRT_NUM_VECTORS (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
-
-static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
-static int numDirtVectors = 0;
-
-void SetupDirt( void )
-{
- int i, j;
- float angle, elevation, angleStep, elevationStep;
-
-
- /* note it */
- Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
-
- /* calculate angular steps */
- angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
- elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
-
- /* iterate angle */
- angle = 0.0f;
- for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
- {
- /* iterate elevation */
- for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
- {
- dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
- dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
- dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
- numDirtVectors++;
- }
- }
-
- /* emit some statistics */
- Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
-}
-
-
-/*
-DirtForSample()
-calculates dirt value for a given sample
-*/
-
-float DirtForSample( trace_t *trace )
-{
- int i;
- float gatherDirt, outDirt, angle, elevation, ooDepth;
- vec3_t normal, worldUp, myUp, myRt, temp, direction, displacement;
-
-
- /* dummy check */
- if( !dirty )
- return 1.0f;
- if( trace == NULL || trace->cluster < 0 )
- return 0.0f;
-
- /* setup */
- gatherDirt = 0.0f;
- ooDepth = 1.0f / dirtDepth;
- 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 );
- }
-
- /* 1 = random mode, 0 (well everything else) = non-random mode */
- if( dirtMode == 1 )
- {
- /* iterate */
- for( i = 0; i < numDirtVectors; i++ )
- {
- /* get random vector */
- angle = Random() * DEG2RAD( 360.0f );
- elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
- temp[ 0 ] = cos( angle ) * sin( elevation );
- temp[ 1 ] = sin( angle ) * sin( elevation );
- temp[ 2 ] = cos( elevation );
-
- /* transform into tangent space */
- direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
- direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
- direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
-
- /* set endpoint */
- VectorMA( trace->origin, dirtDepth, direction, trace->end );
- SetupTrace( trace );
-
- /* trace */
- TraceLine( trace );
- if( trace->opaque && !(trace->compileFlags & C_SKY) )
- {
- VectorSubtract( trace->hit, trace->origin, displacement );
- gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
- }
- }
- }
- else
- {
- /* iterate through ordered vectors */
- for( i = 0; i < numDirtVectors; i++ )
- {
- /* transform vector into tangent space */
- direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
- direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
- direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
-
- /* set endpoint */
- VectorMA( trace->origin, dirtDepth, direction, trace->end );
- SetupTrace( trace );
-
- /* trace */
- TraceLine( trace );
- if( trace->opaque )
- {
- VectorSubtract( trace->hit, trace->origin, displacement );
- gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
- }
- }
- }
-
- /* direct ray */
- VectorMA( trace->origin, dirtDepth, normal, trace->end );
- SetupTrace( trace );
-
- /* trace */
- TraceLine( trace );
- if( trace->opaque )
- {
- VectorSubtract( trace->hit, trace->origin, displacement );
- gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
- }
-
- /* early out */
- if( gatherDirt <= 0.0f )
- return 1.0f;
-
- /* apply gain (does this even do much? heh) */
- outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
- if( outDirt > 1.0f )
- outDirt = 1.0f;
-
- /* apply scale */
- outDirt *= dirtScale;
- if( outDirt > 1.0f )
- outDirt = 1.0f;
-
- /* return to sender */
- return 1.0f - outDirt;
-}
-
-
-
-/*
-DirtyRawLightmap()
-calculates dirty fraction for each luxel
-*/
-
-void DirtyRawLightmap( int rawLightmapNum )
-{
- int i, x, y, sx, sy, *cluster;
- float *origin, *normal, *dirt, *dirt2, average, samples;
- rawLightmap_t *lm;
- surfaceInfo_t *info;
- trace_t trace;
- qboolean noDirty;
-
-
- /* bail if this number exceeds the number of raw lightmaps */
- if( rawLightmapNum >= numRawLightmaps )
- return;
-
- /* get lightmap */
- lm = &rawLightmaps[ rawLightmapNum ];
-
- /* setup trace */
- trace.testOcclusion = qtrue;
- trace.forceSunlight = qfalse;
- trace.recvShadows = lm->recvShadows;
- trace.numSurfaces = lm->numLightSurfaces;
- trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
- trace.inhibitRadius = 0.0f;
- trace.testAll = qfalse;
-
- /* 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 )
- {
- trace.twoSided = qtrue;
- 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++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get luxel */
- cluster = SUPER_CLUSTER( x, y );
- origin = SUPER_ORIGIN( x, y );
- normal = SUPER_NORMAL( x, y );
- dirt = SUPER_DIRT( x, y );
-
- /* set default dirt */
- *dirt = 0.0f;
-
- /* 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;
- VectorCopy( origin, trace.origin );
- VectorCopy( normal, trace.normal );
-
- /* get dirt */
- *dirt = DirtForSample( &trace );
- }
- }
-
- /* testing no filtering */
- //% return;
-
- /* filter dirt */
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get luxel */
- cluster = SUPER_CLUSTER( x, y );
- dirt = SUPER_DIRT( x, y );
-
- /* filter dirt by adjacency to unmapped luxels */
- average = *dirt;
- samples = 1.0f;
- for( sy = (y - 1); sy <= (y + 1); sy++ )
- {
- 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 );
- dirt2 = SUPER_DIRT( sx, sy );
- if( *cluster < 0 || *dirt2 <= 0.0f )
- continue;
-
- /* add it */
- average += *dirt2;
- samples += 1.0f;
- }
-
- /* bail */
- if( samples <= 0.0f )
- break;
- }
-
- /* bail */
- if( samples <= 0.0f )
- continue;
-
- /* scale dirt */
- *dirt = average / samples;
- }
- }
-}
-
-
-
-/*
-SubmapRawLuxel()
-calculates the pvs cluster, origin, normal of a sub-luxel
-*/
-
-static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
-{
- int i, *cluster, *cluster2;
- float *origin, *origin2, *normal; //% , *normal2;
- vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
-
-
- /* calulate x vector */
- if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
- {
- cluster = SUPER_CLUSTER( x, y );
- origin = SUPER_ORIGIN( x, y );
- //% normal = SUPER_NORMAL( x, y );
- cluster2 = SUPER_CLUSTER( x + 1, y );
- origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
- //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
- }
- else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
- {
- cluster = SUPER_CLUSTER( x - 1, y );
- origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
- //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
- cluster2 = SUPER_CLUSTER( x, y );
- origin2 = SUPER_ORIGIN( x, y );
- //% normal2 = SUPER_NORMAL( x, y );
- }
- else
- {
- Error( "Spurious lightmap S vector\n" );
- }
-
- VectorSubtract( origin2, origin, originVecs[ 0 ] );
- //% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
-
- /* calulate y vector */
- if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
- {
- cluster = SUPER_CLUSTER( x, y );
- origin = SUPER_ORIGIN( x, y );
- //% normal = SUPER_NORMAL( x, y );
- cluster2 = SUPER_CLUSTER( x, y + 1 );
- origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
- //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
- }
- else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
- {
- cluster = SUPER_CLUSTER( x, y - 1 );
- origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
- //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
- cluster2 = SUPER_CLUSTER( x, y );
- origin2 = SUPER_ORIGIN( x, y );
- //% normal2 = SUPER_NORMAL( x, y );
- }
- else
- Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
-
- VectorSubtract( origin2, origin, originVecs[ 1 ] );
- //% VectorSubtract( normal2, normal, normalVecs[ 1 ] );
-
- /* calculate new origin */
- //% VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
- //% VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
- for( i = 0; i < 3; i++ )
- sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
-
- /* get cluster */
- *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
- if( *sampleCluster < 0 )
- return qfalse;
-
- /* calculate new normal */
- //% VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
- //% VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
- //% if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
- //% return qfalse;
- normal = SUPER_NORMAL( x, y );
- VectorCopy( normal, sampleNormal );
-
- /* return ok */
- return qtrue;
-}
-
-
-/*
-SubsampleRawLuxel_r()
-recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
-*/
-
-static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
-{
- int b, samples, mapped, lighted;
- int cluster[ 4 ];
- vec4_t luxel[ 4 ];
- vec3_t deluxel[ 3 ];
- vec3_t origin[ 4 ], normal[ 4 ];
- float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
- vec3_t color, direction, total;
-
-
- /* limit check */
- if( lightLuxel[ 3 ] >= lightSamples )
- return;
-
- /* setup */
- VectorClear( total );
- mapped = 0;
- lighted = 0;
-
- /* make 2x2 subsample stamp */
- for( b = 0; b < 4; b++ )
- {
- /* set origin */
- VectorCopy( sampleOrigin, origin[ b ] );
-
- /* calculate position */
- if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
- {
- cluster[ b ] = -1;
- continue;
- }
- mapped++;
-
- /* increment sample count */
- luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
-
- /* setup trace */
- trace->cluster = *cluster;
- VectorCopy( origin[ b ], trace->origin );
- VectorCopy( normal[ b ], trace->normal );
-
- /* 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 ] );
- if(lightDeluxel)
- {
- VectorCopy( trace->directionContribution, deluxel[ b ] );
- }
- VectorAdd( total, trace->color, total );
- if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
- lighted++;
- }
-
- /* subsample further? */
- if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
- (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
- lighted != 0 && lighted != mapped )
- {
- for( b = 0; b < 4; b++ )
- {
- if( cluster[ b ] < 0 )
- continue;
- SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.5f), luxel[ b ], lightDeluxel ? deluxel[ b ] : NULL );
- }
- }
-
- /* average */
- //% VectorClear( color );
- //% samples = 0;
- VectorCopy( lightLuxel, color );
- if(lightDeluxel)
- {
- VectorCopy( lightDeluxel, direction );
- }
- samples = 1;
- for( b = 0; b < 4; b++ )
- {
- if( cluster[ b ] < 0 )
- continue;
- VectorAdd( color, luxel[ b ], color );
- if(lightDeluxel)
- {
- VectorAdd( direction, deluxel[ b ], direction );
- }
- samples++;
- }
-
- /* add to luxel */
- if( samples > 0 )
- {
- /* average */
- color[ 0 ] /= samples;
- color[ 1 ] /= samples;
- color[ 2 ] /= samples;
-
- /* add to color */
- VectorCopy( color, lightLuxel );
- lightLuxel[ 3 ] += 1.0f;
-
- if(lightDeluxel)
- {
- direction[ 0 ] /= samples;
- direction[ 1 ] /= samples;
- direction[ 2 ] /= samples;
- VectorCopy( direction, lightDeluxel );
- }
- }
-}
-
-/* A mostly Gaussian-like bounded random distribution (sigma is expected standard deviation) */
-static void GaussLikeRandom(float sigma, float *x, float *y)
-{
- float r;
- r = Random() * 2 * Q_PI;
- *x = sigma * 2.73861278752581783822 * cos(r);
- *y = sigma * 2.73861278752581783822 * sin(r);
- r = Random();
- r = 1 - sqrt(r);
- r = 1 - sqrt(r);
- *x *= r;
- *y *= r;
-}
-static void RandomSubsampleRawLuxel( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
-{
- int b, mapped;
- int cluster;
- vec3_t origin, normal;
- vec3_t total, totaldirection;
- float dx, dy;
-
- VectorClear( total );
- VectorClear( totaldirection );
- mapped = 0;
- for(b = 0; b < lightSamples; ++b)
- {
- /* set origin */
- VectorCopy( sampleOrigin, origin );
- GaussLikeRandom(bias, &dx, &dy);
-
- /* calculate position */
- if( !SubmapRawLuxel( lm, x, y, dx, dy, &cluster, origin, normal ) )
- {
- cluster = -1;
- continue;
- }
- mapped++;
-
- trace->cluster = cluster;
- VectorCopy( origin, trace->origin );
- VectorCopy( normal, trace->normal );
-
- LightContributionToSample( trace );
- VectorAdd( total, trace->color, total );
- if(lightDeluxel)
- {
- VectorAdd( totaldirection, trace->directionContribution, totaldirection );
- }
- }
-
- /* add to luxel */
- if( mapped > 0 )
- {
- /* average */
- lightLuxel[ 0 ] = total[ 0 ] / mapped;
- lightLuxel[ 1 ] = total[ 1 ] / mapped;
- lightLuxel[ 2 ] = total[ 2 ] / mapped;
-
- if(lightDeluxel)
- {
- lightDeluxel[ 0 ] = totaldirection[ 0 ] / mapped;
- lightDeluxel[ 1 ] = totaldirection[ 1 ] / mapped;
- lightDeluxel[ 2 ] = totaldirection[ 2 ] / mapped;
- }
- }
-}
-
-
-
-/*
-IlluminateRawLightmap()
-illuminates the luxels
-*/
-
-#define STACK_LL_SIZE (SUPER_LUXEL_SIZE * 64 * 64)
-#define LIGHT_LUXEL( x, y ) (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
-#define LIGHT_DELUXEL( x, y ) (lightDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))
-
-void IlluminateRawLightmap( int rawLightmapNum )
-{
- int i, t, x, y, sx, sy, size, luxelFilterRadius, lightmapNum;
- int *cluster, *cluster2, mapped, lighted, totalLighted;
- size_t llSize, ldSize;
- rawLightmap_t *lm;
- surfaceInfo_t *info;
- qboolean filterColor, filterDir;
- float brightness;
- float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
- unsigned char *flag;
- float *lightLuxels, *lightDeluxels, *lightLuxel, *lightDeluxel, samples, filterRadius, weight;
- vec3_t color, direction, 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 ];
-
-
- /* bail if this number exceeds the number of raw lightmaps */
- if( rawLightmapNum >= numRawLightmaps )
- return;
-
- /* get lightmap */
- lm = &rawLightmaps[ rawLightmapNum ];
-
- /* setup trace */
- trace.testOcclusion = !noTrace;
- trace.forceSunlight = qfalse;
- trace.recvShadows = lm->recvShadows;
- trace.numSurfaces = lm->numLightSurfaces;
- trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
- trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
-
- /* 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 )
- {
- trace.twoSided = qtrue;
- break;
- }
- }
-
- /* create a culled light list for this raw lightmap */
- CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
-
- /* -----------------------------------------------------------------
- fill pass
- ----------------------------------------------------------------- */
-
- /* set counts */
- numLuxelsIlluminated += (lm->sw * lm->sh);
-
- /* test debugging state */
- if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
- {
- /* debug fill the luxels */
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get cluster */
- cluster = SUPER_CLUSTER( x, y );
-
- /* only fill mapped luxels */
- if( *cluster < 0 )
- continue;
-
- /* get particulars */
- luxel = SUPER_LUXEL( 0, x, y );
- origin = SUPER_ORIGIN( x, y );
- normal = SUPER_NORMAL( x, y );
-
- /* color the luxel with raw lightmap num? */
- if( debugSurfaces )
- VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
-
- /* color the luxel with lightmap axis? */
- else if( debugAxis )
- {
- luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
- luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
- luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
- }
-
- /* color the luxel with luxel cluster? */
- else if( debugCluster )
- VectorCopy( debugColors[ *cluster % 12 ], luxel );
-
- /* color the luxel with luxel origin? */
- else if( debugOrigin )
- {
- VectorSubtract( lm->maxs, lm->mins, temp );
- VectorScale( temp, (1.0f / 255.0f), temp );
- VectorSubtract( origin, lm->mins, temp2 );
- luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
- luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
- luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
- }
-
- /* color the luxel with the normal */
- else if( normalmap )
- {
- luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
- luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
- luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
- }
-
- /* otherwise clear it */
- else
- VectorClear( luxel );
-
- /* add to counts */
- luxel[ 3 ] = 1.0f;
- }
- }
- }
- else
- {
- /* allocate temporary per-light luxel storage */
- llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
- ldSize = lm->sw * lm->sh * SUPER_DELUXEL_SIZE * sizeof( float );
- if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
- lightLuxels = stackLightLuxels;
- else
- lightLuxels = safe_malloc( llSize );
- if(deluxemap)
- lightDeluxels = safe_malloc( ldSize );
- else
- lightDeluxels = NULL;
-
- /* clear luxels */
- //% memset( lm->superLuxels[ 0 ], 0, llSize );
-
- /* set ambient color */
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get cluster */
- cluster = SUPER_CLUSTER( x, y );
- luxel = SUPER_LUXEL( 0, x, y );
- normal = SUPER_NORMAL( x, y );
- deluxel = SUPER_DELUXEL( x, y );
-
- /* blacken unmapped clusters */
- if( *cluster < 0 )
- VectorClear( luxel );
-
- /* set ambient */
- else
- {
- VectorCopy( ambientColor, luxel );
- if( deluxemap )
- {
- 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;
- }
- }
- }
-
- /* clear styled lightmaps */
- size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
- for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- if( lm->superLuxels[ lightmapNum ] != NULL )
- memset( lm->superLuxels[ lightmapNum ], 0, size );
- }
-
- /* debugging code */
- //% if( trace.numLights <= 0 )
- //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
-
- /* walk light list */
- for( i = 0; i < trace.numLights; i++ )
- {
- /* setup trace */
- trace.light = trace.lights[ i ];
-
- /* style check */
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- if( lm->styles[ lightmapNum ] == trace.light->style ||
- lm->styles[ lightmapNum ] == LS_NONE )
- break;
- }
-
- /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
- if( lightmapNum >= MAX_LIGHTMAPS )
- {
- Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
- continue;
- }
-
- /* setup */
- memset( lightLuxels, 0, llSize );
- if(deluxemap)
- memset( lightDeluxels, 0, ldSize );
- 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 || lightRandomSamples) && 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++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get cluster */
- cluster = SUPER_CLUSTER( x, y );
- if( *cluster < 0 )
- continue;
-
- /* get particulars */
- lightLuxel = LIGHT_LUXEL( x, y );
- lightDeluxel = LIGHT_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 ////
- if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
- {
- lightLuxel[ 1 ] = 255;
- lightLuxel[ 3 ] = 1.0f;
- totalLighted++;
- }
- else
-#endif
- {
- /* set contribution count */
- lightLuxel[ 3 ] = 1.0f;
-
- /* setup trace */
- trace.cluster = *cluster;
- VectorCopy( origin, trace.origin );
- VectorCopy( normal, trace.normal );
-
- /* get light for this sample */
- LightContributionToSample( &trace );
- VectorCopy( trace.color, lightLuxel );
-
- /* add the contribution to the deluxemap */
- if( deluxemap )
- {
- VectorCopy( trace.directionContribution, lightDeluxel );
- }
-
- /* check for evilness */
- if(trace.forceSubsampling > 1.0f && (lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0)
- {
- totalLighted++;
- *flag |= FLAG_FORCE_SUBSAMPLING; /* force */
- }
- /* add to count */
- else if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
- totalLighted++;
- }
- }
- }
-
- /* don't even bother with everything else if nothing was lit */
- if( totalLighted == 0 )
- continue;
-
- /* 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 || lightRandomSamples) && luxelFilterRadius == 0 )
- {
- /* walk luxels */
- for( y = 0; y < (lm->sh - 1); y++ )
- {
- for( x = 0; x < (lm->sw - 1); x++ )
- {
- /* setup */
- mapped = 0;
- lighted = 0;
- VectorClear( total );
-
- /* test 2x2 stamp */
- for( t = 0; t < 4; t++ )
- {
- /* set sample coords */
- sx = x + tests[ t ][ 0 ];
- sy = y + tests[ t ][ 1 ];
-
- /* get cluster */
- cluster = SUPER_CLUSTER( sx, sy );
- if( *cluster < 0 )
- continue;
- 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 )
- lighted++;
- }
-
- /* if total color is under a certain amount, then don't bother subsampling */
- if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
- continue;
-
- /* if all 4 pixels are either in shadow or light, then don't subsample */
- if( lighted != 0 && lighted != mapped )
- {
- for( t = 0; t < 4; t++ )
- {
- /* set sample coords */
- sx = x + tests[ t ][ 0 ];
- sy = y + tests[ t ][ 1 ];
-
- /* get luxel */
- 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 );
- lightDeluxel = LIGHT_DELUXEL( sx, sy );
- origin = SUPER_ORIGIN( sx, sy );
-
- /* only subsample shadowed luxels */
- //% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
- //% continue;
-
- /* subsample it */
- if(lightRandomSamples)
- RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
- else
- SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
-
- *flag |= FLAG_ALREADY_SUBSAMPLED;
-
- /* debug code to colorize subsampled areas to yellow */
- //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
- //% VectorSet( luxel, 255, 204, 0 );
- }
- }
- }
- }
- }
-
- /* tertiary pass, apply dirt map (ambient occlusion) */
- if( 0 && dirty )
- {
- /* walk luxels */
- 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 */
- lightLuxel = LIGHT_LUXEL( x, y );
- dirt = SUPER_DIRT( x, y );
-
- /* scale light value */
- VectorScale( lightLuxel, *dirt, lightLuxel );
- }
- }
- }
-
- /* allocate sampling lightmap storage */
- if( lm->superLuxels[ lightmapNum ] == NULL )
- {
- /* allocate sampling lightmap storage */
- size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
- lm->superLuxels[ lightmapNum ] = safe_malloc( size );
- memset( lm->superLuxels[ lightmapNum ], 0, size );
- }
-
- /* set style */
- if( lightmapNum > 0 )
- {
- lm->styles[ lightmapNum ] = trace.light->style;
- //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
- }
-
- /* copy to permanent luxels */
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get cluster and origin */
- cluster = SUPER_CLUSTER( x, y );
- if( *cluster < 0 )
- continue;
- origin = SUPER_ORIGIN( x, y );
-
- /* filter? */
- if( luxelFilterRadius )
- {
- /* setup */
- VectorClear( averageColor );
- VectorClear( averageDir );
- samples = 0.0f;
-
- /* cheaper distance-based filtering */
- for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
- {
- if( sy < 0 || sy >= lm->sh )
- continue;
-
- for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
- {
- if( sx < 0 || sx >= lm->sw )
- continue;
-
- /* get particulars */
- cluster = SUPER_CLUSTER( sx, sy );
- if( *cluster < 0 )
- continue;
- lightLuxel = LIGHT_LUXEL( sx, sy );
- lightDeluxel = LIGHT_DELUXEL( sx, sy );
-
- /* create weight */
- weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
- weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
-
- /* scale luxel by filter weight */
- VectorScale( lightLuxel, weight, color );
- VectorAdd( averageColor, color, averageColor );
- if(deluxemap)
- {
- VectorScale( lightDeluxel, weight, direction );
- VectorAdd( averageDir, direction, averageDir );
- }
- samples += weight;
- }
- }
-
- /* any samples? */
- if( samples <= 0.0f )
- continue;
-
- /* scale into luxel */
- luxel = SUPER_LUXEL( lightmapNum, x, y );
- luxel[ 3 ] = 1.0f;
-
- /* handle negative light */
- if( trace.light->flags & LIGHT_NEGATIVE )
- {
- luxel[ 0 ] -= averageColor[ 0 ] / samples;
- luxel[ 1 ] -= averageColor[ 1 ] / samples;
- luxel[ 2 ] -= averageColor[ 2 ] / samples;
- }
-
- /* handle normal light */
- else
- {
- luxel[ 0 ] += averageColor[ 0 ] / samples;
- luxel[ 1 ] += averageColor[ 1 ] / samples;
- luxel[ 2 ] += averageColor[ 2 ] / samples;
- }
-
- if(deluxemap)
- {
- /* scale into luxel */
- deluxel = SUPER_DELUXEL( x, y );
- deluxel[ 0 ] += averageDir[ 0 ] / samples;
- deluxel[ 1 ] += averageDir[ 1 ] / samples;
- deluxel[ 2 ] += averageDir[ 2 ] / samples;
- }
- }
-
- /* single sample */
- else
- {
- /* get particulars */
- lightLuxel = LIGHT_LUXEL( x, y );
- lightDeluxel = LIGHT_DELUXEL( x, y );
- luxel = SUPER_LUXEL( lightmapNum, x, y );
- deluxel = SUPER_DELUXEL( x, y );
-
- /* handle negative light */
- if( trace.light->flags & LIGHT_NEGATIVE )
- VectorScale( averageColor, -1.0f, averageColor );
-
- /* add color */
- luxel[ 3 ] = 1.0f;
-
- /* handle negative light */
- if( trace.light->flags & LIGHT_NEGATIVE )
- VectorSubtract( luxel, lightLuxel, luxel );
-
- /* handle normal light */
- else
- VectorAdd( luxel, lightLuxel, luxel );
-
- if(deluxemap)
- {
- VectorAdd( deluxel, lightDeluxel, deluxel );
- }
- }
- }
- }
- }
-
- /* free temporary luxels */
- if( lightLuxels != stackLightLuxels )
- free( lightLuxels );
-
- if(deluxemap)
- free( lightDeluxels );
- }
-
- /* free light list */
- FreeTraceLights( &trace );
-
- /* floodlight pass */
- if( floodlighty )
- FloodlightIlluminateLightmap(lm);
-
- if (debugnormals)
- {
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- /* early out */
- if( lm->superLuxels[ lightmapNum ] == NULL )
- continue;
-
- 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 );
- normal = SUPER_NORMAL ( x, y );
-
- luxel[0]=(normal[0]*127)+127;
- luxel[1]=(normal[1]*127)+127;
- luxel[2]=(normal[2]*127)+127;
- }
- }
- }
- }
-
- /* -----------------------------------------------------------------
- dirt pass
- ----------------------------------------------------------------- */
-
- if( dirty )
- {
- /* walk lightmaps */
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- /* early out */
- if( lm->superLuxels[ lightmapNum ] == NULL )
- continue;
-
- /* apply dirt 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 ) // TODO why not do this check? These pixels should be zero anyway
- //% continue;
-
- /* get particulars */
- luxel = SUPER_LUXEL( lightmapNum, x, y );
- dirt = SUPER_DIRT( x, y );
-
- /* apply dirt */
- VectorScale( luxel, *dirt, luxel );
-
- /* debugging */
- if( dirtDebug )
- VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
- }
- }
- }
- }
-
- /* -----------------------------------------------------------------
- filter pass
- ----------------------------------------------------------------- */
-
- /* walk lightmaps */
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- /* early out */
- if( lm->superLuxels[ lightmapNum ] == NULL )
- continue;
-
- /* average occluded luxels from neighbors */
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get particulars */
- cluster = SUPER_CLUSTER( x, y );
- luxel = SUPER_LUXEL( lightmapNum, x, y );
- deluxel = SUPER_DELUXEL( x, y );
- normal = SUPER_NORMAL( x, y );
-
- /* determine if filtering is necessary */
- filterColor = qfalse;
- filterDir = qfalse;
- 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;
-
- if( !filterColor && !filterDir )
- continue;
-
- /* choose seed amount */
- VectorClear( averageColor );
- VectorClear( averageDir );
- samples = 0.0f;
-
- /* walk 3x3 matrix */
- for( sy = (y - 1); sy <= (y + 1); sy++ )
- {
- 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 neighbor's particulars */
- cluster2 = SUPER_CLUSTER( sx, sy );
- luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
- deluxel2 = SUPER_DELUXEL( sx, sy );
-
- /* ignore unmapped/unlit luxels */
- if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
- (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
- continue;
-
- /* add its distinctiveness to our own */
- VectorAdd( averageColor, luxel2, averageColor );
- samples += luxel2[ 3 ];
- if( filterDir )
- VectorAdd( averageDir, deluxel2, averageDir );
- }
- }
-
- /* fall through */
- if( samples <= 0.0f )
- continue;
-
- /* dark lightmap seams */
- if( dark )
- {
- if( lightmapNum == 0 )
- VectorMA( averageColor, 2.0f, ambientColor, averageColor );
- samples += 2.0f;
- }
-
- /* average it */
- if( filterColor )
- {
- VectorDivide( averageColor, samples, luxel );
- luxel[ 3 ] = 1.0f;
- }
- if( filterDir )
- VectorDivide( averageDir, samples, deluxel );
-
- /* set cluster to -3 */
- if( *cluster < 0 )
- *cluster = CLUSTER_FLOODED;
- }
- }
- }
-
-
-#if 0
- // audit pass
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- /* early out */
- if( lm->superLuxels[ lightmapNum ] == NULL )
- continue;
- for( y = 0; y < lm->sh; y++ )
- for( x = 0; x < lm->sw; x++ )
- {
- /* get cluster */
- cluster = SUPER_CLUSTER( x, y );
- luxel = SUPER_LUXEL( lightmapNum, x, y );
- deluxel = SUPER_DELUXEL( x, y );
- if(!luxel || !deluxel || !cluster)
- {
- Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
- continue;
- }
- else if(*cluster < 0)
- {
- // unmapped pixel
- // should have neither deluxemap nor lightmap
- if(deluxel[3])
- Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
- }
- else
- {
- // mapped pixel
- // should have both deluxemap and lightmap
- if(deluxel[3])
- Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
- }
- }
- }
-#endif
-}
-
-
-
-/*
-IlluminateVertexes()
-light the surface vertexes
-*/
-
-#define VERTEX_NUDGE 4.0f
-
-void IlluminateVertexes( int num )
-{
- int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
- int lightmapNum, numAvg;
- float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
- vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
- bspDrawSurface_t *ds;
- surfaceInfo_t *info;
- rawLightmap_t *lm;
- bspDrawVert_t *verts;
- trace_t trace;
- float floodLightAmount;
- vec3_t floodColor;
-
-
- /* get surface, info, and raw lightmap */
- ds = &bspDrawSurfaces[ num ];
- info = &surfaceInfos[ num ];
- lm = info->lm;
-
- /* -----------------------------------------------------------------
- illuminate the vertexes
- ----------------------------------------------------------------- */
-
- /* calculate vertex lighting for surfaces without lightmaps */
- if( lm == NULL || cpmaHack )
- {
- /* setup trace */
- trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
- trace.forceSunlight = info->si->forceSunlight;
- trace.recvShadows = info->recvShadows;
- trace.numSurfaces = 1;
- trace.surfaces = #
- trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
-
- /* twosided lighting */
- trace.twoSided = info->si->twoSided;
-
- /* make light list for this surface */
- CreateTraceLightsForSurface( num, &trace );
-
- /* setup */
- verts = yDrawVerts + ds->firstVert;
- numAvg = 0;
- memset( avgColors, 0, sizeof( avgColors ) );
-
- /* walk the surface verts */
- for( i = 0; i < ds->numVerts; i++ )
- {
- /* get vertex luxel */
- radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
-
- /* color the luxel with raw lightmap num? */
- if( debugSurfaces )
- VectorCopy( debugColors[ num % 12 ], radVertLuxel );
-
- /* color the luxel with luxel origin? */
- else if( debugOrigin )
- {
- VectorSubtract( info->maxs, info->mins, temp );
- VectorScale( temp, (1.0f / 255.0f), temp );
- VectorSubtract( origin, lm->mins, temp2 );
- radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
- radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
- radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
- }
-
- /* color the luxel with the normal */
- else if( normalmap )
- {
- radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
- radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
- radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
- }
-
- /* illuminate the vertex */
- else
- {
- /* clear vertex luxel */
- VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
-
- /* try at initial origin */
- trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
- if( trace.cluster >= 0 )
- {
- /* setup trace */
- VectorCopy( verts[ i ].xyz, trace.origin );
- VectorCopy( verts[ i ].normal, trace.normal );
-
- /* r7 dirt */
- 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 );
-
- /* store */
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- /* 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 );
- VectorCopy( colors[ lightmapNum ], radVertLuxel );
- VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
- }
- }
-
- /* is this sample bright enough? */
- radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
- if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
- radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
- radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
- {
- /* nudge the sample point around a bit */
- for( x = 0; x < 5; x++ )
- {
- /* two's complement 0, 1, -1, 2, -2, etc */
- x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
-
- for( y = 0; y < 5; y++ )
- {
- y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
-
- for( z = 0; z < 5; z++ )
- {
- z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
-
- /* nudge origin */
- trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
- trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
- trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
-
- /* try at nudged origin */
- trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
- if( trace.cluster < 0 )
- continue;
-
- /* r7 dirt */
- 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 );
-
- /* store */
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- /* 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 );
- VectorCopy( colors[ lightmapNum ], radVertLuxel );
- }
-
- /* bright enough? */
- radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
- if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
- radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
- radVertLuxel[ 2 ] > ambientColor[ 2 ] )
- x = y = z = 1000;
- }
- }
- }
- }
-
- /* add to average? */
- radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
- if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
- radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
- radVertLuxel[ 2 ] > ambientColor[ 2 ] )
- {
- numAvg++;
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
- VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
- }
- }
- }
-
- /* another happy customer */
- numVertsIlluminated++;
- }
-
- /* set average color */
- if( numAvg > 0 )
- {
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
- }
- else
- {
- VectorCopy( ambientColor, avgColors[ 0 ] );
- }
-
- /* clean up and store vertex color */
- for( i = 0; i < ds->numVerts; i++ )
- {
- /* get vertex luxel */
- radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
-
- /* store average in occluded vertexes */
- if( radVertLuxel[ 0 ] < 0.0f )
- {
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
- VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
-
- /* debug code */
- //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
- }
- }
-
- /* store it */
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- /* get luxels */
- vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
- radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-
- /* store */
- if( bouncing || bounce == 0 || !bounceOnly )
- VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
- if( !info->si->noVertexLight )
- ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
- }
- }
-
- /* free light list */
- FreeTraceLights( &trace );
-
- /* return to sender */
- return;
- }
-
- /* -----------------------------------------------------------------
- reconstitute vertex lighting from the luxels
- ----------------------------------------------------------------- */
-
- /* set styles from lightmap */
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
-
- /* get max search radius */
- maxRadius = lm->sw;
- maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
-
- /* walk the surface verts */
- verts = yDrawVerts + ds->firstVert;
- for( i = 0; i < ds->numVerts; i++ )
- {
- /* do each lightmap */
- for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
- {
- /* early out */
- if( lm->superLuxels[ lightmapNum ] == NULL )
- continue;
-
- /* get luxel coords */
- x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
- y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
- if( x < 0 )
- x = 0;
- else if( x >= lm->sw )
- x = lm->sw - 1;
- if( y < 0 )
- y = 0;
- else if( y >= lm->sh )
- y = lm->sh - 1;
-
- /* get vertex luxels */
- vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
- radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-
- /* color the luxel with the normal? */
- if( normalmap )
- {
- radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
- radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
- radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
- }
-
- /* color the luxel with surface num? */
- else if( debugSurfaces )
- VectorCopy( debugColors[ num % 12 ], radVertLuxel );
-
- /* divine color from the superluxels */
- else
- {
- /* increasing radius */
- VectorClear( radVertLuxel );
- samples = 0.0f;
- for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
- {
- /* sample within radius */
- for( sy = (y - radius); sy <= (y + radius); sy++ )
- {
- if( sy < 0 || sy >= lm->sh )
- continue;
-
- for( sx = (x - radius); sx <= (x + radius); sx++ )
- {
- if( sx < 0 || sx >= lm->sw )
- continue;
-
- /* get luxel particulars */
- luxel = SUPER_LUXEL( lightmapNum, sx, sy );
- cluster = SUPER_CLUSTER( sx, sy );
- if( *cluster < 0 )
- continue;
-
- /* testing: must be brigher than ambient color */
- //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
- //% continue;
-
- /* add its distinctiveness to our own */
- VectorAdd( radVertLuxel, luxel, radVertLuxel );
- samples += luxel[ 3 ];
- }
- }
- }
-
- /* any color? */
- if( samples > 0.0f )
- VectorDivide( radVertLuxel, samples, radVertLuxel );
- else
- VectorCopy( ambientColor, radVertLuxel );
- }
-
- /* store into floating point storage */
- VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
- numVertsIlluminated++;
-
- /* store into bytes (for vertex approximation) */
- if( !info->si->noVertexLight )
- ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
- }
- }
-}
-
-
-
-/* -------------------------------------------------------------------------------
-
-light optimization (-fast)
-
-creates a list of lights that will affect a surface and stores it in tw
-this is to optimize surface lighting by culling out as many of the
-lights in the world as possible from further calculation
-
-------------------------------------------------------------------------------- */
-
-/*
-SetupBrushes()
-determines opaque brushes in the world and find sky shaders for sunlight calculations
-*/
-
-void SetupBrushes( void )
-{
- int i, j, b, compileFlags;
- qboolean inside;
- bspBrush_t *brush;
- bspBrushSide_t *side;
- bspShader_t *shader;
- shaderInfo_t *si;
-
-
- /* note it */
- Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
-
- /* allocate */
- if( opaqueBrushes == NULL )
- opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
-
- /* clear */
- memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
- numOpaqueBrushes = 0;
-
- /* walk the list of worldspawn brushes */
- for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
- {
- /* get brush */
- b = bspModels[ 0 ].firstBSPBrush + i;
- brush = &bspBrushes[ b ];
-
- /* check all sides */
- inside = qtrue;
- compileFlags = 0;
- for( j = 0; j < brush->numSides && inside; j++ )
- {
- /* do bsp shader calculations */
- side = &bspBrushSides[ brush->firstSide + j ];
- shader = &bspShaders[ side->shaderNum ];
-
- /* get shader info */
- si = ShaderInfoForShader( shader->shader );
- if( si == NULL )
- continue;
-
- /* or together compile flags */
- compileFlags |= si->compileFlags;
- }
-
- /* determine if this brush is opaque to light */
- if( !(compileFlags & C_TRANSLUCENT) )
- {
- opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
- numOpaqueBrushes++;
- maxOpaqueBrush = i;
- }
- }
-
- /* emit some statistics */
- Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
-}
-
-
-
-/*
-ClusterVisible()
-determines if two clusters are visible to each other using the PVS
-*/
-
-qboolean ClusterVisible( int a, int b )
-{
- int portalClusters, leafBytes;
- byte *pvs;
-
-
- /* dummy check */
- if( a < 0 || b < 0 )
- return qfalse;
-
- /* early out */
- if( a == b )
- return qtrue;
-
- /* not vised? */
- if( numBSPVisBytes <=8 )
- return qtrue;
-
- /* get pvs data */
- portalClusters = ((int *) bspVisBytes)[ 0 ];
- leafBytes = ((int*) bspVisBytes)[ 1 ];
- pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
-
- /* check */
- if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
- return qtrue;
- return qfalse;
-}
-
-
-
-/*
-PointInLeafNum_r()
-borrowed from vlight.c
-*/
-
-int PointInLeafNum_r( vec3_t point, int nodenum )
-{
- int leafnum;
- vec_t dist;
- bspNode_t *node;
- bspPlane_t *plane;
-
-
- while( nodenum >= 0 )
- {
- node = &bspNodes[ nodenum ];
- plane = &bspPlanes[ node->planeNum ];
- dist = DotProduct( point, plane->normal ) - plane->dist;
- if( dist > 0.1 )
- nodenum = node->children[ 0 ];
- else if( dist < -0.1 )
- nodenum = node->children[ 1 ];
- else
- {
- leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
- if( bspLeafs[ leafnum ].cluster != -1 )
- return leafnum;
- nodenum = node->children[ 1 ];
- }
- }
-
- leafnum = -nodenum - 1;
- return leafnum;
-}
-
-
-
-/*
-PointInLeafnum()
-borrowed from vlight.c
-*/
-
-int PointInLeafNum( vec3_t point )
-{
- return PointInLeafNum_r( point, 0 );
-}
-
-
-
-/*
-ClusterVisibleToPoint() - ydnar
-returns qtrue if point can "see" cluster
-*/
-
-qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
-{
- int pointCluster;
-
-
- /* get leafNum for point */
- pointCluster = ClusterForPoint( point );
- if( pointCluster < 0 )
- return qfalse;
-
- /* check pvs */
- return ClusterVisible( pointCluster, cluster );
-}
-
-
-
-/*
-ClusterForPoint() - ydnar
-returns the pvs cluster for point
-*/
-
-int ClusterForPoint( vec3_t point )
-{
- int leafNum;
-
-
- /* get leafNum for point */
- leafNum = PointInLeafNum( point );
- if( leafNum < 0 )
- return -1;
-
- /* return the cluster */
- return bspLeafs[ leafNum ].cluster;
-}
-
-
-
-/*
-ClusterForPointExt() - ydnar
-also takes brushes into account for occlusion testing
-*/
-
-int ClusterForPointExt( vec3_t point, float epsilon )
-{
- int i, j, b, leafNum, cluster;
- float dot;
- qboolean inside;
- int *brushes, numBSPBrushes;
- bspLeaf_t *leaf;
- bspBrush_t *brush;
- bspPlane_t *plane;
-
-
- /* get leaf for point */
- leafNum = PointInLeafNum( point );
- if( leafNum < 0 )
- return -1;
- leaf = &bspLeafs[ leafNum ];
-
- /* get the cluster */
- cluster = leaf->cluster;
- if( cluster < 0 )
- return -1;
-
- /* transparent leaf, so check point against all brushes in the leaf */
- brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
- numBSPBrushes = leaf->numBSPLeafBrushes;
- for( i = 0; i < numBSPBrushes; i++ )
- {
- /* get parts */
- b = brushes[ i ];
- if( b > maxOpaqueBrush )
- continue;
- brush = &bspBrushes[ b ];
- if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
- continue;
-
- /* check point against all planes */
- inside = qtrue;
- for( j = 0; j < brush->numSides && inside; j++ )
- {
- plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
- dot = DotProduct( point, plane->normal );
- dot -= plane->dist;
- if( dot > epsilon )
- inside = qfalse;
- }
-
- /* if inside, return bogus cluster */
- if( inside )
- return -1 - b;
- }
-
- /* if the point made it this far, it's not inside any opaque brushes */
- return cluster;
-}
-
-
-
-/*
-ClusterForPointExtFilter() - ydnar
-adds cluster checking against a list of known valid clusters
-*/
-
-int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
-{
- int i, cluster;
-
-
- /* get cluster for point */
- cluster = ClusterForPointExt( point, epsilon );
-
- /* check if filtering is necessary */
- if( cluster < 0 || numClusters <= 0 || clusters == NULL )
- return cluster;
-
- /* filter */
- for( i = 0; i < numClusters; i++ )
- {
- if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
- return cluster;
- }
-
- /* failed */
- return -1;
-}
-
-
-
-/*
-ShaderForPointInLeaf() - ydnar
-checks a point against all brushes in a leaf, returning the shader of the brush
-also sets the cumulative surface and content flags for the brush hit
-*/
-
-int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
-{
- int i, j;
- float dot;
- qboolean inside;
- int *brushes, numBSPBrushes;
- bspLeaf_t *leaf;
- bspBrush_t *brush;
- bspBrushSide_t *side;
- bspPlane_t *plane;
- bspShader_t *shader;
- int allSurfaceFlags, allContentFlags;
-
-
- /* clear things out first */
- *surfaceFlags = 0;
- *contentFlags = 0;
-
- /* get leaf */
- if( leafNum < 0 )
- return -1;
- leaf = &bspLeafs[ leafNum ];
-
- /* transparent leaf, so check point against all brushes in the leaf */
- brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
- numBSPBrushes = leaf->numBSPLeafBrushes;
- for( i = 0; i < numBSPBrushes; i++ )
- {
- /* get parts */
- brush = &bspBrushes[ brushes[ i ] ];
-
- /* check point against all planes */
- inside = qtrue;
- allSurfaceFlags = 0;
- allContentFlags = 0;
- for( j = 0; j < brush->numSides && inside; j++ )
- {
- side = &bspBrushSides[ brush->firstSide + j ];
- plane = &bspPlanes[ side->planeNum ];
- dot = DotProduct( point, plane->normal );
- dot -= plane->dist;
- if( dot > epsilon )
- inside = qfalse;
- else
- {
- shader = &bspShaders[ side->shaderNum ];
- allSurfaceFlags |= shader->surfaceFlags;
- allContentFlags |= shader->contentFlags;
- }
- }
-
- /* handle if inside */
- if( inside )
- {
- /* if there are desired flags, check for same and continue if they aren't matched */
- if( wantContentFlags && !(wantContentFlags & allContentFlags) )
- continue;
- if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
- continue;
-
- /* store the cumulative flags and return the brush shader (which is mostly useless) */
- *surfaceFlags = allSurfaceFlags;
- *contentFlags = allContentFlags;
- return brush->shaderNum;
- }
- }
-
- /* if the point made it this far, it's not inside any brushes */
- return -1;
-}
-
-
-
-/*
-ChopBounds()
-chops a bounding box by the plane defined by origin and normal
-returns qfalse if the bounds is entirely clipped away
-
-this is not exactly the fastest way to do this...
-*/
-
-qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
-{
- /* FIXME: rewrite this so it doesn't use bloody brushes */
- return qtrue;
-}
-
-
-
-/*
-SetupEnvelopes()
-calculates each light's effective envelope,
-taking into account brightness, type, and pvs.
-*/
-
-#define LIGHT_EPSILON 0.125f
-#define LIGHT_NUDGE 2.0f
-
-void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
-{
- int i, x, y, z, x1, y1, z1;
- light_t *light, *light2, **owner;
- bspLeaf_t *leaf;
- vec3_t origin, dir, mins, maxs;
- float radius, intensity;
- light_t *buckets[ 256 ];
-
-
- /* early out for weird cases where there are no lights */
- if( lights == NULL )
- return;
-
- /* note it */
- Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
-
- /* count lights */
- numLights = 0;
- numCulledLights = 0;
- owner = &lights;
- while( *owner != NULL )
- {
- /* get light */
- light = *owner;
-
- /* handle negative lights */
- if( light->photons < 0.0f || light->add < 0.0f )
- {
- light->photons *= -1.0f;
- light->add *= -1.0f;
- light->flags |= LIGHT_NEGATIVE;
- }
-
- /* sunlight? */
- if( light->type == EMIT_SUN )
- {
- /* special cased */
- light->cluster = 0;
- light->envelope = MAX_WORLD_COORD * 8.0f;
- VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
- VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
- }
-
- /* everything else */
- else
- {
- /* get pvs cluster for light */
- light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
-
- /* invalid cluster? */
- if( light->cluster < 0 )
- {
- /* nudge the sample point around a bit */
- for( x = 0; x < 4; x++ )
- {
- /* two's complement 0, 1, -1, 2, -2, etc */
- x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
-
- for( y = 0; y < 4; y++ )
- {
- y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
-
- for( z = 0; z < 4; z++ )
- {
- z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
-
- /* nudge origin */
- origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
- origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
- origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
-
- /* try at nudged origin */
- light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
- if( light->cluster < 0 )
- continue;
-
- /* set origin */
- VectorCopy( origin, light->origin );
- }
- }
- }
- }
-
- /* only calculate for lights in pvs and outside of opaque brushes */
- if( light->cluster >= 0 )
- {
- /* set light fast flag */
- if( fastFlag )
- light->flags |= LIGHT_FAST_TEMP;
- else
- light->flags &= ~LIGHT_FAST_TEMP;
- if( light->si && light->si->noFast )
- light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
-
- /* clear light envelope */
- light->envelope = 0;
-
- /* handle area lights */
- if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
- {
- /* ugly hack to calculate extent for area lights, but only done once */
- VectorScale( light->normal, -1.0f, dir );
- for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
- {
- float factor;
-
- VectorMA( light->origin, radius, light->normal, origin );
- factor = PointToPolygonFormFactor( origin, dir, light->w );
- if( factor < 0.0f )
- factor *= -1.0f;
- if( (factor * light->add) <= light->falloffTolerance )
- light->envelope = radius;
- }
-
- /* check for fast mode */
- if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
- light->envelope = MAX_WORLD_COORD * 8.0f;
- intensity = light->photons; /* hopefully not used */
- }
- else
- {
- radius = 0.0f;
- intensity = light->photons;
- }
-
- /* other calcs */
- if( light->envelope <= 0.0f )
- {
- /* solve distance for non-distance lights */
- if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
- light->envelope = MAX_WORLD_COORD * 8.0f;
-
- /* solve distance for linear lights */
- else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
- //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
- light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
-
- /*
- add = angle * light->photons * linearScale - (dist * light->fade);
- T = (light->photons * linearScale) - (dist * light->fade);
- T + (dist * light->fade) = (light->photons * linearScale);
- dist * light->fade = (light->photons * linearScale) - T;
- dist = ((light->photons * linearScale) - T) / light->fade;
- */
-
- /* solve for inverse square falloff */
- else
- light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
-
- /*
- add = light->photons / (dist * dist);
- T = light->photons / (dist * dist);
- T * (dist * dist) = light->photons;
- dist = sqrt( light->photons / T );
- */
- }
-
- /* chop radius against pvs */
- {
- /* clear bounds */
- ClearBounds( mins, maxs );
-
- /* check all leaves */
- for( i = 0; i < numBSPLeafs; i++ )
- {
- /* get test leaf */
- leaf = &bspLeafs[ i ];
-
- /* in pvs? */
- if( leaf->cluster < 0 )
- continue;
- if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
- continue;
-
- /* add this leafs bbox to the bounds */
- VectorCopy( leaf->mins, origin );
- AddPointToBounds( origin, mins, maxs );
- VectorCopy( leaf->maxs, origin );
- AddPointToBounds( origin, mins, maxs );
- }
-
- /* test to see if bounds encompass light */
- for( i = 0; i < 3; i++ )
- {
- if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
- {
- //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
- //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
- //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
- //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
- AddPointToBounds( light->origin, mins, maxs );
- }
- }
-
- /* chop the bounds by a plane for area lights and spotlights */
- if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
- ChopBounds( mins, maxs, light->origin, light->normal );
-
- /* copy bounds */
- VectorCopy( mins, light->mins );
- VectorCopy( maxs, light->maxs );
-
- /* reflect bounds around light origin */
- //% VectorMA( light->origin, -1.0f, origin, origin );
- VectorScale( light->origin, 2, origin );
- VectorSubtract( origin, maxs, origin );
- AddPointToBounds( origin, mins, maxs );
- //% VectorMA( light->origin, -1.0f, mins, origin );
- VectorScale( light->origin, 2, origin );
- VectorSubtract( origin, mins, origin );
- AddPointToBounds( origin, mins, maxs );
-
- /* calculate spherical bounds */
- VectorSubtract( maxs, light->origin, dir );
- radius = (float) VectorLength( dir );
-
- /* if this radius is smaller than the envelope, then set the envelope to it */
- if( radius < light->envelope )
- {
- light->envelope = radius;
- //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
- }
- //% else
- //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
- }
-
- /* add grid/surface only check */
- if( forGrid )
- {
- if( !(light->flags & LIGHT_GRID) )
- light->envelope = 0.0f;
- }
- else
- {
- if( !(light->flags & LIGHT_SURFACES) )
- light->envelope = 0.0f;
- }
- }
-
- /* culled? */
- if( light->cluster < 0 || light->envelope <= 0.0f )
- {
- /* debug code */
- //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
-
- /* delete the light */
- numCulledLights++;
- *owner = light->next;
- if( light->w != NULL )
- free( light->w );
- free( light );
- continue;
- }
- }
-
- /* square envelope */
- light->envelope2 = (light->envelope * light->envelope);
-
- /* increment light count */
- numLights++;
-
- /* set next light */
- owner = &((**owner).next);
- }
-
- /* bucket sort lights by style */
- memset( buckets, 0, sizeof( buckets ) );
- light2 = NULL;
- for( light = lights; light != NULL; light = light2 )
- {
- /* get next light */
- light2 = light->next;
-
- /* filter into correct bucket */
- light->next = buckets[ light->style ];
- buckets[ light->style ] = light;
-
- /* if any styled light is present, automatically set nocollapse */
- if( light->style != LS_NORMAL )
- noCollapse = qtrue;
- }
-
- /* filter back into light list */
- lights = NULL;
- for( i = 255; i >= 0; i-- )
- {
- light2 = NULL;
- for( light = buckets[ i ]; light != NULL; light = light2 )
- {
- light2 = light->next;
- light->next = lights;
- lights = light;
- }
- }
-
- /* emit some statistics */
- Sys_Printf( "%9d total lights\n", numLights );
- Sys_Printf( "%9d culled lights\n", numCulledLights );
-}
-
-
-
-/*
-CreateTraceLightsForBounds()
-creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
-*/
-
-void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
-{
- int i;
- light_t *light;
- vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
- float radius, dist, length;
-
-
- /* potential pre-setup */
- if( numLights == 0 )
- SetupEnvelopes( qfalse, fast );
-
- /* debug code */
- //% 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 ] );
-
- /* allocate the light list */
- trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
- trace->numLights = 0;
-
- /* calculate spherical bounds */
- VectorAdd( mins, maxs, origin );
- VectorScale( origin, 0.5f, origin );
- VectorSubtract( maxs, origin, dir );
- radius = (float) VectorLength( dir );
-
- /* get length of normal vector */
- if( normal != NULL )
- length = VectorLength( normal );
- else
- {
- normal = nullVector;
- length = 0;
- }
-
- /* test each light and see if it reaches the sphere */
- /* note: the attenuation code MUST match LightingAtSample() */
- for( light = lights; light; light = light->next )
- {
- /* check zero sized envelope */
- if( light->envelope <= 0 )
- {
- lightsEnvelopeCulled++;
- continue;
- }
-
- /* check flags */
- if( !(light->flags & flags) )
- continue;
-
- /* sunlight skips all this nonsense */
- if( light->type != EMIT_SUN )
- {
- /* sun only? */
- if( sunOnly )
- continue;
-
- /* check against pvs cluster */
- if( numClusters > 0 && clusters != NULL )
- {
- for( i = 0; i < numClusters; i++ )
- {
- if( ClusterVisible( light->cluster, clusters[ i ] ) )
- break;
- }
-
- /* fixme! */
- if( i == numClusters )
- {
- lightsClusterCulled++;
- continue;
- }
- }
-
- /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
- VectorSubtract( light->origin, origin, dir );
- dist = VectorLength( dir );
- dist -= light->envelope;
- dist -= radius;
- if( dist > 0 )
- {
- lightsEnvelopeCulled++;
- continue;
- }
-
- /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
- #if 0
- skip = qfalse;
- for( i = 0; i < 3; i++ )
- {
- if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
- skip = qtrue;
- }
- if( skip )
- {
- lightsBoundsCulled++;
- continue;
- }
- #endif
- }
-
- /* planar surfaces (except twosided surfaces) have a couple more checks */
- if( length > 0.0f && trace->twoSided == qfalse )
- {
- /* lights coplanar with a surface won't light it */
- if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
- {
- lightsPlaneCulled++;
- continue;
- }
-
- /* check to see if light is behind the plane */
- if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
- {
- lightsPlaneCulled++;
- continue;
- }
- }
-
- /* add this light */
- trace->lights[ trace->numLights++ ] = light;
- }
-
- /* make last night null */
- trace->lights[ trace->numLights ] = NULL;
-}
-
-
-
-void FreeTraceLights( trace_t *trace )
-{
- if( trace->lights != NULL )
- free( trace->lights );
-}
-
-
-
-/*
-CreateTraceLightsForSurface()
-creates a list of lights that can potentially affect a drawsurface
-*/
-
-void CreateTraceLightsForSurface( int num, trace_t *trace )
-{
- int i;
- vec3_t mins, maxs, normal;
- bspDrawVert_t *dv;
- bspDrawSurface_t *ds;
- surfaceInfo_t *info;
-
-
- /* dummy check */
- if( num < 0 )
- return;
-
- /* get drawsurface and info */
- ds = &bspDrawSurfaces[ num ];
- info = &surfaceInfos[ num ];
-
- /* get the mins/maxs for the dsurf */
- ClearBounds( mins, maxs );
- VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
- for( i = 0; i < ds->numVerts; i++ )
- {
- dv = &yDrawVerts[ ds->firstVert + i ];
- AddPointToBounds( dv->xyz, mins, maxs );
- if( !VectorCompare( dv->normal, normal ) )
- VectorClear( normal );
- }
-
- /* create the lights for the bounding box */
- CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
-}
-
-/////////////////////////////////////////////////////////////
-
-#define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
-#define FLOODLIGHT_NUM_ANGLE_STEPS 16
-#define FLOODLIGHT_NUM_ELEVATION_STEPS 4
-#define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
-
-static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
-static int numFloodVectors = 0;
-
-void SetupFloodLight( void )
-{
- int i, j;
- float angle, elevation, angleStep, elevationStep;
- const char *value;
- double v1,v2,v3,v4,v5,v6;
-
- /* note it */
- Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
-
- /* calculate angular steps */
- angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
- elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
-
- /* iterate angle */
- angle = 0.0f;
- for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
- {
- /* iterate elevation */
- for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
- {
- floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
- floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
- floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
- numFloodVectors++;
- }
- }
-
- /* emit some statistics */
- Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
-
- /* floodlight */
- value = ValueForKey( &entities[ 0 ], "_floodlight" );
-
- if( value[ 0 ] != '\0' )
- {
- v1=v2=v3=0;
- v4=floodlightDistance;
- v5=floodlightIntensity;
- v6=floodlightDirectionScale;
-
- sscanf( value, "%lf %lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
-
- floodlightRGB[0]=v1;
- floodlightRGB[1]=v2;
- floodlightRGB[2]=v3;
-
- if (VectorLength(floodlightRGB)==0)
- {
- VectorSet(floodlightRGB,240,240,255);
- }
-
- if (v4<1) v4=1024;
- if (v5<1) v5=128;
- if (v6<0) v6=1;
-
- floodlightDistance=v4;
- floodlightIntensity=v5;
- floodlightDirectionScale=v6;
-
- floodlighty = qtrue;
- Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
- }
- else
- {
- VectorSet(floodlightRGB,240,240,255);
- //floodlighty = qtrue;
- //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
- }
- VectorNormalize(floodlightRGB,floodlightRGB);
-}
-
-/*
-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;
- 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;
-
-
- /* 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 );
- }
-
- /* 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 || trace->compileFlags & C_TRANSLUCENT )
- {
- 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;
- trace.twoSided = qtrue;
- trace.recvShadows = lm->recvShadows;
- trace.numSurfaces = lm->numLightSurfaces;
- trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
- 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 )
- {
- trace.twoSided = qtrue;
- break;
- }
- }
-
- /* gather floodlight */
- for( y = 0; y < lm->sh; y++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get luxel */
- cluster = SUPER_CLUSTER( x, y );
- 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 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++ )
- {
- for( x = 0; x < lm->sw; x++ )
- {
- /* get luxel */
- cluster = SUPER_CLUSTER( x, y );
- floodlight = SUPER_FLOODLIGHT(x, y );
-
- /* filter dirt by adjacency to unmapped luxels */
- average = *floodlight;
- samples = 1.0f;
- for( sy = (y - 1); sy <= (y + 1); sy++ )
- {
- 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
-}
-
-void FloodLightRawLightmap( int rawLightmapNum )
-{
- rawLightmap_t *lm;
-
- /* bail if this number exceeds the number of raw lightmaps */
- if( rawLightmapNum >= numRawLightmaps )
- return;
- /* get lightmap */
- lm = &rawLightmaps[ rawLightmapNum ];
-
- /* global pass */
- if (floodlighty && floodlightIntensity)
- FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, floodlightDirectionScale);
-
- /* custom pass */
- if (lm->floodlightIntensity)
- {
- FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
- numSurfacesFloodlighten += 1;
- }
-}
-
-void FloodlightRawLightmaps()
-{
- Sys_Printf( "--- FloodlightRawLightmap ---\n" );
- numSurfacesFloodlighten = 0;
- RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
- Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
-}
-
-/*
-FloodLightIlluminate()
-illuminate floodlight into lightmap luxels
-*/
-
-void FloodlightIlluminateLightmap( rawLightmap_t *lm )
-{
- float *luxel, *floodlight, *deluxel, *normal;
- int *cluster;
- float brightness;
- int x, y, lightmapNum;
-
- /* 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 floodlight */
- floodlight = SUPER_FLOODLIGHT( x, y );
- if (!floodlight[0] && !floodlight[1] && !floodlight[2])
- continue;
-
- /* get cluster */
- cluster = SUPER_CLUSTER( x, y );
-
- /* only process mapped luxels */
- if( *cluster < 0 )
- continue;
-
- /* get particulars */
- luxel = SUPER_LUXEL( lightmapNum, x, y );
- deluxel = SUPER_DELUXEL( x, y );
-
- /* add to lightmap */
- luxel[0]+=floodlight[0];
- luxel[1]+=floodlight[1];
- luxel[2]+=floodlight[2];
-
- if (luxel[3]==0) luxel[3]=1;
-
- /* add to deluxemap */
- if (deluxemap && floodlight[3] > 0)
- {
- vec3_t lightvector;
-
- normal = SUPER_NORMAL( x, y );
- brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
-
- // 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, lightvector );
- VectorAdd( deluxel, lightvector, deluxel );
- }
- }
- }
- }
-}