]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake2/extra/bsp/qrad3/lightmap.c
Merge remote-tracking branch 'ttimo/master'
[xonotic/netradiant.git] / tools / quake2 / extra / bsp / qrad3 / lightmap.c
diff --git a/tools/quake2/extra/bsp/qrad3/lightmap.c b/tools/quake2/extra/bsp/qrad3/lightmap.c
new file mode 100644 (file)
index 0000000..e6a5aaa
--- /dev/null
@@ -0,0 +1,1316 @@
+/*
+===========================================================================
+Copyright (C) 1997-2006 Id Software, Inc.
+
+This file is part of Quake 2 Tools source code.
+
+Quake 2 Tools source code 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.
+
+Quake 2 Tools source code 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 Quake 2 Tools source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+===========================================================================
+*/
+#include "qrad.h"
+
+#define        MAX_LSTYLES     256
+
+typedef struct
+{
+       dface_t         *faces[2];
+       qboolean        coplanar;
+} edgeshare_t;
+
+edgeshare_t    edgeshare[MAX_MAP_EDGES];
+
+int                    facelinks[MAX_MAP_FACES];
+int                    planelinks[2][MAX_MAP_PLANES];
+
+/*
+============
+LinkPlaneFaces
+============
+*/
+void LinkPlaneFaces (void)
+{
+       int             i;
+       dface_t *f;
+
+       f = dfaces;
+       for (i=0 ; i<numfaces ; i++, f++)
+       {
+               facelinks[i] = planelinks[f->side][f->planenum];
+               planelinks[f->side][f->planenum] = i;
+       }
+}
+
+/*
+============
+PairEdges
+============
+*/
+void PairEdges (void)
+{
+       int             i, j, k;
+       dface_t *f;
+       edgeshare_t     *e;
+
+       f = dfaces;
+       for (i=0 ; i<numfaces ; i++, f++)
+       {
+               for (j=0 ; j<f->numedges ; j++)
+               {
+                       k = dsurfedges[f->firstedge + j];
+                       if (k < 0)
+                       {
+                               e = &edgeshare[-k];
+                               e->faces[1] = f;
+                       }
+                       else
+                       {
+                               e = &edgeshare[k];
+                               e->faces[0] = f;
+                       }
+
+                       if (e->faces[0] && e->faces[1])
+                       {
+                               // determine if coplanar
+                               if (e->faces[0]->planenum == e->faces[1]->planenum)
+                                       e->coplanar = true;
+                       }
+               }
+       }
+}
+
+/*
+=================================================================
+
+  POINT TRIANGULATION
+
+=================================================================
+*/
+
+typedef struct triedge_s
+{
+       int                     p0, p1;
+       vec3_t          normal;
+       vec_t           dist;
+       struct triangle_s       *tri;
+} triedge_t;
+
+typedef struct triangle_s
+{
+       triedge_t       *edges[3];
+} triangle_t;
+
+#define        MAX_TRI_POINTS          1024
+#define        MAX_TRI_EDGES           (MAX_TRI_POINTS*6)
+#define        MAX_TRI_TRIS            (MAX_TRI_POINTS*2)
+
+typedef struct
+{
+       int                     numpoints;
+       int                     numedges;
+       int                     numtris;
+       dplane_t        *plane;
+       triedge_t       *edgematrix[MAX_TRI_POINTS][MAX_TRI_POINTS];
+       patch_t         *points[MAX_TRI_POINTS];
+       triedge_t       edges[MAX_TRI_EDGES];
+       triangle_t      tris[MAX_TRI_TRIS];
+} triangulation_t;
+
+/*
+===============
+AllocTriangulation
+===============
+*/
+triangulation_t        *AllocTriangulation (dplane_t *plane)
+{
+       triangulation_t *t;
+
+       t = malloc(sizeof(triangulation_t));
+       t->numpoints = 0;
+       t->numedges = 0;
+       t->numtris = 0;
+
+       t->plane = plane;
+
+//     memset (t->edgematrix, 0, sizeof(t->edgematrix));
+
+       return t;
+}
+
+/*
+===============
+FreeTriangulation
+===============
+*/
+void FreeTriangulation (triangulation_t *tr)
+{
+       free (tr);
+}
+
+
+triedge_t      *FindEdge (triangulation_t *trian, int p0, int p1)
+{
+       triedge_t       *e, *be;
+       vec3_t          v1;
+       vec3_t          normal;
+       vec_t           dist;
+
+       if (trian->edgematrix[p0][p1])
+               return trian->edgematrix[p0][p1];
+
+       if (trian->numedges > MAX_TRI_EDGES-2)
+               Error ("trian->numedges > MAX_TRI_EDGES-2");
+
+       VectorSubtract (trian->points[p1]->origin, trian->points[p0]->origin, v1);
+       VectorNormalize (v1, v1);
+       CrossProduct (v1, trian->plane->normal, normal);
+       dist = DotProduct (trian->points[p0]->origin, normal);
+
+       e = &trian->edges[trian->numedges];
+       e->p0 = p0;
+       e->p1 = p1;
+       e->tri = NULL;
+       VectorCopy (normal, e->normal);
+       e->dist = dist;
+       trian->numedges++;
+       trian->edgematrix[p0][p1] = e;
+
+       be = &trian->edges[trian->numedges];
+       be->p0 = p1;
+       be->p1 = p0;
+       be->tri = NULL;
+       VectorSubtract (vec3_origin, normal, be->normal);
+       be->dist = -dist;
+       trian->numedges++;
+       trian->edgematrix[p1][p0] = be;
+
+       return e;
+}
+
+triangle_t     *AllocTriangle (triangulation_t *trian)
+{
+       triangle_t      *t;
+
+       if (trian->numtris >= MAX_TRI_TRIS)
+               Error ("trian->numtris >= MAX_TRI_TRIS");
+
+       t = &trian->tris[trian->numtris];
+       trian->numtris++;
+
+       return t;
+}
+
+/*
+============
+TriEdge_r
+============
+*/
+void TriEdge_r (triangulation_t *trian, triedge_t *e)
+{
+       int             i, bestp;
+       vec3_t  v1, v2;
+       vec_t   *p0, *p1, *p;
+       vec_t   best, ang;
+       triangle_t      *nt;
+
+       if (e->tri)
+               return;         // allready connected by someone
+
+       // find the point with the best angle
+       p0 = trian->points[e->p0]->origin;
+       p1 = trian->points[e->p1]->origin;
+       best = 1.1;
+       for (i=0 ; i< trian->numpoints ; i++)
+       {
+               p = trian->points[i]->origin;
+               // a 0 dist will form a degenerate triangle
+               if (DotProduct(p, e->normal) - e->dist < 0)
+                       continue;       // behind edge
+               VectorSubtract (p0, p, v1);
+               VectorSubtract (p1, p, v2);
+               if (!VectorNormalize (v1,v1))
+                       continue;
+               if (!VectorNormalize (v2,v2))
+                       continue;
+               ang = DotProduct (v1, v2);
+               if (ang < best)
+               {
+                       best = ang;
+                       bestp = i;
+               }
+       }
+       if (best >= 1)
+               return;         // edge doesn't match anything
+
+       // make a new triangle
+       nt = AllocTriangle (trian);
+       nt->edges[0] = e;
+       nt->edges[1] = FindEdge (trian, e->p1, bestp);
+       nt->edges[2] = FindEdge (trian, bestp, e->p0);
+       for (i=0 ; i<3 ; i++)
+               nt->edges[i]->tri = nt;
+       TriEdge_r (trian, FindEdge (trian, bestp, e->p1));
+       TriEdge_r (trian, FindEdge (trian, e->p0, bestp));
+}
+
+/*
+============
+TriangulatePoints
+============
+*/
+void TriangulatePoints (triangulation_t *trian)
+{
+       vec_t   d, bestd;
+       vec3_t  v1;
+       int             bp1, bp2, i, j;
+       vec_t   *p1, *p2;
+       triedge_t       *e, *e2;
+
+       if (trian->numpoints < 2)
+               return;
+
+       // find the two closest points
+       bestd = 9999;
+       for (i=0 ; i<trian->numpoints ; i++)
+       {
+               p1 = trian->points[i]->origin;
+               for (j=i+1 ; j<trian->numpoints ; j++)
+               {
+                       p2 = trian->points[j]->origin;
+                       VectorSubtract (p2, p1, v1);
+                       d = VectorLength (v1);
+                       if (d < bestd)
+                       {
+                               bestd = d;
+                               bp1 = i;
+                               bp2 = j;
+                       }
+               }
+       }
+
+       e = FindEdge (trian, bp1, bp2);
+       e2 = FindEdge (trian, bp2, bp1);
+       TriEdge_r (trian, e);
+       TriEdge_r (trian, e2);
+}
+
+/*
+===============
+AddPointToTriangulation
+===============
+*/
+void AddPointToTriangulation (patch_t *patch, triangulation_t *trian)
+{
+       int                     pnum;
+
+       pnum = trian->numpoints;
+       if (pnum == MAX_TRI_POINTS)
+               Error ("trian->numpoints == MAX_TRI_POINTS");
+       trian->points[pnum] = patch;
+       trian->numpoints++;
+}
+
+/*
+===============
+LerpTriangle
+===============
+*/
+void   LerpTriangle (triangulation_t *trian, triangle_t *t, vec3_t point, vec3_t color)
+{
+       patch_t         *p1, *p2, *p3;
+       vec3_t          base, d1, d2;
+       float           x, y, x1, y1, x2, y2;
+
+       p1 = trian->points[t->edges[0]->p0];
+       p2 = trian->points[t->edges[1]->p0];
+       p3 = trian->points[t->edges[2]->p0];
+
+       VectorCopy (p1->totallight, base);
+       VectorSubtract (p2->totallight, base, d1);
+       VectorSubtract (p3->totallight, base, d2);
+
+       x = DotProduct (point, t->edges[0]->normal) - t->edges[0]->dist;
+       y = DotProduct (point, t->edges[2]->normal) - t->edges[2]->dist;
+
+       x1 = 0;
+       y1 = DotProduct (p2->origin, t->edges[2]->normal) - t->edges[2]->dist;
+
+       x2 = DotProduct (p3->origin, t->edges[0]->normal) - t->edges[0]->dist;
+       y2 = 0;
+
+       if (fabs(y1)<ON_EPSILON || fabs(x2)<ON_EPSILON)
+       {
+               VectorCopy (base, color);
+               return;
+       }
+
+       VectorMA (base, x/x2, d2, color);
+       VectorMA (color, y/y1, d1, color);
+}
+
+qboolean PointInTriangle (vec3_t point, triangle_t *t)
+{
+       int             i;
+       triedge_t       *e;
+       vec_t   d;
+
+       for (i=0 ; i<3 ; i++)
+       {
+               e = t->edges[i];
+               d = DotProduct (e->normal, point) - e->dist;
+               if (d < 0)
+                       return false;   // not inside
+       }
+
+       return true;
+}
+
+/*
+===============
+SampleTriangulation
+===============
+*/
+void SampleTriangulation (vec3_t point, triangulation_t *trian, vec3_t color)
+{
+       triangle_t      *t;
+       triedge_t       *e;
+       vec_t           d, best;
+       patch_t         *p0, *p1;
+       vec3_t          v1, v2;
+       int                     i, j;
+
+       if (trian->numpoints == 0)
+       {
+               VectorClear (color);
+               return;
+       }
+       if (trian->numpoints == 1)
+       {
+               VectorCopy (trian->points[0]->totallight, color);
+               return;
+       }
+
+       // search for triangles
+       for (t = trian->tris, j=0 ; j < trian->numtris ; t++, j++)
+       {
+               if (!PointInTriangle (point, t))
+                       continue;
+
+               // this is it
+               LerpTriangle (trian, t, point, color);
+               return;
+       }
+       
+       // search for exterior edge
+       for (e=trian->edges, j=0 ; j< trian->numedges ; e++, j++)
+       {
+               if (e->tri)
+                       continue;               // not an exterior edge
+
+               d = DotProduct (point, e->normal) - e->dist;
+               if (d < 0)
+                       continue;       // not in front of edge
+
+               p0 = trian->points[e->p0];
+               p1 = trian->points[e->p1];
+       
+               VectorSubtract (p1->origin, p0->origin, v1);
+               VectorNormalize (v1, v1);
+               VectorSubtract (point, p0->origin, v2);
+               d = DotProduct (v2, v1);
+               if (d < 0)
+                       continue;
+               if (d > 1)
+                       continue;
+               for (i=0 ; i<3 ; i++)
+                       color[i] = p0->totallight[i] + d * (p1->totallight[i] - p0->totallight[i]);
+               return;
+       }
+
+       // search for nearest point
+       best = 99999;
+       p1 = NULL;
+       for (j=0 ; j<trian->numpoints ; j++)
+       {
+               p0 = trian->points[j];
+               VectorSubtract (point, p0->origin, v1);
+               d = VectorLength (v1);
+               if (d < best)
+               {
+                       best = d;
+                       p1 = p0;
+               }
+       }
+
+       if (!p1)
+               Error ("SampleTriangulation: no points");
+
+       VectorCopy (p1->totallight, color);
+}
+
+/*
+=================================================================
+
+  LIGHTMAP SAMPLE GENERATION
+
+=================================================================
+*/
+
+
+#define        SINGLEMAP       (64*64*4)
+
+typedef struct
+{
+       vec_t   facedist;
+       vec3_t  facenormal;
+
+       int             numsurfpt;
+       vec3_t  surfpt[SINGLEMAP];
+
+       vec3_t  modelorg;               // for origined bmodels
+
+       vec3_t  texorg;
+       vec3_t  worldtotex[2];  // s = (world - texorg) . worldtotex[0]
+       vec3_t  textoworld[2];  // world = texorg + s * textoworld[0]
+
+       vec_t   exactmins[2], exactmaxs[2];
+       
+       int             texmins[2], texsize[2];
+       int             surfnum;
+       dface_t *face;
+} lightinfo_t;
+
+
+/*
+================
+CalcFaceExtents
+
+Fills in s->texmins[] and s->texsize[]
+also sets exactmins[] and exactmaxs[]
+================
+*/
+void CalcFaceExtents (lightinfo_t *l)
+{
+       dface_t *s;
+       vec_t   mins[2], maxs[2], val;
+       int             i,j, e;
+       dvertex_t       *v;
+       texinfo_t       *tex;
+       vec3_t          vt;
+
+       s = l->face;
+
+       mins[0] = mins[1] = 999999;
+       maxs[0] = maxs[1] = -99999;
+
+       tex = &texinfo[s->texinfo];
+       
+       for (i=0 ; i<s->numedges ; i++)
+       {
+               e = dsurfedges[s->firstedge+i];
+               if (e >= 0)
+                       v = dvertexes + dedges[e].v[0];
+               else
+                       v = dvertexes + dedges[-e].v[1];
+               
+//             VectorAdd (v->point, l->modelorg, vt);
+               VectorCopy (v->point, vt);
+
+               for (j=0 ; j<2 ; j++)
+               {
+                       val = DotProduct (vt, tex->vecs[j]) + tex->vecs[j][3];
+                       if (val < mins[j])
+                               mins[j] = val;
+                       if (val > maxs[j])
+                               maxs[j] = val;
+               }
+       }
+
+       for (i=0 ; i<2 ; i++)
+       {       
+               l->exactmins[i] = mins[i];
+               l->exactmaxs[i] = maxs[i];
+               
+               mins[i] = floor(mins[i]/16);
+               maxs[i] = ceil(maxs[i]/16);
+
+               l->texmins[i] = mins[i];
+               l->texsize[i] = maxs[i] - mins[i];
+               if (l->texsize[0] * l->texsize[1] > SINGLEMAP/4)        // div 4 for extrasamples
+                       Error ("Surface to large to map");
+       }
+}
+
+/*
+================
+CalcFaceVectors
+
+Fills in texorg, worldtotex. and textoworld
+================
+*/
+void CalcFaceVectors (lightinfo_t *l)
+{
+       texinfo_t       *tex;
+       int                     i, j;
+       vec3_t  texnormal;
+       vec_t   distscale;
+       vec_t   dist, len;
+       int                     w, h;
+
+       tex = &texinfo[l->face->texinfo];
+       
+// convert from float to double
+       for (i=0 ; i<2 ; i++)
+               for (j=0 ; j<3 ; j++)
+                       l->worldtotex[i][j] = tex->vecs[i][j];
+
+// calculate a normal to the texture axis.  points can be moved along this
+// without changing their S/T
+       texnormal[0] = tex->vecs[1][1]*tex->vecs[0][2]
+               - tex->vecs[1][2]*tex->vecs[0][1];
+       texnormal[1] = tex->vecs[1][2]*tex->vecs[0][0]
+               - tex->vecs[1][0]*tex->vecs[0][2];
+       texnormal[2] = tex->vecs[1][0]*tex->vecs[0][1]
+               - tex->vecs[1][1]*tex->vecs[0][0];
+       VectorNormalize (texnormal, texnormal);
+
+// flip it towards plane normal
+       distscale = DotProduct (texnormal, l->facenormal);
+       if (!distscale)
+       {
+               qprintf ("WARNING: Texture axis perpendicular to face\n");
+               distscale = 1;
+       }
+       if (distscale < 0)
+       {
+               distscale = -distscale;
+               VectorSubtract (vec3_origin, texnormal, texnormal);
+       }       
+
+// distscale is the ratio of the distance along the texture normal to
+// the distance along the plane normal
+       distscale = 1/distscale;
+
+       for (i=0 ; i<2 ; i++)
+       {
+               len = VectorLength (l->worldtotex[i]);
+               dist = DotProduct (l->worldtotex[i], l->facenormal);
+               dist *= distscale;
+               VectorMA (l->worldtotex[i], -dist, texnormal, l->textoworld[i]);
+               VectorScale (l->textoworld[i], (1/len)*(1/len), l->textoworld[i]);
+       }
+
+
+// calculate texorg on the texture plane
+       for (i=0 ; i<3 ; i++)
+               l->texorg[i] = -tex->vecs[0][3]* l->textoworld[0][i] - tex->vecs[1][3] * l->textoworld[1][i];
+
+// project back to the face plane
+       dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1;
+       dist *= distscale;
+       VectorMA (l->texorg, -dist, texnormal, l->texorg);
+
+       // compensate for org'd bmodels
+       VectorAdd (l->texorg, l->modelorg, l->texorg);
+
+       // total sample count
+       h = l->texsize[1]+1;
+       w = l->texsize[0]+1;
+       l->numsurfpt = w * h;
+}
+
+/*
+=================
+CalcPoints
+
+For each texture aligned grid point, back project onto the plane
+to get the world xyz value of the sample point
+=================
+*/
+void CalcPoints (lightinfo_t *l, float sofs, float tofs)
+{
+       int             i;
+       int             s, t, j;
+       int             w, h, step;
+       vec_t   starts, startt, us, ut;
+       vec_t   *surf;
+       vec_t   mids, midt;
+       vec3_t  facemid;
+       dleaf_t *leaf;
+
+       surf = l->surfpt[0];
+       mids = (l->exactmaxs[0] + l->exactmins[0])/2;
+       midt = (l->exactmaxs[1] + l->exactmins[1])/2;
+
+       for (j=0 ; j<3 ; j++)
+               facemid[j] = l->texorg[j] + l->textoworld[0][j]*mids + l->textoworld[1][j]*midt;
+
+       h = l->texsize[1]+1;
+       w = l->texsize[0]+1;
+       l->numsurfpt = w * h;
+
+       starts = l->texmins[0]*16;
+       startt = l->texmins[1]*16;
+       step = 16;
+
+
+       for (t=0 ; t<h ; t++)
+       {
+               for (s=0 ; s<w ; s++, surf+=3)
+               {
+                       us = starts + (s+sofs)*step;
+                       ut = startt + (t+tofs)*step;
+
+
+               // if a line can be traced from surf to facemid, the point is good
+                       for (i=0 ; i<6 ; i++)
+                       {
+                       // calculate texture point
+                               for (j=0 ; j<3 ; j++)
+                                       surf[j] = l->texorg[j] + l->textoworld[0][j]*us
+                                       + l->textoworld[1][j]*ut;
+
+                               leaf = PointInLeaf (surf);
+                               if (leaf->contents != CONTENTS_SOLID)
+                               {
+                                       if (!TestLine_r (0, facemid, surf))
+                                               break;  // got it
+                               }
+
+                               // nudge it
+                               if (i & 1)
+                               {
+                                       if (us > mids)
+                                       {
+                                               us -= 8;
+                                               if (us < mids)
+                                                       us = mids;
+                                       }
+                                       else
+                                       {
+                                               us += 8;
+                                               if (us > mids)
+                                                       us = mids;
+                                       }
+                               }
+                               else
+                               {
+                                       if (ut > midt)
+                                       {
+                                               ut -= 8;
+                                               if (ut < midt)
+                                                       ut = midt;
+                                       }
+                                       else
+                                       {
+                                               ut += 8;
+                                               if (ut > midt)
+                                                       ut = midt;
+                                       }
+                               }
+                       }
+               }
+       }
+       
+}
+
+
+//==============================================================
+
+
+
+#define        MAX_STYLES      32
+typedef struct
+{
+       int                     numsamples;
+       float           *origins;
+       int                     numstyles;
+       int                     stylenums[MAX_STYLES];
+       float           *samples[MAX_STYLES];
+} facelight_t;
+
+directlight_t  *directlights[MAX_MAP_LEAFS];
+facelight_t            facelight[MAX_MAP_FACES];
+int                            numdlights;
+
+/*
+==================
+FindTargetEntity
+==================
+*/
+entity_t *FindTargetEntity (char *target)
+{
+       int             i;
+       char    *n;
+
+       for (i=0 ; i<num_entities ; i++)
+       {
+               n = ValueForKey (&entities[i], "targetname");
+               if (!strcmp (n, target))
+                       return &entities[i];
+       }
+
+       return NULL;
+}
+
+//#define      DIRECT_LIGHT    3000
+#define        DIRECT_LIGHT    3
+
+/*
+=============
+CreateDirectLights
+=============
+*/
+void CreateDirectLights (void)
+{
+       int             i;
+       patch_t *p;
+       directlight_t   *dl;
+       dleaf_t *leaf;
+       int             cluster;
+       entity_t        *e, *e2;
+       char    *name;
+       char    *target;
+       float   angle;
+       vec3_t  dest;
+       char    *_color;
+       float   intensity;
+
+       //
+       // surfaces
+       //
+       for (i=0, p=patches ; i<num_patches ; i++, p++)
+       {
+               if (p->totallight[0] < DIRECT_LIGHT
+                       && p->totallight[1] < DIRECT_LIGHT
+                       && p->totallight[2] < DIRECT_LIGHT)
+                       continue;
+
+               numdlights++;
+               dl = malloc(sizeof(directlight_t));
+               memset (dl, 0, sizeof(*dl));
+
+               VectorCopy (p->origin, dl->origin);
+
+               leaf = PointInLeaf (dl->origin);
+               cluster = leaf->cluster;
+               dl->next = directlights[cluster];
+               directlights[cluster] = dl;
+
+               dl->type = emit_surface;
+               VectorCopy (p->plane->normal, dl->normal);
+
+               dl->intensity = ColorNormalize (p->totallight, dl->color);
+               dl->intensity *= p->area * direct_scale;
+               VectorClear (p->totallight);    // all sent now
+       }
+
+       //
+       // entities
+       //
+       for (i=0 ; i<num_entities ; i++)
+       {
+               e = &entities[i];
+               name = ValueForKey (e, "classname");
+               if (strncmp (name, "light", 5))
+                       continue;
+
+               numdlights++;
+               dl = malloc(sizeof(directlight_t));
+               memset (dl, 0, sizeof(*dl));
+
+               GetVectorForKey (e, "origin", dl->origin);
+               dl->style = FloatForKey (e, "_style");
+               if (!dl->style)
+                       dl->style = FloatForKey (e, "style");
+               if (dl->style < 0 || dl->style >= MAX_LSTYLES)
+                       dl->style = 0;
+
+               leaf = PointInLeaf (dl->origin);
+               cluster = leaf->cluster;
+
+               dl->next = directlights[cluster];
+               directlights[cluster] = dl;
+
+               intensity = FloatForKey (e, "light");
+               if (!intensity)
+                       intensity = FloatForKey (e, "_light");
+               if (!intensity)
+                       intensity = 300;
+               _color = ValueForKey (e, "_color");
+               if (_color && _color[1])
+               {
+                       sscanf (_color, "%f %f %f", &dl->color[0],&dl->color[1],&dl->color[2]);
+                       ColorNormalize (dl->color, dl->color);
+               }
+               else
+                       dl->color[0] = dl->color[1] = dl->color[2] = 1.0;
+               dl->intensity = intensity*entity_scale;
+               dl->type = emit_point;
+
+               target = ValueForKey (e, "target");
+
+               if (!strcmp (name, "light_spot") || target[0])
+               {
+                       dl->type = emit_spotlight;
+                       dl->stopdot = FloatForKey (e, "_cone");
+                       if (!dl->stopdot)
+                               dl->stopdot = 10;
+                       dl->stopdot = cos(dl->stopdot/180*3.14159);
+                       if (target[0])
+                       {       // point towards target
+                               e2 = FindTargetEntity (target);
+                               if (!e2)
+                                       printf ("WARNING: light at (%i %i %i) has missing target\n",
+                                       (int)dl->origin[0], (int)dl->origin[1], (int)dl->origin[2]);
+                               else
+                               {
+                                       GetVectorForKey (e2, "origin", dest);
+                                       VectorSubtract (dest, dl->origin, dl->normal);
+                                       VectorNormalize (dl->normal, dl->normal);
+                               }
+                       }
+                       else
+                       {       // point down angle
+                               angle = FloatForKey (e, "angle");
+                               if (angle == ANGLE_UP)
+                               {
+                                       dl->normal[0] = dl->normal[1] = 0;
+                                       dl->normal[2] = 1;
+                               }
+                               else if (angle == ANGLE_DOWN)
+                               {
+                                       dl->normal[0] = dl->normal[1] = 0;
+                                       dl->normal[2] = -1;
+                               }
+                               else
+                               {
+                                       dl->normal[2] = 0;
+                                       dl->normal[0] = cos (angle/180*3.14159);
+                                       dl->normal[1] = sin (angle/180*3.14159);
+                               }
+                       }
+               }
+       }
+
+       qprintf ("%i direct lights\n", numdlights);
+}
+
+/*
+=============
+GatherSampleLight
+
+Lightscale is the normalizer for multisampling
+=============
+*/
+void GatherSampleLight (vec3_t pos, vec3_t normal,
+                       float **styletable, int offset, int mapsize, float lightscale)
+{
+       int                             i;
+       directlight_t   *l;
+       byte                    pvs[(MAX_MAP_LEAFS+7)/8];
+       vec3_t                  delta;
+       float                   dot, dot2;
+       float                   dist;
+       float                   scale;
+       float                   *dest;
+
+       // get the PVS for the pos to limit the number of checks
+       if (!PvsForOrigin (pos, pvs))
+       {
+               return;
+       }
+
+       for (i = 0 ; i<dvis->numclusters ; i++)
+       {
+               if ( ! (pvs[ i>>3] & (1<<(i&7))) )
+                       continue;
+
+               for (l=directlights[i] ; l ; l=l->next)
+               {
+                       VectorSubtract (l->origin, pos, delta);
+                       dist = VectorNormalize (delta, delta);
+                       dot = DotProduct (delta, normal);
+                       if (dot <= 0.001)
+                               continue;       // behind sample surface
+
+                       switch (l->type)
+                       {
+                       case emit_point:
+                               // linear falloff
+                               scale = (l->intensity - dist) * dot;
+                               break;
+
+                       case emit_surface:
+                               dot2 = -DotProduct (delta, l->normal);
+                               if (dot2 <= 0.001)
+                                       goto skipadd;   // behind light surface
+                               scale = (l->intensity / (dist*dist) ) * dot * dot2;
+                               break;
+
+                       case emit_spotlight:
+                               // linear falloff
+                               dot2 = -DotProduct (delta, l->normal);
+                               if (dot2 <= l->stopdot)
+                                       goto skipadd;   // outside light cone
+                               scale = (l->intensity - dist) * dot;
+                               break;
+                       default:
+                               Error ("Bad l->type");
+                       }
+
+                       if (TestLine_r (0, pos, l->origin))
+                               continue;       // occluded
+
+                       if (scale <= 0)
+                               continue;
+
+                       // if this style doesn't have a table yet, allocate one
+                       if (!styletable[l->style])
+                       {
+                               styletable[l->style] = malloc (mapsize);
+                               memset (styletable[l->style], 0, mapsize);
+                       }
+
+                       dest = styletable[l->style] + offset;                   
+                       // add some light to it
+                       VectorMA (dest, scale*lightscale, l->color, dest);
+
+skipadd: ;
+               }
+       }
+
+}
+
+/*
+=============
+AddSampleToPatch
+
+Take the sample's collected light and
+add it back into the apropriate patch
+for the radiosity pass.
+
+The sample is added to all patches that might include
+any part of it.  They are counted and averaged, so it
+doesn't generate extra light.
+=============
+*/
+void AddSampleToPatch (vec3_t pos, vec3_t color, int facenum)
+{
+       patch_t *patch;
+       vec3_t  mins, maxs;
+       int             i;
+
+       if (numbounce == 0)
+               return;
+       if (color[0] + color[1] + color[2] < 3)
+               return;
+
+       for (patch = face_patches[facenum] ; patch ; patch=patch->next)
+       {
+               // see if the point is in this patch (roughly)
+               WindingBounds (patch->winding, mins, maxs);
+               for (i=0 ; i<3 ; i++)
+               {
+                       if (mins[i] > pos[i] + 16)
+                               goto nextpatch;
+                       if (maxs[i] < pos[i] - 16)
+                               goto nextpatch;
+               }
+
+               // add the sample to the patch
+               patch->samples++;
+               VectorAdd (patch->samplelight, color, patch->samplelight);
+nextpatch:;
+       }
+
+}
+
+
+/*
+=============
+BuildFacelights
+=============
+*/
+float  sampleofs[5][2] = 
+{  {0,0}, {-0.25, -0.25}, {0.25, -0.25}, {0.25, 0.25}, {-0.25, 0.25} };
+
+
+void BuildFacelights (int facenum)
+{
+       dface_t *f;
+       lightinfo_t     l[5];
+       float           *styletable[MAX_LSTYLES];
+       int                     i, j;
+       float           *spot;
+       patch_t         *patch;
+       int                     numsamples;
+       int                     tablesize;
+       facelight_t             *fl;
+       
+       f = &dfaces[facenum];
+
+       if ( texinfo[f->texinfo].flags & (SURF_WARP|SURF_SKY) )
+               return;         // non-lit texture
+
+       memset (styletable,0, sizeof(styletable));
+
+       if (extrasamples)
+               numsamples = 5;
+       else
+               numsamples = 1;
+       for (i=0 ; i<numsamples ; i++)
+       {
+               memset (&l[i], 0, sizeof(l[i]));
+               l[i].surfnum = facenum;
+               l[i].face = f;
+               VectorCopy (dplanes[f->planenum].normal, l[i].facenormal);
+               l[i].facedist = dplanes[f->planenum].dist;
+               if (f->side)
+               {
+                       VectorSubtract (vec3_origin, l[i].facenormal, l[i].facenormal);
+                       l[i].facedist = -l[i].facedist;
+               }
+
+               // get the origin offset for rotating bmodels
+               VectorCopy (face_offset[facenum], l[i].modelorg);
+
+               CalcFaceVectors (&l[i]);
+               CalcFaceExtents (&l[i]);
+               CalcPoints (&l[i], sampleofs[i][0], sampleofs[i][1]);
+       }
+
+       tablesize = l[0].numsurfpt * sizeof(vec3_t);
+       styletable[0] = malloc(tablesize);
+       memset (styletable[0], 0, tablesize);
+
+       fl = &facelight[facenum];
+       fl->numsamples = l[0].numsurfpt;
+       fl->origins = malloc (tablesize);
+       memcpy (fl->origins, l[0].surfpt, tablesize);
+
+       for (i=0 ; i<l[0].numsurfpt ; i++)
+       {
+               for (j=0 ; j<numsamples ; j++)
+               {
+                       GatherSampleLight (l[j].surfpt[i], l[0].facenormal, styletable,
+                               i*3, tablesize, 1.0/numsamples);
+               }
+
+               // contribute the sample to one or more patches
+               AddSampleToPatch (l[0].surfpt[i], styletable[0]+i*3, facenum);
+       }
+
+       // average up the direct light on each patch for radiosity
+       for (patch = face_patches[facenum] ; patch ; patch=patch->next)
+       {
+               if (patch->samples)
+               {
+                       VectorScale (patch->samplelight, 1.0/patch->samples, patch->samplelight);
+               }
+               else
+               {
+//                     printf ("patch with no samples\n");
+               }
+       }
+
+       for (i=0 ; i<MAX_LSTYLES ; i++)
+       {
+               if (!styletable[i])
+                       continue;
+               if (fl->numstyles == MAX_STYLES)
+                       break;
+               fl->samples[fl->numstyles] = styletable[i];
+               fl->stylenums[fl->numstyles] = i;
+               fl->numstyles++;
+       }
+
+       // the light from DIRECT_LIGHTS is sent out, but the
+       // texture itself should still be full bright
+
+       if (face_patches[facenum]->baselight[0] >= DIRECT_LIGHT ||
+               face_patches[facenum]->baselight[1] >= DIRECT_LIGHT ||
+               face_patches[facenum]->baselight[2] >= DIRECT_LIGHT
+               )
+       {
+               spot = fl->samples[0];
+               for (i=0 ; i<l[0].numsurfpt ; i++, spot+=3)
+               {
+                       VectorAdd (spot, face_patches[facenum]->baselight, spot);
+               }
+       }
+}
+
+
+/*
+=============
+FinalLightFace
+
+Add the indirect lighting on top of the direct
+lighting and save into final map format
+=============
+*/
+void FinalLightFace (int facenum)
+{
+       dface_t         *f;
+       int                     i, j, k, st;
+       vec3_t          lb;
+       patch_t         *patch;
+       triangulation_t *trian;
+       facelight_t     *fl;
+       float           minlight;
+       float           max, newmax;
+       byte            *dest;
+       int                     pfacenum;
+       vec3_t          facemins, facemaxs;
+
+       f = &dfaces[facenum];
+       fl = &facelight[facenum];
+
+       if ( texinfo[f->texinfo].flags & (SURF_WARP|SURF_SKY) )
+               return;         // non-lit texture
+
+       ThreadLock ();
+       f->lightofs = lightdatasize;
+       lightdatasize += fl->numstyles*(fl->numsamples*3);
+
+// add green sentinals between lightmaps
+#if 0
+lightdatasize += 64*3;
+for (i=0 ; i<64 ; i++)
+dlightdata[lightdatasize-(i+1)*3 + 1] = 255;
+#endif
+
+       if (lightdatasize > MAX_MAP_LIGHTING)
+               Error ("MAX_MAP_LIGHTING");
+       ThreadUnlock ();
+
+       f->styles[0] = 0;
+       f->styles[1] = f->styles[2] = f->styles[3] = 0xff;
+
+       //
+       // set up the triangulation
+       //
+       if (numbounce > 0)
+       {
+               ClearBounds (facemins, facemaxs);
+               for (i=0 ; i<f->numedges ; i++)
+               {
+                       int             ednum;
+
+                       ednum = dsurfedges[f->firstedge+i];
+                       if (ednum >= 0)
+                               AddPointToBounds (dvertexes[dedges[ednum].v[0]].point,
+                               facemins, facemaxs);
+                       else
+                               AddPointToBounds (dvertexes[dedges[-ednum].v[1]].point,
+                               facemins, facemaxs);
+               }
+
+               trian = AllocTriangulation (&dplanes[f->planenum]);
+
+               // for all faces on the plane, add the nearby patches
+               // to the triangulation
+               for (pfacenum = planelinks[f->side][f->planenum]
+                       ; pfacenum ; pfacenum = facelinks[pfacenum])
+               {
+                       for (patch = face_patches[pfacenum] ; patch ; patch=patch->next)
+                       {
+                               for (i=0 ; i < 3 ; i++)
+                               {
+                                       if (facemins[i] - patch->origin[i] > subdiv*2)
+                                               break;
+                                       if (patch->origin[i] - facemaxs[i] > subdiv*2)
+                                               break;
+                               }
+                               if (i != 3)
+                                       continue;       // not needed for this face
+                               AddPointToTriangulation (patch, trian);
+                       }
+               }
+               for (i=0 ; i<trian->numpoints ; i++)
+                       memset (trian->edgematrix[i], 0, trian->numpoints*sizeof(trian->edgematrix[0][0]) );
+               TriangulatePoints (trian);
+       }
+       
+       //
+       // sample the triangulation
+       //
+
+       // _minlight allows models that have faces that would not be
+       // illuminated to receive a mottled light pattern instead of
+       // black
+       minlight = FloatForKey (face_entity[facenum], "_minlight") * 128;
+
+       dest = &dlightdata[f->lightofs];
+
+       if (fl->numstyles > MAXLIGHTMAPS)
+       {
+               fl->numstyles = MAXLIGHTMAPS;
+               printf ("face with too many lightstyles: (%f %f %f)\n",
+                       face_patches[facenum]->origin[0],
+                       face_patches[facenum]->origin[1],
+                       face_patches[facenum]->origin[2]
+                       );
+       }
+
+       for (st=0 ; st<fl->numstyles ; st++)
+       {
+               f->styles[st] = fl->stylenums[st];
+               for (j=0 ; j<fl->numsamples ; j++)
+               {
+                       VectorCopy ( (fl->samples[st]+j*3), lb);
+                       if (numbounce > 0 && st == 0)
+                       {
+                               vec3_t  add;
+
+                               SampleTriangulation (fl->origins + j*3, trian, add);
+                               VectorAdd (lb, add, lb);
+                       }
+                       // add an ambient term if desired
+                       lb[0] += ambient; 
+                       lb[1] += ambient; 
+                       lb[2] += ambient; 
+
+                       VectorScale (lb, lightscale, lb);
+
+                       // we need to clamp without allowing hue to change
+                       for (k=0 ; k<3 ; k++)
+                               if (lb[k] < 1)
+                                       lb[k] = 1;
+                       max = lb[0];
+                       if (lb[1] > max)
+                               max = lb[1];
+                       if (lb[2] > max)
+                               max = lb[2];
+                       newmax = max;
+                       if (newmax < 0)
+                               newmax = 0;             // roundoff problems
+                       if (newmax < minlight)
+                       {
+                               newmax = minlight + (rand()%48);
+                       }
+                       if (newmax > maxlight)
+                               newmax = maxlight;
+
+                       for (k=0 ; k<3 ; k++)
+                       {
+                               *dest++ = lb[k]*newmax/max;
+                       }
+               }
+       }
+
+       if (numbounce > 0)
+               FreeTriangulation (trian);
+}