--- /dev/null
+/*
+===========================================================================
+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);
+}