+/*
+ Modulo1IfNegative()
+ Previously the bias computation was doing:
+
+ while ( f < 0.0f ) {
+ f += 1.0f;
+ }
+
+ That may end in infinite loop in some case.
+ It may also be slower because of useless loops.
+ I don't know what that computation is for.
+ -- illwieckz
+*/
+float Modulo1IfNegative( float f ){
+ return f < 0.0f ? f - floor( f ) : f;
+}
+
/*
*/
qboolean RadSampleImage( byte *pixels, int width, int height, float st[ 2 ], float color[ 4 ] ){
- float sto[ 2 ];
int x, y;
-
/* clear color first */
color[ 0 ] = color[ 1 ] = color[ 2 ] = color[ 3 ] = 255;
return qfalse;
}
- /* bias st */
- sto[ 0 ] = st[ 0 ];
- while ( sto[ 0 ] < 0.0f )
- sto[ 0 ] += 1.0f;
- sto[ 1 ] = st[ 1 ];
- while ( sto[ 1 ] < 0.0f )
- sto[ 1 ] += 1.0f;
-
/* get offsets */
- x = ( (float) width * sto[ 0 ] ) + 0.5f;
+ x = ( (float) width * Modulo1IfNegative( st[ 0 ] ) ) + 0.5f;
x %= width;
- y = ( (float) height * sto[ 1 ] ) + 0.5f;
+ y = ( (float) height * Modulo1IfNegative( st[ 1 ] ) ) + 0.5f;
y %= height;
/* get pixel */
#define SAMPLE_GRANULARITY 6
static void RadSample( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si, radWinding_t *rw, vec3_t average, vec3_t gradient, int *style ){
- int i, j, k, l, v, x, y, samples, avgcolor;
+ int i, j, k, l, v, x, y, samples, avgcolor, f_superSample;
vec3_t color, mins, maxs;
vec4_t textureColor;
float alpha, alphaI, bf;
/* sample lightmap */
else
{
+ f_superSample = (float)superSample;
/* fracture the winding into a fan (including degenerate tris) */
for ( v = 1; v < ( rw->numVerts - 1 ) && samples < MAX_SAMPLES; v++ )
{
blend[ 0 ] = i;
blend[ 1 ] = j;
blend[ 2 ] = k;
- bf = ( 1.0 / ( blend[ 0 ] + blend[ 1 ] + blend[ 2 ] ) );
+ bf = ( 1.0f / ( blend[ 0 ] + blend[ 1 ] + blend[ 2 ] ) );
VectorScale( blend, bf, blend );
/* create a blended sample */
}
/* get lightmap xy coords */
- x = lightmap[ 0 ] / (float) superSample;
- y = lightmap[ 1 ] / (float) superSample;
+ /* xy = clamp(lightmap/superSample, 0, lm - 1)*/
+ x = lightmap[ 0 ] / f_superSample;
+ y = lightmap[ 1 ] / f_superSample;
+
if ( x < 0 ) {
x = 0;
}
textureColor[ 3 ] = 255;
}
avgcolor = ( textureColor[ 0 ] + textureColor[ 1 ] + textureColor[ 2 ] ) / 3;
- for ( l = 0; l < 3; l++ ){
+ for ( i = 0; i < 3; i++ ){
+ color[ i ] = ( ( textureColor[ i ] * bounceColorRatio + ( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( radLuxel[ i ] / 255 );
+ /*
+ Workaround for https://gitlab.com/xonotic/netradiant/-/issues/182
+ This loop normally uses the l iterator instead of i:
+ for ( l = 0; l < 3; l++ ){
color[ l ] = ( ( textureColor[ l ] * bounceColorRatio + ( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( radLuxel[ l ] / 255 );
+ }
+ */
//Sys_Printf( "%i %i %i %i %i \n", (int) textureColor[ 0 ], (int) textureColor[ 1 ], (int) textureColor[ 2 ], (int) avgcolor, (int) color[ i ] );
}
AddPointToBounds( color, mins, maxs );
#define RADIOSITY_MIN 0.0001f
#define RADIOSITY_CLIP_EPSILON 0.125f
+
+
static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si,
- float scale, float subdivide, qboolean original, radWinding_t *rw, clipWork_t *cw ){
+ float scale, float subdivide, radWinding_t *rw, clipWork_t *cw ){
int i, style = 0;
float dist, area, value;
vec3_t mins, maxs, normal, d1, d2, cross, color, gradient;
light_t *light, *splash;
- winding_t *w;
+ winding_t *w, *splash_w;
/* dummy check */
RadClipWindingEpsilon( rw, normal, dist, RADIOSITY_CLIP_EPSILON, &front, &back, cw );
/* recurse */
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &front, cw );
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &back, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &front, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &back, cw );
return;
}
}
/* if color gradient is too high, subdivide again */
if ( subdivide > minDiffuseSubdivide &&
( gradient[ 0 ] > RADIOSITY_MAX_GRADIENT || gradient[ 1 ] > RADIOSITY_MAX_GRADIENT || gradient[ 2 ] > RADIOSITY_MAX_GRADIENT ) ) {
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), qfalse, rw, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), rw, cw );
return;
}
}
}
/* create a light */
- light = safe_malloc( sizeof( *light ) );
- memset( light, 0, sizeof( *light ) );
+ light = safe_malloc0( sizeof( *light ) );
/* attach it */
ThreadLock();
VectorMA( light->origin, 1.0f, light->normal, light->origin );
light->dist = DotProduct( light->origin, normal );
- /* optionally create a point backsplash light for first pass */
- if ( original && si->backsplashFraction > 0 ) {
+#if 0
+ /* optionally create a point backsplash light */
+ if ( si->backsplashFraction > 0 ) {
+
/* allocate a new point light */
- splash = safe_malloc( sizeof( *splash ) );
- memset( splash, 0, sizeof( *splash ) );
+ splash = safe_malloc0( sizeof( *splash ) );
+
splash->next = lights;
lights = splash;
+
/* set it up */
splash->flags = LIGHT_Q3A_DEFAULT;
splash->type = EMIT_POINT;
splash->photons = light->photons * si->backsplashFraction;
+
splash->fade = 1.0f;
splash->si = si;
VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
VectorCopy( si->color, splash->color );
+
splash->falloffTolerance = falloffTolerance;
splash->style = noStyles ? LS_NORMAL : light->style;
/* add to counts */
numPointLights++;
}
+#endif
+
+#if 1
+ /* optionally create area backsplash light */
+ //if ( original && si->backsplashFraction > 0 ) {
+ if ( si->backsplashFraction > 0 && !( si->compileFlags & C_SKY ) ) {
+ /* allocate a new area light */
+ splash = safe_malloc( sizeof( *splash ) );
+ memset( splash, 0, sizeof( *splash ) );
+ ThreadLock();
+ splash->next = lights;
+ lights = splash;
+ ThreadUnlock();
+
+ /* set it up */
+ splash->flags = LIGHT_AREA_DEFAULT;
+ splash->type = EMIT_AREA;
+ splash->photons = light->photons * 7.0f * si->backsplashFraction;
+ splash->add = light->add * 7.0f * si->backsplashFraction;
+ splash->fade = 1.0f;
+ splash->si = si;
+ VectorCopy( si->color, splash->color );
+ VectorScale( splash->color, splash->add, splash->emitColor );
+ splash->falloffTolerance = falloffTolerance;
+ splash->style = noStyles ? LS_NORMAL : si->lightStyle;
+ if ( splash->style < LS_NORMAL || splash->style >= LS_NONE ) {
+ splash->style = LS_NORMAL;
+ }
+
+ /* create a regular winding */
+ splash_w = AllocWinding( rw->numVerts );
+ splash_w->numpoints = rw->numVerts;
+ for ( i = 0; i < rw->numVerts; i++ )
+ VectorMA( rw->verts[rw->numVerts - 1 - i].xyz, si->backsplashDistance, normal, splash_w->p[ i ] );
+ splash->w = splash_w;
+
+ VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
+ VectorNegate( normal, splash->normal );
+ splash->dist = DotProduct( splash->origin, splash->normal );
+
+// splash->flags |= LIGHT_TWOSIDED;
+ }
+#endif
+
}
else
{
}
-
/*
RadLightForTriangles()
creates unbounced diffuse lights for triangle soup (misc_models, etc)
}
/* subdivide into area lights */
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
}
}
}
/* subdivide into area lights */
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
}
/* generate 2 tris */
}
/* subdivide into area lights */
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
}
}
}