1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
32 #define LIGHT_BOUNCE_C
45 deletes any existing lights, freeing up memory for the next bounce
48 void RadFreeLights( void ){
49 light_t *light, *next;
53 for ( light = lights; light; light = next )
56 if ( light->w != NULL ) {
57 FreeWinding( light->w );
68 RadClipWindingEpsilon()
69 clips a rad winding by a plane
70 based off the regular clip winding code
73 static void RadClipWindingEpsilon( radWinding_t *in, vec3_t normal, vec_t dist,
74 vec_t epsilon, radWinding_t *front, radWinding_t *back, clipWork_t *cw ){
78 vec_t dot; /* ydnar: changed from static b/c of threading */ /* VC 4.2 optimizer bug if not static? */
80 radVert_t *v1, *v2, mid;
89 counts[ 0 ] = counts[ 1 ] = counts[ 2 ] = 0;
91 /* determine sides for each point */
92 for ( i = 0; i < in->numVerts; i++ )
94 dot = DotProduct( in->verts[ i ].xyz, normal );
97 if ( dot > epsilon ) {
98 sides[ i ] = SIDE_FRONT;
100 else if ( dot < -epsilon ) {
101 sides[ i ] = SIDE_BACK;
104 sides[ i ] = SIDE_ON;
106 counts[ sides[ i ] ]++;
108 sides[ i ] = sides[ 0 ];
109 dists[ i ] = dists[ 0 ];
111 /* clear front and back */
112 front->numVerts = back->numVerts = 0;
114 /* handle all on one side cases */
115 if ( counts[ 0 ] == 0 ) {
116 memcpy( back, in, sizeof( radWinding_t ) );
119 if ( counts[ 1 ] == 0 ) {
120 memcpy( front, in, sizeof( radWinding_t ) );
125 maxPoints = in->numVerts + 4;
127 /* do individual verts */
128 for ( i = 0; i < in->numVerts; i++ )
130 /* do simple vertex copies first */
131 v1 = &in->verts[ i ];
133 if ( sides[ i ] == SIDE_ON ) {
134 memcpy( &front->verts[ front->numVerts++ ], v1, sizeof( radVert_t ) );
135 memcpy( &back->verts[ back->numVerts++ ], v1, sizeof( radVert_t ) );
139 if ( sides[ i ] == SIDE_FRONT ) {
140 memcpy( &front->verts[ front->numVerts++ ], v1, sizeof( radVert_t ) );
143 if ( sides[ i ] == SIDE_BACK ) {
144 memcpy( &back->verts[ back->numVerts++ ], v1, sizeof( radVert_t ) );
147 if ( sides[ i + 1 ] == SIDE_ON || sides[ i + 1 ] == sides[ i ] ) {
151 /* generate a split vertex */
152 v2 = &in->verts[ ( i + 1 ) % in->numVerts ];
154 dot = dists[ i ] / ( dists[ i ] - dists[ i + 1 ] );
156 /* average vertex values */
157 for ( j = 0; j < 4; j++ )
161 for ( k = 0; k < MAX_LIGHTMAPS; k++ )
162 mid.color[ k ][ j ] = v1->color[ k ][ j ] + dot * ( v2->color[ k ][ j ] - v1->color[ k ][ j ] );
167 mid.xyz[ j ] = v1->xyz[ j ] + dot * ( v2->xyz[ j ] - v1->xyz[ j ] );
168 mid.normal[ j ] = v1->normal[ j ] + dot * ( v2->normal[ j ] - v1->normal[ j ] );
173 mid.st[ j ] = v1->st[ j ] + dot * ( v2->st[ j ] - v1->st[ j ] );
174 for ( k = 0; k < MAX_LIGHTMAPS; k++ )
175 mid.lightmap[ k ][ j ] = v1->lightmap[ k ][ j ] + dot * ( v2->lightmap[ k ][ j ] - v1->lightmap[ k ][ j ] );
179 /* normalize the averaged normal */
180 VectorNormalize( mid.normal, mid.normal );
182 /* copy the midpoint to both windings */
183 memcpy( &front->verts[ front->numVerts++ ], &mid, sizeof( radVert_t ) );
184 memcpy( &back->verts[ back->numVerts++ ], &mid, sizeof( radVert_t ) );
188 if ( front->numVerts > maxPoints || front->numVerts > maxPoints ) {
189 Error( "RadClipWindingEpsilon: points exceeded estimate" );
191 if ( front->numVerts > MAX_POINTS_ON_WINDING || front->numVerts > MAX_POINTS_ON_WINDING ) {
192 Error( "RadClipWindingEpsilon: MAX_POINTS_ON_WINDING" );
202 samples a texture image for a given color
203 returns qfalse if pixels are bad
206 qboolean RadSampleImage( byte *pixels, int width, int height, float st[ 2 ], float color[ 4 ] ){
211 /* clear color first */
212 color[ 0 ] = color[ 1 ] = color[ 2 ] = color[ 3 ] = 255;
215 if ( pixels == NULL || width < 1 || height < 1 ) {
221 while ( sto[ 0 ] < 0.0f )
224 while ( sto[ 1 ] < 0.0f )
228 x = ( (float) width * sto[ 0 ] ) + 0.5f;
230 y = ( (float) height * sto[ 1 ] ) + 0.5f;
234 pixels += ( y * width * 4 ) + ( x * 4 );
235 VectorCopy( pixels, color );
236 color[ 3 ] = pixels[ 3 ];
239 color[0] = Image_LinearFloatFromsRGBFloat( color[0] * ( 1.0 / 255.0 ) ) * 255.0;
240 color[1] = Image_LinearFloatFromsRGBFloat( color[1] * ( 1.0 / 255.0 ) ) * 255.0;
241 color[2] = Image_LinearFloatFromsRGBFloat( color[2] * ( 1.0 / 255.0 ) ) * 255.0;
251 samples a fragment's lightmap or vertex color and returns an
252 average color and a color gradient for the sample
255 #define MAX_SAMPLES 150
256 #define SAMPLE_GRANULARITY 6
258 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 ){
259 int i, j, k, l, v, x, y, samples;
260 vec3_t color, mins, maxs;
262 float alpha, alphaI, bf;
264 float st[ 2 ], lightmap[ 2 ], *radLuxel;
269 ClearBounds( mins, maxs );
270 VectorClear( average );
271 VectorClear( gradient );
275 if ( rw == NULL || rw->numVerts < 3 ) {
282 /* sample vertex colors if no lightmap or this is the initial pass */
283 if ( lm == NULL || lm->radLuxels[ lightmapNum ] == NULL || bouncing == qfalse ) {
284 for ( samples = 0; samples < rw->numVerts; samples++ )
286 /* multiply by texture color */
287 if ( !RadSampleImage( si->lightImage->pixels, si->lightImage->width, si->lightImage->height, rw->verts[ samples ].st, textureColor ) ) {
288 VectorCopy( si->averageColor, textureColor );
289 textureColor[ 4 ] = 255.0f;
291 for ( i = 0; i < 3; i++ )
292 color[ i ] = ( textureColor[ i ] / 255 ) * ( rw->verts[ samples ].color[ lightmapNum ][ i ] / 255.0f );
294 AddPointToBounds( color, mins, maxs );
295 VectorAdd( average, color, average );
298 alpha += ( textureColor[ 3 ] / 255.0f ) * ( rw->verts[ samples ].color[ lightmapNum ][ 3 ] / 255.0f );
302 *style = ds->vertexStyles[ lightmapNum ];
305 /* sample lightmap */
308 /* fracture the winding into a fan (including degenerate tris) */
309 for ( v = 1; v < ( rw->numVerts - 1 ) && samples < MAX_SAMPLES; v++ )
312 rv[ 0 ] = &rw->verts[ 0 ];
313 rv[ 1 ] = &rw->verts[ v ];
314 rv[ 2 ] = &rw->verts[ v + 1 ];
316 /* this code is embarassing (really should just rasterize the triangle) */
317 for ( i = 1; i < SAMPLE_GRANULARITY && samples < MAX_SAMPLES; i++ )
319 for ( j = 1; j < SAMPLE_GRANULARITY && samples < MAX_SAMPLES; j++ )
321 for ( k = 1; k < SAMPLE_GRANULARITY && samples < MAX_SAMPLES; k++ )
323 /* create a blend vector (barycentric coordinates) */
327 bf = ( 1.0 / ( blend[ 0 ] + blend[ 1 ] + blend[ 2 ] ) );
328 VectorScale( blend, bf, blend );
330 /* create a blended sample */
331 st[ 0 ] = st[ 1 ] = 0.0f;
332 lightmap[ 0 ] = lightmap[ 1 ] = 0.0f;
334 for ( l = 0; l < 3; l++ )
336 st[ 0 ] += ( rv[ l ]->st[ 0 ] * blend[ l ] );
337 st[ 1 ] += ( rv[ l ]->st[ 1 ] * blend[ l ] );
338 lightmap[ 0 ] += ( rv[ l ]->lightmap[ lightmapNum ][ 0 ] * blend[ l ] );
339 lightmap[ 1 ] += ( rv[ l ]->lightmap[ lightmapNum ][ 1 ] * blend[ l ] );
340 alphaI += ( rv[ l ]->color[ lightmapNum ][ 3 ] * blend[ l ] );
343 /* get lightmap xy coords */
344 x = lightmap[ 0 ] / (float) superSample;
345 y = lightmap[ 1 ] / (float) superSample;
349 else if ( x >= lm->w ) {
355 else if ( y >= lm->h ) {
359 /* get radiosity luxel */
360 radLuxel = RAD_LUXEL( lightmapNum, x, y );
362 /* ignore unlit/unused luxels */
363 if ( radLuxel[ 0 ] < 0.0f ) {
370 /* multiply by texture color */
371 if ( !RadSampleImage( si->lightImage->pixels, si->lightImage->width, si->lightImage->height, st, textureColor ) ) {
372 VectorCopy( si->averageColor, textureColor );
373 textureColor[ 4 ] = 255;
375 for ( i = 0; i < 3; i++ )
376 color[ i ] = ( textureColor[ i ] / 255 ) * ( radLuxel[ i ] / 255 );
378 AddPointToBounds( color, mins, maxs );
379 VectorAdd( average, color, average );
382 alpha += ( textureColor[ 3 ] / 255 ) * ( alphaI / 255 );
389 *style = ds->lightmapStyles[ lightmapNum ];
393 if ( samples <= 0 ) {
397 /* average the color */
398 VectorScale( average, ( 1.0 / samples ), average );
400 /* create the color gradient */
401 //% VectorSubtract( maxs, mins, delta );
403 /* new: color gradient will always be 0-1.0, expressed as the range of light relative to overall light */
404 //% gradient[ 0 ] = maxs[ 0 ] > 0.0f ? (maxs[ 0 ] - mins[ 0 ]) / maxs[ 0 ] : 0.0f;
405 //% gradient[ 1 ] = maxs[ 1 ] > 0.0f ? (maxs[ 1 ] - mins[ 1 ]) / maxs[ 1 ] : 0.0f;
406 //% gradient[ 2 ] = maxs[ 2 ] > 0.0f ? (maxs[ 2 ] - mins[ 2 ]) / maxs[ 2 ] : 0.0f;
408 /* newer: another contrast function */
409 for ( i = 0; i < 3; i++ )
410 gradient[ i ] = ( maxs[ i ] - mins[ i ] ) * maxs[ i ];
416 RadSubdivideDiffuseLight()
417 subdivides a radiosity winding until it is smaller than subdivide, then generates an area light
420 #define RADIOSITY_MAX_GRADIENT 0.75f //% 0.25f
421 #define RADIOSITY_VALUE 500.0f
422 #define RADIOSITY_MIN 0.0001f
423 #define RADIOSITY_CLIP_EPSILON 0.125f
425 static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si,
426 float scale, float subdivide, qboolean original, radWinding_t *rw, clipWork_t *cw ){
428 float dist, area, value;
429 vec3_t mins, maxs, normal, d1, d2, cross, color, gradient;
430 light_t *light, *splash;
435 if ( rw == NULL || rw->numVerts < 3 ) {
439 /* get bounds for winding */
440 ClearBounds( mins, maxs );
441 for ( i = 0; i < rw->numVerts; i++ )
442 AddPointToBounds( rw->verts[ i ].xyz, mins, maxs );
444 /* subdivide if necessary */
445 for ( i = 0; i < 3; i++ )
447 if ( maxs[ i ] - mins[ i ] > subdivide ) {
448 radWinding_t front, back;
451 /* make axial plane */
452 VectorClear( normal );
454 dist = ( maxs[ i ] + mins[ i ] ) * 0.5f;
456 /* clip the winding */
457 RadClipWindingEpsilon( rw, normal, dist, RADIOSITY_CLIP_EPSILON, &front, &back, cw );
460 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &front, cw );
461 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &back, cw );
468 for ( i = 2; i < rw->numVerts; i++ )
470 VectorSubtract( rw->verts[ i - 1 ].xyz, rw->verts[ 0 ].xyz, d1 );
471 VectorSubtract( rw->verts[ i ].xyz, rw->verts[ 0 ].xyz, d2 );
472 CrossProduct( d1, d2, cross );
473 area += 0.5f * VectorLength( cross );
475 if ( area < 1.0f || area > 20000000.0f ) {
479 /* more subdivision may be necessary */
481 /* get color sample for the surface fragment */
482 RadSample( lightmapNum, ds, lm, si, rw, color, gradient, &style );
484 /* if color gradient is too high, subdivide again */
485 if ( subdivide > minDiffuseSubdivide &&
486 ( gradient[ 0 ] > RADIOSITY_MAX_GRADIENT || gradient[ 1 ] > RADIOSITY_MAX_GRADIENT || gradient[ 2 ] > RADIOSITY_MAX_GRADIENT ) ) {
487 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), qfalse, rw, cw );
492 /* create a regular winding and an average normal */
493 w = AllocWinding( rw->numVerts );
494 w->numpoints = rw->numVerts;
495 VectorClear( normal );
496 for ( i = 0; i < rw->numVerts; i++ )
498 VectorCopy( rw->verts[ i ].xyz, w->p[ i ] );
499 VectorAdd( normal, rw->verts[ i ].normal, normal );
501 VectorScale( normal, ( 1.0f / rw->numVerts ), normal );
502 if ( VectorNormalize( normal, normal ) == 0.0f ) {
507 if ( bouncing && VectorLength( color ) < RADIOSITY_MIN ) {
512 //% Sys_Printf( "Size: %d %d %d\n", (int) (maxs[ 0 ] - mins[ 0 ]), (int) (maxs[ 1 ] - mins[ 1 ]), (int) (maxs[ 2 ] - mins[ 2 ]) );
513 //% Sys_Printf( "Grad: %f %f %f\n", gradient[ 0 ], gradient[ 1 ], gradient[ 2 ] );
515 /* increment counts */
517 switch ( ds->surfaceType )
520 numBrushDiffuseLights++;
523 case MST_TRIANGLE_SOUP:
524 numTriangleDiffuseLights++;
528 numPatchDiffuseLights++;
533 light = safe_malloc( sizeof( *light ) );
534 memset( light, 0, sizeof( *light ) );
538 light->next = lights;
542 /* initialize the light */
543 light->flags = LIGHT_AREA_DEFAULT;
544 light->type = EMIT_AREA;
549 /* set falloff threshold */
550 light->falloffTolerance = falloffTolerance;
552 /* bouncing light? */
554 /* handle first-pass lights in normal q3a style */
556 light->photons = value * area * areaScale;
557 light->add = value * formFactorValueScale * areaScale;
558 VectorCopy( si->color, light->color );
559 VectorScale( light->color, light->add, light->emitColor );
560 light->style = noStyles ? LS_NORMAL : si->lightStyle;
561 if ( light->style < LS_NORMAL || light->style >= LS_NONE ) {
562 light->style = LS_NORMAL;
566 VectorAdd( mins, maxs, light->origin );
567 VectorScale( light->origin, 0.5f, light->origin );
569 /* nudge it off the plane a bit */
570 VectorCopy( normal, light->normal );
571 VectorMA( light->origin, 1.0f, light->normal, light->origin );
572 light->dist = DotProduct( light->origin, normal );
574 /* optionally create a point splashsplash light for first pass */
575 if ( original && si->backsplashFraction > 0 ) {
576 /* allocate a new point light */
577 splash = safe_malloc( sizeof( *splash ) );
578 memset( splash, 0, sizeof( *splash ) );
579 splash->next = lights;
583 splash->flags = LIGHT_Q3A_DEFAULT;
584 splash->type = EMIT_POINT;
585 splash->photons = light->photons * si->backsplashFraction;
588 VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
589 VectorCopy( si->color, splash->color );
590 splash->falloffTolerance = falloffTolerance;
591 splash->style = noStyles ? LS_NORMAL : light->style;
599 /* handle bounced light (radiosity) a little differently */
600 value = RADIOSITY_VALUE * si->bounceScale * 0.375f;
601 light->photons = value * area * bounceScale;
602 light->add = value * formFactorValueScale * bounceScale;
603 VectorCopy( color, light->color );
604 VectorScale( light->color, light->add, light->emitColor );
605 light->style = noStyles ? LS_NORMAL : style;
606 if ( light->style < LS_NORMAL || light->style >= LS_NONE ) {
607 light->style = LS_NORMAL;
611 WindingCenter( w, light->origin );
613 /* nudge it off the plane a bit */
614 VectorCopy( normal, light->normal );
615 VectorMA( light->origin, 1.0f, light->normal, light->origin );
616 light->dist = DotProduct( light->origin, normal );
619 /* emit light from both sides? */
620 if ( si->compileFlags & C_FOG || si->twoSided ) {
621 light->flags |= LIGHT_TWOSIDED;
624 //% Sys_Printf( "\nAL: C: (%6f, %6f, %6f) [%6f] N: (%6f, %6f, %6f) %s\n",
625 //% light->color[ 0 ], light->color[ 1 ], light->color[ 2 ], light->add,
626 //% light->normal[ 0 ], light->normal[ 1 ], light->normal[ 2 ],
627 //% light->si->shader );
633 RadLightForTriangles()
634 creates unbounced diffuse lights for triangle soup (misc_models, etc)
637 void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw ){
639 bspDrawSurface_t *ds;
640 float *radVertexLuxel;
645 ds = &bspDrawSurfaces[ num ];
647 /* each triangle is a potential emitter */
649 for ( i = 0; i < ds->numIndexes; i += 3 )
652 for ( j = 0; j < 3; j++ )
654 /* get vertex index and rad vertex luxel */
655 v = ds->firstVert + bspDrawIndexes[ ds->firstIndex + i + j ];
657 /* get most everything */
658 memcpy( &rw.verts[ j ], &yDrawVerts[ v ], sizeof( bspDrawVert_t ) );
661 for ( k = 0; k < MAX_LIGHTMAPS; k++ )
663 radVertexLuxel = RAD_VERTEX_LUXEL( k, ds->firstVert + bspDrawIndexes[ ds->firstIndex + i + j ] );
664 VectorCopy( radVertexLuxel, rw.verts[ j ].color[ k ] );
665 rw.verts[ j ].color[ k ][ 3 ] = yDrawVerts[ v ].color[ k ][ 3 ];
669 /* subdivide into area lights */
670 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
678 creates unbounced diffuse lights for patches
681 #define PLANAR_EPSILON 0.1f
683 void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw ){
684 int i, x, y, v, t, pw[ 5 ], r;
685 bspDrawSurface_t *ds;
687 bspDrawVert_t *bogus;
688 bspDrawVert_t *dv[ 4 ];
689 mesh_t src, *subdivided, *mesh;
690 float *radVertexLuxel;
698 ds = &bspDrawSurfaces[ num ];
699 info = &surfaceInfos[ num ];
701 /* construct a bogus vert list with color index stuffed into color[ 0 ] */
702 bogus = safe_malloc( ds->numVerts * sizeof( bspDrawVert_t ) );
703 memcpy( bogus, &yDrawVerts[ ds->firstVert ], ds->numVerts * sizeof( bspDrawVert_t ) );
704 for ( i = 0; i < ds->numVerts; i++ )
705 bogus[ i ].color[ 0 ][ 0 ] = i;
707 /* build a subdivided mesh identical to shadow facets for this patch */
708 /* this MUST MATCH FacetsForPatch() identically! */
709 src.width = ds->patchWidth;
710 src.height = ds->patchHeight;
712 //% subdivided = SubdivideMesh( src, 8, 512 );
713 subdivided = SubdivideMesh2( src, info->patchIterations );
714 PutMeshOnCurve( *subdivided );
715 //% MakeMeshNormals( *subdivided );
716 mesh = RemoveLinearMeshColumnsRows( subdivided );
717 FreeMesh( subdivided );
720 /* FIXME: build interpolation table into color[ 1 ] */
722 /* fix up color indexes */
723 for ( i = 0; i < ( mesh->width * mesh->height ); i++ )
725 dv[ 0 ] = &mesh->verts[ i ];
726 if ( dv[ 0 ]->color[ 0 ][ 0 ] >= ds->numVerts ) {
727 dv[ 0 ]->color[ 0 ][ 0 ] = ds->numVerts - 1;
731 /* iterate through the mesh quads */
732 for ( y = 0; y < ( mesh->height - 1 ); y++ )
734 for ( x = 0; x < ( mesh->width - 1 ); x++ )
737 pw[ 0 ] = x + ( y * mesh->width );
738 pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
739 pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
740 pw[ 3 ] = x + 1 + ( y * mesh->width );
741 pw[ 4 ] = x + ( y * mesh->width ); /* same as pw[ 0 ] */
747 dv[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
748 dv[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
749 dv[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
750 dv[ 3 ] = &mesh->verts[ pw[ r + 3 ] ];
753 planar = PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz );
755 dist = DotProduct( dv[ 1 ]->xyz, plane ) - plane[ 3 ];
756 if ( fabs( dist ) > PLANAR_EPSILON ) {
761 /* generate a quad */
764 for ( v = 0; v < 4; v++ )
766 /* get most everything */
767 memcpy( &rw.verts[ v ], dv[ v ], sizeof( bspDrawVert_t ) );
770 for ( i = 0; i < MAX_LIGHTMAPS; i++ )
772 radVertexLuxel = RAD_VERTEX_LUXEL( i, ds->firstVert + dv[ v ]->color[ 0 ][ 0 ] );
773 VectorCopy( radVertexLuxel, rw.verts[ v ].color[ i ] );
774 rw.verts[ v ].color[ i ][ 3 ] = dv[ v ]->color[ i ][ 3 ];
778 /* subdivide into area lights */
779 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
782 /* generate 2 tris */
786 for ( t = 0; t < 2; t++ )
788 for ( v = 0; v < 3 + t; v++ )
790 /* get "other" triangle (stupid hacky logic, but whatevah) */
791 if ( v == 1 && t == 1 ) {
795 /* get most everything */
796 memcpy( &rw.verts[ v ], dv[ v ], sizeof( bspDrawVert_t ) );
799 for ( i = 0; i < MAX_LIGHTMAPS; i++ )
801 radVertexLuxel = RAD_VERTEX_LUXEL( i, ds->firstVert + dv[ v ]->color[ 0 ][ 0 ] );
802 VectorCopy( radVertexLuxel, rw.verts[ v ].color[ i ] );
803 rw.verts[ v ].color[ i ][ 3 ] = dv[ v ]->color[ i ][ 3 ];
807 /* subdivide into area lights */
808 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
823 creates unbounced diffuse lights for a given surface
826 void RadLight( int num ){
828 float scale, subdivide;
829 int contentFlags, surfaceFlags, compileFlags;
830 bspDrawSurface_t *ds;
837 /* get drawsurface, lightmap, and shader info */
838 ds = &bspDrawSurfaces[ num ];
839 info = &surfaceInfos[ num ];
842 scale = si->bounceScale;
844 /* find nodraw bit */
845 contentFlags = surfaceFlags = compileFlags = 0;
846 ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, &compileFlags );
848 // jal : avoid bouncing on trans surfaces
849 ApplySurfaceParm( "trans", &contentFlags, &surfaceFlags, &compileFlags );
852 if ( scale <= 0.0f || ( si->compileFlags & C_SKY ) || si->autosprite ||
853 ( bspShaders[ ds->shaderNum ].contentFlags & contentFlags ) || ( bspShaders[ ds->shaderNum ].surfaceFlags & surfaceFlags ) ||
854 ( si->compileFlags & compileFlags ) ) {
858 /* determine how much we need to chop up the surface */
859 if ( si->lightSubdivide ) {
860 subdivide = si->lightSubdivide;
863 subdivide = diffuseSubdivide;
867 numDiffuseSurfaces++;
869 /* iterate through styles (this could be more efficient, yes) */
870 for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
873 if ( ds->lightmapStyles[ lightmapNum ] != LS_NONE && ds->lightmapStyles[ lightmapNum ] != LS_UNUSED ) {
874 switch ( ds->surfaceType )
877 case MST_TRIANGLE_SOUP:
878 RadLightForTriangles( num, lightmapNum, lm, si, scale, subdivide, &cw );
882 RadLightForPatch( num, lightmapNum, lm, si, scale, subdivide, &cw );
895 RadCreateDiffuseLights()
896 creates lights for unbounced light on surfaces in the bsp
901 void RadCreateDiffuseLights( void ){
903 Sys_FPrintf( SYS_VRB, "--- RadCreateDiffuseLights ---\n" );
904 numDiffuseSurfaces = 0;
905 numDiffuseLights = 0;
906 numBrushDiffuseLights = 0;
907 numTriangleDiffuseLights = 0;
908 numPatchDiffuseLights = 0;
911 /* hit every surface (threaded) */
912 RunThreadsOnIndividual( numBSPDrawSurfaces, qtrue, RadLight );
914 /* dump the lights generated to a file */
916 char dumpName[ 1024 ], ext[ 64 ];
920 strcpy( dumpName, source );
921 StripExtension( dumpName );
922 sprintf( ext, "_bounce_%03d.map", iterations );
923 strcat( dumpName, ext );
924 file = fopen( dumpName, "wb" );
925 Sys_Printf( "Writing %s...\n", dumpName );
927 for ( light = lights; light; light = light->next )
931 "\"classname\" \"light\"\n"
933 "\"origin\" \"%.0f %.0f %.0f\"\n"
934 "\"_color\" \"%.3f %.3f %.3f\"\n"
955 Sys_Printf( "%8d diffuse surfaces\n", numDiffuseSurfaces );
956 Sys_FPrintf( SYS_VRB, "%8d total diffuse lights\n", numDiffuseLights );
957 Sys_FPrintf( SYS_VRB, "%8d brush diffuse lights\n", numBrushDiffuseLights );
958 Sys_FPrintf( SYS_VRB, "%8d patch diffuse lights\n", numPatchDiffuseLights );
959 Sys_FPrintf( SYS_VRB, "%8d triangle diffuse lights\n", numTriangleDiffuseLights );