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1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
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.
12
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.
17
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
21
22 ----------------------------------------------------------------------------------
23
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."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define LIGHT_YDNAR_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41
42 /*
43 ColorToBytes()
44 ydnar: moved to here 2001-02-04
45 */
46
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
48 {
49         int             i;
50         float   max, gamma;
51         vec3_t  sample;
52         float   inv, dif;
53         
54         
55         /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
56         if( scale <= 0.0f )
57                 scale = 1.0f;
58         
59         /* make a local copy */
60         VectorScale( color, scale, sample );
61         
62         /* muck with it */
63         gamma = 1.0f / lightmapGamma;
64         for( i = 0; i < 3; i++ )
65         {
66                 /* handle negative light */
67                 if( sample[ i ] < 0.0f )
68                 {
69                         sample[ i ] = 0.0f;
70                         continue;
71                 }
72                 
73                 /* gamma */
74                 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
75         }
76
77         if (lightmapExposure == 1)
78         {
79                 /* clamp with color normalization */
80                 max = sample[ 0 ];
81                 if( sample[ 1 ] > max )
82                         max = sample[ 1 ];
83                 if( sample[ 2 ] > max )
84                         max = sample[ 2 ];
85                 if( max > 255.0f )
86                         VectorScale( sample, (255.0f / max), sample );
87         }
88         else
89         {
90                 if (lightmapExposure==0)
91                 {
92                         lightmapExposure=1.0f;
93                 }
94                 inv=1.f/lightmapExposure;
95                 //Exposure
96
97                 max = sample[ 0 ];
98                 if( sample[ 1 ] > max )
99                         max = sample[ 1 ];
100                 if( sample[ 2 ] > max )
101                         max = sample[ 2 ];
102
103                 dif = (1-  exp(-max * inv) )  *  255;
104
105                 if (max >0)
106                 {
107                         dif = dif / max;
108                 }
109                 else
110                 {
111                         dif = 0;
112                 }
113
114                 for (i=0;i<3;i++)
115                 {
116                         sample[i]*=dif;
117                 }
118         }
119
120         
121         /* compensate for ingame overbrighting/bitshifting */
122         VectorScale( sample, (1.0f / lightmapCompensate), sample );
123         
124         /* store it off */
125         colorBytes[ 0 ] = sample[ 0 ];
126         colorBytes[ 1 ] = sample[ 1 ];
127         colorBytes[ 2 ] = sample[ 2 ];
128 }
129
130
131
132 /* -------------------------------------------------------------------------------
133
134 this section deals with phong shading (normal interpolation across brush faces)
135
136 ------------------------------------------------------------------------------- */
137
138 /*
139 SmoothNormals()
140 smooths together coincident vertex normals across the bsp
141 */
142
143 #define MAX_SAMPLES                             256
144 #define THETA_EPSILON                   0.000001
145 #define EQUAL_NORMAL_EPSILON    0.01
146
147 void SmoothNormals( void )
148 {
149         int                                     i, j, k, f, cs, numVerts, numVotes, fOld, start;
150         float                           shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151         bspDrawSurface_t        *ds;
152         shaderInfo_t            *si;
153         float                           *shadeAngles;
154         byte                            *smoothed;
155         vec3_t                          average, diff;
156         int                                     indexes[ MAX_SAMPLES ];
157         vec3_t                          votes[ MAX_SAMPLES ];
158         
159         
160         /* allocate shade angle table */
161         shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162         memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
163         
164         /* allocate smoothed table */
165         cs = (numBSPDrawVerts / 8) + 1;
166         smoothed = safe_malloc( cs );
167         memset( smoothed, 0, cs );
168         
169         /* set default shade angle */
170         defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
171         maxShadeAngle = 0;
172         
173         /* run through every surface and flag verts belonging to non-lightmapped surfaces
174            and set per-vertex smoothing angle */
175         for( i = 0; i < numBSPDrawSurfaces; i++ )
176         {
177                 /* get drawsurf */
178                 ds = &bspDrawSurfaces[ i ];
179                 
180                 /* get shader for shade angle */
181                 si = surfaceInfos[ i ].si;
182                 if( si->shadeAngleDegrees )
183                         shadeAngle = DEG2RAD( si->shadeAngleDegrees );
184                 else
185                         shadeAngle = defaultShadeAngle;
186                 if( shadeAngle > maxShadeAngle )
187                         maxShadeAngle = shadeAngle;
188                 
189                 /* flag its verts */
190                 for( j = 0; j < ds->numVerts; j++ )
191                 {
192                         f = ds->firstVert + j;
193                         shadeAngles[ f ] = shadeAngle;
194                         if( ds->surfaceType == MST_TRIANGLE_SOUP )
195                                 smoothed[ f >> 3 ] |= (1 << (f & 7));
196                 }
197                 
198                 /* ydnar: optional force-to-trisoup */
199                 if( trisoup && ds->surfaceType == MST_PLANAR )
200                 {
201                         ds->surfaceType = MST_TRIANGLE_SOUP;
202                         ds->lightmapNum[ 0 ] = -3;
203                 }
204         }
205         
206         /* bail if no surfaces have a shade angle */
207         if( maxShadeAngle == 0 )
208         {
209                 free( shadeAngles );
210                 free( smoothed );
211                 return;
212         }
213         
214         /* init pacifier */
215         fOld = -1;
216         start = I_FloatTime();
217         
218         /* go through the list of vertexes */
219         for( i = 0; i < numBSPDrawVerts; i++ )
220         {
221                 /* print pacifier */
222                 f = 10 * i / numBSPDrawVerts;
223                 if( f != fOld )
224                 {
225                         fOld = f;
226                         Sys_Printf( "%i...", f );
227                 }
228                 
229                 /* already smoothed? */
230                 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
231                         continue;
232                 
233                 /* clear */
234                 VectorClear( average );
235                 numVerts = 0;
236                 numVotes = 0;
237                 
238                 /* build a table of coincident vertexes */
239                 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
240                 {
241                         /* already smoothed? */
242                         if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
243                                 continue;
244                         
245                         /* test vertexes */
246                         if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
247                                 continue;
248                         
249                         /* use smallest shade angle */
250                         shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
251                         
252                         /* check shade angle */
253                         dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
254                         if( dot > 1.0 )
255                                 dot = 1.0;
256                         else if( dot < -1.0 )
257                                 dot = -1.0;
258                         testAngle = acos( dot ) + THETA_EPSILON;
259                         if( testAngle >= shadeAngle )
260                         {
261                                 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
262                                 continue;
263                         }
264                         //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
265                         
266                         /* add to the list */
267                         indexes[ numVerts++ ] = j;
268                         
269                         /* flag vertex */
270                         smoothed[ j >> 3 ] |= (1 << (j & 7));
271                         
272                         /* see if this normal has already been voted */
273                         for( k = 0; k < numVotes; k++ )
274                         {
275                                 VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
276                                 if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
277                                         fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
278                                         fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
279                                         break;
280                         }
281                         
282                         /* add a new vote? */
283                         if( k == numVotes && numVotes < MAX_SAMPLES )
284                         {
285                                 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286                                 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
287                                 numVotes++;
288                         }
289                 }
290                 
291                 /* don't average for less than 2 verts */
292                 if( numVerts < 2 )
293                         continue;
294                 
295                 /* average normal */
296                 if( VectorNormalize( average, average ) > 0 )
297                 {
298                         /* smooth */
299                         for( j = 0; j < numVerts; j++ )
300                                 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
301                 }
302         }
303         
304         /* free the tables */
305         free( shadeAngles );
306         free( smoothed );
307         
308         /* print time */
309         Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
310 }
311
312
313
314 /* -------------------------------------------------------------------------------
315
316 this section deals with phong shaded lightmap tracing
317
318 ------------------------------------------------------------------------------- */
319
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
321
322 /*
323 CalcTangentVectors()
324 calculates the st tangent vectors for normalmapping
325 */
326
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
328 {
329         int                     i;
330         float           bb, s, t;
331         vec3_t          bary;
332         
333         
334         /* calculate barycentric basis for the triangle */
335         bb = (dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]) - (dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]);
336         if( fabs( bb ) < 0.00000001f )
337                 return qfalse;
338         
339         /* do each vertex */
340         for( i = 0; i < numVerts; i++ )
341         {
342                 /* calculate s tangent vector */
343                 s = dv[ i ]->st[ 0 ] + 10.0f;
344                 t = dv[ i ]->st[ 1 ];
345                 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
346                 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
347                 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
348                 
349                 stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
350                 stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
351                 stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
352                 
353                 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354                 VectorNormalize( stv[ i ], stv[ i ] );
355                 
356                 /* calculate t tangent vector */
357                 s = dv[ i ]->st[ 0 ];
358                 t = dv[ i ]->st[ 1 ] + 10.0f;
359                 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
360                 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
361                 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
362                 
363                 ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
364                 ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
365                 ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
366                 
367                 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368                 VectorNormalize( ttv[ i ], ttv[ i ] );
369                 
370                 /* debug code */
371                 //%     Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
372                 //%             stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
373         }
374         
375         /* return to caller */
376         return qtrue;
377 }
378
379
380
381
382 /*
383 PerturbNormal()
384 perterbs the normal by the shader's normalmap in tangent space
385 */
386
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
388 {
389         int                     i;
390         vec4_t          bump;
391         
392         
393         /* passthrough */
394         VectorCopy( dv->normal, pNormal );
395         
396         /* sample normalmap */
397         if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
398                 return;
399         
400         /* remap sampled normal from [0,255] to [-1,-1] */
401         for( i = 0; i < 3; i++ )
402                 bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
403         
404         /* scale tangent vectors and add to original normal */
405         VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
406         VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
407         VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
408         
409         /* renormalize and return */
410         VectorNormalize( pNormal, pNormal );
411 }
412
413
414
415 /*
416 MapSingleLuxel()
417 maps a luxel for triangle bv at
418 */
419
420 #define NUDGE                   0.5f
421 #define BOGUS_NUDGE             -99999.0f
422
423 static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
424 {
425         int                             i, x, y, numClusters, *clusters, pointCluster, *cluster;
426         float                   *luxel, *origin, *normal, d, lightmapSampleOffset;
427         shaderInfo_t    *si;
428         vec3_t                  pNormal;
429         vec3_t                  vecs[ 3 ];
430         vec3_t                  nudged;
431         vec3_t                  cverts[ 3 ];
432         vec3_t                  temp;
433         vec4_t                  sideplane, hostplane;
434         vec3_t                  origintwo;
435         int                             j, next;
436         float                   e;
437         float                   *nudge;
438         static float    nudges[][ 2 ] =
439                                         {
440                                                 //%{ 0, 0 },            /* try center first */
441                                                 { -NUDGE, 0 },          /* left */
442                                                 { NUDGE, 0 },           /* right */
443                                                 { 0, NUDGE },           /* up */
444                                                 { 0, -NUDGE },          /* down */
445                                                 { -NUDGE, NUDGE },      /* left/up */
446                                                 { NUDGE, -NUDGE },      /* right/down */
447                                                 { NUDGE, NUDGE },       /* right/up */
448                                                 { -NUDGE, -NUDGE },     /* left/down */
449                                                 { BOGUS_NUDGE, BOGUS_NUDGE }
450                                         };
451         
452         
453         /* find luxel xy coords (fixme: subtract 0.5?) */
454         x = dv->lightmap[ 0 ][ 0 ];
455         y = dv->lightmap[ 0 ][ 1 ];
456         if( x < 0 )
457                 x = 0;
458         else if( x >= lm->sw )
459                 x = lm->sw - 1;
460         if( y < 0 )
461                 y = 0;
462         else if( y >= lm->sh )
463                 y = lm->sh - 1;
464         
465         /* set shader and cluster list */
466         if( info != NULL )
467         {
468                 si = info->si;
469                 numClusters = info->numSurfaceClusters;
470                 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
471         }
472         else
473         {
474                 si = NULL;
475                 numClusters = 0;
476                 clusters = NULL;
477         }
478         
479         /* get luxel, origin, cluster, and normal */
480         luxel = SUPER_LUXEL( 0, x, y );
481         origin = SUPER_ORIGIN( x, y );
482         normal = SUPER_NORMAL( x, y );
483         cluster = SUPER_CLUSTER( x, y );
484         
485         /* don't attempt to remap occluded luxels for planar surfaces */
486         if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
487                 return (*cluster);
488         
489         /* only average the normal for premapped luxels */
490         else if( (*cluster) >= 0 )
491         {
492                 /* do bumpmap calculations */
493                 if( stv != NULL )
494                         PerturbNormal( dv, si, pNormal, stv, ttv );
495                 else
496                         VectorCopy( dv->normal, pNormal );
497                 
498                 /* add the additional normal data */
499                 VectorAdd( normal, pNormal, normal );
500                 luxel[ 3 ] += 1.0f;
501                 return (*cluster);
502         }
503         
504         /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
505         
506         /* get origin */
507         
508         /* axial lightmap projection */
509         if( lm->vecs != NULL )
510         {
511                 /* calculate an origin for the sample from the lightmap vectors */
512                 VectorCopy( lm->origin, origin );
513                 for( i = 0; i < 3; i++ )
514                 {
515                         /* add unless it's the axis, which is taken care of later */
516                         if( i == lm->axisNum )
517                                 continue;
518                         origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
519                 }
520                 
521                 /* project the origin onto the plane */
522                 d = DotProduct( origin, plane ) - plane[ 3 ];
523                 d /= plane[ lm->axisNum ];
524                 origin[ lm->axisNum ] -= d;
525         }
526         
527         /* non axial lightmap projection (explicit xyz) */
528         else
529                 VectorCopy( dv->xyz, origin );
530
531         //////////////////////
532         //27's test to make sure samples stay within the triangle boundaries
533         //1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
534         //2) if it does, nudge it onto the correct side.
535
536         if (worldverts!=NULL && lightmapTriangleCheck)
537         {
538                 for (j=0;j<3;j++)
539                 {
540                         VectorCopy(worldverts[j],cverts[j]);
541                 }
542                 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
543
544                 for (j=0;j<3;j++)
545                 {
546                         for (i=0;i<3;i++)
547                         {
548                                 //build plane using 2 edges and a normal
549                                 next=(i+1)%3;
550
551                                 VectorCopy(cverts[next],temp);
552                                 VectorAdd(temp,hostplane,temp);
553                                 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
554
555                                 //planetest sample point
556                                 e=DotProduct(origin,sideplane);
557                                 e=e-sideplane[3];
558                                 if (e>0)
559                                 {
560                                         //we're bad.
561                                         //VectorClear(origin);
562                                         //Move the sample point back inside triangle bounds
563                                         origin[0]-=sideplane[0]*(e+1);
564                                         origin[1]-=sideplane[1]*(e+1);
565                                         origin[2]-=sideplane[2]*(e+1);
566 #ifdef DEBUG_27_1
567                                         VectorClear(origin);
568 #endif
569                                 }
570                         }
571                 }
572         }
573
574         ////////////////////////
575         
576         /* planar surfaces have precalculated lightmap vectors for nudging */
577         if( lm->plane != NULL )
578         {
579                 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580                 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581                 VectorCopy( lm->plane, vecs[ 2 ] );
582         }
583         
584         /* non-planar surfaces must calculate them */
585         else
586         {
587                 if( plane != NULL )
588                         VectorCopy( plane, vecs[ 2 ] );
589                 else
590                         VectorCopy( dv->normal, vecs[ 2 ] );
591                 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
592         }
593         
594         /* push the origin off the surface a bit */
595         if( si != NULL )
596                 lightmapSampleOffset = si->lightmapSampleOffset;
597         else
598                 lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
599         if( lm->axisNum < 0 )
600                 VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
601         else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
602                 origin[ lm->axisNum ] -= lightmapSampleOffset;
603         else
604                 origin[ lm->axisNum ] += lightmapSampleOffset;
605         
606         VectorCopy(origin,origintwo);
607         if(lightmapExtraVisClusterNudge)
608         {
609                 origintwo[0]+=vecs[2][0];
610                 origintwo[1]+=vecs[2][1];
611                 origintwo[2]+=vecs[2][2];
612         }
613
614         /* get cluster */
615         pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
616         
617         /* another retarded hack, storing nudge count in luxel[ 1 ] */
618         luxel[ 1 ] = 0.0f;      
619         
620         /* point in solid? (except in dark mode) */
621         if( pointCluster < 0 && dark == qfalse )
622         {
623                 /* nudge the the location around */
624                 nudge = nudges[ 0 ];
625                 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
626                 {
627                         /* nudge the vector around a bit */
628                         for( i = 0; i < 3; i++ )
629                         {
630                                 /* set nudged point*/
631                                 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
632                         }
633                         nudge += 2;
634                         
635                         /* get pvs cluster */
636                         pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637                         if( pointCluster >= 0 )
638                                 VectorCopy( nudged, origin );
639                         luxel[ 1 ] += 1.0f;
640                 }
641         }
642         
643         /* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
644         if( pointCluster < 0 && si != NULL && dark == qfalse )
645         {
646                 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647                 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648                 if( pointCluster >= 0 )
649                         VectorCopy( nudged, origin );
650                 luxel[ 1 ] += 1.0f;
651         }
652         
653         /* valid? */
654         if( pointCluster < 0 )
655         {
656                 (*cluster) = CLUSTER_OCCLUDED;
657                 VectorClear( origin );
658                 VectorClear( normal );
659                 numLuxelsOccluded++;
660                 return (*cluster);
661         }
662         
663         /* debug code */
664         //%     Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
665         
666         /* do bumpmap calculations */
667         if( stv )
668                 PerturbNormal( dv, si, pNormal, stv, ttv );
669         else
670                 VectorCopy( dv->normal, pNormal );
671         
672         /* store the cluster and normal */
673         (*cluster) = pointCluster;
674         VectorCopy( pNormal, normal );
675         
676         /* store explicit mapping pass and implicit mapping pass */
677         luxel[ 0 ] = pass;
678         luxel[ 3 ] = 1.0f;
679         
680         /* add to count */
681         numLuxelsMapped++;
682         
683         /* return ok */
684         return (*cluster);
685 }
686
687
688
689 /*
690 MapTriangle_r()
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
693 */
694
695 static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
696 {
697         bspDrawVert_t   mid, *dv2[ 3 ];
698         int                             max;
699         
700         
701         /* map the vertexes */
702         #if 0
703         MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
704         MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
705         MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
706         #endif
707         
708         /* subdivide calc */
709         {
710                 int                     i;
711                 float           *a, *b, dx, dy, dist, maxDist;
712                 
713                 
714                 /* find the longest edge and split it */
715                 max = -1;
716                 maxDist = 0;
717                 for( i = 0; i < 3; i++ )
718                 {
719                         /* get verts */
720                         a = dv[ i ]->lightmap[ 0 ];
721                         b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
722                         
723                         /* get dists */
724                         dx = a[ 0 ] - b[ 0 ];
725                         dy = a[ 1 ] - b[ 1 ];
726                         dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
727                         
728                         /* longer? */
729                         if( dist > maxDist )
730                         {
731                                 maxDist = dist;
732                                 max = i;
733                         }
734                 }
735                 
736                 /* try to early out */
737                 if( max < 0 || maxDist <= subdivideThreshold )  /* ydnar: was i < 0 instead of max < 0 (?) */
738                         return;
739         }
740         
741         /* split the longest edge and map it */
742         LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
743         MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
744         
745         /* push the point up a little bit to account for fp creep (fixme: revisit this) */
746         //%     VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
747         
748         /* recurse to first triangle */
749         VectorCopy( dv, dv2 );
750         dv2[ max ] = &mid;
751         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
752         
753         /* recurse to second triangle */
754         VectorCopy( dv, dv2 );
755         dv2[ (max + 1) % 3 ] = &mid;
756         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
757 }
758
759
760
761 /*
762 MapTriangle()
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
765 */
766
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
768 {
769         int                             i;
770         vec4_t                  plane;
771         vec3_t                  *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772         vec3_t                  worldverts[ 3 ];
773         
774         
775         /* get plane if possible */
776         if( lm->plane != NULL )
777         {
778                 VectorCopy( lm->plane, plane );
779                 plane[ 3 ] = lm->plane[ 3 ];
780         }
781         
782         /* otherwise make one from the points */
783         else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
784                 return qfalse;
785         
786         /* check to see if we need to calculate texture->world tangent vectors */
787         if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
788         {
789                 stv = stvStatic;
790                 ttv = ttvStatic;
791         }
792         else
793         {
794                 stv = NULL;
795                 ttv = NULL;
796         }
797         
798         VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799         VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800         VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
801
802         /* map the vertexes */
803         MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
804         MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
805         MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
806         
807         /* 2002-11-20: prefer axial triangle edges */
808         if( mapNonAxial )
809         {
810                 /* subdivide the triangle */
811                 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
812                 return qtrue;
813         }
814         
815         for( i = 0; i < 3; i++ )
816         {
817                 float                   *a, *b;
818                 bspDrawVert_t   *dv2[ 3 ];
819                 
820                 
821                 /* get verts */
822                 a = dv[ i ]->lightmap[ 0 ];
823                 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
824                 
825                 /* make degenerate triangles for mapping edges */
826                 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
827                 {
828                         dv2[ 0 ] = dv[ i ];
829                         dv2[ 1 ] = dv[ (i + 1) % 3 ];
830                         dv2[ 2 ] = dv[ (i + 1) % 3 ];
831                         
832                         /* map the degenerate triangle */
833                         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
834                 }
835         }
836         
837         return qtrue;
838 }
839
840
841
842 /*
843 MapQuad_r()
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
846 */
847
848 static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] )
849 {
850         bspDrawVert_t   mid[ 2 ], *dv2[ 4 ];
851         int                             max;
852         
853         
854         /* subdivide calc */
855         {
856                 int                     i;
857                 float           *a, *b, dx, dy, dist, maxDist;
858                 
859                 
860                 /* find the longest edge and split it */
861                 max = -1;
862                 maxDist = 0;
863                 for( i = 0; i < 4; i++ )
864                 {
865                         /* get verts */
866                         a = dv[ i ]->lightmap[ 0 ];
867                         b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
868                         
869                         /* get dists */
870                         dx = a[ 0 ] - b[ 0 ];
871                         dy = a[ 1 ] - b[ 1 ];
872                         dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
873                         
874                         /* longer? */
875                         if( dist > maxDist )
876                         {
877                                 maxDist = dist;
878                                 max = i;
879                         }
880                 }
881                 
882                 /* try to early out */
883                 if( max < 0 || maxDist <= subdivideThreshold )
884                         return;
885         }
886         
887         /* we only care about even/odd edges */
888         max &= 1;
889         
890         /* split the longest edges */
891         LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
892         LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
893         
894         /* map the vertexes */
895         MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
896         MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
897         
898         /* 0 and 2 */
899         if( max == 0 )
900         {
901                 /* recurse to first quad */
902                 dv2[ 0 ] = dv[ 0 ];
903                 dv2[ 1 ] = &mid[ 0 ];
904                 dv2[ 2 ] = &mid[ 1 ];
905                 dv2[ 3 ] = dv[ 3 ];
906                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
907                 
908                 /* recurse to second quad */
909                 dv2[ 0 ] = &mid[ 0 ];
910                 dv2[ 1 ] = dv[ 1 ];
911                 dv2[ 2 ] = dv[ 2 ];
912                 dv2[ 3 ] = &mid[ 1 ];
913                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
914         }
915         
916         /* 1 and 3 */
917         else
918         {
919                 /* recurse to first quad */
920                 dv2[ 0 ] = dv[ 0 ];
921                 dv2[ 1 ] = dv[ 1 ];
922                 dv2[ 2 ] = &mid[ 0 ];
923                 dv2[ 3 ] = &mid[ 1 ];
924                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
925                 
926                 /* recurse to second quad */
927                 dv2[ 0 ] = &mid[ 1 ];
928                 dv2[ 1 ] = &mid[ 0 ];
929                 dv2[ 2 ] = dv[ 2 ];
930                 dv2[ 3 ] = dv[ 3 ];
931                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
932         }
933 }
934
935
936
937 /*
938 MapQuad()
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
941 */
942
943 #define QUAD_PLANAR_EPSILON             0.5f
944
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
946 {
947         float                   dist;
948         vec4_t                  plane;
949         vec3_t                  *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
950         
951         
952         /* get plane if possible */
953         if( lm->plane != NULL )
954         {
955                 VectorCopy( lm->plane, plane );
956                 plane[ 3 ] = lm->plane[ 3 ];
957         }
958         
959         /* otherwise make one from the points */
960         else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
961                 return qfalse;
962         
963         /* 4th point must fall on the plane */
964         dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965         if( fabs( dist ) > QUAD_PLANAR_EPSILON )
966                 return qfalse;
967         
968         /* check to see if we need to calculate texture->world tangent vectors */
969         if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
970         {
971                 stv = stvStatic;
972                 ttv = ttvStatic;
973         }
974         else
975         {
976                 stv = NULL;
977                 ttv = NULL;
978         }
979         
980         /* map the vertexes */
981         MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
982         MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
983         MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
984         MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
985         
986         /* subdivide the quad */
987         MapQuad_r( lm, info, dv, plane, stv, ttv );
988         return qtrue;
989 }
990
991
992
993 /*
994 MapRawLightmap()
995 maps the locations, normals, and pvs clusters for a raw lightmap
996 */
997
998 #define VectorDivide( in, d, out )      VectorScale( in, (1.0f / (d)), out )    //%     (out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)
999
1000 void MapRawLightmap( int rawLightmapNum )
1001 {
1002         int                                     n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003         float                           *luxel, *origin, *normal, samples, radius, pass;
1004         rawLightmap_t           *lm;
1005         bspDrawSurface_t        *ds;
1006         surfaceInfo_t           *info;
1007         mesh_t                          src, *subdivided, *mesh;
1008         bspDrawVert_t           *verts, *dv[ 4 ], fake;
1009         
1010         
1011         /* bail if this number exceeds the number of raw lightmaps */
1012         if( rawLightmapNum >= numRawLightmaps )
1013                 return;
1014         
1015         /* get lightmap */
1016         lm = &rawLightmaps[ rawLightmapNum ];
1017         
1018         /* -----------------------------------------------------------------
1019            map referenced surfaces onto the raw lightmap
1020            ----------------------------------------------------------------- */
1021         
1022         /* walk the list of surfaces on this raw lightmap */
1023         for( n = 0; n < lm->numLightSurfaces; n++ )
1024         {
1025                 /* with > 1 surface per raw lightmap, clear occluded */
1026                 if( n > 0 )
1027                 {
1028                         for( y = 0; y < lm->sh; y++ )
1029                         {
1030                                 for( x = 0; x < lm->sw; x++ )
1031                                 {
1032                                         /* get cluster */
1033                                         cluster = SUPER_CLUSTER( x, y );
1034                                         if( *cluster < 0 )
1035                                                 *cluster = CLUSTER_UNMAPPED;
1036                                 }
1037                         }
1038                 }
1039                 
1040                 /* get surface */
1041                 num = lightSurfaces[ lm->firstLightSurface + n ];
1042                 ds = &bspDrawSurfaces[ num ];
1043                 info = &surfaceInfos[ num ];
1044                 
1045                 /* bail if no lightmap to calculate */
1046                 if( info->lm != lm )
1047                 {
1048                         Sys_Printf( "!" );
1049                         continue;
1050                 }
1051                 
1052                 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053                 switch( ds->surfaceType )
1054                 {
1055                         case MST_PLANAR:
1056                                 /* get verts */
1057                                 verts = yDrawVerts + ds->firstVert;
1058                                 
1059                                 /* map the triangles */
1060                                 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1061                                 {
1062                                         for( i = 0; i < ds->numIndexes; i += 3 )
1063                                         {
1064                                                 dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
1065                                                 dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
1066                                                 dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
1067                                                 MapTriangle( lm, info, dv, mapNonAxial );
1068                                         }
1069                                 }
1070                                 break;
1071                         
1072                         case MST_PATCH:
1073                                 /* make a mesh from the drawsurf */ 
1074                                 src.width = ds->patchWidth;
1075                                 src.height = ds->patchHeight;
1076                                 src.verts = &yDrawVerts[ ds->firstVert ];
1077                                 //%     subdivided = SubdivideMesh( src, 8, 512 );
1078                                 subdivided = SubdivideMesh2( src, info->patchIterations );
1079                                 
1080                                 /* fit it to the curve and remove colinear verts on rows/columns */
1081                                 PutMeshOnCurve( *subdivided );
1082                                 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083                                 FreeMesh( subdivided );
1084                                 
1085                                 /* get verts */
1086                                 verts = mesh->verts;
1087                                 
1088                                 /* debug code */
1089                                 #if 0
1090                                         if( lm->plane )
1091                                         {
1092                                                 Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
1093                                                         lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
1094                                                         lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
1095                                                         lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
1096                                         }
1097                                 #endif
1098                                 
1099                                 /* map the mesh quads */
1100                                 #if 0
1101
1102                                 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1103                                 {
1104                                         for( y = 0; y < (mesh->height - 1); y++ )
1105                                         {
1106                                                 for( x = 0; x < (mesh->width - 1); x++ )
1107                                                 {
1108                                                         /* set indexes */
1109                                                         pw[ 0 ] = x + (y * mesh->width);
1110                                                         pw[ 1 ] = x + ((y + 1) * mesh->width);
1111                                                         pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1112                                                         pw[ 3 ] = x + 1 + (y * mesh->width);
1113                                                         pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */
1114                                                         
1115                                                         /* set radix */
1116                                                         r = (x + y) & 1;
1117                                                         
1118                                                         /* get drawverts and map first triangle */
1119                                                         dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1120                                                         dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1121                                                         dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1122                                                         MapTriangle( lm, info, dv, mapNonAxial );
1123                                                         
1124                                                         /* get drawverts and map second triangle */
1125                                                         dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1126                                                         dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1127                                                         dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1128                                                         MapTriangle( lm, info, dv, mapNonAxial );
1129                                                 }
1130                                         }
1131                                 }
1132                                 
1133                                 #else
1134                                 
1135                                 for( y = 0; y < (mesh->height - 1); y++ )
1136                                 {
1137                                         for( x = 0; x < (mesh->width - 1); x++ )
1138                                         {
1139                                                 /* set indexes */
1140                                                 pw[ 0 ] = x + (y * mesh->width);
1141                                                 pw[ 1 ] = x + ((y + 1) * mesh->width);
1142                                                 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1143                                                 pw[ 3 ] = x + 1 + (y * mesh->width);
1144                                                 pw[ 4 ] = pw[ 0 ];
1145                                                 
1146                                                 /* set radix */
1147                                                 r = (x + y) & 1;
1148                                                 
1149                                                 /* attempt to map quad first */
1150                                                 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1151                                                 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1152                                                 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1153                                                 dv[ 3 ] = &verts[ pw[ r + 3 ] ];
1154                                                 if( MapQuad( lm, info, dv ) )
1155                                                         continue;
1156                                                 
1157                                                 /* get drawverts and map first triangle */
1158                                                 MapTriangle( lm, info, dv, mapNonAxial );
1159                                                 
1160                                                 /* get drawverts and map second triangle */
1161                                                 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1162                                                 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1163                                                 MapTriangle( lm, info, dv, mapNonAxial );
1164                                         }
1165                                 }
1166                                 
1167                                 #endif
1168                                 
1169                                 /* free the mesh */
1170                                 FreeMesh( mesh );
1171                                 break;
1172                         
1173                         default:
1174                                 break;
1175                 }
1176         }
1177         
1178         /* -----------------------------------------------------------------
1179            average and clean up luxel normals
1180            ----------------------------------------------------------------- */
1181         
1182         /* walk the luxels */
1183         for( y = 0; y < lm->sh; y++ )
1184         {
1185                 for( x = 0; x < lm->sw; x++ )
1186                 {
1187                         /* get luxel */
1188                         luxel = SUPER_LUXEL( 0, x, y );
1189                         normal = SUPER_NORMAL( x, y );
1190                         cluster = SUPER_CLUSTER( x, y );
1191
1192                         /* only look at mapped luxels */
1193                         if( *cluster < 0 )
1194                                 continue;
1195                         
1196                         /* the normal data could be the sum of multiple samples */
1197                         if( luxel[ 3 ] > 1.0f )
1198                                 VectorNormalize( normal, normal );
1199                         
1200                         /* mark this luxel as having only one normal */
1201                         luxel[ 3 ] = 1.0f;
1202                 }
1203         }
1204         
1205         /* non-planar surfaces stop here */
1206         if( lm->plane == NULL )
1207                 return;
1208         
1209         /* -----------------------------------------------------------------
1210            map occluded or unuxed luxels
1211            ----------------------------------------------------------------- */
1212         
1213         /* walk the luxels */
1214         radius = floor( superSample / 2 );
1215         radius = radius > 0 ? radius : 1.0f;
1216         radius += 1.0f;
1217         for( pass = 2.0f; pass <= radius; pass += 1.0f )
1218         {
1219                 for( y = 0; y < lm->sh; y++ )
1220                 {
1221                         for( x = 0; x < lm->sw; x++ )
1222                         {
1223                                 /* get luxel */
1224                                 luxel = SUPER_LUXEL( 0, x, y );
1225                                 normal = SUPER_NORMAL( x, y );
1226                                 cluster = SUPER_CLUSTER( x, y );
1227                                 
1228                                 /* only look at unmapped luxels */
1229                                 if( *cluster != CLUSTER_UNMAPPED )
1230                                         continue;
1231                                 
1232                                 /* divine a normal and origin from neighboring luxels */
1233                                 VectorClear( fake.xyz );
1234                                 VectorClear( fake.normal );
1235                                 fake.lightmap[ 0 ][ 0 ] = x;    //% 0.0001 + x;
1236                                 fake.lightmap[ 0 ][ 1 ] = y;    //% 0.0001 + y;
1237                                 samples = 0.0f;
1238                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
1239                                 {
1240                                         if( sy < 0 || sy >= lm->sh )
1241                                                 continue;
1242                                         
1243                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
1244                                         {
1245                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1246                                                         continue;
1247                                                 
1248                                                 /* get neighboring luxel */
1249                                                 luxel = SUPER_LUXEL( 0, sx, sy );
1250                                                 origin = SUPER_ORIGIN( sx, sy );
1251                                                 normal = SUPER_NORMAL( sx, sy );
1252                                                 cluster = SUPER_CLUSTER( sx, sy );
1253                                                 
1254                                                 /* only consider luxels mapped in previous passes */
1255                                                 if( *cluster < 0 || luxel[ 0 ] >= pass )
1256                                                         continue;
1257                                                 
1258                                                 /* add its distinctiveness to our own */
1259                                                 VectorAdd( fake.xyz, origin, fake.xyz );
1260                                                 VectorAdd( fake.normal, normal, fake.normal );
1261                                                 samples += luxel[ 3 ];
1262                                         }
1263                                 }
1264                                 
1265                                 /* any samples? */
1266                                 if( samples == 0.0f )
1267                                         continue;
1268                                 
1269                                 /* average */
1270                                 VectorDivide( fake.xyz, samples, fake.xyz );
1271                                 //%     VectorDivide( fake.normal, samples, fake.normal );
1272                                 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1273                                         continue;
1274                                 
1275                                 /* map the fake vert */
1276                                 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1277                         }
1278                 }
1279         }
1280         
1281         /* -----------------------------------------------------------------
1282            average and clean up luxel normals
1283            ----------------------------------------------------------------- */
1284         
1285         /* walk the luxels */
1286         for( y = 0; y < lm->sh; y++ )
1287         {
1288                 for( x = 0; x < lm->sw; x++ )
1289                 {
1290                         /* get luxel */
1291                         luxel = SUPER_LUXEL( 0, x, y );
1292                         normal = SUPER_NORMAL( x, y );
1293                         cluster = SUPER_CLUSTER( x, y );
1294                         
1295                         /* only look at mapped luxels */
1296                         if( *cluster < 0 )
1297                                 continue;
1298                         
1299                         /* the normal data could be the sum of multiple samples */
1300                         if( luxel[ 3 ] > 1.0f )
1301                                 VectorNormalize( normal, normal );
1302                         
1303                         /* mark this luxel as having only one normal */
1304                         luxel[ 3 ] = 1.0f;
1305                 }
1306         }
1307         
1308         /* debug code */
1309         #if 0
1310                 Sys_Printf( "\n" );
1311                 for( y = 0; y < lm->sh; y++ )
1312                 {
1313                         for( x = 0; x < lm->sw; x++ )
1314                         {
1315                                 vec3_t  mins, maxs;
1316                                 
1317
1318                                 cluster = SUPER_CLUSTER( x, y );
1319                                 origin = SUPER_ORIGIN( x, y );
1320                                 normal = SUPER_NORMAL( x, y );
1321                                 luxel = SUPER_LUXEL( x, y );
1322                                 
1323                                 if( *cluster < 0 )
1324                                         continue;
1325                                 
1326                                 /* check if within the bounding boxes of all surfaces referenced */
1327                                 ClearBounds( mins, maxs );
1328                                 for( n = 0; n < lm->numLightSurfaces; n++ )
1329                                 {
1330                                         int TOL;
1331                                         info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
1332                                         TOL = info->sampleSize + 2;
1333                                         AddPointToBounds( info->mins, mins, maxs );
1334                                         AddPointToBounds( info->maxs, mins, maxs );
1335                                         if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
1336                                                 origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
1337                                                 origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
1338                                                 break;
1339                                 }
1340                                 
1341                                 /* inside? */
1342                                 if( n < lm->numLightSurfaces )
1343                                         continue;
1344                                 
1345                                 /* report bogus origin */
1346                                 Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
1347                                         rawLightmapNum, x, y, *cluster,
1348                                         origin[ 0 ], origin[ 1 ], origin[ 2 ],
1349                                         mins[ 0 ], mins[ 1 ], mins[ 2 ],
1350                                         maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
1351                                         luxel[ 3 ] );
1352                         }
1353                 }
1354         #endif
1355 }
1356
1357
1358
1359 /*
1360 SetupDirt()
1361 sets up dirtmap (ambient occlusion)
1362 */
1363
1364 #define DIRT_CONE_ANGLE                         88      /* degrees */
1365 #define DIRT_NUM_ANGLE_STEPS            16
1366 #define DIRT_NUM_ELEVATION_STEPS        3
1367 #define DIRT_NUM_VECTORS                        (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
1368
1369 static vec3_t           dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int                      numDirtVectors = 0;
1371
1372 void SetupDirt( void )
1373 {
1374         int             i, j;
1375         float   angle, elevation, angleStep, elevationStep;
1376         
1377         
1378         /* note it */
1379         Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1380         
1381         /* calculate angular steps */
1382         angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383         elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1384         
1385         /* iterate angle */
1386         angle = 0.0f;
1387         for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1388         {
1389                 /* iterate elevation */
1390                 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1391                 {
1392                         dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393                         dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394                         dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1395                         numDirtVectors++;
1396                 }
1397         }
1398         
1399         /* emit some statistics */
1400         Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1401 }
1402
1403
1404 /*
1405 DirtForSample()
1406 calculates dirt value for a given sample
1407 */
1408
1409 float DirtForSample( trace_t *trace )
1410 {
1411         int             i;
1412         float   gatherDirt, outDirt, angle, elevation, ooDepth;
1413         vec3_t  normal, worldUp, myUp, myRt, temp, direction, displacement;
1414         
1415         
1416         /* dummy check */
1417         if( !dirty )
1418                 return 1.0f;
1419         if( trace == NULL || trace->cluster < 0 )
1420                 return 0.0f;
1421         
1422         /* setup */
1423         gatherDirt = 0.0f;
1424         ooDepth = 1.0f / dirtDepth;
1425         VectorCopy( trace->normal, normal );
1426         
1427         /* check if the normal is aligned to the world-up */
1428         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
1429         {
1430                 if( normal[ 2 ] == 1.0f )               
1431                 {
1432                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1434                 }
1435                 else if( normal[ 2 ] == -1.0f )
1436                 {
1437                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
1439                 }
1440         }
1441         else
1442         {
1443                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
1444                 CrossProduct( normal, worldUp, myRt );
1445                 VectorNormalize( myRt, myRt );
1446                 CrossProduct( myRt, normal, myUp );
1447                 VectorNormalize( myUp, myUp );
1448         }
1449         
1450         /* 1 = random mode, 0 (well everything else) = non-random mode */
1451         if( dirtMode == 1 )
1452         {
1453                 /* iterate */
1454                 for( i = 0; i < numDirtVectors; i++ )
1455                 {
1456                         /* get random vector */
1457                         angle = Random() * DEG2RAD( 360.0f );
1458                         elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
1459                         temp[ 0 ] = cos( angle ) * sin( elevation );
1460                         temp[ 1 ] = sin( angle ) * sin( elevation );
1461                         temp[ 2 ] = cos( elevation );
1462                         
1463                         /* transform into tangent space */
1464                         direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
1465                         direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
1466                         direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
1467                         
1468                         /* set endpoint */
1469                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470                         SetupTrace( trace );
1471                         
1472                         /* trace */
1473                         TraceLine( trace );
1474                         if( trace->opaque )
1475                         {
1476                                 VectorSubtract( trace->hit, trace->origin, displacement );
1477                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1478                         }
1479                 }
1480         }
1481         else
1482         {
1483                 /* iterate through ordered vectors */
1484                 for( i = 0; i < numDirtVectors; i++ )
1485                 {
1486                         /* transform vector into tangent space */
1487                         direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
1488                         direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
1489                         direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
1490                         
1491                         /* set endpoint */
1492                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493                         SetupTrace( trace );
1494                         
1495                         /* trace */
1496                         TraceLine( trace );
1497                         if( trace->opaque )
1498                         {
1499                                 VectorSubtract( trace->hit, trace->origin, displacement );
1500                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1501                         }
1502                 }
1503         }
1504         
1505         /* direct ray */
1506         VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507         SetupTrace( trace );
1508         
1509         /* trace */
1510         TraceLine( trace );
1511         if( trace->opaque )
1512         {
1513                 VectorSubtract( trace->hit, trace->origin, displacement );
1514                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1515         }
1516         
1517         /* early out */
1518         if( gatherDirt <= 0.0f )
1519                 return 1.0f;
1520         
1521         /* apply gain (does this even do much? heh) */
1522         outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523         if( outDirt > 1.0f )
1524                 outDirt = 1.0f;
1525         
1526         /* apply scale */
1527         outDirt *= dirtScale;
1528         if( outDirt > 1.0f )
1529                 outDirt = 1.0f;
1530         
1531         /* return to sender */
1532         return 1.0f - outDirt;
1533 }
1534
1535
1536
1537 /*
1538 DirtyRawLightmap()
1539 calculates dirty fraction for each luxel
1540 */
1541
1542 void DirtyRawLightmap( int rawLightmapNum )
1543 {
1544         int                                     i, x, y, sx, sy, *cluster;
1545         float                           *origin, *normal, *dirt, *dirt2, average, samples;
1546         rawLightmap_t           *lm;
1547         surfaceInfo_t           *info;
1548         trace_t                         trace;
1549         
1550         
1551         /* bail if this number exceeds the number of raw lightmaps */
1552         if( rawLightmapNum >= numRawLightmaps )
1553                 return;
1554         
1555         /* get lightmap */
1556         lm = &rawLightmaps[ rawLightmapNum ];
1557         
1558         /* setup trace */
1559         trace.testOcclusion = qtrue;
1560         trace.forceSunlight = qfalse;
1561         trace.recvShadows = lm->recvShadows;
1562         trace.numSurfaces = lm->numLightSurfaces;
1563         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1564         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1565         trace.testAll = qtrue;
1566         
1567         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1568         trace.twoSided = qfalse;
1569         for( i = 0; i < trace.numSurfaces; i++ )
1570         {
1571                 /* get surface */
1572                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1573                 
1574                 /* check twosidedness */
1575                 if( info->si->twoSided )
1576                 {
1577                         trace.twoSided = qtrue;
1578                         break;
1579                 }
1580         }
1581         
1582         /* gather dirt */
1583         for( y = 0; y < lm->sh; y++ )
1584         {
1585                 for( x = 0; x < lm->sw; x++ )
1586                 {
1587                         /* get luxel */
1588                         cluster = SUPER_CLUSTER( x, y );
1589                         origin = SUPER_ORIGIN( x, y );
1590                         normal = SUPER_NORMAL( x, y );
1591                         dirt = SUPER_DIRT( x, y );
1592                         
1593                         /* set default dirt */
1594                         *dirt = 0.0f;
1595                         
1596                         /* only look at mapped luxels */
1597                         if( *cluster < 0 )
1598                                 continue;
1599                         
1600                         /* copy to trace */
1601                         trace.cluster = *cluster;
1602                         VectorCopy( origin, trace.origin );
1603                         VectorCopy( normal, trace.normal );
1604                         
1605                         /* get dirt */
1606                         *dirt = DirtForSample( &trace );
1607                 }
1608         }
1609         
1610         /* testing no filtering */
1611         //%     return;
1612         
1613         /* filter dirt */
1614         for( y = 0; y < lm->sh; y++ )
1615         {
1616                 for( x = 0; x < lm->sw; x++ )
1617                 {
1618                         /* get luxel */
1619                         cluster = SUPER_CLUSTER( x, y );
1620                         dirt = SUPER_DIRT( x, y );
1621                         
1622                         /* filter dirt by adjacency to unmapped luxels */
1623                         average = *dirt;
1624                         samples = 1.0f;
1625                         for( sy = (y - 1); sy <= (y + 1); sy++ )
1626                         {
1627                                 if( sy < 0 || sy >= lm->sh )
1628                                         continue;
1629                                 
1630                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
1631                                 {
1632                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1633                                                 continue;
1634                                         
1635                                         /* get neighboring luxel */
1636                                         cluster = SUPER_CLUSTER( sx, sy );
1637                                         dirt2 = SUPER_DIRT( sx, sy );
1638                                         if( *cluster < 0 || *dirt2 <= 0.0f )
1639                                                 continue;
1640                                         
1641                                         /* add it */
1642                                         average += *dirt2;
1643                                         samples += 1.0f;
1644                                 }
1645                                 
1646                                 /* bail */
1647                                 if( samples <= 0.0f )
1648                                         break;
1649                         }
1650                         
1651                         /* bail */
1652                         if( samples <= 0.0f )
1653                                 continue;
1654                         
1655                         /* scale dirt */
1656                         *dirt = average / samples;
1657                 }
1658         }
1659 }
1660
1661
1662
1663 /*
1664 SubmapRawLuxel()
1665 calculates the pvs cluster, origin, normal of a sub-luxel
1666 */
1667
1668 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1669 {
1670         int                     i, *cluster, *cluster2;
1671         float           *origin, *origin2, *normal;     //%     , *normal2;
1672         vec3_t          originVecs[ 2 ];                        //%     , normalVecs[ 2 ];
1673         
1674         
1675         /* calulate x vector */
1676         if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1677         {
1678                 cluster = SUPER_CLUSTER( x, y );
1679                 origin = SUPER_ORIGIN( x, y );
1680                 //%     normal = SUPER_NORMAL( x, y );
1681                 cluster2 = SUPER_CLUSTER( x + 1, y );
1682                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1683                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1684         }
1685         else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1686         {
1687                 cluster = SUPER_CLUSTER( x - 1, y );
1688                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1689                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1690                 cluster2 = SUPER_CLUSTER( x, y );
1691                 origin2 = SUPER_ORIGIN( x, y );
1692                 //%     normal2 = SUPER_NORMAL( x, y );
1693         }
1694         else
1695                 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1696         
1697         VectorSubtract( origin2, origin, originVecs[ 0 ] );
1698         //%     VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1699         
1700         /* calulate y vector */
1701         if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1702         {
1703                 cluster = SUPER_CLUSTER( x, y );
1704                 origin = SUPER_ORIGIN( x, y );
1705                 //%     normal = SUPER_NORMAL( x, y );
1706                 cluster2 = SUPER_CLUSTER( x, y + 1 );
1707                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1708                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1709         }
1710         else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1711         {
1712                 cluster = SUPER_CLUSTER( x, y - 1 );
1713                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1714                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1715                 cluster2 = SUPER_CLUSTER( x, y );
1716                 origin2 = SUPER_ORIGIN( x, y );
1717                 //%     normal2 = SUPER_NORMAL( x, y );
1718         }
1719         else
1720                 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1721         
1722         VectorSubtract( origin2, origin, originVecs[ 1 ] );
1723         //%     VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1724         
1725         /* calculate new origin */
1726         //%     VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1727         //%     VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1728         for( i = 0; i < 3; i++ )
1729                 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1730         
1731         /* get cluster */
1732         *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1733         if( *sampleCluster < 0 )
1734                 return qfalse;
1735         
1736         /* calculate new normal */
1737         //%     VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1738         //%     VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1739         //%     if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1740         //%             return qfalse;
1741         normal = SUPER_NORMAL( x, y );
1742         VectorCopy( normal, sampleNormal );
1743         
1744         /* return ok */
1745         return qtrue;
1746 }
1747
1748
1749 /*
1750 SubsampleRawLuxel_r()
1751 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1752 */
1753
1754 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1755 {
1756         int                     b, samples, mapped, lighted;
1757         int                     cluster[ 4 ];
1758         vec4_t          luxel[ 4 ];
1759         vec3_t          origin[ 4 ], normal[ 4 ];
1760         float           biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1761         vec3_t          color, total;
1762         
1763         
1764         /* limit check */
1765         if( lightLuxel[ 3 ] >= lightSamples )
1766                 return;
1767         
1768         /* setup */
1769         VectorClear( total );
1770         mapped = 0;
1771         lighted = 0;
1772         
1773         /* make 2x2 subsample stamp */
1774         for( b = 0; b < 4; b++ )
1775         {
1776                 /* set origin */
1777                 VectorCopy( sampleOrigin, origin[ b ] );
1778                 
1779                 /* calculate position */
1780                 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1781                 {
1782                         cluster[ b ] = -1;
1783                         continue;
1784                 }
1785                 mapped++;
1786                 
1787                 /* increment sample count */
1788                 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1789                 
1790                 /* setup trace */
1791                 trace->cluster = *cluster;
1792                 VectorCopy( origin[ b ], trace->origin );
1793                 VectorCopy( normal[ b ], trace->normal );
1794                 
1795                 /* sample light */
1796
1797                 LightContributionToSample( trace );
1798                 
1799                 /* add to totals (fixme: make contrast function) */
1800                 VectorCopy( trace->color, luxel[ b ] );
1801                 VectorAdd( total, trace->color, total );
1802                 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1803                         lighted++;
1804         }
1805         
1806         /* subsample further? */
1807         if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1808                 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1809                 lighted != 0 && lighted != mapped )
1810         {
1811                 for( b = 0; b < 4; b++ )
1812                 {
1813                         if( cluster[ b ] < 0 )
1814                                 continue;
1815                         SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] );
1816                 }
1817         }
1818         
1819         /* average */
1820         //%     VectorClear( color );
1821         //%     samples = 0;
1822         VectorCopy( lightLuxel, color );
1823         samples = 1;
1824         for( b = 0; b < 4; b++ )
1825         {
1826                 if( cluster[ b ] < 0 )
1827                         continue;
1828                 VectorAdd( color, luxel[ b ], color );
1829                 samples++;
1830         }
1831         
1832         /* add to luxel */
1833         if( samples > 0 )
1834         {
1835                 /* average */
1836                 color[ 0 ] /= samples;
1837                 color[ 1 ] /= samples;
1838                 color[ 2 ] /= samples;
1839                 
1840                 /* add to color */
1841                 VectorCopy( color, lightLuxel );
1842                 lightLuxel[ 3 ] += 1.0f;
1843         }
1844 }
1845
1846
1847
1848 /*
1849 IlluminateRawLightmap()
1850 illuminates the luxels
1851 */
1852
1853 #define STACK_LL_SIZE                   (SUPER_LUXEL_SIZE * 64 * 64)
1854 #define LIGHT_LUXEL( x, y )             (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1855
1856 void IlluminateRawLightmap( int rawLightmapNum )
1857 {
1858         int                                     i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1859         int                                     *cluster, *cluster2, mapped, lighted, totalLighted;
1860         rawLightmap_t           *lm;
1861         surfaceInfo_t           *info;
1862         qboolean                        filterColor, filterDir;
1863         float                           brightness;
1864         float                           *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1865         float                           *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1866         vec3_t                          color, averageColor, averageDir, total, temp, temp2;
1867         float                           tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1868         trace_t                         trace;
1869         float                           stackLightLuxels[ STACK_LL_SIZE ];
1870         
1871         
1872         /* bail if this number exceeds the number of raw lightmaps */
1873         if( rawLightmapNum >= numRawLightmaps )
1874                 return;
1875         
1876         /* get lightmap */
1877         lm = &rawLightmaps[ rawLightmapNum ];
1878         
1879         /* setup trace */
1880         trace.testOcclusion = !noTrace;
1881         trace.forceSunlight = qfalse;
1882         trace.recvShadows = lm->recvShadows;
1883         trace.numSurfaces = lm->numLightSurfaces;
1884         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1885         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1886         
1887         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1888         trace.twoSided = qfalse;
1889         for( i = 0; i < trace.numSurfaces; i++ )
1890         {
1891                 /* get surface */
1892                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1893                 
1894                 /* check twosidedness */
1895                 if( info->si->twoSided )
1896                 {
1897                         trace.twoSided = qtrue;
1898                         break;
1899                 }
1900         }
1901         
1902         /* create a culled light list for this raw lightmap */
1903         CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1904         
1905         /* -----------------------------------------------------------------
1906            fill pass
1907            ----------------------------------------------------------------- */
1908         
1909         /* set counts */
1910         numLuxelsIlluminated += (lm->sw * lm->sh);
1911         
1912         /* test debugging state */
1913         if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1914         {
1915                 /* debug fill the luxels */
1916                 for( y = 0; y < lm->sh; y++ )
1917                 {
1918                         for( x = 0; x < lm->sw; x++ )
1919                         {
1920                                 /* get cluster */
1921                                 cluster = SUPER_CLUSTER( x, y );
1922
1923                                 /* only fill mapped luxels */
1924                                 if( *cluster < 0 )
1925                                         continue;
1926                                 
1927                                 /* get particulars */
1928                                 luxel = SUPER_LUXEL( 0, x, y );
1929                                 origin = SUPER_ORIGIN( x, y );
1930                                 normal = SUPER_NORMAL( x, y );
1931                                 
1932                                 /* color the luxel with raw lightmap num? */
1933                                 if( debugSurfaces )
1934                                         VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1935                                 
1936                                 /* color the luxel with lightmap axis? */
1937                                 else if( debugAxis )
1938                                 {
1939                                         luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1940                                         luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1941                                         luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1942                                 }
1943                                 
1944                                 /* color the luxel with luxel cluster? */
1945                                 else if( debugCluster )
1946                                         VectorCopy( debugColors[ *cluster % 12 ], luxel );
1947                                 
1948                                 /* color the luxel with luxel origin? */
1949                                 else if( debugOrigin )
1950                                 {
1951                                         VectorSubtract( lm->maxs, lm->mins, temp );
1952                                         VectorScale( temp, (1.0f / 255.0f), temp );
1953                                         VectorSubtract( origin, lm->mins, temp2 );
1954                                         luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1955                                         luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1956                                         luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1957                                 }
1958                                 
1959                                 /* color the luxel with the normal */
1960                                 else if( normalmap )
1961                                 {
1962                                         luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1963                                         luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1964                                         luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1965                                 }
1966                                 
1967                                 /* otherwise clear it */
1968                                 else
1969                                         VectorClear( luxel );
1970                                 
1971                                 /* add to counts */
1972                                 luxel[ 3 ] = 1.0f;
1973                         }
1974                 }
1975         }
1976         else
1977         {
1978                 /* allocate temporary per-light luxel storage */
1979                 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
1980                 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
1981                         lightLuxels = stackLightLuxels;
1982                 else
1983                         lightLuxels = safe_malloc( llSize );
1984                 
1985                 /* clear luxels */
1986                 //%     memset( lm->superLuxels[ 0 ], 0, llSize );
1987                 
1988                 /* set ambient color */
1989                 for( y = 0; y < lm->sh; y++ )
1990                 {
1991                         for( x = 0; x < lm->sw; x++ )
1992                         {
1993                                 /* get cluster */
1994                                 cluster = SUPER_CLUSTER( x, y );
1995                                 luxel = SUPER_LUXEL( 0, x, y );
1996                                 normal = SUPER_NORMAL( x, y );
1997                                 deluxel = SUPER_DELUXEL( x, y );
1998                                 
1999                                 /* blacken unmapped clusters */
2000                                 if( *cluster < 0 )
2001                                         VectorClear( luxel );
2002                                 
2003                                 /* set ambient */
2004                                 else
2005                                 {
2006                                         VectorCopy( ambientColor, luxel );
2007                                         if( deluxemap )
2008                                         {
2009                                                 brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
2010
2011                                                 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2012                                                 if(brightness < 0.00390625f)
2013                                                         brightness = 0.00390625f;
2014
2015                                                 VectorScale( normal, brightness, deluxel );
2016                                         }
2017                                         luxel[ 3 ] = 1.0f;
2018                                 }
2019                         }
2020                 }
2021                 
2022                 /* clear styled lightmaps */
2023                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2024                 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2025                 {
2026                         if( lm->superLuxels[ lightmapNum ] != NULL )
2027                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2028                 }
2029                 
2030                 /* debugging code */
2031                 //%     if( trace.numLights <= 0 )
2032                 //%             Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2033                 
2034                 /* walk light list */
2035                 for( i = 0; i < trace.numLights; i++ )
2036                 {
2037                         /* setup trace */
2038                         trace.light = trace.lights[ i ];
2039                         
2040                         /* style check */
2041                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2042                         {
2043                                 if( lm->styles[ lightmapNum ] == trace.light->style ||
2044                                         lm->styles[ lightmapNum ] == LS_NONE )
2045                                         break;
2046                         }
2047                         
2048                         /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2049                         if( lightmapNum >= MAX_LIGHTMAPS )
2050                         {
2051                                 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2052                                 continue;
2053                         }
2054                         
2055                         /* setup */
2056                         memset( lightLuxels, 0, llSize );
2057                         totalLighted = 0;
2058                         
2059                         /* initial pass, one sample per luxel */
2060                         for( y = 0; y < lm->sh; y++ )
2061                         {
2062                                 for( x = 0; x < lm->sw; x++ )
2063                                 {
2064                                         /* get cluster */
2065                                         cluster = SUPER_CLUSTER( x, y );
2066                                         if( *cluster < 0 )
2067                                                 continue;
2068                                         
2069                                         /* get particulars */
2070                                         lightLuxel = LIGHT_LUXEL( x, y );
2071                                         deluxel = SUPER_DELUXEL( x, y );
2072                                         origin = SUPER_ORIGIN( x, y );
2073                                         normal = SUPER_NORMAL( x, y );
2074
2075 #if 0
2076                                         ////////// 27's temp hack for testing edge clipping ////
2077                                         if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2078                                         {
2079                                                 lightLuxel[ 1 ] = 255;
2080                                                 lightLuxel[ 3 ] = 1.0f;
2081                                                 totalLighted++;
2082                                         }
2083                                         else
2084 #endif
2085                                         {
2086                                                 /* set contribution count */
2087                                                 lightLuxel[ 3 ] = 1.0f;
2088
2089                                                 /* setup trace */
2090                                                 trace.cluster = *cluster;
2091                                                 VectorCopy( origin, trace.origin );
2092                                                 VectorCopy( normal, trace.normal );
2093
2094                                                 /* get light for this sample */
2095                                                 LightContributionToSample( &trace );
2096                                                 VectorCopy( trace.color, lightLuxel );
2097
2098                                                 /* add the contribution to the deluxemap */\r
2099                                                 if( deluxemap )\r
2100                                                         VectorAdd( deluxel, trace.directionContribution, deluxel );
2101
2102                                                 /* add to count */
2103                                                 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2104                                                         totalLighted++;
2105                                         }
2106                                 }
2107                         }
2108                         
2109                         /* don't even bother with everything else if nothing was lit */
2110                         if( totalLighted == 0 )
2111                                 continue;
2112                         
2113                         /* determine filter radius */
2114                         filterRadius = lm->filterRadius > trace.light->filterRadius
2115                                 ? lm->filterRadius
2116                                 : trace.light->filterRadius;
2117                         if( filterRadius < 0.0f )
2118                                 filterRadius = 0.0f;
2119                         
2120                         /* set luxel filter radius */
2121                         luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2122                         if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2123                                 luxelFilterRadius = 1;
2124                         
2125                         /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2126                         /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2127                         if( lightSamples > 1 && luxelFilterRadius == 0 )
2128                         {
2129                                 /* walk luxels */
2130                                 for( y = 0; y < (lm->sh - 1); y++ )
2131                                 {
2132                                         for( x = 0; x < (lm->sw - 1); x++ )
2133                                         {
2134                                                 /* setup */
2135                                                 mapped = 0;
2136                                                 lighted = 0;
2137                                                 VectorClear( total );
2138                                                 
2139                                                 /* test 2x2 stamp */
2140                                                 for( t = 0; t < 4; t++ )
2141                                                 {
2142                                                         /* set sample coords */
2143                                                         sx = x + tests[ t ][ 0 ];
2144                                                         sy = y + tests[ t ][ 1 ];
2145                                                         
2146                                                         /* get cluster */
2147                                                         cluster = SUPER_CLUSTER( sx, sy );
2148                                                         if( *cluster < 0 )
2149                                                                 continue;
2150                                                         mapped++;
2151                                                         
2152                                                         /* get luxel */
2153                                                         lightLuxel = LIGHT_LUXEL( sx, sy );
2154                                                         VectorAdd( total, lightLuxel, total );
2155                                                         if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2156                                                                 lighted++;
2157                                                 }
2158                                                 
2159                                                 /* if total color is under a certain amount, then don't bother subsampling */
2160                                                 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2161                                                         continue;
2162                                                 
2163                                                 /* if all 4 pixels are either in shadow or light, then don't subsample */
2164                                                 if( lighted != 0 && lighted != mapped )
2165                                                 {
2166                                                         for( t = 0; t < 4; t++ )
2167                                                         {
2168                                                                 /* set sample coords */
2169                                                                 sx = x + tests[ t ][ 0 ];
2170                                                                 sy = y + tests[ t ][ 1 ];
2171                                                                 
2172                                                                 /* get luxel */
2173                                                                 cluster = SUPER_CLUSTER( sx, sy );
2174                                                                 if( *cluster < 0 )
2175                                                                         continue;
2176                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2177                                                                 origin = SUPER_ORIGIN( sx, sy );
2178                                                                 
2179                                                                 /* only subsample shadowed luxels */
2180                                                                 //%     if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2181                                                                 //%             continue;
2182                                                                 
2183                                                                 /* subsample it */
2184                                                                 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2185                                                                 
2186                                                                 /* debug code to colorize subsampled areas to yellow */
2187                                                                 //%     luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2188                                                                 //%     VectorSet( luxel, 255, 204, 0 );
2189                                                         }
2190                                                 }
2191                                         }
2192                                 }
2193                         }
2194                         
2195                         /* tertiary pass, apply dirt map (ambient occlusion) */
2196                         if( 0 && dirty )
2197                         {
2198                                 /* walk luxels */
2199                                 for( y = 0; y < lm->sh; y++ )
2200                                 {
2201                                         for( x = 0; x < lm->sw; x++ )
2202                                         {
2203                                                 /* get cluster  */
2204                                                 cluster = SUPER_CLUSTER( x, y );
2205                                                 if( *cluster < 0 )
2206                                                         continue;
2207                                                 
2208                                                 /* get particulars */
2209                                                 lightLuxel = LIGHT_LUXEL( x, y );
2210                                                 dirt = SUPER_DIRT( x, y );
2211                                                 
2212                                                 /* scale light value */
2213                                                 VectorScale( lightLuxel, *dirt, lightLuxel );
2214                                         }
2215                                 }
2216                         }
2217                         
2218                         /* allocate sampling lightmap storage */
2219                         if( lm->superLuxels[ lightmapNum ] == NULL )
2220                         {
2221                                 /* allocate sampling lightmap storage */
2222                                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2223                                 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2224                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2225                         }
2226                         
2227                         /* set style */
2228                         if( lightmapNum > 0 )
2229                         {
2230                                 lm->styles[ lightmapNum ] = trace.light->style;
2231                                 //%     Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2232                         }
2233                         
2234                         /* copy to permanent luxels */
2235                         for( y = 0; y < lm->sh; y++ )
2236                         {
2237                                 for( x = 0; x < lm->sw; x++ )
2238                                 {
2239                                         /* get cluster and origin */
2240                                         cluster = SUPER_CLUSTER( x, y );
2241                                         if( *cluster < 0 )
2242                                                 continue;
2243                                         origin = SUPER_ORIGIN( x, y );
2244                                         
2245                                         /* filter? */
2246                                         if( luxelFilterRadius )
2247                                         {
2248                                                 /* setup */
2249                                                 VectorClear( averageColor );
2250                                                 samples = 0.0f;
2251                                                 
2252                                                 /* cheaper distance-based filtering */
2253                                                 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2254                                                 {
2255                                                         if( sy < 0 || sy >= lm->sh )
2256                                                                 continue;
2257                                                         
2258                                                         for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2259                                                         {
2260                                                                 if( sx < 0 || sx >= lm->sw )
2261                                                                         continue;
2262                                                                 
2263                                                                 /* get particulars */
2264                                                                 cluster = SUPER_CLUSTER( sx, sy );
2265                                                                 if( *cluster < 0 )
2266                                                                         continue;
2267                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2268                                                                 
2269                                                                 /* create weight */
2270                                                                 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2271                                                                 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2272                                                                 
2273                                                                 /* scale luxel by filter weight */
2274                                                                 VectorScale( lightLuxel, weight, color );
2275                                                                 VectorAdd( averageColor, color, averageColor );
2276                                                                 samples += weight;
2277                                                         }
2278                                                 }
2279                                                 
2280                                                 /* any samples? */
2281                                                 if( samples <= 0.0f     )
2282                                                         continue;
2283                                                 
2284                                                 /* scale into luxel */
2285                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2286                                                 luxel[ 3 ] = 1.0f;
2287                                                 
2288                                                 /* handle negative light */
2289                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2290                                                 { 
2291                                                         luxel[ 0 ] -= averageColor[ 0 ] / samples;
2292                                                         luxel[ 1 ] -= averageColor[ 1 ] / samples;
2293                                                         luxel[ 2 ] -= averageColor[ 2 ] / samples;
2294                                                 }
2295                                                 
2296                                                 /* handle normal light */
2297                                                 else
2298                                                 { 
2299                                                         luxel[ 0 ] += averageColor[ 0 ] / samples;
2300                                                         luxel[ 1 ] += averageColor[ 1 ] / samples;
2301                                                         luxel[ 2 ] += averageColor[ 2 ] / samples;
2302                                                 }
2303                                         }
2304                                         
2305                                         /* single sample */
2306                                         else
2307                                         {
2308                                                 /* get particulars */
2309                                                 lightLuxel = LIGHT_LUXEL( x, y );
2310                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2311                                                 
2312                                                 /* handle negative light */
2313                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2314                                                         VectorScale( averageColor, -1.0f, averageColor );
2315
2316                                                 /* add color */
2317                                                 luxel[ 3 ] = 1.0f;
2318                                                 
2319                                                 /* handle negative light */
2320                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2321                                                         VectorSubtract( luxel, lightLuxel, luxel );
2322                                                 
2323                                                 /* handle normal light */
2324                                                 else
2325                                                         VectorAdd( luxel, lightLuxel, luxel );
2326                                         }
2327                                 }
2328                         }
2329                 }
2330                 
2331                 /* free temporary luxels */
2332                 if( lightLuxels != stackLightLuxels )
2333                         free( lightLuxels );
2334         }
2335         
2336         /* free light list */
2337         FreeTraceLights( &trace );
2338         
2339         /* floodlight pass */
2340         FloodlightIlluminateLightmap(lm);
2341
2342         if (debugnormals)
2343         {
2344                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2345                 {
2346                         /* early out */
2347                         if( lm->superLuxels[ lightmapNum ] == NULL )
2348                                 continue;
2349                         
2350                         for( y = 0; y < lm->sh; y++ )
2351                         {
2352                                 for( x = 0; x < lm->sw; x++ )
2353                                 {
2354                                         /* get cluster */
2355                                         cluster = SUPER_CLUSTER( x, y );
2356                                         //%     if( *cluster < 0 )
2357                                         //%             continue;
2358                                         
2359                                         /* get particulars */
2360                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2361                                         normal = SUPER_NORMAL (  x, y );
2362                
2363                                         luxel[0]=(normal[0]*127)+127;
2364                                         luxel[1]=(normal[1]*127)+127;
2365                                         luxel[2]=(normal[2]*127)+127;
2366                                 }
2367                         }
2368                 }
2369         }
2370         
2371         /*      -----------------------------------------------------------------
2372                 dirt pass
2373                 ----------------------------------------------------------------- */
2374         
2375         if( dirty )
2376         {
2377                 /* walk lightmaps */
2378                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2379                 {
2380                         /* early out */
2381                         if( lm->superLuxels[ lightmapNum ] == NULL )
2382                                 continue;
2383                         
2384                         /* apply dirt to each luxel */
2385                         for( y = 0; y < lm->sh; y++ )
2386                         {
2387                                 for( x = 0; x < lm->sw; x++ )
2388                                 {
2389                                         /* get cluster */
2390                                         cluster = SUPER_CLUSTER( x, y );
2391                                         //%     if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2392                                         //%             continue;
2393                                         
2394                                         /* get particulars */
2395                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2396                                         dirt = SUPER_DIRT( x, y );
2397                                         
2398                                         /* apply dirt */
2399                                         VectorScale( luxel, *dirt, luxel );
2400                                         
2401                                         /* debugging */
2402                                         if( dirtDebug )
2403                                                 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2404                                 }
2405                         }
2406                 }
2407         }
2408         
2409         /* -----------------------------------------------------------------
2410            filter pass
2411            ----------------------------------------------------------------- */
2412         
2413         /* walk lightmaps */
2414         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2415         {
2416                 /* early out */
2417                 if( lm->superLuxels[ lightmapNum ] == NULL )
2418                         continue;
2419                 
2420                 /* average occluded luxels from neighbors */
2421                 for( y = 0; y < lm->sh; y++ )
2422                 {
2423                         for( x = 0; x < lm->sw; x++ )
2424                         {
2425                                 /* get particulars */
2426                                 cluster = SUPER_CLUSTER( x, y );
2427                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2428                                 deluxel = SUPER_DELUXEL( x, y );
2429                                 normal = SUPER_NORMAL( x, y );
2430                                 
2431                                 /* determine if filtering is necessary */
2432                                 filterColor = qfalse;
2433                                 filterDir = qfalse;
2434                                 if( *cluster < 0 ||
2435                                         (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2436                                         filterColor = qtrue;
2437
2438                                 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2439                                         filterDir = qtrue;
2440                                 
2441                                 if( !filterColor && !filterDir )
2442                                         continue;
2443                                 
2444                                 /* choose seed amount */
2445                                 VectorClear( averageColor );
2446                                 VectorClear( averageDir );
2447                                 samples = 0.0f;
2448                                 
2449                                 /* walk 3x3 matrix */
2450                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
2451                                 {
2452                                         if( sy < 0 || sy >= lm->sh )
2453                                                 continue;
2454                                         
2455                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
2456                                         {
2457                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2458                                                         continue;
2459                                                 
2460                                                 /* get neighbor's particulars */
2461                                                 cluster2 = SUPER_CLUSTER( sx, sy );
2462                                                 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2463                                                 deluxel2 = SUPER_DELUXEL( sx, sy );
2464                                                 
2465                                                 /* ignore unmapped/unlit luxels */
2466                                                 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2467                                                         (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2468                                                         continue;
2469                                                 
2470                                                 /* add its distinctiveness to our own */
2471                                                 VectorAdd( averageColor, luxel2, averageColor );
2472                                                 samples += luxel2[ 3 ];
2473                                                 if( filterDir )
2474                                                         VectorAdd( averageDir, deluxel2, averageDir );
2475                                         }
2476                                 }
2477                                 
2478                                 /* fall through */
2479                                 if( samples <= 0.0f )
2480                                         continue;
2481                                 
2482                                 /* dark lightmap seams */
2483                                 if( dark )
2484                                 {
2485                                         if( lightmapNum == 0 )
2486                                                 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2487                                         samples += 2.0f;
2488                                 }
2489                                 
2490                                 /* average it */
2491                                 if( filterColor )
2492                                 {
2493                                         VectorDivide( averageColor, samples, luxel );
2494                                         luxel[ 3 ] = 1.0f;
2495                                 }
2496                                 if( filterDir )
2497                                         VectorDivide( averageDir, samples, deluxel );
2498                                 
2499                                 /* set cluster to -3 */
2500                                 if( *cluster < 0 )
2501                                         *cluster = CLUSTER_FLOODED;
2502                         }
2503                 }
2504         }
2505
2506
2507 #if 0
2508         // audit pass
2509         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2510         {
2511                 /* early out */
2512                 if( lm->superLuxels[ lightmapNum ] == NULL )
2513                         continue;
2514                 for( y = 0; y < lm->sh; y++ )
2515                         for( x = 0; x < lm->sw; x++ )
2516                         {
2517                                 /* get cluster */
2518                                 cluster = SUPER_CLUSTER( x, y );
2519                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2520                                 deluxel = SUPER_DELUXEL( x, y );
2521                                 if(!luxel || !deluxel || !cluster)
2522                                 {
2523                                         Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2524                                         continue;
2525                                 }
2526                                 else if(*cluster < 0)
2527                                 {
2528                                         // unmapped pixel
2529                                         // should have neither deluxemap nor lightmap
2530                                         if(deluxel[3])
2531                                                 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2532                                 }
2533                                 else
2534                                 {
2535                                         // mapped pixel
2536                                         // should have both deluxemap and lightmap
2537                                         if(deluxel[3])
2538                                                 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2539                                 }
2540                         }
2541         }
2542 #endif
2543 }
2544
2545
2546
2547 /*
2548 IlluminateVertexes()
2549 light the surface vertexes
2550 */
2551
2552 #define VERTEX_NUDGE    4.0f
2553
2554 void IlluminateVertexes( int num )
2555 {
2556         int                                     i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2557         int                                     lightmapNum, numAvg;
2558         float                           samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2559         vec3_t                          origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2560         bspDrawSurface_t        *ds;
2561         surfaceInfo_t           *info;
2562         rawLightmap_t           *lm;
2563         bspDrawVert_t           *verts;
2564         trace_t                         trace;
2565         
2566         
2567         /* get surface, info, and raw lightmap */
2568         ds = &bspDrawSurfaces[ num ];
2569         info = &surfaceInfos[ num ];
2570         lm = info->lm;
2571         
2572         /* -----------------------------------------------------------------
2573            illuminate the vertexes
2574            ----------------------------------------------------------------- */
2575         
2576         /* calculate vertex lighting for surfaces without lightmaps */
2577         if( lm == NULL || cpmaHack )
2578         {
2579                 /* setup trace */
2580                 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2581                 trace.forceSunlight = info->si->forceSunlight;
2582                 trace.recvShadows = info->recvShadows;
2583                 trace.numSurfaces = 1;
2584                 trace.surfaces = &num;
2585                 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2586                 
2587                 /* twosided lighting */
2588                 trace.twoSided = info->si->twoSided;
2589                 
2590                 /* make light list for this surface */
2591                 CreateTraceLightsForSurface( num, &trace );
2592                 
2593                 /* setup */
2594                 verts = yDrawVerts + ds->firstVert;
2595                 numAvg = 0;
2596                 memset( avgColors, 0, sizeof( avgColors ) );
2597                 
2598                 /* walk the surface verts */
2599                 for( i = 0; i < ds->numVerts; i++ )
2600                 {
2601                         /* get vertex luxel */
2602                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2603                         
2604                         /* color the luxel with raw lightmap num? */
2605                         if( debugSurfaces )
2606                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2607                         
2608                         /* color the luxel with luxel origin? */
2609                         else if( debugOrigin )
2610                         {
2611                                 VectorSubtract( info->maxs, info->mins, temp );
2612                                 VectorScale( temp, (1.0f / 255.0f), temp );
2613                                 VectorSubtract( origin, lm->mins, temp2 );
2614                                 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2615                                 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2616                                 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2617                         }
2618                         
2619                         /* color the luxel with the normal */
2620                         else if( normalmap )
2621                         {
2622                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2623                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2624                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2625                         }
2626                         
2627                         /* illuminate the vertex */
2628                         else
2629                         {
2630                                 /* clear vertex luxel */
2631                                 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2632                                 
2633                                 /* try at initial origin */
2634                                 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2635                                 if( trace.cluster >= 0 )
2636                                 {
2637                                         /* setup trace */
2638                                         VectorCopy( verts[ i ].xyz, trace.origin );
2639                                         VectorCopy( verts[ i ].normal, trace.normal );
2640                                         
2641                                         /* r7 dirt */
2642                                         if( dirty )
2643                                                 dirt = DirtForSample( &trace );
2644                                         else
2645                                                 dirt = 1.0f;
2646
2647                                         /* trace */
2648                                         LightingAtSample( &trace, ds->vertexStyles, colors );
2649                                         
2650                                         /* store */
2651                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2652                                         {
2653                                                 /* r7 dirt */
2654                                                 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2655                                                 
2656                                                 /* store */
2657                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2658                                                 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2659                                                 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2660                                         }
2661                                 }
2662                                 
2663                                 /* is this sample bright enough? */
2664                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2665                                 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2666                                         radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2667                                         radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2668                                 {
2669                                         /* nudge the sample point around a bit */
2670                                         for( x = 0; x < 4; x++ )
2671                                         {
2672                                                 /* two's complement 0, 1, -1, 2, -2, etc */
2673                                                 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2674                                                 
2675                                                 for( y = 0; y < 4; y++ )
2676                                                 {
2677                                                         y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2678                                                         
2679                                                         for( z = 0; z < 4; z++ )
2680                                                         {
2681                                                                 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2682                                                                 
2683                                                                 /* nudge origin */
2684                                                                 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2685                                                                 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2686                                                                 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2687                                                                 
2688                                                                 /* try at nudged origin */
2689                                                                 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2690                                                                 if( trace.cluster < 0 )
2691                                                                         continue;
2692                                                                                                                         
2693                                                                 /* trace */
2694                                                                 LightingAtSample( &trace, ds->vertexStyles, colors );
2695                                                                 
2696                                                                 /* store */
2697                                                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2698                                                                 {
2699                                                                         /* r7 dirt */
2700                                                                         VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2701                                                                         
2702                                                                         /* store */
2703                                                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2704                                                                         VectorCopy( colors[ lightmapNum ], radVertLuxel );
2705                                                                 }
2706                                                                 
2707                                                                 /* bright enough? */
2708                                                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2709                                                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2710                                                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2711                                                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2712                                                                         x = y = z = 1000;
2713                                                         }
2714                                                 }
2715                                         }
2716                                 }
2717                                 
2718                                 /* add to average? */
2719                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2720                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2721                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2722                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2723                                 {
2724                                         numAvg++;
2725                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2726                                         {
2727                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2728                                                 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2729                                         }
2730                                 }
2731                         }
2732                         
2733                         /* another happy customer */
2734                         numVertsIlluminated++;
2735                 }
2736                 
2737                 /* set average color */
2738                 if( numAvg > 0 )
2739                 {
2740                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2741                                 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2742                 }
2743                 else
2744                 {
2745                         VectorCopy( ambientColor, avgColors[ 0 ] );
2746                 }
2747                 
2748                 /* clean up and store vertex color */
2749                 for( i = 0; i < ds->numVerts; i++ )
2750                 {
2751                         /* get vertex luxel */
2752                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2753                         
2754                         /* store average in occluded vertexes */
2755                         if( radVertLuxel[ 0 ] < 0.0f )
2756                         {
2757                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2758                                 {
2759                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2760                                         VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2761                                         
2762                                         /* debug code */
2763                                         //%     VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2764                                 }
2765                         }
2766                         
2767                         /* store it */
2768                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2769                         {
2770                                 /* get luxels */
2771                                 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2772                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2773                                 
2774                                 /* store */
2775                                 if( bouncing || bounce == 0 || !bounceOnly )
2776                                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2777                                 if( !info->si->noVertexLight )
2778                                         ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2779                         }
2780                 }
2781                 
2782                 /* free light list */
2783                 FreeTraceLights( &trace );
2784                 
2785                 /* return to sender */
2786                 return;
2787         }
2788         
2789         /* -----------------------------------------------------------------
2790            reconstitute vertex lighting from the luxels
2791            ----------------------------------------------------------------- */
2792         
2793         /* set styles from lightmap */
2794         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2795                 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2796         
2797         /* get max search radius */
2798         maxRadius = lm->sw;
2799         maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2800         
2801         /* walk the surface verts */
2802         verts = yDrawVerts + ds->firstVert;
2803         for( i = 0; i < ds->numVerts; i++ )
2804         {
2805                 /* do each lightmap */
2806                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2807                 {
2808                         /* early out */
2809                         if( lm->superLuxels[ lightmapNum ] == NULL )
2810                                 continue;
2811                         
2812                         /* get luxel coords */
2813                         x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2814                         y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2815                         if( x < 0 )
2816                                 x = 0;
2817                         else if( x >= lm->sw )
2818                                 x = lm->sw - 1;
2819                         if( y < 0 )
2820                                 y = 0;
2821                         else if( y >= lm->sh )
2822                                 y = lm->sh - 1;
2823                         
2824                         /* get vertex luxels */
2825                         vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2826                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2827                         
2828                         /* color the luxel with the normal? */
2829                         if( normalmap )
2830                         {
2831                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2832                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2833                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2834                         }
2835                         
2836                         /* color the luxel with surface num? */
2837                         else if( debugSurfaces )
2838                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2839                         
2840                         /* divine color from the superluxels */
2841                         else
2842                         {
2843                                 /* increasing radius */
2844                                 VectorClear( radVertLuxel );
2845                                 samples = 0.0f;
2846                                 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2847                                 {
2848                                         /* sample within radius */
2849                                         for( sy = (y - radius); sy <= (y + radius); sy++ )
2850                                         {
2851                                                 if( sy < 0 || sy >= lm->sh )
2852                                                         continue;
2853                                                 
2854                                                 for( sx = (x - radius); sx <= (x + radius); sx++ )
2855                                                 {
2856                                                         if( sx < 0 || sx >= lm->sw )
2857                                                                 continue;
2858                                                         
2859                                                         /* get luxel particulars */
2860                                                         luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2861                                                         cluster = SUPER_CLUSTER( sx, sy );
2862                                                         if( *cluster < 0 )
2863                                                                 continue;
2864                                                         
2865                                                         /* testing: must be brigher than ambient color */
2866                                                         //%     if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2867                                                         //%             continue;
2868                                                         
2869                                                         /* add its distinctiveness to our own */
2870                                                         VectorAdd( radVertLuxel, luxel, radVertLuxel );
2871                                                         samples += luxel[ 3 ];
2872                                                 }
2873                                         }
2874                                 }
2875                                 
2876                                 /* any color? */
2877                                 if( samples > 0.0f )
2878                                         VectorDivide( radVertLuxel, samples, radVertLuxel );
2879                                 else
2880                                         VectorCopy( ambientColor, radVertLuxel );
2881                         }
2882                         
2883                         /* store into floating point storage */
2884                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2885                         numVertsIlluminated++;
2886                         
2887                         /* store into bytes (for vertex approximation) */
2888                         if( !info->si->noVertexLight )
2889                                 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2890                 }
2891         }
2892 }
2893
2894
2895
2896 /* -------------------------------------------------------------------------------
2897
2898 light optimization (-fast)
2899
2900 creates a list of lights that will affect a surface and stores it in tw
2901 this is to optimize surface lighting by culling out as many of the
2902 lights in the world as possible from further calculation
2903
2904 ------------------------------------------------------------------------------- */
2905
2906 /*
2907 SetupBrushes()
2908 determines opaque brushes in the world and find sky shaders for sunlight calculations
2909 */
2910
2911 void SetupBrushes( void )
2912 {
2913         int                             i, j, b, compileFlags;
2914         qboolean                inside;
2915         bspBrush_t              *brush;
2916         bspBrushSide_t  *side;
2917         bspShader_t             *shader;
2918         shaderInfo_t    *si;
2919         
2920         
2921         /* note it */
2922         Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2923         
2924         /* allocate */
2925         if( opaqueBrushes == NULL )
2926                 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2927         
2928         /* clear */
2929         memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2930         numOpaqueBrushes = 0;
2931         
2932         /* walk the list of worldspawn brushes */
2933         for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2934         {
2935                 /* get brush */
2936                 b = bspModels[ 0 ].firstBSPBrush + i;
2937                 brush = &bspBrushes[ b ];
2938                 
2939                 /* check all sides */
2940                 inside = qtrue;
2941                 compileFlags = 0;
2942                 for( j = 0; j < brush->numSides && inside; j++ )
2943                 {
2944                         /* do bsp shader calculations */
2945                         side = &bspBrushSides[ brush->firstSide + j ];
2946                         shader = &bspShaders[ side->shaderNum ];
2947                         
2948                         /* get shader info */
2949                         si = ShaderInfoForShader( shader->shader );
2950                         if( si == NULL )
2951                                 continue;
2952                         
2953                         /* or together compile flags */
2954                         compileFlags |= si->compileFlags;
2955                 }
2956                 
2957                 /* determine if this brush is opaque to light */
2958                 if( !(compileFlags & C_TRANSLUCENT) )
2959                 {
2960                         opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
2961                         numOpaqueBrushes++;
2962                         maxOpaqueBrush = i;
2963                 }
2964         }
2965         
2966         /* emit some statistics */
2967         Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
2968 }
2969
2970
2971
2972 /*
2973 ClusterVisible()
2974 determines if two clusters are visible to each other using the PVS
2975 */
2976
2977 qboolean ClusterVisible( int a, int b )
2978 {
2979         int                     portalClusters, leafBytes;
2980         byte            *pvs;
2981         
2982         
2983         /* dummy check */
2984         if( a < 0 || b < 0 )
2985                 return qfalse;
2986         
2987         /* early out */
2988         if( a == b )
2989                 return qtrue;
2990         
2991         /* not vised? */
2992         if( numBSPVisBytes <=8 )
2993                 return qtrue;
2994         
2995         /* get pvs data */
2996         portalClusters = ((int *) bspVisBytes)[ 0 ];
2997         leafBytes = ((int*) bspVisBytes)[ 1 ];
2998         pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
2999         
3000         /* check */
3001         if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3002                 return qtrue;
3003         return qfalse;
3004 }
3005
3006
3007
3008 /*
3009 PointInLeafNum_r()
3010 borrowed from vlight.c
3011 */
3012
3013 int     PointInLeafNum_r( vec3_t point, int nodenum )
3014 {
3015         int                     leafnum;
3016         vec_t           dist;
3017         bspNode_t               *node;
3018         bspPlane_t      *plane;
3019         
3020         
3021         while( nodenum >= 0 )
3022         {
3023                 node = &bspNodes[ nodenum ];
3024                 plane = &bspPlanes[ node->planeNum ];
3025                 dist = DotProduct( point, plane->normal ) - plane->dist;
3026                 if( dist > 0.1 )
3027                         nodenum = node->children[ 0 ];
3028                 else if( dist < -0.1 )
3029                         nodenum = node->children[ 1 ];
3030                 else
3031                 {
3032                         leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3033                         if( bspLeafs[ leafnum ].cluster != -1 )
3034                                 return leafnum;
3035                         nodenum = node->children[ 1 ];
3036                 }
3037         }
3038         
3039         leafnum = -nodenum - 1;
3040         return leafnum;
3041 }
3042
3043
3044
3045 /*
3046 PointInLeafnum()
3047 borrowed from vlight.c
3048 */
3049
3050 int     PointInLeafNum( vec3_t point )
3051 {
3052         return PointInLeafNum_r( point, 0 );
3053 }
3054
3055
3056
3057 /*
3058 ClusterVisibleToPoint() - ydnar
3059 returns qtrue if point can "see" cluster
3060 */
3061
3062 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3063 {
3064         int             pointCluster;
3065         
3066
3067         /* get leafNum for point */
3068         pointCluster = ClusterForPoint( point );
3069         if( pointCluster < 0 )
3070                 return qfalse;
3071         
3072         /* check pvs */
3073         return ClusterVisible( pointCluster, cluster );
3074 }
3075
3076
3077
3078 /*
3079 ClusterForPoint() - ydnar
3080 returns the pvs cluster for point
3081 */
3082
3083 int ClusterForPoint( vec3_t point )
3084 {
3085         int             leafNum;
3086         
3087
3088         /* get leafNum for point */
3089         leafNum = PointInLeafNum( point );
3090         if( leafNum < 0 )
3091                 return -1;
3092         
3093         /* return the cluster */
3094         return bspLeafs[ leafNum ].cluster;
3095 }
3096
3097
3098
3099 /*
3100 ClusterForPointExt() - ydnar
3101 also takes brushes into account for occlusion testing
3102 */
3103
3104 int ClusterForPointExt( vec3_t point, float epsilon )
3105 {
3106         int                             i, j, b, leafNum, cluster;
3107         float                   dot;
3108         qboolean                inside;
3109         int                             *brushes, numBSPBrushes;
3110         bspLeaf_t               *leaf;
3111         bspBrush_t              *brush;
3112         bspPlane_t              *plane;
3113         
3114         
3115         /* get leaf for point */
3116         leafNum = PointInLeafNum( point );
3117         if( leafNum < 0 )
3118                 return -1;
3119         leaf = &bspLeafs[ leafNum ];
3120         
3121         /* get the cluster */
3122         cluster = leaf->cluster;
3123         if( cluster < 0 )
3124                 return -1;
3125         
3126         /* transparent leaf, so check point against all brushes in the leaf */
3127         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3128         numBSPBrushes = leaf->numBSPLeafBrushes;
3129         for( i = 0; i < numBSPBrushes; i++ )
3130         {
3131                 /* get parts */
3132                 b = brushes[ i ];
3133                 if( b > maxOpaqueBrush )
3134                         continue;
3135                 brush = &bspBrushes[ b ];
3136                 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3137                         continue;
3138                 
3139                 /* check point against all planes */
3140                 inside = qtrue;
3141                 for( j = 0; j < brush->numSides && inside; j++ )
3142                 {
3143                         plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3144                         dot = DotProduct( point, plane->normal );
3145                         dot -= plane->dist;
3146                         if( dot > epsilon )
3147                                 inside = qfalse;
3148                 }
3149                 
3150                 /* if inside, return bogus cluster */
3151                 if( inside )
3152                         return -1 - b;
3153         }
3154         
3155         /* if the point made it this far, it's not inside any opaque brushes */
3156         return cluster;
3157 }
3158
3159
3160
3161 /*
3162 ClusterForPointExtFilter() - ydnar
3163 adds cluster checking against a list of known valid clusters
3164 */
3165
3166 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3167 {
3168         int             i, cluster;
3169         
3170         
3171         /* get cluster for point */
3172         cluster = ClusterForPointExt( point, epsilon );
3173         
3174         /* check if filtering is necessary */
3175         if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3176                 return cluster;
3177         
3178         /* filter */
3179         for( i = 0; i < numClusters; i++ )
3180         {
3181                 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3182                         return cluster;
3183         }
3184         
3185         /* failed */
3186         return -1;
3187 }
3188
3189
3190
3191 /*
3192 ShaderForPointInLeaf() - ydnar
3193 checks a point against all brushes in a leaf, returning the shader of the brush
3194 also sets the cumulative surface and content flags for the brush hit
3195 */
3196
3197 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3198 {
3199         int                             i, j;
3200         float                   dot;
3201         qboolean                inside;
3202         int                             *brushes, numBSPBrushes;
3203         bspLeaf_t                       *leaf;
3204         bspBrush_t              *brush;
3205         bspBrushSide_t  *side;
3206         bspPlane_t              *plane;
3207         bspShader_t             *shader;
3208         int                             allSurfaceFlags, allContentFlags;
3209
3210         
3211         /* clear things out first */
3212         *surfaceFlags = 0;
3213         *contentFlags = 0;
3214         
3215         /* get leaf */
3216         if( leafNum < 0 )
3217                 return -1;
3218         leaf = &bspLeafs[ leafNum ];
3219         
3220         /* transparent leaf, so check point against all brushes in the leaf */
3221         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3222         numBSPBrushes = leaf->numBSPLeafBrushes;
3223         for( i = 0; i < numBSPBrushes; i++ )
3224         {
3225                 /* get parts */
3226                 brush = &bspBrushes[ brushes[ i ] ];
3227                 
3228                 /* check point against all planes */
3229                 inside = qtrue;
3230                 allSurfaceFlags = 0;
3231                 allContentFlags = 0;
3232                 for( j = 0; j < brush->numSides && inside; j++ )
3233                 {
3234                         side = &bspBrushSides[ brush->firstSide + j ];
3235                         plane = &bspPlanes[ side->planeNum ];
3236                         dot = DotProduct( point, plane->normal );
3237                         dot -= plane->dist;
3238                         if( dot > epsilon )
3239                                 inside = qfalse;
3240                         else
3241                         {
3242                                 shader = &bspShaders[ side->shaderNum ];
3243                                 allSurfaceFlags |= shader->surfaceFlags;
3244                                 allContentFlags |= shader->contentFlags;
3245                         }
3246                 }
3247                 
3248                 /* handle if inside */
3249                 if( inside )
3250                 {
3251                         /* if there are desired flags, check for same and continue if they aren't matched */
3252                         if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3253                                 continue;
3254                         if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3255                                 continue;
3256                         
3257                         /* store the cumulative flags and return the brush shader (which is mostly useless) */
3258                         *surfaceFlags = allSurfaceFlags;
3259                         *contentFlags = allContentFlags;
3260                         return brush->shaderNum;
3261                 }
3262         }
3263         
3264         /* if the point made it this far, it's not inside any brushes */
3265         return -1;
3266 }
3267
3268
3269
3270 /*
3271 ChopBounds()
3272 chops a bounding box by the plane defined by origin and normal
3273 returns qfalse if the bounds is entirely clipped away
3274
3275 this is not exactly the fastest way to do this...
3276 */
3277
3278 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3279 {
3280         /* FIXME: rewrite this so it doesn't use bloody brushes */
3281         return qtrue;
3282 }
3283
3284
3285
3286 /*
3287 SetupEnvelopes()
3288 calculates each light's effective envelope,
3289 taking into account brightness, type, and pvs.
3290 */
3291
3292 #define LIGHT_EPSILON   0.125f
3293 #define LIGHT_NUDGE             2.0f
3294
3295 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3296 {
3297         int                     i, x, y, z, x1, y1, z1;
3298         light_t         *light, *light2, **owner;
3299         bspLeaf_t       *leaf;
3300         vec3_t          origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3301         float           radius, intensity;
3302         light_t         *buckets[ 256 ];
3303         
3304         
3305         /* early out for weird cases where there are no lights */
3306         if( lights == NULL )
3307                 return;
3308         
3309         /* note it */
3310         Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3311         
3312         /* count lights */
3313         numLights = 0;
3314         numCulledLights = 0;
3315         owner = &lights;
3316         while( *owner != NULL )
3317         {
3318                 /* get light */
3319                 light = *owner;
3320                 
3321                 /* handle negative lights */
3322                 if( light->photons < 0.0f || light->add < 0.0f )
3323                 {
3324                         light->photons *= -1.0f;
3325                         light->add *= -1.0f;
3326                         light->flags |= LIGHT_NEGATIVE;
3327                 }
3328                 
3329                 /* sunlight? */
3330                 if( light->type == EMIT_SUN )
3331                 {
3332                         /* special cased */
3333                         light->cluster = 0;
3334                         light->envelope = MAX_WORLD_COORD * 8.0f;
3335                         VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3336                         VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3337                 }
3338                 
3339                 /* everything else */
3340                 else
3341                 {
3342                         /* get pvs cluster for light */
3343                         light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3344                         
3345                         /* invalid cluster? */
3346                         if( light->cluster < 0 )
3347                         {
3348                                 /* nudge the sample point around a bit */
3349                                 for( x = 0; x < 4; x++ )
3350                                 {
3351                                         /* two's complement 0, 1, -1, 2, -2, etc */
3352                                         x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3353                                         
3354                                         for( y = 0; y < 4; y++ )
3355                                         {
3356                                                 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3357                                                 
3358                                                 for( z = 0; z < 4; z++ )
3359                                                 {
3360                                                         z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3361                                                         
3362                                                         /* nudge origin */
3363                                                         origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3364                                                         origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3365                                                         origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3366                                                         
3367                                                         /* try at nudged origin */
3368                                                         light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3369                                                         if( light->cluster < 0 )
3370                                                                 continue;
3371                                                                         
3372                                                         /* set origin */
3373                                                         VectorCopy( origin, light->origin );
3374                                                 }
3375                                         }
3376                                 }
3377                         }
3378                         
3379                         /* only calculate for lights in pvs and outside of opaque brushes */
3380                         if( light->cluster >= 0 )
3381                         {
3382                                 /* set light fast flag */
3383                                 if( fastFlag )
3384                                         light->flags |= LIGHT_FAST_TEMP;
3385                                 else
3386                                         light->flags &= ~LIGHT_FAST_TEMP;
3387                                 if( light->si && light->si->noFast )
3388                                         light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3389                                 
3390                                 /* clear light envelope */
3391                                 light->envelope = 0;
3392                                 
3393                                 /* handle area lights */
3394                                 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3395                                 {
3396                                         /* ugly hack to calculate extent for area lights, but only done once */
3397                                         VectorScale( light->normal, -1.0f, dir );
3398                                         for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3399                                         {
3400                                                 float   factor;
3401                                                 
3402                                                 VectorMA( light->origin, radius, light->normal, origin );
3403                                                 factor = PointToPolygonFormFactor( origin, dir, light->w );
3404                                                 if( factor < 0.0f )
3405                                                         factor *= -1.0f;
3406                                                 if( (factor * light->add) <= light->falloffTolerance )
3407                                                         light->envelope = radius;
3408                                         }
3409                                         
3410                                         /* check for fast mode */
3411                                         if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3412                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3413                                 }
3414                                 else
3415                                 {
3416                                         radius = 0.0f;
3417                                         intensity = light->photons;
3418                                 }
3419                                 
3420                                 /* other calcs */
3421                                 if( light->envelope <= 0.0f )
3422                                 {
3423                                         /* solve distance for non-distance lights */
3424                                         if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3425                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3426                                         
3427                                         /* solve distance for linear lights */
3428                                         else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3429                                                 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3430                                                 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3431
3432                                                 /*
3433                                                 add = angle * light->photons * linearScale - (dist * light->fade);
3434                                                 T = (light->photons * linearScale) - (dist * light->fade);
3435                                                 T + (dist * light->fade) = (light->photons * linearScale);
3436                                                 dist * light->fade = (light->photons * linearScale) - T;
3437                                                 dist = ((light->photons * linearScale) - T) / light->fade;
3438                                                 */
3439                                         
3440                                         /* solve for inverse square falloff */
3441                                         else
3442                                                 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3443                                                 
3444                                                 /*
3445                                                 add = light->photons / (dist * dist);
3446                                                 T = light->photons / (dist * dist);
3447                                                 T * (dist * dist) = light->photons;
3448                                                 dist = sqrt( light->photons / T );
3449                                                 */
3450                                 }
3451                                 
3452                                 /* chop radius against pvs */
3453                                 {
3454                                         /* clear bounds */
3455                                         ClearBounds( mins, maxs );
3456                                         
3457                                         /* check all leaves */
3458                                         for( i = 0; i < numBSPLeafs; i++ )
3459                                         {
3460                                                 /* get test leaf */
3461                                                 leaf = &bspLeafs[ i ];
3462                                                 
3463                                                 /* in pvs? */
3464                                                 if( leaf->cluster < 0 )
3465                                                         continue;
3466                                                 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3467                                                         continue;
3468                                                 
3469                                                 /* add this leafs bbox to the bounds */
3470                                                 VectorCopy( leaf->mins, origin );
3471                                                 AddPointToBounds( origin, mins, maxs );
3472                                                 VectorCopy( leaf->maxs, origin );
3473                                                 AddPointToBounds( origin, mins, maxs );
3474                                         }
3475                                         
3476                                         /* test to see if bounds encompass light */
3477                                         for( i = 0; i < 3; i++ )
3478                                         {
3479                                                 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3480                                                 {
3481                                                         //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3482                                                         //%     mins[ 0 ], mins[ 1 ], mins[ 2 ],
3483                                                         //%     maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3484                                                         //%     numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3485                                                         AddPointToBounds( light->origin, mins, maxs );
3486                                                 }
3487                                         }
3488                                         
3489                                         /* chop the bounds by a plane for area lights and spotlights */
3490                                         if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3491                                                 ChopBounds( mins, maxs, light->origin, light->normal );
3492                                         
3493                                         /* copy bounds */
3494                                         VectorCopy( mins, light->mins );
3495                                         VectorCopy( maxs, light->maxs );
3496                                         
3497                                         /* reflect bounds around light origin */
3498                                         //%     VectorMA( light->origin, -1.0f, origin, origin );
3499                                         VectorScale( light->origin, 2, origin );
3500                                         VectorSubtract( origin, maxs, origin );
3501                                         AddPointToBounds( origin, mins, maxs );
3502                                         //%     VectorMA( light->origin, -1.0f, mins, origin );
3503                                         VectorScale( light->origin, 2, origin );
3504                                         VectorSubtract( origin, mins, origin );
3505                                         AddPointToBounds( origin, mins, maxs );
3506                                          
3507                                         /* calculate spherical bounds */
3508                                         VectorSubtract( maxs, light->origin, dir );
3509                                         radius = (float) VectorLength( dir );
3510                                         
3511                                         /* if this radius is smaller than the envelope, then set the envelope to it */
3512                                         if( radius < light->envelope )
3513                                         {
3514                                                 light->envelope = radius;
3515                                                 //%     Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3516                                         }
3517                                         //%     else
3518                                         //%             Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3519                                 }
3520                                 
3521                                 /* add grid/surface only check */
3522                                 if( forGrid )
3523                                 {
3524                                         if( !(light->flags & LIGHT_GRID) )
3525                                                 light->envelope = 0.0f;
3526                                 }
3527                                 else
3528                                 {
3529                                         if( !(light->flags & LIGHT_SURFACES) )
3530                                                 light->envelope = 0.0f;
3531                                 }
3532                         }
3533                         
3534                         /* culled? */
3535                         if( light->cluster < 0 || light->envelope <= 0.0f )
3536                         {
3537                                 /* debug code */
3538                                 //%     Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3539                                 
3540                                 /* delete the light */
3541                                 numCulledLights++;
3542                                 *owner = light->next;
3543                                 if( light->w != NULL )
3544                                         free( light->w );
3545                                 free( light );
3546                                 continue;
3547                         }
3548                 }
3549                 
3550                 /* square envelope */
3551                 light->envelope2 = (light->envelope * light->envelope);
3552                 
3553                 /* increment light count */
3554                 numLights++;
3555                 
3556                 /* set next light */
3557                 owner = &((**owner).next);
3558         }
3559         
3560         /* bucket sort lights by style */
3561         memset( buckets, 0, sizeof( buckets ) );
3562         light2 = NULL;
3563         for( light = lights; light != NULL; light = light2 )
3564         {
3565                 /* get next light */
3566                 light2 = light->next;
3567                 
3568                 /* filter into correct bucket */
3569                 light->next = buckets[ light->style ];
3570                 buckets[ light->style ] = light;
3571                 
3572                 /* if any styled light is present, automatically set nocollapse */
3573                 if( light->style != LS_NORMAL )
3574                         noCollapse = qtrue;
3575         }
3576         
3577         /* filter back into light list */
3578         lights = NULL;
3579         for( i = 255; i >= 0; i-- )
3580         {
3581                 light2 = NULL;
3582                 for( light = buckets[ i ]; light != NULL; light = light2 )
3583                 {
3584                         light2 = light->next;
3585                         light->next = lights;
3586                         lights = light;
3587                 }
3588         }
3589         
3590         /* emit some statistics */
3591         Sys_Printf( "%9d total lights\n", numLights );
3592         Sys_Printf( "%9d culled lights\n", numCulledLights );
3593 }
3594
3595
3596
3597 /*
3598 CreateTraceLightsForBounds()
3599 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3600 */
3601
3602 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3603 {
3604         int                     i;
3605         light_t         *light;
3606         vec3_t          origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3607         float           radius, dist, length;
3608         
3609         
3610         /* potential pre-setup  */
3611         if( numLights == 0 )
3612                 SetupEnvelopes( qfalse, fast );
3613         
3614         /* debug code */
3615         //% Sys_Printf( "CTWLFB: (%4.1f %4.1f %4.1f) (%4.1f %4.1f %4.1f)\n", mins[ 0 ], mins[ 1 ], mins[ 2 ], maxs[ 0 ], maxs[ 1 ], maxs[ 2 ] );
3616         
3617         /* allocate the light list */
3618         trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3619         trace->numLights = 0;
3620         
3621         /* calculate spherical bounds */
3622         VectorAdd( mins, maxs, origin );
3623         VectorScale( origin, 0.5f, origin );
3624         VectorSubtract( maxs, origin, dir );
3625         radius = (float) VectorLength( dir );
3626         
3627         /* get length of normal vector */
3628         if( normal != NULL )
3629                 length = VectorLength( normal );
3630         else
3631         {
3632                 normal = nullVector;
3633                 length = 0;
3634         }
3635         
3636         /* test each light and see if it reaches the sphere */
3637         /* note: the attenuation code MUST match LightingAtSample() */
3638         for( light = lights; light; light = light->next )
3639         {
3640                 /* check zero sized envelope */
3641                 if( light->envelope <= 0 )
3642                 {
3643                         lightsEnvelopeCulled++;
3644                         continue;
3645                 }
3646                 
3647                 /* check flags */
3648                 if( !(light->flags & flags) )
3649                         continue;
3650                 
3651                 /* sunlight skips all this nonsense */
3652                 if( light->type != EMIT_SUN )
3653                 {
3654                         /* sun only? */
3655                         if( sunOnly )
3656                                 continue;
3657                         
3658                         /* check against pvs cluster */
3659                         if( numClusters > 0 && clusters != NULL )
3660                         {
3661                                 for( i = 0; i < numClusters; i++ )
3662                                 {
3663                                         if( ClusterVisible( light->cluster, clusters[ i ] ) )
3664                                                 break;
3665                                 }
3666                                 
3667                                 /* fixme! */
3668                                 if( i == numClusters )
3669                                 {
3670                                         lightsClusterCulled++;
3671                                         continue;
3672                                 }
3673                         }
3674                         
3675                         /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3676                         VectorSubtract( light->origin, origin, dir );
3677                         dist = VectorLength( dir );
3678                         dist -= light->envelope;
3679                         dist -= radius;
3680                         if( dist > 0 )
3681                         {
3682                                 lightsEnvelopeCulled++;
3683                                 continue;
3684                         }
3685                         
3686                         /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3687                         #if 0
3688                         skip = qfalse;
3689                         for( i = 0; i < 3; i++ )
3690                         {
3691                                 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3692                                         skip = qtrue;
3693                         }
3694                         if( skip )
3695                         {
3696                                 lightsBoundsCulled++;
3697                                 continue;
3698                         }
3699                         #endif
3700                 }
3701                 
3702                 /* planar surfaces (except twosided surfaces) have a couple more checks */
3703                 if( length > 0.0f && trace->twoSided == qfalse )
3704                 {
3705                         /* lights coplanar with a surface won't light it */
3706                         if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3707                         {
3708                                 lightsPlaneCulled++;
3709                                 continue;
3710                         }
3711                         
3712                         /* check to see if light is behind the plane */
3713                         if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3714                         {
3715                                 lightsPlaneCulled++;
3716                                 continue;
3717                         }
3718                 }
3719                 
3720                 /* add this light */
3721                 trace->lights[ trace->numLights++ ] = light;
3722         }
3723         
3724         /* make last night null */
3725         trace->lights[ trace->numLights ] = NULL;
3726 }
3727
3728
3729
3730 void FreeTraceLights( trace_t *trace )
3731 {
3732         if( trace->lights != NULL )
3733                 free( trace->lights );
3734 }
3735
3736
3737
3738 /*
3739 CreateTraceLightsForSurface()
3740 creates a list of lights that can potentially affect a drawsurface
3741 */
3742
3743 void CreateTraceLightsForSurface( int num, trace_t *trace )
3744 {
3745         int                                     i;
3746         vec3_t                          mins, maxs, normal;
3747         bspDrawVert_t           *dv;
3748         bspDrawSurface_t        *ds;
3749         surfaceInfo_t           *info;
3750         
3751         
3752         /* dummy check */
3753         if( num < 0 )
3754                 return;
3755         
3756         /* get drawsurface and info */
3757         ds = &bspDrawSurfaces[ num ];
3758         info = &surfaceInfos[ num ];
3759         
3760         /* get the mins/maxs for the dsurf */
3761         ClearBounds( mins, maxs );
3762         VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3763         for( i = 0; i < ds->numVerts; i++ )
3764         {
3765                 dv = &yDrawVerts[ ds->firstVert + i ];
3766                 AddPointToBounds( dv->xyz, mins, maxs );
3767                 if( !VectorCompare( dv->normal, normal ) )
3768                         VectorClear( normal );
3769         }
3770         
3771         /* create the lights for the bounding box */
3772         CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3773 }
3774
3775 /////////////////////////////////////////////////////////////
3776
3777 #define FLOODLIGHT_CONE_ANGLE                   88      /* degrees */
3778 #define FLOODLIGHT_NUM_ANGLE_STEPS              16
3779 #define FLOODLIGHT_NUM_ELEVATION_STEPS  4
3780 #define FLOODLIGHT_NUM_VECTORS                  (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3781
3782 static vec3_t   floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3783 static int              numFloodVectors = 0;
3784
3785 void SetupFloodLight( void )
3786 {
3787         int             i, j;
3788         float   angle, elevation, angleStep, elevationStep;
3789         const char      *value;
3790         double v1,v2,v3,v4,v5;
3791
3792         /* note it */
3793         Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3794
3795         /* calculate angular steps */
3796         angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3797         elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3798
3799         /* iterate angle */
3800         angle = 0.0f;
3801         for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3802         {
3803                 /* iterate elevation */
3804                 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3805                 {
3806                         floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3807                         floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3808                         floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3809                         numFloodVectors++;
3810                 }
3811         }
3812
3813         /* emit some statistics */
3814         Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3815
3816       /* floodlight */
3817         value = ValueForKey( &entities[ 0 ], "_floodlight" );
3818
3819         if( value[ 0 ] != '\0' )
3820         {
3821                 v1=v2=v3=0;
3822                 v4=floodlightDistance;
3823                 v5=floodlightIntensity;
3824
3825                 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3826
3827                 floodlightRGB[0]=v1;
3828                 floodlightRGB[1]=v2;
3829                 floodlightRGB[2]=v3;
3830
3831                 if (VectorLength(floodlightRGB)==0)
3832                 {
3833                         VectorSet(floodlightRGB,240,240,255);
3834                 }
3835
3836                 if (v4<1) v4=1024;
3837                 if (v5<1) v5=128;
3838
3839                 floodlightDistance=v4;
3840                 floodlightIntensity=v5;
3841
3842                 floodlighty = qtrue;
3843                 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3844         }
3845         else
3846         {
3847                 VectorSet(floodlightRGB,240,240,255);
3848                 //floodlighty = qtrue;
3849                 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3850         }
3851         VectorNormalize(floodlightRGB,floodlightRGB);
3852 }
3853
3854 /*
3855 FloodLightForSample()
3856 calculates floodlight value for a given sample
3857 once again, kudos to the dirtmapping coder
3858 */
3859
3860 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
3861 {
3862         int             i;
3863         float   d;
3864         float   contribution;
3865         int     sub = 0;
3866         float   gatherLight, outLight;
3867         vec3_t  normal, worldUp, myUp, myRt, direction, displacement;
3868         float   dd;
3869         int     vecs = 0;
3870  
3871         gatherLight=0;
3872         /* dummy check */
3873         //if( !dirty )
3874         //      return 1.0f;
3875         if( trace == NULL || trace->cluster < 0 )
3876                 return 0.0f;
3877         
3878
3879         /* setup */
3880         dd = floodLightDistance;
3881         VectorCopy( trace->normal, normal );
3882         
3883         /* check if the normal is aligned to the world-up */
3884         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
3885         {
3886                 if( normal[ 2 ] == 1.0f )               
3887                 {
3888                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
3889                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3890                 }
3891                 else if( normal[ 2 ] == -1.0f )
3892                 {
3893                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
3894                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
3895                 }
3896         }
3897         else
3898         {
3899                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
3900                 CrossProduct( normal, worldUp, myRt );
3901                 VectorNormalize( myRt, myRt );
3902                 CrossProduct( myRt, normal, myUp );
3903                 VectorNormalize( myUp, myUp );
3904         }
3905
3906         /* vortex: optimise floodLightLowQuality a bit */
3907         if ( floodLightLowQuality == qtrue )
3908     {
3909                 /* iterate through ordered vectors */
3910                 for( i = 0; i < numFloodVectors; i++ )
3911                         if (rand()%10 != 0 ) continue;
3912         }
3913         else
3914         {
3915                 /* iterate through ordered vectors */
3916                 for( i = 0; i < numFloodVectors; i++ )
3917                 {
3918                         vecs++;
3919                  
3920                         /* transform vector into tangent space */
3921                         direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
3922                         direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
3923                         direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
3924
3925                         /* set endpoint */
3926                         VectorMA( trace->origin, dd, direction, trace->end );
3927
3928                         //VectorMA( trace->origin, 1, direction, trace->origin );
3929                                 
3930                         SetupTrace( trace );
3931                         /* trace */
3932                         TraceLine( trace );
3933                         contribution=1;
3934
3935                         if (trace->compileFlags & C_SKY )
3936                         {
3937                                 contribution=1.0f;
3938                         }
3939                         else if ( trace->opaque )
3940                         {
3941                                 VectorSubtract( trace->hit, trace->origin, displacement );
3942                                 d=VectorLength( displacement );
3943
3944                                 // d=trace->distance;            
3945                                 //if (d>256) gatherDirt+=1;
3946                                 contribution=d/dd;
3947                                 if (contribution>1) contribution=1.0f; 
3948                      
3949                                 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
3950                         }
3951                  
3952                         gatherLight+=contribution;
3953                 }
3954         }
3955    
3956         /* early out */
3957         if( gatherLight <= 0.0f )
3958                 return 0.0f;
3959         
3960         sub=vecs;
3961
3962         if (sub<1) sub=1;
3963         gatherLight/=(sub);
3964
3965         outLight=gatherLight;
3966         if( outLight > 1.0f )
3967                 outLight = 1.0f;
3968         
3969         /* return to sender */
3970         return outLight;
3971 }
3972
3973 /*
3974 FloodLightRawLightmap
3975 lighttracer style ambient occlusion light hack.
3976 Kudos to the dirtmapping author for most of this source.
3977 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
3978 VorteX: fixed problems with deluxemapping
3979 */
3980
3981 // floodlight pass on a lightmap
3982 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
3983 {
3984         int                                     i, x, y, *cluster;
3985         float                           *origin, *normal, *floodlight, floodLightAmount;
3986         surfaceInfo_t           *info;
3987         trace_t                         trace;
3988         // int sx, sy;
3989         // float samples, average, *floodlight2;
3990         
3991         memset(&trace,0,sizeof(trace_t));
3992
3993         /* setup trace */
3994         trace.testOcclusion = qtrue;
3995         trace.forceSunlight = qfalse;
3996         trace.twoSided = qtrue;
3997         trace.recvShadows = lm->recvShadows;
3998         trace.numSurfaces = lm->numLightSurfaces;
3999         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4000         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4001         trace.testAll = qfalse;
4002         trace.distance = 1024;
4003         
4004         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4005         //trace.twoSided = qfalse;
4006         for( i = 0; i < trace.numSurfaces; i++ )
4007         {
4008                 /* get surface */
4009                 info = &surfaceInfos[ trace.surfaces[ i ] ];
4010                 
4011                 /* check twosidedness */
4012                 if( info->si->twoSided )
4013                 {
4014                         trace.twoSided = qtrue;
4015                         break;
4016                 }
4017         }
4018         
4019         /* gather floodlight */
4020         for( y = 0; y < lm->sh; y++ )
4021         {
4022                 for( x = 0; x < lm->sw; x++ )
4023                 {
4024                         /* get luxel */
4025                         cluster = SUPER_CLUSTER( x, y );
4026                         origin = SUPER_ORIGIN( x, y );
4027                         normal = SUPER_NORMAL( x, y );
4028                         floodlight = SUPER_FLOODLIGHT( x, y );
4029                         
4030                         /* set default dirt */
4031                         *floodlight = 0.0f;
4032                         
4033                         /* only look at mapped luxels */
4034                         if( *cluster < 0 )
4035                                 continue;
4036                         
4037                         /* copy to trace */
4038                         trace.cluster = *cluster;
4039                         VectorCopy( origin, trace.origin );
4040                         VectorCopy( normal, trace.normal );
4041    
4042                         /* get floodlight */
4043                         floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4044                         
4045                         /* add floodlight */
4046                         floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4047                         floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4048                         floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4049                         floodlight[3] += floodlightDirectionScale;
4050                 }
4051         }
4052         
4053         /* testing no filtering */
4054         return;
4055
4056 #if 0
4057         
4058         /* filter "dirt" */
4059         for( y = 0; y < lm->sh; y++ )
4060         {
4061                 for( x = 0; x < lm->sw; x++ )
4062                 {
4063                         /* get luxel */
4064                         cluster = SUPER_CLUSTER( x, y );
4065                         floodlight = SUPER_FLOODLIGHT(x, y );
4066                         
4067                         /* filter dirt by adjacency to unmapped luxels */
4068                         average = *floodlight;
4069                         samples = 1.0f;
4070                         for( sy = (y - 1); sy <= (y + 1); sy++ )
4071                         {
4072                                 if( sy < 0 || sy >= lm->sh )
4073                                         continue;
4074                                 
4075                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
4076                                 {
4077                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4078                                                 continue;
4079                                         
4080                                         /* get neighboring luxel */
4081                                         cluster = SUPER_CLUSTER( sx, sy );
4082                                         floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4083                                         if( *cluster < 0 || *floodlight2 <= 0.0f )
4084                                                 continue;
4085                                         
4086                                         /* add it */
4087                                         average += *floodlight2;
4088                                         samples += 1.0f;
4089                                 }
4090                                 
4091                                 /* bail */
4092                                 if( samples <= 0.0f )
4093                                         break;
4094                         }
4095                         
4096                         /* bail */
4097                         if( samples <= 0.0f )
4098                                 continue;
4099                         
4100                         /* scale dirt */
4101                         *floodlight = average / samples;
4102                 }
4103         }
4104 #endif
4105 }
4106
4107 void FloodLightRawLightmap( int rawLightmapNum )
4108 {
4109         rawLightmap_t           *lm;
4110
4111         /* bail if this number exceeds the number of raw lightmaps */
4112         if( rawLightmapNum >= numRawLightmaps )
4113                 return;
4114         /* get lightmap */
4115         lm = &rawLightmaps[ rawLightmapNum ];
4116
4117         /* global pass */
4118         if (floodlighty && floodlightIntensity)
4119                 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4120
4121         /* custom pass */
4122         if (lm->floodlightIntensity)
4123         {
4124                 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4125                 numSurfacesFloodlighten += 1;
4126         }
4127 }
4128
4129 void FloodlightRawLightmaps()
4130 {
4131         Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4132         numSurfacesFloodlighten = 0;
4133         RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4134         Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4135 }
4136
4137 /*
4138 FloodLightIlluminate()
4139 illuminate floodlight into lightmap luxels
4140 */
4141
4142 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4143 {
4144         float                           *luxel, *floodlight, *deluxel, *normal;
4145         int                                     *cluster;
4146         float                           brightness;
4147         int                                     x, y, lightmapNum;
4148
4149         /* walk lightmaps */
4150         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4151         {
4152                 /* early out */
4153                 if( lm->superLuxels[ lightmapNum ] == NULL )
4154                         continue;
4155
4156                 /* apply floodlight to each luxel */
4157                 for( y = 0; y < lm->sh; y++ )
4158                 {
4159                         for( x = 0; x < lm->sw; x++ )
4160                         {
4161                                 /* get floodlight */
4162                                 floodlight = SUPER_FLOODLIGHT( x, y );
4163                                 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4164                                         continue;
4165                                                 
4166                                 /* get cluster */
4167                                 cluster = SUPER_CLUSTER( x, y );
4168
4169                                 /* only process mapped luxels */
4170                                 if( *cluster < 0 )
4171                                         continue;
4172
4173                                 /* get particulars */
4174                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
4175                                 deluxel = SUPER_DELUXEL( x, y );
4176
4177                                 /* add to lightmap */
4178                                 luxel[0]+=floodlight[0];
4179                                 luxel[1]+=floodlight[1];
4180                                 luxel[2]+=floodlight[2];
4181
4182                                 if (luxel[3]==0) luxel[3]=1;
4183
4184                                 /* add to deluxemap */
4185                                 if (deluxemap && floodlight[3] > 0)\r
4186                                 {
4187                                         vec3_t                          lightvector;\r
4188 \r
4189                                         normal = SUPER_NORMAL( x, y );
4190                                         brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];\r
4191 \r
4192                                         // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light\r
4193                                         if(brightness < 0.00390625f)\r
4194                                                 brightness = 0.00390625f;\r
4195 \r
4196                                         VectorScale( normal, brightness, lightvector );
4197                                         VectorAdd( deluxel, lightvector, deluxel );
4198                                 }
4199                         }
4200                 }
4201         }
4202 }