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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 )
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 = qfalse;
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         vec3_t                          flood;
1871         float                           *floodlight;
1872         
1873         
1874         /* bail if this number exceeds the number of raw lightmaps */
1875         if( rawLightmapNum >= numRawLightmaps )
1876                 return;
1877         
1878         /* get lightmap */
1879         lm = &rawLightmaps[ rawLightmapNum ];
1880         
1881         /* setup trace */
1882         trace.testOcclusion = !noTrace;
1883         trace.forceSunlight = qfalse;
1884         trace.recvShadows = lm->recvShadows;
1885         trace.numSurfaces = lm->numLightSurfaces;
1886         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1887         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1888         
1889         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1890         trace.twoSided = qfalse;
1891         for( i = 0; i < trace.numSurfaces; i++ )
1892         {
1893                 /* get surface */
1894                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1895                 
1896                 /* check twosidedness */
1897                 if( info->si->twoSided )
1898                 {
1899                         trace.twoSided = qtrue;
1900                         break;
1901                 }
1902         }
1903         
1904         /* create a culled light list for this raw lightmap */
1905         CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1906         
1907         /* -----------------------------------------------------------------
1908            fill pass
1909            ----------------------------------------------------------------- */
1910         
1911         /* set counts */
1912         numLuxelsIlluminated += (lm->sw * lm->sh);
1913         
1914         /* test debugging state */
1915         if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1916         {
1917                 /* debug fill the luxels */
1918                 for( y = 0; y < lm->sh; y++ )
1919                 {
1920                         for( x = 0; x < lm->sw; x++ )
1921                         {
1922                                 /* get cluster */
1923                                 cluster = SUPER_CLUSTER( x, y );
1924
1925                                 /* only fill mapped luxels */
1926                                 if( *cluster < 0 )
1927                                         continue;
1928                                 
1929                                 /* get particulars */
1930                                 luxel = SUPER_LUXEL( 0, x, y );
1931                                 origin = SUPER_ORIGIN( x, y );
1932                                 normal = SUPER_NORMAL( x, y );
1933                                 
1934                                 /* color the luxel with raw lightmap num? */
1935                                 if( debugSurfaces )
1936                                         VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1937                                 
1938                                 /* color the luxel with lightmap axis? */
1939                                 else if( debugAxis )
1940                                 {
1941                                         luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1942                                         luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1943                                         luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1944                                 }
1945                                 
1946                                 /* color the luxel with luxel cluster? */
1947                                 else if( debugCluster )
1948                                         VectorCopy( debugColors[ *cluster % 12 ], luxel );
1949                                 
1950                                 /* color the luxel with luxel origin? */
1951                                 else if( debugOrigin )
1952                                 {
1953                                         VectorSubtract( lm->maxs, lm->mins, temp );
1954                                         VectorScale( temp, (1.0f / 255.0f), temp );
1955                                         VectorSubtract( origin, lm->mins, temp2 );
1956                                         luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1957                                         luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1958                                         luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1959                                 }
1960                                 
1961                                 /* color the luxel with the normal */
1962                                 else if( normalmap )
1963                                 {
1964                                         luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1965                                         luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1966                                         luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1967                                 }
1968                                 
1969                                 /* otherwise clear it */
1970                                 else
1971                                         VectorClear( luxel );
1972                                 
1973                                 /* add to counts */
1974                                 luxel[ 3 ] = 1.0f;
1975                         }
1976                 }
1977         }
1978         else
1979         {
1980                 /* allocate temporary per-light luxel storage */
1981                 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
1982                 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
1983                         lightLuxels = stackLightLuxels;
1984                 else
1985                         lightLuxels = safe_malloc( llSize );
1986                 
1987                 /* clear luxels */
1988                 //%     memset( lm->superLuxels[ 0 ], 0, llSize );
1989                 
1990                 /* set ambient color */
1991                 for( y = 0; y < lm->sh; y++ )
1992                 {
1993                         for( x = 0; x < lm->sw; x++ )
1994                         {
1995                                 /* get cluster */
1996                                 cluster = SUPER_CLUSTER( x, y );
1997                                 luxel = SUPER_LUXEL( 0, x, y );
1998                                 normal = SUPER_NORMAL( x, y );
1999                                 deluxel = SUPER_DELUXEL( x, y );
2000                                 
2001                                 /* blacken unmapped clusters */
2002                                 if( *cluster < 0 )
2003                                         VectorClear( luxel );
2004                                 
2005                                 /* set ambient */
2006                                 else
2007                                 {
2008                                         VectorCopy( ambientColor, luxel );
2009                                         if( deluxemap )
2010                                         {
2011                                                 brightness = ambientColor[ 0 ] * 0.3f + ambientColor[ 1 ] * 0.59f + ambientColor[ 2 ] * 0.11f;
2012                                                 brightness *= (1.0 / 255.0);
2013                                                 VectorScale( normal, brightness, deluxel );
2014                                         }
2015                                         luxel[ 3 ] = 1.0f;
2016                                 }
2017                         }
2018                 }
2019                 
2020                 /* clear styled lightmaps */
2021                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2022                 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2023                 {
2024                         if( lm->superLuxels[ lightmapNum ] != NULL )
2025                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2026                 }
2027                 
2028                 /* debugging code */
2029                 //%     if( trace.numLights <= 0 )
2030                 //%             Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2031                 
2032                 /* walk light list */
2033                 for( i = 0; i < trace.numLights; i++ )
2034                 {
2035                         /* setup trace */
2036                         trace.light = trace.lights[ i ];
2037                         
2038                         /* style check */
2039                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2040                         {
2041                                 if( lm->styles[ lightmapNum ] == trace.light->style ||
2042                                         lm->styles[ lightmapNum ] == LS_NONE )
2043                                         break;
2044                         }
2045                         
2046                         /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2047                         if( lightmapNum >= MAX_LIGHTMAPS )
2048                         {
2049                                 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2050                                 continue;
2051                         }
2052                         
2053                         /* setup */
2054                         memset( lightLuxels, 0, llSize );
2055                         totalLighted = 0;
2056                         
2057                         /* initial pass, one sample per luxel */
2058                         for( y = 0; y < lm->sh; y++ )
2059                         {
2060                                 for( x = 0; x < lm->sw; x++ )
2061                                 {
2062                                         /* get cluster */
2063                                         cluster = SUPER_CLUSTER( x, y );
2064                                         if( *cluster < 0 )
2065                                                 continue;
2066                                         
2067                                         /* get particulars */
2068                                         lightLuxel = LIGHT_LUXEL( x, y );
2069                                         deluxel = SUPER_DELUXEL( x, y );
2070                                         origin = SUPER_ORIGIN( x, y );
2071                                         normal = SUPER_NORMAL( x, y );
2072
2073 #if 0
2074                                         ////////// 27's temp hack for testing edge clipping ////
2075                                         if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2076                                         {
2077                                                 lightLuxel[ 1 ] = 255;
2078                                                 lightLuxel[ 3 ] = 1.0f;
2079                                                 totalLighted++;
2080                                         }
2081                                         else
2082 #endif
2083                                         {
2084                                                 /* set contribution count */
2085                                                 lightLuxel[ 3 ] = 1.0f;
2086
2087                                                 /* setup trace */
2088                                                 trace.cluster = *cluster;
2089                                                 VectorCopy( origin, trace.origin );
2090                                                 VectorCopy( normal, trace.normal );
2091
2092                                                 /* get light for this sample */
2093                                                 LightContributionToSample( &trace );
2094                                                 VectorCopy( trace.color, lightLuxel );
2095
2096                                                 /* add to count */
2097                                                 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2098                                                         totalLighted++;
2099                                         }
2100                                         
2101                                         /* add to light direction map (fixme: use luxel normal as starting point for deluxel?) */
2102                                         if( deluxemap )
2103                                         {
2104                                                 /* color to grayscale (photoshop rgb weighting) */
2105                                                 brightness = trace.color[ 0 ] * 0.3f + trace.color[ 1 ] * 0.59f + trace.color[ 2 ] * 0.11f;
2106                                                 brightness *= (1.0 / 255.0);
2107                                                 VectorScale( trace.direction, brightness, trace.direction );
2108                                                 VectorAdd( deluxel, trace.direction, deluxel );
2109                                         }
2110                                 }
2111                         }
2112                         
2113                         /* don't even bother with everything else if nothing was lit */
2114                         if( totalLighted == 0 )
2115                                 continue;
2116                         
2117                         /* determine filter radius */
2118                         filterRadius = lm->filterRadius > trace.light->filterRadius
2119                                 ? lm->filterRadius
2120                                 : trace.light->filterRadius;
2121                         if( filterRadius < 0.0f )
2122                                 filterRadius = 0.0f;
2123                         
2124                         /* set luxel filter radius */
2125                         luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2126                         if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2127                                 luxelFilterRadius = 1;
2128                         
2129                         /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2130                         /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2131                         if( lightSamples > 1 && luxelFilterRadius == 0 )
2132                         {
2133                                 /* walk luxels */
2134                                 for( y = 0; y < (lm->sh - 1); y++ )
2135                                 {
2136                                         for( x = 0; x < (lm->sw - 1); x++ )
2137                                         {
2138                                                 /* setup */
2139                                                 mapped = 0;
2140                                                 lighted = 0;
2141                                                 VectorClear( total );
2142                                                 
2143                                                 /* test 2x2 stamp */
2144                                                 for( t = 0; t < 4; t++ )
2145                                                 {
2146                                                         /* set sample coords */
2147                                                         sx = x + tests[ t ][ 0 ];
2148                                                         sy = y + tests[ t ][ 1 ];
2149                                                         
2150                                                         /* get cluster */
2151                                                         cluster = SUPER_CLUSTER( sx, sy );
2152                                                         if( *cluster < 0 )
2153                                                                 continue;
2154                                                         mapped++;
2155                                                         
2156                                                         /* get luxel */
2157                                                         lightLuxel = LIGHT_LUXEL( sx, sy );
2158                                                         VectorAdd( total, lightLuxel, total );
2159                                                         if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2160                                                                 lighted++;
2161                                                 }
2162                                                 
2163                                                 /* if total color is under a certain amount, then don't bother subsampling */
2164                                                 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2165                                                         continue;
2166                                                 
2167                                                 /* if all 4 pixels are either in shadow or light, then don't subsample */
2168                                                 if( lighted != 0 && lighted != mapped )
2169                                                 {
2170                                                         for( t = 0; t < 4; t++ )
2171                                                         {
2172                                                                 /* set sample coords */
2173                                                                 sx = x + tests[ t ][ 0 ];
2174                                                                 sy = y + tests[ t ][ 1 ];
2175                                                                 
2176                                                                 /* get luxel */
2177                                                                 cluster = SUPER_CLUSTER( sx, sy );
2178                                                                 if( *cluster < 0 )
2179                                                                         continue;
2180                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2181                                                                 origin = SUPER_ORIGIN( sx, sy );
2182                                                                 
2183                                                                 /* only subsample shadowed luxels */
2184                                                                 //%     if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2185                                                                 //%             continue;
2186                                                                 
2187                                                                 /* subsample it */
2188                                                                 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2189                                                                 
2190                                                                 /* debug code to colorize subsampled areas to yellow */
2191                                                                 //%     luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2192                                                                 //%     VectorSet( luxel, 255, 204, 0 );
2193                                                         }
2194                                                 }
2195                                         }
2196                                 }
2197                         }
2198                         
2199                         /* tertiary pass, apply dirt map (ambient occlusion) */
2200                         if( 0 && dirty )
2201                         {
2202                                 /* walk luxels */
2203                                 for( y = 0; y < lm->sh; y++ )
2204                                 {
2205                                         for( x = 0; x < lm->sw; x++ )
2206                                         {
2207                                                 /* get cluster  */
2208                                                 cluster = SUPER_CLUSTER( x, y );
2209                                                 if( *cluster < 0 )
2210                                                         continue;
2211                                                 
2212                                                 /* get particulars */
2213                                                 lightLuxel = LIGHT_LUXEL( x, y );
2214                                                 dirt = SUPER_DIRT( x, y );
2215                                                 
2216                                                 /* scale light value */
2217                                                 VectorScale( lightLuxel, *dirt, lightLuxel );
2218                                         }
2219                                 }
2220                         }
2221                         
2222                         /* allocate sampling lightmap storage */
2223                         if( lm->superLuxels[ lightmapNum ] == NULL )
2224                         {
2225                                 /* allocate sampling lightmap storage */
2226                                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2227                                 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2228                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2229                         }
2230                         
2231                         /* set style */
2232                         if( lightmapNum > 0 )
2233                         {
2234                                 lm->styles[ lightmapNum ] = trace.light->style;
2235                                 //%     Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2236                         }
2237                         
2238                         /* copy to permanent luxels */
2239                         for( y = 0; y < lm->sh; y++ )
2240                         {
2241                                 for( x = 0; x < lm->sw; x++ )
2242                                 {
2243                                         /* get cluster and origin */
2244                                         cluster = SUPER_CLUSTER( x, y );
2245                                         if( *cluster < 0 )
2246                                                 continue;
2247                                         origin = SUPER_ORIGIN( x, y );
2248                                         
2249                                         /* filter? */
2250                                         if( luxelFilterRadius )
2251                                         {
2252                                                 /* setup */
2253                                                 VectorClear( averageColor );
2254                                                 samples = 0.0f;
2255                                                 
2256                                                 /* cheaper distance-based filtering */
2257                                                 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2258                                                 {
2259                                                         if( sy < 0 || sy >= lm->sh )
2260                                                                 continue;
2261                                                         
2262                                                         for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2263                                                         {
2264                                                                 if( sx < 0 || sx >= lm->sw )
2265                                                                         continue;
2266                                                                 
2267                                                                 /* get particulars */
2268                                                                 cluster = SUPER_CLUSTER( sx, sy );
2269                                                                 if( *cluster < 0 )
2270                                                                         continue;
2271                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2272                                                                 
2273                                                                 /* create weight */
2274                                                                 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2275                                                                 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2276                                                                 
2277                                                                 /* scale luxel by filter weight */
2278                                                                 VectorScale( lightLuxel, weight, color );
2279                                                                 VectorAdd( averageColor, color, averageColor );
2280                                                                 samples += weight;
2281                                                         }
2282                                                 }
2283                                                 
2284                                                 /* any samples? */
2285                                                 if( samples <= 0.0f     )
2286                                                         continue;
2287                                                 
2288                                                 /* scale into luxel */
2289                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2290                                                 luxel[ 3 ] = 1.0f;
2291                                                 
2292                                                 /* handle negative light */
2293                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2294                                                 { 
2295                                                         luxel[ 0 ] -= averageColor[ 0 ] / samples;
2296                                                         luxel[ 1 ] -= averageColor[ 1 ] / samples;
2297                                                         luxel[ 2 ] -= averageColor[ 2 ] / samples;
2298                                                 }
2299                                                 
2300                                                 /* handle normal light */
2301                                                 else
2302                                                 { 
2303                                                         luxel[ 0 ] += averageColor[ 0 ] / samples;
2304                                                         luxel[ 1 ] += averageColor[ 1 ] / samples;
2305                                                         luxel[ 2 ] += averageColor[ 2 ] / samples;
2306                                                 }
2307                                         }
2308                                         
2309                                         /* single sample */
2310                                         else
2311                                         {
2312                                                 /* get particulars */
2313                                                 lightLuxel = LIGHT_LUXEL( x, y );
2314                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2315                                                 
2316                                                 /* handle negative light */
2317                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2318                                                         VectorScale( averageColor, -1.0f, averageColor );
2319
2320                                                 /* add color */
2321                                                 luxel[ 3 ] = 1.0f;
2322                                                 
2323                                                 /* handle negative light */
2324                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2325                                                         VectorSubtract( luxel, lightLuxel, luxel );
2326                                                 
2327                                                 /* handle normal light */
2328                                                 else
2329                                                         VectorAdd( luxel, lightLuxel, luxel );
2330                                         }
2331                                 }
2332                         }
2333                 }
2334                 
2335                 /* free temporary luxels */
2336                 if( lightLuxels != stackLightLuxels )
2337                         free( lightLuxels );
2338         }
2339         
2340         /* free light list */
2341         FreeTraceLights( &trace );
2342         
2343         /*      -----------------------------------------------------------------
2344                 floodlight pass
2345                 ----------------------------------------------------------------- */
2346
2347         if( floodlighty )
2348         {
2349                 /* walk lightmaps */
2350                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2351                 {
2352                         /* early out */
2353                         if( lm->superLuxels[ lightmapNum ] == NULL )
2354                                 continue;
2355
2356                         /* apply floodlight to each luxel */
2357                         for( y = 0; y < lm->sh; y++ )
2358                         {
2359                                 for( x = 0; x < lm->sw; x++ )
2360                                 {
2361                                         /* get cluster */
2362                                         cluster = SUPER_CLUSTER( x, y );
2363                                         if( *cluster < 0 )
2364                                                 continue;
2365
2366                                         /* get particulars */
2367                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2368                                         floodlight = SUPER_FLOODLIGHT( x, y );
2369
2370                                         flood[0]=floodlightRGB[0]*floodlightIntensity;
2371                                         flood[1]=floodlightRGB[1]*floodlightIntensity;
2372                                         flood[2]=floodlightRGB[2]*floodlightIntensity;
2373
2374                                         /* scale light value */
2375                                         VectorScale( flood, *floodlight, flood );
2376                                         luxel[0]+=flood[0];
2377                                         luxel[1]+=flood[1];
2378                                         luxel[2]+=flood[2];
2379
2380                                         if (luxel[3]==0) luxel[3]=1;
2381
2382                                         brightness = flood[ 0 ] * 0.3f + flood[ 1 ] * 0.59f + flood[ 2 ] * 0.11f;
2383                                         brightness *= (1.0 / 255.0);
2384                                         VectorScale( normal, brightness, temp );
2385                                         VectorAdd( deluxel, temp, deluxel );
2386                                 }
2387                         }
2388                 }
2389         }
2390
2391         if (debugnormals)
2392         {
2393                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2394                 {
2395                         /* early out */
2396                         if( lm->superLuxels[ lightmapNum ] == NULL )
2397                                 continue;
2398
2399                         for( y = 0; y < lm->sh; y++ )
2400                         {
2401                                 for( x = 0; x < lm->sw; x++ )
2402                                 {
2403                                         /* get cluster */
2404                                         cluster = SUPER_CLUSTER( x, y );
2405                                         //%     if( *cluster < 0 )
2406                                         //%             continue;
2407
2408                                         /* get particulars */
2409                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2410                                         normal = SUPER_NORMAL (  x, y );
2411
2412                                         luxel[0]=(normal[0]*127)+127;
2413                                         luxel[1]=(normal[1]*127)+127;
2414                                         luxel[2]=(normal[2]*127)+127;
2415                                 }
2416                         }
2417                 }
2418         }
2419
2420         /*      -----------------------------------------------------------------
2421                 dirt pass
2422                 ----------------------------------------------------------------- */
2423         
2424         if( dirty )
2425         {
2426                 /* walk lightmaps */
2427                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2428                 {
2429                         /* early out */
2430                         if( lm->superLuxels[ lightmapNum ] == NULL )
2431                                 continue;
2432                         
2433                         /* apply dirt to each luxel */
2434                         for( y = 0; y < lm->sh; y++ )
2435                         {
2436                                 for( x = 0; x < lm->sw; x++ )
2437                                 {
2438                                         /* get cluster */
2439                                         cluster = SUPER_CLUSTER( x, y );
2440                                         //%     if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2441                                         //%             continue;
2442                                         
2443                                         /* get particulars */
2444                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2445                                         dirt = SUPER_DIRT( x, y );
2446                                         
2447                                         /* apply dirt */
2448                                         VectorScale( luxel, *dirt, luxel );
2449                                         
2450                                         /* debugging */
2451                                         if( dirtDebug )
2452                                                 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2453                                 }
2454                         }
2455                 }
2456         }
2457         
2458         /* -----------------------------------------------------------------
2459            filter pass
2460            ----------------------------------------------------------------- */
2461         
2462         /* walk lightmaps */
2463         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2464         {
2465                 /* early out */
2466                 if( lm->superLuxels[ lightmapNum ] == NULL )
2467                         continue;
2468                 
2469                 /* average occluded luxels from neighbors */
2470                 for( y = 0; y < lm->sh; y++ )
2471                 {
2472                         for( x = 0; x < lm->sw; x++ )
2473                         {
2474                                 /* get particulars */
2475                                 cluster = SUPER_CLUSTER( x, y );
2476                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2477                                 deluxel = SUPER_DELUXEL( x, y );
2478                                 normal = SUPER_NORMAL( x, y );
2479                                 
2480                                 /* determine if filtering is necessary */
2481                                 filterColor = qfalse;
2482                                 filterDir = qfalse;
2483                                 if( *cluster < 0 ||
2484                                         (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2485                                         filterColor = qtrue;
2486                                 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2487                                         filterDir = qtrue;
2488                                 
2489                                 if( !filterColor && !filterDir )
2490                                         continue;
2491                                 
2492                                 /* choose seed amount */
2493                                 VectorClear( averageColor );
2494                                 VectorClear( averageDir );
2495                                 samples = 0.0f;
2496                                 
2497                                 /* walk 3x3 matrix */
2498                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
2499                                 {
2500                                         if( sy < 0 || sy >= lm->sh )
2501                                                 continue;
2502                                         
2503                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
2504                                         {
2505                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2506                                                         continue;
2507                                                 
2508                                                 /* get neighbor's particulars */
2509                                                 cluster2 = SUPER_CLUSTER( sx, sy );
2510                                                 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2511                                                 deluxel2 = SUPER_DELUXEL( sx, sy );
2512                                                 
2513                                                 /* ignore unmapped/unlit luxels */
2514                                                 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2515                                                         (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2516                                                         continue;
2517                                                 
2518                                                 /* add its distinctiveness to our own */
2519                                                 VectorAdd( averageColor, luxel2, averageColor );
2520                                                 samples += luxel2[ 3 ];
2521                                                 if( filterDir )
2522                                                         VectorAdd( averageDir, deluxel2, averageDir );
2523                                         }
2524                                 }
2525                                 
2526                                 /* fall through */
2527                                 if( samples <= 0.0f )
2528                                         continue;
2529                                 
2530                                 /* dark lightmap seams */
2531                                 if( dark )
2532                                 {
2533                                         if( lightmapNum == 0 )
2534                                                 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2535                                         samples += 2.0f;
2536                                 }
2537                                 
2538                                 /* average it */
2539                                 if( filterColor )
2540                                 {
2541                                         VectorDivide( averageColor, samples, luxel );
2542                                         luxel[ 3 ] = 1.0f;
2543                                 }
2544                                 if( filterDir )
2545                                         VectorDivide( averageDir, samples, deluxel );
2546                                 
2547                                 /* set cluster to -3 */
2548                                 if( *cluster < 0 )
2549                                         *cluster = CLUSTER_FLOODED;
2550                         }
2551                 }
2552         }
2553
2554
2555 #if 0
2556         // audit pass
2557         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2558         {
2559                 /* early out */
2560                 if( lm->superLuxels[ lightmapNum ] == NULL )
2561                         continue;
2562                 for( y = 0; y < lm->sh; y++ )
2563                         for( x = 0; x < lm->sw; x++ )
2564                         {
2565                                 /* get cluster */
2566                                 cluster = SUPER_CLUSTER( x, y );
2567                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2568                                 deluxel = SUPER_DELUXEL( x, y );
2569                                 if(!luxel || !deluxel || !cluster)
2570                                 {
2571                                         Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2572                                         continue;
2573                                 }
2574                                 else if(*cluster < 0)
2575                                 {
2576                                         // unmapped pixel
2577                                         // should have neither deluxemap nor lightmap
2578                                         if(deluxel[3])
2579                                                 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2580                                 }
2581                                 else
2582                                 {
2583                                         // mapped pixel
2584                                         // should have both deluxemap and lightmap
2585                                         if(deluxel[3])
2586                                                 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2587                                 }
2588                         }
2589         }
2590 #endif
2591 }
2592
2593
2594
2595 /*
2596 IlluminateVertexes()
2597 light the surface vertexes
2598 */
2599
2600 #define VERTEX_NUDGE    4.0f
2601
2602 void IlluminateVertexes( int num )
2603 {
2604         int                                     i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2605         int                                     lightmapNum, numAvg;
2606         float                           samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2607         vec3_t                          origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2608         bspDrawSurface_t        *ds;
2609         surfaceInfo_t           *info;
2610         rawLightmap_t           *lm;
2611         bspDrawVert_t           *verts;
2612         trace_t                         trace;
2613         
2614         
2615         /* get surface, info, and raw lightmap */
2616         ds = &bspDrawSurfaces[ num ];
2617         info = &surfaceInfos[ num ];
2618         lm = info->lm;
2619         
2620         /* -----------------------------------------------------------------
2621            illuminate the vertexes
2622            ----------------------------------------------------------------- */
2623         
2624         /* calculate vertex lighting for surfaces without lightmaps */
2625         if( lm == NULL || cpmaHack )
2626         {
2627                 /* setup trace */
2628                 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2629                 trace.forceSunlight = info->si->forceSunlight;
2630                 trace.recvShadows = info->recvShadows;
2631                 trace.numSurfaces = 1;
2632                 trace.surfaces = &num;
2633                 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2634                 
2635                 /* twosided lighting */
2636                 trace.twoSided = info->si->twoSided;
2637                 
2638                 /* make light list for this surface */
2639                 CreateTraceLightsForSurface( num, &trace );
2640                 
2641                 /* setup */
2642                 verts = yDrawVerts + ds->firstVert;
2643                 numAvg = 0;
2644                 memset( avgColors, 0, sizeof( avgColors ) );
2645                 
2646                 /* walk the surface verts */
2647                 for( i = 0; i < ds->numVerts; i++ )
2648                 {
2649                         /* get vertex luxel */
2650                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2651                         
2652                         /* color the luxel with raw lightmap num? */
2653                         if( debugSurfaces )
2654                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2655                         
2656                         /* color the luxel with luxel origin? */
2657                         else if( debugOrigin )
2658                         {
2659                                 VectorSubtract( info->maxs, info->mins, temp );
2660                                 VectorScale( temp, (1.0f / 255.0f), temp );
2661                                 VectorSubtract( origin, lm->mins, temp2 );
2662                                 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2663                                 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2664                                 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2665                         }
2666                         
2667                         /* color the luxel with the normal */
2668                         else if( normalmap )
2669                         {
2670                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2671                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2672                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2673                         }
2674                         
2675                         /* illuminate the vertex */
2676                         else
2677                         {
2678                                 /* clear vertex luxel */
2679                                 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2680                                 
2681                                 /* try at initial origin */
2682                                 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2683                                 if( trace.cluster >= 0 )
2684                                 {
2685                                         /* setup trace */
2686                                         VectorCopy( verts[ i ].xyz, trace.origin );
2687                                         VectorCopy( verts[ i ].normal, trace.normal );
2688                                         
2689                                         /* r7 dirt */
2690                                         if( dirty )
2691                                                 dirt = DirtForSample( &trace );
2692                                         else
2693                                                 dirt = 1.0f;
2694
2695                                         /* trace */
2696                                         LightingAtSample( &trace, ds->vertexStyles, colors );
2697                                         
2698                                         /* store */
2699                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2700                                         {
2701                                                 /* r7 dirt */
2702                                                 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2703                                                 
2704                                                 /* store */
2705                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2706                                                 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2707                                                 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2708                                         }
2709                                 }
2710                                 
2711                                 /* is this sample bright enough? */
2712                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2713                                 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2714                                         radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2715                                         radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2716                                 {
2717                                         /* nudge the sample point around a bit */
2718                                         for( x = 0; x < 4; x++ )
2719                                         {
2720                                                 /* two's complement 0, 1, -1, 2, -2, etc */
2721                                                 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2722                                                 
2723                                                 for( y = 0; y < 4; y++ )
2724                                                 {
2725                                                         y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2726                                                         
2727                                                         for( z = 0; z < 4; z++ )
2728                                                         {
2729                                                                 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2730                                                                 
2731                                                                 /* nudge origin */
2732                                                                 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2733                                                                 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2734                                                                 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2735                                                                 
2736                                                                 /* try at nudged origin */
2737                                                                 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2738                                                                 if( trace.cluster < 0 )
2739                                                                         continue;
2740                                                                                                                         
2741                                                                 /* trace */
2742                                                                 LightingAtSample( &trace, ds->vertexStyles, colors );
2743                                                                 
2744                                                                 /* store */
2745                                                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2746                                                                 {
2747                                                                         /* r7 dirt */
2748                                                                         VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2749                                                                         
2750                                                                         /* store */
2751                                                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2752                                                                         VectorCopy( colors[ lightmapNum ], radVertLuxel );
2753                                                                 }
2754                                                                 
2755                                                                 /* bright enough? */
2756                                                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2757                                                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2758                                                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2759                                                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2760                                                                         x = y = z = 1000;
2761                                                         }
2762                                                 }
2763                                         }
2764                                 }
2765                                 
2766                                 /* add to average? */
2767                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2768                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2769                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2770                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2771                                 {
2772                                         numAvg++;
2773                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2774                                         {
2775                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2776                                                 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2777                                         }
2778                                 }
2779                         }
2780                         
2781                         /* another happy customer */
2782                         numVertsIlluminated++;
2783                 }
2784                 
2785                 /* set average color */
2786                 if( numAvg > 0 )
2787                 {
2788                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2789                                 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2790                 }
2791                 else
2792                 {
2793                         VectorCopy( ambientColor, avgColors[ 0 ] );
2794                 }
2795                 
2796                 /* clean up and store vertex color */
2797                 for( i = 0; i < ds->numVerts; i++ )
2798                 {
2799                         /* get vertex luxel */
2800                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2801                         
2802                         /* store average in occluded vertexes */
2803                         if( radVertLuxel[ 0 ] < 0.0f )
2804                         {
2805                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2806                                 {
2807                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2808                                         VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2809                                         
2810                                         /* debug code */
2811                                         //%     VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2812                                 }
2813                         }
2814                         
2815                         /* store it */
2816                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2817                         {
2818                                 /* get luxels */
2819                                 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2820                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2821                                 
2822                                 /* store */
2823                                 if( bouncing || bounce == 0 || !bounceOnly )
2824                                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2825                                 if( !info->si->noVertexLight )
2826                                         ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2827                         }
2828                 }
2829                 
2830                 /* free light list */
2831                 FreeTraceLights( &trace );
2832                 
2833                 /* return to sender */
2834                 return;
2835         }
2836         
2837         /* -----------------------------------------------------------------
2838            reconstitute vertex lighting from the luxels
2839            ----------------------------------------------------------------- */
2840         
2841         /* set styles from lightmap */
2842         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2843                 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2844         
2845         /* get max search radius */
2846         maxRadius = lm->sw;
2847         maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2848         
2849         /* walk the surface verts */
2850         verts = yDrawVerts + ds->firstVert;
2851         for( i = 0; i < ds->numVerts; i++ )
2852         {
2853                 /* do each lightmap */
2854                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2855                 {
2856                         /* early out */
2857                         if( lm->superLuxels[ lightmapNum ] == NULL )
2858                                 continue;
2859                         
2860                         /* get luxel coords */
2861                         x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2862                         y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2863                         if( x < 0 )
2864                                 x = 0;
2865                         else if( x >= lm->sw )
2866                                 x = lm->sw - 1;
2867                         if( y < 0 )
2868                                 y = 0;
2869                         else if( y >= lm->sh )
2870                                 y = lm->sh - 1;
2871                         
2872                         /* get vertex luxels */
2873                         vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2874                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2875                         
2876                         /* color the luxel with the normal? */
2877                         if( normalmap )
2878                         {
2879                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2880                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2881                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2882                         }
2883                         
2884                         /* color the luxel with surface num? */
2885                         else if( debugSurfaces )
2886                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2887                         
2888                         /* divine color from the superluxels */
2889                         else
2890                         {
2891                                 /* increasing radius */
2892                                 VectorClear( radVertLuxel );
2893                                 samples = 0.0f;
2894                                 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2895                                 {
2896                                         /* sample within radius */
2897                                         for( sy = (y - radius); sy <= (y + radius); sy++ )
2898                                         {
2899                                                 if( sy < 0 || sy >= lm->sh )
2900                                                         continue;
2901                                                 
2902                                                 for( sx = (x - radius); sx <= (x + radius); sx++ )
2903                                                 {
2904                                                         if( sx < 0 || sx >= lm->sw )
2905                                                                 continue;
2906                                                         
2907                                                         /* get luxel particulars */
2908                                                         luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2909                                                         cluster = SUPER_CLUSTER( sx, sy );
2910                                                         if( *cluster < 0 )
2911                                                                 continue;
2912                                                         
2913                                                         /* testing: must be brigher than ambient color */
2914                                                         //%     if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2915                                                         //%             continue;
2916                                                         
2917                                                         /* add its distinctiveness to our own */
2918                                                         VectorAdd( radVertLuxel, luxel, radVertLuxel );
2919                                                         samples += luxel[ 3 ];
2920                                                 }
2921                                         }
2922                                 }
2923                                 
2924                                 /* any color? */
2925                                 if( samples > 0.0f )
2926                                         VectorDivide( radVertLuxel, samples, radVertLuxel );
2927                                 else
2928                                         VectorCopy( ambientColor, radVertLuxel );
2929                         }
2930                         
2931                         /* store into floating point storage */
2932                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2933                         numVertsIlluminated++;
2934                         
2935                         /* store into bytes (for vertex approximation) */
2936                         if( !info->si->noVertexLight )
2937                                 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2938                 }
2939         }
2940 }
2941
2942
2943
2944 /* -------------------------------------------------------------------------------
2945
2946 light optimization (-fast)
2947
2948 creates a list of lights that will affect a surface and stores it in tw
2949 this is to optimize surface lighting by culling out as many of the
2950 lights in the world as possible from further calculation
2951
2952 ------------------------------------------------------------------------------- */
2953
2954 /*
2955 SetupBrushes()
2956 determines opaque brushes in the world and find sky shaders for sunlight calculations
2957 */
2958
2959 void SetupBrushes( void )
2960 {
2961         int                             i, j, b, compileFlags;
2962         qboolean                inside;
2963         bspBrush_t              *brush;
2964         bspBrushSide_t  *side;
2965         bspShader_t             *shader;
2966         shaderInfo_t    *si;
2967         
2968         
2969         /* note it */
2970         Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2971         
2972         /* allocate */
2973         if( opaqueBrushes == NULL )
2974                 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2975         
2976         /* clear */
2977         memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2978         numOpaqueBrushes = 0;
2979         
2980         /* walk the list of worldspawn brushes */
2981         for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2982         {
2983                 /* get brush */
2984                 b = bspModels[ 0 ].firstBSPBrush + i;
2985                 brush = &bspBrushes[ b ];
2986                 
2987                 /* check all sides */
2988                 inside = qtrue;
2989                 compileFlags = 0;
2990                 for( j = 0; j < brush->numSides && inside; j++ )
2991                 {
2992                         /* do bsp shader calculations */
2993                         side = &bspBrushSides[ brush->firstSide + j ];
2994                         shader = &bspShaders[ side->shaderNum ];
2995                         
2996                         /* get shader info */
2997                         si = ShaderInfoForShader( shader->shader );
2998                         if( si == NULL )
2999                                 continue;
3000                         
3001                         /* or together compile flags */
3002                         compileFlags |= si->compileFlags;
3003                 }
3004                 
3005                 /* determine if this brush is opaque to light */
3006                 if( !(compileFlags & C_TRANSLUCENT) )
3007                 {
3008                         opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3009                         numOpaqueBrushes++;
3010                         maxOpaqueBrush = i;
3011                 }
3012         }
3013         
3014         /* emit some statistics */
3015         Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3016 }
3017
3018
3019
3020 /*
3021 ClusterVisible()
3022 determines if two clusters are visible to each other using the PVS
3023 */
3024
3025 qboolean ClusterVisible( int a, int b )
3026 {
3027         int                     portalClusters, leafBytes;
3028         byte            *pvs;
3029         
3030         
3031         /* dummy check */
3032         if( a < 0 || b < 0 )
3033                 return qfalse;
3034         
3035         /* early out */
3036         if( a == b )
3037                 return qtrue;
3038         
3039         /* not vised? */
3040         if( numBSPVisBytes <=8 )
3041                 return qtrue;
3042         
3043         /* get pvs data */
3044         portalClusters = ((int *) bspVisBytes)[ 0 ];
3045         leafBytes = ((int*) bspVisBytes)[ 1 ];
3046         pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3047         
3048         /* check */
3049         if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3050                 return qtrue;
3051         return qfalse;
3052 }
3053
3054
3055
3056 /*
3057 PointInLeafNum_r()
3058 borrowed from vlight.c
3059 */
3060
3061 int     PointInLeafNum_r( vec3_t point, int nodenum )
3062 {
3063         int                     leafnum;
3064         vec_t           dist;
3065         bspNode_t               *node;
3066         bspPlane_t      *plane;
3067         
3068         
3069         while( nodenum >= 0 )
3070         {
3071                 node = &bspNodes[ nodenum ];
3072                 plane = &bspPlanes[ node->planeNum ];
3073                 dist = DotProduct( point, plane->normal ) - plane->dist;
3074                 if( dist > 0.1 )
3075                         nodenum = node->children[ 0 ];
3076                 else if( dist < -0.1 )
3077                         nodenum = node->children[ 1 ];
3078                 else
3079                 {
3080                         leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3081                         if( bspLeafs[ leafnum ].cluster != -1 )
3082                                 return leafnum;
3083                         nodenum = node->children[ 1 ];
3084                 }
3085         }
3086         
3087         leafnum = -nodenum - 1;
3088         return leafnum;
3089 }
3090
3091
3092
3093 /*
3094 PointInLeafnum()
3095 borrowed from vlight.c
3096 */
3097
3098 int     PointInLeafNum( vec3_t point )
3099 {
3100         return PointInLeafNum_r( point, 0 );
3101 }
3102
3103
3104
3105 /*
3106 ClusterVisibleToPoint() - ydnar
3107 returns qtrue if point can "see" cluster
3108 */
3109
3110 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3111 {
3112         int             pointCluster;
3113         
3114
3115         /* get leafNum for point */
3116         pointCluster = ClusterForPoint( point );
3117         if( pointCluster < 0 )
3118                 return qfalse;
3119         
3120         /* check pvs */
3121         return ClusterVisible( pointCluster, cluster );
3122 }
3123
3124
3125
3126 /*
3127 ClusterForPoint() - ydnar
3128 returns the pvs cluster for point
3129 */
3130
3131 int ClusterForPoint( vec3_t point )
3132 {
3133         int             leafNum;
3134         
3135
3136         /* get leafNum for point */
3137         leafNum = PointInLeafNum( point );
3138         if( leafNum < 0 )
3139                 return -1;
3140         
3141         /* return the cluster */
3142         return bspLeafs[ leafNum ].cluster;
3143 }
3144
3145
3146
3147 /*
3148 ClusterForPointExt() - ydnar
3149 also takes brushes into account for occlusion testing
3150 */
3151
3152 int ClusterForPointExt( vec3_t point, float epsilon )
3153 {
3154         int                             i, j, b, leafNum, cluster;
3155         float                   dot;
3156         qboolean                inside;
3157         int                             *brushes, numBSPBrushes;
3158         bspLeaf_t               *leaf;
3159         bspBrush_t              *brush;
3160         bspPlane_t              *plane;
3161         
3162         
3163         /* get leaf for point */
3164         leafNum = PointInLeafNum( point );
3165         if( leafNum < 0 )
3166                 return -1;
3167         leaf = &bspLeafs[ leafNum ];
3168         
3169         /* get the cluster */
3170         cluster = leaf->cluster;
3171         if( cluster < 0 )
3172                 return -1;
3173         
3174         /* transparent leaf, so check point against all brushes in the leaf */
3175         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3176         numBSPBrushes = leaf->numBSPLeafBrushes;
3177         for( i = 0; i < numBSPBrushes; i++ )
3178         {
3179                 /* get parts */
3180                 b = brushes[ i ];
3181                 if( b > maxOpaqueBrush )
3182                         continue;
3183                 brush = &bspBrushes[ b ];
3184                 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3185                         continue;
3186                 
3187                 /* check point against all planes */
3188                 inside = qtrue;
3189                 for( j = 0; j < brush->numSides && inside; j++ )
3190                 {
3191                         plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3192                         dot = DotProduct( point, plane->normal );
3193                         dot -= plane->dist;
3194                         if( dot > epsilon )
3195                                 inside = qfalse;
3196                 }
3197                 
3198                 /* if inside, return bogus cluster */
3199                 if( inside )
3200                         return -1 - b;
3201         }
3202         
3203         /* if the point made it this far, it's not inside any opaque brushes */
3204         return cluster;
3205 }
3206
3207
3208
3209 /*
3210 ClusterForPointExtFilter() - ydnar
3211 adds cluster checking against a list of known valid clusters
3212 */
3213
3214 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3215 {
3216         int             i, cluster;
3217         
3218         
3219         /* get cluster for point */
3220         cluster = ClusterForPointExt( point, epsilon );
3221         
3222         /* check if filtering is necessary */
3223         if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3224                 return cluster;
3225         
3226         /* filter */
3227         for( i = 0; i < numClusters; i++ )
3228         {
3229                 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3230                         return cluster;
3231         }
3232         
3233         /* failed */
3234         return -1;
3235 }
3236
3237
3238
3239 /*
3240 ShaderForPointInLeaf() - ydnar
3241 checks a point against all brushes in a leaf, returning the shader of the brush
3242 also sets the cumulative surface and content flags for the brush hit
3243 */
3244
3245 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3246 {
3247         int                             i, j;
3248         float                   dot;
3249         qboolean                inside;
3250         int                             *brushes, numBSPBrushes;
3251         bspLeaf_t                       *leaf;
3252         bspBrush_t              *brush;
3253         bspBrushSide_t  *side;
3254         bspPlane_t              *plane;
3255         bspShader_t             *shader;
3256         int                             allSurfaceFlags, allContentFlags;
3257
3258         
3259         /* clear things out first */
3260         *surfaceFlags = 0;
3261         *contentFlags = 0;
3262         
3263         /* get leaf */
3264         if( leafNum < 0 )
3265                 return -1;
3266         leaf = &bspLeafs[ leafNum ];
3267         
3268         /* transparent leaf, so check point against all brushes in the leaf */
3269         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3270         numBSPBrushes = leaf->numBSPLeafBrushes;
3271         for( i = 0; i < numBSPBrushes; i++ )
3272         {
3273                 /* get parts */
3274                 brush = &bspBrushes[ brushes[ i ] ];
3275                 
3276                 /* check point against all planes */
3277                 inside = qtrue;
3278                 allSurfaceFlags = 0;
3279                 allContentFlags = 0;
3280                 for( j = 0; j < brush->numSides && inside; j++ )
3281                 {
3282                         side = &bspBrushSides[ brush->firstSide + j ];
3283                         plane = &bspPlanes[ side->planeNum ];
3284                         dot = DotProduct( point, plane->normal );
3285                         dot -= plane->dist;
3286                         if( dot > epsilon )
3287                                 inside = qfalse;
3288                         else
3289                         {
3290                                 shader = &bspShaders[ side->shaderNum ];
3291                                 allSurfaceFlags |= shader->surfaceFlags;
3292                                 allContentFlags |= shader->contentFlags;
3293                         }
3294                 }
3295                 
3296                 /* handle if inside */
3297                 if( inside )
3298                 {
3299                         /* if there are desired flags, check for same and continue if they aren't matched */
3300                         if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3301                                 continue;
3302                         if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3303                                 continue;
3304                         
3305                         /* store the cumulative flags and return the brush shader (which is mostly useless) */
3306                         *surfaceFlags = allSurfaceFlags;
3307                         *contentFlags = allContentFlags;
3308                         return brush->shaderNum;
3309                 }
3310         }
3311         
3312         /* if the point made it this far, it's not inside any brushes */
3313         return -1;
3314 }
3315
3316
3317
3318 /*
3319 ChopBounds()
3320 chops a bounding box by the plane defined by origin and normal
3321 returns qfalse if the bounds is entirely clipped away
3322
3323 this is not exactly the fastest way to do this...
3324 */
3325
3326 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3327 {
3328         /* FIXME: rewrite this so it doesn't use bloody brushes */
3329         return qtrue;
3330 }
3331
3332
3333
3334 /*
3335 SetupEnvelopes()
3336 calculates each light's effective envelope,
3337 taking into account brightness, type, and pvs.
3338 */
3339
3340 #define LIGHT_EPSILON   0.125f
3341 #define LIGHT_NUDGE             2.0f
3342
3343 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3344 {
3345         int                     i, x, y, z, x1, y1, z1;
3346         light_t         *light, *light2, **owner;
3347         bspLeaf_t       *leaf;
3348         vec3_t          origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3349         float           radius, intensity;
3350         light_t         *buckets[ 256 ];
3351         
3352         
3353         /* early out for weird cases where there are no lights */
3354         if( lights == NULL )
3355                 return;
3356         
3357         /* note it */
3358         Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3359         
3360         /* count lights */
3361         numLights = 0;
3362         numCulledLights = 0;
3363         owner = &lights;
3364         while( *owner != NULL )
3365         {
3366                 /* get light */
3367                 light = *owner;
3368                 
3369                 /* handle negative lights */
3370                 if( light->photons < 0.0f || light->add < 0.0f )
3371                 {
3372                         light->photons *= -1.0f;
3373                         light->add *= -1.0f;
3374                         light->flags |= LIGHT_NEGATIVE;
3375                 }
3376                 
3377                 /* sunlight? */
3378                 if( light->type == EMIT_SUN )
3379                 {
3380                         /* special cased */
3381                         light->cluster = 0;
3382                         light->envelope = MAX_WORLD_COORD * 8.0f;
3383                         VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3384                         VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3385                 }
3386                 
3387                 /* everything else */
3388                 else
3389                 {
3390                         /* get pvs cluster for light */
3391                         light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3392                         
3393                         /* invalid cluster? */
3394                         if( light->cluster < 0 )
3395                         {
3396                                 /* nudge the sample point around a bit */
3397                                 for( x = 0; x < 4; x++ )
3398                                 {
3399                                         /* two's complement 0, 1, -1, 2, -2, etc */
3400                                         x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3401                                         
3402                                         for( y = 0; y < 4; y++ )
3403                                         {
3404                                                 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3405                                                 
3406                                                 for( z = 0; z < 4; z++ )
3407                                                 {
3408                                                         z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3409                                                         
3410                                                         /* nudge origin */
3411                                                         origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3412                                                         origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3413                                                         origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3414                                                         
3415                                                         /* try at nudged origin */
3416                                                         light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3417                                                         if( light->cluster < 0 )
3418                                                                 continue;
3419                                                                         
3420                                                         /* set origin */
3421                                                         VectorCopy( origin, light->origin );
3422                                                 }
3423                                         }
3424                                 }
3425                         }
3426                         
3427                         /* only calculate for lights in pvs and outside of opaque brushes */
3428                         if( light->cluster >= 0 )
3429                         {
3430                                 /* set light fast flag */
3431                                 if( fastFlag )
3432                                         light->flags |= LIGHT_FAST_TEMP;
3433                                 else
3434                                         light->flags &= ~LIGHT_FAST_TEMP;
3435                                 if( light->si && light->si->noFast )
3436                                         light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3437                                 
3438                                 /* clear light envelope */
3439                                 light->envelope = 0;
3440                                 
3441                                 /* handle area lights */
3442                                 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3443                                 {
3444                                         /* ugly hack to calculate extent for area lights, but only done once */
3445                                         VectorScale( light->normal, -1.0f, dir );
3446                                         for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3447                                         {
3448                                                 float   factor;
3449                                                 
3450                                                 VectorMA( light->origin, radius, light->normal, origin );
3451                                                 factor = PointToPolygonFormFactor( origin, dir, light->w );
3452                                                 if( factor < 0.0f )
3453                                                         factor *= -1.0f;
3454                                                 if( (factor * light->add) <= light->falloffTolerance )
3455                                                         light->envelope = radius;
3456                                         }
3457                                         
3458                                         /* check for fast mode */
3459                                         if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3460                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3461                                 }
3462                                 else
3463                                 {
3464                                         radius = 0.0f;
3465                                         intensity = light->photons;
3466                                 }
3467                                 
3468                                 /* other calcs */
3469                                 if( light->envelope <= 0.0f )
3470                                 {
3471                                         /* solve distance for non-distance lights */
3472                                         if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3473                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3474                                         
3475                                         /* solve distance for linear lights */
3476                                         else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3477                                                 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3478                                                 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3479
3480                                                 /*
3481                                                 add = angle * light->photons * linearScale - (dist * light->fade);
3482                                                 T = (light->photons * linearScale) - (dist * light->fade);
3483                                                 T + (dist * light->fade) = (light->photons * linearScale);
3484                                                 dist * light->fade = (light->photons * linearScale) - T;
3485                                                 dist = ((light->photons * linearScale) - T) / light->fade;
3486                                                 */
3487                                         
3488                                         /* solve for inverse square falloff */
3489                                         else
3490                                                 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3491                                                 
3492                                                 /*
3493                                                 add = light->photons / (dist * dist);
3494                                                 T = light->photons / (dist * dist);
3495                                                 T * (dist * dist) = light->photons;
3496                                                 dist = sqrt( light->photons / T );
3497                                                 */
3498                                 }
3499                                 
3500                                 /* chop radius against pvs */
3501                                 {
3502                                         /* clear bounds */
3503                                         ClearBounds( mins, maxs );
3504                                         
3505                                         /* check all leaves */
3506                                         for( i = 0; i < numBSPLeafs; i++ )
3507                                         {
3508                                                 /* get test leaf */
3509                                                 leaf = &bspLeafs[ i ];
3510                                                 
3511                                                 /* in pvs? */
3512                                                 if( leaf->cluster < 0 )
3513                                                         continue;
3514                                                 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3515                                                         continue;
3516                                                 
3517                                                 /* add this leafs bbox to the bounds */
3518                                                 VectorCopy( leaf->mins, origin );
3519                                                 AddPointToBounds( origin, mins, maxs );
3520                                                 VectorCopy( leaf->maxs, origin );
3521                                                 AddPointToBounds( origin, mins, maxs );
3522                                         }
3523                                         
3524                                         /* test to see if bounds encompass light */
3525                                         for( i = 0; i < 3; i++ )
3526                                         {
3527                                                 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3528                                                 {
3529                                                         //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3530                                                         //%     mins[ 0 ], mins[ 1 ], mins[ 2 ],
3531                                                         //%     maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3532                                                         //%     numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3533                                                         AddPointToBounds( light->origin, mins, maxs );
3534                                                 }
3535                                         }
3536                                         
3537                                         /* chop the bounds by a plane for area lights and spotlights */
3538                                         if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3539                                                 ChopBounds( mins, maxs, light->origin, light->normal );
3540                                         
3541                                         /* copy bounds */
3542                                         VectorCopy( mins, light->mins );
3543                                         VectorCopy( maxs, light->maxs );
3544                                         
3545                                         /* reflect bounds around light origin */
3546                                         //%     VectorMA( light->origin, -1.0f, origin, origin );
3547                                         VectorScale( light->origin, 2, origin );
3548                                         VectorSubtract( origin, maxs, origin );
3549                                         AddPointToBounds( origin, mins, maxs );
3550                                         //%     VectorMA( light->origin, -1.0f, mins, origin );
3551                                         VectorScale( light->origin, 2, origin );
3552                                         VectorSubtract( origin, mins, origin );
3553                                         AddPointToBounds( origin, mins, maxs );
3554                                          
3555                                         /* calculate spherical bounds */
3556                                         VectorSubtract( maxs, light->origin, dir );
3557                                         radius = (float) VectorLength( dir );
3558                                         
3559                                         /* if this radius is smaller than the envelope, then set the envelope to it */
3560                                         if( radius < light->envelope )
3561                                         {
3562                                                 light->envelope = radius;
3563                                                 //%     Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3564                                         }
3565                                         //%     else
3566                                         //%             Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3567                                 }
3568                                 
3569                                 /* add grid/surface only check */
3570                                 if( forGrid )
3571                                 {
3572                                         if( !(light->flags & LIGHT_GRID) )
3573                                                 light->envelope = 0.0f;
3574                                 }
3575                                 else
3576                                 {
3577                                         if( !(light->flags & LIGHT_SURFACES) )
3578                                                 light->envelope = 0.0f;
3579                                 }
3580                         }
3581                         
3582                         /* culled? */
3583                         if( light->cluster < 0 || light->envelope <= 0.0f )
3584                         {
3585                                 /* debug code */
3586                                 //%     Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3587                                 
3588                                 /* delete the light */
3589                                 numCulledLights++;
3590                                 *owner = light->next;
3591                                 if( light->w != NULL )
3592                                         free( light->w );
3593                                 free( light );
3594                                 continue;
3595                         }
3596                 }
3597                 
3598                 /* square envelope */
3599                 light->envelope2 = (light->envelope * light->envelope);
3600                 
3601                 /* increment light count */
3602                 numLights++;
3603                 
3604                 /* set next light */
3605                 owner = &((**owner).next);
3606         }
3607         
3608         /* bucket sort lights by style */
3609         memset( buckets, 0, sizeof( buckets ) );
3610         light2 = NULL;
3611         for( light = lights; light != NULL; light = light2 )
3612         {
3613                 /* get next light */
3614                 light2 = light->next;
3615                 
3616                 /* filter into correct bucket */
3617                 light->next = buckets[ light->style ];
3618                 buckets[ light->style ] = light;
3619                 
3620                 /* if any styled light is present, automatically set nocollapse */
3621                 if( light->style != LS_NORMAL )
3622                         noCollapse = qtrue;
3623         }
3624         
3625         /* filter back into light list */
3626         lights = NULL;
3627         for( i = 255; i >= 0; i-- )
3628         {
3629                 light2 = NULL;
3630                 for( light = buckets[ i ]; light != NULL; light = light2 )
3631                 {
3632                         light2 = light->next;
3633                         light->next = lights;
3634                         lights = light;
3635                 }
3636         }
3637         
3638         /* emit some statistics */
3639         Sys_Printf( "%9d total lights\n", numLights );
3640         Sys_Printf( "%9d culled lights\n", numCulledLights );
3641 }
3642
3643
3644
3645 /*
3646 CreateTraceLightsForBounds()
3647 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3648 */
3649
3650 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3651 {
3652         int                     i;
3653         light_t         *light;
3654         vec3_t          origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3655         float           radius, dist, length;
3656         
3657         
3658         /* potential pre-setup  */
3659         if( numLights == 0 )
3660                 SetupEnvelopes( qfalse, fast );
3661         
3662         /* debug code */
3663         //% 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 ] );
3664         
3665         /* allocate the light list */
3666         trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3667         trace->numLights = 0;
3668         
3669         /* calculate spherical bounds */
3670         VectorAdd( mins, maxs, origin );
3671         VectorScale( origin, 0.5f, origin );
3672         VectorSubtract( maxs, origin, dir );
3673         radius = (float) VectorLength( dir );
3674         
3675         /* get length of normal vector */
3676         if( normal != NULL )
3677                 length = VectorLength( normal );
3678         else
3679         {
3680                 normal = nullVector;
3681                 length = 0;
3682         }
3683         
3684         /* test each light and see if it reaches the sphere */
3685         /* note: the attenuation code MUST match LightingAtSample() */
3686         for( light = lights; light; light = light->next )
3687         {
3688                 /* check zero sized envelope */
3689                 if( light->envelope <= 0 )
3690                 {
3691                         lightsEnvelopeCulled++;
3692                         continue;
3693                 }
3694                 
3695                 /* check flags */
3696                 if( !(light->flags & flags) )
3697                         continue;
3698                 
3699                 /* sunlight skips all this nonsense */
3700                 if( light->type != EMIT_SUN )
3701                 {
3702                         /* sun only? */
3703                         if( sunOnly )
3704                                 continue;
3705                         
3706                         /* check against pvs cluster */
3707                         if( numClusters > 0 && clusters != NULL )
3708                         {
3709                                 for( i = 0; i < numClusters; i++ )
3710                                 {
3711                                         if( ClusterVisible( light->cluster, clusters[ i ] ) )
3712                                                 break;
3713                                 }
3714                                 
3715                                 /* fixme! */
3716                                 if( i == numClusters )
3717                                 {
3718                                         lightsClusterCulled++;
3719                                         continue;
3720                                 }
3721                         }
3722                         
3723                         /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3724                         VectorSubtract( light->origin, origin, dir );
3725                         dist = VectorLength( dir );
3726                         dist -= light->envelope;
3727                         dist -= radius;
3728                         if( dist > 0 )
3729                         {
3730                                 lightsEnvelopeCulled++;
3731                                 continue;
3732                         }
3733                         
3734                         /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3735                         #if 0
3736                         skip = qfalse;
3737                         for( i = 0; i < 3; i++ )
3738                         {
3739                                 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3740                                         skip = qtrue;
3741                         }
3742                         if( skip )
3743                         {
3744                                 lightsBoundsCulled++;
3745                                 continue;
3746                         }
3747                         #endif
3748                 }
3749                 
3750                 /* planar surfaces (except twosided surfaces) have a couple more checks */
3751                 if( length > 0.0f && trace->twoSided == qfalse )
3752                 {
3753                         /* lights coplanar with a surface won't light it */
3754                         if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3755                         {
3756                                 lightsPlaneCulled++;
3757                                 continue;
3758                         }
3759                         
3760                         /* check to see if light is behind the plane */
3761                         if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3762                         {
3763                                 lightsPlaneCulled++;
3764                                 continue;
3765                         }
3766                 }
3767                 
3768                 /* add this light */
3769                 trace->lights[ trace->numLights++ ] = light;
3770         }
3771         
3772         /* make last night null */
3773         trace->lights[ trace->numLights ] = NULL;
3774 }
3775
3776
3777
3778 void FreeTraceLights( trace_t *trace )
3779 {
3780         if( trace->lights != NULL )
3781                 free( trace->lights );
3782 }
3783
3784
3785
3786 /*
3787 CreateTraceLightsForSurface()
3788 creates a list of lights that can potentially affect a drawsurface
3789 */
3790
3791 void CreateTraceLightsForSurface( int num, trace_t *trace )
3792 {
3793         int                                     i;
3794         vec3_t                          mins, maxs, normal;
3795         bspDrawVert_t           *dv;
3796         bspDrawSurface_t        *ds;
3797         surfaceInfo_t           *info;
3798         
3799         
3800         /* dummy check */
3801         if( num < 0 )
3802                 return;
3803         
3804         /* get drawsurface and info */
3805         ds = &bspDrawSurfaces[ num ];
3806         info = &surfaceInfos[ num ];
3807         
3808         /* get the mins/maxs for the dsurf */
3809         ClearBounds( mins, maxs );
3810         VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3811         for( i = 0; i < ds->numVerts; i++ )
3812         {
3813                 dv = &yDrawVerts[ ds->firstVert + i ];
3814                 AddPointToBounds( dv->xyz, mins, maxs );
3815                 if( !VectorCompare( dv->normal, normal ) )
3816                         VectorClear( normal );
3817         }
3818         
3819         /* create the lights for the bounding box */
3820         CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3821 }
3822
3823 /////////////////////////////////////////////////////////////
3824
3825 #define FLOODLIGHT_CONE_ANGLE                   88      /* degrees */
3826 #define FLOODLIGHT_NUM_ANGLE_STEPS              16
3827 #define FLOODLIGHT_NUM_ELEVATION_STEPS  4
3828 #define FLOODLIGHT_NUM_VECTORS                  (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3829
3830 static vec3_t   floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3831 static int              numFloodVectors = 0;
3832
3833 void SetupFloodLight( void )
3834 {
3835         int             i, j;
3836         float   angle, elevation, angleStep, elevationStep;
3837         const char      *value;
3838         double v1,v2,v3,v4,v5;
3839
3840         /* note it */
3841         Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3842
3843         /* calculate angular steps */
3844         angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3845         elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3846
3847         /* iterate angle */
3848         angle = 0.0f;
3849         for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3850         {
3851                 /* iterate elevation */
3852                 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3853                 {
3854                         floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3855                         floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3856                         floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3857                         numFloodVectors++;
3858                 }
3859         }
3860
3861         /* emit some statistics */
3862         Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3863
3864       /* floodlight */
3865         value = ValueForKey( &entities[ 0 ], "_floodlight" );
3866
3867         if( value[ 0 ] != '\0' )
3868         {
3869                 v1=v2=v3=0;
3870                 v4=floodlightDistance;
3871                 v5=floodlightIntensity;
3872
3873                 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3874
3875                 floodlightRGB[0]=v1;
3876                 floodlightRGB[1]=v2;
3877                 floodlightRGB[2]=v3;
3878
3879                 if (VectorLength(floodlightRGB)==0)
3880                 {
3881                         VectorSet(floodlightRGB,240,240,255);
3882                 }
3883
3884                 if (v4<1) v4=1024;
3885                 if (v5<1) v5=128;
3886
3887                 floodlightDistance=v4;
3888                 floodlightIntensity=v5;
3889
3890                 floodlighty = qtrue;
3891                 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3892         }
3893         else
3894         {
3895                 VectorSet(floodlightRGB,240,240,255);
3896                 //floodlighty = qtrue;
3897                 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3898         }
3899         VectorNormalize(floodlightRGB,floodlightRGB);
3900 }
3901
3902 //27 - lighttracer style ambient occlusion light hack.
3903 //Kudos to the dirtmapping author for most of this source.
3904 void FloodLightRawLightmap( int rawLightmapNum )
3905 {
3906         int                                     i, x, y, sx, sy, *cluster;
3907         float                           *origin, *normal, *floodlight, *floodlight2, average, samples;
3908         rawLightmap_t           *lm;
3909         surfaceInfo_t           *info;
3910         trace_t                         trace;
3911
3912         /* bail if this number exceeds the number of raw lightmaps */
3913         if( rawLightmapNum >= numRawLightmaps )
3914                 return;
3915
3916         /* get lightmap */
3917         lm = &rawLightmaps[ rawLightmapNum ];
3918
3919         memset(&trace,0,sizeof(trace_t));
3920         /* setup trace */
3921         trace.testOcclusion = qtrue;
3922         trace.forceSunlight = qfalse;
3923         trace.twoSided = qtrue;
3924         trace.recvShadows = lm->recvShadows;
3925         trace.numSurfaces = lm->numLightSurfaces;
3926         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
3927         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
3928         trace.testAll = qfalse;
3929         trace.distance = 1024;
3930
3931         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
3932         //trace.twoSided = qfalse;
3933         for( i = 0; i < trace.numSurfaces; i++ )
3934         {
3935                 /* get surface */
3936                 info = &surfaceInfos[ trace.surfaces[ i ] ];
3937
3938                 /* check twosidedness */
3939                 if( info->si->twoSided )
3940                 {
3941                         trace.twoSided = qtrue;
3942                         break;
3943                 }
3944         }
3945
3946         /* gather dirt */
3947         for( y = 0; y < lm->sh; y++ )
3948         {
3949                 for( x = 0; x < lm->sw; x++ )
3950                 {
3951                         /* get luxel */
3952                         cluster = SUPER_CLUSTER( x, y );
3953                         origin = SUPER_ORIGIN( x, y );
3954                         normal = SUPER_NORMAL( x, y );
3955                         floodlight = SUPER_FLOODLIGHT( x, y );
3956
3957                         /* set default dirt */
3958                         *floodlight = 0.0f;
3959
3960                         /* only look at mapped luxels */
3961                         if( *cluster < 0 )
3962                                 continue;
3963
3964                         /* copy to trace */
3965                         trace.cluster = *cluster;
3966                         VectorCopy( origin, trace.origin );
3967                         VectorCopy( normal, trace.normal );
3968
3969
3970
3971                         /* get dirt */
3972                         *floodlight = FloodLightForSample( &trace );
3973                 }
3974         }
3975
3976         /* testing no filtering */
3977         return;
3978
3979         /* filter "dirt" */
3980         for( y = 0; y < lm->sh; y++ )
3981         {
3982                 for( x = 0; x < lm->sw; x++ )
3983                 {
3984                         /* get luxel */
3985                         cluster = SUPER_CLUSTER( x, y );
3986                         floodlight = SUPER_FLOODLIGHT( x, y );
3987
3988                         /* filter dirt by adjacency to unmapped luxels */
3989                         average = *floodlight;
3990                         samples = 1.0f;
3991                         for( sy = (y - 1); sy <= (y + 1); sy++ )
3992                         {
3993                                 if( sy < 0 || sy >= lm->sh )
3994                                         continue;
3995
3996                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
3997                                 {
3998                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
3999                                                 continue;
4000
4001                                         /* get neighboring luxel */
4002                                         cluster = SUPER_CLUSTER( sx, sy );
4003                                         floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4004                                         if( *cluster < 0 || *floodlight2 <= 0.0f )
4005                                                 continue;
4006
4007                                         /* add it */
4008                                         average += *floodlight2;
4009                                         samples += 1.0f;
4010                                 }
4011
4012                                 /* bail */
4013                                 if( samples <= 0.0f )
4014                                         break;
4015                         }
4016
4017                         /* bail */
4018                         if( samples <= 0.0f )
4019                                 continue;
4020
4021                         /* scale dirt */
4022                         *floodlight = average / samples;
4023                 }
4024         }
4025 }
4026
4027 /*
4028 FloodLightForSample()
4029 calculates floodlight value for a given sample
4030 once again, kudos to the dirtmapping coder
4031 */
4032 float FloodLightForSample( trace_t *trace )
4033 {
4034         int             i;
4035         float   d;
4036         float   contribution;
4037         int     sub = 0;
4038         float   gatherLight, outLight;
4039         vec3_t  normal, worldUp, myUp, myRt, direction, displacement;
4040         float   dd;
4041         int     vecs = 0;
4042
4043         gatherLight=0;
4044         /* dummy check */
4045         //if( !dirty )
4046         //      return 1.0f;
4047         if( trace == NULL || trace->cluster < 0 )
4048                 return 0.0f;
4049
4050
4051         /* setup */
4052         dd = floodlightDistance;
4053         VectorCopy( trace->normal, normal );
4054
4055         /* check if the normal is aligned to the world-up */
4056         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
4057         {
4058                 if( normal[ 2 ] == 1.0f )
4059                 {
4060                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
4061                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4062                 }
4063                 else if( normal[ 2 ] == -1.0f )
4064                 {
4065                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
4066                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
4067                 }
4068         }
4069         else
4070         {
4071                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
4072                 CrossProduct( normal, worldUp, myRt );
4073                 VectorNormalize( myRt, myRt );
4074                 CrossProduct( myRt, normal, myUp );
4075                 VectorNormalize( myUp, myUp );
4076         }
4077
4078         /* iterate through ordered vectors */
4079         for( i = 0; i < numFloodVectors; i++ )
4080         {
4081                 if (floodlight_lowquality==qtrue)
4082         {
4083                         if (rand()%10 != 0 ) continue;
4084                 }
4085
4086                 vecs++;
4087
4088                 /* transform vector into tangent space */
4089                 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
4090                 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
4091                 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
4092
4093                 /* set endpoint */
4094                 VectorMA( trace->origin, dd, direction, trace->end );
4095
4096                 //VectorMA( trace->origin, 1, direction, trace->origin );
4097
4098                 SetupTrace( trace );
4099                 /* trace */
4100                 TraceLine( trace );
4101                 contribution=1;
4102
4103                 if (trace->compileFlags & C_SKY )
4104                 {
4105                         contribution=1.0f;
4106                 }
4107                 else if ( trace->opaque )
4108                 {
4109                         VectorSubtract( trace->hit, trace->origin, displacement );
4110                         d=VectorLength( displacement );
4111
4112                         // d=trace->distance;
4113                         //if (d>256) gatherDirt+=1;
4114                         contribution=d/dd;
4115                         if (contribution>1) contribution=1.0f;
4116
4117                         //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
4118                 }
4119
4120                 gatherLight+=contribution;
4121         }
4122
4123         /* early out */
4124         if( gatherLight <= 0.0f )
4125                 return 0.0f;
4126
4127         sub=vecs;
4128
4129         if (sub<1) sub=1;
4130         gatherLight/=(sub);
4131
4132         outLight=gatherLight;
4133         if( outLight > 1.0f )
4134                 outLight = 1.0f;
4135
4136         /* return to sender */
4137         return outLight;
4138 }
4139