1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
44 ydnar: moved to here 2001-02-04
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
55 /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
59 /* make a local copy */
60 VectorScale( color, scale, sample );
63 gamma = 1.0f / lightmapGamma;
64 for( i = 0; i < 3; i++ )
66 /* handle negative light */
67 if( sample[ i ] < 0.0f )
74 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
77 if (lightmapExposure == 1)
79 /* clamp with color normalization */
81 if( sample[ 1 ] > max )
83 if( sample[ 2 ] > max )
86 VectorScale( sample, (255.0f / max), sample );
90 if (lightmapExposure==0)
92 lightmapExposure=1.0f;
94 inv=1.f/lightmapExposure;
98 if( sample[ 1 ] > max )
100 if( sample[ 2 ] > max )
103 dif = (1- exp(-max * inv) ) * 255;
121 /* compensate for ingame overbrighting/bitshifting */
122 VectorScale( sample, (1.0f / lightmapCompensate), sample );
125 colorBytes[ 0 ] = sample[ 0 ];
126 colorBytes[ 1 ] = sample[ 1 ];
127 colorBytes[ 2 ] = sample[ 2 ];
132 /* -------------------------------------------------------------------------------
134 this section deals with phong shading (normal interpolation across brush faces)
136 ------------------------------------------------------------------------------- */
140 smooths together coincident vertex normals across the bsp
143 #define MAX_SAMPLES 256
144 #define THETA_EPSILON 0.000001
145 #define EQUAL_NORMAL_EPSILON 0.01
147 void SmoothNormals( void )
149 int i, j, k, f, cs, numVerts, numVotes, fOld, start;
150 float shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151 bspDrawSurface_t *ds;
155 vec3_t average, diff;
156 int indexes[ MAX_SAMPLES ];
157 vec3_t votes[ MAX_SAMPLES ];
160 /* allocate shade angle table */
161 shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162 memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
164 /* allocate smoothed table */
165 cs = (numBSPDrawVerts / 8) + 1;
166 smoothed = safe_malloc( cs );
167 memset( smoothed, 0, cs );
169 /* set default shade angle */
170 defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
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++ )
178 ds = &bspDrawSurfaces[ i ];
180 /* get shader for shade angle */
181 si = surfaceInfos[ i ].si;
182 if( si->shadeAngleDegrees )
183 shadeAngle = DEG2RAD( si->shadeAngleDegrees );
185 shadeAngle = defaultShadeAngle;
186 if( shadeAngle > maxShadeAngle )
187 maxShadeAngle = shadeAngle;
190 for( j = 0; j < ds->numVerts; j++ )
192 f = ds->firstVert + j;
193 shadeAngles[ f ] = shadeAngle;
194 if( ds->surfaceType == MST_TRIANGLE_SOUP )
195 smoothed[ f >> 3 ] |= (1 << (f & 7));
198 /* ydnar: optional force-to-trisoup */
199 if( trisoup && ds->surfaceType == MST_PLANAR )
201 ds->surfaceType = MST_TRIANGLE_SOUP;
202 ds->lightmapNum[ 0 ] = -3;
206 /* bail if no surfaces have a shade angle */
207 if( maxShadeAngle == 0 )
216 start = I_FloatTime();
218 /* go through the list of vertexes */
219 for( i = 0; i < numBSPDrawVerts; i++ )
222 f = 10 * i / numBSPDrawVerts;
226 Sys_Printf( "%i...", f );
229 /* already smoothed? */
230 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
234 VectorClear( average );
238 /* build a table of coincident vertexes */
239 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
241 /* already smoothed? */
242 if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
246 if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
249 /* use smallest shade angle */
250 shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
252 /* check shade angle */
253 dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
256 else if( dot < -1.0 )
258 testAngle = acos( dot ) + THETA_EPSILON;
259 if( testAngle >= shadeAngle )
261 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
264 //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
266 /* add to the list */
267 indexes[ numVerts++ ] = j;
270 smoothed[ j >> 3 ] |= (1 << (j & 7));
272 /* see if this normal has already been voted */
273 for( k = 0; k < numVotes; k++ )
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 )
282 /* add a new vote? */
283 if( k == numVotes && numVotes < MAX_SAMPLES )
285 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
291 /* don't average for less than 2 verts */
296 if( VectorNormalize( average, average ) > 0 )
299 for( j = 0; j < numVerts; j++ )
300 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
304 /* free the tables */
309 Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
314 /* -------------------------------------------------------------------------------
316 this section deals with phong shaded lightmap tracing
318 ------------------------------------------------------------------------------- */
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
324 calculates the st tangent vectors for normalmapping
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
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 )
340 for( i = 0; i < numVerts; i++ )
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;
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 ];
353 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354 VectorNormalize( stv[ i ], stv[ i ] );
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;
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 ];
367 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368 VectorNormalize( ttv[ i ], ttv[ i ] );
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 ] );
375 /* return to caller */
384 perterbs the normal by the shader's normalmap in tangent space
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
394 VectorCopy( dv->normal, pNormal );
396 /* sample normalmap */
397 if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
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);
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 );
409 /* renormalize and return */
410 VectorNormalize( pNormal, pNormal );
417 maps a luxel for triangle bv at
421 #define BOGUS_NUDGE -99999.0f
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 ] )
425 int i, x, y, numClusters, *clusters, pointCluster, *cluster;
426 float *luxel, *origin, *normal, d, lightmapSampleOffset;
433 vec4_t sideplane, hostplane;
438 static float nudges[][ 2 ] =
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 }
453 /* find luxel xy coords (fixme: subtract 0.5?) */
454 x = dv->lightmap[ 0 ][ 0 ];
455 y = dv->lightmap[ 0 ][ 1 ];
458 else if( x >= lm->sw )
462 else if( y >= lm->sh )
465 /* set shader and cluster list */
469 numClusters = info->numSurfaceClusters;
470 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
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 );
485 /* don't attempt to remap occluded luxels for planar surfaces */
486 if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
489 /* only average the normal for premapped luxels */
490 else if( (*cluster) >= 0 )
492 /* do bumpmap calculations */
494 PerturbNormal( dv, si, pNormal, stv, ttv );
496 VectorCopy( dv->normal, pNormal );
498 /* add the additional normal data */
499 VectorAdd( normal, pNormal, normal );
504 /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
508 /* axial lightmap projection */
509 if( lm->vecs != NULL )
511 /* calculate an origin for the sample from the lightmap vectors */
512 VectorCopy( lm->origin, origin );
513 for( i = 0; i < 3; i++ )
515 /* add unless it's the axis, which is taken care of later */
516 if( i == lm->axisNum )
518 origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
521 /* project the origin onto the plane */
522 d = DotProduct( origin, plane ) - plane[ 3 ];
523 d /= plane[ lm->axisNum ];
524 origin[ lm->axisNum ] -= d;
527 /* non axial lightmap projection (explicit xyz) */
529 VectorCopy( dv->xyz, origin );
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.
536 if (worldverts!=NULL && lightmapTriangleCheck)
540 VectorCopy(worldverts[j],cverts[j]);
542 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
548 //build plane using 2 edges and a normal
551 VectorCopy(cverts[next],temp);
552 VectorAdd(temp,hostplane,temp);
553 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
555 //planetest sample point
556 e=DotProduct(origin,sideplane);
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);
574 ////////////////////////
576 /* planar surfaces have precalculated lightmap vectors for nudging */
577 if( lm->plane != NULL )
579 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581 VectorCopy( lm->plane, vecs[ 2 ] );
584 /* non-planar surfaces must calculate them */
588 VectorCopy( plane, vecs[ 2 ] );
590 VectorCopy( dv->normal, vecs[ 2 ] );
591 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
594 /* push the origin off the surface a bit */
596 lightmapSampleOffset = si->lightmapSampleOffset;
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;
604 origin[ lm->axisNum ] += lightmapSampleOffset;
606 VectorCopy(origin,origintwo);
607 if(lightmapExtraVisClusterNudge)
609 origintwo[0]+=vecs[2][0];
610 origintwo[1]+=vecs[2][1];
611 origintwo[2]+=vecs[2][2];
615 pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
617 /* another retarded hack, storing nudge count in luxel[ 1 ] */
620 /* point in solid? (except in dark mode) */
621 if( pointCluster < 0 && dark == qfalse )
623 /* nudge the the location around */
625 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
627 /* nudge the vector around a bit */
628 for( i = 0; i < 3; i++ )
630 /* set nudged point*/
631 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
635 /* get pvs cluster */
636 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637 if( pointCluster >= 0 )
638 VectorCopy( nudged, origin );
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 )
646 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648 if( pointCluster >= 0 )
649 VectorCopy( nudged, origin );
654 if( pointCluster < 0 )
656 (*cluster) = CLUSTER_OCCLUDED;
657 VectorClear( origin );
658 VectorClear( normal );
664 //% Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
666 /* do bumpmap calculations */
668 PerturbNormal( dv, si, pNormal, stv, ttv );
670 VectorCopy( dv->normal, pNormal );
672 /* store the cluster and normal */
673 (*cluster) = pointCluster;
674 VectorCopy( pNormal, normal );
676 /* store explicit mapping pass and implicit mapping pass */
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
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 ] )
697 bspDrawVert_t mid, *dv2[ 3 ];
701 /* map the vertexes */
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 );
711 float *a, *b, dx, dy, dist, maxDist;
714 /* find the longest edge and split it */
717 for( i = 0; i < 3; i++ )
720 a = dv[ i ]->lightmap[ 0 ];
721 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
724 dx = a[ 0 ] - b[ 0 ];
725 dy = a[ 1 ] - b[ 1 ];
726 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
736 /* try to early out */
737 if( max < 0 || maxDist <= subdivideThreshold ) /* ydnar: was i < 0 instead of max < 0 (?) */
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 );
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 );
748 /* recurse to first triangle */
749 VectorCopy( dv, dv2 );
751 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
753 /* recurse to second triangle */
754 VectorCopy( dv, dv2 );
755 dv2[ (max + 1) % 3 ] = ∣
756 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
771 vec3_t *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772 vec3_t worldverts[ 3 ];
775 /* get plane if possible */
776 if( lm->plane != NULL )
778 VectorCopy( lm->plane, plane );
779 plane[ 3 ] = lm->plane[ 3 ];
782 /* otherwise make one from the points */
783 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
786 /* check to see if we need to calculate texture->world tangent vectors */
787 if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
798 VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799 VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800 VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
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 );
807 /* 2002-11-20: prefer axial triangle edges */
810 /* subdivide the triangle */
811 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
815 for( i = 0; i < 3; i++ )
818 bspDrawVert_t *dv2[ 3 ];
822 a = dv[ i ]->lightmap[ 0 ];
823 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
825 /* make degenerate triangles for mapping edges */
826 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
829 dv2[ 1 ] = dv[ (i + 1) % 3 ];
830 dv2[ 2 ] = dv[ (i + 1) % 3 ];
832 /* map the degenerate triangle */
833 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
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 ] )
850 bspDrawVert_t mid[ 2 ], *dv2[ 4 ];
857 float *a, *b, dx, dy, dist, maxDist;
860 /* find the longest edge and split it */
863 for( i = 0; i < 4; i++ )
866 a = dv[ i ]->lightmap[ 0 ];
867 b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
870 dx = a[ 0 ] - b[ 0 ];
871 dy = a[ 1 ] - b[ 1 ];
872 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
882 /* try to early out */
883 if( max < 0 || maxDist <= subdivideThreshold )
887 /* we only care about even/odd edges */
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 ] );
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 );
901 /* recurse to first quad */
903 dv2[ 1 ] = &mid[ 0 ];
904 dv2[ 2 ] = &mid[ 1 ];
906 MapQuad_r( lm, info, dv2, plane, stv, ttv );
908 /* recurse to second quad */
909 dv2[ 0 ] = &mid[ 0 ];
912 dv2[ 3 ] = &mid[ 1 ];
913 MapQuad_r( lm, info, dv2, plane, stv, ttv );
919 /* recurse to first quad */
922 dv2[ 2 ] = &mid[ 0 ];
923 dv2[ 3 ] = &mid[ 1 ];
924 MapQuad_r( lm, info, dv2, plane, stv, ttv );
926 /* recurse to second quad */
927 dv2[ 0 ] = &mid[ 1 ];
928 dv2[ 1 ] = &mid[ 0 ];
931 MapQuad_r( lm, info, dv2, plane, stv, ttv );
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
943 #define QUAD_PLANAR_EPSILON 0.5f
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
949 vec3_t *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
952 /* get plane if possible */
953 if( lm->plane != NULL )
955 VectorCopy( lm->plane, plane );
956 plane[ 3 ] = lm->plane[ 3 ];
959 /* otherwise make one from the points */
960 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
963 /* 4th point must fall on the plane */
964 dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965 if( fabs( dist ) > QUAD_PLANAR_EPSILON )
968 /* check to see if we need to calculate texture->world tangent vectors */
969 if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
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 );
986 /* subdivide the quad */
987 MapQuad_r( lm, info, dv, plane, stv, ttv );
995 maps the locations, normals, and pvs clusters for a raw lightmap
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)
1000 void MapRawLightmap( int rawLightmapNum )
1002 int n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003 float *luxel, *origin, *normal, samples, radius, pass;
1005 bspDrawSurface_t *ds;
1006 surfaceInfo_t *info;
1007 mesh_t src, *subdivided, *mesh;
1008 bspDrawVert_t *verts, *dv[ 4 ], fake;
1011 /* bail if this number exceeds the number of raw lightmaps */
1012 if( rawLightmapNum >= numRawLightmaps )
1016 lm = &rawLightmaps[ rawLightmapNum ];
1018 /* -----------------------------------------------------------------
1019 map referenced surfaces onto the raw lightmap
1020 ----------------------------------------------------------------- */
1022 /* walk the list of surfaces on this raw lightmap */
1023 for( n = 0; n < lm->numLightSurfaces; n++ )
1025 /* with > 1 surface per raw lightmap, clear occluded */
1028 for( y = 0; y < lm->sh; y++ )
1030 for( x = 0; x < lm->sw; x++ )
1033 cluster = SUPER_CLUSTER( x, y );
1035 *cluster = CLUSTER_UNMAPPED;
1041 num = lightSurfaces[ lm->firstLightSurface + n ];
1042 ds = &bspDrawSurfaces[ num ];
1043 info = &surfaceInfos[ num ];
1045 /* bail if no lightmap to calculate */
1046 if( info->lm != lm )
1052 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053 switch( ds->surfaceType )
1057 verts = yDrawVerts + ds->firstVert;
1059 /* map the triangles */
1060 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1062 for( i = 0; i < ds->numIndexes; i += 3 )
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 );
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 );
1080 /* fit it to the curve and remove colinear verts on rows/columns */
1081 PutMeshOnCurve( *subdivided );
1082 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083 FreeMesh( subdivided );
1086 verts = mesh->verts;
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 ] );
1099 /* map the mesh quads */
1102 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1104 for( y = 0; y < (mesh->height - 1); y++ )
1106 for( x = 0; x < (mesh->width - 1); x++ )
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 ] */
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 );
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 );
1135 for( y = 0; y < (mesh->height - 1); y++ )
1137 for( x = 0; x < (mesh->width - 1); x++ )
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);
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 ) )
1157 /* get drawverts and map first triangle */
1158 MapTriangle( lm, info, dv, mapNonAxial );
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 );
1178 /* -----------------------------------------------------------------
1179 average and clean up luxel normals
1180 ----------------------------------------------------------------- */
1182 /* walk the luxels */
1183 for( y = 0; y < lm->sh; y++ )
1185 for( x = 0; x < lm->sw; x++ )
1188 luxel = SUPER_LUXEL( 0, x, y );
1189 normal = SUPER_NORMAL( x, y );
1190 cluster = SUPER_CLUSTER( x, y );
1192 /* only look at mapped luxels */
1196 /* the normal data could be the sum of multiple samples */
1197 if( luxel[ 3 ] > 1.0f )
1198 VectorNormalize( normal, normal );
1200 /* mark this luxel as having only one normal */
1205 /* non-planar surfaces stop here */
1206 if( lm->plane == NULL )
1209 /* -----------------------------------------------------------------
1210 map occluded or unuxed luxels
1211 ----------------------------------------------------------------- */
1213 /* walk the luxels */
1214 radius = floor( superSample / 2 );
1215 radius = radius > 0 ? radius : 1.0f;
1217 for( pass = 2.0f; pass <= radius; pass += 1.0f )
1219 for( y = 0; y < lm->sh; y++ )
1221 for( x = 0; x < lm->sw; x++ )
1224 luxel = SUPER_LUXEL( 0, x, y );
1225 normal = SUPER_NORMAL( x, y );
1226 cluster = SUPER_CLUSTER( x, y );
1228 /* only look at unmapped luxels */
1229 if( *cluster != CLUSTER_UNMAPPED )
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;
1238 for( sy = (y - 1); sy <= (y + 1); sy++ )
1240 if( sy < 0 || sy >= lm->sh )
1243 for( sx = (x - 1); sx <= (x + 1); sx++ )
1245 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
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 );
1254 /* only consider luxels mapped in previous passes */
1255 if( *cluster < 0 || luxel[ 0 ] >= pass )
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 ];
1266 if( samples == 0.0f )
1270 VectorDivide( fake.xyz, samples, fake.xyz );
1271 //% VectorDivide( fake.normal, samples, fake.normal );
1272 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1275 /* map the fake vert */
1276 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1281 /* -----------------------------------------------------------------
1282 average and clean up luxel normals
1283 ----------------------------------------------------------------- */
1285 /* walk the luxels */
1286 for( y = 0; y < lm->sh; y++ )
1288 for( x = 0; x < lm->sw; x++ )
1291 luxel = SUPER_LUXEL( 0, x, y );
1292 normal = SUPER_NORMAL( x, y );
1293 cluster = SUPER_CLUSTER( x, y );
1295 /* only look at mapped luxels */
1299 /* the normal data could be the sum of multiple samples */
1300 if( luxel[ 3 ] > 1.0f )
1301 VectorNormalize( normal, normal );
1303 /* mark this luxel as having only one normal */
1311 for( y = 0; y < lm->sh; y++ )
1313 for( x = 0; x < lm->sw; x++ )
1318 cluster = SUPER_CLUSTER( x, y );
1319 origin = SUPER_ORIGIN( x, y );
1320 normal = SUPER_NORMAL( x, y );
1321 luxel = SUPER_LUXEL( x, y );
1326 /* check if within the bounding boxes of all surfaces referenced */
1327 ClearBounds( mins, maxs );
1328 for( n = 0; n < lm->numLightSurfaces; n++ )
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) )
1342 if( n < lm->numLightSurfaces )
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 ],
1361 sets up dirtmap (ambient occlusion)
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)
1369 static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int numDirtVectors = 0;
1372 void SetupDirt( void )
1375 float angle, elevation, angleStep, elevationStep;
1379 Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1381 /* calculate angular steps */
1382 angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383 elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1387 for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1389 /* iterate elevation */
1390 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1392 dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393 dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394 dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1399 /* emit some statistics */
1400 Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1406 calculates dirt value for a given sample
1409 float DirtForSample( trace_t *trace )
1412 float gatherDirt, outDirt, angle, elevation, ooDepth;
1413 vec3_t normal, worldUp, myUp, myRt, temp, direction, displacement;
1419 if( trace == NULL || trace->cluster < 0 )
1424 ooDepth = 1.0f / dirtDepth;
1425 VectorCopy( trace->normal, normal );
1427 /* check if the normal is aligned to the world-up */
1428 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
1430 if( normal[ 2 ] == 1.0f )
1432 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1435 else if( normal[ 2 ] == -1.0f )
1437 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
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 );
1450 /* 1 = random mode, 0 (well everything else) = non-random mode */
1454 for( i = 0; i < numDirtVectors; i++ )
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 );
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 ];
1469 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470 SetupTrace( trace );
1476 VectorSubtract( trace->hit, trace->origin, displacement );
1477 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1483 /* iterate through ordered vectors */
1484 for( i = 0; i < numDirtVectors; i++ )
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 ];
1492 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493 SetupTrace( trace );
1499 VectorSubtract( trace->hit, trace->origin, displacement );
1500 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1506 VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507 SetupTrace( trace );
1513 VectorSubtract( trace->hit, trace->origin, displacement );
1514 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1518 if( gatherDirt <= 0.0f )
1521 /* apply gain (does this even do much? heh) */
1522 outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523 if( outDirt > 1.0f )
1527 outDirt *= dirtScale;
1528 if( outDirt > 1.0f )
1531 /* return to sender */
1532 return 1.0f - outDirt;
1539 calculates dirty fraction for each luxel
1542 void DirtyRawLightmap( int rawLightmapNum )
1544 int i, x, y, sx, sy, *cluster;
1545 float *origin, *normal, *dirt, *dirt2, average, samples;
1547 surfaceInfo_t *info;
1552 /* bail if this number exceeds the number of raw lightmaps */
1553 if( rawLightmapNum >= numRawLightmaps )
1557 lm = &rawLightmaps[ rawLightmapNum ];
1560 trace.testOcclusion = qtrue;
1561 trace.forceSunlight = qfalse;
1562 trace.recvShadows = lm->recvShadows;
1563 trace.numSurfaces = lm->numLightSurfaces;
1564 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1565 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1566 trace.testAll = qtrue;
1568 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1569 trace.twoSided = qfalse;
1570 for( i = 0; i < trace.numSurfaces; i++ )
1573 info = &surfaceInfos[ trace.surfaces[ i ] ];
1575 /* check twosidedness */
1576 if( info->si->twoSided )
1578 trace.twoSided = qtrue;
1584 for( i = 0; i < trace.numSurfaces; i++ )
\r
1587 info = &surfaceInfos[ trace.surfaces[ i ] ];
\r
1589 /* check twosidedness */
\r
1590 if( info->si->noDirty )
\r
1598 for( y = 0; y < lm->sh; y++ )
1600 for( x = 0; x < lm->sw; x++ )
1603 cluster = SUPER_CLUSTER( x, y );
1604 origin = SUPER_ORIGIN( x, y );
1605 normal = SUPER_NORMAL( x, y );
1606 dirt = SUPER_DIRT( x, y );
1608 /* set default dirt */
1611 /* only look at mapped luxels */
1615 /* don't apply dirty on this surface */
\r
1623 trace.cluster = *cluster;
1624 VectorCopy( origin, trace.origin );
1625 VectorCopy( normal, trace.normal );
1628 *dirt = DirtForSample( &trace );
1632 /* testing no filtering */
1636 for( y = 0; y < lm->sh; y++ )
1638 for( x = 0; x < lm->sw; x++ )
1641 cluster = SUPER_CLUSTER( x, y );
1642 dirt = SUPER_DIRT( x, y );
1644 /* filter dirt by adjacency to unmapped luxels */
1647 for( sy = (y - 1); sy <= (y + 1); sy++ )
1649 if( sy < 0 || sy >= lm->sh )
1652 for( sx = (x - 1); sx <= (x + 1); sx++ )
1654 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1657 /* get neighboring luxel */
1658 cluster = SUPER_CLUSTER( sx, sy );
1659 dirt2 = SUPER_DIRT( sx, sy );
1660 if( *cluster < 0 || *dirt2 <= 0.0f )
1669 if( samples <= 0.0f )
1674 if( samples <= 0.0f )
1678 *dirt = average / samples;
1687 calculates the pvs cluster, origin, normal of a sub-luxel
1690 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1692 int i, *cluster, *cluster2;
1693 float *origin, *origin2, *normal; //% , *normal2;
1694 vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
1697 /* calulate x vector */
1698 if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1700 cluster = SUPER_CLUSTER( x, y );
1701 origin = SUPER_ORIGIN( x, y );
1702 //% normal = SUPER_NORMAL( x, y );
1703 cluster2 = SUPER_CLUSTER( x + 1, y );
1704 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1705 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1707 else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1709 cluster = SUPER_CLUSTER( x - 1, y );
1710 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1711 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1712 cluster2 = SUPER_CLUSTER( x, y );
1713 origin2 = SUPER_ORIGIN( x, y );
1714 //% normal2 = SUPER_NORMAL( x, y );
1717 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1719 VectorSubtract( origin2, origin, originVecs[ 0 ] );
1720 //% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1722 /* calulate y vector */
1723 if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1725 cluster = SUPER_CLUSTER( x, y );
1726 origin = SUPER_ORIGIN( x, y );
1727 //% normal = SUPER_NORMAL( x, y );
1728 cluster2 = SUPER_CLUSTER( x, y + 1 );
1729 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1730 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1732 else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1734 cluster = SUPER_CLUSTER( x, y - 1 );
1735 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1736 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1737 cluster2 = SUPER_CLUSTER( x, y );
1738 origin2 = SUPER_ORIGIN( x, y );
1739 //% normal2 = SUPER_NORMAL( x, y );
1742 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1744 VectorSubtract( origin2, origin, originVecs[ 1 ] );
1745 //% VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1747 /* calculate new origin */
1748 //% VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1749 //% VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1750 for( i = 0; i < 3; i++ )
1751 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1754 *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1755 if( *sampleCluster < 0 )
1758 /* calculate new normal */
1759 //% VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1760 //% VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1761 //% if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1763 normal = SUPER_NORMAL( x, y );
1764 VectorCopy( normal, sampleNormal );
1772 SubsampleRawLuxel_r()
1773 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1776 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1778 int b, samples, mapped, lighted;
1781 vec3_t origin[ 4 ], normal[ 4 ];
1782 float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1783 vec3_t color, total;
1787 if( lightLuxel[ 3 ] >= lightSamples )
1791 VectorClear( total );
1795 /* make 2x2 subsample stamp */
1796 for( b = 0; b < 4; b++ )
1799 VectorCopy( sampleOrigin, origin[ b ] );
1801 /* calculate position */
1802 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1809 /* increment sample count */
1810 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1813 trace->cluster = *cluster;
1814 VectorCopy( origin[ b ], trace->origin );
1815 VectorCopy( normal[ b ], trace->normal );
1819 LightContributionToSample( trace );
1821 /* add to totals (fixme: make contrast function) */
1822 VectorCopy( trace->color, luxel[ b ] );
1823 VectorAdd( total, trace->color, total );
1824 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1828 /* subsample further? */
1829 if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1830 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1831 lighted != 0 && lighted != mapped )
1833 for( b = 0; b < 4; b++ )
1835 if( cluster[ b ] < 0 )
1837 SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] );
1842 //% VectorClear( color );
1844 VectorCopy( lightLuxel, color );
1846 for( b = 0; b < 4; b++ )
1848 if( cluster[ b ] < 0 )
1850 VectorAdd( color, luxel[ b ], color );
1858 color[ 0 ] /= samples;
1859 color[ 1 ] /= samples;
1860 color[ 2 ] /= samples;
1863 VectorCopy( color, lightLuxel );
1864 lightLuxel[ 3 ] += 1.0f;
1871 IlluminateRawLightmap()
1872 illuminates the luxels
1875 #define STACK_LL_SIZE (SUPER_LUXEL_SIZE * 64 * 64)
1876 #define LIGHT_LUXEL( x, y ) (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1878 void IlluminateRawLightmap( int rawLightmapNum )
1880 int i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1881 int *cluster, *cluster2, mapped, lighted, totalLighted;
1883 surfaceInfo_t *info;
1884 qboolean filterColor, filterDir;
1886 float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1887 float *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1888 vec3_t color, averageColor, averageDir, total, temp, temp2;
1889 float tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1891 float stackLightLuxels[ STACK_LL_SIZE ];
1894 /* bail if this number exceeds the number of raw lightmaps */
1895 if( rawLightmapNum >= numRawLightmaps )
1899 lm = &rawLightmaps[ rawLightmapNum ];
1902 trace.testOcclusion = !noTrace;
1903 trace.forceSunlight = qfalse;
1904 trace.recvShadows = lm->recvShadows;
1905 trace.numSurfaces = lm->numLightSurfaces;
1906 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1907 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1909 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1910 trace.twoSided = qfalse;
1911 for( i = 0; i < trace.numSurfaces; i++ )
1914 info = &surfaceInfos[ trace.surfaces[ i ] ];
1916 /* check twosidedness */
1917 if( info->si->twoSided )
1919 trace.twoSided = qtrue;
1924 /* create a culled light list for this raw lightmap */
1925 CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1927 /* -----------------------------------------------------------------
1929 ----------------------------------------------------------------- */
1932 numLuxelsIlluminated += (lm->sw * lm->sh);
1934 /* test debugging state */
1935 if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1937 /* debug fill the luxels */
1938 for( y = 0; y < lm->sh; y++ )
1940 for( x = 0; x < lm->sw; x++ )
1943 cluster = SUPER_CLUSTER( x, y );
1945 /* only fill mapped luxels */
1949 /* get particulars */
1950 luxel = SUPER_LUXEL( 0, x, y );
1951 origin = SUPER_ORIGIN( x, y );
1952 normal = SUPER_NORMAL( x, y );
1954 /* color the luxel with raw lightmap num? */
1956 VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1958 /* color the luxel with lightmap axis? */
1959 else if( debugAxis )
1961 luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1962 luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1963 luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1966 /* color the luxel with luxel cluster? */
1967 else if( debugCluster )
1968 VectorCopy( debugColors[ *cluster % 12 ], luxel );
1970 /* color the luxel with luxel origin? */
1971 else if( debugOrigin )
1973 VectorSubtract( lm->maxs, lm->mins, temp );
1974 VectorScale( temp, (1.0f / 255.0f), temp );
1975 VectorSubtract( origin, lm->mins, temp2 );
1976 luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1977 luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1978 luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1981 /* color the luxel with the normal */
1982 else if( normalmap )
1984 luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1985 luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1986 luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1989 /* otherwise clear it */
1991 VectorClear( luxel );
2000 /* allocate temporary per-light luxel storage */
2001 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2002 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
2003 lightLuxels = stackLightLuxels;
2005 lightLuxels = safe_malloc( llSize );
2008 //% memset( lm->superLuxels[ 0 ], 0, llSize );
2010 /* set ambient color */
2011 for( y = 0; y < lm->sh; y++ )
2013 for( x = 0; x < lm->sw; x++ )
2016 cluster = SUPER_CLUSTER( x, y );
2017 luxel = SUPER_LUXEL( 0, x, y );
2018 normal = SUPER_NORMAL( x, y );
2019 deluxel = SUPER_DELUXEL( x, y );
2021 /* blacken unmapped clusters */
2023 VectorClear( luxel );
2028 VectorCopy( ambientColor, luxel );
2031 brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
2033 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2034 if(brightness < 0.00390625f)
2035 brightness = 0.00390625f;
2037 VectorScale( normal, brightness, deluxel );
2044 /* clear styled lightmaps */
2045 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2046 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2048 if( lm->superLuxels[ lightmapNum ] != NULL )
2049 memset( lm->superLuxels[ lightmapNum ], 0, size );
2052 /* debugging code */
2053 //% if( trace.numLights <= 0 )
2054 //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2056 /* walk light list */
2057 for( i = 0; i < trace.numLights; i++ )
2060 trace.light = trace.lights[ i ];
2063 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2065 if( lm->styles[ lightmapNum ] == trace.light->style ||
2066 lm->styles[ lightmapNum ] == LS_NONE )
2070 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2071 if( lightmapNum >= MAX_LIGHTMAPS )
2073 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2078 memset( lightLuxels, 0, llSize );
2081 /* initial pass, one sample per luxel */
2082 for( y = 0; y < lm->sh; y++ )
2084 for( x = 0; x < lm->sw; x++ )
2087 cluster = SUPER_CLUSTER( x, y );
2091 /* get particulars */
2092 lightLuxel = LIGHT_LUXEL( x, y );
2093 deluxel = SUPER_DELUXEL( x, y );
2094 origin = SUPER_ORIGIN( x, y );
2095 normal = SUPER_NORMAL( x, y );
2098 ////////// 27's temp hack for testing edge clipping ////
2099 if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2101 lightLuxel[ 1 ] = 255;
2102 lightLuxel[ 3 ] = 1.0f;
2108 /* set contribution count */
2109 lightLuxel[ 3 ] = 1.0f;
2112 trace.cluster = *cluster;
2113 VectorCopy( origin, trace.origin );
2114 VectorCopy( normal, trace.normal );
2116 /* get light for this sample */
2117 LightContributionToSample( &trace );
2118 VectorCopy( trace.color, lightLuxel );
2120 /* add the contribution to the deluxemap */
\r
2122 VectorAdd( deluxel, trace.directionContribution, deluxel );
2125 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2131 /* don't even bother with everything else if nothing was lit */
2132 if( totalLighted == 0 )
2135 /* determine filter radius */
2136 filterRadius = lm->filterRadius > trace.light->filterRadius
2138 : trace.light->filterRadius;
2139 if( filterRadius < 0.0f )
2140 filterRadius = 0.0f;
2142 /* set luxel filter radius */
2143 luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2144 if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2145 luxelFilterRadius = 1;
2147 /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2148 /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2149 if( lightSamples > 1 && luxelFilterRadius == 0 )
2152 for( y = 0; y < (lm->sh - 1); y++ )
2154 for( x = 0; x < (lm->sw - 1); x++ )
2159 VectorClear( total );
2161 /* test 2x2 stamp */
2162 for( t = 0; t < 4; t++ )
2164 /* set sample coords */
2165 sx = x + tests[ t ][ 0 ];
2166 sy = y + tests[ t ][ 1 ];
2169 cluster = SUPER_CLUSTER( sx, sy );
2175 lightLuxel = LIGHT_LUXEL( sx, sy );
2176 VectorAdd( total, lightLuxel, total );
2177 if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2181 /* if total color is under a certain amount, then don't bother subsampling */
2182 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2185 /* if all 4 pixels are either in shadow or light, then don't subsample */
2186 if( lighted != 0 && lighted != mapped )
2188 for( t = 0; t < 4; t++ )
2190 /* set sample coords */
2191 sx = x + tests[ t ][ 0 ];
2192 sy = y + tests[ t ][ 1 ];
2195 cluster = SUPER_CLUSTER( sx, sy );
2198 lightLuxel = LIGHT_LUXEL( sx, sy );
2199 origin = SUPER_ORIGIN( sx, sy );
2201 /* only subsample shadowed luxels */
2202 //% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2206 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2208 /* debug code to colorize subsampled areas to yellow */
2209 //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2210 //% VectorSet( luxel, 255, 204, 0 );
2217 /* tertiary pass, apply dirt map (ambient occlusion) */
2221 for( y = 0; y < lm->sh; y++ )
2223 for( x = 0; x < lm->sw; x++ )
2226 cluster = SUPER_CLUSTER( x, y );
2230 /* get particulars */
2231 lightLuxel = LIGHT_LUXEL( x, y );
2232 dirt = SUPER_DIRT( x, y );
2234 /* scale light value */
2235 VectorScale( lightLuxel, *dirt, lightLuxel );
2240 /* allocate sampling lightmap storage */
2241 if( lm->superLuxels[ lightmapNum ] == NULL )
2243 /* allocate sampling lightmap storage */
2244 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2245 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2246 memset( lm->superLuxels[ lightmapNum ], 0, size );
2250 if( lightmapNum > 0 )
2252 lm->styles[ lightmapNum ] = trace.light->style;
2253 //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2256 /* copy to permanent luxels */
2257 for( y = 0; y < lm->sh; y++ )
2259 for( x = 0; x < lm->sw; x++ )
2261 /* get cluster and origin */
2262 cluster = SUPER_CLUSTER( x, y );
2265 origin = SUPER_ORIGIN( x, y );
2268 if( luxelFilterRadius )
2271 VectorClear( averageColor );
2274 /* cheaper distance-based filtering */
2275 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2277 if( sy < 0 || sy >= lm->sh )
2280 for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2282 if( sx < 0 || sx >= lm->sw )
2285 /* get particulars */
2286 cluster = SUPER_CLUSTER( sx, sy );
2289 lightLuxel = LIGHT_LUXEL( sx, sy );
2292 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2293 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2295 /* scale luxel by filter weight */
2296 VectorScale( lightLuxel, weight, color );
2297 VectorAdd( averageColor, color, averageColor );
2303 if( samples <= 0.0f )
2306 /* scale into luxel */
2307 luxel = SUPER_LUXEL( lightmapNum, x, y );
2310 /* handle negative light */
2311 if( trace.light->flags & LIGHT_NEGATIVE )
2313 luxel[ 0 ] -= averageColor[ 0 ] / samples;
2314 luxel[ 1 ] -= averageColor[ 1 ] / samples;
2315 luxel[ 2 ] -= averageColor[ 2 ] / samples;
2318 /* handle normal light */
2321 luxel[ 0 ] += averageColor[ 0 ] / samples;
2322 luxel[ 1 ] += averageColor[ 1 ] / samples;
2323 luxel[ 2 ] += averageColor[ 2 ] / samples;
2330 /* get particulars */
2331 lightLuxel = LIGHT_LUXEL( x, y );
2332 luxel = SUPER_LUXEL( lightmapNum, x, y );
2334 /* handle negative light */
2335 if( trace.light->flags & LIGHT_NEGATIVE )
2336 VectorScale( averageColor, -1.0f, averageColor );
2341 /* handle negative light */
2342 if( trace.light->flags & LIGHT_NEGATIVE )
2343 VectorSubtract( luxel, lightLuxel, luxel );
2345 /* handle normal light */
2347 VectorAdd( luxel, lightLuxel, luxel );
2353 /* free temporary luxels */
2354 if( lightLuxels != stackLightLuxels )
2355 free( lightLuxels );
2358 /* free light list */
2359 FreeTraceLights( &trace );
2361 /* floodlight pass */
2362 FloodlightIlluminateLightmap(lm);
2366 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2369 if( lm->superLuxels[ lightmapNum ] == NULL )
2372 for( y = 0; y < lm->sh; y++ )
2374 for( x = 0; x < lm->sw; x++ )
2377 cluster = SUPER_CLUSTER( x, y );
2378 //% if( *cluster < 0 )
2381 /* get particulars */
2382 luxel = SUPER_LUXEL( lightmapNum, x, y );
2383 normal = SUPER_NORMAL ( x, y );
2385 luxel[0]=(normal[0]*127)+127;
2386 luxel[1]=(normal[1]*127)+127;
2387 luxel[2]=(normal[2]*127)+127;
2393 /* -----------------------------------------------------------------
2395 ----------------------------------------------------------------- */
2399 /* walk lightmaps */
2400 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2403 if( lm->superLuxels[ lightmapNum ] == NULL )
2406 /* apply dirt to each luxel */
2407 for( y = 0; y < lm->sh; y++ )
2409 for( x = 0; x < lm->sw; x++ )
2412 cluster = SUPER_CLUSTER( x, y );
2413 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2416 /* get particulars */
2417 luxel = SUPER_LUXEL( lightmapNum, x, y );
2418 dirt = SUPER_DIRT( x, y );
2421 VectorScale( luxel, *dirt, luxel );
2425 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2431 /* -----------------------------------------------------------------
2433 ----------------------------------------------------------------- */
2435 /* walk lightmaps */
2436 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2439 if( lm->superLuxels[ lightmapNum ] == NULL )
2442 /* average occluded luxels from neighbors */
2443 for( y = 0; y < lm->sh; y++ )
2445 for( x = 0; x < lm->sw; x++ )
2447 /* get particulars */
2448 cluster = SUPER_CLUSTER( x, y );
2449 luxel = SUPER_LUXEL( lightmapNum, x, y );
2450 deluxel = SUPER_DELUXEL( x, y );
2451 normal = SUPER_NORMAL( x, y );
2453 /* determine if filtering is necessary */
2454 filterColor = qfalse;
2457 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2458 filterColor = qtrue;
2460 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2463 if( !filterColor && !filterDir )
2466 /* choose seed amount */
2467 VectorClear( averageColor );
2468 VectorClear( averageDir );
2471 /* walk 3x3 matrix */
2472 for( sy = (y - 1); sy <= (y + 1); sy++ )
2474 if( sy < 0 || sy >= lm->sh )
2477 for( sx = (x - 1); sx <= (x + 1); sx++ )
2479 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2482 /* get neighbor's particulars */
2483 cluster2 = SUPER_CLUSTER( sx, sy );
2484 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2485 deluxel2 = SUPER_DELUXEL( sx, sy );
2487 /* ignore unmapped/unlit luxels */
2488 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2489 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2492 /* add its distinctiveness to our own */
2493 VectorAdd( averageColor, luxel2, averageColor );
2494 samples += luxel2[ 3 ];
2496 VectorAdd( averageDir, deluxel2, averageDir );
2501 if( samples <= 0.0f )
2504 /* dark lightmap seams */
2507 if( lightmapNum == 0 )
2508 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2515 VectorDivide( averageColor, samples, luxel );
2519 VectorDivide( averageDir, samples, deluxel );
2521 /* set cluster to -3 */
2523 *cluster = CLUSTER_FLOODED;
2531 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2534 if( lm->superLuxels[ lightmapNum ] == NULL )
2536 for( y = 0; y < lm->sh; y++ )
2537 for( x = 0; x < lm->sw; x++ )
2540 cluster = SUPER_CLUSTER( x, y );
2541 luxel = SUPER_LUXEL( lightmapNum, x, y );
2542 deluxel = SUPER_DELUXEL( x, y );
2543 if(!luxel || !deluxel || !cluster)
2545 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2548 else if(*cluster < 0)
2551 // should have neither deluxemap nor lightmap
2553 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2558 // should have both deluxemap and lightmap
2560 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2570 IlluminateVertexes()
2571 light the surface vertexes
2574 #define VERTEX_NUDGE 4.0f
2576 void IlluminateVertexes( int num )
2578 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2579 int lightmapNum, numAvg;
2580 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2581 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2582 bspDrawSurface_t *ds;
2583 surfaceInfo_t *info;
2585 bspDrawVert_t *verts;
2589 /* get surface, info, and raw lightmap */
2590 ds = &bspDrawSurfaces[ num ];
2591 info = &surfaceInfos[ num ];
2594 /* -----------------------------------------------------------------
2595 illuminate the vertexes
2596 ----------------------------------------------------------------- */
2598 /* calculate vertex lighting for surfaces without lightmaps */
2599 if( lm == NULL || cpmaHack )
2602 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2603 trace.forceSunlight = info->si->forceSunlight;
2604 trace.recvShadows = info->recvShadows;
2605 trace.numSurfaces = 1;
2606 trace.surfaces = #
2607 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2609 /* twosided lighting */
2610 trace.twoSided = info->si->twoSided;
2612 /* make light list for this surface */
2613 CreateTraceLightsForSurface( num, &trace );
2616 verts = yDrawVerts + ds->firstVert;
2618 memset( avgColors, 0, sizeof( avgColors ) );
2620 /* walk the surface verts */
2621 for( i = 0; i < ds->numVerts; i++ )
2623 /* get vertex luxel */
2624 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2626 /* color the luxel with raw lightmap num? */
2628 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2630 /* color the luxel with luxel origin? */
2631 else if( debugOrigin )
2633 VectorSubtract( info->maxs, info->mins, temp );
2634 VectorScale( temp, (1.0f / 255.0f), temp );
2635 VectorSubtract( origin, lm->mins, temp2 );
2636 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2637 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2638 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2641 /* color the luxel with the normal */
2642 else if( normalmap )
2644 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2645 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2646 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2649 /* illuminate the vertex */
2652 /* clear vertex luxel */
2653 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2655 /* try at initial origin */
2656 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2657 if( trace.cluster >= 0 )
2660 VectorCopy( verts[ i ].xyz, trace.origin );
2661 VectorCopy( verts[ i ].normal, trace.normal );
2665 dirt = DirtForSample( &trace );
2670 LightingAtSample( &trace, ds->vertexStyles, colors );
2673 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2676 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2679 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2680 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2681 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2685 /* is this sample bright enough? */
2686 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2687 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2688 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2689 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2691 /* nudge the sample point around a bit */
2692 for( x = 0; x < 4; x++ )
2694 /* two's complement 0, 1, -1, 2, -2, etc */
2695 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2697 for( y = 0; y < 4; y++ )
2699 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2701 for( z = 0; z < 4; z++ )
2703 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2706 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2707 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2708 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2710 /* try at nudged origin */
2711 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2712 if( trace.cluster < 0 )
2716 LightingAtSample( &trace, ds->vertexStyles, colors );
2719 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2722 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2725 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2726 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2729 /* bright enough? */
2730 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2731 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2732 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2733 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2740 /* add to average? */
2741 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2742 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2743 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2744 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2747 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2749 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2750 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2755 /* another happy customer */
2756 numVertsIlluminated++;
2759 /* set average color */
2762 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2763 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2767 VectorCopy( ambientColor, avgColors[ 0 ] );
2770 /* clean up and store vertex color */
2771 for( i = 0; i < ds->numVerts; i++ )
2773 /* get vertex luxel */
2774 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2776 /* store average in occluded vertexes */
2777 if( radVertLuxel[ 0 ] < 0.0f )
2779 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2781 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2782 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2785 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2790 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2793 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2794 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2797 if( bouncing || bounce == 0 || !bounceOnly )
2798 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2799 if( !info->si->noVertexLight )
2800 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2804 /* free light list */
2805 FreeTraceLights( &trace );
2807 /* return to sender */
2811 /* -----------------------------------------------------------------
2812 reconstitute vertex lighting from the luxels
2813 ----------------------------------------------------------------- */
2815 /* set styles from lightmap */
2816 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2817 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2819 /* get max search radius */
2821 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2823 /* walk the surface verts */
2824 verts = yDrawVerts + ds->firstVert;
2825 for( i = 0; i < ds->numVerts; i++ )
2827 /* do each lightmap */
2828 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2831 if( lm->superLuxels[ lightmapNum ] == NULL )
2834 /* get luxel coords */
2835 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2836 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2839 else if( x >= lm->sw )
2843 else if( y >= lm->sh )
2846 /* get vertex luxels */
2847 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2848 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2850 /* color the luxel with the normal? */
2853 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2854 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2855 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2858 /* color the luxel with surface num? */
2859 else if( debugSurfaces )
2860 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2862 /* divine color from the superluxels */
2865 /* increasing radius */
2866 VectorClear( radVertLuxel );
2868 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2870 /* sample within radius */
2871 for( sy = (y - radius); sy <= (y + radius); sy++ )
2873 if( sy < 0 || sy >= lm->sh )
2876 for( sx = (x - radius); sx <= (x + radius); sx++ )
2878 if( sx < 0 || sx >= lm->sw )
2881 /* get luxel particulars */
2882 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2883 cluster = SUPER_CLUSTER( sx, sy );
2887 /* testing: must be brigher than ambient color */
2888 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2891 /* add its distinctiveness to our own */
2892 VectorAdd( radVertLuxel, luxel, radVertLuxel );
2893 samples += luxel[ 3 ];
2899 if( samples > 0.0f )
2900 VectorDivide( radVertLuxel, samples, radVertLuxel );
2902 VectorCopy( ambientColor, radVertLuxel );
2905 /* store into floating point storage */
2906 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2907 numVertsIlluminated++;
2909 /* store into bytes (for vertex approximation) */
2910 if( !info->si->noVertexLight )
2911 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2918 /* -------------------------------------------------------------------------------
2920 light optimization (-fast)
2922 creates a list of lights that will affect a surface and stores it in tw
2923 this is to optimize surface lighting by culling out as many of the
2924 lights in the world as possible from further calculation
2926 ------------------------------------------------------------------------------- */
2930 determines opaque brushes in the world and find sky shaders for sunlight calculations
2933 void SetupBrushes( void )
2935 int i, j, b, compileFlags;
2938 bspBrushSide_t *side;
2939 bspShader_t *shader;
2944 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2947 if( opaqueBrushes == NULL )
2948 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2951 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2952 numOpaqueBrushes = 0;
2954 /* walk the list of worldspawn brushes */
2955 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2958 b = bspModels[ 0 ].firstBSPBrush + i;
2959 brush = &bspBrushes[ b ];
2961 /* check all sides */
2964 for( j = 0; j < brush->numSides && inside; j++ )
2966 /* do bsp shader calculations */
2967 side = &bspBrushSides[ brush->firstSide + j ];
2968 shader = &bspShaders[ side->shaderNum ];
2970 /* get shader info */
2971 si = ShaderInfoForShader( shader->shader );
2975 /* or together compile flags */
2976 compileFlags |= si->compileFlags;
2979 /* determine if this brush is opaque to light */
2980 if( !(compileFlags & C_TRANSLUCENT) )
2982 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
2988 /* emit some statistics */
2989 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
2996 determines if two clusters are visible to each other using the PVS
2999 qboolean ClusterVisible( int a, int b )
3001 int portalClusters, leafBytes;
3006 if( a < 0 || b < 0 )
3014 if( numBSPVisBytes <=8 )
3018 portalClusters = ((int *) bspVisBytes)[ 0 ];
3019 leafBytes = ((int*) bspVisBytes)[ 1 ];
3020 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3023 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3032 borrowed from vlight.c
3035 int PointInLeafNum_r( vec3_t point, int nodenum )
3043 while( nodenum >= 0 )
3045 node = &bspNodes[ nodenum ];
3046 plane = &bspPlanes[ node->planeNum ];
3047 dist = DotProduct( point, plane->normal ) - plane->dist;
3049 nodenum = node->children[ 0 ];
3050 else if( dist < -0.1 )
3051 nodenum = node->children[ 1 ];
3054 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3055 if( bspLeafs[ leafnum ].cluster != -1 )
3057 nodenum = node->children[ 1 ];
3061 leafnum = -nodenum - 1;
3069 borrowed from vlight.c
3072 int PointInLeafNum( vec3_t point )
3074 return PointInLeafNum_r( point, 0 );
3080 ClusterVisibleToPoint() - ydnar
3081 returns qtrue if point can "see" cluster
3084 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3089 /* get leafNum for point */
3090 pointCluster = ClusterForPoint( point );
3091 if( pointCluster < 0 )
3095 return ClusterVisible( pointCluster, cluster );
3101 ClusterForPoint() - ydnar
3102 returns the pvs cluster for point
3105 int ClusterForPoint( vec3_t point )
3110 /* get leafNum for point */
3111 leafNum = PointInLeafNum( point );
3115 /* return the cluster */
3116 return bspLeafs[ leafNum ].cluster;
3122 ClusterForPointExt() - ydnar
3123 also takes brushes into account for occlusion testing
3126 int ClusterForPointExt( vec3_t point, float epsilon )
3128 int i, j, b, leafNum, cluster;
3131 int *brushes, numBSPBrushes;
3137 /* get leaf for point */
3138 leafNum = PointInLeafNum( point );
3141 leaf = &bspLeafs[ leafNum ];
3143 /* get the cluster */
3144 cluster = leaf->cluster;
3148 /* transparent leaf, so check point against all brushes in the leaf */
3149 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3150 numBSPBrushes = leaf->numBSPLeafBrushes;
3151 for( i = 0; i < numBSPBrushes; i++ )
3155 if( b > maxOpaqueBrush )
3157 brush = &bspBrushes[ b ];
3158 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3161 /* check point against all planes */
3163 for( j = 0; j < brush->numSides && inside; j++ )
3165 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3166 dot = DotProduct( point, plane->normal );
3172 /* if inside, return bogus cluster */
3177 /* if the point made it this far, it's not inside any opaque brushes */
3184 ClusterForPointExtFilter() - ydnar
3185 adds cluster checking against a list of known valid clusters
3188 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3193 /* get cluster for point */
3194 cluster = ClusterForPointExt( point, epsilon );
3196 /* check if filtering is necessary */
3197 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3201 for( i = 0; i < numClusters; i++ )
3203 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3214 ShaderForPointInLeaf() - ydnar
3215 checks a point against all brushes in a leaf, returning the shader of the brush
3216 also sets the cumulative surface and content flags for the brush hit
3219 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3224 int *brushes, numBSPBrushes;
3227 bspBrushSide_t *side;
3229 bspShader_t *shader;
3230 int allSurfaceFlags, allContentFlags;
3233 /* clear things out first */
3240 leaf = &bspLeafs[ leafNum ];
3242 /* transparent leaf, so check point against all brushes in the leaf */
3243 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3244 numBSPBrushes = leaf->numBSPLeafBrushes;
3245 for( i = 0; i < numBSPBrushes; i++ )
3248 brush = &bspBrushes[ brushes[ i ] ];
3250 /* check point against all planes */
3252 allSurfaceFlags = 0;
3253 allContentFlags = 0;
3254 for( j = 0; j < brush->numSides && inside; j++ )
3256 side = &bspBrushSides[ brush->firstSide + j ];
3257 plane = &bspPlanes[ side->planeNum ];
3258 dot = DotProduct( point, plane->normal );
3264 shader = &bspShaders[ side->shaderNum ];
3265 allSurfaceFlags |= shader->surfaceFlags;
3266 allContentFlags |= shader->contentFlags;
3270 /* handle if inside */
3273 /* if there are desired flags, check for same and continue if they aren't matched */
3274 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3276 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3279 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3280 *surfaceFlags = allSurfaceFlags;
3281 *contentFlags = allContentFlags;
3282 return brush->shaderNum;
3286 /* if the point made it this far, it's not inside any brushes */
3294 chops a bounding box by the plane defined by origin and normal
3295 returns qfalse if the bounds is entirely clipped away
3297 this is not exactly the fastest way to do this...
3300 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3302 /* FIXME: rewrite this so it doesn't use bloody brushes */
3310 calculates each light's effective envelope,
3311 taking into account brightness, type, and pvs.
3314 #define LIGHT_EPSILON 0.125f
3315 #define LIGHT_NUDGE 2.0f
3317 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3319 int i, x, y, z, x1, y1, z1;
3320 light_t *light, *light2, **owner;
3322 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3323 float radius, intensity;
3324 light_t *buckets[ 256 ];
3327 /* early out for weird cases where there are no lights */
3328 if( lights == NULL )
3332 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3336 numCulledLights = 0;
3338 while( *owner != NULL )
3343 /* handle negative lights */
3344 if( light->photons < 0.0f || light->add < 0.0f )
3346 light->photons *= -1.0f;
3347 light->add *= -1.0f;
3348 light->flags |= LIGHT_NEGATIVE;
3352 if( light->type == EMIT_SUN )
3356 light->envelope = MAX_WORLD_COORD * 8.0f;
3357 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3358 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3361 /* everything else */
3364 /* get pvs cluster for light */
3365 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3367 /* invalid cluster? */
3368 if( light->cluster < 0 )
3370 /* nudge the sample point around a bit */
3371 for( x = 0; x < 4; x++ )
3373 /* two's complement 0, 1, -1, 2, -2, etc */
3374 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3376 for( y = 0; y < 4; y++ )
3378 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3380 for( z = 0; z < 4; z++ )
3382 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3385 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3386 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3387 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3389 /* try at nudged origin */
3390 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3391 if( light->cluster < 0 )
3395 VectorCopy( origin, light->origin );
3401 /* only calculate for lights in pvs and outside of opaque brushes */
3402 if( light->cluster >= 0 )
3404 /* set light fast flag */
3406 light->flags |= LIGHT_FAST_TEMP;
3408 light->flags &= ~LIGHT_FAST_TEMP;
3409 if( light->si && light->si->noFast )
3410 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3412 /* clear light envelope */
3413 light->envelope = 0;
3415 /* handle area lights */
3416 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3418 /* ugly hack to calculate extent for area lights, but only done once */
3419 VectorScale( light->normal, -1.0f, dir );
3420 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3424 VectorMA( light->origin, radius, light->normal, origin );
3425 factor = PointToPolygonFormFactor( origin, dir, light->w );
3428 if( (factor * light->add) <= light->falloffTolerance )
3429 light->envelope = radius;
3432 /* check for fast mode */
3433 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3434 light->envelope = MAX_WORLD_COORD * 8.0f;
3439 intensity = light->photons;
3443 if( light->envelope <= 0.0f )
3445 /* solve distance for non-distance lights */
3446 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3447 light->envelope = MAX_WORLD_COORD * 8.0f;
3449 /* solve distance for linear lights */
3450 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3451 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3452 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3455 add = angle * light->photons * linearScale - (dist * light->fade);
3456 T = (light->photons * linearScale) - (dist * light->fade);
3457 T + (dist * light->fade) = (light->photons * linearScale);
3458 dist * light->fade = (light->photons * linearScale) - T;
3459 dist = ((light->photons * linearScale) - T) / light->fade;
3462 /* solve for inverse square falloff */
3464 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3467 add = light->photons / (dist * dist);
3468 T = light->photons / (dist * dist);
3469 T * (dist * dist) = light->photons;
3470 dist = sqrt( light->photons / T );
3474 /* chop radius against pvs */
3477 ClearBounds( mins, maxs );
3479 /* check all leaves */
3480 for( i = 0; i < numBSPLeafs; i++ )
3483 leaf = &bspLeafs[ i ];
3486 if( leaf->cluster < 0 )
3488 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3491 /* add this leafs bbox to the bounds */
3492 VectorCopy( leaf->mins, origin );
3493 AddPointToBounds( origin, mins, maxs );
3494 VectorCopy( leaf->maxs, origin );
3495 AddPointToBounds( origin, mins, maxs );
3498 /* test to see if bounds encompass light */
3499 for( i = 0; i < 3; i++ )
3501 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3503 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3504 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3505 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3506 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3507 AddPointToBounds( light->origin, mins, maxs );
3511 /* chop the bounds by a plane for area lights and spotlights */
3512 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3513 ChopBounds( mins, maxs, light->origin, light->normal );
3516 VectorCopy( mins, light->mins );
3517 VectorCopy( maxs, light->maxs );
3519 /* reflect bounds around light origin */
3520 //% VectorMA( light->origin, -1.0f, origin, origin );
3521 VectorScale( light->origin, 2, origin );
3522 VectorSubtract( origin, maxs, origin );
3523 AddPointToBounds( origin, mins, maxs );
3524 //% VectorMA( light->origin, -1.0f, mins, origin );
3525 VectorScale( light->origin, 2, origin );
3526 VectorSubtract( origin, mins, origin );
3527 AddPointToBounds( origin, mins, maxs );
3529 /* calculate spherical bounds */
3530 VectorSubtract( maxs, light->origin, dir );
3531 radius = (float) VectorLength( dir );
3533 /* if this radius is smaller than the envelope, then set the envelope to it */
3534 if( radius < light->envelope )
3536 light->envelope = radius;
3537 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3540 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3543 /* add grid/surface only check */
3546 if( !(light->flags & LIGHT_GRID) )
3547 light->envelope = 0.0f;
3551 if( !(light->flags & LIGHT_SURFACES) )
3552 light->envelope = 0.0f;
3557 if( light->cluster < 0 || light->envelope <= 0.0f )
3560 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3562 /* delete the light */
3564 *owner = light->next;
3565 if( light->w != NULL )
3572 /* square envelope */
3573 light->envelope2 = (light->envelope * light->envelope);
3575 /* increment light count */
3578 /* set next light */
3579 owner = &((**owner).next);
3582 /* bucket sort lights by style */
3583 memset( buckets, 0, sizeof( buckets ) );
3585 for( light = lights; light != NULL; light = light2 )
3587 /* get next light */
3588 light2 = light->next;
3590 /* filter into correct bucket */
3591 light->next = buckets[ light->style ];
3592 buckets[ light->style ] = light;
3594 /* if any styled light is present, automatically set nocollapse */
3595 if( light->style != LS_NORMAL )
3599 /* filter back into light list */
3601 for( i = 255; i >= 0; i-- )
3604 for( light = buckets[ i ]; light != NULL; light = light2 )
3606 light2 = light->next;
3607 light->next = lights;
3612 /* emit some statistics */
3613 Sys_Printf( "%9d total lights\n", numLights );
3614 Sys_Printf( "%9d culled lights\n", numCulledLights );
3620 CreateTraceLightsForBounds()
3621 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3624 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3628 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3629 float radius, dist, length;
3632 /* potential pre-setup */
3633 if( numLights == 0 )
3634 SetupEnvelopes( qfalse, fast );
3637 //% 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 ] );
3639 /* allocate the light list */
3640 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3641 trace->numLights = 0;
3643 /* calculate spherical bounds */
3644 VectorAdd( mins, maxs, origin );
3645 VectorScale( origin, 0.5f, origin );
3646 VectorSubtract( maxs, origin, dir );
3647 radius = (float) VectorLength( dir );
3649 /* get length of normal vector */
3650 if( normal != NULL )
3651 length = VectorLength( normal );
3654 normal = nullVector;
3658 /* test each light and see if it reaches the sphere */
3659 /* note: the attenuation code MUST match LightingAtSample() */
3660 for( light = lights; light; light = light->next )
3662 /* check zero sized envelope */
3663 if( light->envelope <= 0 )
3665 lightsEnvelopeCulled++;
3670 if( !(light->flags & flags) )
3673 /* sunlight skips all this nonsense */
3674 if( light->type != EMIT_SUN )
3680 /* check against pvs cluster */
3681 if( numClusters > 0 && clusters != NULL )
3683 for( i = 0; i < numClusters; i++ )
3685 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3690 if( i == numClusters )
3692 lightsClusterCulled++;
3697 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3698 VectorSubtract( light->origin, origin, dir );
3699 dist = VectorLength( dir );
3700 dist -= light->envelope;
3704 lightsEnvelopeCulled++;
3708 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3711 for( i = 0; i < 3; i++ )
3713 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3718 lightsBoundsCulled++;
3724 /* planar surfaces (except twosided surfaces) have a couple more checks */
3725 if( length > 0.0f && trace->twoSided == qfalse )
3727 /* lights coplanar with a surface won't light it */
3728 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3730 lightsPlaneCulled++;
3734 /* check to see if light is behind the plane */
3735 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3737 lightsPlaneCulled++;
3742 /* add this light */
3743 trace->lights[ trace->numLights++ ] = light;
3746 /* make last night null */
3747 trace->lights[ trace->numLights ] = NULL;
3752 void FreeTraceLights( trace_t *trace )
3754 if( trace->lights != NULL )
3755 free( trace->lights );
3761 CreateTraceLightsForSurface()
3762 creates a list of lights that can potentially affect a drawsurface
3765 void CreateTraceLightsForSurface( int num, trace_t *trace )
3768 vec3_t mins, maxs, normal;
3770 bspDrawSurface_t *ds;
3771 surfaceInfo_t *info;
3778 /* get drawsurface and info */
3779 ds = &bspDrawSurfaces[ num ];
3780 info = &surfaceInfos[ num ];
3782 /* get the mins/maxs for the dsurf */
3783 ClearBounds( mins, maxs );
3784 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3785 for( i = 0; i < ds->numVerts; i++ )
3787 dv = &yDrawVerts[ ds->firstVert + i ];
3788 AddPointToBounds( dv->xyz, mins, maxs );
3789 if( !VectorCompare( dv->normal, normal ) )
3790 VectorClear( normal );
3793 /* create the lights for the bounding box */
3794 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3797 /////////////////////////////////////////////////////////////
3799 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3800 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3801 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3802 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3804 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3805 static int numFloodVectors = 0;
3807 void SetupFloodLight( void )
3810 float angle, elevation, angleStep, elevationStep;
3812 double v1,v2,v3,v4,v5;
3815 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3817 /* calculate angular steps */
3818 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3819 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3823 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3825 /* iterate elevation */
3826 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3828 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3829 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3830 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3835 /* emit some statistics */
3836 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3839 value = ValueForKey( &entities[ 0 ], "_floodlight" );
3841 if( value[ 0 ] != '\0' )
3844 v4=floodlightDistance;
3845 v5=floodlightIntensity;
3847 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3849 floodlightRGB[0]=v1;
3850 floodlightRGB[1]=v2;
3851 floodlightRGB[2]=v3;
3853 if (VectorLength(floodlightRGB)==0)
3855 VectorSet(floodlightRGB,240,240,255);
3861 floodlightDistance=v4;
3862 floodlightIntensity=v5;
3864 floodlighty = qtrue;
3865 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3869 VectorSet(floodlightRGB,240,240,255);
3870 //floodlighty = qtrue;
3871 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3873 VectorNormalize(floodlightRGB,floodlightRGB);
3877 FloodLightForSample()
3878 calculates floodlight value for a given sample
3879 once again, kudos to the dirtmapping coder
3882 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
3888 float gatherLight, outLight;
3889 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
3897 if( trace == NULL || trace->cluster < 0 )
3902 dd = floodLightDistance;
3903 VectorCopy( trace->normal, normal );
3905 /* check if the normal is aligned to the world-up */
3906 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
3908 if( normal[ 2 ] == 1.0f )
3910 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
3911 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3913 else if( normal[ 2 ] == -1.0f )
3915 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
3916 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3921 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
3922 CrossProduct( normal, worldUp, myRt );
3923 VectorNormalize( myRt, myRt );
3924 CrossProduct( myRt, normal, myUp );
3925 VectorNormalize( myUp, myUp );
3928 /* vortex: optimise floodLightLowQuality a bit */
3929 if ( floodLightLowQuality == qtrue )
3931 /* iterate through ordered vectors */
3932 for( i = 0; i < numFloodVectors; i++ )
3933 if (rand()%10 != 0 ) continue;
3937 /* iterate through ordered vectors */
3938 for( i = 0; i < numFloodVectors; i++ )
3942 /* transform vector into tangent space */
3943 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
3944 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
3945 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
3948 VectorMA( trace->origin, dd, direction, trace->end );
3950 //VectorMA( trace->origin, 1, direction, trace->origin );
3952 SetupTrace( trace );
3957 if (trace->compileFlags & C_SKY )
3961 else if ( trace->opaque )
3963 VectorSubtract( trace->hit, trace->origin, displacement );
3964 d=VectorLength( displacement );
3966 // d=trace->distance;
3967 //if (d>256) gatherDirt+=1;
3969 if (contribution>1) contribution=1.0f;
3971 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
3974 gatherLight+=contribution;
3979 if( gatherLight <= 0.0f )
3987 outLight=gatherLight;
3988 if( outLight > 1.0f )
3991 /* return to sender */
3996 FloodLightRawLightmap
3997 lighttracer style ambient occlusion light hack.
3998 Kudos to the dirtmapping author for most of this source.
3999 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
4000 VorteX: fixed problems with deluxemapping
4003 // floodlight pass on a lightmap
4004 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
4006 int i, x, y, *cluster;
4007 float *origin, *normal, *floodlight, floodLightAmount;
4008 surfaceInfo_t *info;
4011 // float samples, average, *floodlight2;
4013 memset(&trace,0,sizeof(trace_t));
4016 trace.testOcclusion = qtrue;
4017 trace.forceSunlight = qfalse;
4018 trace.twoSided = qtrue;
4019 trace.recvShadows = lm->recvShadows;
4020 trace.numSurfaces = lm->numLightSurfaces;
4021 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4022 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4023 trace.testAll = qfalse;
4024 trace.distance = 1024;
4026 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4027 //trace.twoSided = qfalse;
4028 for( i = 0; i < trace.numSurfaces; i++ )
4031 info = &surfaceInfos[ trace.surfaces[ i ] ];
4033 /* check twosidedness */
4034 if( info->si->twoSided )
4036 trace.twoSided = qtrue;
4041 /* gather floodlight */
4042 for( y = 0; y < lm->sh; y++ )
4044 for( x = 0; x < lm->sw; x++ )
4047 cluster = SUPER_CLUSTER( x, y );
4048 origin = SUPER_ORIGIN( x, y );
4049 normal = SUPER_NORMAL( x, y );
4050 floodlight = SUPER_FLOODLIGHT( x, y );
4052 /* set default dirt */
4055 /* only look at mapped luxels */
4060 trace.cluster = *cluster;
4061 VectorCopy( origin, trace.origin );
4062 VectorCopy( normal, trace.normal );
4064 /* get floodlight */
4065 floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4067 /* add floodlight */
4068 floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4069 floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4070 floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4071 floodlight[3] += floodlightDirectionScale;
4075 /* testing no filtering */
4081 for( y = 0; y < lm->sh; y++ )
4083 for( x = 0; x < lm->sw; x++ )
4086 cluster = SUPER_CLUSTER( x, y );
4087 floodlight = SUPER_FLOODLIGHT(x, y );
4089 /* filter dirt by adjacency to unmapped luxels */
4090 average = *floodlight;
4092 for( sy = (y - 1); sy <= (y + 1); sy++ )
4094 if( sy < 0 || sy >= lm->sh )
4097 for( sx = (x - 1); sx <= (x + 1); sx++ )
4099 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4102 /* get neighboring luxel */
4103 cluster = SUPER_CLUSTER( sx, sy );
4104 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4105 if( *cluster < 0 || *floodlight2 <= 0.0f )
4109 average += *floodlight2;
4114 if( samples <= 0.0f )
4119 if( samples <= 0.0f )
4123 *floodlight = average / samples;
4129 void FloodLightRawLightmap( int rawLightmapNum )
4133 /* bail if this number exceeds the number of raw lightmaps */
4134 if( rawLightmapNum >= numRawLightmaps )
4137 lm = &rawLightmaps[ rawLightmapNum ];
4140 if (floodlighty && floodlightIntensity)
4141 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4144 if (lm->floodlightIntensity)
4146 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4147 numSurfacesFloodlighten += 1;
4151 void FloodlightRawLightmaps()
4153 Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4154 numSurfacesFloodlighten = 0;
4155 RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4156 Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4160 FloodLightIlluminate()
4161 illuminate floodlight into lightmap luxels
4164 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4166 float *luxel, *floodlight, *deluxel, *normal;
4169 int x, y, lightmapNum;
4171 /* walk lightmaps */
4172 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4175 if( lm->superLuxels[ lightmapNum ] == NULL )
4178 /* apply floodlight to each luxel */
4179 for( y = 0; y < lm->sh; y++ )
4181 for( x = 0; x < lm->sw; x++ )
4183 /* get floodlight */
4184 floodlight = SUPER_FLOODLIGHT( x, y );
4185 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4189 cluster = SUPER_CLUSTER( x, y );
4191 /* only process mapped luxels */
4195 /* get particulars */
4196 luxel = SUPER_LUXEL( lightmapNum, x, y );
4197 deluxel = SUPER_DELUXEL( x, y );
4199 /* add to lightmap */
4200 luxel[0]+=floodlight[0];
4201 luxel[1]+=floodlight[1];
4202 luxel[2]+=floodlight[2];
4204 if (luxel[3]==0) luxel[3]=1;
4206 /* add to deluxemap */
4207 if (deluxemap && floodlight[3] > 0)
\r
4209 vec3_t lightvector;
\r
4211 normal = SUPER_NORMAL( x, y );
4212 brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
\r
4214 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
\r
4215 if(brightness < 0.00390625f)
\r
4216 brightness = 0.00390625f;
\r
4218 VectorScale( normal, brightness, lightvector );
4219 VectorAdd( deluxel, lightvector, deluxel );