]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/light_ydnar.c
slow down non-fast operation but make it more accurate by not using falloff tolerance...
[xonotic/netradiant.git] / tools / quake3 / q3map2 / light_ydnar.c
index c0c77be4190edd5f03b65e51cbb547c1ceb4d9e7..12742f707cc439df86a172e6476d18979990c7d8 100644 (file)
@@ -74,7 +74,7 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale )
                sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
        }
 
-       if (lightmapExposure == 1)
+       if (lightmapExposure == 0)
        {
                /* clamp with color normalization */
                max = sample[ 0 ];
@@ -87,10 +87,6 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale )
        }
        else
        {
-               if (lightmapExposure==0)
-               {
-                       lightmapExposure=1.0f;
-               }
                inv=1.f/lightmapExposure;
                //Exposure
 
@@ -120,6 +116,14 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale )
        
        /* compensate for ingame overbrighting/bitshifting */
        VectorScale( sample, (1.0f / lightmapCompensate), sample );
+
+       /* sRGB lightmaps */
+       if(lightmapsRGB)
+       {
+               sample[0] = floor(Image_sRGBFloatFromLinearFloat(sample[0] * (1.0 / 255.0)) * 255.0 + 0.5);
+               sample[1] = floor(Image_sRGBFloatFromLinearFloat(sample[1] * (1.0 / 255.0)) * 255.0 + 0.5);
+               sample[2] = floor(Image_sRGBFloatFromLinearFloat(sample[2] * (1.0 / 255.0)) * 255.0 + 0.5);
+       }
        
        /* store it off */
        colorBytes[ 0 ] = sample[ 0 ];
@@ -1476,7 +1480,7 @@ float DirtForSample( trace_t *trace )
                        
                        /* trace */
                        TraceLine( trace );
-                       if( trace->opaque )
+                       if( trace->opaque && !(trace->compileFlags & C_SKY) )
                        {
                                VectorSubtract( trace->hit, trace->origin, displacement );
                                gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
@@ -1567,8 +1571,8 @@ void DirtyRawLightmap( int rawLightmapNum )
        trace.recvShadows = lm->recvShadows;
        trace.numSurfaces = lm->numLightSurfaces;
        trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
-       trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
-       trace.testAll = qtrue;
+       trace.inhibitRadius = 0.0f;
+       trace.testAll = qfalse;
        
        /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
        trace.twoSided = qfalse;
@@ -1788,7 +1792,7 @@ static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampl
        vec3_t          deluxel[ 3 ];
        vec3_t          origin[ 4 ], normal[ 4 ];
        float           biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
-       vec3_t          color, direction, total;
+       vec3_t          color, direction = { 0, 0, 0 }, total;
        
        
        /* limit check */
@@ -1861,7 +1865,10 @@ static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampl
        //%     VectorClear( color );
        //%     samples = 0;
        VectorCopy( lightLuxel, color );
-       VectorCopy( lightDeluxel, direction );
+       if(lightDeluxel)
+       {
+               VectorCopy( lightDeluxel, direction );
+       }
        samples = 1;
        for( b = 0; b < 4; b++ )
        {
@@ -1926,10 +1933,6 @@ static void RandomSubsampleRawLuxel( rawLightmap_t *lm, trace_t *trace, vec3_t s
                /* set origin */
                VectorCopy( sampleOrigin, origin );
                GaussLikeRandom(bias, &dx, &dy);
-               if(dx > 1) dx = 1;
-               if(dy > 1) dy = 1;
-               if(dx < -1) dx = -1;
-               if(dy < -1) dy = -1;
 
                /* calculate position */
                if( !SubmapRawLuxel( lm, x, y, dx, dy, &cluster, origin, normal ) )
@@ -2347,7 +2350,7 @@ void IlluminateRawLightmap( int rawLightmapNum )
                                                                
                                                                /* subsample it */
                                                                if(lightRandomSamples)
-                                                                       RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f, lightLuxel, deluxemap ? lightDeluxel : NULL );
+                                                                       RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
                                                                else
                                                                        SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
 
@@ -3137,9 +3140,10 @@ SetupBrushes()
 determines opaque brushes in the world and find sky shaders for sunlight calculations
 */
 
-void SetupBrushes( void )
+void SetupBrushesFlags( int mask_any, int test_any, int mask_all, int test_all )
 {
-       int                             i, j, b, compileFlags;
+       int                             i, j, b;
+       unsigned int                    compileFlags, allCompileFlags;
        qboolean                inside;
        bspBrush_t              *brush;
        bspBrushSide_t  *side;
@@ -3168,23 +3172,25 @@ void SetupBrushes( void )
                /* check all sides */
                inside = qtrue;
                compileFlags = 0;
+               allCompileFlags = ~(0u);
                for( j = 0; j < brush->numSides && inside; j++ )
                {
                        /* do bsp shader calculations */
                        side = &bspBrushSides[ brush->firstSide + j ];
                        shader = &bspShaders[ side->shaderNum ];
-                       
+
                        /* get shader info */
-                       si = ShaderInfoForShader( shader->shader );
+                       si = ShaderInfoForShaderNull( shader->shader );
                        if( si == NULL )
                                continue;
                        
                        /* or together compile flags */
                        compileFlags |= si->compileFlags;
+                       allCompileFlags &= si->compileFlags;
                }
-               
+
                /* determine if this brush is opaque to light */
-               if( !(compileFlags & C_TRANSLUCENT) )
+               if( (compileFlags & mask_any) == test_any && (allCompileFlags & mask_all) == test_all )
                {
                        opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
                        numOpaqueBrushes++;
@@ -3195,6 +3201,10 @@ void SetupBrushes( void )
        /* emit some statistics */
        Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
 }
+void SetupBrushes( void )
+{
+       SetupBrushesFlags(C_TRANSLUCENT, 0, 0, 0);
+}
 
 
 
@@ -3205,7 +3215,7 @@ determines if two clusters are visible to each other using the PVS
 
 qboolean ClusterVisible( int a, int b )
 {
-       int                     portalClusters, leafBytes;
+       int                     leafBytes;
        byte            *pvs;
        
        
@@ -3222,7 +3232,7 @@ qboolean ClusterVisible( int a, int b )
                return qtrue;
        
        /* get pvs data */
-       portalClusters = ((int *) bspVisBytes)[ 0 ];
+       /* portalClusters = ((int *) bspVisBytes)[ 0 ]; */
        leafBytes = ((int*) bspVisBytes)[ 1 ];
        pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
        
@@ -3622,23 +3632,29 @@ void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
                                /* handle area lights */
                                if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
                                {
-                                       /* ugly hack to calculate extent for area lights, but only done once */
-                                       VectorScale( light->normal, -1.0f, dir );
-                                       for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
+                                       light->envelope = MAX_WORLD_COORD * 8.0f;
+
+                                       /* check for fast mode */
+                                       if( (light->flags & LIGHT_FAST) || (light->flags & LIGHT_FAST_TEMP) )
                                        {
-                                               float   factor;
-                                               
-                                               VectorMA( light->origin, radius, light->normal, origin );
-                                               factor = PointToPolygonFormFactor( origin, dir, light->w );
-                                               if( factor < 0.0f )
-                                                       factor *= -1.0f;
-                                               if( (factor * light->add) <= light->falloffTolerance )
-                                                       light->envelope = radius;
+                                               /* ugly hack to calculate extent for area lights, but only done once */
+                                               VectorScale( light->normal, -1.0f, dir );
+                                               for( radius = 100.0f; radius < MAX_WORLD_COORD * 8.0f; radius += 10.0f )
+                                               {
+                                                       float   factor;
+                                                       
+                                                       VectorMA( light->origin, radius, light->normal, origin );
+                                                       factor = PointToPolygonFormFactor( origin, dir, light->w );
+                                                       if( factor < 0.0f )
+                                                               factor *= -1.0f;
+                                                       if( (factor * light->add) <= light->falloffTolerance )
+                                                       {
+                                                               light->envelope = radius;
+                                                               break;
+                                                       }
+                                               }
                                        }
                                        
-                                       /* check for fast mode */
-                                       if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
-                                               light->envelope = MAX_WORLD_COORD * 8.0f;
                                        intensity = light->photons; /* hopefully not used */
                                }
                                else
@@ -3653,30 +3669,42 @@ void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
                                        /* solve distance for non-distance lights */
                                        if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
                                                light->envelope = MAX_WORLD_COORD * 8.0f;
-                                       
-                                       /* solve distance for linear lights */
-                                       else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
-                                               //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
-                                               light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
-
-                                               /*
-                                               add = angle * light->photons * linearScale - (dist * light->fade);
-                                               T = (light->photons * linearScale) - (dist * light->fade);
-                                               T + (dist * light->fade) = (light->photons * linearScale);
-                                               dist * light->fade = (light->photons * linearScale) - T;
-                                               dist = ((light->photons * linearScale) - T) / light->fade;
-                                               */
-                                       
-                                       /* solve for inverse square falloff */
+                                               
+                                       else if( (light->flags & LIGHT_FAST) || (light->flags & LIGHT_FAST_TEMP) )
+                                       {
+                                               /* solve distance for linear lights */
+                                               if( (light->flags & LIGHT_ATTEN_LINEAR ) )
+                                                       light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
+
+                                                       /*
+                                                       add = angle * light->photons * linearScale - (dist * light->fade);
+                                                       T = (light->photons * linearScale) - (dist * light->fade);
+                                                       T + (dist * light->fade) = (light->photons * linearScale);
+                                                       dist * light->fade = (light->photons * linearScale) - T;
+                                                       dist = ((light->photons * linearScale) - T) / light->fade;
+                                                       */
+                                               
+                                               /* solve for inverse square falloff */
+                                               else
+                                                       light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
+                                                       
+                                                       /*
+                                                       add = light->photons / (dist * dist);
+                                                       T = light->photons / (dist * dist);
+                                                       T * (dist * dist) = light->photons;
+                                                       dist = sqrt( light->photons / T );
+                                                       */
+                                       }
                                        else
-                                               light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
+                                       {
+                                               /* solve distance for linear lights */
+                                               if( (light->flags & LIGHT_ATTEN_LINEAR ) )
+                                                       light->envelope = (intensity * linearScale) / light->fade;
                                                
-                                               /*
-                                               add = light->photons / (dist * dist);
-                                               T = light->photons / (dist * dist);
-                                               T * (dist * dist) = light->photons;
-                                               dist = sqrt( light->photons / T );
-                                               */
+                                               /* can't cull these */
+                                               else
+                                                       light->envelope = MAX_WORLD_COORD * 8.0f;
+                                       }
                                }
                                
                                /* chop radius against pvs */
@@ -4017,7 +4045,7 @@ void SetupFloodLight( void )
        int             i, j;
        float   angle, elevation, angleStep, elevationStep;
        const char      *value;
-       double v1,v2,v3,v4,v5;
+       double v1,v2,v3,v4,v5,v6;
 
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
@@ -4051,8 +4079,9 @@ void SetupFloodLight( void )
                v1=v2=v3=0;
                v4=floodlightDistance;
                v5=floodlightIntensity;
+               v6=floodlightDirectionScale;
 
-               sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
+               sscanf( value, "%lf %lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5, &v6);
 
                floodlightRGB[0]=v1;
                floodlightRGB[1]=v2;
@@ -4060,25 +4089,31 @@ void SetupFloodLight( void )
 
                if (VectorLength(floodlightRGB)==0)
                {
-                       VectorSet(floodlightRGB,240,240,255);
+                       VectorSet(floodlightRGB,0.94,0.94,1.0);
                }
 
                if (v4<1) v4=1024;
                if (v5<1) v5=128;
+               if (v6<0) v6=1;
 
                floodlightDistance=v4;
                floodlightIntensity=v5;
+               floodlightDirectionScale=v6;
 
                floodlighty = qtrue;
                Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
        }
        else
        {
-               VectorSet(floodlightRGB,240,240,255);
-               //floodlighty = qtrue;
-               //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
+               VectorSet(floodlightRGB,0.94,0.94,1.0);
+       }
+       if(colorsRGB)
+       {
+               floodlightRGB[0] = Image_LinearFloatFromsRGBFloat(floodlightRGB[0]);
+               floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(floodlightRGB[1]);
+               floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(floodlightRGB[2]);
        }
-       VectorNormalize(floodlightRGB,floodlightRGB);
+       ColorNormalize(floodlightRGB,floodlightRGB);
 }
 
 /*
@@ -4346,7 +4381,7 @@ void FloodLightRawLightmap( int rawLightmapNum )
 
        /* global pass */
        if (floodlighty && floodlightIntensity)
-               FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
+               FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, floodlightDirectionScale);
 
        /* custom pass */
        if (lm->floodlightIntensity)