some stuff by 27:
[divverent/netradiant.git] / tools / quake3 / q3map2 / light.c
1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
21
22 ----------------------------------------------------------------------------------
23
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define LIGHT_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41 /*
42 CreateSunLight() - ydnar
43 this creates a sun light
44 */
45
46 static void CreateSunLight( sun_t *sun )
47 {
48         int                     i;
49         float           photons, d, angle, elevation, da, de;
50         vec3_t          direction;
51         light_t         *light;
52         
53         
54         /* dummy check */
55         if( sun == NULL )
56                 return;
57         
58         /* fixup */
59         if( sun->numSamples < 1 )
60                 sun->numSamples = 1;
61         
62         /* set photons */
63         photons = sun->photons / sun->numSamples;
64         
65         /* create the right number of suns */
66         for( i = 0; i < sun->numSamples; i++ )
67         {
68                 /* calculate sun direction */
69                 if( i == 0 )
70                         VectorCopy( sun->direction, direction );
71                 else
72                 {
73                         /*
74                                 sun->direction[ 0 ] = cos( angle ) * cos( elevation );
75                                 sun->direction[ 1 ] = sin( angle ) * cos( elevation );
76                                 sun->direction[ 2 ] = sin( elevation );
77                                 
78                                 xz_dist   = sqrt( x*x + z*z )
79                                 latitude  = atan2( xz_dist, y ) * RADIANS
80                                 longitude = atan2( x,       z ) * RADIANS
81                         */
82                         
83                         d = sqrt( sun->direction[ 0 ] * sun->direction[ 0 ] + sun->direction[ 1 ] * sun->direction[ 1 ] );
84                         angle = atan2( sun->direction[ 1 ], sun->direction[ 0 ] );
85                         elevation = atan2( sun->direction[ 2 ], d );
86                         
87                         /* jitter the angles (loop to keep random sample within sun->deviance steridians) */
88                         do
89                         {
90                                 da = (Random() * 2.0f - 1.0f) * sun->deviance;
91                                 de = (Random() * 2.0f - 1.0f) * sun->deviance;
92                         }
93                         while( (da * da + de * de) > (sun->deviance * sun->deviance) );
94                         angle += da;
95                         elevation += de;
96                         
97                         /* debug code */
98                         //%     Sys_Printf( "%d: Angle: %3.4f Elevation: %3.3f\n", sun->numSamples, (angle / Q_PI * 180.0f), (elevation / Q_PI * 180.0f) );
99                         
100                         /* create new vector */
101                         direction[ 0 ] = cos( angle ) * cos( elevation );
102                         direction[ 1 ] = sin( angle ) * cos( elevation );
103                         direction[ 2 ] = sin( elevation );
104                 }
105                 
106                 /* create a light */
107                 numSunLights++;
108                 light = safe_malloc( sizeof( *light ) );
109                 memset( light, 0, sizeof( *light ) );
110                 light->next = lights;
111                 lights = light;
112                 
113                 /* initialize the light */
114                 light->flags = LIGHT_SUN_DEFAULT;
115                 light->type = EMIT_SUN;
116                 light->fade = 1.0f;
117                 light->falloffTolerance = falloffTolerance;
118                 light->filterRadius = sun->filterRadius / sun->numSamples;
119                 light->style = noStyles ? LS_NORMAL : sun->style;
120                 
121                 /* set the light's position out to infinity */
122                 VectorMA( vec3_origin, (MAX_WORLD_COORD * 8.0f), direction, light->origin );    /* MAX_WORLD_COORD * 2.0f */
123                 
124                 /* set the facing to be the inverse of the sun direction */
125                 VectorScale( direction, -1.0, light->normal );
126                 light->dist = DotProduct( light->origin, light->normal );
127                 
128                 /* set color and photons */
129                 VectorCopy( sun->color, light->color );
130                 light->photons = photons * skyScale;
131         }
132
133         /* another sun? */
134         if( sun->next != NULL )
135                 CreateSunLight( sun->next );
136 }
137
138
139
140 /*
141 CreateSkyLights() - ydnar
142 simulates sky light with multiple suns
143 */
144
145 static void CreateSkyLights( vec3_t color, float value, int iterations, float filterRadius, int style )
146 {
147         int                     i, j, numSuns;
148         int                     angleSteps, elevationSteps;
149         float           angle, elevation;
150         float           angleStep, elevationStep;
151         float           step, start;
152         sun_t           sun;
153         
154         
155         /* dummy check */
156         if( value <= 0.0f || iterations < 2 )
157                 return;
158         
159         /* calculate some stuff */
160         step = 2.0f / (iterations - 1);
161         start = -1.0f;
162         
163         /* basic sun setup */
164         VectorCopy( color, sun.color );
165         sun.deviance = 0.0f;
166         sun.filterRadius = filterRadius;
167         sun.numSamples = 1;
168         sun.style = noStyles ? LS_NORMAL : style;
169         sun.next = NULL;
170         
171         /* setup */
172         elevationSteps = iterations - 1;
173         angleSteps = elevationSteps * 4;
174         angle = 0.0f;
175         elevationStep = DEG2RAD( 90.0f / iterations );  /* skip elevation 0 */
176         angleStep = DEG2RAD( 360.0f / angleSteps );
177         
178         /* calc individual sun brightness */
179         numSuns = angleSteps * elevationSteps + 1;
180         sun.photons = value / numSuns;
181         
182         /* iterate elevation */
183         elevation = elevationStep * 0.5f;
184         angle = 0.0f;
185         for( i = 0, elevation = elevationStep * 0.5f; i < elevationSteps; i++ )
186         {
187                 /* iterate angle */
188                 for( j = 0; j < angleSteps; j++ )
189                 {
190                         /* create sun */
191                         sun.direction[ 0 ] = cos( angle ) * cos( elevation );
192                         sun.direction[ 1 ] = sin( angle ) * cos( elevation );
193                         sun.direction[ 2 ] = sin( elevation );
194                         CreateSunLight( &sun );
195                         
196                         /* move */
197                         angle += angleStep;
198                 }
199                         
200                 /* move */
201                 elevation += elevationStep;
202                 angle += angleStep / elevationSteps;
203         }
204         
205         /* create vertical sun */
206         VectorSet( sun.direction, 0.0f, 0.0f, 1.0f );
207         CreateSunLight( &sun );
208         
209         /* short circuit */
210         return;
211 }
212
213
214
215 /*
216 CreateEntityLights()
217 creates lights from light entities
218 */
219
220 void CreateEntityLights( void )
221 {
222         int                             i, j;
223         light_t                 *light, *light2;
224         entity_t                *e, *e2;
225         const char              *name;
226         const char              *target;
227         vec3_t                  dest;
228         const char              *_color;
229         float                   intensity, scale, deviance, filterRadius;
230         int                             spawnflags, flags, numSamples;
231         qboolean                junior;
232
233         
234         /* go throught entity list and find lights */
235         for( i = 0; i < numEntities; i++ )
236         {
237                 /* get entity */
238                 e = &entities[ i ];
239                 name = ValueForKey( e, "classname" );
240                 
241                 /* ydnar: check for lightJunior */
242                 if( Q_strncasecmp( name, "lightJunior", 11 ) == 0 )
243                         junior = qtrue;
244                 else if( Q_strncasecmp( name, "light", 5 ) == 0 )
245                         junior = qfalse;
246                 else
247                         continue;
248                 
249                 /* lights with target names (and therefore styles) are only parsed from BSP */
250                 target = ValueForKey( e, "targetname" );
251                 if( target[ 0 ] != '\0' && i >= numBSPEntities )
252                         continue;
253                 
254                 /* create a light */
255                 numPointLights++;
256                 light = safe_malloc( sizeof( *light ) );
257                 memset( light, 0, sizeof( *light ) );
258                 light->next = lights;
259                 lights = light;
260                 
261                 /* handle spawnflags */
262                 spawnflags = IntForKey( e, "spawnflags" );
263                 
264                 /* ydnar: quake 3+ light behavior */
265                 if( wolfLight == qfalse )
266                 {
267                         /* set default flags */
268                         flags = LIGHT_Q3A_DEFAULT;
269                         
270                         /* linear attenuation? */
271                         if( spawnflags & 1 )
272                         {
273                                 flags |= LIGHT_ATTEN_LINEAR;
274                                 flags &= ~LIGHT_ATTEN_ANGLE;
275                         }
276                         
277                         /* no angle attenuate? */
278                         if( spawnflags & 2 )
279                                 flags &= ~LIGHT_ATTEN_ANGLE;
280                 }
281                 
282                 /* ydnar: wolf light behavior */
283                 else
284                 {
285                         /* set default flags */
286                         flags = LIGHT_WOLF_DEFAULT;
287                         
288                         /* inverse distance squared attenuation? */
289                         if( spawnflags & 1 )
290                         {
291                                 flags &= ~LIGHT_ATTEN_LINEAR;
292                                 flags |= LIGHT_ATTEN_ANGLE;
293                         }
294                         
295                         /* angle attenuate? */
296                         if( spawnflags & 2 )
297                                 flags |= LIGHT_ATTEN_ANGLE;
298                 }
299                 
300                 /* other flags (borrowed from wolf) */
301                 
302                 /* wolf dark light? */
303                 if( (spawnflags & 4) || (spawnflags & 8) )
304                         flags |= LIGHT_DARK;
305                 
306                 /* nogrid? */
307                 if( spawnflags & 16 )
308                         flags &= ~LIGHT_GRID;
309                 
310                 /* junior? */
311                 if( junior )
312                 {
313                         flags |= LIGHT_GRID;
314                         flags &= ~LIGHT_SURFACES;
315                 }
316
317                 /* vortex: unnormalized? */
318                 if (spawnflags & 32)
319                         flags |= LIGHT_UNNORMALIZED;
320
321                 /* vortex: distance atten? */
322                 if (spawnflags & 64)
323                         flags |= LIGHT_ATTEN_DISTANCE;
324
325                 /* store the flags */
326                 light->flags = flags;
327                 
328                 /* ydnar: set fade key (from wolf) */
329                 light->fade = 1.0f;
330                 if( light->flags & LIGHT_ATTEN_LINEAR )
331                 {
332                         light->fade = FloatForKey( e, "fade" );
333                         if( light->fade == 0.0f )
334                                 light->fade = 1.0f;
335                 }
336                 
337                 /* ydnar: set angle scaling (from vlight) */
338                 light->angleScale = FloatForKey( e, "_anglescale" );
339                 if( light->angleScale != 0.0f )
340                         light->flags |= LIGHT_ATTEN_ANGLE;
341                 
342                 /* set origin */
343                 GetVectorForKey( e, "origin", light->origin);
344                 light->style = IntForKey( e, "_style" );
345                 if( light->style == LS_NORMAL )
346                         light->style = IntForKey( e, "style" );
347                 if( light->style < LS_NORMAL || light->style >= LS_NONE )
348                         Error( "Invalid lightstyle (%d) on entity %d", light->style, i );
349                 
350                 if( light->style != LS_NORMAL ) {
351                         Sys_FPrintf (SYS_WRN, "WARNING: Styled light found targeting %s\n **", target );
352                 }
353
354                 /* set light intensity */
355                 intensity = FloatForKey( e, "_light" );
356                 if( intensity == 0.0f )
357                         intensity = FloatForKey( e, "light" );
358                 if( intensity == 0.0f)
359                         intensity = 300.0f;
360                 
361                 /* ydnar: set light scale (sof2) */
362                 scale = FloatForKey( e, "scale" );
363                 if( scale == 0.0f )
364                         scale = 1.0f;
365                 intensity *= scale;
366                 
367                 /* ydnar: get deviance and samples */
368                 deviance = FloatForKey( e, "_deviance" );
369                 if( deviance == 0.0f )
370                         deviance = FloatForKey( e, "_deviation" );
371                 if( deviance == 0.0f )
372                         deviance = FloatForKey( e, "_jitter" );
373                 numSamples = IntForKey( e, "_samples" );
374                 if( deviance < 0.0f || numSamples < 1 )
375                 {
376                         deviance = 0.0f;
377                         numSamples = 1;
378                 }
379                 intensity /= numSamples;
380                 
381                 /* ydnar: get filter radius */
382                 filterRadius = FloatForKey( e, "_filterradius" );
383                 if( filterRadius == 0.0f )
384                         filterRadius = FloatForKey( e, "_filteradius" );
385                 if( filterRadius == 0.0f )
386                         filterRadius = FloatForKey( e, "_filter" );
387                 if( filterRadius < 0.0f )
388                         filterRadius = 0.0f;
389                 light->filterRadius = filterRadius;
390                 
391                 /* set light color */
392                 _color = ValueForKey( e, "_color" );
393                 if( _color && _color[ 0 ] )
394                 {
395                         sscanf( _color, "%f %f %f", &light->color[ 0 ], &light->color[ 1 ], &light->color[ 2 ] );
396                         if (!(light->flags & LIGHT_UNNORMALIZED))
397                         {
398                                 ColorNormalize( light->color, light->color );
399                         }
400                 }
401                 else
402                         light->color[ 0 ] = light->color[ 1 ] = light->color[ 2 ] = 1.0f;
403
404                 intensity = intensity * pointScale;
405                 light->photons = intensity;
406
407                 light->type = EMIT_POINT;
408                 
409                 /* set falloff threshold */
410                 light->falloffTolerance = falloffTolerance / numSamples;
411                 
412                 /* lights with a target will be spotlights */
413                 target = ValueForKey( e, "target" );
414                 if( target[ 0 ] )
415                 {
416                         float           radius;
417                         float           dist;
418                         sun_t           sun;
419                         const char      *_sun;
420                         
421                         
422                         /* get target */
423                         e2 = FindTargetEntity( target );
424                         if( e2 == NULL )
425                         {
426                                 Sys_Printf( "WARNING: light at (%i %i %i) has missing target\n",
427                                         (int) light->origin[ 0 ], (int) light->origin[ 1 ], (int) light->origin[ 2 ] );
428                         }
429                         else
430                         {
431                                 /* not a point light */
432                                 numPointLights--;
433                                 numSpotLights++;
434                                 
435                                 /* make a spotlight */
436                                 GetVectorForKey( e2, "origin", dest );
437                                 VectorSubtract( dest, light->origin, light->normal );
438                                 dist = VectorNormalize( light->normal, light->normal );
439                                 radius = FloatForKey( e, "radius" );
440                                 if( !radius )
441                                         radius = 64;
442                                 if( !dist )
443                                         dist = 64;
444                                 light->radiusByDist = (radius + 16) / dist;
445                                 light->type = EMIT_SPOT;
446                                 
447                                 /* ydnar: wolf mods: spotlights always use nonlinear + angle attenuation */
448                                 light->flags &= ~LIGHT_ATTEN_LINEAR;
449                                 light->flags |= LIGHT_ATTEN_ANGLE;
450                                 light->fade = 1.0f;
451                                 
452                                 /* ydnar: is this a sun? */
453                                 _sun = ValueForKey( e, "_sun" );
454                                 if( _sun[ 0 ] == '1' )
455                                 {
456                                         /* not a spot light */
457                                         numSpotLights--;
458                                         
459                                         /* unlink this light */
460                                         lights = light->next;
461                                         
462                                         /* make a sun */
463                                         VectorScale( light->normal, -1.0f, sun.direction );
464                                         VectorCopy( light->color, sun.color );
465                                         sun.photons = (intensity / pointScale);
466                                         sun.deviance = deviance / 180.0f * Q_PI;
467                                         sun.numSamples = numSamples;
468                                         sun.style = noStyles ? LS_NORMAL : light->style;
469                                         sun.next = NULL;
470                                         
471                                         /* make a sun light */
472                                         CreateSunLight( &sun );
473                                         
474                                         /* free original light */
475                                         free( light );
476                                         light = NULL;
477                                         
478                                         /* skip the rest of this love story */
479                                         continue;
480                                 }
481                         }
482                 }
483                 
484                 /* jitter the light */
485                 for( j = 1; j < numSamples; j++ )
486                 {
487                         /* create a light */
488                         light2 = safe_malloc( sizeof( *light ) );
489                         memcpy( light2, light, sizeof( *light ) );
490                         light2->next = lights;
491                         lights = light2;
492                         
493                         /* add to counts */
494                         if( light->type == EMIT_SPOT )
495                                 numSpotLights++;
496                         else
497                                 numPointLights++;
498                         
499                         /* jitter it */
500                         light2->origin[ 0 ] = light->origin[ 0 ] + (Random() * 2.0f - 1.0f) * deviance;
501                         light2->origin[ 1 ] = light->origin[ 1 ] + (Random() * 2.0f - 1.0f) * deviance;
502                         light2->origin[ 2 ] = light->origin[ 2 ] + (Random() * 2.0f - 1.0f) * deviance;
503                 }
504         }
505 }
506
507
508
509 /*
510 CreateSurfaceLights() - ydnar
511 this hijacks the radiosity code to generate surface lights for first pass
512 */
513
514 #define APPROX_BOUNCE   1.0f
515
516 void CreateSurfaceLights( void )
517 {
518         int                                     i;
519         bspDrawSurface_t        *ds;
520         surfaceInfo_t           *info;
521         shaderInfo_t            *si;
522         light_t                         *light;
523         float                           subdivide;
524         vec3_t                          origin;
525         clipWork_t                      cw;
526         const char                      *nss;
527         
528         
529         /* get sun shader supressor */
530         nss = ValueForKey( &entities[ 0 ], "_noshadersun" );
531         
532         /* walk the list of surfaces */
533         for( i = 0; i < numBSPDrawSurfaces; i++ )
534         {
535                 /* get surface and other bits */
536                 ds = &bspDrawSurfaces[ i ];
537                 info = &surfaceInfos[ i ];
538                 si = info->si;
539                 
540                 /* sunlight? */
541                 if( si->sun != NULL && nss[ 0 ] != '1' )
542                 {
543                         Sys_FPrintf( SYS_VRB, "Sun: %s\n", si->shader );
544                         CreateSunLight( si->sun );
545                         si->sun = NULL; /* FIXME: leak! */
546                 }
547                 
548                 /* sky light? */
549                 if( si->skyLightValue > 0.0f )
550                 {
551                         Sys_FPrintf( SYS_VRB, "Sky: %s\n", si->shader );
552                         CreateSkyLights( si->color, si->skyLightValue, si->skyLightIterations, si->lightFilterRadius, si->lightStyle );
553                         si->skyLightValue = 0.0f;       /* FIXME: hack! */
554                 }
555                 
556                 /* try to early out */
557                 if( si->value <= 0 )
558                         continue;
559                 
560                 /* autosprite shaders become point lights */
561                 if( si->autosprite )
562                 {
563                         /* create an average xyz */
564                         VectorAdd( info->mins, info->maxs, origin );
565                         VectorScale( origin, 0.5f, origin );
566                         
567                         /* create a light */
568                         light = safe_malloc( sizeof( *light ) );
569                         memset( light, 0, sizeof( *light ) );
570                         light->next = lights;
571                         lights = light;
572                         
573                         /* set it up */
574                         light->flags = LIGHT_Q3A_DEFAULT;
575                         light->type = EMIT_POINT;
576                         light->photons = si->value * pointScale;
577                         light->fade = 1.0f;
578                         light->si = si;
579                         VectorCopy( origin, light->origin );
580                         VectorCopy( si->color, light->color );
581                         light->falloffTolerance = falloffTolerance;
582                         light->style = si->lightStyle;
583                         
584                         /* add to point light count and continue */
585                         numPointLights++;
586                         continue;
587                 }
588                 
589                 /* get subdivision amount */
590                 if( si->lightSubdivide > 0 )
591                         subdivide = si->lightSubdivide;
592                 else
593                         subdivide = defaultLightSubdivide;
594                 
595                 /* switch on type */
596                 switch( ds->surfaceType )
597                 {
598                         case MST_PLANAR:
599                         case MST_TRIANGLE_SOUP:
600                                 RadLightForTriangles( i, 0, info->lm, si, APPROX_BOUNCE, subdivide, &cw );
601                                 break;
602                         
603                         case MST_PATCH:
604                                 RadLightForPatch( i, 0, info->lm, si, APPROX_BOUNCE, subdivide, &cw );
605                                 break;
606                         
607                         default:
608                                 break;
609                 }
610         }
611 }
612
613
614
615 /*
616 SetEntityOrigins()
617 find the offset values for inline models
618 */
619
620 void SetEntityOrigins( void )
621 {
622         int                                     i, j, k, f;
623         entity_t                        *e;
624         vec3_t                          origin;
625         const char                      *key;
626         int                                     modelnum;
627         bspModel_t                      *dm;
628         bspDrawSurface_t        *ds;
629         
630         
631         /* ydnar: copy drawverts into private storage for nefarious purposes */
632         yDrawVerts = safe_malloc( numBSPDrawVerts * sizeof( bspDrawVert_t ) );
633         memcpy( yDrawVerts, bspDrawVerts, numBSPDrawVerts * sizeof( bspDrawVert_t ) );
634         
635         /* set the entity origins */
636         for( i = 0; i < numEntities; i++ )
637         {
638                 /* get entity and model */
639                 e = &entities[ i ];
640                 key = ValueForKey( e, "model" );
641                 if( key[ 0 ] != '*' )
642                         continue;
643                 modelnum = atoi( key + 1 );
644                 dm = &bspModels[ modelnum ];
645                 
646                 /* get entity origin */
647                 key = ValueForKey( e, "origin" );
648                 if( key[ 0 ] == '\0' )
649                         continue;
650                 GetVectorForKey( e, "origin", origin );
651                 
652                 /* set origin for all surfaces for this model */
653                 for( j = 0; j < dm->numBSPSurfaces; j++ )
654                 {
655                         /* get drawsurf */
656                         ds = &bspDrawSurfaces[ dm->firstBSPSurface + j ];
657                         
658                         /* set its verts */
659                         for( k = 0; k < ds->numVerts; k++ )
660                         {
661                                 f = ds->firstVert + k;
662                                 VectorAdd( origin, bspDrawVerts[ f ].xyz, yDrawVerts[ f ].xyz );
663                         }
664                 }
665         }
666 }
667
668
669
670 /*
671 PointToPolygonFormFactor()
672 calculates the area over a point/normal hemisphere a winding covers
673 ydnar: fixme: there has to be a faster way to calculate this
674 without the expensive per-vert sqrts and transcendental functions
675 ydnar 2002-09-30: added -faster switch because only 19% deviance > 10%
676 between this and the approximation
677 */
678
679 #define ONE_OVER_2PI    0.159154942f    //% (1.0f / (2.0f * 3.141592657f))
680
681 float PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w )
682 {
683         vec3_t          triVector, triNormal;
684         int                     i, j;
685         vec3_t          dirs[ MAX_POINTS_ON_WINDING ];
686         float           total;
687         float           dot, angle, facing;
688         
689         
690         /* this is expensive */
691         for( i = 0; i < w->numpoints; i++ )
692         {
693                 VectorSubtract( w->p[ i ], point, dirs[ i ] );
694                 VectorNormalize( dirs[ i ], dirs[ i ] );
695         }
696         
697         /* duplicate first vertex to avoid mod operation */
698         VectorCopy( dirs[ 0 ], dirs[ i ] );
699         
700         /* calculcate relative area */
701         total = 0.0f;
702         for( i = 0; i < w->numpoints; i++ )
703         {
704                 /* get a triangle */
705                 j = i + 1;
706                 dot = DotProduct( dirs[ i ], dirs[ j ] );
707                 
708                 /* roundoff can cause slight creep, which gives an IND from acos */
709                 if( dot > 1.0f )
710                         dot = 1.0f;
711                 else if( dot < -1.0f )
712                         dot = -1.0f;
713                 
714                 /* get the angle */
715                 angle = acos( dot );
716                 
717                 CrossProduct( dirs[ i ], dirs[ j ], triVector );
718                 if( VectorNormalize( triVector, triNormal ) < 0.0001f )
719                         continue;
720                 
721                 facing = DotProduct( normal, triNormal );
722                 total += facing * angle;
723                 
724                 /* ydnar: this was throwing too many errors with radiosity + crappy maps. ignoring it. */
725                 if( total > 6.3f || total < -6.3f )
726                         return 0.0f;
727         }
728         
729         /* now in the range of 0 to 1 over the entire incoming hemisphere */
730         //%     total /= (2.0f * 3.141592657f);
731         total *= ONE_OVER_2PI;
732         return total;
733 }
734
735
736
737 /*
738 LightContributionTosample()
739 determines the amount of light reaching a sample (luxel or vertex) from a given light
740 */
741
742 int LightContributionToSample( trace_t *trace )
743 {
744         light_t                 *light;
745         float                   angle;
746         float                   add;
747         float                   dist;
748         
749         
750         /* get light */
751         light = trace->light;
752         
753         /* clear color */
754         VectorClear( trace->color );
755         VectorClear( trace->colorNoShadow );
756         
757         /* ydnar: early out */
758         if( !(light->flags & LIGHT_SURFACES) || light->envelope <= 0.0f )
759                 return 0;
760         
761         /* do some culling checks */
762         if( light->type != EMIT_SUN )
763         {
764                 /* MrE: if the light is behind the surface */
765                 if( trace->twoSided == qfalse )
766                         if( DotProduct( light->origin, trace->normal ) - DotProduct( trace->origin, trace->normal ) < 0.0f )
767                                 return 0;
768                 
769                 /* ydnar: test pvs */
770                 if( !ClusterVisible( trace->cluster, light->cluster ) )
771                         return 0;
772         }
773         
774         /* exact point to polygon form factor */
775         if( light->type == EMIT_AREA )
776         {
777                 float           factor;
778                 float           d;
779                 vec3_t          pushedOrigin;
780                 
781                 /* project sample point into light plane */
782                 d = DotProduct( trace->origin, light->normal ) - light->dist;
783                 if( d < 3.0f )
784                 {
785                         /* sample point behind plane? */
786                         if( !(light->flags & LIGHT_TWOSIDED) && d < -1.0f )
787                                 return 0;
788                         
789                         /* sample plane coincident? */
790                         if( d > -3.0f && DotProduct( trace->normal, light->normal ) > 0.9f )
791                                 return 0;
792                 }
793                 
794                 /* nudge the point so that it is clearly forward of the light */
795                 /* so that surfaces meeting a light emiter don't get black edges */
796                 if( d > -8.0f && d < 8.0f )
797                         VectorMA( trace->origin, (8.0f - d), light->normal, pushedOrigin );                             
798                 else
799                         VectorCopy( trace->origin, pushedOrigin );
800                 
801                 /* get direction and distance */
802                 VectorCopy( light->origin, trace->end );
803                 dist = SetupTrace( trace );
804                 if( dist >= light->envelope )
805                         return 0;
806                 
807                 /* ptpff approximation */
808                 if( faster )
809                 {
810                         /* angle attenuation */
811                         angle = DotProduct( trace->normal, trace->direction );
812                         
813                         /* twosided lighting */
814                         if( trace->twoSided )
815                                 angle = fabs( angle );
816                         
817                         /* attenuate */
818                         angle *= -DotProduct( light->normal, trace->direction );
819                         if( angle == 0.0f )
820                                 return 0;
821                         else if( angle < 0.0f &&
822                                 (trace->twoSided || (light->flags & LIGHT_TWOSIDED)) )
823                                 angle = -angle;
824                         add = light->photons / (dist * dist) * angle;
825                 }
826                 else
827                 {
828                         /* calculate the contribution */
829                         factor = PointToPolygonFormFactor( pushedOrigin, trace->normal, light->w );
830                         if( factor == 0.0f )
831                                 return 0;
832                         else if( factor < 0.0f )
833                         {
834                                 /* twosided lighting */
835                                 if( trace->twoSided || (light->flags & LIGHT_TWOSIDED) )
836                                 {
837                                         factor = -factor;
838
839                                         /* push light origin to other side of the plane */
840                                         VectorMA( light->origin, -2.0f, light->normal, trace->end );
841                                         dist = SetupTrace( trace );
842                                         if( dist >= light->envelope )
843                                                 return 0;
844                                 }
845                                 else
846                                         return 0;
847                         }
848                         
849                         /* ydnar: moved to here */
850                         add = factor * light->add;
851                 }
852         }
853         
854         /* point/spot lights */
855         else if( light->type == EMIT_POINT || light->type == EMIT_SPOT )
856         {
857                 /* get direction and distance */
858                 VectorCopy( light->origin, trace->end );
859                 dist = SetupTrace( trace );
860                 if( dist >= light->envelope )
861                         return 0;
862                 
863                 /* clamp the distance to prevent super hot spots */
864                 if( dist < 16.0f )
865                         dist = 16.0f;
866                 
867                 /* angle attenuation */
868                 angle = (light->flags & LIGHT_ATTEN_ANGLE) ? DotProduct( trace->normal, trace->direction ) : 1.0f;
869                 if( light->angleScale != 0.0f )
870                 {
871                         angle /= light->angleScale;
872                         if( angle > 1.0f )
873                                 angle = 1.0f;
874                 }
875                 
876                 /* twosided lighting */
877                 if( trace->twoSided )
878                         angle = fabs( angle );
879                 
880                 /* attenuate */
881                 if( light->flags & LIGHT_ATTEN_LINEAR )
882                 {
883                         add = angle * light->photons * linearScale - (dist * light->fade);
884                         if( add < 0.0f )
885                                 add = 0.0f;
886                 }
887                 else
888                         add = light->photons / (dist * dist) * angle;
889                 
890                 /* handle spotlights */
891                 if( light->type == EMIT_SPOT )
892                 {
893                         float   distByNormal, radiusAtDist, sampleRadius;
894                         vec3_t  pointAtDist, distToSample;
895         
896                         /* do cone calculation */
897                         distByNormal = -DotProduct( trace->displacement, light->normal );
898                         if( distByNormal < 0.0f )
899                                 return 0;
900                         VectorMA( light->origin, distByNormal, light->normal, pointAtDist );
901                         radiusAtDist = light->radiusByDist * distByNormal;
902                         VectorSubtract( trace->origin, pointAtDist, distToSample );
903                         sampleRadius = VectorLength( distToSample );
904                         
905                         /* outside the cone */
906                         if( sampleRadius >= radiusAtDist )
907                                 return 0;
908                         
909                         /* attenuate */
910                         if( sampleRadius > (radiusAtDist - 32.0f) )
911                                 add *= ((radiusAtDist - sampleRadius) / 32.0f);
912                 }
913         }
914         
915         /* ydnar: sunlight */
916         else if( light->type == EMIT_SUN )
917         {
918                 /* get origin and direction */
919                 VectorAdd( trace->origin, light->origin, trace->end );
920                 dist = SetupTrace( trace );
921                 
922                 /* angle attenuation */
923                 angle = (light->flags & LIGHT_ATTEN_ANGLE)
924                         ? DotProduct( trace->normal, trace->direction )
925                         : 1.0f;
926                 
927                 /* twosided lighting */
928                 if( trace->twoSided )
929                         angle = fabs( angle );
930                 
931                 /* attenuate */
932                 add = light->photons * angle;
933                 if( add <= 0.0f )
934                         return 0;
935
936                 /* VorteX: set noShadow color */
937                 VectorScale(light->color, add, trace->colorNoShadow);
938                 
939                 /* setup trace */
940                 trace->testAll = qtrue;
941                 VectorScale( light->color, add, trace->color );
942                 
943                 /* trace to point */
944                 if( trace->testOcclusion && !trace->forceSunlight )
945                 {
946                         /* trace */
947                         TraceLine( trace );
948                         if( !(trace->compileFlags & C_SKY) || trace->opaque )
949                         {
950                                 VectorClear( trace->color );
951                                 return -1;
952                         }
953                 }
954                 
955                 /* return to sender */
956                 return 1;
957         }
958
959         /* VorteX: set noShadow color */
960         VectorScale(light->color, add, trace->colorNoShadow);
961         
962         /* ydnar: changed to a variable number */
963         if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
964                 return 0;
965         
966         /* setup trace */
967         trace->testAll = qfalse;
968         VectorScale( light->color, add, trace->color );
969         
970         /* raytrace */
971         TraceLine( trace );
972         if( trace->passSolid || trace->opaque )
973         {
974                 VectorClear( trace->color );
975                 return -1;
976         }
977         
978         /* return to sender */
979         return 1;
980 }
981
982
983
984 /*
985 LightingAtSample()
986 determines the amount of light reaching a sample (luxel or vertex)
987 */
988
989 void LightingAtSample( trace_t *trace, byte styles[ MAX_LIGHTMAPS ], vec3_t colors[ MAX_LIGHTMAPS ] )
990 {
991         int                             i, lightmapNum;
992         
993         
994         /* clear colors */
995         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
996                 VectorClear( colors[ lightmapNum ] );
997         
998         /* ydnar: normalmap */
999         if( normalmap )
1000         {
1001                 colors[ 0 ][ 0 ] = (trace->normal[ 0 ] + 1.0f) * 127.5f;
1002                 colors[ 0 ][ 1 ] = (trace->normal[ 1 ] + 1.0f) * 127.5f;
1003                 colors[ 0 ][ 2 ] = (trace->normal[ 2 ] + 1.0f) * 127.5f;
1004                 return;
1005         }
1006         
1007         /* ydnar: don't bounce ambient all the time */
1008         if( !bouncing )
1009                 VectorCopy( ambientColor, colors[ 0 ] );
1010         
1011         /* ydnar: trace to all the list of lights pre-stored in tw */
1012         for( i = 0; i < trace->numLights && trace->lights[ i ] != NULL; i++ )
1013         {
1014                 /* set light */
1015                 trace->light = trace->lights[ i ];
1016                 
1017                 /* style check */
1018                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
1019                 {
1020                         if( styles[ lightmapNum ] == trace->light->style ||
1021                                 styles[ lightmapNum ] == LS_NONE )
1022                                 break;
1023                 }
1024                 
1025                 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a sample */
1026                 if( lightmapNum >= MAX_LIGHTMAPS )
1027                         continue;
1028                 
1029                 /* sample light */
1030                 LightContributionToSample( trace );
1031                 if( trace->color[ 0 ] == 0.0f && trace->color[ 1 ] == 0.0f && trace->color[ 2 ] == 0.0f )
1032                         continue;
1033                 
1034                 /* handle negative light */
1035                 if( trace->light->flags & LIGHT_NEGATIVE )
1036                         VectorScale( trace->color, -1.0f, trace->color );
1037                 
1038                 /* set style */
1039                 styles[ lightmapNum ] = trace->light->style;
1040                 
1041                 /* add it */
1042                 VectorAdd( colors[ lightmapNum ], trace->color, colors[ lightmapNum ] );
1043                 
1044                 /* cheap mode */
1045                 if( cheap &&
1046                         colors[ 0 ][ 0 ] >= 255.0f &&
1047                         colors[ 0 ][ 1 ] >= 255.0f &&
1048                         colors[ 0 ][ 2 ] >= 255.0f )
1049                         break;
1050         }
1051 }
1052
1053
1054
1055 /*
1056 LightContributionToPoint()
1057 for a given light, how much light/color reaches a given point in space (with no facing)
1058 note: this is similar to LightContributionToSample() but optimized for omnidirectional sampling
1059 */
1060
1061 int LightContributionToPoint( trace_t *trace )
1062 {
1063         light_t         *light;
1064         float           add, dist;
1065         
1066         
1067         /* get light */
1068         light = trace->light;
1069         
1070         /* clear color */
1071         VectorClear( trace->color );
1072         
1073         /* ydnar: early out */
1074         if( !(light->flags & LIGHT_GRID) || light->envelope <= 0.0f )
1075                 return qfalse;
1076         
1077         /* is this a sun? */
1078         if( light->type != EMIT_SUN )
1079         {
1080                 /* sun only? */
1081                 if( sunOnly )
1082                         return qfalse;
1083                 
1084                 /* test pvs */
1085                 if( !ClusterVisible( trace->cluster, light->cluster ) )
1086                         return qfalse;
1087         }
1088         
1089         /* ydnar: check origin against light's pvs envelope */
1090         if( trace->origin[ 0 ] > light->maxs[ 0 ] || trace->origin[ 0 ] < light->mins[ 0 ] ||
1091                 trace->origin[ 1 ] > light->maxs[ 1 ] || trace->origin[ 1 ] < light->mins[ 1 ] ||
1092                 trace->origin[ 2 ] > light->maxs[ 2 ] || trace->origin[ 2 ] < light->mins[ 2 ] )
1093         {
1094                 gridBoundsCulled++;
1095                 return qfalse;
1096         }
1097         
1098         /* set light origin */
1099         if( light->type == EMIT_SUN )
1100                 VectorAdd( trace->origin, light->origin, trace->end );
1101         else
1102                 VectorCopy( light->origin, trace->end );
1103         
1104         /* set direction */
1105         dist = SetupTrace( trace );
1106         
1107         /* test envelope */
1108         if( dist > light->envelope )
1109         {
1110                 gridEnvelopeCulled++;
1111                 return qfalse;
1112         }
1113         
1114         /* ptpff approximation */
1115         if( light->type == EMIT_AREA && faster )
1116         {
1117                 /* clamp the distance to prevent super hot spots */
1118                 if( dist < 16.0f )
1119                         dist = 16.0f;
1120                 
1121                 /* attenuate */
1122                 add = light->photons / (dist * dist);
1123         }
1124         
1125         /* exact point to polygon form factor */
1126         else if( light->type == EMIT_AREA )
1127         {
1128                 float           factor, d;
1129                 vec3_t          pushedOrigin;
1130                 
1131                 
1132                 /* see if the point is behind the light */
1133                 d = DotProduct( trace->origin, light->normal ) - light->dist;
1134                 if( !(light->flags & LIGHT_TWOSIDED) && d < -1.0f )
1135                         return qfalse;
1136                 
1137                 /* nudge the point so that it is clearly forward of the light */
1138                 /* so that surfaces meeting a light emiter don't get black edges */
1139                 if( d > -8.0f && d < 8.0f )
1140                         VectorMA( trace->origin, (8.0f - d), light->normal, pushedOrigin );                             
1141                 else
1142                         VectorCopy( trace->origin, pushedOrigin );
1143                 
1144                 /* calculate the contribution (ydnar 2002-10-21: [bug 642] bad normal calc) */
1145                 factor = PointToPolygonFormFactor( pushedOrigin, trace->direction, light->w );
1146                 if( factor == 0.0f )
1147                         return qfalse;
1148                 else if( factor < 0.0f )
1149                 {
1150                         if( light->flags & LIGHT_TWOSIDED )
1151                                 factor = -factor;
1152                         else
1153                                 return qfalse;
1154                 }
1155                 
1156                 /* ydnar: moved to here */
1157                 add = factor * light->add;
1158         }
1159         
1160         /* point/spot lights */
1161         else if( light->type == EMIT_POINT || light->type == EMIT_SPOT )
1162         {
1163                 /* clamp the distance to prevent super hot spots */
1164                 if( dist < 16.0f )
1165                         dist = 16.0f;
1166                 
1167                 /* attenuate */
1168                 if( light->flags & LIGHT_ATTEN_LINEAR )
1169                 {
1170                         add = light->photons * linearScale - (dist * light->fade);
1171                         if( add < 0.0f )
1172                                 add = 0.0f;
1173                 }
1174                 else
1175                         add = light->photons / (dist * dist);
1176                 
1177                 /* handle spotlights */
1178                 if( light->type == EMIT_SPOT )
1179                 {
1180                         float   distByNormal, radiusAtDist, sampleRadius;
1181                         vec3_t  pointAtDist, distToSample;
1182                         
1183                         
1184                         /* do cone calculation */
1185                         distByNormal = -DotProduct( trace->displacement, light->normal );
1186                         if( distByNormal < 0.0f )
1187                                 return qfalse;
1188                         VectorMA( light->origin, distByNormal, light->normal, pointAtDist );
1189                         radiusAtDist = light->radiusByDist * distByNormal;
1190                         VectorSubtract( trace->origin, pointAtDist, distToSample );
1191                         sampleRadius = VectorLength( distToSample );
1192                         
1193                         /* outside the cone */
1194                         if( sampleRadius >= radiusAtDist )
1195                                 return qfalse;
1196                         
1197                         /* attenuate */
1198                         if( sampleRadius > (radiusAtDist - 32.0f) )
1199                                 add *= ((radiusAtDist - sampleRadius) / 32.0f);
1200                 }
1201         }
1202         
1203         /* ydnar: sunlight */
1204         else if( light->type == EMIT_SUN )
1205         {
1206                 /* attenuate */
1207                 add = light->photons;
1208                 if( add <= 0.0f )
1209                         return qfalse;
1210                 
1211                 /* setup trace */
1212                 trace->testAll = qtrue;
1213                 VectorScale( light->color, add, trace->color );
1214                 
1215                 /* trace to point */
1216                 if( trace->testOcclusion && !trace->forceSunlight )
1217                 {
1218                         /* trace */
1219                         TraceLine( trace );
1220                         if( !(trace->compileFlags & C_SKY) || trace->opaque )
1221                         {
1222                                 VectorClear( trace->color );
1223                                 return -1;
1224                         }
1225                 }
1226                 
1227                 /* return to sender */
1228                 return qtrue;
1229         }
1230         
1231         /* unknown light type */
1232         else
1233                 return qfalse;
1234         
1235         /* ydnar: changed to a variable number */
1236         if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
1237                 return qfalse;
1238         
1239         /* setup trace */
1240         trace->testAll = qfalse;
1241         VectorScale( light->color, add, trace->color );
1242         
1243         /* trace */
1244         TraceLine( trace );
1245         if( trace->passSolid )
1246         {
1247                 VectorClear( trace->color );
1248                 return qfalse;
1249         }
1250         
1251         /* we have a valid sample */
1252         return qtrue;
1253 }
1254
1255
1256
1257 /*
1258 TraceGrid()
1259 grid samples are for quickly determining the lighting
1260 of dynamically placed entities in the world
1261 */
1262
1263 #define MAX_CONTRIBUTIONS       1024
1264
1265 typedef struct
1266 {
1267         vec3_t          dir;
1268         vec3_t          color;
1269         int                     style;
1270 }
1271 contribution_t;
1272
1273 void TraceGrid( int num )
1274 {
1275         int                                             i, j, x, y, z, mod, step, numCon, numStyles;
1276         float                                   d;
1277         vec3_t                                  baseOrigin, cheapColor, color;
1278         rawGridPoint_t                  *gp;
1279         bspGridPoint_t                  *bgp;
1280         contribution_t                  contributions[ MAX_CONTRIBUTIONS ];
1281         trace_t                                 trace;
1282         
1283         
1284         /* get grid points */
1285         gp = &rawGridPoints[ num ];
1286         bgp = &bspGridPoints[ num ];
1287         
1288         /* get grid origin */
1289         mod = num;
1290         z = mod / (gridBounds[ 0 ] * gridBounds[ 1 ]);
1291         mod -= z * (gridBounds[ 0 ] * gridBounds[ 1 ]);
1292         y = mod / gridBounds[ 0 ];
1293         mod -= y * gridBounds[ 0 ];
1294         x = mod;
1295         
1296         trace.origin[ 0 ] = gridMins[ 0 ] + x * gridSize[ 0 ];
1297         trace.origin[ 1 ] = gridMins[ 1 ] + y * gridSize[ 1 ];
1298         trace.origin[ 2 ] = gridMins[ 2 ] + z * gridSize[ 2 ];
1299         
1300         /* set inhibit sphere */
1301         if( gridSize[ 0 ] > gridSize[ 1 ] && gridSize[ 0 ] > gridSize[ 2 ] )
1302                 trace.inhibitRadius = gridSize[ 0 ] * 0.5f;
1303         else if( gridSize[ 1 ] > gridSize[ 0 ] && gridSize[ 1 ] > gridSize[ 2 ] )
1304                 trace.inhibitRadius = gridSize[ 1 ] * 0.5f;
1305         else
1306                 trace.inhibitRadius = gridSize[ 2 ] * 0.5f;
1307         
1308         /* find point cluster */
1309         trace.cluster = ClusterForPointExt( trace.origin, GRID_EPSILON );
1310         if( trace.cluster < 0 )
1311         {
1312                 /* try to nudge the origin around to find a valid point */
1313                 VectorCopy( trace.origin, baseOrigin );
1314                 for( step = 9; step <= 18; step += 9 )
1315                 {
1316                         for( i = 0; i < 8; i++ )
1317                         {
1318                                 VectorCopy( baseOrigin, trace.origin );
1319                                 if( i & 1 )
1320                                         trace.origin[ 0 ] += step;
1321                                 else
1322                                         trace.origin[ 0 ] -= step;
1323                                 
1324                                 if( i & 2 )
1325                                         trace.origin[ 1 ] += step;
1326                                 else
1327                                         trace.origin[ 1 ] -= step;
1328                                 
1329                                 if( i & 4 )
1330                                         trace.origin[ 2 ] += step;
1331                                 else
1332                                         trace.origin[ 2 ] -= step;
1333                                 
1334                                 /* ydnar: changed to find cluster num */
1335                                 trace.cluster = ClusterForPointExt( trace.origin, VERTEX_EPSILON );
1336                                 if( trace.cluster >= 0 )
1337                                         break;
1338                         }
1339                         
1340                         if( i != 8 )
1341                                 break;
1342                 }
1343                 
1344                 /* can't find a valid point at all */
1345                 if( step > 18 )
1346                         return;
1347         }
1348         
1349         /* setup trace */
1350         trace.testOcclusion = !noTrace;
1351         trace.forceSunlight = qfalse;
1352         trace.recvShadows = WORLDSPAWN_RECV_SHADOWS;
1353         trace.numSurfaces = 0;
1354         trace.surfaces = NULL;
1355         trace.numLights = 0;
1356         trace.lights = NULL;
1357         
1358         /* clear */
1359         numCon = 0;
1360         VectorClear( cheapColor );
1361         
1362         /* trace to all the lights, find the major light direction, and divide the
1363            total light between that along the direction and the remaining in the ambient */
1364         for( trace.light = lights; trace.light != NULL; trace.light = trace.light->next )
1365         {
1366                 float           addSize;
1367                 
1368                 
1369                 /* sample light */
1370                 if( !LightContributionToPoint( &trace ) )
1371                         continue;
1372                 
1373                 /* handle negative light */
1374                 if( trace.light->flags & LIGHT_NEGATIVE )
1375                         VectorScale( trace.color, -1.0f, trace.color );
1376                 
1377                 /* add a contribution */
1378                 VectorCopy( trace.color, contributions[ numCon ].color );
1379                 VectorCopy( trace.direction, contributions[ numCon ].dir );
1380                 contributions[ numCon ].style = trace.light->style;
1381                 numCon++;
1382                 
1383                 /* push average direction around */
1384                 addSize = VectorLength( trace.color );
1385                 VectorMA( gp->dir, addSize, trace.direction, gp->dir );
1386                 
1387                 /* stop after a while */
1388                 if( numCon >= (MAX_CONTRIBUTIONS - 1) )
1389                         break;
1390                 
1391                 /* ydnar: cheap mode */
1392                 VectorAdd( cheapColor, trace.color, cheapColor );
1393                 if( cheapgrid && cheapColor[ 0 ] >= 255.0f && cheapColor[ 1 ] >= 255.0f && cheapColor[ 2 ] >= 255.0f )
1394                         break;
1395         }
1396         
1397         /////// Floodlighting for point //////////////////
1398         //do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
1399         if (floodlighty)
1400         {
1401                 int q;
1402                 float addSize,f;
1403                 vec3_t col,dir;
1404                 col[0]=col[1]=col[2]=floodlightIntensity;
1405                 dir[0]=dir[1]=0;
1406                 dir[2]=1;
1407
1408                 trace.testOcclusion = qtrue;
1409                 trace.forceSunlight = qfalse;
1410                 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1411                 trace.testAll = qtrue;
1412
1413                 for (q=0;q<2;q++)
1414                 {
1415                         if (q==0) //upper hemisphere
1416                         {
1417                                 trace.normal[0]=0;
1418                                 trace.normal[1]=0;
1419                                 trace.normal[2]=1;
1420                         }
1421                         else //lower hemisphere
1422                         {
1423                                 trace.normal[0]=0;
1424                                 trace.normal[1]=0;
1425                                 trace.normal[2]=-1;
1426                         }
1427
1428                         f = FloodLightForSample(&trace, floodlightDistance, floodlight_lowquality);
1429
1430                         contributions[ numCon ].color[0]=col[0]*f;
1431                         contributions[ numCon ].color[1]=col[1]*f;
1432                         contributions[ numCon ].color[2]=col[2]*f;
1433
1434                         contributions[ numCon ].dir[0]=dir[0];
1435                         contributions[ numCon ].dir[1]=dir[1];
1436                         contributions[ numCon ].dir[2]=dir[2];
1437
1438                         contributions[ numCon ].style = 0;
1439                         numCon++;
1440                         /* push average direction around */
1441                         addSize = VectorLength( col );
1442                         VectorMA( gp->dir, addSize, dir, gp->dir );
1443                 }
1444         }
1445         /////////////////////
1446
1447         /* normalize to get primary light direction */
1448         VectorNormalize( gp->dir, gp->dir );
1449         
1450         /* now that we have identified the primary light direction,
1451            go back and separate all the light into directed and ambient */
1452         numStyles = 1;
1453         for( i = 0; i < numCon; i++ )
1454         {
1455                 /* get relative directed strength */
1456                 d = DotProduct( contributions[ i ].dir, gp->dir );
1457                 if( d < 0.0f )
1458                         d = 0.0f;
1459                 
1460                 /* find appropriate style */
1461                 for( j = 0; j < numStyles; j++ )
1462                 {
1463                         if( gp->styles[ j ] == contributions[ i ].style )
1464                                 break;
1465                 }
1466                 
1467                 /* style not found? */
1468                 if( j >= numStyles )
1469                 {
1470                         /* add a new style */
1471                         if( numStyles < MAX_LIGHTMAPS )
1472                         {
1473                                 gp->styles[ numStyles ] = contributions[ i ].style;
1474                                 bgp->styles[ numStyles ] = contributions[ i ].style;
1475                                 numStyles++;
1476                                 //%     Sys_Printf( "(%d, %d) ", num, contributions[ i ].style );
1477                         }
1478                         
1479                         /* fallback */
1480                         else
1481                                 j = 0;
1482                 }
1483                 
1484                 /* add the directed color */
1485                 VectorMA( gp->directed[ j ], d, contributions[ i ].color, gp->directed[ j ] );
1486                 
1487                 /* ambient light will be at 1/4 the value of directed light */
1488                 /* (ydnar: nuke this in favor of more dramatic lighting?) */
1489                 /* (PM: how about actually making it work? d=1 when it got here for single lights/sun :P */
1490 //              d = 0.25f;
1491                 /* (Hobbes: always setting it to .25 is hardly any better) */
1492                 d = 0.25f * (1.0f - d);
1493                 VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );
1494         }
1495         
1496         
1497         /* store off sample */
1498         for( i = 0; i < MAX_LIGHTMAPS; i++ )
1499         {
1500                 /* do some fudging to keep the ambient from being too low (2003-07-05: 0.25 -> 0.125) */
1501                 if( !bouncing )
1502                         VectorMA( gp->ambient[ i ], 0.125f, gp->directed[ i ], gp->ambient[ i ] );
1503                 
1504                 /* set minimum light and copy off to bytes */
1505                 VectorCopy( gp->ambient[ i ], color );
1506                 for( j = 0; j < 3; j++ )
1507                         if( color[ j ] < minGridLight[ j ] )
1508                                 color[ j ] = minGridLight[ j ];
1509
1510                 /* vortex: apply gridscale and gridambientscale here */
1511                 ColorToBytes( color, bgp->ambient[ i ], gridScale*gridAmbientScale );
1512                 ColorToBytes( gp->directed[ i ], bgp->directed[ i ], gridScale );
1513         }
1514         
1515         /* debug code */
1516         #if 0
1517                 //%     Sys_FPrintf( SYS_VRB, "%10d %10d %10d ", &gp->ambient[ 0 ][ 0 ], &gp->ambient[ 0 ][ 1 ], &gp->ambient[ 0 ][ 2 ] );
1518                 Sys_FPrintf( SYS_VRB, "%9d Amb: (%03.1f %03.1f %03.1f) Dir: (%03.1f %03.1f %03.1f)\n",
1519                         num,
1520                         gp->ambient[ 0 ][ 0 ], gp->ambient[ 0 ][ 1 ], gp->ambient[ 0 ][ 2 ],
1521                         gp->directed[ 0 ][ 0 ], gp->directed[ 0 ][ 1 ], gp->directed[ 0 ][ 2 ] );
1522         #endif
1523         
1524         /* store direction */
1525         if( !bouncing )
1526                 NormalToLatLong( gp->dir, bgp->latLong );
1527 }
1528
1529
1530
1531 /*
1532 SetupGrid()
1533 calculates the size of the lightgrid and allocates memory
1534 */
1535
1536 void SetupGrid( void )
1537 {
1538         int                     i, j;
1539         vec3_t          maxs, oldGridSize;
1540         const char      *value;
1541         char            temp[ 64 ];
1542         
1543          
1544         /* don't do this if not grid lighting */
1545         if( noGridLighting )
1546                 return;
1547         
1548         /* ydnar: set grid size */
1549         value = ValueForKey( &entities[ 0 ], "gridsize" );
1550         if( value[ 0 ] != '\0' )
1551                 sscanf( value, "%f %f %f", &gridSize[ 0 ], &gridSize[ 1 ], &gridSize[ 2 ] );
1552         
1553         /* quantize it */
1554         VectorCopy( gridSize, oldGridSize );
1555         for( i = 0; i < 3; i++ )
1556                 gridSize[ i ] = gridSize[ i ] >= 8.0f ? floor( gridSize[ i ] ) : 8.0f;
1557         
1558         /* ydnar: increase gridSize until grid count is smaller than max allowed */
1559         numRawGridPoints = MAX_MAP_LIGHTGRID + 1;
1560         j = 0;
1561         while( numRawGridPoints > MAX_MAP_LIGHTGRID )
1562         {
1563                 /* get world bounds */
1564                 for( i = 0; i < 3; i++ )
1565                 {
1566                         gridMins[ i ] = gridSize[ i ] * ceil( bspModels[ 0 ].mins[ i ] / gridSize[ i ] );
1567                         maxs[ i ] = gridSize[ i ] * floor( bspModels[ 0 ].maxs[ i ] / gridSize[ i ] );
1568                         gridBounds[ i ] = (maxs[ i ] - gridMins[ i ]) / gridSize[ i ] + 1;
1569                 }
1570         
1571                 /* set grid size */
1572                 numRawGridPoints = gridBounds[ 0 ] * gridBounds[ 1 ] * gridBounds[ 2 ];
1573                 
1574                 /* increase grid size a bit */
1575                 if( numRawGridPoints > MAX_MAP_LIGHTGRID )
1576                         gridSize[ j++ % 3 ] += 16.0f;
1577         }
1578         
1579         /* print it */
1580         Sys_Printf( "Grid size = { %1.0f, %1.0f, %1.0f }\n", gridSize[ 0 ], gridSize[ 1 ], gridSize[ 2 ] );
1581         
1582         /* different? */
1583         if( !VectorCompare( gridSize, oldGridSize ) )
1584         {
1585                 sprintf( temp, "%.0f %.0f %.0f", gridSize[ 0 ], gridSize[ 1 ], gridSize[ 2 ] );
1586                 SetKeyValue( &entities[ 0 ], "gridsize", (const char*) temp );
1587                 Sys_FPrintf( SYS_VRB, "Storing adjusted grid size\n" );
1588         }
1589         
1590         /* 2nd variable. fixme: is this silly? */
1591         numBSPGridPoints = numRawGridPoints;
1592         
1593         /* allocate lightgrid */
1594         rawGridPoints = safe_malloc( numRawGridPoints * sizeof( *rawGridPoints ) );
1595         memset( rawGridPoints, 0, numRawGridPoints * sizeof( *rawGridPoints ) );
1596         
1597         if( bspGridPoints != NULL )
1598                 free( bspGridPoints );
1599         bspGridPoints = safe_malloc( numBSPGridPoints * sizeof( *bspGridPoints ) );
1600         memset( bspGridPoints, 0, numBSPGridPoints * sizeof( *bspGridPoints ) );
1601         
1602         /* clear lightgrid */
1603         for( i = 0; i < numRawGridPoints; i++ )
1604         {
1605                 VectorCopy( ambientColor, rawGridPoints[ i ].ambient[ j ] );
1606                 rawGridPoints[ i ].styles[ 0 ] = LS_NORMAL;
1607                 bspGridPoints[ i ].styles[ 0 ] = LS_NORMAL;
1608                 for( j = 1; j < MAX_LIGHTMAPS; j++ )
1609                 {
1610                         rawGridPoints[ i ].styles[ j ] = LS_NONE;
1611                         bspGridPoints[ i ].styles[ j ] = LS_NONE;
1612                 }
1613         }
1614         
1615         /* note it */
1616         Sys_Printf( "%9d grid points\n", numRawGridPoints );
1617 }
1618
1619
1620
1621 /*
1622 LightWorld()
1623 does what it says...
1624 */
1625
1626 void LightWorld( void )
1627 {
1628         vec3_t          color;
1629         float           f;
1630         int                     b, bt;
1631         qboolean        minVertex, minGrid;
1632         const char      *value;
1633         
1634
1635         /* ydnar: smooth normals */
1636         if( shade )
1637         {
1638                 Sys_Printf( "--- SmoothNormals ---\n" );
1639                 SmoothNormals();
1640         }
1641         
1642         /* determine the number of grid points */
1643         Sys_Printf( "--- SetupGrid ---\n" );
1644         SetupGrid();
1645         
1646         /* find the optional minimum lighting values */
1647         GetVectorForKey( &entities[ 0 ], "_color", color );
1648         if( VectorLength( color ) == 0.0f )
1649                 VectorSet( color, 1.0, 1.0, 1.0 );
1650         
1651         /* ambient */
1652         f = FloatForKey( &entities[ 0 ], "_ambient" );
1653         if( f == 0.0f )
1654                 f = FloatForKey( &entities[ 0 ], "ambient" );
1655         VectorScale( color, f, ambientColor );
1656         
1657         /* minvertexlight */
1658         minVertex = qfalse;
1659         value = ValueForKey( &entities[ 0 ], "_minvertexlight" );
1660         if( value[ 0 ] != '\0' )
1661         {
1662                 minVertex = qtrue;
1663                 f = atof( value );
1664                 VectorScale( color, f, minVertexLight );
1665         }
1666         
1667         /* mingridlight */
1668         minGrid = qfalse;
1669         value = ValueForKey( &entities[ 0 ], "_mingridlight" );
1670         if( value[ 0 ] != '\0' )
1671         {
1672                 minGrid = qtrue;
1673                 f = atof( value );
1674                 VectorScale( color, f, minGridLight );
1675         }
1676         
1677         /* minlight */
1678         value = ValueForKey( &entities[ 0 ], "_minlight" );
1679         if( value[ 0 ] != '\0' )
1680         {
1681                 f = atof( value );
1682                 VectorScale( color, f, minLight );
1683                 if( minVertex == qfalse )
1684                         VectorScale( color, f, minVertexLight );
1685                 if( minGrid == qfalse )
1686                         VectorScale( color, f, minGridLight );
1687         }
1688         
1689         /* create world lights */
1690         Sys_FPrintf( SYS_VRB, "--- CreateLights ---\n" );
1691         CreateEntityLights();
1692         CreateSurfaceLights();
1693         Sys_Printf( "%9d point lights\n", numPointLights );
1694         Sys_Printf( "%9d spotlights\n", numSpotLights );
1695         Sys_Printf( "%9d diffuse (area) lights\n", numDiffuseLights );
1696         Sys_Printf( "%9d sun/sky lights\n", numSunLights );
1697         
1698         /* calculate lightgrid */
1699         if( !noGridLighting )
1700         {
1701                 /* ydnar: set up light envelopes */
1702                 SetupEnvelopes( qtrue, fastgrid );
1703                 
1704                 Sys_Printf( "--- TraceGrid ---\n" );
1705                 RunThreadsOnIndividual( numRawGridPoints, qtrue, TraceGrid );
1706                 Sys_Printf( "%d x %d x %d = %d grid\n",
1707                         gridBounds[ 0 ], gridBounds[ 1 ], gridBounds[ 2 ], numBSPGridPoints );
1708                 
1709                 /* ydnar: emit statistics on light culling */
1710                 Sys_FPrintf( SYS_VRB, "%9d grid points envelope culled\n", gridEnvelopeCulled );
1711                 Sys_FPrintf( SYS_VRB, "%9d grid points bounds culled\n", gridBoundsCulled );
1712         }
1713         
1714         /* slight optimization to remove a sqrt */
1715         subdivideThreshold *= subdivideThreshold;
1716         
1717         /* map the world luxels */
1718         Sys_Printf( "--- MapRawLightmap ---\n" );
1719         RunThreadsOnIndividual( numRawLightmaps, qtrue, MapRawLightmap );
1720         Sys_Printf( "%9d luxels\n", numLuxels );
1721         Sys_Printf( "%9d luxels mapped\n", numLuxelsMapped );
1722         Sys_Printf( "%9d luxels occluded\n", numLuxelsOccluded );
1723         
1724         /* dirty them up */
1725         if( dirty )
1726         {
1727                 Sys_Printf( "--- DirtyRawLightmap ---\n" );
1728
1729
1730
1731
1732                 RunThreadsOnIndividual( numRawLightmaps, qtrue, DirtyRawLightmap );
1733         }
1734         
1735         /* floodlight pass */
1736         FloodlightRawLightmaps();
1737
1738         /* ydnar: set up light envelopes */
1739         SetupEnvelopes( qfalse, fast );
1740         
1741         /* light up my world */
1742         lightsPlaneCulled = 0;
1743         lightsEnvelopeCulled = 0;
1744         lightsBoundsCulled = 0;
1745         lightsClusterCulled = 0;
1746         
1747         Sys_Printf( "--- IlluminateRawLightmap ---\n" );
1748         RunThreadsOnIndividual( numRawLightmaps, qtrue, IlluminateRawLightmap );
1749         Sys_Printf( "%9d luxels illuminated\n", numLuxelsIlluminated );
1750         
1751         StitchSurfaceLightmaps();
1752         
1753         Sys_Printf( "--- IlluminateVertexes ---\n" );
1754         RunThreadsOnIndividual( numBSPDrawSurfaces, qtrue, IlluminateVertexes );
1755         Sys_Printf( "%9d vertexes illuminated\n", numVertsIlluminated );
1756         
1757         /* ydnar: emit statistics on light culling */
1758         Sys_FPrintf( SYS_VRB, "%9d lights plane culled\n", lightsPlaneCulled );
1759         Sys_FPrintf( SYS_VRB, "%9d lights envelope culled\n", lightsEnvelopeCulled );
1760         Sys_FPrintf( SYS_VRB, "%9d lights bounds culled\n", lightsBoundsCulled );
1761         Sys_FPrintf( SYS_VRB, "%9d lights cluster culled\n", lightsClusterCulled );
1762         
1763         /* radiosity */
1764         b = 1;
1765         bt = bounce;
1766         while( bounce > 0 )
1767         {
1768                 /* store off the bsp between bounces */
1769                 StoreSurfaceLightmaps();
1770                 UnparseEntities();
1771                 Sys_Printf( "Writing %s\n", source );
1772                 WriteBSPFile( source );
1773                 
1774                 /* note it */
1775                 Sys_Printf( "\n--- Radiosity (bounce %d of %d) ---\n", b, bt );
1776                 
1777                 /* flag bouncing */
1778                 bouncing = qtrue;
1779                 VectorClear( ambientColor );
1780                 floodlighty = qfalse;
1781                 
1782                 /* generate diffuse lights */
1783                 RadFreeLights();
1784                 RadCreateDiffuseLights();
1785                 
1786                 /* setup light envelopes */
1787                 SetupEnvelopes( qfalse, fastbounce );
1788                 if( numLights == 0 )
1789                 {
1790                         Sys_Printf( "No diffuse light to calculate, ending radiosity.\n" );
1791                         break;
1792                 }
1793                 
1794                 /* add to lightgrid */
1795                 if( bouncegrid )
1796                 {
1797                         gridEnvelopeCulled = 0;
1798                         gridBoundsCulled = 0;
1799                         
1800                         Sys_Printf( "--- BounceGrid ---\n" );
1801                         RunThreadsOnIndividual( numRawGridPoints, qtrue, TraceGrid );
1802                         Sys_FPrintf( SYS_VRB, "%9d grid points envelope culled\n", gridEnvelopeCulled );
1803                         Sys_FPrintf( SYS_VRB, "%9d grid points bounds culled\n", gridBoundsCulled );
1804                 }
1805                 
1806                 /* light up my world */
1807                 lightsPlaneCulled = 0;
1808                 lightsEnvelopeCulled = 0;
1809                 lightsBoundsCulled = 0;
1810                 lightsClusterCulled = 0;
1811                 
1812                 Sys_Printf( "--- IlluminateRawLightmap ---\n" );
1813                 RunThreadsOnIndividual( numRawLightmaps, qtrue, IlluminateRawLightmap );
1814                 Sys_Printf( "%9d luxels illuminated\n", numLuxelsIlluminated );
1815                 Sys_Printf( "%9d vertexes illuminated\n", numVertsIlluminated );
1816                 
1817                 StitchSurfaceLightmaps();
1818                 
1819                 Sys_Printf( "--- IlluminateVertexes ---\n" );
1820                 RunThreadsOnIndividual( numBSPDrawSurfaces, qtrue, IlluminateVertexes );
1821                 Sys_Printf( "%9d vertexes illuminated\n", numVertsIlluminated );
1822                 
1823                 /* ydnar: emit statistics on light culling */
1824                 Sys_FPrintf( SYS_VRB, "%9d lights plane culled\n", lightsPlaneCulled );
1825                 Sys_FPrintf( SYS_VRB, "%9d lights envelope culled\n", lightsEnvelopeCulled );
1826                 Sys_FPrintf( SYS_VRB, "%9d lights bounds culled\n", lightsBoundsCulled );
1827                 Sys_FPrintf( SYS_VRB, "%9d lights cluster culled\n", lightsClusterCulled );
1828                 
1829                 /* interate */
1830                 bounce--;
1831                 b++;
1832         }
1833 }
1834
1835
1836
1837 /*
1838 LightMain()
1839 main routine for light processing
1840 */
1841
1842 int LightMain( int argc, char **argv )
1843 {
1844         int                     i;
1845         float           f;
1846         char            mapSource[ 1024 ];
1847         const char      *value;
1848         
1849         
1850         /* note it */
1851         Sys_Printf( "--- Light ---\n" );
1852         Sys_Printf( "--- ProcessGameSpecific ---\n" );
1853
1854         /* set standard game flags */
1855         wolfLight = game->wolfLight;
1856         if (wolfLight == qtrue)
1857                 Sys_Printf( " lightning model: wolf\n" );
1858         else
1859                 Sys_Printf( " lightning model: quake3\n" );
1860
1861         lmCustomSize = game->lightmapSize;
1862         Sys_Printf( " lightmap size: %d x %d pixels\n", lmCustomSize, lmCustomSize );
1863
1864         lightmapGamma = game->lightmapGamma;
1865         Sys_Printf( " lightning gamma: %f\n", lightmapGamma );
1866
1867         lightmapCompensate = game->lightmapCompensate;
1868         Sys_Printf( " lightning compensation: %f\n", lightmapCompensate );
1869
1870         lightmapExposure = game->lightmapExposure;
1871         Sys_Printf( " lightning exposure: %f\n", lightmapExposure );
1872
1873         gridScale = game->gridScale;
1874         Sys_Printf( " lightgrid scale: %f\n", gridScale );
1875
1876         gridAmbientScale = game->gridAmbientScale;
1877         Sys_Printf( " lightgrid ambient scale: %f\n", gridAmbientScale );
1878
1879         noStyles = game->noStyles;
1880         if (noStyles == qtrue)
1881                 Sys_Printf( " shader lightstyles hack: disabled\n" );
1882         else
1883                 Sys_Printf( " shader lightstyles hack: enabled\n" );
1884
1885         keepLights = game->keepLights;
1886         if (keepLights == qtrue)
1887                 Sys_Printf( " keep lights: enabled\n" );
1888         else
1889                 Sys_Printf( " keep lights: disabled\n" );
1890
1891         patchShadows = game->patchShadows;
1892         if (patchShadows == qtrue)
1893                 Sys_Printf( " patch shadows: enabled\n" );
1894         else
1895                 Sys_Printf( " patch shadows: disabled\n" );
1896
1897         deluxemap = game->deluxeMap;
1898         deluxemode = game->deluxeMode;
1899         if (deluxemap == qtrue)
1900         {
1901                 if (deluxemode)
1902                         Sys_Printf( " deluxemapping: enabled with tangentspace deluxemaps\n" );
1903                 else
1904                         Sys_Printf( " deluxemapping: enabled with modelspace deluxemaps\n" );
1905         }
1906         else
1907                 Sys_Printf( " deluxemapping: disabled\n" );
1908
1909         Sys_Printf( "--- ProcessCommandLine ---\n" );
1910         
1911         /* process commandline arguments */
1912         for( i = 1; i < (argc - 1); i++ )
1913         {
1914                 /* lightsource scaling */
1915                 if( !strcmp( argv[ i ], "-point" ) || !strcmp( argv[ i ], "-pointscale" ) )
1916                 {
1917                         f = atof( argv[ i + 1 ] );
1918                         pointScale *= f;
1919                         Sys_Printf( "Point (entity) light scaled by %f to %f\n", f, pointScale );
1920                         i++;
1921                 }
1922                 
1923                 else if( !strcmp( argv[ i ], "-area" ) || !strcmp( argv[ i ], "-areascale" ) )
1924                 {
1925                         f = atof( argv[ i + 1 ] );
1926                         areaScale *= f;
1927                         Sys_Printf( "Area (shader) light scaled by %f to %f\n", f, areaScale );
1928                         i++;
1929                 }
1930                 
1931                 else if( !strcmp( argv[ i ], "-sky" ) || !strcmp( argv[ i ], "-skyscale" ) )
1932                 {
1933                         f = atof( argv[ i + 1 ] );
1934                         skyScale *= f;
1935                         Sys_Printf( "Sky/sun light scaled by %f to %f\n", f, skyScale );
1936                         i++;
1937                 }
1938                 
1939                 else if( !strcmp( argv[ i ], "-bouncescale" ) )
1940                 {
1941                         f = atof( argv[ i + 1 ] );
1942                         bounceScale *= f;
1943                         Sys_Printf( "Bounce (radiosity) light scaled by %f to %f\n", f, bounceScale );
1944                         i++;
1945                 }
1946                 
1947                 else if( !strcmp( argv[ i ], "-scale" ) )
1948                 {
1949                         f = atof( argv[ i + 1 ] );
1950                         pointScale *= f;
1951                         areaScale *= f;
1952                         skyScale *= f;
1953                         bounceScale *= f;
1954                         Sys_Printf( "All light scaled by %f\n", f );
1955                         i++;
1956                 }
1957
1958                 else if( !strcmp( argv[ i ], "-gridscale" ) )
1959                 {
1960                         f = atof( argv[ i + 1 ] );
1961                         Sys_Printf( "Grid lightning scaled by %f\n", f );
1962                         gridScale *= f;
1963                         i++;
1964                 }
1965
1966                 else if( !strcmp( argv[ i ], "-gridambientscale" ) )
1967                 {
1968                         f = atof( argv[ i + 1 ] );
1969                         Sys_Printf( "Grid ambient lightning scaled by %f\n", f );
1970                         gridAmbientScale *= f;
1971                         i++;
1972                 }
1973                 
1974                 else if( !strcmp( argv[ i ], "-gamma" ) )
1975                 {
1976                         f = atof( argv[ i + 1 ] );
1977                         lightmapGamma = f;
1978                         Sys_Printf( "Lighting gamma set to %f\n", lightmapGamma );
1979                         i++;
1980                 }
1981                 
1982                 else if( !strcmp( argv[ i ], "-exposure" ) )
1983                 {
1984                         f = atof( argv[ i + 1 ] );
1985                         lightmapExposure = f;
1986                         Sys_Printf( "Lighting exposure set to %f\n", lightmapExposure );
1987                         i++;
1988                 }
1989
1990                 else if( !strcmp( argv[ i ], "-compensate" ) )
1991                 {
1992                         f = atof( argv[ i + 1 ] );
1993                         if( f <= 0.0f )
1994                                 f = 1.0f;
1995                         lightmapCompensate = f;
1996                         Sys_Printf( "Lighting compensation set to 1/%f\n", lightmapCompensate );
1997                         i++;
1998                 }
1999                 
2000                 /* ydnar switches */
2001                 else if( !strcmp( argv[ i ], "-bounce" ) )
2002                 {
2003                         bounce = atoi( argv[ i + 1 ] );
2004                         if( bounce < 0 )
2005                                 bounce = 0;
2006                         else if( bounce > 0 )
2007                                 Sys_Printf( "Radiosity enabled with %d bounce(s)\n", bounce );
2008                         i++;
2009                 }
2010                 
2011                 else if( !strcmp( argv[ i ], "-supersample" ) || !strcmp( argv[ i ], "-super" ) )
2012                 {
2013                         superSample = atoi( argv[ i + 1 ] );
2014                         if( superSample < 1 )
2015                                 superSample = 1;
2016                         else if( superSample > 1 )
2017                                 Sys_Printf( "Ordered-grid supersampling enabled with %d sample(s) per lightmap texel\n", (superSample * superSample) );
2018                         i++;
2019                 }
2020                 
2021                 else if( !strcmp( argv[ i ], "-samples" ) )
2022                 {
2023                         lightSamples = atoi( argv[ i + 1 ] );
2024                         if( lightSamples < 1 )
2025                                 lightSamples = 1;
2026                         else if( lightSamples > 1 )
2027                                 Sys_Printf( "Adaptive supersampling enabled with %d sample(s) per lightmap texel\n", lightSamples );
2028                         i++;
2029                 }
2030                 
2031                 else if( !strcmp( argv[ i ], "-filter" ) )
2032                 {
2033                         filter = qtrue;
2034                         Sys_Printf( "Lightmap filtering enabled\n" );
2035                 }
2036                 
2037                 else if( !strcmp( argv[ i ], "-dark" ) )
2038                 {
2039                         dark = qtrue;
2040                         Sys_Printf( "Dark lightmap seams enabled\n" );
2041                 }
2042                 
2043                 else if( !strcmp( argv[ i ], "-shadeangle" ) )
2044                 {
2045                         shadeAngleDegrees = atof( argv[ i + 1 ] );
2046                         if( shadeAngleDegrees < 0.0f )
2047                                 shadeAngleDegrees = 0.0f;
2048                         else if( shadeAngleDegrees > 0.0f )
2049                         {
2050                                 shade = qtrue;
2051                                 Sys_Printf( "Phong shading enabled with a breaking angle of %f degrees\n", shadeAngleDegrees );
2052                         }
2053                         i++;
2054                 }
2055                 
2056                 else if( !strcmp( argv[ i ], "-thresh" ) )
2057                 {
2058                         subdivideThreshold = atof( argv[ i + 1 ] );
2059                         if( subdivideThreshold < 0 )
2060                                 subdivideThreshold = DEFAULT_SUBDIVIDE_THRESHOLD;
2061                         else
2062                                 Sys_Printf( "Subdivision threshold set at %.3f\n", subdivideThreshold );
2063                         i++;
2064                 }
2065                 
2066                 else if( !strcmp( argv[ i ], "-approx" ) )
2067                 {
2068                         approximateTolerance = atoi( argv[ i + 1 ] );
2069                         if( approximateTolerance < 0 )
2070                                 approximateTolerance = 0;
2071                         else if( approximateTolerance > 0 )
2072                                 Sys_Printf( "Approximating lightmaps within a byte tolerance of %d\n", approximateTolerance );
2073                         i++;
2074                 }
2075                 else if( !strcmp( argv[ i ], "-deluxe" ) || !strcmp( argv[ i ], "-deluxemap" ) )
2076                 {
2077                         deluxemap = qtrue;
2078                         Sys_Printf( "Generating deluxemaps for average light direction\n" );
2079                 }
2080                 else if( !strcmp( argv[ i ], "-deluxemode" ))
2081                 {
2082                         deluxemode = atoi( argv[ i + 1 ] );
2083                         if (deluxemode == 0 || deluxemode > 1 || deluxemode < 0)
2084                         {
2085                                 Sys_Printf( "Generating modelspace deluxemaps\n" );
2086                                 deluxemode = 0;
2087                         }
2088                         else 
2089                                 Sys_Printf( "Generating tangentspace deluxemaps\n" );
2090                         i++;
2091                 }
2092                 else if( !strcmp( argv[ i ], "-nodeluxe" ) || !strcmp( argv[ i ], "-nodeluxemap" ) )
2093                 {
2094                         deluxemap = qfalse;
2095                         Sys_Printf( "Disabling generating of deluxemaps for average light direction\n" );
2096                 }
2097                 else if( !strcmp( argv[ i ], "-external" ) )
2098                 {
2099                         externalLightmaps = qtrue;
2100                         Sys_Printf( "Storing all lightmaps externally\n" );
2101                 }
2102
2103                 else if( !strcmp( argv[ i ], "-lightmapsize" ) )
2104                 {
2105                         lmCustomSize = atoi( argv[ i + 1 ] );
2106                         
2107                         /* must be a power of 2 and greater than 2 */
2108                         if( ((lmCustomSize - 1) & lmCustomSize) || lmCustomSize < 2 )
2109                         {
2110                                 Sys_Printf( "WARNING: Lightmap size must be a power of 2, greater or equal to 2 pixels.\n" );
2111                                 lmCustomSize = game->lightmapSize;
2112                         }
2113                         i++;
2114                         Sys_Printf( "Default lightmap size set to %d x %d pixels\n", lmCustomSize, lmCustomSize );
2115                         
2116                         /* enable external lightmaps */
2117                         if( lmCustomSize != game->lightmapSize )
2118                         {
2119                                 externalLightmaps = qtrue;
2120                                 Sys_Printf( "Storing all lightmaps externally\n" );
2121                         }
2122                 }
2123                 
2124                 else if( !strcmp( argv[ i ], "-lightmapdir" ) )
2125                 {
2126                         lmCustomDir = argv[i + 1];
2127                         i++;
2128                         Sys_Printf( "Lightmap directory set to %s\n", lmCustomDir );
2129                         externalLightmaps = qtrue;
2130                         Sys_Printf( "Storing all lightmaps externally\n" );
2131                 }
2132                 
2133                 /* ydnar: add this to suppress warnings */
2134                 else if( !strcmp( argv[ i ],  "-custinfoparms") )
2135                 {
2136                         Sys_Printf( "Custom info parms enabled\n" );
2137                         useCustomInfoParms = qtrue;
2138                 }
2139                 
2140                 else if( !strcmp( argv[ i ], "-wolf" ) )
2141                 {
2142                         /* -game should already be set */
2143                         wolfLight = qtrue;
2144                         Sys_Printf( "Enabling Wolf lighting model (linear default)\n" );
2145                 }
2146                 
2147                 else if( !strcmp( argv[ i ], "-q3" ) )
2148                 {
2149                         /* -game should already be set */
2150                         wolfLight = qfalse;
2151                         Sys_Printf( "Enabling Quake 3 lighting model (nonlinear default)\n" );
2152                 }
2153                 
2154                 else if( !strcmp( argv[ i ], "-sunonly" ) )
2155                 {
2156                         sunOnly = qtrue;
2157                         Sys_Printf( "Only computing sunlight\n" );
2158                 }
2159                 
2160                 else if( !strcmp( argv[ i ], "-bounceonly" ) )
2161                 {
2162                         bounceOnly = qtrue;
2163                         Sys_Printf( "Storing bounced light (radiosity) only\n" );
2164                 }
2165                 
2166                 else if( !strcmp( argv[ i ], "-nocollapse" ) )
2167                 {
2168                         noCollapse = qtrue;
2169                         Sys_Printf( "Identical lightmap collapsing disabled\n" );
2170                 }
2171                 
2172                 else if( !strcmp( argv[ i ], "-shade" ) )
2173                 {
2174                         shade = qtrue;
2175                         Sys_Printf( "Phong shading enabled\n" );
2176                 }
2177                 
2178                 else if( !strcmp( argv[ i ], "-bouncegrid") )
2179                 {
2180                         bouncegrid = qtrue;
2181                         if( bounce > 0 )
2182                                 Sys_Printf( "Grid lighting with radiosity enabled\n" );
2183                 }
2184                 
2185                 else if( !strcmp( argv[ i ], "-smooth" ) )
2186                 {
2187                         lightSamples = EXTRA_SCALE;
2188                         Sys_Printf( "The -smooth argument is deprecated, use \"-samples 2\" instead\n" );
2189                 }
2190                 
2191                 else if( !strcmp( argv[ i ], "-fast" ) )
2192                 {
2193                         fast = qtrue;
2194                         fastgrid = qtrue;
2195                         fastbounce = qtrue;
2196                         Sys_Printf( "Fast mode enabled\n" );
2197                 }
2198                 
2199                 else if( !strcmp( argv[ i ], "-faster" ) )
2200                 {
2201                         faster = qtrue;
2202                         fast = qtrue;
2203                         fastgrid = qtrue;
2204                         fastbounce = qtrue;
2205                         Sys_Printf( "Faster mode enabled\n" );
2206                 }
2207                 
2208                 else if( !strcmp( argv[ i ], "-fastgrid" ) )
2209                 {
2210                         fastgrid = qtrue;
2211                         Sys_Printf( "Fast grid lighting enabled\n" );
2212                 }
2213                 
2214                 else if( !strcmp( argv[ i ], "-fastbounce" ) )
2215                 {
2216                         fastbounce = qtrue;
2217                         Sys_Printf( "Fast bounce mode enabled\n" );
2218                 }
2219                 
2220                 else if( !strcmp( argv[ i ], "-cheap" ) )
2221                 {
2222                         cheap = qtrue;
2223                         cheapgrid = qtrue;
2224                         Sys_Printf( "Cheap mode enabled\n" );
2225                 }
2226
2227                 else if( !strcmp( argv[ i ], "-cheapgrid" ) )
2228                 {
2229                         cheapgrid = qtrue;
2230                         Sys_Printf( "Cheap grid mode enabled\n" );
2231                 }
2232                 
2233                 else if( !strcmp( argv[ i ], "-normalmap" ) )
2234                 {
2235                         normalmap = qtrue;
2236                         Sys_Printf( "Storing normal map instead of lightmap\n" );
2237                 }
2238                 
2239                 else if( !strcmp( argv[ i ], "-trisoup" ) )
2240                 {
2241                         trisoup = qtrue;
2242                         Sys_Printf( "Converting brush faces to triangle soup\n" );
2243                 }
2244                 
2245                 else if( !strcmp( argv[ i ], "-debug" ) )
2246                 {
2247                         debug = qtrue;
2248                         Sys_Printf( "Lightmap debugging enabled\n" );
2249                 }
2250                 
2251                 else if( !strcmp( argv[ i ], "-debugsurfaces" ) || !strcmp( argv[ i ], "-debugsurface" ) )
2252                 {
2253                         debugSurfaces = qtrue;
2254                         Sys_Printf( "Lightmap surface debugging enabled\n" );
2255                 }
2256                 
2257                 else if( !strcmp( argv[ i ], "-debugunused" ) )
2258                 {
2259                         debugUnused = qtrue;
2260                         Sys_Printf( "Unused luxel debugging enabled\n" );
2261                 }
2262
2263                 else if( !strcmp( argv[ i ], "-debugaxis" ) )
2264                 {
2265                         debugAxis = qtrue;
2266                         Sys_Printf( "Lightmap axis debugging enabled\n" );
2267                 }
2268                 
2269                 else if( !strcmp( argv[ i ], "-debugcluster" ) )
2270                 {
2271                         debugCluster = qtrue;
2272                         Sys_Printf( "Luxel cluster debugging enabled\n" );
2273                 }
2274                 
2275                 else if( !strcmp( argv[ i ], "-debugorigin" ) )
2276                 {
2277                         debugOrigin = qtrue;
2278                         Sys_Printf( "Luxel origin debugging enabled\n" );
2279                 }
2280                 
2281                 else if( !strcmp( argv[ i ], "-debugdeluxe" ) )
2282                 {
2283                         deluxemap = qtrue;
2284                         debugDeluxemap = qtrue;
2285                         Sys_Printf( "Deluxemap debugging enabled\n" );
2286                 }
2287                 
2288                 else if( !strcmp( argv[ i ], "-export" ) )
2289                 {
2290                         exportLightmaps = qtrue;
2291                         Sys_Printf( "Exporting lightmaps\n" );
2292                 }
2293                 
2294                 else if( !strcmp(argv[ i ], "-notrace" )) 
2295                 {
2296                         noTrace = qtrue;
2297                         Sys_Printf( "Shadow occlusion disabled\n" );
2298                 }
2299                 else if( !strcmp(argv[ i ], "-patchshadows" ) )
2300                 {
2301                         patchShadows = qtrue;
2302                         Sys_Printf( "Patch shadow casting enabled\n" );
2303                 }
2304                 else if( !strcmp( argv[ i ], "-extra" ) )
2305                 {
2306                         superSample = EXTRA_SCALE;              /* ydnar */
2307                         Sys_Printf( "The -extra argument is deprecated, use \"-super 2\" instead\n" );
2308                 }
2309                 else if( !strcmp( argv[ i ], "-extrawide" ) )
2310                 {
2311                         superSample = EXTRAWIDE_SCALE;  /* ydnar */
2312                         filter = qtrue;                                 /* ydnar */
2313                         Sys_Printf( "The -extrawide argument is deprecated, use \"-filter [-super 2]\" instead\n");
2314                 }
2315                 else if( !strcmp( argv[ i ], "-samplesize" ) )
2316                 {
2317                         sampleSize = atoi( argv[ i + 1 ] );
2318                         if( sampleSize < 1 )
2319                                 sampleSize = 1;
2320                         i++;
2321                         Sys_Printf( "Default lightmap sample size set to %dx%d units\n", sampleSize, sampleSize );
2322                 }
2323                 else if( !strcmp( argv[ i ], "-minsamplesize" ) )
2324                 {
2325                         minSampleSize = atoi( argv[ i + 1 ] );
2326                         if( minSampleSize < 1 )
2327                                 minSampleSize = 1;
2328                         i++;
2329                         Sys_Printf( "Minimum lightmap sample size set to %dx%d units\n", minSampleSize, minSampleSize );
2330                 }
2331                 else if( !strcmp( argv[ i ],  "-samplescale" ) )
2332                 {
2333                         sampleScale = atoi( argv[ i + 1 ] );
2334                         i++;
2335                         Sys_Printf( "Lightmaps sample scale set to %d\n", sampleScale);
2336                 }
2337                 else if( !strcmp( argv[ i ], "-novertex" ) )
2338                 {
2339                         noVertexLighting = qtrue;
2340                         Sys_Printf( "Disabling vertex lighting\n" );
2341                 }
2342                 else if( !strcmp( argv[ i ], "-nogrid" ) )
2343                 {
2344                         noGridLighting = qtrue;
2345                         Sys_Printf( "Disabling grid lighting\n" );
2346                 }
2347                 else if( !strcmp( argv[ i ], "-border" ) )
2348                 {
2349                         lightmapBorder = qtrue;
2350                         Sys_Printf( "Adding debug border to lightmaps\n" );
2351                 }
2352                 else if( !strcmp( argv[ i ], "-nosurf" ) )
2353                 {
2354                         noSurfaces = qtrue;
2355                         Sys_Printf( "Not tracing against surfaces\n" );
2356                 }
2357                 else if( !strcmp( argv[ i ], "-dump" ) )
2358                 {
2359                         dump = qtrue;
2360                         Sys_Printf( "Dumping radiosity lights into numbered prefabs\n" );
2361                 }
2362                 else if( !strcmp( argv[ i ], "-lomem" ) )
2363                 {
2364                         loMem = qtrue;
2365                         Sys_Printf( "Enabling low-memory (potentially slower) lighting mode\n" );
2366                 }
2367                 else if( !strcmp( argv[ i ], "-nostyle" ) || !strcmp( argv[ i ], "-nostyles" ) )
2368                 {
2369                         noStyles = qtrue;
2370                         Sys_Printf( "Disabling lightstyles\n" );
2371                 }
2372                 else if( !strcmp( argv[ i ], "-style" ) || !strcmp( argv[ i ], "-styles" ) )
2373                 {
2374                         noStyles = qfalse;
2375                         Sys_Printf( "Enabling lightstyles\n" );
2376                 }
2377                 else if( !strcmp( argv[ i ], "-keeplights" ))
2378                 {
2379                         keepLights = qtrue;
2380                         Sys_Printf( "Leaving light entities on map after compile\n" );
2381                 }
2382                 else if( !strcmp( argv[ i ], "-cpma" ) )
2383                 {
2384                         cpmaHack = qtrue;
2385                         Sys_Printf( "Enabling Challenge Pro Mode Asstacular Vertex Lighting Mode (tm)\n" );
2386                 }
2387                 else if( !strcmp( argv[ i ], "-floodlight" ) )
2388                 {
2389                         floodlighty = qtrue;
2390                         Sys_Printf( "FloodLighting enabled\n" );
2391                 }
2392                 else if( !strcmp( argv[ i ], "-debugnormals" ) )
2393                 {
2394                         debugnormals = qtrue;
2395                         Sys_Printf( "DebugNormals enabled\n" );
2396                 }
2397                 else if( !strcmp( argv[ i ], "-lowquality" ) )
2398                 {
2399                         floodlight_lowquality = qtrue;
2400                         Sys_Printf( "Low Quality FloodLighting enabled\n" );
2401                 }
2402                 
2403                 /* r7: dirtmapping */
2404                 else if( !strcmp( argv[ i ], "-dirty" ) )
2405                 {
2406                         dirty = qtrue;
2407                         Sys_Printf( "Dirtmapping enabled\n" );
2408                 }
2409                 else if( !strcmp( argv[ i ], "-dirtdebug" ) || !strcmp( argv[ i ], "-debugdirt" ) )
2410                 {
2411                         dirtDebug = qtrue;
2412                         Sys_Printf( "Dirtmap debugging enabled\n" );
2413                 }
2414                 else if( !strcmp( argv[ i ], "-dirtmode" ) )
2415                 {
2416                         dirtMode = atoi( argv[ i + 1 ] );
2417                         if( dirtMode != 0 && dirtMode != 1 )
2418                                 dirtMode = 0;
2419                         if( dirtMode == 1 )
2420                                 Sys_Printf( "Enabling randomized dirtmapping\n" );
2421                         else
2422                                 Sys_Printf( "Enabling ordered dir mapping\n" );
2423                         i++;
2424                 }
2425                 else if( !strcmp( argv[ i ], "-dirtdepth" ) )
2426                 {
2427                         dirtDepth = atof( argv[ i + 1 ] );
2428                         if( dirtDepth <= 0.0f )
2429                                 dirtDepth = 128.0f;
2430                         Sys_Printf( "Dirtmapping depth set to %.1f\n", dirtDepth );
2431                         i++;
2432                 }
2433                 else if( !strcmp( argv[ i ], "-dirtscale" ) )
2434                 {
2435                         dirtScale = atof( argv[ i + 1 ] );
2436                         if( dirtScale <= 0.0f )
2437                                 dirtScale = 1.0f;
2438                         Sys_Printf( "Dirtmapping scale set to %.1f\n", dirtScale );
2439                         i++;
2440                 }
2441                 else if( !strcmp( argv[ i ], "-dirtgain" ) )
2442                 {
2443                         dirtGain = atof( argv[ i + 1 ] );
2444                         if( dirtGain <= 0.0f )
2445                                 dirtGain = 1.0f;
2446                         Sys_Printf( "Dirtmapping gain set to %.1f\n", dirtGain );
2447                         i++;
2448                 }
2449                 else if( !strcmp( argv[ i ], "-trianglecheck" ) )
2450                 {
2451                         lightmapTriangleCheck = qtrue;
2452                 }
2453                 else if( !strcmp( argv[ i ], "-extravisnudge" ) )
2454                 {
2455                         lightmapExtraVisClusterNudge = qtrue;
2456                 }
2457                 /* unhandled args */
2458                 else
2459                 {
2460                         Sys_Printf( "WARNING: Unknown argument \"%s\"\n", argv[ i ] );
2461                 }
2462
2463         }
2464         
2465         /* clean up map name */
2466         strcpy( source, ExpandArg( argv[ i ] ) );
2467         StripExtension( source );
2468         DefaultExtension( source, ".bsp" );
2469         strcpy( mapSource, ExpandArg( argv[ i ] ) );
2470         StripExtension( mapSource );
2471         DefaultExtension( mapSource, ".map" );
2472         
2473         /* ydnar: set default sample size */
2474         SetDefaultSampleSize( sampleSize );
2475         
2476         /* ydnar: handle shaders */
2477         BeginMapShaderFile( source );
2478         LoadShaderInfo();
2479         
2480         /* note loading */
2481         Sys_Printf( "Loading %s\n", source );
2482         
2483         /* ydnar: load surface file */
2484         LoadSurfaceExtraFile( source );
2485         
2486         /* load bsp file */
2487         LoadBSPFile( source );
2488         
2489         /* parse bsp entities */
2490         ParseEntities();
2491
2492         /* inject command line parameters */
2493         InjectCommandLine(argv, 0, argc - 1);
2494         
2495         /* load map file */
2496         value = ValueForKey( &entities[ 0 ], "_keepLights" );
2497         if( value[ 0 ] != '1' )
2498                 LoadMapFile( mapSource, qtrue );
2499         
2500         /* set the entity/model origins and init yDrawVerts */
2501         SetEntityOrigins();
2502         
2503         /* ydnar: set up optimization */
2504         SetupBrushes();
2505         SetupDirt();
2506         SetupFloodLight();
2507         SetupSurfaceLightmaps();
2508         
2509         /* initialize the surface facet tracing */
2510         SetupTraceNodes();
2511         
2512         /* light the world */
2513         LightWorld();
2514         
2515         /* ydnar: store off lightmaps */
2516         StoreSurfaceLightmaps();
2517         
2518         /* write out the bsp */
2519         UnparseEntities();
2520         Sys_Printf( "Writing %s\n", source );
2521         WriteBSPFile( source );
2522         
2523         /* ydnar: export lightmaps */
2524         if( exportLightmaps && !externalLightmaps )
2525                 ExportLightmaps();
2526         
2527         /* return to sender */
2528         return 0;
2529 }
2530