make it not loop endlessly :P
[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       32768
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, numCon, numStyles;
1276         float                                   d, step;
1277         vec3_t                                  baseOrigin, cheapColor, color, thisdir;
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 = 0; (step += 0.005) <= 1.0; )
1315                 {
1316                         VectorCopy( baseOrigin, trace.origin );
1317                         trace.origin[ 0 ] += step * (Random() - 0.5) * gridSize[0];
1318                         trace.origin[ 1 ] += step * (Random() - 0.5) * gridSize[1];
1319                         trace.origin[ 2 ] += step * (Random() - 0.5) * gridSize[2];
1320                                 
1321                         /* ydnar: changed to find cluster num */
1322                         trace.cluster = ClusterForPointExt( trace.origin, VERTEX_EPSILON );
1323                         if( trace.cluster >= 0 )
1324                                 break;
1325                 }
1326                 
1327                 /* can't find a valid point at all */
1328                 if( step > 0.5 )
1329                         return;
1330         }
1331         
1332         /* setup trace */
1333         trace.testOcclusion = !noTrace;
1334         trace.forceSunlight = qfalse;
1335         trace.recvShadows = WORLDSPAWN_RECV_SHADOWS;
1336         trace.numSurfaces = 0;
1337         trace.surfaces = NULL;
1338         trace.numLights = 0;
1339         trace.lights = NULL;
1340         
1341         /* clear */
1342         numCon = 0;
1343         VectorClear( cheapColor );
1344         
1345         /* trace to all the lights, find the major light direction, and divide the
1346            total light between that along the direction and the remaining in the ambient */
1347         for( trace.light = lights; trace.light != NULL; trace.light = trace.light->next )
1348         {
1349                 float           addSize;
1350                 
1351                 
1352                 /* sample light */
1353                 if( !LightContributionToPoint( &trace ) )
1354                         continue;
1355                 
1356                 /* handle negative light */
1357                 if( trace.light->flags & LIGHT_NEGATIVE )
1358                         VectorScale( trace.color, -1.0f, trace.color );
1359                 
1360                 /* add a contribution */
1361                 VectorCopy( trace.color, contributions[ numCon ].color );
1362                 VectorCopy( trace.direction, contributions[ numCon ].dir );
1363                 contributions[ numCon ].style = trace.light->style;
1364                 numCon++;
1365                 
1366                 /* push average direction around */
1367                 addSize = VectorLength( trace.color );
1368                 VectorMA( gp->dir, addSize, trace.direction, gp->dir );
1369                 
1370                 /* stop after a while */
1371                 if( numCon >= (MAX_CONTRIBUTIONS - 1) )
1372                         break;
1373                 
1374                 /* ydnar: cheap mode */
1375                 VectorAdd( cheapColor, trace.color, cheapColor );
1376                 if( cheapgrid && cheapColor[ 0 ] >= 255.0f && cheapColor[ 1 ] >= 255.0f && cheapColor[ 2 ] >= 255.0f )
1377                         break;
1378         }
1379         
1380         /////// Floodlighting for point //////////////////
1381         //do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
1382         if (floodlighty)
1383         {
1384                 int q;
1385                 float addSize,f;
1386                 vec3_t col,dir;
1387                 col[0]=col[1]=col[2]=floodlightIntensity;
1388                 dir[0]=dir[1]=0;
1389                 dir[2]=1;
1390
1391                 trace.testOcclusion = qtrue;
1392                 trace.forceSunlight = qfalse;
1393                 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1394                 trace.testAll = qtrue;
1395
1396                 for (q=0;q<2;q++)
1397                 {
1398                         if (q==0) //upper hemisphere
1399                         {
1400                                 trace.normal[0]=0;
1401                                 trace.normal[1]=0;
1402                                 trace.normal[2]=1;
1403                         }
1404                         else //lower hemisphere
1405                         {
1406                                 trace.normal[0]=0;
1407                                 trace.normal[1]=0;
1408                                 trace.normal[2]=-1;
1409                         }
1410
1411                         f = FloodLightForSample(&trace, floodlightDistance, floodlight_lowquality);
1412
1413                         contributions[ numCon ].color[0]=col[0]*f;
1414                         contributions[ numCon ].color[1]=col[1]*f;
1415                         contributions[ numCon ].color[2]=col[2]*f;
1416
1417                         contributions[ numCon ].dir[0]=dir[0];
1418                         contributions[ numCon ].dir[1]=dir[1];
1419                         contributions[ numCon ].dir[2]=dir[2];
1420
1421                         contributions[ numCon ].style = 0;
1422                         numCon++;
1423                         /* push average direction around */
1424                         addSize = VectorLength( col );
1425                         VectorMA( gp->dir, addSize, dir, gp->dir );
1426                 }
1427         }
1428         /////////////////////
1429
1430         /* normalize to get primary light direction */
1431         VectorNormalize( gp->dir, thisdir );
1432         
1433         /* now that we have identified the primary light direction,
1434            go back and separate all the light into directed and ambient */
1435
1436         numStyles = 1;
1437         for( i = 0; i < numCon; i++ )
1438         {
1439                 /* get relative directed strength */
1440                 d = DotProduct( contributions[ i ].dir, thisdir );
1441                 /* we map 1 to gridDirectionality, and 0 to gridAmbientDirectionality */
1442                 d = gridAmbientDirectionality + d * (gridDirectionality - gridAmbientDirectionality);
1443                 if( d < 0.0f )
1444                         d = 0.0f;
1445                 
1446                 /* find appropriate style */
1447                 for( j = 0; j < numStyles; j++ )
1448                 {
1449                         if( gp->styles[ j ] == contributions[ i ].style )
1450                                 break;
1451                 }
1452                 
1453                 /* style not found? */
1454                 if( j >= numStyles )
1455                 {
1456                         /* add a new style */
1457                         if( numStyles < MAX_LIGHTMAPS )
1458                         {
1459                                 gp->styles[ numStyles ] = contributions[ i ].style;
1460                                 bgp->styles[ numStyles ] = contributions[ i ].style;
1461                                 numStyles++;
1462                                 //%     Sys_Printf( "(%d, %d) ", num, contributions[ i ].style );
1463                         }
1464                         
1465                         /* fallback */
1466                         else
1467                                 j = 0;
1468                 }
1469                 
1470                 /* add the directed color */
1471                 VectorMA( gp->directed[ j ], d, contributions[ i ].color, gp->directed[ j ] );
1472                 
1473                 /* ambient light will be at 1/4 the value of directed light */
1474                 /* (ydnar: nuke this in favor of more dramatic lighting?) */
1475                 /* (PM: how about actually making it work? d=1 when it got here for single lights/sun :P */
1476 //              d = 0.25f;
1477                 /* (Hobbes: always setting it to .25 is hardly any better) */
1478                 d = 0.25f * (1.0f - d);
1479                 VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );
1480
1481 /*
1482  * div0:
1483  * the total light average = ambient value + 0.25 * sum of all directional values
1484  * we can also get the total light average as 0.25 * the sum of all contributions
1485  *
1486  * 0.25 * sum(contribution_i) == ambient + 0.25 * sum(d_i contribution_i)
1487  *
1488  * THIS YIELDS:
1489  * ambient == 0.25 * sum((1 - d_i) contribution_i)
1490  *
1491  * So, 0.25f * (1.0f - d) IS RIGHT. If you want to tune it, tune d BEFORE.
1492  */
1493         }
1494         
1495         
1496         /* store off sample */
1497         for( i = 0; i < MAX_LIGHTMAPS; i++ )
1498         {
1499 #if 0
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 #endif
1504                 
1505                 /* set minimum light and copy off to bytes */
1506                 VectorCopy( gp->ambient[ i ], color );
1507                 for( j = 0; j < 3; j++ )
1508                         if( color[ j ] < minGridLight[ j ] )
1509                                 color[ j ] = minGridLight[ j ];
1510
1511                 /* vortex: apply gridscale and gridambientscale here */
1512                 ColorToBytes( color, bgp->ambient[ i ], gridScale*gridAmbientScale );
1513                 ColorToBytes( gp->directed[ i ], bgp->directed[ i ], gridScale );
1514         }
1515         
1516         /* debug code */
1517         #if 0
1518                 //%     Sys_FPrintf( SYS_VRB, "%10d %10d %10d ", &gp->ambient[ 0 ][ 0 ], &gp->ambient[ 0 ][ 1 ], &gp->ambient[ 0 ][ 2 ] );
1519                 Sys_FPrintf( SYS_VRB, "%9d Amb: (%03.1f %03.1f %03.1f) Dir: (%03.1f %03.1f %03.1f)\n",
1520                         num,
1521                         gp->ambient[ 0 ][ 0 ], gp->ambient[ 0 ][ 1 ], gp->ambient[ 0 ][ 2 ],
1522                         gp->directed[ 0 ][ 0 ], gp->directed[ 0 ][ 1 ], gp->directed[ 0 ][ 2 ] );
1523         #endif
1524         
1525         /* store direction */
1526         NormalToLatLong( thisdir, 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         int lightmapMergeSize = 0;
1849         
1850         
1851         /* note it */
1852         Sys_Printf( "--- Light ---\n" );
1853         Sys_Printf( "--- ProcessGameSpecific ---\n" );
1854
1855         /* set standard game flags */
1856         wolfLight = game->wolfLight;
1857         if (wolfLight == qtrue)
1858                 Sys_Printf( " lightning model: wolf\n" );
1859         else
1860                 Sys_Printf( " lightning model: quake3\n" );
1861
1862         lmCustomSize = game->lightmapSize;
1863         Sys_Printf( " lightmap size: %d x %d pixels\n", lmCustomSize, lmCustomSize );
1864
1865         lightmapGamma = game->lightmapGamma;
1866         Sys_Printf( " lightning gamma: %f\n", lightmapGamma );
1867
1868         lightmapCompensate = game->lightmapCompensate;
1869         Sys_Printf( " lightning compensation: %f\n", lightmapCompensate );
1870
1871         lightmapExposure = game->lightmapExposure;
1872         Sys_Printf( " lightning exposure: %f\n", lightmapExposure );
1873
1874         gridScale = game->gridScale;
1875         Sys_Printf( " lightgrid scale: %f\n", gridScale );
1876
1877         gridAmbientScale = game->gridAmbientScale;
1878         Sys_Printf( " lightgrid ambient scale: %f\n", gridAmbientScale );
1879
1880         noStyles = game->noStyles;
1881         if (noStyles == qtrue)
1882                 Sys_Printf( " shader lightstyles hack: disabled\n" );
1883         else
1884                 Sys_Printf( " shader lightstyles hack: enabled\n" );
1885
1886         keepLights = game->keepLights;
1887         if (keepLights == qtrue)
1888                 Sys_Printf( " keep lights: enabled\n" );
1889         else
1890                 Sys_Printf( " keep lights: disabled\n" );
1891
1892         patchShadows = game->patchShadows;
1893         if (patchShadows == qtrue)
1894                 Sys_Printf( " patch shadows: enabled\n" );
1895         else
1896                 Sys_Printf( " patch shadows: disabled\n" );
1897
1898         deluxemap = game->deluxeMap;
1899         deluxemode = game->deluxeMode;
1900         if (deluxemap == qtrue)
1901         {
1902                 if (deluxemode)
1903                         Sys_Printf( " deluxemapping: enabled with tangentspace deluxemaps\n" );
1904                 else
1905                         Sys_Printf( " deluxemapping: enabled with modelspace deluxemaps\n" );
1906         }
1907         else
1908                 Sys_Printf( " deluxemapping: disabled\n" );
1909
1910         Sys_Printf( "--- ProcessCommandLine ---\n" );
1911         
1912         /* process commandline arguments */
1913         for( i = 1; i < (argc - 1); i++ )
1914         {
1915                 /* lightsource scaling */
1916                 if( !strcmp( argv[ i ], "-point" ) || !strcmp( argv[ i ], "-pointscale" ) )
1917                 {
1918                         f = atof( argv[ i + 1 ] );
1919                         pointScale *= f;
1920                         Sys_Printf( "Point (entity) light scaled by %f to %f\n", f, pointScale );
1921                         i++;
1922                 }
1923                 
1924                 else if( !strcmp( argv[ i ], "-area" ) || !strcmp( argv[ i ], "-areascale" ) )
1925                 {
1926                         f = atof( argv[ i + 1 ] );
1927                         areaScale *= f;
1928                         Sys_Printf( "Area (shader) light scaled by %f to %f\n", f, areaScale );
1929                         i++;
1930                 }
1931                 
1932                 else if( !strcmp( argv[ i ], "-sky" ) || !strcmp( argv[ i ], "-skyscale" ) )
1933                 {
1934                         f = atof( argv[ i + 1 ] );
1935                         skyScale *= f;
1936                         Sys_Printf( "Sky/sun light scaled by %f to %f\n", f, skyScale );
1937                         i++;
1938                 }
1939                 
1940                 else if( !strcmp( argv[ i ], "-bouncescale" ) )
1941                 {
1942                         f = atof( argv[ i + 1 ] );
1943                         bounceScale *= f;
1944                         Sys_Printf( "Bounce (radiosity) light scaled by %f to %f\n", f, bounceScale );
1945                         i++;
1946                 }
1947                 
1948                 else if( !strcmp( argv[ i ], "-scale" ) )
1949                 {
1950                         f = atof( argv[ i + 1 ] );
1951                         pointScale *= f;
1952                         areaScale *= f;
1953                         skyScale *= f;
1954                         bounceScale *= f;
1955                         Sys_Printf( "All light scaled by %f\n", f );
1956                         i++;
1957                 }
1958
1959                 else if( !strcmp( argv[ i ], "-gridscale" ) )
1960                 {
1961                         f = atof( argv[ i + 1 ] );
1962                         Sys_Printf( "Grid lightning scaled by %f\n", f );
1963                         gridScale *= f;
1964                         i++;
1965                 }
1966
1967                 else if( !strcmp( argv[ i ], "-gridambientscale" ) )
1968                 {
1969                         f = atof( argv[ i + 1 ] );
1970                         Sys_Printf( "Grid ambient lightning scaled by %f\n", f );
1971                         gridAmbientScale *= f;
1972                         i++;
1973                 }
1974
1975                 else if( !strcmp( argv[ i ], "-griddirectionality" ) )
1976                 {
1977                         f = atof( argv[ i + 1 ] );
1978                         if(f < 0) f = 0;
1979                         if(f > gridAmbientDirectionality) f = gridAmbientDirectionality;
1980                         Sys_Printf( "Grid directionality is %f\n", f );
1981                         gridDirectionality *= f;
1982                         i++;
1983                 }
1984
1985                 else if( !strcmp( argv[ i ], "-gridambientdirectionality" ) )
1986                 {
1987                         f = atof( argv[ i + 1 ] );
1988                         if(f > gridDirectionality) f = gridDirectionality;
1989                         if(f > 1) f = 1;
1990                         Sys_Printf( "Grid ambient directionality is %f\n", f );
1991                         gridAmbientDirectionality *= f;
1992                         i++;
1993                 }
1994                 
1995                 else if( !strcmp( argv[ i ], "-gamma" ) )
1996                 {
1997                         f = atof( argv[ i + 1 ] );
1998                         lightmapGamma = f;
1999                         Sys_Printf( "Lighting gamma set to %f\n", lightmapGamma );
2000                         i++;
2001                 }
2002                 
2003                 else if( !strcmp( argv[ i ], "-exposure" ) )
2004                 {
2005                         f = atof( argv[ i + 1 ] );
2006                         lightmapExposure = f;
2007                         Sys_Printf( "Lighting exposure set to %f\n", lightmapExposure );
2008                         i++;
2009                 }
2010
2011                 else if( !strcmp( argv[ i ], "-compensate" ) )
2012                 {
2013                         f = atof( argv[ i + 1 ] );
2014                         if( f <= 0.0f )
2015                                 f = 1.0f;
2016                         lightmapCompensate = f;
2017                         Sys_Printf( "Lighting compensation set to 1/%f\n", lightmapCompensate );
2018                         i++;
2019                 }
2020                 
2021                 /* ydnar switches */
2022                 else if( !strcmp( argv[ i ], "-bounce" ) )
2023                 {
2024                         bounce = atoi( argv[ i + 1 ] );
2025                         if( bounce < 0 )
2026                                 bounce = 0;
2027                         else if( bounce > 0 )
2028                                 Sys_Printf( "Radiosity enabled with %d bounce(s)\n", bounce );
2029                         i++;
2030                 }
2031                 
2032                 else if( !strcmp( argv[ i ], "-supersample" ) || !strcmp( argv[ i ], "-super" ) )
2033                 {
2034                         superSample = atoi( argv[ i + 1 ] );
2035                         if( superSample < 1 )
2036                                 superSample = 1;
2037                         else if( superSample > 1 )
2038                                 Sys_Printf( "Ordered-grid supersampling enabled with %d sample(s) per lightmap texel\n", (superSample * superSample) );
2039                         i++;
2040                 }
2041                 
2042                 else if( !strcmp( argv[ i ], "-samples" ) )
2043                 {
2044                         lightSamples = atoi( argv[ i + 1 ] );
2045                         if( lightSamples < 1 )
2046                                 lightSamples = 1;
2047                         else if( lightSamples > 1 )
2048                                 Sys_Printf( "Adaptive supersampling enabled with %d sample(s) per lightmap texel\n", lightSamples );
2049                         i++;
2050                 }
2051                 
2052                 else if( !strcmp( argv[ i ], "-filter" ) )
2053                 {
2054                         filter = qtrue;
2055                         Sys_Printf( "Lightmap filtering enabled\n" );
2056                 }
2057                 
2058                 else if( !strcmp( argv[ i ], "-dark" ) )
2059                 {
2060                         dark = qtrue;
2061                         Sys_Printf( "Dark lightmap seams enabled\n" );
2062                 }
2063                 
2064                 else if( !strcmp( argv[ i ], "-shadeangle" ) )
2065                 {
2066                         shadeAngleDegrees = atof( argv[ i + 1 ] );
2067                         if( shadeAngleDegrees < 0.0f )
2068                                 shadeAngleDegrees = 0.0f;
2069                         else if( shadeAngleDegrees > 0.0f )
2070                         {
2071                                 shade = qtrue;
2072                                 Sys_Printf( "Phong shading enabled with a breaking angle of %f degrees\n", shadeAngleDegrees );
2073                         }
2074                         i++;
2075                 }
2076                 
2077                 else if( !strcmp( argv[ i ], "-thresh" ) )
2078                 {
2079                         subdivideThreshold = atof( argv[ i + 1 ] );
2080                         if( subdivideThreshold < 0 )
2081                                 subdivideThreshold = DEFAULT_SUBDIVIDE_THRESHOLD;
2082                         else
2083                                 Sys_Printf( "Subdivision threshold set at %.3f\n", subdivideThreshold );
2084                         i++;
2085                 }
2086                 
2087                 else if( !strcmp( argv[ i ], "-approx" ) )
2088                 {
2089                         approximateTolerance = atoi( argv[ i + 1 ] );
2090                         if( approximateTolerance < 0 )
2091                                 approximateTolerance = 0;
2092                         else if( approximateTolerance > 0 )
2093                                 Sys_Printf( "Approximating lightmaps within a byte tolerance of %d\n", approximateTolerance );
2094                         i++;
2095                 }
2096                 else if( !strcmp( argv[ i ], "-deluxe" ) || !strcmp( argv[ i ], "-deluxemap" ) )
2097                 {
2098                         deluxemap = qtrue;
2099                         Sys_Printf( "Generating deluxemaps for average light direction\n" );
2100                 }
2101                 else if( !strcmp( argv[ i ], "-deluxemode" ))
2102                 {
2103                         deluxemode = atoi( argv[ i + 1 ] );
2104                         if (deluxemode == 0 || deluxemode > 1 || deluxemode < 0)
2105                         {
2106                                 Sys_Printf( "Generating modelspace deluxemaps\n" );
2107                                 deluxemode = 0;
2108                         }
2109                         else 
2110                                 Sys_Printf( "Generating tangentspace deluxemaps\n" );
2111                         i++;
2112                 }
2113                 else if( !strcmp( argv[ i ], "-nodeluxe" ) || !strcmp( argv[ i ], "-nodeluxemap" ) )
2114                 {
2115                         deluxemap = qfalse;
2116                         Sys_Printf( "Disabling generating of deluxemaps for average light direction\n" );
2117                 }
2118                 else if( !strcmp( argv[ i ], "-external" ) )
2119                 {
2120                         externalLightmaps = qtrue;
2121                         Sys_Printf( "Storing all lightmaps externally\n" );
2122                 }
2123
2124                 else if( !strcmp( argv[ i ], "-lightmapsize" ) )
2125                 {
2126                         lmCustomSize = atoi( argv[ i + 1 ] );
2127                         
2128                         /* must be a power of 2 and greater than 2 */
2129                         if( ((lmCustomSize - 1) & lmCustomSize) || lmCustomSize < 2 )
2130                         {
2131                                 Sys_Printf( "WARNING: Lightmap size must be a power of 2, greater or equal to 2 pixels.\n" );
2132                                 lmCustomSize = game->lightmapSize;
2133                         }
2134                         i++;
2135                         Sys_Printf( "Default lightmap size set to %d x %d pixels\n", lmCustomSize, lmCustomSize );
2136                         
2137                         /* enable external lightmaps */
2138                         if( lmCustomSize != game->lightmapSize )
2139                         {
2140                                 externalLightmaps = qtrue;
2141                                 Sys_Printf( "Storing all lightmaps externally\n" );
2142                         }
2143                 }
2144                 
2145                 else if( !strcmp( argv[ i ], "-rawlightmapsizelimit" ) )
2146                 {
2147                         lmLimitSize = atoi( argv[ i + 1 ] );
2148                         
2149                         i++;
2150                         Sys_Printf( "Raw lightmap size limit set to %d x %d pixels\n", lmLimitSize, lmLimitSize );
2151                 }
2152                 
2153                 else if( !strcmp( argv[ i ], "-lightmapdir" ) )
2154                 {
2155                         lmCustomDir = argv[i + 1];
2156                         i++;
2157                         Sys_Printf( "Lightmap directory set to %s\n", lmCustomDir );
2158                         externalLightmaps = qtrue;
2159                         Sys_Printf( "Storing all lightmaps externally\n" );
2160                 }
2161                 
2162                 /* ydnar: add this to suppress warnings */
2163                 else if( !strcmp( argv[ i ],  "-custinfoparms") )
2164                 {
2165                         Sys_Printf( "Custom info parms enabled\n" );
2166                         useCustomInfoParms = qtrue;
2167                 }
2168                 
2169                 else if( !strcmp( argv[ i ], "-wolf" ) )
2170                 {
2171                         /* -game should already be set */
2172                         wolfLight = qtrue;
2173                         Sys_Printf( "Enabling Wolf lighting model (linear default)\n" );
2174                 }
2175                 
2176                 else if( !strcmp( argv[ i ], "-q3" ) )
2177                 {
2178                         /* -game should already be set */
2179                         wolfLight = qfalse;
2180                         Sys_Printf( "Enabling Quake 3 lighting model (nonlinear default)\n" );
2181                 }
2182                 
2183                 else if( !strcmp( argv[ i ], "-sunonly" ) )
2184                 {
2185                         sunOnly = qtrue;
2186                         Sys_Printf( "Only computing sunlight\n" );
2187                 }
2188                 
2189                 else if( !strcmp( argv[ i ], "-bounceonly" ) )
2190                 {
2191                         bounceOnly = qtrue;
2192                         Sys_Printf( "Storing bounced light (radiosity) only\n" );
2193                 }
2194                 
2195                 else if( !strcmp( argv[ i ], "-nocollapse" ) )
2196                 {
2197                         noCollapse = qtrue;
2198                         Sys_Printf( "Identical lightmap collapsing disabled\n" );
2199                 }
2200
2201                 else if( !strcmp( argv[ i ], "-nolightmapsearch" ) )
2202                 {
2203                         lightmapSearchBlockSize = 1;
2204                         Sys_Printf( "No lightmap searching - all lightmaps will be sequential\n" );
2205                 }
2206                 
2207                 else if( !strcmp( argv[ i ], "-lightmapsearchpower" ) )
2208                 {
2209                         lightmapMergeSize = (game->lightmapSize << atoi(argv[i+1]));
2210                         ++i;
2211                         Sys_Printf( "Restricted lightmap searching enabled - optimize for lightmap merge power %d (size %d)\n", atoi(argv[i]), lightmapMergeSize );
2212                 }
2213                 
2214                 else if( !strcmp( argv[ i ], "-lightmapsearchblocksize" ) )
2215                 {
2216                         lightmapSearchBlockSize = atoi(argv[i+1]);
2217                         ++i;
2218                         Sys_Printf( "Restricted lightmap searching enabled - block size set to %d\n", lightmapSearchBlockSize );
2219                 }
2220                 
2221                 else if( !strcmp( argv[ i ], "-shade" ) )
2222                 {
2223                         shade = qtrue;
2224                         Sys_Printf( "Phong shading enabled\n" );
2225                 }
2226                 
2227                 else if( !strcmp( argv[ i ], "-bouncegrid") )
2228                 {
2229                         bouncegrid = qtrue;
2230                         if( bounce > 0 )
2231                                 Sys_Printf( "Grid lighting with radiosity enabled\n" );
2232                 }
2233                 
2234                 else if( !strcmp( argv[ i ], "-smooth" ) )
2235                 {
2236                         lightSamples = EXTRA_SCALE;
2237                         Sys_Printf( "The -smooth argument is deprecated, use \"-samples 2\" instead\n" );
2238                 }
2239                 
2240                 else if( !strcmp( argv[ i ], "-fast" ) )
2241                 {
2242                         fast = qtrue;
2243                         fastgrid = qtrue;
2244                         fastbounce = qtrue;
2245                         Sys_Printf( "Fast mode enabled\n" );
2246                 }
2247                 
2248                 else if( !strcmp( argv[ i ], "-faster" ) )
2249                 {
2250                         faster = qtrue;
2251                         fast = qtrue;
2252                         fastgrid = qtrue;
2253                         fastbounce = qtrue;
2254                         Sys_Printf( "Faster mode enabled\n" );
2255                 }
2256                 
2257                 else if( !strcmp( argv[ i ], "-fastgrid" ) )
2258                 {
2259                         fastgrid = qtrue;
2260                         Sys_Printf( "Fast grid lighting enabled\n" );
2261                 }
2262                 
2263                 else if( !strcmp( argv[ i ], "-fastbounce" ) )
2264                 {
2265                         fastbounce = qtrue;
2266                         Sys_Printf( "Fast bounce mode enabled\n" );
2267                 }
2268                 
2269                 else if( !strcmp( argv[ i ], "-cheap" ) )
2270                 {
2271                         cheap = qtrue;
2272                         cheapgrid = qtrue;
2273                         Sys_Printf( "Cheap mode enabled\n" );
2274                 }
2275
2276                 else if( !strcmp( argv[ i ], "-cheapgrid" ) )
2277                 {
2278                         cheapgrid = qtrue;
2279                         Sys_Printf( "Cheap grid mode enabled\n" );
2280                 }
2281                 
2282                 else if( !strcmp( argv[ i ], "-normalmap" ) )
2283                 {
2284                         normalmap = qtrue;
2285                         Sys_Printf( "Storing normal map instead of lightmap\n" );
2286                 }
2287                 
2288                 else if( !strcmp( argv[ i ], "-trisoup" ) )
2289                 {
2290                         trisoup = qtrue;
2291                         Sys_Printf( "Converting brush faces to triangle soup\n" );
2292                 }
2293                 
2294                 else if( !strcmp( argv[ i ], "-debug" ) )
2295                 {
2296                         debug = qtrue;
2297                         Sys_Printf( "Lightmap debugging enabled\n" );
2298                 }
2299                 
2300                 else if( !strcmp( argv[ i ], "-debugsurfaces" ) || !strcmp( argv[ i ], "-debugsurface" ) )
2301                 {
2302                         debugSurfaces = qtrue;
2303                         Sys_Printf( "Lightmap surface debugging enabled\n" );
2304                 }
2305                 
2306                 else if( !strcmp( argv[ i ], "-debugunused" ) )
2307                 {
2308                         debugUnused = qtrue;
2309                         Sys_Printf( "Unused luxel debugging enabled\n" );
2310                 }
2311
2312                 else if( !strcmp( argv[ i ], "-debugaxis" ) )
2313                 {
2314                         debugAxis = qtrue;
2315                         Sys_Printf( "Lightmap axis debugging enabled\n" );
2316                 }
2317                 
2318                 else if( !strcmp( argv[ i ], "-debugcluster" ) )
2319                 {
2320                         debugCluster = qtrue;
2321                         Sys_Printf( "Luxel cluster debugging enabled\n" );
2322                 }
2323                 
2324                 else if( !strcmp( argv[ i ], "-debugorigin" ) )
2325                 {
2326                         debugOrigin = qtrue;
2327                         Sys_Printf( "Luxel origin debugging enabled\n" );
2328                 }
2329                 
2330                 else if( !strcmp( argv[ i ], "-debugdeluxe" ) )
2331                 {
2332                         deluxemap = qtrue;
2333                         debugDeluxemap = qtrue;
2334                         Sys_Printf( "Deluxemap debugging enabled\n" );
2335                 }
2336                 
2337                 else if( !strcmp( argv[ i ], "-export" ) )
2338                 {
2339                         exportLightmaps = qtrue;
2340                         Sys_Printf( "Exporting lightmaps\n" );
2341                 }
2342                 
2343                 else if( !strcmp(argv[ i ], "-notrace" )) 
2344                 {
2345                         noTrace = qtrue;
2346                         Sys_Printf( "Shadow occlusion disabled\n" );
2347                 }
2348                 else if( !strcmp(argv[ i ], "-patchshadows" ) )
2349                 {
2350                         patchShadows = qtrue;
2351                         Sys_Printf( "Patch shadow casting enabled\n" );
2352                 }
2353                 else if( !strcmp( argv[ i ], "-extra" ) )
2354                 {
2355                         superSample = EXTRA_SCALE;              /* ydnar */
2356                         Sys_Printf( "The -extra argument is deprecated, use \"-super 2\" instead\n" );
2357                 }
2358                 else if( !strcmp( argv[ i ], "-extrawide" ) )
2359                 {
2360                         superSample = EXTRAWIDE_SCALE;  /* ydnar */
2361                         filter = qtrue;                                 /* ydnar */
2362                         Sys_Printf( "The -extrawide argument is deprecated, use \"-filter [-super 2]\" instead\n");
2363                 }
2364                 else if( !strcmp( argv[ i ], "-samplesize" ) )
2365                 {
2366                         sampleSize = atoi( argv[ i + 1 ] );
2367                         if( sampleSize < 1 )
2368                                 sampleSize = 1;
2369                         i++;
2370                         Sys_Printf( "Default lightmap sample size set to %dx%d units\n", sampleSize, sampleSize );
2371                 }
2372                 else if( !strcmp( argv[ i ], "-minsamplesize" ) )
2373                 {
2374                         minSampleSize = atoi( argv[ i + 1 ] );
2375                         if( minSampleSize < 1 )
2376                                 minSampleSize = 1;
2377                         i++;
2378                         Sys_Printf( "Minimum lightmap sample size set to %dx%d units\n", minSampleSize, minSampleSize );
2379                 }
2380                 else if( !strcmp( argv[ i ],  "-samplescale" ) )
2381                 {
2382                         sampleScale = atoi( argv[ i + 1 ] );
2383                         i++;
2384                         Sys_Printf( "Lightmaps sample scale set to %d\n", sampleScale);
2385                 }
2386                 else if( !strcmp( argv[ i ], "-novertex" ) )
2387                 {
2388                         noVertexLighting = qtrue;
2389                         Sys_Printf( "Disabling vertex lighting\n" );
2390                 }
2391                 else if( !strcmp( argv[ i ], "-nogrid" ) )
2392                 {
2393                         noGridLighting = qtrue;
2394                         Sys_Printf( "Disabling grid lighting\n" );
2395                 }
2396                 else if( !strcmp( argv[ i ], "-border" ) )
2397                 {
2398                         lightmapBorder = qtrue;
2399                         Sys_Printf( "Adding debug border to lightmaps\n" );
2400                 }
2401                 else if( !strcmp( argv[ i ], "-nosurf" ) )
2402                 {
2403                         noSurfaces = qtrue;
2404                         Sys_Printf( "Not tracing against surfaces\n" );
2405                 }
2406                 else if( !strcmp( argv[ i ], "-dump" ) )
2407                 {
2408                         dump = qtrue;
2409                         Sys_Printf( "Dumping radiosity lights into numbered prefabs\n" );
2410                 }
2411                 else if( !strcmp( argv[ i ], "-lomem" ) )
2412                 {
2413                         loMem = qtrue;
2414                         Sys_Printf( "Enabling low-memory (potentially slower) lighting mode\n" );
2415                 }
2416                 else if( !strcmp( argv[ i ], "-nostyle" ) || !strcmp( argv[ i ], "-nostyles" ) )
2417                 {
2418                         noStyles = qtrue;
2419                         Sys_Printf( "Disabling lightstyles\n" );
2420                 }
2421                 else if( !strcmp( argv[ i ], "-style" ) || !strcmp( argv[ i ], "-styles" ) )
2422                 {
2423                         noStyles = qfalse;
2424                         Sys_Printf( "Enabling lightstyles\n" );
2425                 }
2426                 else if( !strcmp( argv[ i ], "-keeplights" ))
2427                 {
2428                         keepLights = qtrue;
2429                         Sys_Printf( "Leaving light entities on map after compile\n" );
2430                 }
2431                 else if( !strcmp( argv[ i ], "-cpma" ) )
2432                 {
2433                         cpmaHack = qtrue;
2434                         Sys_Printf( "Enabling Challenge Pro Mode Asstacular Vertex Lighting Mode (tm)\n" );
2435                 }
2436                 else if( !strcmp( argv[ i ], "-floodlight" ) )
2437                 {
2438                         floodlighty = qtrue;
2439                         Sys_Printf( "FloodLighting enabled\n" );
2440                 }
2441                 else if( !strcmp( argv[ i ], "-debugnormals" ) )
2442                 {
2443                         debugnormals = qtrue;
2444                         Sys_Printf( "DebugNormals enabled\n" );
2445                 }
2446                 else if( !strcmp( argv[ i ], "-lowquality" ) )
2447                 {
2448                         floodlight_lowquality = qtrue;
2449                         Sys_Printf( "Low Quality FloodLighting enabled\n" );
2450                 }
2451                 
2452                 /* r7: dirtmapping */
2453                 else if( !strcmp( argv[ i ], "-dirty" ) )
2454                 {
2455                         dirty = qtrue;
2456                         Sys_Printf( "Dirtmapping enabled\n" );
2457                 }
2458                 else if( !strcmp( argv[ i ], "-dirtdebug" ) || !strcmp( argv[ i ], "-debugdirt" ) )
2459                 {
2460                         dirtDebug = qtrue;
2461                         Sys_Printf( "Dirtmap debugging enabled\n" );
2462                 }
2463                 else if( !strcmp( argv[ i ], "-dirtmode" ) )
2464                 {
2465                         dirtMode = atoi( argv[ i + 1 ] );
2466                         if( dirtMode != 0 && dirtMode != 1 )
2467                                 dirtMode = 0;
2468                         if( dirtMode == 1 )
2469                                 Sys_Printf( "Enabling randomized dirtmapping\n" );
2470                         else
2471                                 Sys_Printf( "Enabling ordered dir mapping\n" );
2472                         i++;
2473                 }
2474                 else if( !strcmp( argv[ i ], "-dirtdepth" ) )
2475                 {
2476                         dirtDepth = atof( argv[ i + 1 ] );
2477                         if( dirtDepth <= 0.0f )
2478                                 dirtDepth = 128.0f;
2479                         Sys_Printf( "Dirtmapping depth set to %.1f\n", dirtDepth );
2480                         i++;
2481                 }
2482                 else if( !strcmp( argv[ i ], "-dirtscale" ) )
2483                 {
2484                         dirtScale = atof( argv[ i + 1 ] );
2485                         if( dirtScale <= 0.0f )
2486                                 dirtScale = 1.0f;
2487                         Sys_Printf( "Dirtmapping scale set to %.1f\n", dirtScale );
2488                         i++;
2489                 }
2490                 else if( !strcmp( argv[ i ], "-dirtgain" ) )
2491                 {
2492                         dirtGain = atof( argv[ i + 1 ] );
2493                         if( dirtGain <= 0.0f )
2494                                 dirtGain = 1.0f;
2495                         Sys_Printf( "Dirtmapping gain set to %.1f\n", dirtGain );
2496                         i++;
2497                 }
2498                 else if( !strcmp( argv[ i ], "-trianglecheck" ) )
2499                 {
2500                         lightmapTriangleCheck = qtrue;
2501                 }
2502                 else if( !strcmp( argv[ i ], "-extravisnudge" ) )
2503                 {
2504                         lightmapExtraVisClusterNudge = qtrue;
2505                 }
2506                 /* unhandled args */
2507                 else
2508                 {
2509                         Sys_Printf( "WARNING: Unknown argument \"%s\"\n", argv[ i ] );
2510                 }
2511
2512         }
2513
2514         /* fix up lightmap search power */
2515         if(lightmapMergeSize)
2516         {
2517                 lightmapSearchBlockSize = (lightmapMergeSize / lmCustomSize) * (lightmapMergeSize / lmCustomSize);
2518                 if(lightmapSearchBlockSize < 1)
2519                         lightmapSearchBlockSize = 1;
2520
2521                 Sys_Printf( "Restricted lightmap searching enabled - block size adjusted to %d\n", lightmapSearchBlockSize );
2522         }
2523         
2524         /* clean up map name */
2525         strcpy( source, ExpandArg( argv[ i ] ) );
2526         StripExtension( source );
2527         DefaultExtension( source, ".bsp" );
2528         strcpy( mapSource, ExpandArg( argv[ i ] ) );
2529         StripExtension( mapSource );
2530         DefaultExtension( mapSource, ".map" );
2531         
2532         /* ydnar: set default sample size */
2533         SetDefaultSampleSize( sampleSize );
2534         
2535         /* ydnar: handle shaders */
2536         BeginMapShaderFile( source );
2537         LoadShaderInfo();
2538         
2539         /* note loading */
2540         Sys_Printf( "Loading %s\n", source );
2541         
2542         /* ydnar: load surface file */
2543         LoadSurfaceExtraFile( source );
2544         
2545         /* load bsp file */
2546         LoadBSPFile( source );
2547         
2548         /* parse bsp entities */
2549         ParseEntities();
2550
2551         /* inject command line parameters */
2552         InjectCommandLine(argv, 0, argc - 1);
2553         
2554         /* load map file */
2555         value = ValueForKey( &entities[ 0 ], "_keepLights" );
2556         if( value[ 0 ] != '1' )
2557                 LoadMapFile( mapSource, qtrue );
2558         
2559         /* set the entity/model origins and init yDrawVerts */
2560         SetEntityOrigins();
2561         
2562         /* ydnar: set up optimization */
2563         SetupBrushes();
2564         SetupDirt();
2565         SetupFloodLight();
2566         SetupSurfaceLightmaps();
2567         
2568         /* initialize the surface facet tracing */
2569         SetupTraceNodes();
2570         
2571         /* light the world */
2572         LightWorld();
2573         
2574         /* ydnar: store off lightmaps */
2575         StoreSurfaceLightmaps();
2576         
2577         /* write out the bsp */
2578         UnparseEntities();
2579         Sys_Printf( "Writing %s\n", source );
2580         WriteBSPFile( source );
2581         
2582         /* ydnar: export lightmaps */
2583         if( exportLightmaps && !externalLightmaps )
2584                 ExportLightmaps();
2585         
2586         /* return to sender */
2587         return 0;
2588 }
2589