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Apply floodlight to vertex lighting (there seems to remain some problem with
[divverent/netradiant.git] / tools / quake3 / q3map2 / light_ydnar.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_YDNAR_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41
42 /*
43 ColorToBytes()
44 ydnar: moved to here 2001-02-04
45 */
46
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
48 {
49         int             i;
50         float   max, gamma;
51         vec3_t  sample;
52         float   inv, dif;
53         
54         
55         /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
56         if( scale <= 0.0f )
57                 scale = 1.0f;
58         
59         /* make a local copy */
60         VectorScale( color, scale, sample );
61         
62         /* muck with it */
63         gamma = 1.0f / lightmapGamma;
64         for( i = 0; i < 3; i++ )
65         {
66                 /* handle negative light */
67                 if( sample[ i ] < 0.0f )
68                 {
69                         sample[ i ] = 0.0f;
70                         continue;
71                 }
72                 
73                 /* gamma */
74                 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
75         }
76
77         if (lightmapExposure == 1)
78         {
79                 /* clamp with color normalization */
80                 max = sample[ 0 ];
81                 if( sample[ 1 ] > max )
82                         max = sample[ 1 ];
83                 if( sample[ 2 ] > max )
84                         max = sample[ 2 ];
85                 if( max > 255.0f )
86                         VectorScale( sample, (255.0f / max), sample );
87         }
88         else
89         {
90                 if (lightmapExposure==0)
91                 {
92                         lightmapExposure=1.0f;
93                 }
94                 inv=1.f/lightmapExposure;
95                 //Exposure
96
97                 max = sample[ 0 ];
98                 if( sample[ 1 ] > max )
99                         max = sample[ 1 ];
100                 if( sample[ 2 ] > max )
101                         max = sample[ 2 ];
102
103                 dif = (1-  exp(-max * inv) )  *  255;
104
105                 if (max >0)
106                 {
107                         dif = dif / max;
108                 }
109                 else
110                 {
111                         dif = 0;
112                 }
113
114                 for (i=0;i<3;i++)
115                 {
116                         sample[i]*=dif;
117                 }
118         }
119
120         
121         /* compensate for ingame overbrighting/bitshifting */
122         VectorScale( sample, (1.0f / lightmapCompensate), sample );
123         
124         /* store it off */
125         colorBytes[ 0 ] = sample[ 0 ];
126         colorBytes[ 1 ] = sample[ 1 ];
127         colorBytes[ 2 ] = sample[ 2 ];
128 }
129
130
131
132 /* -------------------------------------------------------------------------------
133
134 this section deals with phong shading (normal interpolation across brush faces)
135
136 ------------------------------------------------------------------------------- */
137
138 /*
139 SmoothNormals()
140 smooths together coincident vertex normals across the bsp
141 */
142
143 #define MAX_SAMPLES                             256
144 #define THETA_EPSILON                   0.000001
145 #define EQUAL_NORMAL_EPSILON    0.01
146
147 void SmoothNormals( void )
148 {
149         int                                     i, j, k, f, cs, numVerts, numVotes, fOld, start;
150         float                           shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151         bspDrawSurface_t        *ds;
152         shaderInfo_t            *si;
153         float                           *shadeAngles;
154         byte                            *smoothed;
155         vec3_t                          average, diff;
156         int                                     indexes[ MAX_SAMPLES ];
157         vec3_t                          votes[ MAX_SAMPLES ];
158         
159         
160         /* allocate shade angle table */
161         shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162         memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
163         
164         /* allocate smoothed table */
165         cs = (numBSPDrawVerts / 8) + 1;
166         smoothed = safe_malloc( cs );
167         memset( smoothed, 0, cs );
168         
169         /* set default shade angle */
170         defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
171         maxShadeAngle = 0;
172         
173         /* run through every surface and flag verts belonging to non-lightmapped surfaces
174            and set per-vertex smoothing angle */
175         for( i = 0; i < numBSPDrawSurfaces; i++ )
176         {
177                 /* get drawsurf */
178                 ds = &bspDrawSurfaces[ i ];
179                 
180                 /* get shader for shade angle */
181                 si = surfaceInfos[ i ].si;
182                 if( si->shadeAngleDegrees )
183                         shadeAngle = DEG2RAD( si->shadeAngleDegrees );
184                 else
185                         shadeAngle = defaultShadeAngle;
186                 if( shadeAngle > maxShadeAngle )
187                         maxShadeAngle = shadeAngle;
188                 
189                 /* flag its verts */
190                 for( j = 0; j < ds->numVerts; j++ )
191                 {
192                         f = ds->firstVert + j;
193                         shadeAngles[ f ] = shadeAngle;
194                         if( ds->surfaceType == MST_TRIANGLE_SOUP )
195                                 smoothed[ f >> 3 ] |= (1 << (f & 7));
196                 }
197                 
198                 /* ydnar: optional force-to-trisoup */
199                 if( trisoup && ds->surfaceType == MST_PLANAR )
200                 {
201                         ds->surfaceType = MST_TRIANGLE_SOUP;
202                         ds->lightmapNum[ 0 ] = -3;
203                 }
204         }
205         
206         /* bail if no surfaces have a shade angle */
207         if( maxShadeAngle == 0 )
208         {
209                 free( shadeAngles );
210                 free( smoothed );
211                 return;
212         }
213         
214         /* init pacifier */
215         fOld = -1;
216         start = I_FloatTime();
217         
218         /* go through the list of vertexes */
219         for( i = 0; i < numBSPDrawVerts; i++ )
220         {
221                 /* print pacifier */
222                 f = 10 * i / numBSPDrawVerts;
223                 if( f != fOld )
224                 {
225                         fOld = f;
226                         Sys_Printf( "%i...", f );
227                 }
228                 
229                 /* already smoothed? */
230                 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
231                         continue;
232                 
233                 /* clear */
234                 VectorClear( average );
235                 numVerts = 0;
236                 numVotes = 0;
237                 
238                 /* build a table of coincident vertexes */
239                 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
240                 {
241                         /* already smoothed? */
242                         if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
243                                 continue;
244                         
245                         /* test vertexes */
246                         if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
247                                 continue;
248                         
249                         /* use smallest shade angle */
250                         shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
251                         
252                         /* check shade angle */
253                         dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
254                         if( dot > 1.0 )
255                                 dot = 1.0;
256                         else if( dot < -1.0 )
257                                 dot = -1.0;
258                         testAngle = acos( dot ) + THETA_EPSILON;
259                         if( testAngle >= shadeAngle )
260                         {
261                                 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
262                                 continue;
263                         }
264                         //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
265                         
266                         /* add to the list */
267                         indexes[ numVerts++ ] = j;
268                         
269                         /* flag vertex */
270                         smoothed[ j >> 3 ] |= (1 << (j & 7));
271                         
272                         /* see if this normal has already been voted */
273                         for( k = 0; k < numVotes; k++ )
274                         {
275                                 VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
276                                 if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
277                                         fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
278                                         fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
279                                         break;
280                         }
281                         
282                         /* add a new vote? */
283                         if( k == numVotes && numVotes < MAX_SAMPLES )
284                         {
285                                 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286                                 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
287                                 numVotes++;
288                         }
289                 }
290                 
291                 /* don't average for less than 2 verts */
292                 if( numVerts < 2 )
293                         continue;
294                 
295                 /* average normal */
296                 if( VectorNormalize( average, average ) > 0 )
297                 {
298                         /* smooth */
299                         for( j = 0; j < numVerts; j++ )
300                                 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
301                 }
302         }
303         
304         /* free the tables */
305         free( shadeAngles );
306         free( smoothed );
307         
308         /* print time */
309         Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
310 }
311
312
313
314 /* -------------------------------------------------------------------------------
315
316 this section deals with phong shaded lightmap tracing
317
318 ------------------------------------------------------------------------------- */
319
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
321
322 /*
323 CalcTangentVectors()
324 calculates the st tangent vectors for normalmapping
325 */
326
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
328 {
329         int                     i;
330         float           bb, s, t;
331         vec3_t          bary;
332         
333         
334         /* calculate barycentric basis for the triangle */
335         bb = (dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]) - (dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]);
336         if( fabs( bb ) < 0.00000001f )
337                 return qfalse;
338         
339         /* do each vertex */
340         for( i = 0; i < numVerts; i++ )
341         {
342                 /* calculate s tangent vector */
343                 s = dv[ i ]->st[ 0 ] + 10.0f;
344                 t = dv[ i ]->st[ 1 ];
345                 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
346                 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
347                 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
348                 
349                 stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
350                 stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
351                 stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
352                 
353                 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354                 VectorNormalize( stv[ i ], stv[ i ] );
355                 
356                 /* calculate t tangent vector */
357                 s = dv[ i ]->st[ 0 ];
358                 t = dv[ i ]->st[ 1 ] + 10.0f;
359                 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
360                 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
361                 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
362                 
363                 ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
364                 ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
365                 ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
366                 
367                 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368                 VectorNormalize( ttv[ i ], ttv[ i ] );
369                 
370                 /* debug code */
371                 //%     Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
372                 //%             stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
373         }
374         
375         /* return to caller */
376         return qtrue;
377 }
378
379
380
381
382 /*
383 PerturbNormal()
384 perterbs the normal by the shader's normalmap in tangent space
385 */
386
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
388 {
389         int                     i;
390         vec4_t          bump;
391         
392         
393         /* passthrough */
394         VectorCopy( dv->normal, pNormal );
395         
396         /* sample normalmap */
397         if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
398                 return;
399         
400         /* remap sampled normal from [0,255] to [-1,-1] */
401         for( i = 0; i < 3; i++ )
402                 bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
403         
404         /* scale tangent vectors and add to original normal */
405         VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
406         VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
407         VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
408         
409         /* renormalize and return */
410         VectorNormalize( pNormal, pNormal );
411 }
412
413
414
415 /*
416 MapSingleLuxel()
417 maps a luxel for triangle bv at
418 */
419
420 #define NUDGE                   0.5f
421 #define BOGUS_NUDGE             -99999.0f
422
423 static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
424 {
425         int                             i, x, y, numClusters, *clusters, pointCluster, *cluster;
426         float                   *luxel, *origin, *normal, d, lightmapSampleOffset;
427         shaderInfo_t    *si;
428         vec3_t                  pNormal;
429         vec3_t                  vecs[ 3 ];
430         vec3_t                  nudged;
431         vec3_t                  cverts[ 3 ];
432         vec3_t                  temp;
433         vec4_t                  sideplane, hostplane;
434         vec3_t                  origintwo;
435         int                             j, next;
436         float                   e;
437         float                   *nudge;
438         static float    nudges[][ 2 ] =
439                                         {
440                                                 //%{ 0, 0 },            /* try center first */
441                                                 { -NUDGE, 0 },          /* left */
442                                                 { NUDGE, 0 },           /* right */
443                                                 { 0, NUDGE },           /* up */
444                                                 { 0, -NUDGE },          /* down */
445                                                 { -NUDGE, NUDGE },      /* left/up */
446                                                 { NUDGE, -NUDGE },      /* right/down */
447                                                 { NUDGE, NUDGE },       /* right/up */
448                                                 { -NUDGE, -NUDGE },     /* left/down */
449                                                 { BOGUS_NUDGE, BOGUS_NUDGE }
450                                         };
451         
452         
453         /* find luxel xy coords (fixme: subtract 0.5?) */
454         x = dv->lightmap[ 0 ][ 0 ];
455         y = dv->lightmap[ 0 ][ 1 ];
456         if( x < 0 )
457                 x = 0;
458         else if( x >= lm->sw )
459                 x = lm->sw - 1;
460         if( y < 0 )
461                 y = 0;
462         else if( y >= lm->sh )
463                 y = lm->sh - 1;
464         
465         /* set shader and cluster list */
466         if( info != NULL )
467         {
468                 si = info->si;
469                 numClusters = info->numSurfaceClusters;
470                 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
471         }
472         else
473         {
474                 si = NULL;
475                 numClusters = 0;
476                 clusters = NULL;
477         }
478         
479         /* get luxel, origin, cluster, and normal */
480         luxel = SUPER_LUXEL( 0, x, y );
481         origin = SUPER_ORIGIN( x, y );
482         normal = SUPER_NORMAL( x, y );
483         cluster = SUPER_CLUSTER( x, y );
484         
485         /* don't attempt to remap occluded luxels for planar surfaces */
486         if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
487                 return (*cluster);
488         
489         /* only average the normal for premapped luxels */
490         else if( (*cluster) >= 0 )
491         {
492                 /* do bumpmap calculations */
493                 if( stv != NULL )
494                         PerturbNormal( dv, si, pNormal, stv, ttv );
495                 else
496                         VectorCopy( dv->normal, pNormal );
497                 
498                 /* add the additional normal data */
499                 VectorAdd( normal, pNormal, normal );
500                 luxel[ 3 ] += 1.0f;
501                 return (*cluster);
502         }
503         
504         /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
505         
506         /* get origin */
507         
508         /* axial lightmap projection */
509         if( lm->vecs != NULL )
510         {
511                 /* calculate an origin for the sample from the lightmap vectors */
512                 VectorCopy( lm->origin, origin );
513                 for( i = 0; i < 3; i++ )
514                 {
515                         /* add unless it's the axis, which is taken care of later */
516                         if( i == lm->axisNum )
517                                 continue;
518                         origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
519                 }
520                 
521                 /* project the origin onto the plane */
522                 d = DotProduct( origin, plane ) - plane[ 3 ];
523                 d /= plane[ lm->axisNum ];
524                 origin[ lm->axisNum ] -= d;
525         }
526         
527         /* non axial lightmap projection (explicit xyz) */
528         else
529                 VectorCopy( dv->xyz, origin );
530
531         //////////////////////
532         //27's test to make sure samples stay within the triangle boundaries
533         //1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
534         //2) if it does, nudge it onto the correct side.
535
536         if (worldverts!=NULL && lightmapTriangleCheck)
537         {
538                 for (j=0;j<3;j++)
539                 {
540                         VectorCopy(worldverts[j],cverts[j]);
541                 }
542                 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
543
544                 for (j=0;j<3;j++)
545                 {
546                         for (i=0;i<3;i++)
547                         {
548                                 //build plane using 2 edges and a normal
549                                 next=(i+1)%3;
550
551                                 VectorCopy(cverts[next],temp);
552                                 VectorAdd(temp,hostplane,temp);
553                                 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
554
555                                 //planetest sample point
556                                 e=DotProduct(origin,sideplane);
557                                 e=e-sideplane[3];
558                                 if (e>0)
559                                 {
560                                         //we're bad.
561                                         //VectorClear(origin);
562                                         //Move the sample point back inside triangle bounds
563                                         origin[0]-=sideplane[0]*(e+1);
564                                         origin[1]-=sideplane[1]*(e+1);
565                                         origin[2]-=sideplane[2]*(e+1);
566 #ifdef DEBUG_27_1
567                                         VectorClear(origin);
568 #endif
569                                 }
570                         }
571                 }
572         }
573
574         ////////////////////////
575         
576         /* planar surfaces have precalculated lightmap vectors for nudging */
577         if( lm->plane != NULL )
578         {
579                 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580                 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581                 VectorCopy( lm->plane, vecs[ 2 ] );
582         }
583         
584         /* non-planar surfaces must calculate them */
585         else
586         {
587                 if( plane != NULL )
588                         VectorCopy( plane, vecs[ 2 ] );
589                 else
590                         VectorCopy( dv->normal, vecs[ 2 ] );
591                 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
592         }
593         
594         /* push the origin off the surface a bit */
595         if( si != NULL )
596                 lightmapSampleOffset = si->lightmapSampleOffset;
597         else
598                 lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
599         if( lm->axisNum < 0 )
600                 VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
601         else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
602                 origin[ lm->axisNum ] -= lightmapSampleOffset;
603         else
604                 origin[ lm->axisNum ] += lightmapSampleOffset;
605         
606         VectorCopy(origin,origintwo);
607         if(lightmapExtraVisClusterNudge)
608         {
609                 origintwo[0]+=vecs[2][0];
610                 origintwo[1]+=vecs[2][1];
611                 origintwo[2]+=vecs[2][2];
612         }
613
614         /* get cluster */
615         pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
616         
617         /* another retarded hack, storing nudge count in luxel[ 1 ] */
618         luxel[ 1 ] = 0.0f;      
619         
620         /* point in solid? (except in dark mode) */
621         if( pointCluster < 0 && dark == qfalse )
622         {
623                 /* nudge the the location around */
624                 nudge = nudges[ 0 ];
625                 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
626                 {
627                         /* nudge the vector around a bit */
628                         for( i = 0; i < 3; i++ )
629                         {
630                                 /* set nudged point*/
631                                 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
632                         }
633                         nudge += 2;
634                         
635                         /* get pvs cluster */
636                         pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637                         if( pointCluster >= 0 )
638                                 VectorCopy( nudged, origin );
639                         luxel[ 1 ] += 1.0f;
640                 }
641         }
642         
643         /* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
644         if( pointCluster < 0 && si != NULL && dark == qfalse )
645         {
646                 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647                 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648                 if( pointCluster >= 0 )
649                         VectorCopy( nudged, origin );
650                 luxel[ 1 ] += 1.0f;
651         }
652         
653         /* valid? */
654         if( pointCluster < 0 )
655         {
656                 (*cluster) = CLUSTER_OCCLUDED;
657                 VectorClear( origin );
658                 VectorClear( normal );
659                 numLuxelsOccluded++;
660                 return (*cluster);
661         }
662         
663         /* debug code */
664         //%     Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
665         
666         /* do bumpmap calculations */
667         if( stv )
668                 PerturbNormal( dv, si, pNormal, stv, ttv );
669         else
670                 VectorCopy( dv->normal, pNormal );
671         
672         /* store the cluster and normal */
673         (*cluster) = pointCluster;
674         VectorCopy( pNormal, normal );
675         
676         /* store explicit mapping pass and implicit mapping pass */
677         luxel[ 0 ] = pass;
678         luxel[ 3 ] = 1.0f;
679         
680         /* add to count */
681         numLuxelsMapped++;
682         
683         /* return ok */
684         return (*cluster);
685 }
686
687
688
689 /*
690 MapTriangle_r()
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
693 */
694
695 static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
696 {
697         bspDrawVert_t   mid, *dv2[ 3 ];
698         int                             max;
699         
700         
701         /* map the vertexes */
702         #if 0
703         MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
704         MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
705         MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
706         #endif
707         
708         /* subdivide calc */
709         {
710                 int                     i;
711                 float           *a, *b, dx, dy, dist, maxDist;
712                 
713                 
714                 /* find the longest edge and split it */
715                 max = -1;
716                 maxDist = 0;
717                 for( i = 0; i < 3; i++ )
718                 {
719                         /* get verts */
720                         a = dv[ i ]->lightmap[ 0 ];
721                         b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
722                         
723                         /* get dists */
724                         dx = a[ 0 ] - b[ 0 ];
725                         dy = a[ 1 ] - b[ 1 ];
726                         dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
727                         
728                         /* longer? */
729                         if( dist > maxDist )
730                         {
731                                 maxDist = dist;
732                                 max = i;
733                         }
734                 }
735                 
736                 /* try to early out */
737                 if( max < 0 || maxDist <= subdivideThreshold )  /* ydnar: was i < 0 instead of max < 0 (?) */
738                         return;
739         }
740         
741         /* split the longest edge and map it */
742         LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
743         MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
744         
745         /* push the point up a little bit to account for fp creep (fixme: revisit this) */
746         //%     VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
747         
748         /* recurse to first triangle */
749         VectorCopy( dv, dv2 );
750         dv2[ max ] = &mid;
751         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
752         
753         /* recurse to second triangle */
754         VectorCopy( dv, dv2 );
755         dv2[ (max + 1) % 3 ] = &mid;
756         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
757 }
758
759
760
761 /*
762 MapTriangle()
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
765 */
766
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
768 {
769         int                             i;
770         vec4_t                  plane;
771         vec3_t                  *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772         vec3_t                  worldverts[ 3 ];
773         
774         
775         /* get plane if possible */
776         if( lm->plane != NULL )
777         {
778                 VectorCopy( lm->plane, plane );
779                 plane[ 3 ] = lm->plane[ 3 ];
780         }
781         
782         /* otherwise make one from the points */
783         else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
784                 return qfalse;
785         
786         /* check to see if we need to calculate texture->world tangent vectors */
787         if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
788         {
789                 stv = stvStatic;
790                 ttv = ttvStatic;
791         }
792         else
793         {
794                 stv = NULL;
795                 ttv = NULL;
796         }
797         
798         VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799         VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800         VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
801
802         /* map the vertexes */
803         MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
804         MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
805         MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
806         
807         /* 2002-11-20: prefer axial triangle edges */
808         if( mapNonAxial )
809         {
810                 /* subdivide the triangle */
811                 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
812                 return qtrue;
813         }
814         
815         for( i = 0; i < 3; i++ )
816         {
817                 float                   *a, *b;
818                 bspDrawVert_t   *dv2[ 3 ];
819                 
820                 
821                 /* get verts */
822                 a = dv[ i ]->lightmap[ 0 ];
823                 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
824                 
825                 /* make degenerate triangles for mapping edges */
826                 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
827                 {
828                         dv2[ 0 ] = dv[ i ];
829                         dv2[ 1 ] = dv[ (i + 1) % 3 ];
830                         dv2[ 2 ] = dv[ (i + 1) % 3 ];
831                         
832                         /* map the degenerate triangle */
833                         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
834                 }
835         }
836         
837         return qtrue;
838 }
839
840
841
842 /*
843 MapQuad_r()
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
846 */
847
848 static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] )
849 {
850         bspDrawVert_t   mid[ 2 ], *dv2[ 4 ];
851         int                             max;
852         
853         
854         /* subdivide calc */
855         {
856                 int                     i;
857                 float           *a, *b, dx, dy, dist, maxDist;
858                 
859                 
860                 /* find the longest edge and split it */
861                 max = -1;
862                 maxDist = 0;
863                 for( i = 0; i < 4; i++ )
864                 {
865                         /* get verts */
866                         a = dv[ i ]->lightmap[ 0 ];
867                         b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
868                         
869                         /* get dists */
870                         dx = a[ 0 ] - b[ 0 ];
871                         dy = a[ 1 ] - b[ 1 ];
872                         dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
873                         
874                         /* longer? */
875                         if( dist > maxDist )
876                         {
877                                 maxDist = dist;
878                                 max = i;
879                         }
880                 }
881                 
882                 /* try to early out */
883                 if( max < 0 || maxDist <= subdivideThreshold )
884                         return;
885         }
886         
887         /* we only care about even/odd edges */
888         max &= 1;
889         
890         /* split the longest edges */
891         LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
892         LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
893         
894         /* map the vertexes */
895         MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
896         MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
897         
898         /* 0 and 2 */
899         if( max == 0 )
900         {
901                 /* recurse to first quad */
902                 dv2[ 0 ] = dv[ 0 ];
903                 dv2[ 1 ] = &mid[ 0 ];
904                 dv2[ 2 ] = &mid[ 1 ];
905                 dv2[ 3 ] = dv[ 3 ];
906                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
907                 
908                 /* recurse to second quad */
909                 dv2[ 0 ] = &mid[ 0 ];
910                 dv2[ 1 ] = dv[ 1 ];
911                 dv2[ 2 ] = dv[ 2 ];
912                 dv2[ 3 ] = &mid[ 1 ];
913                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
914         }
915         
916         /* 1 and 3 */
917         else
918         {
919                 /* recurse to first quad */
920                 dv2[ 0 ] = dv[ 0 ];
921                 dv2[ 1 ] = dv[ 1 ];
922                 dv2[ 2 ] = &mid[ 0 ];
923                 dv2[ 3 ] = &mid[ 1 ];
924                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
925                 
926                 /* recurse to second quad */
927                 dv2[ 0 ] = &mid[ 1 ];
928                 dv2[ 1 ] = &mid[ 0 ];
929                 dv2[ 2 ] = dv[ 2 ];
930                 dv2[ 3 ] = dv[ 3 ];
931                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
932         }
933 }
934
935
936
937 /*
938 MapQuad()
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
941 */
942
943 #define QUAD_PLANAR_EPSILON             0.5f
944
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
946 {
947         float                   dist;
948         vec4_t                  plane;
949         vec3_t                  *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
950         
951         
952         /* get plane if possible */
953         if( lm->plane != NULL )
954         {
955                 VectorCopy( lm->plane, plane );
956                 plane[ 3 ] = lm->plane[ 3 ];
957         }
958         
959         /* otherwise make one from the points */
960         else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
961                 return qfalse;
962         
963         /* 4th point must fall on the plane */
964         dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965         if( fabs( dist ) > QUAD_PLANAR_EPSILON )
966                 return qfalse;
967         
968         /* check to see if we need to calculate texture->world tangent vectors */
969         if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
970         {
971                 stv = stvStatic;
972                 ttv = ttvStatic;
973         }
974         else
975         {
976                 stv = NULL;
977                 ttv = NULL;
978         }
979         
980         /* map the vertexes */
981         MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
982         MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
983         MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
984         MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
985         
986         /* subdivide the quad */
987         MapQuad_r( lm, info, dv, plane, stv, ttv );
988         return qtrue;
989 }
990
991
992
993 /*
994 MapRawLightmap()
995 maps the locations, normals, and pvs clusters for a raw lightmap
996 */
997
998 #define VectorDivide( in, d, out )      VectorScale( in, (1.0f / (d)), out )    //%     (out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)
999
1000 void MapRawLightmap( int rawLightmapNum )
1001 {
1002         int                                     n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003         float                           *luxel, *origin, *normal, samples, radius, pass;
1004         rawLightmap_t           *lm;
1005         bspDrawSurface_t        *ds;
1006         surfaceInfo_t           *info;
1007         mesh_t                          src, *subdivided, *mesh;
1008         bspDrawVert_t           *verts, *dv[ 4 ], fake;
1009         
1010         
1011         /* bail if this number exceeds the number of raw lightmaps */
1012         if( rawLightmapNum >= numRawLightmaps )
1013                 return;
1014         
1015         /* get lightmap */
1016         lm = &rawLightmaps[ rawLightmapNum ];
1017         
1018         /* -----------------------------------------------------------------
1019            map referenced surfaces onto the raw lightmap
1020            ----------------------------------------------------------------- */
1021         
1022         /* walk the list of surfaces on this raw lightmap */
1023         for( n = 0; n < lm->numLightSurfaces; n++ )
1024         {
1025                 /* with > 1 surface per raw lightmap, clear occluded */
1026                 if( n > 0 )
1027                 {
1028                         for( y = 0; y < lm->sh; y++ )
1029                         {
1030                                 for( x = 0; x < lm->sw; x++ )
1031                                 {
1032                                         /* get cluster */
1033                                         cluster = SUPER_CLUSTER( x, y );
1034                                         if( *cluster < 0 )
1035                                                 *cluster = CLUSTER_UNMAPPED;
1036                                 }
1037                         }
1038                 }
1039                 
1040                 /* get surface */
1041                 num = lightSurfaces[ lm->firstLightSurface + n ];
1042                 ds = &bspDrawSurfaces[ num ];
1043                 info = &surfaceInfos[ num ];
1044                 
1045                 /* bail if no lightmap to calculate */
1046                 if( info->lm != lm )
1047                 {
1048                         Sys_Printf( "!" );
1049                         continue;
1050                 }
1051                 
1052                 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053                 switch( ds->surfaceType )
1054                 {
1055                         case MST_PLANAR:
1056                                 /* get verts */
1057                                 verts = yDrawVerts + ds->firstVert;
1058                                 
1059                                 /* map the triangles */
1060                                 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1061                                 {
1062                                         for( i = 0; i < ds->numIndexes; i += 3 )
1063                                         {
1064                                                 dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
1065                                                 dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
1066                                                 dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
1067                                                 MapTriangle( lm, info, dv, mapNonAxial );
1068                                         }
1069                                 }
1070                                 break;
1071                         
1072                         case MST_PATCH:
1073                                 /* make a mesh from the drawsurf */ 
1074                                 src.width = ds->patchWidth;
1075                                 src.height = ds->patchHeight;
1076                                 src.verts = &yDrawVerts[ ds->firstVert ];
1077                                 //%     subdivided = SubdivideMesh( src, 8, 512 );
1078                                 subdivided = SubdivideMesh2( src, info->patchIterations );
1079                                 
1080                                 /* fit it to the curve and remove colinear verts on rows/columns */
1081                                 PutMeshOnCurve( *subdivided );
1082                                 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083                                 FreeMesh( subdivided );
1084                                 
1085                                 /* get verts */
1086                                 verts = mesh->verts;
1087                                 
1088                                 /* debug code */
1089                                 #if 0
1090                                         if( lm->plane )
1091                                         {
1092                                                 Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
1093                                                         lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
1094                                                         lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
1095                                                         lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
1096                                         }
1097                                 #endif
1098                                 
1099                                 /* map the mesh quads */
1100                                 #if 0
1101
1102                                 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1103                                 {
1104                                         for( y = 0; y < (mesh->height - 1); y++ )
1105                                         {
1106                                                 for( x = 0; x < (mesh->width - 1); x++ )
1107                                                 {
1108                                                         /* set indexes */
1109                                                         pw[ 0 ] = x + (y * mesh->width);
1110                                                         pw[ 1 ] = x + ((y + 1) * mesh->width);
1111                                                         pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1112                                                         pw[ 3 ] = x + 1 + (y * mesh->width);
1113                                                         pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */
1114                                                         
1115                                                         /* set radix */
1116                                                         r = (x + y) & 1;
1117                                                         
1118                                                         /* get drawverts and map first triangle */
1119                                                         dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1120                                                         dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1121                                                         dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1122                                                         MapTriangle( lm, info, dv, mapNonAxial );
1123                                                         
1124                                                         /* get drawverts and map second triangle */
1125                                                         dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1126                                                         dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1127                                                         dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1128                                                         MapTriangle( lm, info, dv, mapNonAxial );
1129                                                 }
1130                                         }
1131                                 }
1132                                 
1133                                 #else
1134                                 
1135                                 for( y = 0; y < (mesh->height - 1); y++ )
1136                                 {
1137                                         for( x = 0; x < (mesh->width - 1); x++ )
1138                                         {
1139                                                 /* set indexes */
1140                                                 pw[ 0 ] = x + (y * mesh->width);
1141                                                 pw[ 1 ] = x + ((y + 1) * mesh->width);
1142                                                 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1143                                                 pw[ 3 ] = x + 1 + (y * mesh->width);
1144                                                 pw[ 4 ] = pw[ 0 ];
1145                                                 
1146                                                 /* set radix */
1147                                                 r = (x + y) & 1;
1148                                                 
1149                                                 /* attempt to map quad first */
1150                                                 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1151                                                 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1152                                                 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1153                                                 dv[ 3 ] = &verts[ pw[ r + 3 ] ];
1154                                                 if( MapQuad( lm, info, dv ) )
1155                                                         continue;
1156                                                 
1157                                                 /* get drawverts and map first triangle */
1158                                                 MapTriangle( lm, info, dv, mapNonAxial );
1159                                                 
1160                                                 /* get drawverts and map second triangle */
1161                                                 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1162                                                 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1163                                                 MapTriangle( lm, info, dv, mapNonAxial );
1164                                         }
1165                                 }
1166                                 
1167                                 #endif
1168                                 
1169                                 /* free the mesh */
1170                                 FreeMesh( mesh );
1171                                 break;
1172                         
1173                         default:
1174                                 break;
1175                 }
1176         }
1177         
1178         /* -----------------------------------------------------------------
1179            average and clean up luxel normals
1180            ----------------------------------------------------------------- */
1181         
1182         /* walk the luxels */
1183         for( y = 0; y < lm->sh; y++ )
1184         {
1185                 for( x = 0; x < lm->sw; x++ )
1186                 {
1187                         /* get luxel */
1188                         luxel = SUPER_LUXEL( 0, x, y );
1189                         normal = SUPER_NORMAL( x, y );
1190                         cluster = SUPER_CLUSTER( x, y );
1191
1192                         /* only look at mapped luxels */
1193                         if( *cluster < 0 )
1194                                 continue;
1195                         
1196                         /* the normal data could be the sum of multiple samples */
1197                         if( luxel[ 3 ] > 1.0f )
1198                                 VectorNormalize( normal, normal );
1199                         
1200                         /* mark this luxel as having only one normal */
1201                         luxel[ 3 ] = 1.0f;
1202                 }
1203         }
1204         
1205         /* non-planar surfaces stop here */
1206         if( lm->plane == NULL )
1207                 return;
1208         
1209         /* -----------------------------------------------------------------
1210            map occluded or unuxed luxels
1211            ----------------------------------------------------------------- */
1212         
1213         /* walk the luxels */
1214         radius = floor( superSample / 2 );
1215         radius = radius > 0 ? radius : 1.0f;
1216         radius += 1.0f;
1217         for( pass = 2.0f; pass <= radius; pass += 1.0f )
1218         {
1219                 for( y = 0; y < lm->sh; y++ )
1220                 {
1221                         for( x = 0; x < lm->sw; x++ )
1222                         {
1223                                 /* get luxel */
1224                                 luxel = SUPER_LUXEL( 0, x, y );
1225                                 normal = SUPER_NORMAL( x, y );
1226                                 cluster = SUPER_CLUSTER( x, y );
1227                                 
1228                                 /* only look at unmapped luxels */
1229                                 if( *cluster != CLUSTER_UNMAPPED )
1230                                         continue;
1231                                 
1232                                 /* divine a normal and origin from neighboring luxels */
1233                                 VectorClear( fake.xyz );
1234                                 VectorClear( fake.normal );
1235                                 fake.lightmap[ 0 ][ 0 ] = x;    //% 0.0001 + x;
1236                                 fake.lightmap[ 0 ][ 1 ] = y;    //% 0.0001 + y;
1237                                 samples = 0.0f;
1238                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
1239                                 {
1240                                         if( sy < 0 || sy >= lm->sh )
1241                                                 continue;
1242                                         
1243                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
1244                                         {
1245                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1246                                                         continue;
1247                                                 
1248                                                 /* get neighboring luxel */
1249                                                 luxel = SUPER_LUXEL( 0, sx, sy );
1250                                                 origin = SUPER_ORIGIN( sx, sy );
1251                                                 normal = SUPER_NORMAL( sx, sy );
1252                                                 cluster = SUPER_CLUSTER( sx, sy );
1253                                                 
1254                                                 /* only consider luxels mapped in previous passes */
1255                                                 if( *cluster < 0 || luxel[ 0 ] >= pass )
1256                                                         continue;
1257                                                 
1258                                                 /* add its distinctiveness to our own */
1259                                                 VectorAdd( fake.xyz, origin, fake.xyz );
1260                                                 VectorAdd( fake.normal, normal, fake.normal );
1261                                                 samples += luxel[ 3 ];
1262                                         }
1263                                 }
1264                                 
1265                                 /* any samples? */
1266                                 if( samples == 0.0f )
1267                                         continue;
1268                                 
1269                                 /* average */
1270                                 VectorDivide( fake.xyz, samples, fake.xyz );
1271                                 //%     VectorDivide( fake.normal, samples, fake.normal );
1272                                 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1273                                         continue;
1274                                 
1275                                 /* map the fake vert */
1276                                 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1277                         }
1278                 }
1279         }
1280         
1281         /* -----------------------------------------------------------------
1282            average and clean up luxel normals
1283            ----------------------------------------------------------------- */
1284         
1285         /* walk the luxels */
1286         for( y = 0; y < lm->sh; y++ )
1287         {
1288                 for( x = 0; x < lm->sw; x++ )
1289                 {
1290                         /* get luxel */
1291                         luxel = SUPER_LUXEL( 0, x, y );
1292                         normal = SUPER_NORMAL( x, y );
1293                         cluster = SUPER_CLUSTER( x, y );
1294                         
1295                         /* only look at mapped luxels */
1296                         if( *cluster < 0 )
1297                                 continue;
1298                         
1299                         /* the normal data could be the sum of multiple samples */
1300                         if( luxel[ 3 ] > 1.0f )
1301                                 VectorNormalize( normal, normal );
1302                         
1303                         /* mark this luxel as having only one normal */
1304                         luxel[ 3 ] = 1.0f;
1305                 }
1306         }
1307         
1308         /* debug code */
1309         #if 0
1310                 Sys_Printf( "\n" );
1311                 for( y = 0; y < lm->sh; y++ )
1312                 {
1313                         for( x = 0; x < lm->sw; x++ )
1314                         {
1315                                 vec3_t  mins, maxs;
1316                                 
1317
1318                                 cluster = SUPER_CLUSTER( x, y );
1319                                 origin = SUPER_ORIGIN( x, y );
1320                                 normal = SUPER_NORMAL( x, y );
1321                                 luxel = SUPER_LUXEL( x, y );
1322                                 
1323                                 if( *cluster < 0 )
1324                                         continue;
1325                                 
1326                                 /* check if within the bounding boxes of all surfaces referenced */
1327                                 ClearBounds( mins, maxs );
1328                                 for( n = 0; n < lm->numLightSurfaces; n++ )
1329                                 {
1330                                         int TOL;
1331                                         info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
1332                                         TOL = info->sampleSize + 2;
1333                                         AddPointToBounds( info->mins, mins, maxs );
1334                                         AddPointToBounds( info->maxs, mins, maxs );
1335                                         if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
1336                                                 origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
1337                                                 origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
1338                                                 break;
1339                                 }
1340                                 
1341                                 /* inside? */
1342                                 if( n < lm->numLightSurfaces )
1343                                         continue;
1344                                 
1345                                 /* report bogus origin */
1346                                 Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
1347                                         rawLightmapNum, x, y, *cluster,
1348                                         origin[ 0 ], origin[ 1 ], origin[ 2 ],
1349                                         mins[ 0 ], mins[ 1 ], mins[ 2 ],
1350                                         maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
1351                                         luxel[ 3 ] );
1352                         }
1353                 }
1354         #endif
1355 }
1356
1357
1358
1359 /*
1360 SetupDirt()
1361 sets up dirtmap (ambient occlusion)
1362 */
1363
1364 #define DIRT_CONE_ANGLE                         88      /* degrees */
1365 #define DIRT_NUM_ANGLE_STEPS            16
1366 #define DIRT_NUM_ELEVATION_STEPS        3
1367 #define DIRT_NUM_VECTORS                        (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
1368
1369 static vec3_t           dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int                      numDirtVectors = 0;
1371
1372 void SetupDirt( void )
1373 {
1374         int             i, j;
1375         float   angle, elevation, angleStep, elevationStep;
1376         
1377         
1378         /* note it */
1379         Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1380         
1381         /* calculate angular steps */
1382         angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383         elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1384         
1385         /* iterate angle */
1386         angle = 0.0f;
1387         for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1388         {
1389                 /* iterate elevation */
1390                 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1391                 {
1392                         dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393                         dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394                         dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1395                         numDirtVectors++;
1396                 }
1397         }
1398         
1399         /* emit some statistics */
1400         Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1401 }
1402
1403
1404 /*
1405 DirtForSample()
1406 calculates dirt value for a given sample
1407 */
1408
1409 float DirtForSample( trace_t *trace )
1410 {
1411         int             i;
1412         float   gatherDirt, outDirt, angle, elevation, ooDepth;
1413         vec3_t  normal, worldUp, myUp, myRt, temp, direction, displacement;
1414         
1415         
1416         /* dummy check */
1417         if( !dirty )
1418                 return 1.0f;
1419         if( trace == NULL || trace->cluster < 0 )
1420                 return 0.0f;
1421         
1422         /* setup */
1423         gatherDirt = 0.0f;
1424         ooDepth = 1.0f / dirtDepth;
1425         VectorCopy( trace->normal, normal );
1426         
1427         /* check if the normal is aligned to the world-up */
1428         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
1429         {
1430                 if( normal[ 2 ] == 1.0f )               
1431                 {
1432                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1434                 }
1435                 else if( normal[ 2 ] == -1.0f )
1436                 {
1437                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
1439                 }
1440         }
1441         else
1442         {
1443                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
1444                 CrossProduct( normal, worldUp, myRt );
1445                 VectorNormalize( myRt, myRt );
1446                 CrossProduct( myRt, normal, myUp );
1447                 VectorNormalize( myUp, myUp );
1448         }
1449         
1450         /* 1 = random mode, 0 (well everything else) = non-random mode */
1451         if( dirtMode == 1 )
1452         {
1453                 /* iterate */
1454                 for( i = 0; i < numDirtVectors; i++ )
1455                 {
1456                         /* get random vector */
1457                         angle = Random() * DEG2RAD( 360.0f );
1458                         elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
1459                         temp[ 0 ] = cos( angle ) * sin( elevation );
1460                         temp[ 1 ] = sin( angle ) * sin( elevation );
1461                         temp[ 2 ] = cos( elevation );
1462                         
1463                         /* transform into tangent space */
1464                         direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
1465                         direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
1466                         direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
1467                         
1468                         /* set endpoint */
1469                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470                         SetupTrace( trace );
1471                         
1472                         /* trace */
1473                         TraceLine( trace );
1474                         if( trace->opaque )
1475                         {
1476                                 VectorSubtract( trace->hit, trace->origin, displacement );
1477                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1478                         }
1479                 }
1480         }
1481         else
1482         {
1483                 /* iterate through ordered vectors */
1484                 for( i = 0; i < numDirtVectors; i++ )
1485                 {
1486                         /* transform vector into tangent space */
1487                         direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
1488                         direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
1489                         direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
1490                         
1491                         /* set endpoint */
1492                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493                         SetupTrace( trace );
1494                         
1495                         /* trace */
1496                         TraceLine( trace );
1497                         if( trace->opaque )
1498                         {
1499                                 VectorSubtract( trace->hit, trace->origin, displacement );
1500                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1501                         }
1502                 }
1503         }
1504         
1505         /* direct ray */
1506         VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507         SetupTrace( trace );
1508         
1509         /* trace */
1510         TraceLine( trace );
1511         if( trace->opaque )
1512         {
1513                 VectorSubtract( trace->hit, trace->origin, displacement );
1514                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1515         }
1516         
1517         /* early out */
1518         if( gatherDirt <= 0.0f )
1519                 return 1.0f;
1520         
1521         /* apply gain (does this even do much? heh) */
1522         outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523         if( outDirt > 1.0f )
1524                 outDirt = 1.0f;
1525         
1526         /* apply scale */
1527         outDirt *= dirtScale;
1528         if( outDirt > 1.0f )
1529                 outDirt = 1.0f;
1530         
1531         /* return to sender */
1532         return 1.0f - outDirt;
1533 }
1534
1535
1536
1537 /*
1538 DirtyRawLightmap()
1539 calculates dirty fraction for each luxel
1540 */
1541
1542 void DirtyRawLightmap( int rawLightmapNum )
1543 {
1544         int                                     i, x, y, sx, sy, *cluster;
1545         float                           *origin, *normal, *dirt, *dirt2, average, samples;
1546         rawLightmap_t           *lm;
1547         surfaceInfo_t           *info;
1548         trace_t                         trace;
1549         qboolean                        noDirty;
1550
1551         
1552         /* bail if this number exceeds the number of raw lightmaps */
1553         if( rawLightmapNum >= numRawLightmaps )
1554                 return;
1555         
1556         /* get lightmap */
1557         lm = &rawLightmaps[ rawLightmapNum ];
1558         
1559         /* setup trace */
1560         trace.testOcclusion = qtrue;
1561         trace.forceSunlight = qfalse;
1562         trace.recvShadows = lm->recvShadows;
1563         trace.numSurfaces = lm->numLightSurfaces;
1564         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1565         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1566         trace.testAll = qtrue;
1567         
1568         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1569         trace.twoSided = qfalse;
1570         for( i = 0; i < trace.numSurfaces; i++ )
1571         {
1572                 /* get surface */
1573                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1574                 
1575                 /* check twosidedness */
1576                 if( info->si->twoSided )
1577                 {
1578                         trace.twoSided = qtrue;
1579                         break;
1580                 }
1581         }
1582
1583         noDirty = qfalse;\r
1584         for( i = 0; i < trace.numSurfaces; i++ )\r
1585         {\r
1586                 /* get surface */\r
1587                 info = &surfaceInfos[ trace.surfaces[ i ] ];\r
1588 \r
1589                 /* check twosidedness */\r
1590                 if( info->si->noDirty )\r
1591                 {\r
1592                         noDirty = qtrue;\r
1593                         break;\r
1594                 }\r
1595         }
1596         
1597         /* gather dirt */
1598         for( y = 0; y < lm->sh; y++ )
1599         {
1600                 for( x = 0; x < lm->sw; x++ )
1601                 {
1602                         /* get luxel */
1603                         cluster = SUPER_CLUSTER( x, y );
1604                         origin = SUPER_ORIGIN( x, y );
1605                         normal = SUPER_NORMAL( x, y );
1606                         dirt = SUPER_DIRT( x, y );
1607                         
1608                         /* set default dirt */
1609                         *dirt = 0.0f;
1610                         
1611                         /* only look at mapped luxels */
1612                         if( *cluster < 0 )
1613                                 continue;
1614
1615                         /* don't apply dirty on this surface */\r
1616                         if( noDirty )\r
1617                         {\r
1618                                 *dirt = 1.0f;\r
1619                                 continue;\r
1620                         }
1621                         
1622                         /* copy to trace */
1623                         trace.cluster = *cluster;
1624                         VectorCopy( origin, trace.origin );
1625                         VectorCopy( normal, trace.normal );
1626                         
1627                         /* get dirt */
1628                         *dirt = DirtForSample( &trace );
1629                 }
1630         }
1631         
1632         /* testing no filtering */
1633         //%     return;
1634         
1635         /* filter dirt */
1636         for( y = 0; y < lm->sh; y++ )
1637         {
1638                 for( x = 0; x < lm->sw; x++ )
1639                 {
1640                         /* get luxel */
1641                         cluster = SUPER_CLUSTER( x, y );
1642                         dirt = SUPER_DIRT( x, y );
1643                         
1644                         /* filter dirt by adjacency to unmapped luxels */
1645                         average = *dirt;
1646                         samples = 1.0f;
1647                         for( sy = (y - 1); sy <= (y + 1); sy++ )
1648                         {
1649                                 if( sy < 0 || sy >= lm->sh )
1650                                         continue;
1651                                 
1652                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
1653                                 {
1654                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1655                                                 continue;
1656                                         
1657                                         /* get neighboring luxel */
1658                                         cluster = SUPER_CLUSTER( sx, sy );
1659                                         dirt2 = SUPER_DIRT( sx, sy );
1660                                         if( *cluster < 0 || *dirt2 <= 0.0f )
1661                                                 continue;
1662                                         
1663                                         /* add it */
1664                                         average += *dirt2;
1665                                         samples += 1.0f;
1666                                 }
1667                                 
1668                                 /* bail */
1669                                 if( samples <= 0.0f )
1670                                         break;
1671                         }
1672                         
1673                         /* bail */
1674                         if( samples <= 0.0f )
1675                                 continue;
1676                         
1677                         /* scale dirt */
1678                         *dirt = average / samples;
1679                 }
1680         }
1681 }
1682
1683
1684
1685 /*
1686 SubmapRawLuxel()
1687 calculates the pvs cluster, origin, normal of a sub-luxel
1688 */
1689
1690 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1691 {
1692         int                     i, *cluster, *cluster2;
1693         float           *origin, *origin2, *normal;     //%     , *normal2;
1694         vec3_t          originVecs[ 2 ];                        //%     , normalVecs[ 2 ];
1695         
1696         
1697         /* calulate x vector */
1698         if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1699         {
1700                 cluster = SUPER_CLUSTER( x, y );
1701                 origin = SUPER_ORIGIN( x, y );
1702                 //%     normal = SUPER_NORMAL( x, y );
1703                 cluster2 = SUPER_CLUSTER( x + 1, y );
1704                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1705                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1706         }
1707         else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1708         {
1709                 cluster = SUPER_CLUSTER( x - 1, y );
1710                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1711                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1712                 cluster2 = SUPER_CLUSTER( x, y );
1713                 origin2 = SUPER_ORIGIN( x, y );
1714                 //%     normal2 = SUPER_NORMAL( x, y );
1715         }
1716         else
1717                 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1718         
1719         VectorSubtract( origin2, origin, originVecs[ 0 ] );
1720         //%     VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1721         
1722         /* calulate y vector */
1723         if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1724         {
1725                 cluster = SUPER_CLUSTER( x, y );
1726                 origin = SUPER_ORIGIN( x, y );
1727                 //%     normal = SUPER_NORMAL( x, y );
1728                 cluster2 = SUPER_CLUSTER( x, y + 1 );
1729                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1730                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1731         }
1732         else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1733         {
1734                 cluster = SUPER_CLUSTER( x, y - 1 );
1735                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1736                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1737                 cluster2 = SUPER_CLUSTER( x, y );
1738                 origin2 = SUPER_ORIGIN( x, y );
1739                 //%     normal2 = SUPER_NORMAL( x, y );
1740         }
1741         else
1742                 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1743         
1744         VectorSubtract( origin2, origin, originVecs[ 1 ] );
1745         //%     VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1746         
1747         /* calculate new origin */
1748         //%     VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1749         //%     VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1750         for( i = 0; i < 3; i++ )
1751                 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1752         
1753         /* get cluster */
1754         *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1755         if( *sampleCluster < 0 )
1756                 return qfalse;
1757         
1758         /* calculate new normal */
1759         //%     VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1760         //%     VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1761         //%     if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1762         //%             return qfalse;
1763         normal = SUPER_NORMAL( x, y );
1764         VectorCopy( normal, sampleNormal );
1765         
1766         /* return ok */
1767         return qtrue;
1768 }
1769
1770
1771 /*
1772 SubsampleRawLuxel_r()
1773 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1774 */
1775
1776 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1777 {
1778         int                     b, samples, mapped, lighted;
1779         int                     cluster[ 4 ];
1780         vec4_t          luxel[ 4 ];
1781         vec3_t          origin[ 4 ], normal[ 4 ];
1782         float           biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1783         vec3_t          color, total;
1784         
1785         
1786         /* limit check */
1787         if( lightLuxel[ 3 ] >= lightSamples )
1788                 return;
1789         
1790         /* setup */
1791         VectorClear( total );
1792         mapped = 0;
1793         lighted = 0;
1794         
1795         /* make 2x2 subsample stamp */
1796         for( b = 0; b < 4; b++ )
1797         {
1798                 /* set origin */
1799                 VectorCopy( sampleOrigin, origin[ b ] );
1800                 
1801                 /* calculate position */
1802                 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1803                 {
1804                         cluster[ b ] = -1;
1805                         continue;
1806                 }
1807                 mapped++;
1808                 
1809                 /* increment sample count */
1810                 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1811                 
1812                 /* setup trace */
1813                 trace->cluster = *cluster;
1814                 VectorCopy( origin[ b ], trace->origin );
1815                 VectorCopy( normal[ b ], trace->normal );
1816                 
1817                 /* sample light */
1818
1819                 LightContributionToSample( trace );
1820                 
1821                 /* add to totals (fixme: make contrast function) */
1822                 VectorCopy( trace->color, luxel[ b ] );
1823                 VectorAdd( total, trace->color, total );
1824                 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1825                         lighted++;
1826         }
1827         
1828         /* subsample further? */
1829         if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1830                 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1831                 lighted != 0 && lighted != mapped )
1832         {
1833                 for( b = 0; b < 4; b++ )
1834                 {
1835                         if( cluster[ b ] < 0 )
1836                                 continue;
1837                         SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] );
1838                 }
1839         }
1840         
1841         /* average */
1842         //%     VectorClear( color );
1843         //%     samples = 0;
1844         VectorCopy( lightLuxel, color );
1845         samples = 1;
1846         for( b = 0; b < 4; b++ )
1847         {
1848                 if( cluster[ b ] < 0 )
1849                         continue;
1850                 VectorAdd( color, luxel[ b ], color );
1851                 samples++;
1852         }
1853         
1854         /* add to luxel */
1855         if( samples > 0 )
1856         {
1857                 /* average */
1858                 color[ 0 ] /= samples;
1859                 color[ 1 ] /= samples;
1860                 color[ 2 ] /= samples;
1861                 
1862                 /* add to color */
1863                 VectorCopy( color, lightLuxel );
1864                 lightLuxel[ 3 ] += 1.0f;
1865         }
1866 }
1867
1868
1869
1870 /*
1871 IlluminateRawLightmap()
1872 illuminates the luxels
1873 */
1874
1875 #define STACK_LL_SIZE                   (SUPER_LUXEL_SIZE * 64 * 64)
1876 #define LIGHT_LUXEL( x, y )             (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1877
1878 void IlluminateRawLightmap( int rawLightmapNum )
1879 {
1880         int                                     i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1881         int                                     *cluster, *cluster2, mapped, lighted, totalLighted;
1882         rawLightmap_t           *lm;
1883         surfaceInfo_t           *info;
1884         qboolean                        filterColor, filterDir;
1885         float                           brightness;
1886         float                           *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1887         float                           *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1888         vec3_t                          color, averageColor, averageDir, total, temp, temp2;
1889         float                           tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1890         trace_t                         trace;
1891         float                           stackLightLuxels[ STACK_LL_SIZE ];
1892         
1893         
1894         /* bail if this number exceeds the number of raw lightmaps */
1895         if( rawLightmapNum >= numRawLightmaps )
1896                 return;
1897         
1898         /* get lightmap */
1899         lm = &rawLightmaps[ rawLightmapNum ];
1900         
1901         /* setup trace */
1902         trace.testOcclusion = !noTrace;
1903         trace.forceSunlight = qfalse;
1904         trace.recvShadows = lm->recvShadows;
1905         trace.numSurfaces = lm->numLightSurfaces;
1906         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1907         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1908         
1909         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1910         trace.twoSided = qfalse;
1911         for( i = 0; i < trace.numSurfaces; i++ )
1912         {
1913                 /* get surface */
1914                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1915                 
1916                 /* check twosidedness */
1917                 if( info->si->twoSided )
1918                 {
1919                         trace.twoSided = qtrue;
1920                         break;
1921                 }
1922         }
1923         
1924         /* create a culled light list for this raw lightmap */
1925         CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1926         
1927         /* -----------------------------------------------------------------
1928            fill pass
1929            ----------------------------------------------------------------- */
1930         
1931         /* set counts */
1932         numLuxelsIlluminated += (lm->sw * lm->sh);
1933         
1934         /* test debugging state */
1935         if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1936         {
1937                 /* debug fill the luxels */
1938                 for( y = 0; y < lm->sh; y++ )
1939                 {
1940                         for( x = 0; x < lm->sw; x++ )
1941                         {
1942                                 /* get cluster */
1943                                 cluster = SUPER_CLUSTER( x, y );
1944
1945                                 /* only fill mapped luxels */
1946                                 if( *cluster < 0 )
1947                                         continue;
1948                                 
1949                                 /* get particulars */
1950                                 luxel = SUPER_LUXEL( 0, x, y );
1951                                 origin = SUPER_ORIGIN( x, y );
1952                                 normal = SUPER_NORMAL( x, y );
1953                                 
1954                                 /* color the luxel with raw lightmap num? */
1955                                 if( debugSurfaces )
1956                                         VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1957                                 
1958                                 /* color the luxel with lightmap axis? */
1959                                 else if( debugAxis )
1960                                 {
1961                                         luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1962                                         luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1963                                         luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1964                                 }
1965                                 
1966                                 /* color the luxel with luxel cluster? */
1967                                 else if( debugCluster )
1968                                         VectorCopy( debugColors[ *cluster % 12 ], luxel );
1969                                 
1970                                 /* color the luxel with luxel origin? */
1971                                 else if( debugOrigin )
1972                                 {
1973                                         VectorSubtract( lm->maxs, lm->mins, temp );
1974                                         VectorScale( temp, (1.0f / 255.0f), temp );
1975                                         VectorSubtract( origin, lm->mins, temp2 );
1976                                         luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1977                                         luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1978                                         luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1979                                 }
1980                                 
1981                                 /* color the luxel with the normal */
1982                                 else if( normalmap )
1983                                 {
1984                                         luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1985                                         luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1986                                         luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1987                                 }
1988                                 
1989                                 /* otherwise clear it */
1990                                 else
1991                                         VectorClear( luxel );
1992                                 
1993                                 /* add to counts */
1994                                 luxel[ 3 ] = 1.0f;
1995                         }
1996                 }
1997         }
1998         else
1999         {
2000                 /* allocate temporary per-light luxel storage */
2001                 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2002                 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
2003                         lightLuxels = stackLightLuxels;
2004                 else
2005                         lightLuxels = safe_malloc( llSize );
2006                 
2007                 /* clear luxels */
2008                 //%     memset( lm->superLuxels[ 0 ], 0, llSize );
2009                 
2010                 /* set ambient color */
2011                 for( y = 0; y < lm->sh; y++ )
2012                 {
2013                         for( x = 0; x < lm->sw; x++ )
2014                         {
2015                                 /* get cluster */
2016                                 cluster = SUPER_CLUSTER( x, y );
2017                                 luxel = SUPER_LUXEL( 0, x, y );
2018                                 normal = SUPER_NORMAL( x, y );
2019                                 deluxel = SUPER_DELUXEL( x, y );
2020                                 
2021                                 /* blacken unmapped clusters */
2022                                 if( *cluster < 0 )
2023                                         VectorClear( luxel );
2024                                 
2025                                 /* set ambient */
2026                                 else
2027                                 {
2028                                         VectorCopy( ambientColor, luxel );
2029                                         if( deluxemap )
2030                                         {
2031                                                 brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
2032
2033                                                 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2034                                                 if(brightness < 0.00390625f)
2035                                                         brightness = 0.00390625f;
2036
2037                                                 VectorScale( normal, brightness, deluxel );
2038                                         }
2039                                         luxel[ 3 ] = 1.0f;
2040                                 }
2041                         }
2042                 }
2043                 
2044                 /* clear styled lightmaps */
2045                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2046                 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2047                 {
2048                         if( lm->superLuxels[ lightmapNum ] != NULL )
2049                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2050                 }
2051                 
2052                 /* debugging code */
2053                 //%     if( trace.numLights <= 0 )
2054                 //%             Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2055                 
2056                 /* walk light list */
2057                 for( i = 0; i < trace.numLights; i++ )
2058                 {
2059                         /* setup trace */
2060                         trace.light = trace.lights[ i ];
2061                         
2062                         /* style check */
2063                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2064                         {
2065                                 if( lm->styles[ lightmapNum ] == trace.light->style ||
2066                                         lm->styles[ lightmapNum ] == LS_NONE )
2067                                         break;
2068                         }
2069                         
2070                         /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2071                         if( lightmapNum >= MAX_LIGHTMAPS )
2072                         {
2073                                 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2074                                 continue;
2075                         }
2076                         
2077                         /* setup */
2078                         memset( lightLuxels, 0, llSize );
2079                         totalLighted = 0;
2080                         
2081                         /* initial pass, one sample per luxel */
2082                         for( y = 0; y < lm->sh; y++ )
2083                         {
2084                                 for( x = 0; x < lm->sw; x++ )
2085                                 {
2086                                         /* get cluster */
2087                                         cluster = SUPER_CLUSTER( x, y );
2088                                         if( *cluster < 0 )
2089                                                 continue;
2090                                         
2091                                         /* get particulars */
2092                                         lightLuxel = LIGHT_LUXEL( x, y );
2093                                         deluxel = SUPER_DELUXEL( x, y );
2094                                         origin = SUPER_ORIGIN( x, y );
2095                                         normal = SUPER_NORMAL( x, y );
2096
2097 #if 0
2098                                         ////////// 27's temp hack for testing edge clipping ////
2099                                         if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2100                                         {
2101                                                 lightLuxel[ 1 ] = 255;
2102                                                 lightLuxel[ 3 ] = 1.0f;
2103                                                 totalLighted++;
2104                                         }
2105                                         else
2106 #endif
2107                                         {
2108                                                 /* set contribution count */
2109                                                 lightLuxel[ 3 ] = 1.0f;
2110
2111                                                 /* setup trace */
2112                                                 trace.cluster = *cluster;
2113                                                 VectorCopy( origin, trace.origin );
2114                                                 VectorCopy( normal, trace.normal );
2115
2116                                                 /* get light for this sample */
2117                                                 LightContributionToSample( &trace );
2118                                                 VectorCopy( trace.color, lightLuxel );
2119
2120                                                 /* add the contribution to the deluxemap */\r
2121                                                 if( deluxemap )\r
2122                                                         VectorAdd( deluxel, trace.directionContribution, deluxel );
2123
2124                                                 /* add to count */
2125                                                 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2126                                                         totalLighted++;
2127                                         }
2128                                 }
2129                         }
2130                         
2131                         /* don't even bother with everything else if nothing was lit */
2132                         if( totalLighted == 0 )
2133                                 continue;
2134                         
2135                         /* determine filter radius */
2136                         filterRadius = lm->filterRadius > trace.light->filterRadius
2137                                 ? lm->filterRadius
2138                                 : trace.light->filterRadius;
2139                         if( filterRadius < 0.0f )
2140                                 filterRadius = 0.0f;
2141                         
2142                         /* set luxel filter radius */
2143                         luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2144                         if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2145                                 luxelFilterRadius = 1;
2146                         
2147                         /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2148                         /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2149                         if( lightSamples > 1 && luxelFilterRadius == 0 )
2150                         {
2151                                 /* walk luxels */
2152                                 for( y = 0; y < (lm->sh - 1); y++ )
2153                                 {
2154                                         for( x = 0; x < (lm->sw - 1); x++ )
2155                                         {
2156                                                 /* setup */
2157                                                 mapped = 0;
2158                                                 lighted = 0;
2159                                                 VectorClear( total );
2160                                                 
2161                                                 /* test 2x2 stamp */
2162                                                 for( t = 0; t < 4; t++ )
2163                                                 {
2164                                                         /* set sample coords */
2165                                                         sx = x + tests[ t ][ 0 ];
2166                                                         sy = y + tests[ t ][ 1 ];
2167                                                         
2168                                                         /* get cluster */
2169                                                         cluster = SUPER_CLUSTER( sx, sy );
2170                                                         if( *cluster < 0 )
2171                                                                 continue;
2172                                                         mapped++;
2173                                                         
2174                                                         /* get luxel */
2175                                                         lightLuxel = LIGHT_LUXEL( sx, sy );
2176                                                         VectorAdd( total, lightLuxel, total );
2177                                                         if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2178                                                                 lighted++;
2179                                                 }
2180                                                 
2181                                                 /* if total color is under a certain amount, then don't bother subsampling */
2182                                                 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2183                                                         continue;
2184                                                 
2185                                                 /* if all 4 pixels are either in shadow or light, then don't subsample */
2186                                                 if( lighted != 0 && lighted != mapped )
2187                                                 {
2188                                                         for( t = 0; t < 4; t++ )
2189                                                         {
2190                                                                 /* set sample coords */
2191                                                                 sx = x + tests[ t ][ 0 ];
2192                                                                 sy = y + tests[ t ][ 1 ];
2193                                                                 
2194                                                                 /* get luxel */
2195                                                                 cluster = SUPER_CLUSTER( sx, sy );
2196                                                                 if( *cluster < 0 )
2197                                                                         continue;
2198                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2199                                                                 origin = SUPER_ORIGIN( sx, sy );
2200                                                                 
2201                                                                 /* only subsample shadowed luxels */
2202                                                                 //%     if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2203                                                                 //%             continue;
2204                                                                 
2205                                                                 /* subsample it */
2206                                                                 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2207                                                                 
2208                                                                 /* debug code to colorize subsampled areas to yellow */
2209                                                                 //%     luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2210                                                                 //%     VectorSet( luxel, 255, 204, 0 );
2211                                                         }
2212                                                 }
2213                                         }
2214                                 }
2215                         }
2216                         
2217                         /* tertiary pass, apply dirt map (ambient occlusion) */
2218                         if( 0 && dirty )
2219                         {
2220                                 /* walk luxels */
2221                                 for( y = 0; y < lm->sh; y++ )
2222                                 {
2223                                         for( x = 0; x < lm->sw; x++ )
2224                                         {
2225                                                 /* get cluster  */
2226                                                 cluster = SUPER_CLUSTER( x, y );
2227                                                 if( *cluster < 0 )
2228                                                         continue;
2229                                                 
2230                                                 /* get particulars */
2231                                                 lightLuxel = LIGHT_LUXEL( x, y );
2232                                                 dirt = SUPER_DIRT( x, y );
2233                                                 
2234                                                 /* scale light value */
2235                                                 VectorScale( lightLuxel, *dirt, lightLuxel );
2236                                         }
2237                                 }
2238                         }
2239                         
2240                         /* allocate sampling lightmap storage */
2241                         if( lm->superLuxels[ lightmapNum ] == NULL )
2242                         {
2243                                 /* allocate sampling lightmap storage */
2244                                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2245                                 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2246                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2247                         }
2248                         
2249                         /* set style */
2250                         if( lightmapNum > 0 )
2251                         {
2252                                 lm->styles[ lightmapNum ] = trace.light->style;
2253                                 //%     Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2254                         }
2255                         
2256                         /* copy to permanent luxels */
2257                         for( y = 0; y < lm->sh; y++ )
2258                         {
2259                                 for( x = 0; x < lm->sw; x++ )
2260                                 {
2261                                         /* get cluster and origin */
2262                                         cluster = SUPER_CLUSTER( x, y );
2263                                         if( *cluster < 0 )
2264                                                 continue;
2265                                         origin = SUPER_ORIGIN( x, y );
2266                                         
2267                                         /* filter? */
2268                                         if( luxelFilterRadius )
2269                                         {
2270                                                 /* setup */
2271                                                 VectorClear( averageColor );
2272                                                 samples = 0.0f;
2273                                                 
2274                                                 /* cheaper distance-based filtering */
2275                                                 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2276                                                 {
2277                                                         if( sy < 0 || sy >= lm->sh )
2278                                                                 continue;
2279                                                         
2280                                                         for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2281                                                         {
2282                                                                 if( sx < 0 || sx >= lm->sw )
2283                                                                         continue;
2284                                                                 
2285                                                                 /* get particulars */
2286                                                                 cluster = SUPER_CLUSTER( sx, sy );
2287                                                                 if( *cluster < 0 )
2288                                                                         continue;
2289                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2290                                                                 
2291                                                                 /* create weight */
2292                                                                 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2293                                                                 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2294                                                                 
2295                                                                 /* scale luxel by filter weight */
2296                                                                 VectorScale( lightLuxel, weight, color );
2297                                                                 VectorAdd( averageColor, color, averageColor );
2298                                                                 samples += weight;
2299                                                         }
2300                                                 }
2301                                                 
2302                                                 /* any samples? */
2303                                                 if( samples <= 0.0f     )
2304                                                         continue;
2305                                                 
2306                                                 /* scale into luxel */
2307                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2308                                                 luxel[ 3 ] = 1.0f;
2309                                                 
2310                                                 /* handle negative light */
2311                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2312                                                 { 
2313                                                         luxel[ 0 ] -= averageColor[ 0 ] / samples;
2314                                                         luxel[ 1 ] -= averageColor[ 1 ] / samples;
2315                                                         luxel[ 2 ] -= averageColor[ 2 ] / samples;
2316                                                 }
2317                                                 
2318                                                 /* handle normal light */
2319                                                 else
2320                                                 { 
2321                                                         luxel[ 0 ] += averageColor[ 0 ] / samples;
2322                                                         luxel[ 1 ] += averageColor[ 1 ] / samples;
2323                                                         luxel[ 2 ] += averageColor[ 2 ] / samples;
2324                                                 }
2325                                         }
2326                                         
2327                                         /* single sample */
2328                                         else
2329                                         {
2330                                                 /* get particulars */
2331                                                 lightLuxel = LIGHT_LUXEL( x, y );
2332                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2333                                                 
2334                                                 /* handle negative light */
2335                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2336                                                         VectorScale( averageColor, -1.0f, averageColor );
2337
2338                                                 /* add color */
2339                                                 luxel[ 3 ] = 1.0f;
2340                                                 
2341                                                 /* handle negative light */
2342                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2343                                                         VectorSubtract( luxel, lightLuxel, luxel );
2344                                                 
2345                                                 /* handle normal light */
2346                                                 else
2347                                                         VectorAdd( luxel, lightLuxel, luxel );
2348                                         }
2349                                 }
2350                         }
2351                 }
2352                 
2353                 /* free temporary luxels */
2354                 if( lightLuxels != stackLightLuxels )
2355                         free( lightLuxels );
2356         }
2357         
2358         /* free light list */
2359         FreeTraceLights( &trace );
2360         
2361         /* floodlight pass */
2362         FloodlightIlluminateLightmap(lm);
2363
2364         if (debugnormals)
2365         {
2366                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2367                 {
2368                         /* early out */
2369                         if( lm->superLuxels[ lightmapNum ] == NULL )
2370                                 continue;
2371                         
2372                         for( y = 0; y < lm->sh; y++ )
2373                         {
2374                                 for( x = 0; x < lm->sw; x++ )
2375                                 {
2376                                         /* get cluster */
2377                                         cluster = SUPER_CLUSTER( x, y );
2378                                         //%     if( *cluster < 0 )
2379                                         //%             continue;
2380                                         
2381                                         /* get particulars */
2382                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2383                                         normal = SUPER_NORMAL (  x, y );
2384                
2385                                         luxel[0]=(normal[0]*127)+127;
2386                                         luxel[1]=(normal[1]*127)+127;
2387                                         luxel[2]=(normal[2]*127)+127;
2388                                 }
2389                         }
2390                 }
2391         }
2392         
2393         /*      -----------------------------------------------------------------
2394                 dirt pass
2395                 ----------------------------------------------------------------- */
2396         
2397         if( dirty )
2398         {
2399                 /* walk lightmaps */
2400                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2401                 {
2402                         /* early out */
2403                         if( lm->superLuxels[ lightmapNum ] == NULL )
2404                                 continue;
2405                         
2406                         /* apply dirt to each luxel */
2407                         for( y = 0; y < lm->sh; y++ )
2408                         {
2409                                 for( x = 0; x < lm->sw; x++ )
2410                                 {
2411                                         /* get cluster */
2412                                         cluster = SUPER_CLUSTER( x, y );
2413                                         //%     if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2414                                         //%             continue;
2415                                         
2416                                         /* get particulars */
2417                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2418                                         dirt = SUPER_DIRT( x, y );
2419                                         
2420                                         /* apply dirt */
2421                                         VectorScale( luxel, *dirt, luxel );
2422                                         
2423                                         /* debugging */
2424                                         if( dirtDebug )
2425                                                 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2426                                 }
2427                         }
2428                 }
2429         }
2430         
2431         /* -----------------------------------------------------------------
2432            filter pass
2433            ----------------------------------------------------------------- */
2434         
2435         /* walk lightmaps */
2436         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2437         {
2438                 /* early out */
2439                 if( lm->superLuxels[ lightmapNum ] == NULL )
2440                         continue;
2441                 
2442                 /* average occluded luxels from neighbors */
2443                 for( y = 0; y < lm->sh; y++ )
2444                 {
2445                         for( x = 0; x < lm->sw; x++ )
2446                         {
2447                                 /* get particulars */
2448                                 cluster = SUPER_CLUSTER( x, y );
2449                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2450                                 deluxel = SUPER_DELUXEL( x, y );
2451                                 normal = SUPER_NORMAL( x, y );
2452                                 
2453                                 /* determine if filtering is necessary */
2454                                 filterColor = qfalse;
2455                                 filterDir = qfalse;
2456                                 if( *cluster < 0 ||
2457                                         (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2458                                         filterColor = qtrue;
2459
2460                                 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2461                                         filterDir = qtrue;
2462                                 
2463                                 if( !filterColor && !filterDir )
2464                                         continue;
2465                                 
2466                                 /* choose seed amount */
2467                                 VectorClear( averageColor );
2468                                 VectorClear( averageDir );
2469                                 samples = 0.0f;
2470                                 
2471                                 /* walk 3x3 matrix */
2472                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
2473                                 {
2474                                         if( sy < 0 || sy >= lm->sh )
2475                                                 continue;
2476                                         
2477                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
2478                                         {
2479                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2480                                                         continue;
2481                                                 
2482                                                 /* get neighbor's particulars */
2483                                                 cluster2 = SUPER_CLUSTER( sx, sy );
2484                                                 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2485                                                 deluxel2 = SUPER_DELUXEL( sx, sy );
2486                                                 
2487                                                 /* ignore unmapped/unlit luxels */
2488                                                 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2489                                                         (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2490                                                         continue;
2491                                                 
2492                                                 /* add its distinctiveness to our own */
2493                                                 VectorAdd( averageColor, luxel2, averageColor );
2494                                                 samples += luxel2[ 3 ];
2495                                                 if( filterDir )
2496                                                         VectorAdd( averageDir, deluxel2, averageDir );
2497                                         }
2498                                 }
2499                                 
2500                                 /* fall through */
2501                                 if( samples <= 0.0f )
2502                                         continue;
2503                                 
2504                                 /* dark lightmap seams */
2505                                 if( dark )
2506                                 {
2507                                         if( lightmapNum == 0 )
2508                                                 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2509                                         samples += 2.0f;
2510                                 }
2511                                 
2512                                 /* average it */
2513                                 if( filterColor )
2514                                 {
2515                                         VectorDivide( averageColor, samples, luxel );
2516                                         luxel[ 3 ] = 1.0f;
2517                                 }
2518                                 if( filterDir )
2519                                         VectorDivide( averageDir, samples, deluxel );
2520                                 
2521                                 /* set cluster to -3 */
2522                                 if( *cluster < 0 )
2523                                         *cluster = CLUSTER_FLOODED;
2524                         }
2525                 }
2526         }
2527
2528
2529 #if 0
2530         // audit pass
2531         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2532         {
2533                 /* early out */
2534                 if( lm->superLuxels[ lightmapNum ] == NULL )
2535                         continue;
2536                 for( y = 0; y < lm->sh; y++ )
2537                         for( x = 0; x < lm->sw; x++ )
2538                         {
2539                                 /* get cluster */
2540                                 cluster = SUPER_CLUSTER( x, y );
2541                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2542                                 deluxel = SUPER_DELUXEL( x, y );
2543                                 if(!luxel || !deluxel || !cluster)
2544                                 {
2545                                         Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2546                                         continue;
2547                                 }
2548                                 else if(*cluster < 0)
2549                                 {
2550                                         // unmapped pixel
2551                                         // should have neither deluxemap nor lightmap
2552                                         if(deluxel[3])
2553                                                 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2554                                 }
2555                                 else
2556                                 {
2557                                         // mapped pixel
2558                                         // should have both deluxemap and lightmap
2559                                         if(deluxel[3])
2560                                                 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2561                                 }
2562                         }
2563         }
2564 #endif
2565 }
2566
2567
2568
2569 /*
2570 IlluminateVertexes()
2571 light the surface vertexes
2572 */
2573
2574 #define VERTEX_NUDGE    4.0f
2575
2576 void IlluminateVertexes( int num )
2577 {
2578         int                                     i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2579         int                                     lightmapNum, numAvg;
2580         float                           samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2581         vec3_t                          origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2582         bspDrawSurface_t        *ds;
2583         surfaceInfo_t           *info;
2584         rawLightmap_t           *lm;
2585         bspDrawVert_t           *verts;
2586         trace_t                         trace;
2587         float                           floodLightAmount;\r
2588         vec3_t                          floodColor;
2589         
2590         
2591         /* get surface, info, and raw lightmap */
2592         ds = &bspDrawSurfaces[ num ];
2593         info = &surfaceInfos[ num ];
2594         lm = info->lm;
2595         
2596         /* -----------------------------------------------------------------
2597            illuminate the vertexes
2598            ----------------------------------------------------------------- */
2599         
2600         /* calculate vertex lighting for surfaces without lightmaps */
2601         if( lm == NULL || cpmaHack )
2602         {
2603                 /* setup trace */
2604                 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2605                 trace.forceSunlight = info->si->forceSunlight;
2606                 trace.recvShadows = info->recvShadows;
2607                 trace.numSurfaces = 1;
2608                 trace.surfaces = &num;
2609                 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2610                 
2611                 /* twosided lighting */
2612                 trace.twoSided = info->si->twoSided;
2613                 
2614                 /* make light list for this surface */
2615                 CreateTraceLightsForSurface( num, &trace );
2616                 
2617                 /* setup */
2618                 verts = yDrawVerts + ds->firstVert;
2619                 numAvg = 0;
2620                 memset( avgColors, 0, sizeof( avgColors ) );
2621                 
2622                 /* walk the surface verts */
2623                 for( i = 0; i < ds->numVerts; i++ )
2624                 {
2625                         /* get vertex luxel */
2626                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2627                         
2628                         /* color the luxel with raw lightmap num? */
2629                         if( debugSurfaces )
2630                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2631                         
2632                         /* color the luxel with luxel origin? */
2633                         else if( debugOrigin )
2634                         {
2635                                 VectorSubtract( info->maxs, info->mins, temp );
2636                                 VectorScale( temp, (1.0f / 255.0f), temp );
2637                                 VectorSubtract( origin, lm->mins, temp2 );
2638                                 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2639                                 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2640                                 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2641                         }
2642                         
2643                         /* color the luxel with the normal */
2644                         else if( normalmap )
2645                         {
2646                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2647                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2648                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2649                         }
2650                         
2651                         /* illuminate the vertex */
2652                         else
2653                         {
2654                                 /* clear vertex luxel */
2655                                 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2656                                 
2657                                 /* try at initial origin */
2658                                 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2659                                 if( trace.cluster >= 0 )
2660                                 {
2661                                         /* setup trace */
2662                                         VectorCopy( verts[ i ].xyz, trace.origin );
2663                                         VectorCopy( verts[ i ].normal, trace.normal );
2664                                         
2665                                         /* r7 dirt */
2666                                         if( dirty && !bouncing )
2667                                                 dirt = DirtForSample( &trace );
2668                                         else
2669                                                 dirt = 1.0f;
2670
2671                                         /* jal: floodlight */
2672                                         floodLightAmount = 0.0f;\r
2673                                         VectorClear( floodColor );\r
2674                                         if( floodlighty && !bouncing )\r
2675                                         {\r
2676                                                 floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );\r
2677                                                 VectorScale( floodlightRGB, floodLightAmount, floodColor );\r
2678                                         }
2679
2680                                         /* trace */
2681                                         LightingAtSample( &trace, ds->vertexStyles, colors );
2682                                         
2683                                         /* store */
2684                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2685                                         {
2686                                                 /* r7 dirt */
2687                                                 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2688
2689                                                 /* jal: floodlight */
2690                                                 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
2691                                                 
2692                                                 /* store */
2693                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2694                                                 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2695                                                 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2696                                         }
2697                                 }
2698                                 
2699                                 /* is this sample bright enough? */
2700                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2701                                 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2702                                         radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2703                                         radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2704                                 {
2705                                         /* nudge the sample point around a bit */
2706                                         for( x = 0; x < 4; x++ )
2707                                         {
2708                                                 /* two's complement 0, 1, -1, 2, -2, etc */
2709                                                 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2710                                                 
2711                                                 for( y = 0; y < 4; y++ )
2712                                                 {
2713                                                         y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2714                                                         
2715                                                         for( z = 0; z < 4; z++ )
2716                                                         {
2717                                                                 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2718                                                                 
2719                                                                 /* nudge origin */
2720                                                                 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2721                                                                 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2722                                                                 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2723                                                                 
2724                                                                 /* try at nudged origin */
2725                                                                 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2726                                                                 if( trace.cluster < 0 )
2727                                                                         continue;
2728                                                                                                                         
2729                                                                 /* trace */
2730                                                                 LightingAtSample( &trace, ds->vertexStyles, colors );
2731                                                                 
2732                                                                 /* store */
2733                                                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2734                                                                 {
2735                                                                         /* r7 dirt */
2736                                                                         VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2737
2738                                                                         /* jal: floodlight */
2739                                                                         VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
2740                                                                         
2741                                                                         /* store */
2742                                                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2743                                                                         VectorCopy( colors[ lightmapNum ], radVertLuxel );
2744                                                                 }
2745                                                                 
2746                                                                 /* bright enough? */
2747                                                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2748                                                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2749                                                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2750                                                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2751                                                                         x = y = z = 1000;
2752                                                         }
2753                                                 }
2754                                         }
2755                                 }
2756                                 
2757                                 /* add to average? */
2758                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2759                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2760                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2761                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2762                                 {
2763                                         numAvg++;
2764                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2765                                         {
2766                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2767                                                 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2768                                         }
2769                                 }
2770                         }
2771                         
2772                         /* another happy customer */
2773                         numVertsIlluminated++;
2774                 }
2775                 
2776                 /* set average color */
2777                 if( numAvg > 0 )
2778                 {
2779                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2780                                 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2781                 }
2782                 else
2783                 {
2784                         VectorCopy( ambientColor, avgColors[ 0 ] );
2785                 }
2786                 
2787                 /* clean up and store vertex color */
2788                 for( i = 0; i < ds->numVerts; i++ )
2789                 {
2790                         /* get vertex luxel */
2791                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2792                         
2793                         /* store average in occluded vertexes */
2794                         if( radVertLuxel[ 0 ] < 0.0f )
2795                         {
2796                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2797                                 {
2798                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2799                                         VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2800                                         
2801                                         /* debug code */
2802                                         //%     VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2803                                 }
2804                         }
2805                         
2806                         /* store it */
2807                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2808                         {
2809                                 /* get luxels */
2810                                 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2811                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2812                                 
2813                                 /* store */
2814                                 if( bouncing || bounce == 0 || !bounceOnly )
2815                                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2816                                 if( !info->si->noVertexLight )
2817                                         ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2818                         }
2819                 }
2820                 
2821                 /* free light list */
2822                 FreeTraceLights( &trace );
2823                 
2824                 /* return to sender */
2825                 return;
2826         }
2827         
2828         /* -----------------------------------------------------------------
2829            reconstitute vertex lighting from the luxels
2830            ----------------------------------------------------------------- */
2831         
2832         /* set styles from lightmap */
2833         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2834                 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2835         
2836         /* get max search radius */
2837         maxRadius = lm->sw;
2838         maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2839         
2840         /* walk the surface verts */
2841         verts = yDrawVerts + ds->firstVert;
2842         for( i = 0; i < ds->numVerts; i++ )
2843         {
2844                 /* do each lightmap */
2845                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2846                 {
2847                         /* early out */
2848                         if( lm->superLuxels[ lightmapNum ] == NULL )
2849                                 continue;
2850                         
2851                         /* get luxel coords */
2852                         x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2853                         y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2854                         if( x < 0 )
2855                                 x = 0;
2856                         else if( x >= lm->sw )
2857                                 x = lm->sw - 1;
2858                         if( y < 0 )
2859                                 y = 0;
2860                         else if( y >= lm->sh )
2861                                 y = lm->sh - 1;
2862                         
2863                         /* get vertex luxels */
2864                         vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2865                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2866                         
2867                         /* color the luxel with the normal? */
2868                         if( normalmap )
2869                         {
2870                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2871                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2872                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2873                         }
2874                         
2875                         /* color the luxel with surface num? */
2876                         else if( debugSurfaces )
2877                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2878                         
2879                         /* divine color from the superluxels */
2880                         else
2881                         {
2882                                 /* increasing radius */
2883                                 VectorClear( radVertLuxel );
2884                                 samples = 0.0f;
2885                                 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2886                                 {
2887                                         /* sample within radius */
2888                                         for( sy = (y - radius); sy <= (y + radius); sy++ )
2889                                         {
2890                                                 if( sy < 0 || sy >= lm->sh )
2891                                                         continue;
2892                                                 
2893                                                 for( sx = (x - radius); sx <= (x + radius); sx++ )
2894                                                 {
2895                                                         if( sx < 0 || sx >= lm->sw )
2896                                                                 continue;
2897                                                         
2898                                                         /* get luxel particulars */
2899                                                         luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2900                                                         cluster = SUPER_CLUSTER( sx, sy );
2901                                                         if( *cluster < 0 )
2902                                                                 continue;
2903                                                         
2904                                                         /* testing: must be brigher than ambient color */
2905                                                         //%     if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2906                                                         //%             continue;
2907                                                         
2908                                                         /* add its distinctiveness to our own */
2909                                                         VectorAdd( radVertLuxel, luxel, radVertLuxel );
2910                                                         samples += luxel[ 3 ];
2911                                                 }
2912                                         }
2913                                 }
2914                                 
2915                                 /* any color? */
2916                                 if( samples > 0.0f )
2917                                         VectorDivide( radVertLuxel, samples, radVertLuxel );
2918                                 else
2919                                         VectorCopy( ambientColor, radVertLuxel );
2920                         }
2921                         
2922                         /* store into floating point storage */
2923                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2924                         numVertsIlluminated++;
2925                         
2926                         /* store into bytes (for vertex approximation) */
2927                         if( !info->si->noVertexLight )
2928                                 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2929                 }
2930         }
2931 }
2932
2933
2934
2935 /* -------------------------------------------------------------------------------
2936
2937 light optimization (-fast)
2938
2939 creates a list of lights that will affect a surface and stores it in tw
2940 this is to optimize surface lighting by culling out as many of the
2941 lights in the world as possible from further calculation
2942
2943 ------------------------------------------------------------------------------- */
2944
2945 /*
2946 SetupBrushes()
2947 determines opaque brushes in the world and find sky shaders for sunlight calculations
2948 */
2949
2950 void SetupBrushes( void )
2951 {
2952         int                             i, j, b, compileFlags;
2953         qboolean                inside;
2954         bspBrush_t              *brush;
2955         bspBrushSide_t  *side;
2956         bspShader_t             *shader;
2957         shaderInfo_t    *si;
2958         
2959         
2960         /* note it */
2961         Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2962         
2963         /* allocate */
2964         if( opaqueBrushes == NULL )
2965                 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2966         
2967         /* clear */
2968         memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2969         numOpaqueBrushes = 0;
2970         
2971         /* walk the list of worldspawn brushes */
2972         for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2973         {
2974                 /* get brush */
2975                 b = bspModels[ 0 ].firstBSPBrush + i;
2976                 brush = &bspBrushes[ b ];
2977                 
2978                 /* check all sides */
2979                 inside = qtrue;
2980                 compileFlags = 0;
2981                 for( j = 0; j < brush->numSides && inside; j++ )
2982                 {
2983                         /* do bsp shader calculations */
2984                         side = &bspBrushSides[ brush->firstSide + j ];
2985                         shader = &bspShaders[ side->shaderNum ];
2986                         
2987                         /* get shader info */
2988                         si = ShaderInfoForShader( shader->shader );
2989                         if( si == NULL )
2990                                 continue;
2991                         
2992                         /* or together compile flags */
2993                         compileFlags |= si->compileFlags;
2994                 }
2995                 
2996                 /* determine if this brush is opaque to light */
2997                 if( !(compileFlags & C_TRANSLUCENT) )
2998                 {
2999                         opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3000                         numOpaqueBrushes++;
3001                         maxOpaqueBrush = i;
3002                 }
3003         }
3004         
3005         /* emit some statistics */
3006         Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3007 }
3008
3009
3010
3011 /*
3012 ClusterVisible()
3013 determines if two clusters are visible to each other using the PVS
3014 */
3015
3016 qboolean ClusterVisible( int a, int b )
3017 {
3018         int                     portalClusters, leafBytes;
3019         byte            *pvs;
3020         
3021         
3022         /* dummy check */
3023         if( a < 0 || b < 0 )
3024                 return qfalse;
3025         
3026         /* early out */
3027         if( a == b )
3028                 return qtrue;
3029         
3030         /* not vised? */
3031         if( numBSPVisBytes <=8 )
3032                 return qtrue;
3033         
3034         /* get pvs data */
3035         portalClusters = ((int *) bspVisBytes)[ 0 ];
3036         leafBytes = ((int*) bspVisBytes)[ 1 ];
3037         pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3038         
3039         /* check */
3040         if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3041                 return qtrue;
3042         return qfalse;
3043 }
3044
3045
3046
3047 /*
3048 PointInLeafNum_r()
3049 borrowed from vlight.c
3050 */
3051
3052 int     PointInLeafNum_r( vec3_t point, int nodenum )
3053 {
3054         int                     leafnum;
3055         vec_t           dist;
3056         bspNode_t               *node;
3057         bspPlane_t      *plane;
3058         
3059         
3060         while( nodenum >= 0 )
3061         {
3062                 node = &bspNodes[ nodenum ];
3063                 plane = &bspPlanes[ node->planeNum ];
3064                 dist = DotProduct( point, plane->normal ) - plane->dist;
3065                 if( dist > 0.1 )
3066                         nodenum = node->children[ 0 ];
3067                 else if( dist < -0.1 )
3068                         nodenum = node->children[ 1 ];
3069                 else
3070                 {
3071                         leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3072                         if( bspLeafs[ leafnum ].cluster != -1 )
3073                                 return leafnum;
3074                         nodenum = node->children[ 1 ];
3075                 }
3076         }
3077         
3078         leafnum = -nodenum - 1;
3079         return leafnum;
3080 }
3081
3082
3083
3084 /*
3085 PointInLeafnum()
3086 borrowed from vlight.c
3087 */
3088
3089 int     PointInLeafNum( vec3_t point )
3090 {
3091         return PointInLeafNum_r( point, 0 );
3092 }
3093
3094
3095
3096 /*
3097 ClusterVisibleToPoint() - ydnar
3098 returns qtrue if point can "see" cluster
3099 */
3100
3101 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3102 {
3103         int             pointCluster;
3104         
3105
3106         /* get leafNum for point */
3107         pointCluster = ClusterForPoint( point );
3108         if( pointCluster < 0 )
3109                 return qfalse;
3110         
3111         /* check pvs */
3112         return ClusterVisible( pointCluster, cluster );
3113 }
3114
3115
3116
3117 /*
3118 ClusterForPoint() - ydnar
3119 returns the pvs cluster for point
3120 */
3121
3122 int ClusterForPoint( vec3_t point )
3123 {
3124         int             leafNum;
3125         
3126
3127         /* get leafNum for point */
3128         leafNum = PointInLeafNum( point );
3129         if( leafNum < 0 )
3130                 return -1;
3131         
3132         /* return the cluster */
3133         return bspLeafs[ leafNum ].cluster;
3134 }
3135
3136
3137
3138 /*
3139 ClusterForPointExt() - ydnar
3140 also takes brushes into account for occlusion testing
3141 */
3142
3143 int ClusterForPointExt( vec3_t point, float epsilon )
3144 {
3145         int                             i, j, b, leafNum, cluster;
3146         float                   dot;
3147         qboolean                inside;
3148         int                             *brushes, numBSPBrushes;
3149         bspLeaf_t               *leaf;
3150         bspBrush_t              *brush;
3151         bspPlane_t              *plane;
3152         
3153         
3154         /* get leaf for point */
3155         leafNum = PointInLeafNum( point );
3156         if( leafNum < 0 )
3157                 return -1;
3158         leaf = &bspLeafs[ leafNum ];
3159         
3160         /* get the cluster */
3161         cluster = leaf->cluster;
3162         if( cluster < 0 )
3163                 return -1;
3164         
3165         /* transparent leaf, so check point against all brushes in the leaf */
3166         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3167         numBSPBrushes = leaf->numBSPLeafBrushes;
3168         for( i = 0; i < numBSPBrushes; i++ )
3169         {
3170                 /* get parts */
3171                 b = brushes[ i ];
3172                 if( b > maxOpaqueBrush )
3173                         continue;
3174                 brush = &bspBrushes[ b ];
3175                 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3176                         continue;
3177                 
3178                 /* check point against all planes */
3179                 inside = qtrue;
3180                 for( j = 0; j < brush->numSides && inside; j++ )
3181                 {
3182                         plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3183                         dot = DotProduct( point, plane->normal );
3184                         dot -= plane->dist;
3185                         if( dot > epsilon )
3186                                 inside = qfalse;
3187                 }
3188                 
3189                 /* if inside, return bogus cluster */
3190                 if( inside )
3191                         return -1 - b;
3192         }
3193         
3194         /* if the point made it this far, it's not inside any opaque brushes */
3195         return cluster;
3196 }
3197
3198
3199
3200 /*
3201 ClusterForPointExtFilter() - ydnar
3202 adds cluster checking against a list of known valid clusters
3203 */
3204
3205 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3206 {
3207         int             i, cluster;
3208         
3209         
3210         /* get cluster for point */
3211         cluster = ClusterForPointExt( point, epsilon );
3212         
3213         /* check if filtering is necessary */
3214         if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3215                 return cluster;
3216         
3217         /* filter */
3218         for( i = 0; i < numClusters; i++ )
3219         {
3220                 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3221                         return cluster;
3222         }
3223         
3224         /* failed */
3225         return -1;
3226 }
3227
3228
3229
3230 /*
3231 ShaderForPointInLeaf() - ydnar
3232 checks a point against all brushes in a leaf, returning the shader of the brush
3233 also sets the cumulative surface and content flags for the brush hit
3234 */
3235
3236 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3237 {
3238         int                             i, j;
3239         float                   dot;
3240         qboolean                inside;
3241         int                             *brushes, numBSPBrushes;
3242         bspLeaf_t                       *leaf;
3243         bspBrush_t              *brush;
3244         bspBrushSide_t  *side;
3245         bspPlane_t              *plane;
3246         bspShader_t             *shader;
3247         int                             allSurfaceFlags, allContentFlags;
3248
3249         
3250         /* clear things out first */
3251         *surfaceFlags = 0;
3252         *contentFlags = 0;
3253         
3254         /* get leaf */
3255         if( leafNum < 0 )
3256                 return -1;
3257         leaf = &bspLeafs[ leafNum ];
3258         
3259         /* transparent leaf, so check point against all brushes in the leaf */
3260         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3261         numBSPBrushes = leaf->numBSPLeafBrushes;
3262         for( i = 0; i < numBSPBrushes; i++ )
3263         {
3264                 /* get parts */
3265                 brush = &bspBrushes[ brushes[ i ] ];
3266                 
3267                 /* check point against all planes */
3268                 inside = qtrue;
3269                 allSurfaceFlags = 0;
3270                 allContentFlags = 0;
3271                 for( j = 0; j < brush->numSides && inside; j++ )
3272                 {
3273                         side = &bspBrushSides[ brush->firstSide + j ];
3274                         plane = &bspPlanes[ side->planeNum ];
3275                         dot = DotProduct( point, plane->normal );
3276                         dot -= plane->dist;
3277                         if( dot > epsilon )
3278                                 inside = qfalse;
3279                         else
3280                         {
3281                                 shader = &bspShaders[ side->shaderNum ];
3282                                 allSurfaceFlags |= shader->surfaceFlags;
3283                                 allContentFlags |= shader->contentFlags;
3284                         }
3285                 }
3286                 
3287                 /* handle if inside */
3288                 if( inside )
3289                 {
3290                         /* if there are desired flags, check for same and continue if they aren't matched */
3291                         if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3292                                 continue;
3293                         if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3294                                 continue;
3295                         
3296                         /* store the cumulative flags and return the brush shader (which is mostly useless) */
3297                         *surfaceFlags = allSurfaceFlags;
3298                         *contentFlags = allContentFlags;
3299                         return brush->shaderNum;
3300                 }
3301         }
3302         
3303         /* if the point made it this far, it's not inside any brushes */
3304         return -1;
3305 }
3306
3307
3308
3309 /*
3310 ChopBounds()
3311 chops a bounding box by the plane defined by origin and normal
3312 returns qfalse if the bounds is entirely clipped away
3313
3314 this is not exactly the fastest way to do this...
3315 */
3316
3317 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3318 {
3319         /* FIXME: rewrite this so it doesn't use bloody brushes */
3320         return qtrue;
3321 }
3322
3323
3324
3325 /*
3326 SetupEnvelopes()
3327 calculates each light's effective envelope,
3328 taking into account brightness, type, and pvs.
3329 */
3330
3331 #define LIGHT_EPSILON   0.125f
3332 #define LIGHT_NUDGE             2.0f
3333
3334 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3335 {
3336         int                     i, x, y, z, x1, y1, z1;
3337         light_t         *light, *light2, **owner;
3338         bspLeaf_t       *leaf;
3339         vec3_t          origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3340         float           radius, intensity;
3341         light_t         *buckets[ 256 ];
3342         
3343         
3344         /* early out for weird cases where there are no lights */
3345         if( lights == NULL )
3346                 return;
3347         
3348         /* note it */
3349         Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3350         
3351         /* count lights */
3352         numLights = 0;
3353         numCulledLights = 0;
3354         owner = &lights;
3355         while( *owner != NULL )
3356         {
3357                 /* get light */
3358                 light = *owner;
3359                 
3360                 /* handle negative lights */
3361                 if( light->photons < 0.0f || light->add < 0.0f )
3362                 {
3363                         light->photons *= -1.0f;
3364                         light->add *= -1.0f;
3365                         light->flags |= LIGHT_NEGATIVE;
3366                 }
3367                 
3368                 /* sunlight? */
3369                 if( light->type == EMIT_SUN )
3370                 {
3371                         /* special cased */
3372                         light->cluster = 0;
3373                         light->envelope = MAX_WORLD_COORD * 8.0f;
3374                         VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3375                         VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3376                 }
3377                 
3378                 /* everything else */
3379                 else
3380                 {
3381                         /* get pvs cluster for light */
3382                         light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3383                         
3384                         /* invalid cluster? */
3385                         if( light->cluster < 0 )
3386                         {
3387                                 /* nudge the sample point around a bit */
3388                                 for( x = 0; x < 4; x++ )
3389                                 {
3390                                         /* two's complement 0, 1, -1, 2, -2, etc */
3391                                         x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3392                                         
3393                                         for( y = 0; y < 4; y++ )
3394                                         {
3395                                                 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3396                                                 
3397                                                 for( z = 0; z < 4; z++ )
3398                                                 {
3399                                                         z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3400                                                         
3401                                                         /* nudge origin */
3402                                                         origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3403                                                         origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3404                                                         origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3405                                                         
3406                                                         /* try at nudged origin */
3407                                                         light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3408                                                         if( light->cluster < 0 )
3409                                                                 continue;
3410                                                                         
3411                                                         /* set origin */
3412                                                         VectorCopy( origin, light->origin );
3413                                                 }
3414                                         }
3415                                 }
3416                         }
3417                         
3418                         /* only calculate for lights in pvs and outside of opaque brushes */
3419                         if( light->cluster >= 0 )
3420                         {
3421                                 /* set light fast flag */
3422                                 if( fastFlag )
3423                                         light->flags |= LIGHT_FAST_TEMP;
3424                                 else
3425                                         light->flags &= ~LIGHT_FAST_TEMP;
3426                                 if( light->si && light->si->noFast )
3427                                         light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3428                                 
3429                                 /* clear light envelope */
3430                                 light->envelope = 0;
3431                                 
3432                                 /* handle area lights */
3433                                 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3434                                 {
3435                                         /* ugly hack to calculate extent for area lights, but only done once */
3436                                         VectorScale( light->normal, -1.0f, dir );
3437                                         for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3438                                         {
3439                                                 float   factor;
3440                                                 
3441                                                 VectorMA( light->origin, radius, light->normal, origin );
3442                                                 factor = PointToPolygonFormFactor( origin, dir, light->w );
3443                                                 if( factor < 0.0f )
3444                                                         factor *= -1.0f;
3445                                                 if( (factor * light->add) <= light->falloffTolerance )
3446                                                         light->envelope = radius;
3447                                         }
3448                                         
3449                                         /* check for fast mode */
3450                                         if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3451                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3452                                 }
3453                                 else
3454                                 {
3455                                         radius = 0.0f;
3456                                         intensity = light->photons;
3457                                 }
3458                                 
3459                                 /* other calcs */
3460                                 if( light->envelope <= 0.0f )
3461                                 {
3462                                         /* solve distance for non-distance lights */
3463                                         if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3464                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3465                                         
3466                                         /* solve distance for linear lights */
3467                                         else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3468                                                 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3469                                                 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3470
3471                                                 /*
3472                                                 add = angle * light->photons * linearScale - (dist * light->fade);
3473                                                 T = (light->photons * linearScale) - (dist * light->fade);
3474                                                 T + (dist * light->fade) = (light->photons * linearScale);
3475                                                 dist * light->fade = (light->photons * linearScale) - T;
3476                                                 dist = ((light->photons * linearScale) - T) / light->fade;
3477                                                 */
3478                                         
3479                                         /* solve for inverse square falloff */
3480                                         else
3481                                                 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3482                                                 
3483                                                 /*
3484                                                 add = light->photons / (dist * dist);
3485                                                 T = light->photons / (dist * dist);
3486                                                 T * (dist * dist) = light->photons;
3487                                                 dist = sqrt( light->photons / T );
3488                                                 */
3489                                 }
3490                                 
3491                                 /* chop radius against pvs */
3492                                 {
3493                                         /* clear bounds */
3494                                         ClearBounds( mins, maxs );
3495                                         
3496                                         /* check all leaves */
3497                                         for( i = 0; i < numBSPLeafs; i++ )
3498                                         {
3499                                                 /* get test leaf */
3500                                                 leaf = &bspLeafs[ i ];
3501                                                 
3502                                                 /* in pvs? */
3503                                                 if( leaf->cluster < 0 )
3504                                                         continue;
3505                                                 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3506                                                         continue;
3507                                                 
3508                                                 /* add this leafs bbox to the bounds */
3509                                                 VectorCopy( leaf->mins, origin );
3510                                                 AddPointToBounds( origin, mins, maxs );
3511                                                 VectorCopy( leaf->maxs, origin );
3512                                                 AddPointToBounds( origin, mins, maxs );
3513                                         }
3514                                         
3515                                         /* test to see if bounds encompass light */
3516                                         for( i = 0; i < 3; i++ )
3517                                         {
3518                                                 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3519                                                 {
3520                                                         //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3521                                                         //%     mins[ 0 ], mins[ 1 ], mins[ 2 ],
3522                                                         //%     maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3523                                                         //%     numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3524                                                         AddPointToBounds( light->origin, mins, maxs );
3525                                                 }
3526                                         }
3527                                         
3528                                         /* chop the bounds by a plane for area lights and spotlights */
3529                                         if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3530                                                 ChopBounds( mins, maxs, light->origin, light->normal );
3531                                         
3532                                         /* copy bounds */
3533                                         VectorCopy( mins, light->mins );
3534                                         VectorCopy( maxs, light->maxs );
3535                                         
3536                                         /* reflect bounds around light origin */
3537                                         //%     VectorMA( light->origin, -1.0f, origin, origin );
3538                                         VectorScale( light->origin, 2, origin );
3539                                         VectorSubtract( origin, maxs, origin );
3540                                         AddPointToBounds( origin, mins, maxs );
3541                                         //%     VectorMA( light->origin, -1.0f, mins, origin );
3542                                         VectorScale( light->origin, 2, origin );
3543                                         VectorSubtract( origin, mins, origin );
3544                                         AddPointToBounds( origin, mins, maxs );
3545                                          
3546                                         /* calculate spherical bounds */
3547                                         VectorSubtract( maxs, light->origin, dir );
3548                                         radius = (float) VectorLength( dir );
3549                                         
3550                                         /* if this radius is smaller than the envelope, then set the envelope to it */
3551                                         if( radius < light->envelope )
3552                                         {
3553                                                 light->envelope = radius;
3554                                                 //%     Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3555                                         }
3556                                         //%     else
3557                                         //%             Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3558                                 }
3559                                 
3560                                 /* add grid/surface only check */
3561                                 if( forGrid )
3562                                 {
3563                                         if( !(light->flags & LIGHT_GRID) )
3564                                                 light->envelope = 0.0f;
3565                                 }
3566                                 else
3567                                 {
3568                                         if( !(light->flags & LIGHT_SURFACES) )
3569                                                 light->envelope = 0.0f;
3570                                 }
3571                         }
3572                         
3573                         /* culled? */
3574                         if( light->cluster < 0 || light->envelope <= 0.0f )
3575                         {
3576                                 /* debug code */
3577                                 //%     Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3578                                 
3579                                 /* delete the light */
3580                                 numCulledLights++;
3581                                 *owner = light->next;
3582                                 if( light->w != NULL )
3583                                         free( light->w );
3584                                 free( light );
3585                                 continue;
3586                         }
3587                 }
3588                 
3589                 /* square envelope */
3590                 light->envelope2 = (light->envelope * light->envelope);
3591                 
3592                 /* increment light count */
3593                 numLights++;
3594                 
3595                 /* set next light */
3596                 owner = &((**owner).next);
3597         }
3598         
3599         /* bucket sort lights by style */
3600         memset( buckets, 0, sizeof( buckets ) );
3601         light2 = NULL;
3602         for( light = lights; light != NULL; light = light2 )
3603         {
3604                 /* get next light */
3605                 light2 = light->next;
3606                 
3607                 /* filter into correct bucket */
3608                 light->next = buckets[ light->style ];
3609                 buckets[ light->style ] = light;
3610                 
3611                 /* if any styled light is present, automatically set nocollapse */
3612                 if( light->style != LS_NORMAL )
3613                         noCollapse = qtrue;
3614         }
3615         
3616         /* filter back into light list */
3617         lights = NULL;
3618         for( i = 255; i >= 0; i-- )
3619         {
3620                 light2 = NULL;
3621                 for( light = buckets[ i ]; light != NULL; light = light2 )
3622                 {
3623                         light2 = light->next;
3624                         light->next = lights;
3625                         lights = light;
3626                 }
3627         }
3628         
3629         /* emit some statistics */
3630         Sys_Printf( "%9d total lights\n", numLights );
3631         Sys_Printf( "%9d culled lights\n", numCulledLights );
3632 }
3633
3634
3635
3636 /*
3637 CreateTraceLightsForBounds()
3638 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3639 */
3640
3641 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3642 {
3643         int                     i;
3644         light_t         *light;
3645         vec3_t          origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3646         float           radius, dist, length;
3647         
3648         
3649         /* potential pre-setup  */
3650         if( numLights == 0 )
3651                 SetupEnvelopes( qfalse, fast );
3652         
3653         /* debug code */
3654         //% Sys_Printf( "CTWLFB: (%4.1f %4.1f %4.1f) (%4.1f %4.1f %4.1f)\n", mins[ 0 ], mins[ 1 ], mins[ 2 ], maxs[ 0 ], maxs[ 1 ], maxs[ 2 ] );
3655         
3656         /* allocate the light list */
3657         trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3658         trace->numLights = 0;
3659         
3660         /* calculate spherical bounds */
3661         VectorAdd( mins, maxs, origin );
3662         VectorScale( origin, 0.5f, origin );
3663         VectorSubtract( maxs, origin, dir );
3664         radius = (float) VectorLength( dir );
3665         
3666         /* get length of normal vector */
3667         if( normal != NULL )
3668                 length = VectorLength( normal );
3669         else
3670         {
3671                 normal = nullVector;
3672                 length = 0;
3673         }
3674         
3675         /* test each light and see if it reaches the sphere */
3676         /* note: the attenuation code MUST match LightingAtSample() */
3677         for( light = lights; light; light = light->next )
3678         {
3679                 /* check zero sized envelope */
3680                 if( light->envelope <= 0 )
3681                 {
3682                         lightsEnvelopeCulled++;
3683                         continue;
3684                 }
3685                 
3686                 /* check flags */
3687                 if( !(light->flags & flags) )
3688                         continue;
3689                 
3690                 /* sunlight skips all this nonsense */
3691                 if( light->type != EMIT_SUN )
3692                 {
3693                         /* sun only? */
3694                         if( sunOnly )
3695                                 continue;
3696                         
3697                         /* check against pvs cluster */
3698                         if( numClusters > 0 && clusters != NULL )
3699                         {
3700                                 for( i = 0; i < numClusters; i++ )
3701                                 {
3702                                         if( ClusterVisible( light->cluster, clusters[ i ] ) )
3703                                                 break;
3704                                 }
3705                                 
3706                                 /* fixme! */
3707                                 if( i == numClusters )
3708                                 {
3709                                         lightsClusterCulled++;
3710                                         continue;
3711                                 }
3712                         }
3713                         
3714                         /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3715                         VectorSubtract( light->origin, origin, dir );
3716                         dist = VectorLength( dir );
3717                         dist -= light->envelope;
3718                         dist -= radius;
3719                         if( dist > 0 )
3720                         {
3721                                 lightsEnvelopeCulled++;
3722                                 continue;
3723                         }
3724                         
3725                         /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3726                         #if 0
3727                         skip = qfalse;
3728                         for( i = 0; i < 3; i++ )
3729                         {
3730                                 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3731                                         skip = qtrue;
3732                         }
3733                         if( skip )
3734                         {
3735                                 lightsBoundsCulled++;
3736                                 continue;
3737                         }
3738                         #endif
3739                 }
3740                 
3741                 /* planar surfaces (except twosided surfaces) have a couple more checks */
3742                 if( length > 0.0f && trace->twoSided == qfalse )
3743                 {
3744                         /* lights coplanar with a surface won't light it */
3745                         if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3746                         {
3747                                 lightsPlaneCulled++;
3748                                 continue;
3749                         }
3750                         
3751                         /* check to see if light is behind the plane */
3752                         if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3753                         {
3754                                 lightsPlaneCulled++;
3755                                 continue;
3756                         }
3757                 }
3758                 
3759                 /* add this light */
3760                 trace->lights[ trace->numLights++ ] = light;
3761         }
3762         
3763         /* make last night null */
3764         trace->lights[ trace->numLights ] = NULL;
3765 }
3766
3767
3768
3769 void FreeTraceLights( trace_t *trace )
3770 {
3771         if( trace->lights != NULL )
3772                 free( trace->lights );
3773 }
3774
3775
3776
3777 /*
3778 CreateTraceLightsForSurface()
3779 creates a list of lights that can potentially affect a drawsurface
3780 */
3781
3782 void CreateTraceLightsForSurface( int num, trace_t *trace )
3783 {
3784         int                                     i;
3785         vec3_t                          mins, maxs, normal;
3786         bspDrawVert_t           *dv;
3787         bspDrawSurface_t        *ds;
3788         surfaceInfo_t           *info;
3789         
3790         
3791         /* dummy check */
3792         if( num < 0 )
3793                 return;
3794         
3795         /* get drawsurface and info */
3796         ds = &bspDrawSurfaces[ num ];
3797         info = &surfaceInfos[ num ];
3798         
3799         /* get the mins/maxs for the dsurf */
3800         ClearBounds( mins, maxs );
3801         VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3802         for( i = 0; i < ds->numVerts; i++ )
3803         {
3804                 dv = &yDrawVerts[ ds->firstVert + i ];
3805                 AddPointToBounds( dv->xyz, mins, maxs );
3806                 if( !VectorCompare( dv->normal, normal ) )
3807                         VectorClear( normal );
3808         }
3809         
3810         /* create the lights for the bounding box */
3811         CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3812 }
3813
3814 /////////////////////////////////////////////////////////////
3815
3816 #define FLOODLIGHT_CONE_ANGLE                   88      /* degrees */
3817 #define FLOODLIGHT_NUM_ANGLE_STEPS              16
3818 #define FLOODLIGHT_NUM_ELEVATION_STEPS  4
3819 #define FLOODLIGHT_NUM_VECTORS                  (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3820
3821 static vec3_t   floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3822 static int              numFloodVectors = 0;
3823
3824 void SetupFloodLight( void )
3825 {
3826         int             i, j;
3827         float   angle, elevation, angleStep, elevationStep;
3828         const char      *value;
3829         double v1,v2,v3,v4,v5;
3830
3831         /* note it */
3832         Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3833
3834         /* calculate angular steps */
3835         angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3836         elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3837
3838         /* iterate angle */
3839         angle = 0.0f;
3840         for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3841         {
3842                 /* iterate elevation */
3843                 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3844                 {
3845                         floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3846                         floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3847                         floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3848                         numFloodVectors++;
3849                 }
3850         }
3851
3852         /* emit some statistics */
3853         Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3854
3855       /* floodlight */
3856         value = ValueForKey( &entities[ 0 ], "_floodlight" );
3857
3858         if( value[ 0 ] != '\0' )
3859         {
3860                 v1=v2=v3=0;
3861                 v4=floodlightDistance;
3862                 v5=floodlightIntensity;
3863
3864                 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3865
3866                 floodlightRGB[0]=v1;
3867                 floodlightRGB[1]=v2;
3868                 floodlightRGB[2]=v3;
3869
3870                 if (VectorLength(floodlightRGB)==0)
3871                 {
3872                         VectorSet(floodlightRGB,240,240,255);
3873                 }
3874
3875                 if (v4<1) v4=1024;
3876                 if (v5<1) v5=128;
3877
3878                 floodlightDistance=v4;
3879                 floodlightIntensity=v5;
3880
3881                 floodlighty = qtrue;
3882                 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3883         }
3884         else
3885         {
3886                 VectorSet(floodlightRGB,240,240,255);
3887                 //floodlighty = qtrue;
3888                 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3889         }
3890         VectorNormalize(floodlightRGB,floodlightRGB);
3891 }
3892
3893 /*
3894 FloodLightForSample()
3895 calculates floodlight value for a given sample
3896 once again, kudos to the dirtmapping coder
3897 */
3898
3899 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
3900 {
3901         int             i;
3902         float   d;
3903         float   contribution;
3904         int     sub = 0;
3905         float   gatherLight, outLight;
3906         vec3_t  normal, worldUp, myUp, myRt, direction, displacement;
3907         float   dd;
3908         int     vecs = 0;
3909  
3910         gatherLight=0;
3911         /* dummy check */
3912         //if( !dirty )
3913         //      return 1.0f;
3914         if( trace == NULL || trace->cluster < 0 )
3915                 return 0.0f;
3916         
3917
3918         /* setup */
3919         dd = floodLightDistance;
3920         VectorCopy( trace->normal, normal );
3921         
3922         /* check if the normal is aligned to the world-up */
3923         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
3924         {
3925                 if( normal[ 2 ] == 1.0f )               
3926                 {
3927                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
3928                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3929                 }
3930                 else if( normal[ 2 ] == -1.0f )
3931                 {
3932                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
3933                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
3934                 }
3935         }
3936         else
3937         {
3938                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
3939                 CrossProduct( normal, worldUp, myRt );
3940                 VectorNormalize( myRt, myRt );
3941                 CrossProduct( myRt, normal, myUp );
3942                 VectorNormalize( myUp, myUp );
3943         }
3944
3945         /* vortex: optimise floodLightLowQuality a bit */
3946         if ( floodLightLowQuality == qtrue )
3947     {
3948                 /* iterate through ordered vectors */
3949                 for( i = 0; i < numFloodVectors; i++ )
3950                         if (rand()%10 != 0 ) continue;
3951         }
3952         else
3953         {
3954                 /* iterate through ordered vectors */
3955                 for( i = 0; i < numFloodVectors; i++ )
3956                 {
3957                         vecs++;
3958                  
3959                         /* transform vector into tangent space */
3960                         direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
3961                         direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
3962                         direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
3963
3964                         /* set endpoint */
3965                         VectorMA( trace->origin, dd, direction, trace->end );
3966
3967                         //VectorMA( trace->origin, 1, direction, trace->origin );
3968                                 
3969                         SetupTrace( trace );
3970                         /* trace */
3971                         TraceLine( trace );
3972                         contribution=1;
3973
3974                         if (trace->compileFlags & C_SKY )
3975                         {
3976                                 contribution=1.0f;
3977                         }
3978                         else if ( trace->opaque )
3979                         {
3980                                 VectorSubtract( trace->hit, trace->origin, displacement );
3981                                 d=VectorLength( displacement );
3982
3983                                 // d=trace->distance;            
3984                                 //if (d>256) gatherDirt+=1;
3985                                 contribution=d/dd;
3986                                 if (contribution>1) contribution=1.0f; 
3987                      
3988                                 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
3989                         }
3990                  
3991                         gatherLight+=contribution;
3992                 }
3993         }
3994    
3995         /* early out */
3996         if( gatherLight <= 0.0f )
3997                 return 0.0f;
3998         
3999         sub=vecs;
4000
4001         if (sub<1) sub=1;
4002         gatherLight/=(sub);
4003
4004         outLight=gatherLight;
4005         if( outLight > 1.0f )
4006                 outLight = 1.0f;
4007         
4008         /* return to sender */
4009         return outLight;
4010 }
4011
4012 /*
4013 FloodLightRawLightmap
4014 lighttracer style ambient occlusion light hack.
4015 Kudos to the dirtmapping author for most of this source.
4016 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
4017 VorteX: fixed problems with deluxemapping
4018 */
4019
4020 // floodlight pass on a lightmap
4021 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
4022 {
4023         int                                     i, x, y, *cluster;
4024         float                           *origin, *normal, *floodlight, floodLightAmount;
4025         surfaceInfo_t           *info;
4026         trace_t                         trace;
4027         // int sx, sy;
4028         // float samples, average, *floodlight2;
4029         
4030         memset(&trace,0,sizeof(trace_t));
4031
4032         /* setup trace */
4033         trace.testOcclusion = qtrue;
4034         trace.forceSunlight = qfalse;
4035         trace.twoSided = qtrue;
4036         trace.recvShadows = lm->recvShadows;
4037         trace.numSurfaces = lm->numLightSurfaces;
4038         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4039         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4040         trace.testAll = qfalse;
4041         trace.distance = 1024;
4042         
4043         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4044         //trace.twoSided = qfalse;
4045         for( i = 0; i < trace.numSurfaces; i++ )
4046         {
4047                 /* get surface */
4048                 info = &surfaceInfos[ trace.surfaces[ i ] ];
4049                 
4050                 /* check twosidedness */
4051                 if( info->si->twoSided )
4052                 {
4053                         trace.twoSided = qtrue;
4054                         break;
4055                 }
4056         }
4057         
4058         /* gather floodlight */
4059         for( y = 0; y < lm->sh; y++ )
4060         {
4061                 for( x = 0; x < lm->sw; x++ )
4062                 {
4063                         /* get luxel */
4064                         cluster = SUPER_CLUSTER( x, y );
4065                         origin = SUPER_ORIGIN( x, y );
4066                         normal = SUPER_NORMAL( x, y );
4067                         floodlight = SUPER_FLOODLIGHT( x, y );
4068                         
4069                         /* set default dirt */
4070                         *floodlight = 0.0f;
4071                         
4072                         /* only look at mapped luxels */
4073                         if( *cluster < 0 )
4074                                 continue;
4075                         
4076                         /* copy to trace */
4077                         trace.cluster = *cluster;
4078                         VectorCopy( origin, trace.origin );
4079                         VectorCopy( normal, trace.normal );
4080    
4081                         /* get floodlight */
4082                         floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4083                         
4084                         /* add floodlight */
4085                         floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4086                         floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4087                         floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4088                         floodlight[3] += floodlightDirectionScale;
4089                 }
4090         }
4091         
4092         /* testing no filtering */
4093         return;
4094
4095 #if 0
4096         
4097         /* filter "dirt" */
4098         for( y = 0; y < lm->sh; y++ )
4099         {
4100                 for( x = 0; x < lm->sw; x++ )
4101                 {
4102                         /* get luxel */
4103                         cluster = SUPER_CLUSTER( x, y );
4104                         floodlight = SUPER_FLOODLIGHT(x, y );
4105                         
4106                         /* filter dirt by adjacency to unmapped luxels */
4107                         average = *floodlight;
4108                         samples = 1.0f;
4109                         for( sy = (y - 1); sy <= (y + 1); sy++ )
4110                         {
4111                                 if( sy < 0 || sy >= lm->sh )
4112                                         continue;
4113                                 
4114                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
4115                                 {
4116                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4117                                                 continue;
4118                                         
4119                                         /* get neighboring luxel */
4120                                         cluster = SUPER_CLUSTER( sx, sy );
4121                                         floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4122                                         if( *cluster < 0 || *floodlight2 <= 0.0f )
4123                                                 continue;
4124                                         
4125                                         /* add it */
4126                                         average += *floodlight2;
4127                                         samples += 1.0f;
4128                                 }
4129                                 
4130                                 /* bail */
4131                                 if( samples <= 0.0f )
4132                                         break;
4133                         }
4134                         
4135                         /* bail */
4136                         if( samples <= 0.0f )
4137                                 continue;
4138                         
4139                         /* scale dirt */
4140                         *floodlight = average / samples;
4141                 }
4142         }
4143 #endif
4144 }
4145
4146 void FloodLightRawLightmap( int rawLightmapNum )
4147 {
4148         rawLightmap_t           *lm;
4149
4150         /* bail if this number exceeds the number of raw lightmaps */
4151         if( rawLightmapNum >= numRawLightmaps )
4152                 return;
4153         /* get lightmap */
4154         lm = &rawLightmaps[ rawLightmapNum ];
4155
4156         /* global pass */
4157         if (floodlighty && floodlightIntensity)
4158                 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4159
4160         /* custom pass */
4161         if (lm->floodlightIntensity)
4162         {
4163                 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4164                 numSurfacesFloodlighten += 1;
4165         }
4166 }
4167
4168 void FloodlightRawLightmaps()
4169 {
4170         Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4171         numSurfacesFloodlighten = 0;
4172         RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4173         Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4174 }
4175
4176 /*
4177 FloodLightIlluminate()
4178 illuminate floodlight into lightmap luxels
4179 */
4180
4181 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4182 {
4183         float                           *luxel, *floodlight, *deluxel, *normal;
4184         int                                     *cluster;
4185         float                           brightness;
4186         int                                     x, y, lightmapNum;
4187
4188         /* walk lightmaps */
4189         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4190         {
4191                 /* early out */
4192                 if( lm->superLuxels[ lightmapNum ] == NULL )
4193                         continue;
4194
4195                 /* apply floodlight to each luxel */
4196                 for( y = 0; y < lm->sh; y++ )
4197                 {
4198                         for( x = 0; x < lm->sw; x++ )
4199                         {
4200                                 /* get floodlight */
4201                                 floodlight = SUPER_FLOODLIGHT( x, y );
4202                                 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4203                                         continue;
4204                                                 
4205                                 /* get cluster */
4206                                 cluster = SUPER_CLUSTER( x, y );
4207
4208                                 /* only process mapped luxels */
4209                                 if( *cluster < 0 )
4210                                         continue;
4211
4212                                 /* get particulars */
4213                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
4214                                 deluxel = SUPER_DELUXEL( x, y );
4215
4216                                 /* add to lightmap */
4217                                 luxel[0]+=floodlight[0];
4218                                 luxel[1]+=floodlight[1];
4219                                 luxel[2]+=floodlight[2];
4220
4221                                 if (luxel[3]==0) luxel[3]=1;
4222
4223                                 /* add to deluxemap */
4224                                 if (deluxemap && floodlight[3] > 0)\r
4225                                 {
4226                                         vec3_t                          lightvector;\r
4227 \r
4228                                         normal = SUPER_NORMAL( x, y );
4229                                         brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];\r
4230 \r
4231                                         // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light\r
4232                                         if(brightness < 0.00390625f)\r
4233                                                 brightness = 0.00390625f;\r
4234 \r
4235                                         VectorScale( normal, brightness, lightvector );
4236                                         VectorAdd( deluxel, lightvector, deluxel );
4237                                 }
4238                         }
4239                 }
4240         }
4241 }