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no need to artificially limit lightmap position for random supersampling
[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                                                 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1158                                                 {
1159                                                         /* get drawverts and map first triangle */
1160                                                         dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1161                                                         dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1162                                                         MapTriangle( lm, info, dv, mapNonAxial );
1163                                                         
1164                                                         /* get drawverts and map second triangle */
1165                                                         dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1166                                                         dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1167                                                         MapTriangle( lm, info, dv, mapNonAxial );
1168                                                 }
1169                                         }
1170                                 }
1171                                 
1172                                 #endif
1173                                 
1174                                 /* free the mesh */
1175                                 FreeMesh( mesh );
1176                                 break;
1177                         
1178                         default:
1179                                 break;
1180                 }
1181         }
1182         
1183         /* -----------------------------------------------------------------
1184            average and clean up luxel normals
1185            ----------------------------------------------------------------- */
1186         
1187         /* walk the luxels */
1188         for( y = 0; y < lm->sh; y++ )
1189         {
1190                 for( x = 0; x < lm->sw; x++ )
1191                 {
1192                         /* get luxel */
1193                         luxel = SUPER_LUXEL( 0, x, y );
1194                         normal = SUPER_NORMAL( x, y );
1195                         cluster = SUPER_CLUSTER( x, y );
1196
1197                         /* only look at mapped luxels */
1198                         if( *cluster < 0 )
1199                                 continue;
1200                         
1201                         /* the normal data could be the sum of multiple samples */
1202                         if( luxel[ 3 ] > 1.0f )
1203                                 VectorNormalize( normal, normal );
1204                         
1205                         /* mark this luxel as having only one normal */
1206                         luxel[ 3 ] = 1.0f;
1207                 }
1208         }
1209         
1210         /* non-planar surfaces stop here */
1211         if( lm->plane == NULL )
1212                 return;
1213         
1214         /* -----------------------------------------------------------------
1215            map occluded or unuxed luxels
1216            ----------------------------------------------------------------- */
1217         
1218         /* walk the luxels */
1219         radius = floor( superSample / 2 );
1220         radius = radius > 0 ? radius : 1.0f;
1221         radius += 1.0f;
1222         for( pass = 2.0f; pass <= radius; pass += 1.0f )
1223         {
1224                 for( y = 0; y < lm->sh; y++ )
1225                 {
1226                         for( x = 0; x < lm->sw; x++ )
1227                         {
1228                                 /* get luxel */
1229                                 luxel = SUPER_LUXEL( 0, x, y );
1230                                 normal = SUPER_NORMAL( x, y );
1231                                 cluster = SUPER_CLUSTER( x, y );
1232                                 
1233                                 /* only look at unmapped luxels */
1234                                 if( *cluster != CLUSTER_UNMAPPED )
1235                                         continue;
1236                                 
1237                                 /* divine a normal and origin from neighboring luxels */
1238                                 VectorClear( fake.xyz );
1239                                 VectorClear( fake.normal );
1240                                 fake.lightmap[ 0 ][ 0 ] = x;    //% 0.0001 + x;
1241                                 fake.lightmap[ 0 ][ 1 ] = y;    //% 0.0001 + y;
1242                                 samples = 0.0f;
1243                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
1244                                 {
1245                                         if( sy < 0 || sy >= lm->sh )
1246                                                 continue;
1247                                         
1248                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
1249                                         {
1250                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1251                                                         continue;
1252                                                 
1253                                                 /* get neighboring luxel */
1254                                                 luxel = SUPER_LUXEL( 0, sx, sy );
1255                                                 origin = SUPER_ORIGIN( sx, sy );
1256                                                 normal = SUPER_NORMAL( sx, sy );
1257                                                 cluster = SUPER_CLUSTER( sx, sy );
1258                                                 
1259                                                 /* only consider luxels mapped in previous passes */
1260                                                 if( *cluster < 0 || luxel[ 0 ] >= pass )
1261                                                         continue;
1262                                                 
1263                                                 /* add its distinctiveness to our own */
1264                                                 VectorAdd( fake.xyz, origin, fake.xyz );
1265                                                 VectorAdd( fake.normal, normal, fake.normal );
1266                                                 samples += luxel[ 3 ];
1267                                         }
1268                                 }
1269                                 
1270                                 /* any samples? */
1271                                 if( samples == 0.0f )
1272                                         continue;
1273                                 
1274                                 /* average */
1275                                 VectorDivide( fake.xyz, samples, fake.xyz );
1276                                 //%     VectorDivide( fake.normal, samples, fake.normal );
1277                                 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1278                                         continue;
1279                                 
1280                                 /* map the fake vert */
1281                                 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1282                         }
1283                 }
1284         }
1285         
1286         /* -----------------------------------------------------------------
1287            average and clean up luxel normals
1288            ----------------------------------------------------------------- */
1289         
1290         /* walk the luxels */
1291         for( y = 0; y < lm->sh; y++ )
1292         {
1293                 for( x = 0; x < lm->sw; x++ )
1294                 {
1295                         /* get luxel */
1296                         luxel = SUPER_LUXEL( 0, x, y );
1297                         normal = SUPER_NORMAL( x, y );
1298                         cluster = SUPER_CLUSTER( x, y );
1299                         
1300                         /* only look at mapped luxels */
1301                         if( *cluster < 0 )
1302                                 continue;
1303                         
1304                         /* the normal data could be the sum of multiple samples */
1305                         if( luxel[ 3 ] > 1.0f )
1306                                 VectorNormalize( normal, normal );
1307                         
1308                         /* mark this luxel as having only one normal */
1309                         luxel[ 3 ] = 1.0f;
1310                 }
1311         }
1312         
1313         /* debug code */
1314         #if 0
1315                 Sys_Printf( "\n" );
1316                 for( y = 0; y < lm->sh; y++ )
1317                 {
1318                         for( x = 0; x < lm->sw; x++ )
1319                         {
1320                                 vec3_t  mins, maxs;
1321                                 
1322
1323                                 cluster = SUPER_CLUSTER( x, y );
1324                                 origin = SUPER_ORIGIN( x, y );
1325                                 normal = SUPER_NORMAL( x, y );
1326                                 luxel = SUPER_LUXEL( x, y );
1327                                 
1328                                 if( *cluster < 0 )
1329                                         continue;
1330                                 
1331                                 /* check if within the bounding boxes of all surfaces referenced */
1332                                 ClearBounds( mins, maxs );
1333                                 for( n = 0; n < lm->numLightSurfaces; n++ )
1334                                 {
1335                                         int TOL;
1336                                         info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
1337                                         TOL = info->sampleSize + 2;
1338                                         AddPointToBounds( info->mins, mins, maxs );
1339                                         AddPointToBounds( info->maxs, mins, maxs );
1340                                         if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
1341                                                 origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
1342                                                 origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
1343                                                 break;
1344                                 }
1345                                 
1346                                 /* inside? */
1347                                 if( n < lm->numLightSurfaces )
1348                                         continue;
1349                                 
1350                                 /* report bogus origin */
1351                                 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",
1352                                         rawLightmapNum, x, y, *cluster,
1353                                         origin[ 0 ], origin[ 1 ], origin[ 2 ],
1354                                         mins[ 0 ], mins[ 1 ], mins[ 2 ],
1355                                         maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
1356                                         luxel[ 3 ] );
1357                         }
1358                 }
1359         #endif
1360 }
1361
1362
1363
1364 /*
1365 SetupDirt()
1366 sets up dirtmap (ambient occlusion)
1367 */
1368
1369 #define DIRT_CONE_ANGLE                         88      /* degrees */
1370 #define DIRT_NUM_ANGLE_STEPS            16
1371 #define DIRT_NUM_ELEVATION_STEPS        3
1372 #define DIRT_NUM_VECTORS                        (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
1373
1374 static vec3_t           dirtVectors[ DIRT_NUM_VECTORS ];
1375 static int                      numDirtVectors = 0;
1376
1377 void SetupDirt( void )
1378 {
1379         int             i, j;
1380         float   angle, elevation, angleStep, elevationStep;
1381         
1382         
1383         /* note it */
1384         Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1385         
1386         /* calculate angular steps */
1387         angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1388         elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1389         
1390         /* iterate angle */
1391         angle = 0.0f;
1392         for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1393         {
1394                 /* iterate elevation */
1395                 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1396                 {
1397                         dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1398                         dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1399                         dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1400                         numDirtVectors++;
1401                 }
1402         }
1403         
1404         /* emit some statistics */
1405         Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1406 }
1407
1408
1409 /*
1410 DirtForSample()
1411 calculates dirt value for a given sample
1412 */
1413
1414 float DirtForSample( trace_t *trace )
1415 {
1416         int             i;
1417         float   gatherDirt, outDirt, angle, elevation, ooDepth;
1418         vec3_t  normal, worldUp, myUp, myRt, temp, direction, displacement;
1419         
1420         
1421         /* dummy check */
1422         if( !dirty )
1423                 return 1.0f;
1424         if( trace == NULL || trace->cluster < 0 )
1425                 return 0.0f;
1426         
1427         /* setup */
1428         gatherDirt = 0.0f;
1429         ooDepth = 1.0f / dirtDepth;
1430         VectorCopy( trace->normal, normal );
1431         
1432         /* check if the normal is aligned to the world-up */
1433         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
1434         {
1435                 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                 else if( normal[ 2 ] == -1.0f )
1441                 {
1442                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1443                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
1444                 }
1445         }
1446         else
1447         {
1448                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
1449                 CrossProduct( normal, worldUp, myRt );
1450                 VectorNormalize( myRt, myRt );
1451                 CrossProduct( myRt, normal, myUp );
1452                 VectorNormalize( myUp, myUp );
1453         }
1454         
1455         /* 1 = random mode, 0 (well everything else) = non-random mode */
1456         if( dirtMode == 1 )
1457         {
1458                 /* iterate */
1459                 for( i = 0; i < numDirtVectors; i++ )
1460                 {
1461                         /* get random vector */
1462                         angle = Random() * DEG2RAD( 360.0f );
1463                         elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
1464                         temp[ 0 ] = cos( angle ) * sin( elevation );
1465                         temp[ 1 ] = sin( angle ) * sin( elevation );
1466                         temp[ 2 ] = cos( elevation );
1467                         
1468                         /* transform into tangent space */
1469                         direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
1470                         direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
1471                         direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
1472                         
1473                         /* set endpoint */
1474                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1475                         SetupTrace( trace );
1476                         
1477                         /* trace */
1478                         TraceLine( trace );
1479                         if( trace->opaque && !(trace->compileFlags & C_SKY) )
1480                         {
1481                                 VectorSubtract( trace->hit, trace->origin, displacement );
1482                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1483                         }
1484                 }
1485         }
1486         else
1487         {
1488                 /* iterate through ordered vectors */
1489                 for( i = 0; i < numDirtVectors; i++ )
1490                 {
1491                         /* transform vector into tangent space */
1492                         direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
1493                         direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
1494                         direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
1495                         
1496                         /* set endpoint */
1497                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1498                         SetupTrace( trace );
1499                         
1500                         /* trace */
1501                         TraceLine( trace );
1502                         if( trace->opaque )
1503                         {
1504                                 VectorSubtract( trace->hit, trace->origin, displacement );
1505                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1506                         }
1507                 }
1508         }
1509         
1510         /* direct ray */
1511         VectorMA( trace->origin, dirtDepth, normal, trace->end );
1512         SetupTrace( trace );
1513         
1514         /* trace */
1515         TraceLine( trace );
1516         if( trace->opaque )
1517         {
1518                 VectorSubtract( trace->hit, trace->origin, displacement );
1519                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1520         }
1521         
1522         /* early out */
1523         if( gatherDirt <= 0.0f )
1524                 return 1.0f;
1525         
1526         /* apply gain (does this even do much? heh) */
1527         outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1528         if( outDirt > 1.0f )
1529                 outDirt = 1.0f;
1530         
1531         /* apply scale */
1532         outDirt *= dirtScale;
1533         if( outDirt > 1.0f )
1534                 outDirt = 1.0f;
1535         
1536         /* return to sender */
1537         return 1.0f - outDirt;
1538 }
1539
1540
1541
1542 /*
1543 DirtyRawLightmap()
1544 calculates dirty fraction for each luxel
1545 */
1546
1547 void DirtyRawLightmap( int rawLightmapNum )
1548 {
1549         int                                     i, x, y, sx, sy, *cluster;
1550         float                           *origin, *normal, *dirt, *dirt2, average, samples;
1551         rawLightmap_t           *lm;
1552         surfaceInfo_t           *info;
1553         trace_t                         trace;
1554         qboolean                        noDirty;
1555
1556         
1557         /* bail if this number exceeds the number of raw lightmaps */
1558         if( rawLightmapNum >= numRawLightmaps )
1559                 return;
1560         
1561         /* get lightmap */
1562         lm = &rawLightmaps[ rawLightmapNum ];
1563         
1564         /* setup trace */
1565         trace.testOcclusion = qtrue;
1566         trace.forceSunlight = qfalse;
1567         trace.recvShadows = lm->recvShadows;
1568         trace.numSurfaces = lm->numLightSurfaces;
1569         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1570         trace.inhibitRadius = 0.0f;
1571         trace.testAll = qfalse;
1572         
1573         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1574         trace.twoSided = qfalse;
1575         for( i = 0; i < trace.numSurfaces; i++ )
1576         {
1577                 /* get surface */
1578                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1579                 
1580                 /* check twosidedness */
1581                 if( info->si->twoSided )
1582                 {
1583                         trace.twoSided = qtrue;
1584                         break;
1585                 }
1586         }
1587
1588         noDirty = qfalse;
1589         for( i = 0; i < trace.numSurfaces; i++ )
1590         {
1591                 /* get surface */
1592                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1593
1594                 /* check twosidedness */
1595                 if( info->si->noDirty )
1596                 {
1597                         noDirty = qtrue;
1598                         break;
1599                 }
1600         }
1601         
1602         /* gather dirt */
1603         for( y = 0; y < lm->sh; y++ )
1604         {
1605                 for( x = 0; x < lm->sw; x++ )
1606                 {
1607                         /* get luxel */
1608                         cluster = SUPER_CLUSTER( x, y );
1609                         origin = SUPER_ORIGIN( x, y );
1610                         normal = SUPER_NORMAL( x, y );
1611                         dirt = SUPER_DIRT( x, y );
1612                         
1613                         /* set default dirt */
1614                         *dirt = 0.0f;
1615                         
1616                         /* only look at mapped luxels */
1617                         if( *cluster < 0 )
1618                                 continue;
1619
1620                         /* don't apply dirty on this surface */
1621                         if( noDirty )
1622                         {
1623                                 *dirt = 1.0f;
1624                                 continue;
1625                         }
1626                         
1627                         /* copy to trace */
1628                         trace.cluster = *cluster;
1629                         VectorCopy( origin, trace.origin );
1630                         VectorCopy( normal, trace.normal );
1631                         
1632                         /* get dirt */
1633                         *dirt = DirtForSample( &trace );
1634                 }
1635         }
1636         
1637         /* testing no filtering */
1638         //%     return;
1639         
1640         /* filter dirt */
1641         for( y = 0; y < lm->sh; y++ )
1642         {
1643                 for( x = 0; x < lm->sw; x++ )
1644                 {
1645                         /* get luxel */
1646                         cluster = SUPER_CLUSTER( x, y );
1647                         dirt = SUPER_DIRT( x, y );
1648                         
1649                         /* filter dirt by adjacency to unmapped luxels */
1650                         average = *dirt;
1651                         samples = 1.0f;
1652                         for( sy = (y - 1); sy <= (y + 1); sy++ )
1653                         {
1654                                 if( sy < 0 || sy >= lm->sh )
1655                                         continue;
1656                                 
1657                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
1658                                 {
1659                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1660                                                 continue;
1661                                         
1662                                         /* get neighboring luxel */
1663                                         cluster = SUPER_CLUSTER( sx, sy );
1664                                         dirt2 = SUPER_DIRT( sx, sy );
1665                                         if( *cluster < 0 || *dirt2 <= 0.0f )
1666                                                 continue;
1667                                         
1668                                         /* add it */
1669                                         average += *dirt2;
1670                                         samples += 1.0f;
1671                                 }
1672                                 
1673                                 /* bail */
1674                                 if( samples <= 0.0f )
1675                                         break;
1676                         }
1677                         
1678                         /* bail */
1679                         if( samples <= 0.0f )
1680                                 continue;
1681                         
1682                         /* scale dirt */
1683                         *dirt = average / samples;
1684                 }
1685         }
1686 }
1687
1688
1689
1690 /*
1691 SubmapRawLuxel()
1692 calculates the pvs cluster, origin, normal of a sub-luxel
1693 */
1694
1695 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1696 {
1697         int                     i, *cluster, *cluster2;
1698         float           *origin, *origin2, *normal;     //%     , *normal2;
1699         vec3_t          originVecs[ 2 ];                        //%     , normalVecs[ 2 ];
1700         
1701         
1702         /* calulate x vector */
1703         if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1704         {
1705                 cluster = SUPER_CLUSTER( x, y );
1706                 origin = SUPER_ORIGIN( x, y );
1707                 //%     normal = SUPER_NORMAL( x, y );
1708                 cluster2 = SUPER_CLUSTER( x + 1, y );
1709                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1710                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1711         }
1712         else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1713         {
1714                 cluster = SUPER_CLUSTER( x - 1, y );
1715                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1716                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1717                 cluster2 = SUPER_CLUSTER( x, y );
1718                 origin2 = SUPER_ORIGIN( x, y );
1719                 //%     normal2 = SUPER_NORMAL( x, y );
1720         }
1721         else
1722         {
1723                 Error( "Spurious lightmap S vector\n" );
1724         }
1725         
1726         VectorSubtract( origin2, origin, originVecs[ 0 ] );
1727         //%     VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1728         
1729         /* calulate y vector */
1730         if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1731         {
1732                 cluster = SUPER_CLUSTER( x, y );
1733                 origin = SUPER_ORIGIN( x, y );
1734                 //%     normal = SUPER_NORMAL( x, y );
1735                 cluster2 = SUPER_CLUSTER( x, y + 1 );
1736                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1737                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1738         }
1739         else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1740         {
1741                 cluster = SUPER_CLUSTER( x, y - 1 );
1742                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1743                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1744                 cluster2 = SUPER_CLUSTER( x, y );
1745                 origin2 = SUPER_ORIGIN( x, y );
1746                 //%     normal2 = SUPER_NORMAL( x, y );
1747         }
1748         else
1749                 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1750         
1751         VectorSubtract( origin2, origin, originVecs[ 1 ] );
1752         //%     VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1753         
1754         /* calculate new origin */
1755         //%     VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1756         //%     VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1757         for( i = 0; i < 3; i++ )
1758                 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1759         
1760         /* get cluster */
1761         *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1762         if( *sampleCluster < 0 )
1763                 return qfalse;
1764         
1765         /* calculate new normal */
1766         //%     VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1767         //%     VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1768         //%     if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1769         //%             return qfalse;
1770         normal = SUPER_NORMAL( x, y );
1771         VectorCopy( normal, sampleNormal );
1772         
1773         /* return ok */
1774         return qtrue;
1775 }
1776
1777
1778 /*
1779 SubsampleRawLuxel_r()
1780 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1781 */
1782
1783 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
1784 {
1785         int                     b, samples, mapped, lighted;
1786         int                     cluster[ 4 ];
1787         vec4_t          luxel[ 4 ];
1788         vec3_t          deluxel[ 3 ];
1789         vec3_t          origin[ 4 ], normal[ 4 ];
1790         float           biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1791         vec3_t          color, direction, total;
1792         
1793         
1794         /* limit check */
1795         if( lightLuxel[ 3 ] >= lightSamples )
1796                 return;
1797         
1798         /* setup */
1799         VectorClear( total );
1800         mapped = 0;
1801         lighted = 0;
1802         
1803         /* make 2x2 subsample stamp */
1804         for( b = 0; b < 4; b++ )
1805         {
1806                 /* set origin */
1807                 VectorCopy( sampleOrigin, origin[ b ] );
1808                 
1809                 /* calculate position */
1810                 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1811                 {
1812                         cluster[ b ] = -1;
1813                         continue;
1814                 }
1815                 mapped++;
1816                 
1817                 /* increment sample count */
1818                 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1819                 
1820                 /* setup trace */
1821                 trace->cluster = *cluster;
1822                 VectorCopy( origin[ b ], trace->origin );
1823                 VectorCopy( normal[ b ], trace->normal );
1824                 
1825                 /* sample light */
1826
1827                 LightContributionToSample( trace );
1828                 if(trace->forceSubsampling > 1.0f)
1829                 {
1830                         /* alphashadow: we subsample as deep as we can */
1831                         ++lighted;
1832                         ++mapped;
1833                         ++mapped;
1834                 }
1835                 
1836                 /* add to totals (fixme: make contrast function) */
1837                 VectorCopy( trace->color, luxel[ b ] );
1838                 if(lightDeluxel)
1839                 {
1840                         VectorCopy( trace->directionContribution, deluxel[ b ] );
1841                 }
1842                 VectorAdd( total, trace->color, total );
1843                 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1844                         lighted++;
1845         }
1846         
1847         /* subsample further? */
1848         if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1849                 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1850                 lighted != 0 && lighted != mapped )
1851         {
1852                 for( b = 0; b < 4; b++ )
1853                 {
1854                         if( cluster[ b ] < 0 )
1855                                 continue;
1856                         SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.5f), luxel[ b ], lightDeluxel ? deluxel[ b ] : NULL );
1857                 }
1858         }
1859         
1860         /* average */
1861         //%     VectorClear( color );
1862         //%     samples = 0;
1863         VectorCopy( lightLuxel, color );
1864         VectorCopy( lightDeluxel, direction );
1865         samples = 1;
1866         for( b = 0; b < 4; b++ )
1867         {
1868                 if( cluster[ b ] < 0 )
1869                         continue;
1870                 VectorAdd( color, luxel[ b ], color );
1871                 if(lightDeluxel)
1872                 {
1873                         VectorAdd( direction, deluxel[ b ], direction );
1874                 }
1875                 samples++;
1876         }
1877         
1878         /* add to luxel */
1879         if( samples > 0 )
1880         {
1881                 /* average */
1882                 color[ 0 ] /= samples;
1883                 color[ 1 ] /= samples;
1884                 color[ 2 ] /= samples;
1885
1886                 /* add to color */
1887                 VectorCopy( color, lightLuxel );
1888                 lightLuxel[ 3 ] += 1.0f;
1889
1890                 if(lightDeluxel)
1891                 {
1892                         direction[ 0 ] /= samples;
1893                         direction[ 1 ] /= samples;
1894                         direction[ 2 ] /= samples;
1895                         VectorCopy( direction, lightDeluxel );
1896                 }
1897         }
1898 }
1899
1900 /* A mostly Gaussian-like bounded random distribution (sigma is expected standard deviation) */
1901 static void GaussLikeRandom(float sigma, float *x, float *y)
1902 {
1903         float r;
1904         r = Random() * 2 * Q_PI;
1905         *x = sigma * 2.73861278752581783822 * cos(r);
1906         *y = sigma * 2.73861278752581783822 * sin(r);
1907         r = Random();
1908         r = 1 - sqrt(r);
1909         r = 1 - sqrt(r);
1910         *x *= r;
1911         *y *= r;
1912 }
1913 static void RandomSubsampleRawLuxel( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
1914 {
1915         int                     b, mapped;
1916         int                     cluster;
1917         vec3_t          origin, normal;
1918         vec3_t          total, totaldirection;
1919         float           dx, dy;
1920         
1921         VectorClear( total );
1922         VectorClear( totaldirection );
1923         mapped = 0;
1924         for(b = 0; b < lightSamples; ++b)
1925         {
1926                 /* set origin */
1927                 VectorCopy( sampleOrigin, origin );
1928                 GaussLikeRandom(bias, &dx, &dy);
1929
1930                 /* calculate position */
1931                 if( !SubmapRawLuxel( lm, x, y, dx, dy, &cluster, origin, normal ) )
1932                 {
1933                         cluster = -1;
1934                         continue;
1935                 }
1936                 mapped++;
1937
1938                 trace->cluster = cluster;
1939                 VectorCopy( origin, trace->origin );
1940                 VectorCopy( normal, trace->normal );
1941
1942                 LightContributionToSample( trace );
1943                 VectorAdd( total, trace->color, total );
1944                 if(lightDeluxel)
1945                 {
1946                         VectorAdd( totaldirection, trace->directionContribution, totaldirection );
1947                 }
1948         }
1949
1950         /* add to luxel */
1951         if( mapped > 0 )
1952         {
1953                 /* average */
1954                 lightLuxel[ 0 ] = total[ 0 ] / mapped;
1955                 lightLuxel[ 1 ] = total[ 1 ] / mapped;
1956                 lightLuxel[ 2 ] = total[ 2 ] / mapped;
1957
1958                 if(lightDeluxel)
1959                 {
1960                         lightDeluxel[ 0 ] = totaldirection[ 0 ] / mapped;
1961                         lightDeluxel[ 1 ] = totaldirection[ 1 ] / mapped;
1962                         lightDeluxel[ 2 ] = totaldirection[ 2 ] / mapped;
1963                 }
1964         }
1965 }
1966
1967
1968
1969 /*
1970 IlluminateRawLightmap()
1971 illuminates the luxels
1972 */
1973
1974 #define STACK_LL_SIZE                   (SUPER_LUXEL_SIZE * 64 * 64)
1975 #define LIGHT_LUXEL( x, y )             (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1976 #define LIGHT_DELUXEL( x, y )           (lightDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))
1977
1978 void IlluminateRawLightmap( int rawLightmapNum )
1979 {
1980         int                                     i, t, x, y, sx, sy, size, luxelFilterRadius, lightmapNum;
1981         int                                     *cluster, *cluster2, mapped, lighted, totalLighted;
1982         size_t                                  llSize, ldSize;
1983         rawLightmap_t           *lm;
1984         surfaceInfo_t           *info;
1985         qboolean                        filterColor, filterDir;
1986         float                           brightness;
1987         float                           *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1988         unsigned char                   *flag;
1989         float                           *lightLuxels, *lightDeluxels, *lightLuxel, *lightDeluxel, samples, filterRadius, weight;
1990         vec3_t                          color, direction, averageColor, averageDir, total, temp, temp2;
1991         float                           tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1992         trace_t                         trace;
1993         float                           stackLightLuxels[ STACK_LL_SIZE ];
1994         
1995         
1996         /* bail if this number exceeds the number of raw lightmaps */
1997         if( rawLightmapNum >= numRawLightmaps )
1998                 return;
1999         
2000         /* get lightmap */
2001         lm = &rawLightmaps[ rawLightmapNum ];
2002         
2003         /* setup trace */
2004         trace.testOcclusion = !noTrace;
2005         trace.forceSunlight = qfalse;
2006         trace.recvShadows = lm->recvShadows;
2007         trace.numSurfaces = lm->numLightSurfaces;
2008         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
2009         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2010         
2011         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
2012         trace.twoSided = qfalse;
2013         for( i = 0; i < trace.numSurfaces; i++ )
2014         {
2015                 /* get surface */
2016                 info = &surfaceInfos[ trace.surfaces[ i ] ];
2017                 
2018                 /* check twosidedness */
2019                 if( info->si->twoSided )
2020                 {
2021                         trace.twoSided = qtrue;
2022                         break;
2023                 }
2024         }
2025         
2026         /* create a culled light list for this raw lightmap */
2027         CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
2028         
2029         /* -----------------------------------------------------------------
2030            fill pass
2031            ----------------------------------------------------------------- */
2032         
2033         /* set counts */
2034         numLuxelsIlluminated += (lm->sw * lm->sh);
2035         
2036         /* test debugging state */
2037         if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
2038         {
2039                 /* debug fill the luxels */
2040                 for( y = 0; y < lm->sh; y++ )
2041                 {
2042                         for( x = 0; x < lm->sw; x++ )
2043                         {
2044                                 /* get cluster */
2045                                 cluster = SUPER_CLUSTER( x, y );
2046
2047                                 /* only fill mapped luxels */
2048                                 if( *cluster < 0 )
2049                                         continue;
2050                                 
2051                                 /* get particulars */
2052                                 luxel = SUPER_LUXEL( 0, x, y );
2053                                 origin = SUPER_ORIGIN( x, y );
2054                                 normal = SUPER_NORMAL( x, y );
2055                                 
2056                                 /* color the luxel with raw lightmap num? */
2057                                 if( debugSurfaces )
2058                                         VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
2059                                 
2060                                 /* color the luxel with lightmap axis? */
2061                                 else if( debugAxis )
2062                                 {
2063                                         luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
2064                                         luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
2065                                         luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
2066                                 }
2067                                 
2068                                 /* color the luxel with luxel cluster? */
2069                                 else if( debugCluster )
2070                                         VectorCopy( debugColors[ *cluster % 12 ], luxel );
2071                                 
2072                                 /* color the luxel with luxel origin? */
2073                                 else if( debugOrigin )
2074                                 {
2075                                         VectorSubtract( lm->maxs, lm->mins, temp );
2076                                         VectorScale( temp, (1.0f / 255.0f), temp );
2077                                         VectorSubtract( origin, lm->mins, temp2 );
2078                                         luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2079                                         luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2080                                         luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2081                                 }
2082                                 
2083                                 /* color the luxel with the normal */
2084                                 else if( normalmap )
2085                                 {
2086                                         luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
2087                                         luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
2088                                         luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
2089                                 }
2090                                 
2091                                 /* otherwise clear it */
2092                                 else
2093                                         VectorClear( luxel );
2094                                 
2095                                 /* add to counts */
2096                                 luxel[ 3 ] = 1.0f;
2097                         }
2098                 }
2099         }
2100         else
2101         {
2102                 /* allocate temporary per-light luxel storage */
2103                 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2104                 ldSize = lm->sw * lm->sh * SUPER_DELUXEL_SIZE * sizeof( float );
2105                 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
2106                         lightLuxels = stackLightLuxels;
2107                 else
2108                         lightLuxels = safe_malloc( llSize );
2109                 if(deluxemap)
2110                         lightDeluxels = safe_malloc( ldSize );
2111                 else
2112                         lightDeluxels = NULL;
2113                 
2114                 /* clear luxels */
2115                 //%     memset( lm->superLuxels[ 0 ], 0, llSize );
2116                 
2117                 /* set ambient color */
2118                 for( y = 0; y < lm->sh; y++ )
2119                 {
2120                         for( x = 0; x < lm->sw; x++ )
2121                         {
2122                                 /* get cluster */
2123                                 cluster = SUPER_CLUSTER( x, y );
2124                                 luxel = SUPER_LUXEL( 0, x, y );
2125                                 normal = SUPER_NORMAL( x, y );
2126                                 deluxel = SUPER_DELUXEL( x, y );
2127                                 
2128                                 /* blacken unmapped clusters */
2129                                 if( *cluster < 0 )
2130                                         VectorClear( luxel );
2131                                 
2132                                 /* set ambient */
2133                                 else
2134                                 {
2135                                         VectorCopy( ambientColor, luxel );
2136                                         if( deluxemap )
2137                                         {
2138                                                 brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
2139
2140                                                 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2141                                                 if(brightness < 0.00390625f)
2142                                                         brightness = 0.00390625f;
2143
2144                                                 VectorScale( normal, brightness, deluxel );
2145                                         }
2146                                         luxel[ 3 ] = 1.0f;
2147                                 }
2148                         }
2149                 }
2150                 
2151                 /* clear styled lightmaps */
2152                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2153                 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2154                 {
2155                         if( lm->superLuxels[ lightmapNum ] != NULL )
2156                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2157                 }
2158                 
2159                 /* debugging code */
2160                 //%     if( trace.numLights <= 0 )
2161                 //%             Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2162                 
2163                 /* walk light list */
2164                 for( i = 0; i < trace.numLights; i++ )
2165                 {
2166                         /* setup trace */
2167                         trace.light = trace.lights[ i ];
2168                         
2169                         /* style check */
2170                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2171                         {
2172                                 if( lm->styles[ lightmapNum ] == trace.light->style ||
2173                                         lm->styles[ lightmapNum ] == LS_NONE )
2174                                         break;
2175                         }
2176                         
2177                         /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2178                         if( lightmapNum >= MAX_LIGHTMAPS )
2179                         {
2180                                 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2181                                 continue;
2182                         }
2183                         
2184                         /* setup */
2185                         memset( lightLuxels, 0, llSize );
2186                         if(deluxemap)
2187                                 memset( lightDeluxels, 0, ldSize );
2188                         totalLighted = 0;
2189                         
2190                         /* determine filter radius */
2191                         filterRadius = lm->filterRadius > trace.light->filterRadius
2192                                 ? lm->filterRadius
2193                                 : trace.light->filterRadius;
2194                         if( filterRadius < 0.0f )
2195                                 filterRadius = 0.0f;
2196                         
2197                         /* set luxel filter radius */
2198                         luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2199                         if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2200                                 luxelFilterRadius = 1;
2201
2202                         /* allocate sampling flags storage */
2203                         if((lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0)
2204                         {
2205                                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( unsigned char );
2206                                 if(lm->superFlags == NULL)
2207                                         lm->superFlags = safe_malloc( size );
2208                                 memset( (void *) lm->superFlags, 0, size );
2209                         }
2210
2211                         /* initial pass, one sample per luxel */
2212                         for( y = 0; y < lm->sh; y++ )
2213                         {
2214                                 for( x = 0; x < lm->sw; x++ )
2215                                 {
2216                                         /* get cluster */
2217                                         cluster = SUPER_CLUSTER( x, y );
2218                                         if( *cluster < 0 )
2219                                                 continue;
2220                                         
2221                                         /* get particulars */
2222                                         lightLuxel = LIGHT_LUXEL( x, y );
2223                                         lightDeluxel = LIGHT_DELUXEL( x, y );
2224                                         origin = SUPER_ORIGIN( x, y );
2225                                         normal = SUPER_NORMAL( x, y );
2226                                         flag = SUPER_FLAG( x, y );
2227
2228 #if 0
2229                                         ////////// 27's temp hack for testing edge clipping ////
2230                                         if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2231                                         {
2232                                                 lightLuxel[ 1 ] = 255;
2233                                                 lightLuxel[ 3 ] = 1.0f;
2234                                                 totalLighted++;
2235                                         }
2236                                         else
2237 #endif
2238                                         {
2239                                                 /* set contribution count */
2240                                                 lightLuxel[ 3 ] = 1.0f;
2241
2242                                                 /* setup trace */
2243                                                 trace.cluster = *cluster;
2244                                                 VectorCopy( origin, trace.origin );
2245                                                 VectorCopy( normal, trace.normal );
2246
2247                                                 /* get light for this sample */
2248                                                 LightContributionToSample( &trace );
2249                                                 VectorCopy( trace.color, lightLuxel );
2250
2251                                                 /* add the contribution to the deluxemap */
2252                                                 if( deluxemap )
2253                                                 {
2254                                                         VectorCopy( trace.directionContribution, lightDeluxel );
2255                                                 }
2256
2257                                                 /* check for evilness */
2258                                                 if(trace.forceSubsampling > 1.0f && (lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0)
2259                                                 {
2260                                                         totalLighted++;
2261                                                         *flag |= FLAG_FORCE_SUBSAMPLING; /* force */
2262                                                 }
2263                                                 /* add to count */
2264                                                 else if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2265                                                         totalLighted++;
2266                                         }
2267                                 }
2268                         }
2269                         
2270                         /* don't even bother with everything else if nothing was lit */
2271                         if( totalLighted == 0 )
2272                                 continue;
2273                         
2274                         /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2275                         /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2276                         if( (lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0 )
2277                         {
2278                                 /* walk luxels */
2279                                 for( y = 0; y < (lm->sh - 1); y++ )
2280                                 {
2281                                         for( x = 0; x < (lm->sw - 1); x++ )
2282                                         {
2283                                                 /* setup */
2284                                                 mapped = 0;
2285                                                 lighted = 0;
2286                                                 VectorClear( total );
2287                                                 
2288                                                 /* test 2x2 stamp */
2289                                                 for( t = 0; t < 4; t++ )
2290                                                 {
2291                                                         /* set sample coords */
2292                                                         sx = x + tests[ t ][ 0 ];
2293                                                         sy = y + tests[ t ][ 1 ];
2294                                                         
2295                                                         /* get cluster */
2296                                                         cluster = SUPER_CLUSTER( sx, sy );
2297                                                         if( *cluster < 0 )
2298                                                                 continue;
2299                                                         mapped++;
2300                                                         
2301                                                         /* get luxel */
2302                                                         flag = SUPER_FLAG( sx, sy );
2303                                                         if(*flag & FLAG_FORCE_SUBSAMPLING)
2304                                                         {
2305                                                                 /* force a lighted/mapped discrepancy so we subsample */
2306                                                                 ++lighted;
2307                                                                 ++mapped;
2308                                                                 ++mapped;
2309                                                         }
2310                                                         lightLuxel = LIGHT_LUXEL( sx, sy );
2311                                                         VectorAdd( total, lightLuxel, total );
2312                                                         if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2313                                                                 lighted++;
2314                                                 }
2315                                                 
2316                                                 /* if total color is under a certain amount, then don't bother subsampling */
2317                                                 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2318                                                         continue;
2319                                                 
2320                                                 /* if all 4 pixels are either in shadow or light, then don't subsample */
2321                                                 if( lighted != 0 && lighted != mapped )
2322                                                 {
2323                                                         for( t = 0; t < 4; t++ )
2324                                                         {
2325                                                                 /* set sample coords */
2326                                                                 sx = x + tests[ t ][ 0 ];
2327                                                                 sy = y + tests[ t ][ 1 ];
2328                                                                 
2329                                                                 /* get luxel */
2330                                                                 cluster = SUPER_CLUSTER( sx, sy );
2331                                                                 if( *cluster < 0 )
2332                                                                         continue;
2333                                                                 flag = SUPER_FLAG( sx, sy );
2334                                                                 if(*flag & FLAG_ALREADY_SUBSAMPLED) // already subsampled
2335                                                                         continue;
2336                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2337                                                                 lightDeluxel = LIGHT_DELUXEL( sx, sy );
2338                                                                 origin = SUPER_ORIGIN( sx, sy );
2339                                                                 
2340                                                                 /* only subsample shadowed luxels */
2341                                                                 //%     if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2342                                                                 //%             continue;
2343                                                                 
2344                                                                 /* subsample it */
2345                                                                 if(lightRandomSamples)
2346                                                                         RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
2347                                                                 else
2348                                                                         SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
2349
2350                                                                 *flag |= FLAG_ALREADY_SUBSAMPLED;
2351                                                                 
2352                                                                 /* debug code to colorize subsampled areas to yellow */
2353                                                                 //%     luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2354                                                                 //%     VectorSet( luxel, 255, 204, 0 );
2355                                                         }
2356                                                 }
2357                                         }
2358                                 }
2359                         }
2360                         
2361                         /* tertiary pass, apply dirt map (ambient occlusion) */
2362                         if( 0 && dirty )
2363                         {
2364                                 /* walk luxels */
2365                                 for( y = 0; y < lm->sh; y++ )
2366                                 {
2367                                         for( x = 0; x < lm->sw; x++ )
2368                                         {
2369                                                 /* get cluster  */
2370                                                 cluster = SUPER_CLUSTER( x, y );
2371                                                 if( *cluster < 0 )
2372                                                         continue;
2373                                                 
2374                                                 /* get particulars */
2375                                                 lightLuxel = LIGHT_LUXEL( x, y );
2376                                                 dirt = SUPER_DIRT( x, y );
2377                                                 
2378                                                 /* scale light value */
2379                                                 VectorScale( lightLuxel, *dirt, lightLuxel );
2380                                         }
2381                                 }
2382                         }
2383                         
2384                         /* allocate sampling lightmap storage */
2385                         if( lm->superLuxels[ lightmapNum ] == NULL )
2386                         {
2387                                 /* allocate sampling lightmap storage */
2388                                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2389                                 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2390                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2391                         }
2392
2393                         /* set style */
2394                         if( lightmapNum > 0 )
2395                         {
2396                                 lm->styles[ lightmapNum ] = trace.light->style;
2397                                 //%     Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2398                         }
2399                         
2400                         /* copy to permanent luxels */
2401                         for( y = 0; y < lm->sh; y++ )
2402                         {
2403                                 for( x = 0; x < lm->sw; x++ )
2404                                 {
2405                                         /* get cluster and origin */
2406                                         cluster = SUPER_CLUSTER( x, y );
2407                                         if( *cluster < 0 )
2408                                                 continue;
2409                                         origin = SUPER_ORIGIN( x, y );
2410                                         
2411                                         /* filter? */
2412                                         if( luxelFilterRadius )
2413                                         {
2414                                                 /* setup */
2415                                                 VectorClear( averageColor );
2416                                                 VectorClear( averageDir );
2417                                                 samples = 0.0f;
2418                                                 
2419                                                 /* cheaper distance-based filtering */
2420                                                 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2421                                                 {
2422                                                         if( sy < 0 || sy >= lm->sh )
2423                                                                 continue;
2424                                                         
2425                                                         for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2426                                                         {
2427                                                                 if( sx < 0 || sx >= lm->sw )
2428                                                                         continue;
2429                                                                 
2430                                                                 /* get particulars */
2431                                                                 cluster = SUPER_CLUSTER( sx, sy );
2432                                                                 if( *cluster < 0 )
2433                                                                         continue;
2434                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2435                                                                 lightDeluxel = LIGHT_DELUXEL( sx, sy );
2436                                                                 
2437                                                                 /* create weight */
2438                                                                 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2439                                                                 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2440                                                                 
2441                                                                 /* scale luxel by filter weight */
2442                                                                 VectorScale( lightLuxel, weight, color );
2443                                                                 VectorAdd( averageColor, color, averageColor );
2444                                                                 if(deluxemap)
2445                                                                 {
2446                                                                         VectorScale( lightDeluxel, weight, direction );
2447                                                                         VectorAdd( averageDir, direction, averageDir );
2448                                                                 }
2449                                                                 samples += weight;
2450                                                         }
2451                                                 }
2452                                                 
2453                                                 /* any samples? */
2454                                                 if( samples <= 0.0f     )
2455                                                         continue;
2456                                                 
2457                                                 /* scale into luxel */
2458                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2459                                                 luxel[ 3 ] = 1.0f;
2460                                                 
2461                                                 /* handle negative light */
2462                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2463                                                 { 
2464                                                         luxel[ 0 ] -= averageColor[ 0 ] / samples;
2465                                                         luxel[ 1 ] -= averageColor[ 1 ] / samples;
2466                                                         luxel[ 2 ] -= averageColor[ 2 ] / samples;
2467                                                 }
2468                                                 
2469                                                 /* handle normal light */
2470                                                 else
2471                                                 { 
2472                                                         luxel[ 0 ] += averageColor[ 0 ] / samples;
2473                                                         luxel[ 1 ] += averageColor[ 1 ] / samples;
2474                                                         luxel[ 2 ] += averageColor[ 2 ] / samples;
2475                                                 }
2476                                                 
2477                                                 if(deluxemap)
2478                                                 {
2479                                                         /* scale into luxel */
2480                                                         deluxel = SUPER_DELUXEL( x, y );
2481                                                         deluxel[ 0 ] += averageDir[ 0 ] / samples;
2482                                                         deluxel[ 1 ] += averageDir[ 1 ] / samples;
2483                                                         deluxel[ 2 ] += averageDir[ 2 ] / samples;
2484                                                 }
2485                                         }
2486                                         
2487                                         /* single sample */
2488                                         else
2489                                         {
2490                                                 /* get particulars */
2491                                                 lightLuxel = LIGHT_LUXEL( x, y );
2492                                                 lightDeluxel = LIGHT_DELUXEL( x, y );
2493                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2494                                                 deluxel = SUPER_DELUXEL( x, y );
2495                                                 
2496                                                 /* handle negative light */
2497                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2498                                                         VectorScale( averageColor, -1.0f, averageColor );
2499
2500                                                 /* add color */
2501                                                 luxel[ 3 ] = 1.0f;
2502                                                 
2503                                                 /* handle negative light */
2504                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2505                                                         VectorSubtract( luxel, lightLuxel, luxel );
2506                                                 
2507                                                 /* handle normal light */
2508                                                 else
2509                                                         VectorAdd( luxel, lightLuxel, luxel );
2510
2511                                                 if(deluxemap)
2512                                                 {
2513                                                         VectorAdd( deluxel, lightDeluxel, deluxel );
2514                                                 }
2515                                         }
2516                                 }
2517                         }
2518                 }
2519                 
2520                 /* free temporary luxels */
2521                 if( lightLuxels != stackLightLuxels )
2522                         free( lightLuxels );
2523                 
2524                 if(deluxemap)
2525                         free( lightDeluxels );
2526         }
2527         
2528         /* free light list */
2529         FreeTraceLights( &trace );
2530         
2531         /* floodlight pass */
2532         if( floodlighty )
2533                 FloodlightIlluminateLightmap(lm);
2534
2535         if (debugnormals)
2536         {
2537                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2538                 {
2539                         /* early out */
2540                         if( lm->superLuxels[ lightmapNum ] == NULL )
2541                                 continue;
2542                         
2543                         for( y = 0; y < lm->sh; y++ )
2544                         {
2545                                 for( x = 0; x < lm->sw; x++ )
2546                                 {
2547                                         /* get cluster */
2548                                         cluster = SUPER_CLUSTER( x, y );
2549                                         //%     if( *cluster < 0 )
2550                                         //%             continue;
2551                                         
2552                                         /* get particulars */
2553                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2554                                         normal = SUPER_NORMAL (  x, y );
2555                
2556                                         luxel[0]=(normal[0]*127)+127;
2557                                         luxel[1]=(normal[1]*127)+127;
2558                                         luxel[2]=(normal[2]*127)+127;
2559                                 }
2560                         }
2561                 }
2562         }
2563         
2564         /*      -----------------------------------------------------------------
2565                 dirt pass
2566                 ----------------------------------------------------------------- */
2567         
2568         if( dirty )
2569         {
2570                 /* walk lightmaps */
2571                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2572                 {
2573                         /* early out */
2574                         if( lm->superLuxels[ lightmapNum ] == NULL )
2575                                 continue;
2576                         
2577                         /* apply dirt to each luxel */
2578                         for( y = 0; y < lm->sh; y++ )
2579                         {
2580                                 for( x = 0; x < lm->sw; x++ )
2581                                 {
2582                                         /* get cluster */
2583                                         cluster = SUPER_CLUSTER( x, y );
2584                                         //%     if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2585                                         //%             continue;
2586                                         
2587                                         /* get particulars */
2588                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2589                                         dirt = SUPER_DIRT( x, y );
2590                                         
2591                                         /* apply dirt */
2592                                         VectorScale( luxel, *dirt, luxel );
2593                                         
2594                                         /* debugging */
2595                                         if( dirtDebug )
2596                                                 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2597                                 }
2598                         }
2599                 }
2600         }
2601         
2602         /* -----------------------------------------------------------------
2603            filter pass
2604            ----------------------------------------------------------------- */
2605         
2606         /* walk lightmaps */
2607         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2608         {
2609                 /* early out */
2610                 if( lm->superLuxels[ lightmapNum ] == NULL )
2611                         continue;
2612                 
2613                 /* average occluded luxels from neighbors */
2614                 for( y = 0; y < lm->sh; y++ )
2615                 {
2616                         for( x = 0; x < lm->sw; x++ )
2617                         {
2618                                 /* get particulars */
2619                                 cluster = SUPER_CLUSTER( x, y );
2620                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2621                                 deluxel = SUPER_DELUXEL( x, y );
2622                                 normal = SUPER_NORMAL( x, y );
2623                                 
2624                                 /* determine if filtering is necessary */
2625                                 filterColor = qfalse;
2626                                 filterDir = qfalse;
2627                                 if( *cluster < 0 ||
2628                                         (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2629                                         filterColor = qtrue;
2630
2631                                 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2632                                         filterDir = qtrue;
2633                                 
2634                                 if( !filterColor && !filterDir )
2635                                         continue;
2636                                 
2637                                 /* choose seed amount */
2638                                 VectorClear( averageColor );
2639                                 VectorClear( averageDir );
2640                                 samples = 0.0f;
2641                                 
2642                                 /* walk 3x3 matrix */
2643                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
2644                                 {
2645                                         if( sy < 0 || sy >= lm->sh )
2646                                                 continue;
2647                                         
2648                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
2649                                         {
2650                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2651                                                         continue;
2652                                                 
2653                                                 /* get neighbor's particulars */
2654                                                 cluster2 = SUPER_CLUSTER( sx, sy );
2655                                                 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2656                                                 deluxel2 = SUPER_DELUXEL( sx, sy );
2657                                                 
2658                                                 /* ignore unmapped/unlit luxels */
2659                                                 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2660                                                         (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2661                                                         continue;
2662                                                 
2663                                                 /* add its distinctiveness to our own */
2664                                                 VectorAdd( averageColor, luxel2, averageColor );
2665                                                 samples += luxel2[ 3 ];
2666                                                 if( filterDir )
2667                                                         VectorAdd( averageDir, deluxel2, averageDir );
2668                                         }
2669                                 }
2670                                 
2671                                 /* fall through */
2672                                 if( samples <= 0.0f )
2673                                         continue;
2674                                 
2675                                 /* dark lightmap seams */
2676                                 if( dark )
2677                                 {
2678                                         if( lightmapNum == 0 )
2679                                                 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2680                                         samples += 2.0f;
2681                                 }
2682                                 
2683                                 /* average it */
2684                                 if( filterColor )
2685                                 {
2686                                         VectorDivide( averageColor, samples, luxel );
2687                                         luxel[ 3 ] = 1.0f;
2688                                 }
2689                                 if( filterDir )
2690                                         VectorDivide( averageDir, samples, deluxel );
2691                                 
2692                                 /* set cluster to -3 */
2693                                 if( *cluster < 0 )
2694                                         *cluster = CLUSTER_FLOODED;
2695                         }
2696                 }
2697         }
2698
2699
2700 #if 0
2701         // audit pass
2702         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2703         {
2704                 /* early out */
2705                 if( lm->superLuxels[ lightmapNum ] == NULL )
2706                         continue;
2707                 for( y = 0; y < lm->sh; y++ )
2708                         for( x = 0; x < lm->sw; x++ )
2709                         {
2710                                 /* get cluster */
2711                                 cluster = SUPER_CLUSTER( x, y );
2712                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2713                                 deluxel = SUPER_DELUXEL( x, y );
2714                                 if(!luxel || !deluxel || !cluster)
2715                                 {
2716                                         Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2717                                         continue;
2718                                 }
2719                                 else if(*cluster < 0)
2720                                 {
2721                                         // unmapped pixel
2722                                         // should have neither deluxemap nor lightmap
2723                                         if(deluxel[3])
2724                                                 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2725                                 }
2726                                 else
2727                                 {
2728                                         // mapped pixel
2729                                         // should have both deluxemap and lightmap
2730                                         if(deluxel[3])
2731                                                 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2732                                 }
2733                         }
2734         }
2735 #endif
2736 }
2737
2738
2739
2740 /*
2741 IlluminateVertexes()
2742 light the surface vertexes
2743 */
2744
2745 #define VERTEX_NUDGE    4.0f
2746
2747 void IlluminateVertexes( int num )
2748 {
2749         int                                     i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2750         int                                     lightmapNum, numAvg;
2751         float                           samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2752         vec3_t                          origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2753         bspDrawSurface_t        *ds;
2754         surfaceInfo_t           *info;
2755         rawLightmap_t           *lm;
2756         bspDrawVert_t           *verts;
2757         trace_t                         trace;
2758         float                           floodLightAmount;
2759         vec3_t                          floodColor;
2760         
2761         
2762         /* get surface, info, and raw lightmap */
2763         ds = &bspDrawSurfaces[ num ];
2764         info = &surfaceInfos[ num ];
2765         lm = info->lm;
2766         
2767         /* -----------------------------------------------------------------
2768            illuminate the vertexes
2769            ----------------------------------------------------------------- */
2770         
2771         /* calculate vertex lighting for surfaces without lightmaps */
2772         if( lm == NULL || cpmaHack )
2773         {
2774                 /* setup trace */
2775                 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2776                 trace.forceSunlight = info->si->forceSunlight;
2777                 trace.recvShadows = info->recvShadows;
2778                 trace.numSurfaces = 1;
2779                 trace.surfaces = &num;
2780                 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2781                 
2782                 /* twosided lighting */
2783                 trace.twoSided = info->si->twoSided;
2784                 
2785                 /* make light list for this surface */
2786                 CreateTraceLightsForSurface( num, &trace );
2787                 
2788                 /* setup */
2789                 verts = yDrawVerts + ds->firstVert;
2790                 numAvg = 0;
2791                 memset( avgColors, 0, sizeof( avgColors ) );
2792                 
2793                 /* walk the surface verts */
2794                 for( i = 0; i < ds->numVerts; i++ )
2795                 {
2796                         /* get vertex luxel */
2797                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2798                         
2799                         /* color the luxel with raw lightmap num? */
2800                         if( debugSurfaces )
2801                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2802                         
2803                         /* color the luxel with luxel origin? */
2804                         else if( debugOrigin )
2805                         {
2806                                 VectorSubtract( info->maxs, info->mins, temp );
2807                                 VectorScale( temp, (1.0f / 255.0f), temp );
2808                                 VectorSubtract( origin, lm->mins, temp2 );
2809                                 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2810                                 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2811                                 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2812                         }
2813                         
2814                         /* color the luxel with the normal */
2815                         else if( normalmap )
2816                         {
2817                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2818                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2819                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2820                         }
2821                         
2822                         /* illuminate the vertex */
2823                         else
2824                         {
2825                                 /* clear vertex luxel */
2826                                 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2827                                 
2828                                 /* try at initial origin */
2829                                 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2830                                 if( trace.cluster >= 0 )
2831                                 {
2832                                         /* setup trace */
2833                                         VectorCopy( verts[ i ].xyz, trace.origin );
2834                                         VectorCopy( verts[ i ].normal, trace.normal );
2835                                         
2836                                         /* r7 dirt */
2837                                         if( dirty && !bouncing )
2838                                                 dirt = DirtForSample( &trace );
2839                                         else
2840                                                 dirt = 1.0f;
2841
2842                                         /* jal: floodlight */
2843                                         floodLightAmount = 0.0f;
2844                                         VectorClear( floodColor );
2845                                         if( floodlighty && !bouncing )
2846                                         {
2847                                                 floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
2848                                                 VectorScale( floodlightRGB, floodLightAmount, floodColor );
2849                                         }
2850
2851                                         /* trace */
2852                                         LightingAtSample( &trace, ds->vertexStyles, colors );
2853                                         
2854                                         /* store */
2855                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2856                                         {
2857                                                 /* r7 dirt */
2858                                                 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2859
2860                                                 /* jal: floodlight */
2861                                                 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
2862                                                 
2863                                                 /* store */
2864                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2865                                                 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2866                                                 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2867                                         }
2868                                 }
2869                                 
2870                                 /* is this sample bright enough? */
2871                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2872                                 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2873                                         radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2874                                         radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2875                                 {
2876                                         /* nudge the sample point around a bit */
2877                                         for( x = 0; x < 5; x++ )
2878                                         {
2879                                                 /* two's complement 0, 1, -1, 2, -2, etc */
2880                                                 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2881                                                 
2882                                                 for( y = 0; y < 5; y++ )
2883                                                 {
2884                                                         y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2885                                                         
2886                                                         for( z = 0; z < 5; z++ )
2887                                                         {
2888                                                                 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2889                                                                 
2890                                                                 /* nudge origin */
2891                                                                 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2892                                                                 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2893                                                                 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2894                                                                 
2895                                                                 /* try at nudged origin */
2896                                                                 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2897                                                                 if( trace.cluster < 0 )
2898                                                                         continue;
2899
2900                                                                 /* r7 dirt */
2901                                                                 if( dirty && !bouncing )
2902                                                                         dirt = DirtForSample( &trace );
2903                                                                 else
2904                                                                         dirt = 1.0f;
2905
2906                                                                 /* jal: floodlight */
2907                                                                 floodLightAmount = 0.0f;
2908                                                                 VectorClear( floodColor );
2909                                                                 if( floodlighty && !bouncing )
2910                                                                 {
2911                                                                         floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
2912                                                                         VectorScale( floodlightRGB, floodLightAmount, floodColor );
2913                                                                 }
2914                                                                                                                         
2915                                                                 /* trace */
2916                                                                 LightingAtSample( &trace, ds->vertexStyles, colors );
2917                                                                 
2918                                                                 /* store */
2919                                                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2920                                                                 {
2921                                                                         /* r7 dirt */
2922                                                                         VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2923
2924                                                                         /* jal: floodlight */
2925                                                                         VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
2926                                                                         
2927                                                                         /* store */
2928                                                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2929                                                                         VectorCopy( colors[ lightmapNum ], radVertLuxel );
2930                                                                 }
2931                                                                 
2932                                                                 /* bright enough? */
2933                                                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2934                                                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2935                                                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2936                                                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2937                                                                         x = y = z = 1000;
2938                                                         }
2939                                                 }
2940                                         }
2941                                 }
2942                                 
2943                                 /* add to average? */
2944                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2945                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2946                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2947                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2948                                 {
2949                                         numAvg++;
2950                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2951                                         {
2952                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2953                                                 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2954                                         }
2955                                 }
2956                         }
2957                         
2958                         /* another happy customer */
2959                         numVertsIlluminated++;
2960                 }
2961                 
2962                 /* set average color */
2963                 if( numAvg > 0 )
2964                 {
2965                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2966                                 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2967                 }
2968                 else
2969                 {
2970                         VectorCopy( ambientColor, avgColors[ 0 ] );
2971                 }
2972                 
2973                 /* clean up and store vertex color */
2974                 for( i = 0; i < ds->numVerts; i++ )
2975                 {
2976                         /* get vertex luxel */
2977                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2978                         
2979                         /* store average in occluded vertexes */
2980                         if( radVertLuxel[ 0 ] < 0.0f )
2981                         {
2982                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2983                                 {
2984                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2985                                         VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2986                                         
2987                                         /* debug code */
2988                                         //%     VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2989                                 }
2990                         }
2991                         
2992                         /* store it */
2993                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2994                         {
2995                                 /* get luxels */
2996                                 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2997                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2998                                 
2999                                 /* store */
3000                                 if( bouncing || bounce == 0 || !bounceOnly )
3001                                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
3002                                 if( !info->si->noVertexLight )
3003                                         ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
3004                         }
3005                 }
3006                 
3007                 /* free light list */
3008                 FreeTraceLights( &trace );
3009                 
3010                 /* return to sender */
3011                 return;
3012         }
3013         
3014         /* -----------------------------------------------------------------
3015            reconstitute vertex lighting from the luxels
3016            ----------------------------------------------------------------- */
3017         
3018         /* set styles from lightmap */
3019         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
3020                 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
3021         
3022         /* get max search radius */
3023         maxRadius = lm->sw;
3024         maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
3025         
3026         /* walk the surface verts */
3027         verts = yDrawVerts + ds->firstVert;
3028         for( i = 0; i < ds->numVerts; i++ )
3029         {
3030                 /* do each lightmap */
3031                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
3032                 {
3033                         /* early out */
3034                         if( lm->superLuxels[ lightmapNum ] == NULL )
3035                                 continue;
3036                         
3037                         /* get luxel coords */
3038                         x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
3039                         y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
3040                         if( x < 0 )
3041                                 x = 0;
3042                         else if( x >= lm->sw )
3043                                 x = lm->sw - 1;
3044                         if( y < 0 )
3045                                 y = 0;
3046                         else if( y >= lm->sh )
3047                                 y = lm->sh - 1;
3048                         
3049                         /* get vertex luxels */
3050                         vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
3051                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
3052                         
3053                         /* color the luxel with the normal? */
3054                         if( normalmap )
3055                         {
3056                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
3057                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
3058                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
3059                         }
3060                         
3061                         /* color the luxel with surface num? */
3062                         else if( debugSurfaces )
3063                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
3064                         
3065                         /* divine color from the superluxels */
3066                         else
3067                         {
3068                                 /* increasing radius */
3069                                 VectorClear( radVertLuxel );
3070                                 samples = 0.0f;
3071                                 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
3072                                 {
3073                                         /* sample within radius */
3074                                         for( sy = (y - radius); sy <= (y + radius); sy++ )
3075                                         {
3076                                                 if( sy < 0 || sy >= lm->sh )
3077                                                         continue;
3078                                                 
3079                                                 for( sx = (x - radius); sx <= (x + radius); sx++ )
3080                                                 {
3081                                                         if( sx < 0 || sx >= lm->sw )
3082                                                                 continue;
3083                                                         
3084                                                         /* get luxel particulars */
3085                                                         luxel = SUPER_LUXEL( lightmapNum, sx, sy );
3086                                                         cluster = SUPER_CLUSTER( sx, sy );
3087                                                         if( *cluster < 0 )
3088                                                                 continue;
3089                                                         
3090                                                         /* testing: must be brigher than ambient color */
3091                                                         //%     if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
3092                                                         //%             continue;
3093                                                         
3094                                                         /* add its distinctiveness to our own */
3095                                                         VectorAdd( radVertLuxel, luxel, radVertLuxel );
3096                                                         samples += luxel[ 3 ];
3097                                                 }
3098                                         }
3099                                 }
3100                                 
3101                                 /* any color? */
3102                                 if( samples > 0.0f )
3103                                         VectorDivide( radVertLuxel, samples, radVertLuxel );
3104                                 else
3105                                         VectorCopy( ambientColor, radVertLuxel );
3106                         }
3107                         
3108                         /* store into floating point storage */
3109                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
3110                         numVertsIlluminated++;
3111                         
3112                         /* store into bytes (for vertex approximation) */
3113                         if( !info->si->noVertexLight )
3114                                 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
3115                 }
3116         }
3117 }
3118
3119
3120
3121 /* -------------------------------------------------------------------------------
3122
3123 light optimization (-fast)
3124
3125 creates a list of lights that will affect a surface and stores it in tw
3126 this is to optimize surface lighting by culling out as many of the
3127 lights in the world as possible from further calculation
3128
3129 ------------------------------------------------------------------------------- */
3130
3131 /*
3132 SetupBrushes()
3133 determines opaque brushes in the world and find sky shaders for sunlight calculations
3134 */
3135
3136 void SetupBrushes( void )
3137 {
3138         int                             i, j, b, compileFlags;
3139         qboolean                inside;
3140         bspBrush_t              *brush;
3141         bspBrushSide_t  *side;
3142         bspShader_t             *shader;
3143         shaderInfo_t    *si;
3144         
3145         
3146         /* note it */
3147         Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
3148         
3149         /* allocate */
3150         if( opaqueBrushes == NULL )
3151                 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
3152         
3153         /* clear */
3154         memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
3155         numOpaqueBrushes = 0;
3156         
3157         /* walk the list of worldspawn brushes */
3158         for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
3159         {
3160                 /* get brush */
3161                 b = bspModels[ 0 ].firstBSPBrush + i;
3162                 brush = &bspBrushes[ b ];
3163                 
3164                 /* check all sides */
3165                 inside = qtrue;
3166                 compileFlags = 0;
3167                 for( j = 0; j < brush->numSides && inside; j++ )
3168                 {
3169                         /* do bsp shader calculations */
3170                         side = &bspBrushSides[ brush->firstSide + j ];
3171                         shader = &bspShaders[ side->shaderNum ];
3172                         
3173                         /* get shader info */
3174                         si = ShaderInfoForShader( shader->shader );
3175                         if( si == NULL )
3176                                 continue;
3177                         
3178                         /* or together compile flags */
3179                         compileFlags |= si->compileFlags;
3180                 }
3181                 
3182                 /* determine if this brush is opaque to light */
3183                 if( !(compileFlags & C_TRANSLUCENT) )
3184                 {
3185                         opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3186                         numOpaqueBrushes++;
3187                         maxOpaqueBrush = i;
3188                 }
3189         }
3190         
3191         /* emit some statistics */
3192         Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3193 }
3194
3195
3196
3197 /*
3198 ClusterVisible()
3199 determines if two clusters are visible to each other using the PVS
3200 */
3201
3202 qboolean ClusterVisible( int a, int b )
3203 {
3204         int                     portalClusters, leafBytes;
3205         byte            *pvs;
3206         
3207         
3208         /* dummy check */
3209         if( a < 0 || b < 0 )
3210                 return qfalse;
3211         
3212         /* early out */
3213         if( a == b )
3214                 return qtrue;
3215         
3216         /* not vised? */
3217         if( numBSPVisBytes <=8 )
3218                 return qtrue;
3219         
3220         /* get pvs data */
3221         portalClusters = ((int *) bspVisBytes)[ 0 ];
3222         leafBytes = ((int*) bspVisBytes)[ 1 ];
3223         pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3224         
3225         /* check */
3226         if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3227                 return qtrue;
3228         return qfalse;
3229 }
3230
3231
3232
3233 /*
3234 PointInLeafNum_r()
3235 borrowed from vlight.c
3236 */
3237
3238 int     PointInLeafNum_r( vec3_t point, int nodenum )
3239 {
3240         int                     leafnum;
3241         vec_t           dist;
3242         bspNode_t               *node;
3243         bspPlane_t      *plane;
3244         
3245         
3246         while( nodenum >= 0 )
3247         {
3248                 node = &bspNodes[ nodenum ];
3249                 plane = &bspPlanes[ node->planeNum ];
3250                 dist = DotProduct( point, plane->normal ) - plane->dist;
3251                 if( dist > 0.1 )
3252                         nodenum = node->children[ 0 ];
3253                 else if( dist < -0.1 )
3254                         nodenum = node->children[ 1 ];
3255                 else
3256                 {
3257                         leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3258                         if( bspLeafs[ leafnum ].cluster != -1 )
3259                                 return leafnum;
3260                         nodenum = node->children[ 1 ];
3261                 }
3262         }
3263         
3264         leafnum = -nodenum - 1;
3265         return leafnum;
3266 }
3267
3268
3269
3270 /*
3271 PointInLeafnum()
3272 borrowed from vlight.c
3273 */
3274
3275 int     PointInLeafNum( vec3_t point )
3276 {
3277         return PointInLeafNum_r( point, 0 );
3278 }
3279
3280
3281
3282 /*
3283 ClusterVisibleToPoint() - ydnar
3284 returns qtrue if point can "see" cluster
3285 */
3286
3287 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3288 {
3289         int             pointCluster;
3290         
3291
3292         /* get leafNum for point */
3293         pointCluster = ClusterForPoint( point );
3294         if( pointCluster < 0 )
3295                 return qfalse;
3296         
3297         /* check pvs */
3298         return ClusterVisible( pointCluster, cluster );
3299 }
3300
3301
3302
3303 /*
3304 ClusterForPoint() - ydnar
3305 returns the pvs cluster for point
3306 */
3307
3308 int ClusterForPoint( vec3_t point )
3309 {
3310         int             leafNum;
3311         
3312
3313         /* get leafNum for point */
3314         leafNum = PointInLeafNum( point );
3315         if( leafNum < 0 )
3316                 return -1;
3317         
3318         /* return the cluster */
3319         return bspLeafs[ leafNum ].cluster;
3320 }
3321
3322
3323
3324 /*
3325 ClusterForPointExt() - ydnar
3326 also takes brushes into account for occlusion testing
3327 */
3328
3329 int ClusterForPointExt( vec3_t point, float epsilon )
3330 {
3331         int                             i, j, b, leafNum, cluster;
3332         float                   dot;
3333         qboolean                inside;
3334         int                             *brushes, numBSPBrushes;
3335         bspLeaf_t               *leaf;
3336         bspBrush_t              *brush;
3337         bspPlane_t              *plane;
3338         
3339         
3340         /* get leaf for point */
3341         leafNum = PointInLeafNum( point );
3342         if( leafNum < 0 )
3343                 return -1;
3344         leaf = &bspLeafs[ leafNum ];
3345         
3346         /* get the cluster */
3347         cluster = leaf->cluster;
3348         if( cluster < 0 )
3349                 return -1;
3350         
3351         /* transparent leaf, so check point against all brushes in the leaf */
3352         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3353         numBSPBrushes = leaf->numBSPLeafBrushes;
3354         for( i = 0; i < numBSPBrushes; i++ )
3355         {
3356                 /* get parts */
3357                 b = brushes[ i ];
3358                 if( b > maxOpaqueBrush )
3359                         continue;
3360                 brush = &bspBrushes[ b ];
3361                 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3362                         continue;
3363                 
3364                 /* check point against all planes */
3365                 inside = qtrue;
3366                 for( j = 0; j < brush->numSides && inside; j++ )
3367                 {
3368                         plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3369                         dot = DotProduct( point, plane->normal );
3370                         dot -= plane->dist;
3371                         if( dot > epsilon )
3372                                 inside = qfalse;
3373                 }
3374                 
3375                 /* if inside, return bogus cluster */
3376                 if( inside )
3377                         return -1 - b;
3378         }
3379         
3380         /* if the point made it this far, it's not inside any opaque brushes */
3381         return cluster;
3382 }
3383
3384
3385
3386 /*
3387 ClusterForPointExtFilter() - ydnar
3388 adds cluster checking against a list of known valid clusters
3389 */
3390
3391 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3392 {
3393         int             i, cluster;
3394         
3395         
3396         /* get cluster for point */
3397         cluster = ClusterForPointExt( point, epsilon );
3398         
3399         /* check if filtering is necessary */
3400         if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3401                 return cluster;
3402         
3403         /* filter */
3404         for( i = 0; i < numClusters; i++ )
3405         {
3406                 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3407                         return cluster;
3408         }
3409         
3410         /* failed */
3411         return -1;
3412 }
3413
3414
3415
3416 /*
3417 ShaderForPointInLeaf() - ydnar
3418 checks a point against all brushes in a leaf, returning the shader of the brush
3419 also sets the cumulative surface and content flags for the brush hit
3420 */
3421
3422 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3423 {
3424         int                             i, j;
3425         float                   dot;
3426         qboolean                inside;
3427         int                             *brushes, numBSPBrushes;
3428         bspLeaf_t                       *leaf;
3429         bspBrush_t              *brush;
3430         bspBrushSide_t  *side;
3431         bspPlane_t              *plane;
3432         bspShader_t             *shader;
3433         int                             allSurfaceFlags, allContentFlags;
3434
3435         
3436         /* clear things out first */
3437         *surfaceFlags = 0;
3438         *contentFlags = 0;
3439         
3440         /* get leaf */
3441         if( leafNum < 0 )
3442                 return -1;
3443         leaf = &bspLeafs[ leafNum ];
3444         
3445         /* transparent leaf, so check point against all brushes in the leaf */
3446         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3447         numBSPBrushes = leaf->numBSPLeafBrushes;
3448         for( i = 0; i < numBSPBrushes; i++ )
3449         {
3450                 /* get parts */
3451                 brush = &bspBrushes[ brushes[ i ] ];
3452                 
3453                 /* check point against all planes */
3454                 inside = qtrue;
3455                 allSurfaceFlags = 0;
3456                 allContentFlags = 0;
3457                 for( j = 0; j < brush->numSides && inside; j++ )
3458                 {
3459                         side = &bspBrushSides[ brush->firstSide + j ];
3460                         plane = &bspPlanes[ side->planeNum ];
3461                         dot = DotProduct( point, plane->normal );
3462                         dot -= plane->dist;
3463                         if( dot > epsilon )
3464                                 inside = qfalse;
3465                         else
3466                         {
3467                                 shader = &bspShaders[ side->shaderNum ];
3468                                 allSurfaceFlags |= shader->surfaceFlags;
3469                                 allContentFlags |= shader->contentFlags;
3470                         }
3471                 }
3472                 
3473                 /* handle if inside */
3474                 if( inside )
3475                 {
3476                         /* if there are desired flags, check for same and continue if they aren't matched */
3477                         if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3478                                 continue;
3479                         if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3480                                 continue;
3481                         
3482                         /* store the cumulative flags and return the brush shader (which is mostly useless) */
3483                         *surfaceFlags = allSurfaceFlags;
3484                         *contentFlags = allContentFlags;
3485                         return brush->shaderNum;
3486                 }
3487         }
3488         
3489         /* if the point made it this far, it's not inside any brushes */
3490         return -1;
3491 }
3492
3493
3494
3495 /*
3496 ChopBounds()
3497 chops a bounding box by the plane defined by origin and normal
3498 returns qfalse if the bounds is entirely clipped away
3499
3500 this is not exactly the fastest way to do this...
3501 */
3502
3503 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3504 {
3505         /* FIXME: rewrite this so it doesn't use bloody brushes */
3506         return qtrue;
3507 }
3508
3509
3510
3511 /*
3512 SetupEnvelopes()
3513 calculates each light's effective envelope,
3514 taking into account brightness, type, and pvs.
3515 */
3516
3517 #define LIGHT_EPSILON   0.125f
3518 #define LIGHT_NUDGE             2.0f
3519
3520 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3521 {
3522         int                     i, x, y, z, x1, y1, z1;
3523         light_t         *light, *light2, **owner;
3524         bspLeaf_t       *leaf;
3525         vec3_t          origin, dir, mins, maxs;
3526         float           radius, intensity;
3527         light_t         *buckets[ 256 ];
3528         
3529         
3530         /* early out for weird cases where there are no lights */
3531         if( lights == NULL )
3532                 return;
3533         
3534         /* note it */
3535         Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3536         
3537         /* count lights */
3538         numLights = 0;
3539         numCulledLights = 0;
3540         owner = &lights;
3541         while( *owner != NULL )
3542         {
3543                 /* get light */
3544                 light = *owner;
3545                 
3546                 /* handle negative lights */
3547                 if( light->photons < 0.0f || light->add < 0.0f )
3548                 {
3549                         light->photons *= -1.0f;
3550                         light->add *= -1.0f;
3551                         light->flags |= LIGHT_NEGATIVE;
3552                 }
3553                 
3554                 /* sunlight? */
3555                 if( light->type == EMIT_SUN )
3556                 {
3557                         /* special cased */
3558                         light->cluster = 0;
3559                         light->envelope = MAX_WORLD_COORD * 8.0f;
3560                         VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3561                         VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3562                 }
3563                 
3564                 /* everything else */
3565                 else
3566                 {
3567                         /* get pvs cluster for light */
3568                         light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3569                         
3570                         /* invalid cluster? */
3571                         if( light->cluster < 0 )
3572                         {
3573                                 /* nudge the sample point around a bit */
3574                                 for( x = 0; x < 4; x++ )
3575                                 {
3576                                         /* two's complement 0, 1, -1, 2, -2, etc */
3577                                         x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3578                                         
3579                                         for( y = 0; y < 4; y++ )
3580                                         {
3581                                                 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3582                                                 
3583                                                 for( z = 0; z < 4; z++ )
3584                                                 {
3585                                                         z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3586                                                         
3587                                                         /* nudge origin */
3588                                                         origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3589                                                         origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3590                                                         origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3591                                                         
3592                                                         /* try at nudged origin */
3593                                                         light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3594                                                         if( light->cluster < 0 )
3595                                                                 continue;
3596                                                                         
3597                                                         /* set origin */
3598                                                         VectorCopy( origin, light->origin );
3599                                                 }
3600                                         }
3601                                 }
3602                         }
3603                         
3604                         /* only calculate for lights in pvs and outside of opaque brushes */
3605                         if( light->cluster >= 0 )
3606                         {
3607                                 /* set light fast flag */
3608                                 if( fastFlag )
3609                                         light->flags |= LIGHT_FAST_TEMP;
3610                                 else
3611                                         light->flags &= ~LIGHT_FAST_TEMP;
3612                                 if( light->si && light->si->noFast )
3613                                         light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3614                                 
3615                                 /* clear light envelope */
3616                                 light->envelope = 0;
3617                                 
3618                                 /* handle area lights */
3619                                 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3620                                 {
3621                                         /* ugly hack to calculate extent for area lights, but only done once */
3622                                         VectorScale( light->normal, -1.0f, dir );
3623                                         for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3624                                         {
3625                                                 float   factor;
3626                                                 
3627                                                 VectorMA( light->origin, radius, light->normal, origin );
3628                                                 factor = PointToPolygonFormFactor( origin, dir, light->w );
3629                                                 if( factor < 0.0f )
3630                                                         factor *= -1.0f;
3631                                                 if( (factor * light->add) <= light->falloffTolerance )
3632                                                         light->envelope = radius;
3633                                         }
3634                                         
3635                                         /* check for fast mode */
3636                                         if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3637                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3638                                         intensity = light->photons; /* hopefully not used */
3639                                 }
3640                                 else
3641                                 {
3642                                         radius = 0.0f;
3643                                         intensity = light->photons;
3644                                 }
3645                                 
3646                                 /* other calcs */
3647                                 if( light->envelope <= 0.0f )
3648                                 {
3649                                         /* solve distance for non-distance lights */
3650                                         if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3651                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3652                                         
3653                                         /* solve distance for linear lights */
3654                                         else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3655                                                 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3656                                                 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3657
3658                                                 /*
3659                                                 add = angle * light->photons * linearScale - (dist * light->fade);
3660                                                 T = (light->photons * linearScale) - (dist * light->fade);
3661                                                 T + (dist * light->fade) = (light->photons * linearScale);
3662                                                 dist * light->fade = (light->photons * linearScale) - T;
3663                                                 dist = ((light->photons * linearScale) - T) / light->fade;
3664                                                 */
3665                                         
3666                                         /* solve for inverse square falloff */
3667                                         else
3668                                                 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3669                                                 
3670                                                 /*
3671                                                 add = light->photons / (dist * dist);
3672                                                 T = light->photons / (dist * dist);
3673                                                 T * (dist * dist) = light->photons;
3674                                                 dist = sqrt( light->photons / T );
3675                                                 */
3676                                 }
3677                                 
3678                                 /* chop radius against pvs */
3679                                 {
3680                                         /* clear bounds */
3681                                         ClearBounds( mins, maxs );
3682                                         
3683                                         /* check all leaves */
3684                                         for( i = 0; i < numBSPLeafs; i++ )
3685                                         {
3686                                                 /* get test leaf */
3687                                                 leaf = &bspLeafs[ i ];
3688                                                 
3689                                                 /* in pvs? */
3690                                                 if( leaf->cluster < 0 )
3691                                                         continue;
3692                                                 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3693                                                         continue;
3694                                                 
3695                                                 /* add this leafs bbox to the bounds */
3696                                                 VectorCopy( leaf->mins, origin );
3697                                                 AddPointToBounds( origin, mins, maxs );
3698                                                 VectorCopy( leaf->maxs, origin );
3699                                                 AddPointToBounds( origin, mins, maxs );
3700                                         }
3701                                         
3702                                         /* test to see if bounds encompass light */
3703                                         for( i = 0; i < 3; i++ )
3704                                         {
3705                                                 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3706                                                 {
3707                                                         //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3708                                                         //%     mins[ 0 ], mins[ 1 ], mins[ 2 ],
3709                                                         //%     maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3710                                                         //%     numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3711                                                         AddPointToBounds( light->origin, mins, maxs );
3712                                                 }
3713                                         }
3714                                         
3715                                         /* chop the bounds by a plane for area lights and spotlights */
3716                                         if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3717                                                 ChopBounds( mins, maxs, light->origin, light->normal );
3718                                         
3719                                         /* copy bounds */
3720                                         VectorCopy( mins, light->mins );
3721                                         VectorCopy( maxs, light->maxs );
3722                                         
3723                                         /* reflect bounds around light origin */
3724                                         //%     VectorMA( light->origin, -1.0f, origin, origin );
3725                                         VectorScale( light->origin, 2, origin );
3726                                         VectorSubtract( origin, maxs, origin );
3727                                         AddPointToBounds( origin, mins, maxs );
3728                                         //%     VectorMA( light->origin, -1.0f, mins, origin );
3729                                         VectorScale( light->origin, 2, origin );
3730                                         VectorSubtract( origin, mins, origin );
3731                                         AddPointToBounds( origin, mins, maxs );
3732                                          
3733                                         /* calculate spherical bounds */
3734                                         VectorSubtract( maxs, light->origin, dir );
3735                                         radius = (float) VectorLength( dir );
3736                                         
3737                                         /* if this radius is smaller than the envelope, then set the envelope to it */
3738                                         if( radius < light->envelope )
3739                                         {
3740                                                 light->envelope = radius;
3741                                                 //%     Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3742                                         }
3743                                         //%     else
3744                                         //%             Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3745                                 }
3746                                 
3747                                 /* add grid/surface only check */
3748                                 if( forGrid )
3749                                 {
3750                                         if( !(light->flags & LIGHT_GRID) )
3751                                                 light->envelope = 0.0f;
3752                                 }
3753                                 else
3754                                 {
3755                                         if( !(light->flags & LIGHT_SURFACES) )
3756                                                 light->envelope = 0.0f;
3757                                 }
3758                         }
3759                         
3760                         /* culled? */
3761                         if( light->cluster < 0 || light->envelope <= 0.0f )
3762                         {
3763                                 /* debug code */
3764                                 //%     Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3765                                 
3766                                 /* delete the light */
3767                                 numCulledLights++;
3768                                 *owner = light->next;
3769                                 if( light->w != NULL )
3770                                         free( light->w );
3771                                 free( light );
3772                                 continue;
3773                         }
3774                 }
3775                 
3776                 /* square envelope */
3777                 light->envelope2 = (light->envelope * light->envelope);
3778                 
3779                 /* increment light count */
3780                 numLights++;
3781                 
3782                 /* set next light */
3783                 owner = &((**owner).next);
3784         }
3785         
3786         /* bucket sort lights by style */
3787         memset( buckets, 0, sizeof( buckets ) );
3788         light2 = NULL;
3789         for( light = lights; light != NULL; light = light2 )
3790         {
3791                 /* get next light */
3792                 light2 = light->next;
3793                 
3794                 /* filter into correct bucket */
3795                 light->next = buckets[ light->style ];
3796                 buckets[ light->style ] = light;
3797                 
3798                 /* if any styled light is present, automatically set nocollapse */
3799                 if( light->style != LS_NORMAL )
3800                         noCollapse = qtrue;
3801         }
3802         
3803         /* filter back into light list */
3804         lights = NULL;
3805         for( i = 255; i >= 0; i-- )
3806         {
3807                 light2 = NULL;
3808                 for( light = buckets[ i ]; light != NULL; light = light2 )
3809                 {
3810                         light2 = light->next;
3811                         light->next = lights;
3812                         lights = light;
3813                 }
3814         }
3815         
3816         /* emit some statistics */
3817         Sys_Printf( "%9d total lights\n", numLights );
3818         Sys_Printf( "%9d culled lights\n", numCulledLights );
3819 }
3820
3821
3822
3823 /*
3824 CreateTraceLightsForBounds()
3825 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3826 */
3827
3828 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3829 {
3830         int                     i;
3831         light_t         *light;
3832         vec3_t          origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3833         float           radius, dist, length;
3834         
3835         
3836         /* potential pre-setup  */
3837         if( numLights == 0 )
3838                 SetupEnvelopes( qfalse, fast );
3839         
3840         /* debug code */
3841         //% 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 ] );
3842         
3843         /* allocate the light list */
3844         trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3845         trace->numLights = 0;
3846         
3847         /* calculate spherical bounds */
3848         VectorAdd( mins, maxs, origin );
3849         VectorScale( origin, 0.5f, origin );
3850         VectorSubtract( maxs, origin, dir );
3851         radius = (float) VectorLength( dir );
3852         
3853         /* get length of normal vector */
3854         if( normal != NULL )
3855                 length = VectorLength( normal );
3856         else
3857         {
3858                 normal = nullVector;
3859                 length = 0;
3860         }
3861         
3862         /* test each light and see if it reaches the sphere */
3863         /* note: the attenuation code MUST match LightingAtSample() */
3864         for( light = lights; light; light = light->next )
3865         {
3866                 /* check zero sized envelope */
3867                 if( light->envelope <= 0 )
3868                 {
3869                         lightsEnvelopeCulled++;
3870                         continue;
3871                 }
3872                 
3873                 /* check flags */
3874                 if( !(light->flags & flags) )
3875                         continue;
3876                 
3877                 /* sunlight skips all this nonsense */
3878                 if( light->type != EMIT_SUN )
3879                 {
3880                         /* sun only? */
3881                         if( sunOnly )
3882                                 continue;
3883                         
3884                         /* check against pvs cluster */
3885                         if( numClusters > 0 && clusters != NULL )
3886                         {
3887                                 for( i = 0; i < numClusters; i++ )
3888                                 {
3889                                         if( ClusterVisible( light->cluster, clusters[ i ] ) )
3890                                                 break;
3891                                 }
3892                                 
3893                                 /* fixme! */
3894                                 if( i == numClusters )
3895                                 {
3896                                         lightsClusterCulled++;
3897                                         continue;
3898                                 }
3899                         }
3900                         
3901                         /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3902                         VectorSubtract( light->origin, origin, dir );
3903                         dist = VectorLength( dir );
3904                         dist -= light->envelope;
3905                         dist -= radius;
3906                         if( dist > 0 )
3907                         {
3908                                 lightsEnvelopeCulled++;
3909                                 continue;
3910                         }
3911                         
3912                         /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3913                         #if 0
3914                         skip = qfalse;
3915                         for( i = 0; i < 3; i++ )
3916                         {
3917                                 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3918                                         skip = qtrue;
3919                         }
3920                         if( skip )
3921                         {
3922                                 lightsBoundsCulled++;
3923                                 continue;
3924                         }
3925                         #endif
3926                 }
3927                 
3928                 /* planar surfaces (except twosided surfaces) have a couple more checks */
3929                 if( length > 0.0f && trace->twoSided == qfalse )
3930                 {
3931                         /* lights coplanar with a surface won't light it */
3932                         if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3933                         {
3934                                 lightsPlaneCulled++;
3935                                 continue;
3936                         }
3937                         
3938                         /* check to see if light is behind the plane */
3939                         if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3940                         {
3941                                 lightsPlaneCulled++;
3942                                 continue;
3943                         }
3944                 }
3945                 
3946                 /* add this light */
3947                 trace->lights[ trace->numLights++ ] = light;
3948         }
3949         
3950         /* make last night null */
3951         trace->lights[ trace->numLights ] = NULL;
3952 }
3953
3954
3955
3956 void FreeTraceLights( trace_t *trace )
3957 {
3958         if( trace->lights != NULL )
3959                 free( trace->lights );
3960 }
3961
3962
3963
3964 /*
3965 CreateTraceLightsForSurface()
3966 creates a list of lights that can potentially affect a drawsurface
3967 */
3968
3969 void CreateTraceLightsForSurface( int num, trace_t *trace )
3970 {
3971         int                                     i;
3972         vec3_t                          mins, maxs, normal;
3973         bspDrawVert_t           *dv;
3974         bspDrawSurface_t        *ds;
3975         surfaceInfo_t           *info;
3976         
3977         
3978         /* dummy check */
3979         if( num < 0 )
3980                 return;
3981         
3982         /* get drawsurface and info */
3983         ds = &bspDrawSurfaces[ num ];
3984         info = &surfaceInfos[ num ];
3985         
3986         /* get the mins/maxs for the dsurf */
3987         ClearBounds( mins, maxs );
3988         VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3989         for( i = 0; i < ds->numVerts; i++ )
3990         {
3991                 dv = &yDrawVerts[ ds->firstVert + i ];
3992                 AddPointToBounds( dv->xyz, mins, maxs );
3993                 if( !VectorCompare( dv->normal, normal ) )
3994                         VectorClear( normal );
3995         }
3996         
3997         /* create the lights for the bounding box */
3998         CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3999 }
4000
4001 /////////////////////////////////////////////////////////////
4002
4003 #define FLOODLIGHT_CONE_ANGLE                   88      /* degrees */
4004 #define FLOODLIGHT_NUM_ANGLE_STEPS              16
4005 #define FLOODLIGHT_NUM_ELEVATION_STEPS  4
4006 #define FLOODLIGHT_NUM_VECTORS                  (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
4007
4008 static vec3_t   floodVectors[ FLOODLIGHT_NUM_VECTORS ];
4009 static int              numFloodVectors = 0;
4010
4011 void SetupFloodLight( void )
4012 {
4013         int             i, j;
4014         float   angle, elevation, angleStep, elevationStep;
4015         const char      *value;
4016         double v1,v2,v3,v4,v5;
4017
4018         /* note it */
4019         Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
4020
4021         /* calculate angular steps */
4022         angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
4023         elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
4024
4025         /* iterate angle */
4026         angle = 0.0f;
4027         for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
4028         {
4029                 /* iterate elevation */
4030                 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
4031                 {
4032                         floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
4033                         floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
4034                         floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
4035                         numFloodVectors++;
4036                 }
4037         }
4038
4039         /* emit some statistics */
4040         Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
4041
4042       /* floodlight */
4043         value = ValueForKey( &entities[ 0 ], "_floodlight" );
4044
4045         if( value[ 0 ] != '\0' )
4046         {
4047                 v1=v2=v3=0;
4048                 v4=floodlightDistance;
4049                 v5=floodlightIntensity;
4050
4051                 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
4052
4053                 floodlightRGB[0]=v1;
4054                 floodlightRGB[1]=v2;
4055                 floodlightRGB[2]=v3;
4056
4057                 if (VectorLength(floodlightRGB)==0)
4058                 {
4059                         VectorSet(floodlightRGB,240,240,255);
4060                 }
4061
4062                 if (v4<1) v4=1024;
4063                 if (v5<1) v5=128;
4064
4065                 floodlightDistance=v4;
4066                 floodlightIntensity=v5;
4067
4068                 floodlighty = qtrue;
4069                 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
4070         }
4071         else
4072         {
4073                 VectorSet(floodlightRGB,240,240,255);
4074                 //floodlighty = qtrue;
4075                 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
4076         }
4077         VectorNormalize(floodlightRGB,floodlightRGB);
4078 }
4079
4080 /*
4081 FloodLightForSample()
4082 calculates floodlight value for a given sample
4083 once again, kudos to the dirtmapping coder
4084 */
4085
4086 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
4087 {
4088         int             i;
4089         float   d;
4090         float   contribution;
4091         int     sub = 0;
4092         float   gatherLight, outLight;
4093         vec3_t  normal, worldUp, myUp, myRt, direction, displacement;
4094         float   dd;
4095         int     vecs = 0;
4096  
4097         gatherLight=0;
4098         /* dummy check */
4099         //if( !dirty )
4100         //      return 1.0f;
4101         if( trace == NULL || trace->cluster < 0 )
4102                 return 0.0f;
4103         
4104
4105         /* setup */
4106         dd = floodLightDistance;
4107         VectorCopy( trace->normal, normal );
4108         
4109         /* check if the normal is aligned to the world-up */
4110         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
4111         {
4112                 if( normal[ 2 ] == 1.0f )               
4113                 {
4114                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
4115                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4116                 }
4117                 else if( normal[ 2 ] == -1.0f )
4118                 {
4119                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
4120                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
4121                 }
4122         }
4123         else
4124         {
4125                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
4126                 CrossProduct( normal, worldUp, myRt );
4127                 VectorNormalize( myRt, myRt );
4128                 CrossProduct( myRt, normal, myUp );
4129                 VectorNormalize( myUp, myUp );
4130         }
4131
4132         /* vortex: optimise floodLightLowQuality a bit */
4133         if ( floodLightLowQuality == qtrue )
4134     {
4135                 /* iterate through ordered vectors */
4136                 for( i = 0; i < numFloodVectors; i++ )
4137                         if (rand()%10 != 0 ) continue;
4138         }
4139         else
4140         {
4141                 /* iterate through ordered vectors */
4142                 for( i = 0; i < numFloodVectors; i++ )
4143                 {
4144                         vecs++;
4145                  
4146                         /* transform vector into tangent space */
4147                         direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
4148                         direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
4149                         direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
4150
4151                         /* set endpoint */
4152                         VectorMA( trace->origin, dd, direction, trace->end );
4153
4154                         //VectorMA( trace->origin, 1, direction, trace->origin );
4155                                 
4156                         SetupTrace( trace );
4157                         /* trace */
4158                         TraceLine( trace );
4159                         contribution=1;
4160
4161                         if ( trace->compileFlags & C_SKY || trace->compileFlags & C_TRANSLUCENT )
4162                         {
4163                                 contribution=1.0f;
4164                         }
4165                         else if ( trace->opaque )
4166                         {
4167                                 VectorSubtract( trace->hit, trace->origin, displacement );
4168                                 d=VectorLength( displacement );
4169
4170                                 // d=trace->distance;            
4171                                 //if (d>256) gatherDirt+=1;
4172                                 contribution=d/dd;
4173                                 if (contribution>1) contribution=1.0f; 
4174                      
4175                                 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
4176                         }
4177                  
4178                         gatherLight+=contribution;
4179                 }
4180         }
4181    
4182         /* early out */
4183         if( gatherLight <= 0.0f )
4184                 return 0.0f;
4185         
4186         sub=vecs;
4187
4188         if (sub<1) sub=1;
4189         gatherLight/=(sub);
4190
4191         outLight=gatherLight;
4192         if( outLight > 1.0f )
4193                 outLight = 1.0f;
4194         
4195         /* return to sender */
4196         return outLight;
4197 }
4198
4199 /*
4200 FloodLightRawLightmap
4201 lighttracer style ambient occlusion light hack.
4202 Kudos to the dirtmapping author for most of this source.
4203 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
4204 VorteX: fixed problems with deluxemapping
4205 */
4206
4207 // floodlight pass on a lightmap
4208 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
4209 {
4210         int                                     i, x, y, *cluster;
4211         float                           *origin, *normal, *floodlight, floodLightAmount;
4212         surfaceInfo_t           *info;
4213         trace_t                         trace;
4214         // int sx, sy;
4215         // float samples, average, *floodlight2;
4216         
4217         memset(&trace,0,sizeof(trace_t));
4218
4219         /* setup trace */
4220         trace.testOcclusion = qtrue;
4221         trace.forceSunlight = qfalse;
4222         trace.twoSided = qtrue;
4223         trace.recvShadows = lm->recvShadows;
4224         trace.numSurfaces = lm->numLightSurfaces;
4225         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4226         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4227         trace.testAll = qfalse;
4228         trace.distance = 1024;
4229         
4230         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4231         //trace.twoSided = qfalse;
4232         for( i = 0; i < trace.numSurfaces; i++ )
4233         {
4234                 /* get surface */
4235                 info = &surfaceInfos[ trace.surfaces[ i ] ];
4236                 
4237                 /* check twosidedness */
4238                 if( info->si->twoSided )
4239                 {
4240                         trace.twoSided = qtrue;
4241                         break;
4242                 }
4243         }
4244         
4245         /* gather floodlight */
4246         for( y = 0; y < lm->sh; y++ )
4247         {
4248                 for( x = 0; x < lm->sw; x++ )
4249                 {
4250                         /* get luxel */
4251                         cluster = SUPER_CLUSTER( x, y );
4252                         origin = SUPER_ORIGIN( x, y );
4253                         normal = SUPER_NORMAL( x, y );
4254                         floodlight = SUPER_FLOODLIGHT( x, y );
4255                         
4256                         /* set default dirt */
4257                         *floodlight = 0.0f;
4258                         
4259                         /* only look at mapped luxels */
4260                         if( *cluster < 0 )
4261                                 continue;
4262                         
4263                         /* copy to trace */
4264                         trace.cluster = *cluster;
4265                         VectorCopy( origin, trace.origin );
4266                         VectorCopy( normal, trace.normal );
4267    
4268                         /* get floodlight */
4269                         floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4270                         
4271                         /* add floodlight */
4272                         floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4273                         floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4274                         floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4275                         floodlight[3] += floodlightDirectionScale;
4276                 }
4277         }
4278         
4279         /* testing no filtering */
4280         return;
4281
4282 #if 0
4283         
4284         /* filter "dirt" */
4285         for( y = 0; y < lm->sh; y++ )
4286         {
4287                 for( x = 0; x < lm->sw; x++ )
4288                 {
4289                         /* get luxel */
4290                         cluster = SUPER_CLUSTER( x, y );
4291                         floodlight = SUPER_FLOODLIGHT(x, y );
4292                         
4293                         /* filter dirt by adjacency to unmapped luxels */
4294                         average = *floodlight;
4295                         samples = 1.0f;
4296                         for( sy = (y - 1); sy <= (y + 1); sy++ )
4297                         {
4298                                 if( sy < 0 || sy >= lm->sh )
4299                                         continue;
4300                                 
4301                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
4302                                 {
4303                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4304                                                 continue;
4305                                         
4306                                         /* get neighboring luxel */
4307                                         cluster = SUPER_CLUSTER( sx, sy );
4308                                         floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4309                                         if( *cluster < 0 || *floodlight2 <= 0.0f )
4310                                                 continue;
4311                                         
4312                                         /* add it */
4313                                         average += *floodlight2;
4314                                         samples += 1.0f;
4315                                 }
4316                                 
4317                                 /* bail */
4318                                 if( samples <= 0.0f )
4319                                         break;
4320                         }
4321                         
4322                         /* bail */
4323                         if( samples <= 0.0f )
4324                                 continue;
4325                         
4326                         /* scale dirt */
4327                         *floodlight = average / samples;
4328                 }
4329         }
4330 #endif
4331 }
4332
4333 void FloodLightRawLightmap( int rawLightmapNum )
4334 {
4335         rawLightmap_t           *lm;
4336
4337         /* bail if this number exceeds the number of raw lightmaps */
4338         if( rawLightmapNum >= numRawLightmaps )
4339                 return;
4340         /* get lightmap */
4341         lm = &rawLightmaps[ rawLightmapNum ];
4342
4343         /* global pass */
4344         if (floodlighty && floodlightIntensity)
4345                 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4346
4347         /* custom pass */
4348         if (lm->floodlightIntensity)
4349         {
4350                 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4351                 numSurfacesFloodlighten += 1;
4352         }
4353 }
4354
4355 void FloodlightRawLightmaps()
4356 {
4357         Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4358         numSurfacesFloodlighten = 0;
4359         RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4360         Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4361 }
4362
4363 /*
4364 FloodLightIlluminate()
4365 illuminate floodlight into lightmap luxels
4366 */
4367
4368 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4369 {
4370         float                           *luxel, *floodlight, *deluxel, *normal;
4371         int                                     *cluster;
4372         float                           brightness;
4373         int                                     x, y, lightmapNum;
4374
4375         /* walk lightmaps */
4376         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4377         {
4378                 /* early out */
4379                 if( lm->superLuxels[ lightmapNum ] == NULL )
4380                         continue;
4381
4382                 /* apply floodlight to each luxel */
4383                 for( y = 0; y < lm->sh; y++ )
4384                 {
4385                         for( x = 0; x < lm->sw; x++ )
4386                         {
4387                                 /* get floodlight */
4388                                 floodlight = SUPER_FLOODLIGHT( x, y );
4389                                 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4390                                         continue;
4391                                                 
4392                                 /* get cluster */
4393                                 cluster = SUPER_CLUSTER( x, y );
4394
4395                                 /* only process mapped luxels */
4396                                 if( *cluster < 0 )
4397                                         continue;
4398
4399                                 /* get particulars */
4400                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
4401                                 deluxel = SUPER_DELUXEL( x, y );
4402
4403                                 /* add to lightmap */
4404                                 luxel[0]+=floodlight[0];
4405                                 luxel[1]+=floodlight[1];
4406                                 luxel[2]+=floodlight[2];
4407
4408                                 if (luxel[3]==0) luxel[3]=1;
4409
4410                                 /* add to deluxemap */
4411                                 if (deluxemap && floodlight[3] > 0)
4412                                 {
4413                                         vec3_t                          lightvector;
4414
4415                                         normal = SUPER_NORMAL( x, y );
4416                                         brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
4417
4418                                         // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
4419                                         if(brightness < 0.00390625f)
4420                                                 brightness = 0.00390625f;
4421
4422                                         VectorScale( normal, brightness, lightvector );
4423                                         VectorAdd( deluxel, lightvector, deluxel );
4424                                 }
4425                         }
4426                 }
4427         }
4428 }