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1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
21
22 ----------------------------------------------------------------------------------
23
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define LIGHT_YDNAR_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41
42 /*
43 ColorToBytes()
44 ydnar: moved to here 2001-02-04
45 */
46
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
48 {
49         int             i;
50         float   max, gamma;
51         vec3_t  sample;
52         float   inv, dif;
53         
54         
55         /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
56         if( scale <= 0.0f )
57                 scale = 1.0f;
58         
59         /* make a local copy */
60         VectorScale( color, scale, sample );
61         
62         /* muck with it */
63         gamma = 1.0f / lightmapGamma;
64         for( i = 0; i < 3; i++ )
65         {
66                 /* handle negative light */
67                 if( sample[ i ] < 0.0f )
68                 {
69                         sample[ i ] = 0.0f;
70                         continue;
71                 }
72                 
73                 /* gamma */
74                 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
75         }
76
77         if (lightmapExposure == 1)
78         {
79                 /* clamp with color normalization */
80                 max = sample[ 0 ];
81                 if( sample[ 1 ] > max )
82                         max = sample[ 1 ];
83                 if( sample[ 2 ] > max )
84                         max = sample[ 2 ];
85                 if( max > 255.0f )
86                         VectorScale( sample, (255.0f / max), sample );
87         }
88         else
89         {
90                 if (lightmapExposure==0)
91                 {
92                         lightmapExposure=1.0f;
93                 }
94                 inv=1.f/lightmapExposure;
95                 //Exposure
96
97                 max = sample[ 0 ];
98                 if( sample[ 1 ] > max )
99                         max = sample[ 1 ];
100                 if( sample[ 2 ] > max )
101                         max = sample[ 2 ];
102
103                 dif = (1-  exp(-max * inv) )  *  255;
104
105                 if (max >0)
106                 {
107                         dif = dif / max;
108                 }
109                 else
110                 {
111                         dif = 0;
112                 }
113
114                 for (i=0;i<3;i++)
115                 {
116                         sample[i]*=dif;
117                 }
118         }
119
120         
121         /* compensate for ingame overbrighting/bitshifting */
122         VectorScale( sample, (1.0f / lightmapCompensate), sample );
123         
124         /* store it off */
125         colorBytes[ 0 ] = sample[ 0 ];
126         colorBytes[ 1 ] = sample[ 1 ];
127         colorBytes[ 2 ] = sample[ 2 ];
128 }
129
130
131
132 /* -------------------------------------------------------------------------------
133
134 this section deals with phong shading (normal interpolation across brush faces)
135
136 ------------------------------------------------------------------------------- */
137
138 /*
139 SmoothNormals()
140 smooths together coincident vertex normals across the bsp
141 */
142
143 #define MAX_SAMPLES                             256
144 #define THETA_EPSILON                   0.000001
145 #define EQUAL_NORMAL_EPSILON    0.01
146
147 void SmoothNormals( void )
148 {
149         int                                     i, j, k, f, cs, numVerts, numVotes, fOld, start;
150         float                           shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151         bspDrawSurface_t        *ds;
152         shaderInfo_t            *si;
153         float                           *shadeAngles;
154         byte                            *smoothed;
155         vec3_t                          average, diff;
156         int                                     indexes[ MAX_SAMPLES ];
157         vec3_t                          votes[ MAX_SAMPLES ];
158         
159         
160         /* allocate shade angle table */
161         shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162         memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
163         
164         /* allocate smoothed table */
165         cs = (numBSPDrawVerts / 8) + 1;
166         smoothed = safe_malloc( cs );
167         memset( smoothed, 0, cs );
168         
169         /* set default shade angle */
170         defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
171         maxShadeAngle = 0;
172         
173         /* run through every surface and flag verts belonging to non-lightmapped surfaces
174            and set per-vertex smoothing angle */
175         for( i = 0; i < numBSPDrawSurfaces; i++ )
176         {
177                 /* get drawsurf */
178                 ds = &bspDrawSurfaces[ i ];
179                 
180                 /* get shader for shade angle */
181                 si = surfaceInfos[ i ].si;
182                 if( si->shadeAngleDegrees )
183                         shadeAngle = DEG2RAD( si->shadeAngleDegrees );
184                 else
185                         shadeAngle = defaultShadeAngle;
186                 if( shadeAngle > maxShadeAngle )
187                         maxShadeAngle = shadeAngle;
188                 
189                 /* flag its verts */
190                 for( j = 0; j < ds->numVerts; j++ )
191                 {
192                         f = ds->firstVert + j;
193                         shadeAngles[ f ] = shadeAngle;
194                         if( ds->surfaceType == MST_TRIANGLE_SOUP )
195                                 smoothed[ f >> 3 ] |= (1 << (f & 7));
196                 }
197                 
198                 /* ydnar: optional force-to-trisoup */
199                 if( trisoup && ds->surfaceType == MST_PLANAR )
200                 {
201                         ds->surfaceType = MST_TRIANGLE_SOUP;
202                         ds->lightmapNum[ 0 ] = -3;
203                 }
204         }
205         
206         /* bail if no surfaces have a shade angle */
207         if( maxShadeAngle == 0 )
208         {
209                 free( shadeAngles );
210                 free( smoothed );
211                 return;
212         }
213         
214         /* init pacifier */
215         fOld = -1;
216         start = I_FloatTime();
217         
218         /* go through the list of vertexes */
219         for( i = 0; i < numBSPDrawVerts; i++ )
220         {
221                 /* print pacifier */
222                 f = 10 * i / numBSPDrawVerts;
223                 if( f != fOld )
224                 {
225                         fOld = f;
226                         Sys_Printf( "%i...", f );
227                 }
228                 
229                 /* already smoothed? */
230                 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
231                         continue;
232                 
233                 /* clear */
234                 VectorClear( average );
235                 numVerts = 0;
236                 numVotes = 0;
237                 
238                 /* build a table of coincident vertexes */
239                 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
240                 {
241                         /* already smoothed? */
242                         if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
243                                 continue;
244                         
245                         /* test vertexes */
246                         if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
247                                 continue;
248                         
249                         /* use smallest shade angle */
250                         shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
251                         
252                         /* check shade angle */
253                         dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
254                         if( dot > 1.0 )
255                                 dot = 1.0;
256                         else if( dot < -1.0 )
257                                 dot = -1.0;
258                         testAngle = acos( dot ) + THETA_EPSILON;
259                         if( testAngle >= shadeAngle )
260                         {
261                                 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
262                                 continue;
263                         }
264                         //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
265                         
266                         /* add to the list */
267                         indexes[ numVerts++ ] = j;
268                         
269                         /* flag vertex */
270                         smoothed[ j >> 3 ] |= (1 << (j & 7));
271                         
272                         /* see if this normal has already been voted */
273                         for( k = 0; k < numVotes; k++ )
274                         {
275                                 VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
276                                 if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
277                                         fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
278                                         fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
279                                         break;
280                         }
281                         
282                         /* add a new vote? */
283                         if( k == numVotes && numVotes < MAX_SAMPLES )
284                         {
285                                 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286                                 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
287                                 numVotes++;
288                         }
289                 }
290                 
291                 /* don't average for less than 2 verts */
292                 if( numVerts < 2 )
293                         continue;
294                 
295                 /* average normal */
296                 if( VectorNormalize( average, average ) > 0 )
297                 {
298                         /* smooth */
299                         for( j = 0; j < numVerts; j++ )
300                                 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
301                 }
302         }
303         
304         /* free the tables */
305         free( shadeAngles );
306         free( smoothed );
307         
308         /* print time */
309         Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
310 }
311
312
313
314 /* -------------------------------------------------------------------------------
315
316 this section deals with phong shaded lightmap tracing
317
318 ------------------------------------------------------------------------------- */
319
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
321
322 /*
323 CalcTangentVectors()
324 calculates the st tangent vectors for normalmapping
325 */
326
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
328 {
329         int                     i;
330         float           bb, s, t;
331         vec3_t          bary;
332         
333         
334         /* calculate barycentric basis for the triangle */
335         bb = (dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]) - (dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]);
336         if( fabs( bb ) < 0.00000001f )
337                 return qfalse;
338         
339         /* do each vertex */
340         for( i = 0; i < numVerts; i++ )
341         {
342                 /* calculate s tangent vector */
343                 s = dv[ i ]->st[ 0 ] + 10.0f;
344                 t = dv[ i ]->st[ 1 ];
345                 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
346                 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
347                 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
348                 
349                 stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
350                 stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
351                 stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
352                 
353                 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354                 VectorNormalize( stv[ i ], stv[ i ] );
355                 
356                 /* calculate t tangent vector */
357                 s = dv[ i ]->st[ 0 ];
358                 t = dv[ i ]->st[ 1 ] + 10.0f;
359                 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
360                 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
361                 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
362                 
363                 ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
364                 ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
365                 ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
366                 
367                 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368                 VectorNormalize( ttv[ i ], ttv[ i ] );
369                 
370                 /* debug code */
371                 //%     Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
372                 //%             stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
373         }
374         
375         /* return to caller */
376         return qtrue;
377 }
378
379
380
381
382 /*
383 PerturbNormal()
384 perterbs the normal by the shader's normalmap in tangent space
385 */
386
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
388 {
389         int                     i;
390         vec4_t          bump;
391         
392         
393         /* passthrough */
394         VectorCopy( dv->normal, pNormal );
395         
396         /* sample normalmap */
397         if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
398                 return;
399         
400         /* remap sampled normal from [0,255] to [-1,-1] */
401         for( i = 0; i < 3; i++ )
402                 bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
403         
404         /* scale tangent vectors and add to original normal */
405         VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
406         VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
407         VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
408         
409         /* renormalize and return */
410         VectorNormalize( pNormal, pNormal );
411 }
412
413
414
415 /*
416 MapSingleLuxel()
417 maps a luxel for triangle bv at
418 */
419
420 #define NUDGE                   0.5f
421 #define BOGUS_NUDGE             -99999.0f
422
423 static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
424 {
425         int                             i, x, y, numClusters, *clusters, pointCluster, *cluster;
426         float                   *luxel, *origin, *normal, d, lightmapSampleOffset;
427         shaderInfo_t    *si;
428         vec3_t                  pNormal;
429         vec3_t                  vecs[ 3 ];
430         vec3_t                  nudged;
431         vec3_t                  cverts[ 3 ];
432         vec3_t                  temp;
433         vec4_t                  sideplane, hostplane;
434         vec3_t                  origintwo;
435         int                             j, next;
436         float                   e;
437         float                   *nudge;
438         static float    nudges[][ 2 ] =
439                                         {
440                                                 //%{ 0, 0 },            /* try center first */
441                                                 { -NUDGE, 0 },          /* left */
442                                                 { NUDGE, 0 },           /* right */
443                                                 { 0, NUDGE },           /* up */
444                                                 { 0, -NUDGE },          /* down */
445                                                 { -NUDGE, NUDGE },      /* left/up */
446                                                 { NUDGE, -NUDGE },      /* right/down */
447                                                 { NUDGE, NUDGE },       /* right/up */
448                                                 { -NUDGE, -NUDGE },     /* left/down */
449                                                 { BOGUS_NUDGE, BOGUS_NUDGE }
450                                         };
451         
452         
453         /* find luxel xy coords (fixme: subtract 0.5?) */
454         x = dv->lightmap[ 0 ][ 0 ];
455         y = dv->lightmap[ 0 ][ 1 ];
456         if( x < 0 )
457                 x = 0;
458         else if( x >= lm->sw )
459                 x = lm->sw - 1;
460         if( y < 0 )
461                 y = 0;
462         else if( y >= lm->sh )
463                 y = lm->sh - 1;
464         
465         /* set shader and cluster list */
466         if( info != NULL )
467         {
468                 si = info->si;
469                 numClusters = info->numSurfaceClusters;
470                 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
471         }
472         else
473         {
474                 si = NULL;
475                 numClusters = 0;
476                 clusters = NULL;
477         }
478         
479         /* get luxel, origin, cluster, and normal */
480         luxel = SUPER_LUXEL( 0, x, y );
481         origin = SUPER_ORIGIN( x, y );
482         normal = SUPER_NORMAL( x, y );
483         cluster = SUPER_CLUSTER( x, y );
484         
485         /* don't attempt to remap occluded luxels for planar surfaces */
486         if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
487                 return (*cluster);
488         
489         /* only average the normal for premapped luxels */
490         else if( (*cluster) >= 0 )
491         {
492                 /* do bumpmap calculations */
493                 if( stv != NULL )
494                         PerturbNormal( dv, si, pNormal, stv, ttv );
495                 else
496                         VectorCopy( dv->normal, pNormal );
497                 
498                 /* add the additional normal data */
499                 VectorAdd( normal, pNormal, normal );
500                 luxel[ 3 ] += 1.0f;
501                 return (*cluster);
502         }
503         
504         /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
505         
506         /* get origin */
507         
508         /* axial lightmap projection */
509         if( lm->vecs != NULL )
510         {
511                 /* calculate an origin for the sample from the lightmap vectors */
512                 VectorCopy( lm->origin, origin );
513                 for( i = 0; i < 3; i++ )
514                 {
515                         /* add unless it's the axis, which is taken care of later */
516                         if( i == lm->axisNum )
517                                 continue;
518                         origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
519                 }
520                 
521                 /* project the origin onto the plane */
522                 d = DotProduct( origin, plane ) - plane[ 3 ];
523                 d /= plane[ lm->axisNum ];
524                 origin[ lm->axisNum ] -= d;
525         }
526         
527         /* non axial lightmap projection (explicit xyz) */
528         else
529                 VectorCopy( dv->xyz, origin );
530
531         //////////////////////
532         //27's test to make sure samples stay within the triangle boundaries
533         //1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
534         //2) if it does, nudge it onto the correct side.
535
536         if (worldverts!=NULL && lightmapTriangleCheck)
537         {
538                 for (j=0;j<3;j++)
539                 {
540                         VectorCopy(worldverts[j],cverts[j]);
541                 }
542                 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
543
544                 for (j=0;j<3;j++)
545                 {
546                         for (i=0;i<3;i++)
547                         {
548                                 //build plane using 2 edges and a normal
549                                 next=(i+1)%3;
550
551                                 VectorCopy(cverts[next],temp);
552                                 VectorAdd(temp,hostplane,temp);
553                                 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
554
555                                 //planetest sample point
556                                 e=DotProduct(origin,sideplane);
557                                 e=e-sideplane[3];
558                                 if (e>0)
559                                 {
560                                         //we're bad.
561                                         //VectorClear(origin);
562                                         //Move the sample point back inside triangle bounds
563                                         origin[0]-=sideplane[0]*(e+1);
564                                         origin[1]-=sideplane[1]*(e+1);
565                                         origin[2]-=sideplane[2]*(e+1);
566 #ifdef DEBUG_27_1
567                                         VectorClear(origin);
568 #endif
569                                 }
570                         }
571                 }
572         }
573
574         ////////////////////////
575         
576         /* planar surfaces have precalculated lightmap vectors for nudging */
577         if( lm->plane != NULL )
578         {
579                 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580                 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581                 VectorCopy( lm->plane, vecs[ 2 ] );
582         }
583         
584         /* non-planar surfaces must calculate them */
585         else
586         {
587                 if( plane != NULL )
588                         VectorCopy( plane, vecs[ 2 ] );
589                 else
590                         VectorCopy( dv->normal, vecs[ 2 ] );
591                 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
592         }
593         
594         /* push the origin off the surface a bit */
595         if( si != NULL )
596                 lightmapSampleOffset = si->lightmapSampleOffset;
597         else
598                 lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
599         if( lm->axisNum < 0 )
600                 VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
601         else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
602                 origin[ lm->axisNum ] -= lightmapSampleOffset;
603         else
604                 origin[ lm->axisNum ] += lightmapSampleOffset;
605         
606         VectorCopy(origin,origintwo);
607         if(lightmapExtraVisClusterNudge)
608         {
609                 origintwo[0]+=vecs[2][0];
610                 origintwo[1]+=vecs[2][1];
611                 origintwo[2]+=vecs[2][2];
612         }
613
614         /* get cluster */
615         pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
616         
617         /* another retarded hack, storing nudge count in luxel[ 1 ] */
618         luxel[ 1 ] = 0.0f;      
619         
620         /* point in solid? (except in dark mode) */
621         if( pointCluster < 0 && dark == qfalse )
622         {
623                 /* nudge the the location around */
624                 nudge = nudges[ 0 ];
625                 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
626                 {
627                         /* nudge the vector around a bit */
628                         for( i = 0; i < 3; i++ )
629                         {
630                                 /* set nudged point*/
631                                 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
632                         }
633                         nudge += 2;
634                         
635                         /* get pvs cluster */
636                         pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637                         if( pointCluster >= 0 )
638                                 VectorCopy( nudged, origin );
639                         luxel[ 1 ] += 1.0f;
640                 }
641         }
642         
643         /* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
644         if( pointCluster < 0 && si != NULL && dark == qfalse )
645         {
646                 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647                 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648                 if( pointCluster >= 0 )
649                         VectorCopy( nudged, origin );
650                 luxel[ 1 ] += 1.0f;
651         }
652         
653         /* valid? */
654         if( pointCluster < 0 )
655         {
656                 (*cluster) = CLUSTER_OCCLUDED;
657                 VectorClear( origin );
658                 VectorClear( normal );
659                 numLuxelsOccluded++;
660                 return (*cluster);
661         }
662         
663         /* debug code */
664         //%     Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
665         
666         /* do bumpmap calculations */
667         if( stv )
668                 PerturbNormal( dv, si, pNormal, stv, ttv );
669         else
670                 VectorCopy( dv->normal, pNormal );
671         
672         /* store the cluster and normal */
673         (*cluster) = pointCluster;
674         VectorCopy( pNormal, normal );
675         
676         /* store explicit mapping pass and implicit mapping pass */
677         luxel[ 0 ] = pass;
678         luxel[ 3 ] = 1.0f;
679         
680         /* add to count */
681         numLuxelsMapped++;
682         
683         /* return ok */
684         return (*cluster);
685 }
686
687
688
689 /*
690 MapTriangle_r()
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
693 */
694
695 static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
696 {
697         bspDrawVert_t   mid, *dv2[ 3 ];
698         int                             max;
699         
700         
701         /* map the vertexes */
702         #if 0
703         MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
704         MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
705         MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
706         #endif
707         
708         /* subdivide calc */
709         {
710                 int                     i;
711                 float           *a, *b, dx, dy, dist, maxDist;
712                 
713                 
714                 /* find the longest edge and split it */
715                 max = -1;
716                 maxDist = 0;
717                 for( i = 0; i < 3; i++ )
718                 {
719                         /* get verts */
720                         a = dv[ i ]->lightmap[ 0 ];
721                         b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
722                         
723                         /* get dists */
724                         dx = a[ 0 ] - b[ 0 ];
725                         dy = a[ 1 ] - b[ 1 ];
726                         dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
727                         
728                         /* longer? */
729                         if( dist > maxDist )
730                         {
731                                 maxDist = dist;
732                                 max = i;
733                         }
734                 }
735                 
736                 /* try to early out */
737                 if( max < 0 || maxDist <= subdivideThreshold )  /* ydnar: was i < 0 instead of max < 0 (?) */
738                         return;
739         }
740         
741         /* split the longest edge and map it */
742         LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
743         MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
744         
745         /* push the point up a little bit to account for fp creep (fixme: revisit this) */
746         //%     VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
747         
748         /* recurse to first triangle */
749         VectorCopy( dv, dv2 );
750         dv2[ max ] = &mid;
751         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
752         
753         /* recurse to second triangle */
754         VectorCopy( dv, dv2 );
755         dv2[ (max + 1) % 3 ] = &mid;
756         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
757 }
758
759
760
761 /*
762 MapTriangle()
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
765 */
766
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
768 {
769         int                             i;
770         vec4_t                  plane;
771         vec3_t                  *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772         vec3_t                  worldverts[ 3 ];
773         
774         
775         /* get plane if possible */
776         if( lm->plane != NULL )
777         {
778                 VectorCopy( lm->plane, plane );
779                 plane[ 3 ] = lm->plane[ 3 ];
780         }
781         
782         /* otherwise make one from the points */
783         else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
784                 return qfalse;
785         
786         /* check to see if we need to calculate texture->world tangent vectors */
787         if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
788         {
789                 stv = stvStatic;
790                 ttv = ttvStatic;
791         }
792         else
793         {
794                 stv = NULL;
795                 ttv = NULL;
796         }
797         
798         VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799         VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800         VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
801
802         /* map the vertexes */
803         MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
804         MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
805         MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
806         
807         /* 2002-11-20: prefer axial triangle edges */
808         if( mapNonAxial )
809         {
810                 /* subdivide the triangle */
811                 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
812                 return qtrue;
813         }
814         
815         for( i = 0; i < 3; i++ )
816         {
817                 float                   *a, *b;
818                 bspDrawVert_t   *dv2[ 3 ];
819                 
820                 
821                 /* get verts */
822                 a = dv[ i ]->lightmap[ 0 ];
823                 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
824                 
825                 /* make degenerate triangles for mapping edges */
826                 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
827                 {
828                         dv2[ 0 ] = dv[ i ];
829                         dv2[ 1 ] = dv[ (i + 1) % 3 ];
830                         dv2[ 2 ] = dv[ (i + 1) % 3 ];
831                         
832                         /* map the degenerate triangle */
833                         MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
834                 }
835         }
836         
837         return qtrue;
838 }
839
840
841
842 /*
843 MapQuad_r()
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
846 */
847
848 static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] )
849 {
850         bspDrawVert_t   mid[ 2 ], *dv2[ 4 ];
851         int                             max;
852         
853         
854         /* subdivide calc */
855         {
856                 int                     i;
857                 float           *a, *b, dx, dy, dist, maxDist;
858                 
859                 
860                 /* find the longest edge and split it */
861                 max = -1;
862                 maxDist = 0;
863                 for( i = 0; i < 4; i++ )
864                 {
865                         /* get verts */
866                         a = dv[ i ]->lightmap[ 0 ];
867                         b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
868                         
869                         /* get dists */
870                         dx = a[ 0 ] - b[ 0 ];
871                         dy = a[ 1 ] - b[ 1 ];
872                         dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
873                         
874                         /* longer? */
875                         if( dist > maxDist )
876                         {
877                                 maxDist = dist;
878                                 max = i;
879                         }
880                 }
881                 
882                 /* try to early out */
883                 if( max < 0 || maxDist <= subdivideThreshold )
884                         return;
885         }
886         
887         /* we only care about even/odd edges */
888         max &= 1;
889         
890         /* split the longest edges */
891         LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
892         LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
893         
894         /* map the vertexes */
895         MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
896         MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
897         
898         /* 0 and 2 */
899         if( max == 0 )
900         {
901                 /* recurse to first quad */
902                 dv2[ 0 ] = dv[ 0 ];
903                 dv2[ 1 ] = &mid[ 0 ];
904                 dv2[ 2 ] = &mid[ 1 ];
905                 dv2[ 3 ] = dv[ 3 ];
906                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
907                 
908                 /* recurse to second quad */
909                 dv2[ 0 ] = &mid[ 0 ];
910                 dv2[ 1 ] = dv[ 1 ];
911                 dv2[ 2 ] = dv[ 2 ];
912                 dv2[ 3 ] = &mid[ 1 ];
913                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
914         }
915         
916         /* 1 and 3 */
917         else
918         {
919                 /* recurse to first quad */
920                 dv2[ 0 ] = dv[ 0 ];
921                 dv2[ 1 ] = dv[ 1 ];
922                 dv2[ 2 ] = &mid[ 0 ];
923                 dv2[ 3 ] = &mid[ 1 ];
924                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
925                 
926                 /* recurse to second quad */
927                 dv2[ 0 ] = &mid[ 1 ];
928                 dv2[ 1 ] = &mid[ 0 ];
929                 dv2[ 2 ] = dv[ 2 ];
930                 dv2[ 3 ] = dv[ 3 ];
931                 MapQuad_r( lm, info, dv2, plane, stv, ttv );
932         }
933 }
934
935
936
937 /*
938 MapQuad()
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
941 */
942
943 #define QUAD_PLANAR_EPSILON             0.5f
944
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
946 {
947         float                   dist;
948         vec4_t                  plane;
949         vec3_t                  *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
950         
951         
952         /* get plane if possible */
953         if( lm->plane != NULL )
954         {
955                 VectorCopy( lm->plane, plane );
956                 plane[ 3 ] = lm->plane[ 3 ];
957         }
958         
959         /* otherwise make one from the points */
960         else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
961                 return qfalse;
962         
963         /* 4th point must fall on the plane */
964         dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965         if( fabs( dist ) > QUAD_PLANAR_EPSILON )
966                 return qfalse;
967         
968         /* check to see if we need to calculate texture->world tangent vectors */
969         if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
970         {
971                 stv = stvStatic;
972                 ttv = ttvStatic;
973         }
974         else
975         {
976                 stv = NULL;
977                 ttv = NULL;
978         }
979         
980         /* map the vertexes */
981         MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
982         MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
983         MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
984         MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
985         
986         /* subdivide the quad */
987         MapQuad_r( lm, info, dv, plane, stv, ttv );
988         return qtrue;
989 }
990
991
992
993 /*
994 MapRawLightmap()
995 maps the locations, normals, and pvs clusters for a raw lightmap
996 */
997
998 #define VectorDivide( in, d, out )      VectorScale( in, (1.0f / (d)), out )    //%     (out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)
999
1000 void MapRawLightmap( int rawLightmapNum )
1001 {
1002         int                                     n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003         float                           *luxel, *origin, *normal, samples, radius, pass;
1004         rawLightmap_t           *lm;
1005         bspDrawSurface_t        *ds;
1006         surfaceInfo_t           *info;
1007         mesh_t                          src, *subdivided, *mesh;
1008         bspDrawVert_t           *verts, *dv[ 4 ], fake;
1009         
1010         
1011         /* bail if this number exceeds the number of raw lightmaps */
1012         if( rawLightmapNum >= numRawLightmaps )
1013                 return;
1014         
1015         /* get lightmap */
1016         lm = &rawLightmaps[ rawLightmapNum ];
1017         
1018         /* -----------------------------------------------------------------
1019            map referenced surfaces onto the raw lightmap
1020            ----------------------------------------------------------------- */
1021         
1022         /* walk the list of surfaces on this raw lightmap */
1023         for( n = 0; n < lm->numLightSurfaces; n++ )
1024         {
1025                 /* with > 1 surface per raw lightmap, clear occluded */
1026                 if( n > 0 )
1027                 {
1028                         for( y = 0; y < lm->sh; y++ )
1029                         {
1030                                 for( x = 0; x < lm->sw; x++ )
1031                                 {
1032                                         /* get cluster */
1033                                         cluster = SUPER_CLUSTER( x, y );
1034                                         if( *cluster < 0 )
1035                                                 *cluster = CLUSTER_UNMAPPED;
1036                                 }
1037                         }
1038                 }
1039                 
1040                 /* get surface */
1041                 num = lightSurfaces[ lm->firstLightSurface + n ];
1042                 ds = &bspDrawSurfaces[ num ];
1043                 info = &surfaceInfos[ num ];
1044                 
1045                 /* bail if no lightmap to calculate */
1046                 if( info->lm != lm )
1047                 {
1048                         Sys_Printf( "!" );
1049                         continue;
1050                 }
1051                 
1052                 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053                 switch( ds->surfaceType )
1054                 {
1055                         case MST_PLANAR:
1056                                 /* get verts */
1057                                 verts = yDrawVerts + ds->firstVert;
1058                                 
1059                                 /* map the triangles */
1060                                 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1061                                 {
1062                                         for( i = 0; i < ds->numIndexes; i += 3 )
1063                                         {
1064                                                 dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
1065                                                 dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
1066                                                 dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
1067                                                 MapTriangle( lm, info, dv, mapNonAxial );
1068                                         }
1069                                 }
1070                                 break;
1071                         
1072                         case MST_PATCH:
1073                                 /* make a mesh from the drawsurf */ 
1074                                 src.width = ds->patchWidth;
1075                                 src.height = ds->patchHeight;
1076                                 src.verts = &yDrawVerts[ ds->firstVert ];
1077                                 //%     subdivided = SubdivideMesh( src, 8, 512 );
1078                                 subdivided = SubdivideMesh2( src, info->patchIterations );
1079                                 
1080                                 /* fit it to the curve and remove colinear verts on rows/columns */
1081                                 PutMeshOnCurve( *subdivided );
1082                                 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083                                 FreeMesh( subdivided );
1084                                 
1085                                 /* get verts */
1086                                 verts = mesh->verts;
1087                                 
1088                                 /* debug code */
1089                                 #if 0
1090                                         if( lm->plane )
1091                                         {
1092                                                 Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
1093                                                         lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
1094                                                         lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
1095                                                         lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
1096                                         }
1097                                 #endif
1098                                 
1099                                 /* map the mesh quads */
1100                                 #if 0
1101
1102                                 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1103                                 {
1104                                         for( y = 0; y < (mesh->height - 1); y++ )
1105                                         {
1106                                                 for( x = 0; x < (mesh->width - 1); x++ )
1107                                                 {
1108                                                         /* set indexes */
1109                                                         pw[ 0 ] = x + (y * mesh->width);
1110                                                         pw[ 1 ] = x + ((y + 1) * mesh->width);
1111                                                         pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1112                                                         pw[ 3 ] = x + 1 + (y * mesh->width);
1113                                                         pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */
1114                                                         
1115                                                         /* set radix */
1116                                                         r = (x + y) & 1;
1117                                                         
1118                                                         /* get drawverts and map first triangle */
1119                                                         dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1120                                                         dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1121                                                         dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1122                                                         MapTriangle( lm, info, dv, mapNonAxial );
1123                                                         
1124                                                         /* get drawverts and map second triangle */
1125                                                         dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1126                                                         dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1127                                                         dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1128                                                         MapTriangle( lm, info, dv, mapNonAxial );
1129                                                 }
1130                                         }
1131                                 }
1132                                 
1133                                 #else
1134                                 
1135                                 for( y = 0; y < (mesh->height - 1); y++ )
1136                                 {
1137                                         for( x = 0; x < (mesh->width - 1); x++ )
1138                                         {
1139                                                 /* set indexes */
1140                                                 pw[ 0 ] = x + (y * mesh->width);
1141                                                 pw[ 1 ] = x + ((y + 1) * mesh->width);
1142                                                 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1143                                                 pw[ 3 ] = x + 1 + (y * mesh->width);
1144                                                 pw[ 4 ] = pw[ 0 ];
1145                                                 
1146                                                 /* set radix */
1147                                                 r = (x + y) & 1;
1148                                                 
1149                                                 /* attempt to map quad first */
1150                                                 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1151                                                 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1152                                                 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1153                                                 dv[ 3 ] = &verts[ pw[ r + 3 ] ];
1154                                                 if( MapQuad( lm, info, dv ) )
1155                                                         continue;
1156                                                 
1157                                                 /* get drawverts and map first triangle */
1158                                                 MapTriangle( lm, info, dv, mapNonAxial );
1159                                                 
1160                                                 /* get drawverts and map second triangle */
1161                                                 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1162                                                 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1163                                                 MapTriangle( lm, info, dv, mapNonAxial );
1164                                         }
1165                                 }
1166                                 
1167                                 #endif
1168                                 
1169                                 /* free the mesh */
1170                                 FreeMesh( mesh );
1171                                 break;
1172                         
1173                         default:
1174                                 break;
1175                 }
1176         }
1177         
1178         /* -----------------------------------------------------------------
1179            average and clean up luxel normals
1180            ----------------------------------------------------------------- */
1181         
1182         /* walk the luxels */
1183         for( y = 0; y < lm->sh; y++ )
1184         {
1185                 for( x = 0; x < lm->sw; x++ )
1186                 {
1187                         /* get luxel */
1188                         luxel = SUPER_LUXEL( 0, x, y );
1189                         normal = SUPER_NORMAL( x, y );
1190                         cluster = SUPER_CLUSTER( x, y );
1191
1192                         /* only look at mapped luxels */
1193                         if( *cluster < 0 )
1194                                 continue;
1195                         
1196                         /* the normal data could be the sum of multiple samples */
1197                         if( luxel[ 3 ] > 1.0f )
1198                                 VectorNormalize( normal, normal );
1199                         
1200                         /* mark this luxel as having only one normal */
1201                         luxel[ 3 ] = 1.0f;
1202                 }
1203         }
1204         
1205         /* non-planar surfaces stop here */
1206         if( lm->plane == NULL )
1207                 return;
1208         
1209         /* -----------------------------------------------------------------
1210            map occluded or unuxed luxels
1211            ----------------------------------------------------------------- */
1212         
1213         /* walk the luxels */
1214         radius = floor( superSample / 2 );
1215         radius = radius > 0 ? radius : 1.0f;
1216         radius += 1.0f;
1217         for( pass = 2.0f; pass <= radius; pass += 1.0f )
1218         {
1219                 for( y = 0; y < lm->sh; y++ )
1220                 {
1221                         for( x = 0; x < lm->sw; x++ )
1222                         {
1223                                 /* get luxel */
1224                                 luxel = SUPER_LUXEL( 0, x, y );
1225                                 normal = SUPER_NORMAL( x, y );
1226                                 cluster = SUPER_CLUSTER( x, y );
1227                                 
1228                                 /* only look at unmapped luxels */
1229                                 if( *cluster != CLUSTER_UNMAPPED )
1230                                         continue;
1231                                 
1232                                 /* divine a normal and origin from neighboring luxels */
1233                                 VectorClear( fake.xyz );
1234                                 VectorClear( fake.normal );
1235                                 fake.lightmap[ 0 ][ 0 ] = x;    //% 0.0001 + x;
1236                                 fake.lightmap[ 0 ][ 1 ] = y;    //% 0.0001 + y;
1237                                 samples = 0.0f;
1238                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
1239                                 {
1240                                         if( sy < 0 || sy >= lm->sh )
1241                                                 continue;
1242                                         
1243                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
1244                                         {
1245                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1246                                                         continue;
1247                                                 
1248                                                 /* get neighboring luxel */
1249                                                 luxel = SUPER_LUXEL( 0, sx, sy );
1250                                                 origin = SUPER_ORIGIN( sx, sy );
1251                                                 normal = SUPER_NORMAL( sx, sy );
1252                                                 cluster = SUPER_CLUSTER( sx, sy );
1253                                                 
1254                                                 /* only consider luxels mapped in previous passes */
1255                                                 if( *cluster < 0 || luxel[ 0 ] >= pass )
1256                                                         continue;
1257                                                 
1258                                                 /* add its distinctiveness to our own */
1259                                                 VectorAdd( fake.xyz, origin, fake.xyz );
1260                                                 VectorAdd( fake.normal, normal, fake.normal );
1261                                                 samples += luxel[ 3 ];
1262                                         }
1263                                 }
1264                                 
1265                                 /* any samples? */
1266                                 if( samples == 0.0f )
1267                                         continue;
1268                                 
1269                                 /* average */
1270                                 VectorDivide( fake.xyz, samples, fake.xyz );
1271                                 //%     VectorDivide( fake.normal, samples, fake.normal );
1272                                 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1273                                         continue;
1274                                 
1275                                 /* map the fake vert */
1276                                 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1277                         }
1278                 }
1279         }
1280         
1281         /* -----------------------------------------------------------------
1282            average and clean up luxel normals
1283            ----------------------------------------------------------------- */
1284         
1285         /* walk the luxels */
1286         for( y = 0; y < lm->sh; y++ )
1287         {
1288                 for( x = 0; x < lm->sw; x++ )
1289                 {
1290                         /* get luxel */
1291                         luxel = SUPER_LUXEL( 0, x, y );
1292                         normal = SUPER_NORMAL( x, y );
1293                         cluster = SUPER_CLUSTER( x, y );
1294                         
1295                         /* only look at mapped luxels */
1296                         if( *cluster < 0 )
1297                                 continue;
1298                         
1299                         /* the normal data could be the sum of multiple samples */
1300                         if( luxel[ 3 ] > 1.0f )
1301                                 VectorNormalize( normal, normal );
1302                         
1303                         /* mark this luxel as having only one normal */
1304                         luxel[ 3 ] = 1.0f;
1305                 }
1306         }
1307         
1308         /* debug code */
1309         #if 0
1310                 Sys_Printf( "\n" );
1311                 for( y = 0; y < lm->sh; y++ )
1312                 {
1313                         for( x = 0; x < lm->sw; x++ )
1314                         {
1315                                 vec3_t  mins, maxs;
1316                                 
1317
1318                                 cluster = SUPER_CLUSTER( x, y );
1319                                 origin = SUPER_ORIGIN( x, y );
1320                                 normal = SUPER_NORMAL( x, y );
1321                                 luxel = SUPER_LUXEL( x, y );
1322                                 
1323                                 if( *cluster < 0 )
1324                                         continue;
1325                                 
1326                                 /* check if within the bounding boxes of all surfaces referenced */
1327                                 ClearBounds( mins, maxs );
1328                                 for( n = 0; n < lm->numLightSurfaces; n++ )
1329                                 {
1330                                         int TOL;
1331                                         info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
1332                                         TOL = info->sampleSize + 2;
1333                                         AddPointToBounds( info->mins, mins, maxs );
1334                                         AddPointToBounds( info->maxs, mins, maxs );
1335                                         if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
1336                                                 origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
1337                                                 origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
1338                                                 break;
1339                                 }
1340                                 
1341                                 /* inside? */
1342                                 if( n < lm->numLightSurfaces )
1343                                         continue;
1344                                 
1345                                 /* report bogus origin */
1346                                 Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
1347                                         rawLightmapNum, x, y, *cluster,
1348                                         origin[ 0 ], origin[ 1 ], origin[ 2 ],
1349                                         mins[ 0 ], mins[ 1 ], mins[ 2 ],
1350                                         maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
1351                                         luxel[ 3 ] );
1352                         }
1353                 }
1354         #endif
1355 }
1356
1357
1358
1359 /*
1360 SetupDirt()
1361 sets up dirtmap (ambient occlusion)
1362 */
1363
1364 #define DIRT_CONE_ANGLE                         88      /* degrees */
1365 #define DIRT_NUM_ANGLE_STEPS            16
1366 #define DIRT_NUM_ELEVATION_STEPS        3
1367 #define DIRT_NUM_VECTORS                        (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
1368
1369 static vec3_t           dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int                      numDirtVectors = 0;
1371
1372 void SetupDirt( void )
1373 {
1374         int             i, j;
1375         float   angle, elevation, angleStep, elevationStep;
1376         
1377         
1378         /* note it */
1379         Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1380         
1381         /* calculate angular steps */
1382         angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383         elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1384         
1385         /* iterate angle */
1386         angle = 0.0f;
1387         for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1388         {
1389                 /* iterate elevation */
1390                 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1391                 {
1392                         dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393                         dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394                         dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1395                         numDirtVectors++;
1396                 }
1397         }
1398         
1399         /* emit some statistics */
1400         Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1401 }
1402
1403
1404 /*
1405 DirtForSample()
1406 calculates dirt value for a given sample
1407 */
1408
1409 float DirtForSample( trace_t *trace )
1410 {
1411         int             i;
1412         float   gatherDirt, outDirt, angle, elevation, ooDepth;
1413         vec3_t  normal, worldUp, myUp, myRt, temp, direction, displacement;
1414         
1415         
1416         /* dummy check */
1417         if( !dirty )
1418                 return 1.0f;
1419         if( trace == NULL || trace->cluster < 0 )
1420                 return 0.0f;
1421         
1422         /* setup */
1423         gatherDirt = 0.0f;
1424         ooDepth = 1.0f / dirtDepth;
1425         VectorCopy( trace->normal, normal );
1426         
1427         /* check if the normal is aligned to the world-up */
1428         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
1429         {
1430                 if( normal[ 2 ] == 1.0f )               
1431                 {
1432                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1434                 }
1435                 else if( normal[ 2 ] == -1.0f )
1436                 {
1437                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
1439                 }
1440         }
1441         else
1442         {
1443                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
1444                 CrossProduct( normal, worldUp, myRt );
1445                 VectorNormalize( myRt, myRt );
1446                 CrossProduct( myRt, normal, myUp );
1447                 VectorNormalize( myUp, myUp );
1448         }
1449         
1450         /* 1 = random mode, 0 (well everything else) = non-random mode */
1451         if( dirtMode == 1 )
1452         {
1453                 /* iterate */
1454                 for( i = 0; i < numDirtVectors; i++ )
1455                 {
1456                         /* get random vector */
1457                         angle = Random() * DEG2RAD( 360.0f );
1458                         elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
1459                         temp[ 0 ] = cos( angle ) * sin( elevation );
1460                         temp[ 1 ] = sin( angle ) * sin( elevation );
1461                         temp[ 2 ] = cos( elevation );
1462                         
1463                         /* transform into tangent space */
1464                         direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
1465                         direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
1466                         direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
1467                         
1468                         /* set endpoint */
1469                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470                         SetupTrace( trace );
1471                         
1472                         /* trace */
1473                         TraceLine( trace );
1474                         if( trace->opaque )
1475                         {
1476                                 VectorSubtract( trace->hit, trace->origin, displacement );
1477                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1478                         }
1479                 }
1480         }
1481         else
1482         {
1483                 /* iterate through ordered vectors */
1484                 for( i = 0; i < numDirtVectors; i++ )
1485                 {
1486                         /* transform vector into tangent space */
1487                         direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
1488                         direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
1489                         direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
1490                         
1491                         /* set endpoint */
1492                         VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493                         SetupTrace( trace );
1494                         
1495                         /* trace */
1496                         TraceLine( trace );
1497                         if( trace->opaque )
1498                         {
1499                                 VectorSubtract( trace->hit, trace->origin, displacement );
1500                                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1501                         }
1502                 }
1503         }
1504         
1505         /* direct ray */
1506         VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507         SetupTrace( trace );
1508         
1509         /* trace */
1510         TraceLine( trace );
1511         if( trace->opaque )
1512         {
1513                 VectorSubtract( trace->hit, trace->origin, displacement );
1514                 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1515         }
1516         
1517         /* early out */
1518         if( gatherDirt <= 0.0f )
1519                 return 1.0f;
1520         
1521         /* apply gain (does this even do much? heh) */
1522         outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523         if( outDirt > 1.0f )
1524                 outDirt = 1.0f;
1525         
1526         /* apply scale */
1527         outDirt *= dirtScale;
1528         if( outDirt > 1.0f )
1529                 outDirt = 1.0f;
1530         
1531         /* return to sender */
1532         return 1.0f - outDirt;
1533 }
1534
1535
1536
1537 /*
1538 DirtyRawLightmap()
1539 calculates dirty fraction for each luxel
1540 */
1541
1542 void DirtyRawLightmap( int rawLightmapNum )
1543 {
1544         int                                     i, x, y, sx, sy, *cluster;
1545         float                           *origin, *normal, *dirt, *dirt2, average, samples;
1546         rawLightmap_t           *lm;
1547         surfaceInfo_t           *info;
1548         trace_t                         trace;
1549         qboolean                        noDirty;
1550
1551         
1552         /* bail if this number exceeds the number of raw lightmaps */
1553         if( rawLightmapNum >= numRawLightmaps )
1554                 return;
1555         
1556         /* get lightmap */
1557         lm = &rawLightmaps[ rawLightmapNum ];
1558         
1559         /* setup trace */
1560         trace.testOcclusion = qtrue;
1561         trace.forceSunlight = qfalse;
1562         trace.recvShadows = lm->recvShadows;
1563         trace.numSurfaces = lm->numLightSurfaces;
1564         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1565         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1566         trace.testAll = qtrue;
1567         
1568         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1569         trace.twoSided = qfalse;
1570         for( i = 0; i < trace.numSurfaces; i++ )
1571         {
1572                 /* get surface */
1573                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1574                 
1575                 /* check twosidedness */
1576                 if( info->si->twoSided )
1577                 {
1578                         trace.twoSided = qtrue;
1579                         break;
1580                 }
1581         }
1582
1583         noDirty = qfalse;
1584         for( i = 0; i < trace.numSurfaces; i++ )
1585         {
1586                 /* get surface */
1587                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1588
1589                 /* check twosidedness */
1590                 if( info->si->noDirty )
1591                 {
1592                         noDirty = qtrue;
1593                         break;
1594                 }
1595         }
1596         
1597         /* gather dirt */
1598         for( y = 0; y < lm->sh; y++ )
1599         {
1600                 for( x = 0; x < lm->sw; x++ )
1601                 {
1602                         /* get luxel */
1603                         cluster = SUPER_CLUSTER( x, y );
1604                         origin = SUPER_ORIGIN( x, y );
1605                         normal = SUPER_NORMAL( x, y );
1606                         dirt = SUPER_DIRT( x, y );
1607                         
1608                         /* set default dirt */
1609                         *dirt = 0.0f;
1610                         
1611                         /* only look at mapped luxels */
1612                         if( *cluster < 0 )
1613                                 continue;
1614
1615                         /* don't apply dirty on this surface */
1616                         if( noDirty )
1617                         {
1618                                 *dirt = 1.0f;
1619                                 continue;
1620                         }
1621                         
1622                         /* copy to trace */
1623                         trace.cluster = *cluster;
1624                         VectorCopy( origin, trace.origin );
1625                         VectorCopy( normal, trace.normal );
1626                         
1627                         /* get dirt */
1628                         *dirt = DirtForSample( &trace );
1629                 }
1630         }
1631         
1632         /* testing no filtering */
1633         //%     return;
1634         
1635         /* filter dirt */
1636         for( y = 0; y < lm->sh; y++ )
1637         {
1638                 for( x = 0; x < lm->sw; x++ )
1639                 {
1640                         /* get luxel */
1641                         cluster = SUPER_CLUSTER( x, y );
1642                         dirt = SUPER_DIRT( x, y );
1643                         
1644                         /* filter dirt by adjacency to unmapped luxels */
1645                         average = *dirt;
1646                         samples = 1.0f;
1647                         for( sy = (y - 1); sy <= (y + 1); sy++ )
1648                         {
1649                                 if( sy < 0 || sy >= lm->sh )
1650                                         continue;
1651                                 
1652                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
1653                                 {
1654                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1655                                                 continue;
1656                                         
1657                                         /* get neighboring luxel */
1658                                         cluster = SUPER_CLUSTER( sx, sy );
1659                                         dirt2 = SUPER_DIRT( sx, sy );
1660                                         if( *cluster < 0 || *dirt2 <= 0.0f )
1661                                                 continue;
1662                                         
1663                                         /* add it */
1664                                         average += *dirt2;
1665                                         samples += 1.0f;
1666                                 }
1667                                 
1668                                 /* bail */
1669                                 if( samples <= 0.0f )
1670                                         break;
1671                         }
1672                         
1673                         /* bail */
1674                         if( samples <= 0.0f )
1675                                 continue;
1676                         
1677                         /* scale dirt */
1678                         *dirt = average / samples;
1679                 }
1680         }
1681 }
1682
1683
1684
1685 /*
1686 SubmapRawLuxel()
1687 calculates the pvs cluster, origin, normal of a sub-luxel
1688 */
1689
1690 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1691 {
1692         int                     i, *cluster, *cluster2;
1693         float           *origin, *origin2, *normal;     //%     , *normal2;
1694         vec3_t          originVecs[ 2 ];                        //%     , normalVecs[ 2 ];
1695         
1696         
1697         /* calulate x vector */
1698         if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1699         {
1700                 cluster = SUPER_CLUSTER( x, y );
1701                 origin = SUPER_ORIGIN( x, y );
1702                 //%     normal = SUPER_NORMAL( x, y );
1703                 cluster2 = SUPER_CLUSTER( x + 1, y );
1704                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1705                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1706         }
1707         else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1708         {
1709                 cluster = SUPER_CLUSTER( x - 1, y );
1710                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1711                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1712                 cluster2 = SUPER_CLUSTER( x, y );
1713                 origin2 = SUPER_ORIGIN( x, y );
1714                 //%     normal2 = SUPER_NORMAL( x, y );
1715         }
1716         else
1717                 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1718         
1719         VectorSubtract( origin2, origin, originVecs[ 0 ] );
1720         //%     VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1721         
1722         /* calulate y vector */
1723         if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1724         {
1725                 cluster = SUPER_CLUSTER( x, y );
1726                 origin = SUPER_ORIGIN( x, y );
1727                 //%     normal = SUPER_NORMAL( x, y );
1728                 cluster2 = SUPER_CLUSTER( x, y + 1 );
1729                 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1730                 //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1731         }
1732         else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1733         {
1734                 cluster = SUPER_CLUSTER( x, y - 1 );
1735                 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1736                 //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1737                 cluster2 = SUPER_CLUSTER( x, y );
1738                 origin2 = SUPER_ORIGIN( x, y );
1739                 //%     normal2 = SUPER_NORMAL( x, y );
1740         }
1741         else
1742                 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1743         
1744         VectorSubtract( origin2, origin, originVecs[ 1 ] );
1745         //%     VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1746         
1747         /* calculate new origin */
1748         //%     VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1749         //%     VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1750         for( i = 0; i < 3; i++ )
1751                 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1752         
1753         /* get cluster */
1754         *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1755         if( *sampleCluster < 0 )
1756                 return qfalse;
1757         
1758         /* calculate new normal */
1759         //%     VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1760         //%     VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1761         //%     if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1762         //%             return qfalse;
1763         normal = SUPER_NORMAL( x, y );
1764         VectorCopy( normal, sampleNormal );
1765         
1766         /* return ok */
1767         return qtrue;
1768 }
1769
1770
1771 /*
1772 SubsampleRawLuxel_r()
1773 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1774 */
1775
1776 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1777 {
1778         int                     b, samples, mapped, lighted;
1779         int                     cluster[ 4 ];
1780         vec4_t          luxel[ 4 ];
1781         vec3_t          origin[ 4 ], normal[ 4 ];
1782         float           biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1783         vec3_t          color, total;
1784         
1785         
1786         /* limit check */
1787         if( lightLuxel[ 3 ] >= lightSamples )
1788                 return;
1789         
1790         /* setup */
1791         VectorClear( total );
1792         mapped = 0;
1793         lighted = 0;
1794         
1795         /* make 2x2 subsample stamp */
1796         for( b = 0; b < 4; b++ )
1797         {
1798                 /* set origin */
1799                 VectorCopy( sampleOrigin, origin[ b ] );
1800                 
1801                 /* calculate position */
1802                 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1803                 {
1804                         cluster[ b ] = -1;
1805                         continue;
1806                 }
1807                 mapped++;
1808                 
1809                 /* increment sample count */
1810                 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1811                 
1812                 /* setup trace */
1813                 trace->cluster = *cluster;
1814                 VectorCopy( origin[ b ], trace->origin );
1815                 VectorCopy( normal[ b ], trace->normal );
1816                 
1817                 /* sample light */
1818
1819                 LightContributionToSample( trace );
1820                 
1821                 /* add to totals (fixme: make contrast function) */
1822                 VectorCopy( trace->color, luxel[ b ] );
1823                 VectorAdd( total, trace->color, total );
1824                 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1825                         lighted++;
1826         }
1827         
1828         /* subsample further? */
1829         if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1830                 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1831                 lighted != 0 && lighted != mapped )
1832         {
1833                 for( b = 0; b < 4; b++ )
1834                 {
1835                         if( cluster[ b ] < 0 )
1836                                 continue;
1837                         SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] );
1838                 }
1839         }
1840         
1841         /* average */
1842         //%     VectorClear( color );
1843         //%     samples = 0;
1844         VectorCopy( lightLuxel, color );
1845         samples = 1;
1846         for( b = 0; b < 4; b++ )
1847         {
1848                 if( cluster[ b ] < 0 )
1849                         continue;
1850                 VectorAdd( color, luxel[ b ], color );
1851                 samples++;
1852         }
1853         
1854         /* add to luxel */
1855         if( samples > 0 )
1856         {
1857                 /* average */
1858                 color[ 0 ] /= samples;
1859                 color[ 1 ] /= samples;
1860                 color[ 2 ] /= samples;
1861                 
1862                 /* add to color */
1863                 VectorCopy( color, lightLuxel );
1864                 lightLuxel[ 3 ] += 1.0f;
1865         }
1866 }
1867
1868
1869
1870 /*
1871 IlluminateRawLightmap()
1872 illuminates the luxels
1873 */
1874
1875 #define STACK_LL_SIZE                   (SUPER_LUXEL_SIZE * 64 * 64)
1876 #define LIGHT_LUXEL( x, y )             (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1877
1878 void IlluminateRawLightmap( int rawLightmapNum )
1879 {
1880         int                                     i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1881         int                                     *cluster, *cluster2, mapped, lighted, totalLighted;
1882         rawLightmap_t           *lm;
1883         surfaceInfo_t           *info;
1884         qboolean                        filterColor, filterDir;
1885         float                           brightness;
1886         float                           *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1887         float                           *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1888         vec3_t                          color, averageColor, averageDir, total, temp, temp2;
1889         float                           tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1890         trace_t                         trace;
1891         float                           stackLightLuxels[ STACK_LL_SIZE ];
1892         
1893         
1894         /* bail if this number exceeds the number of raw lightmaps */
1895         if( rawLightmapNum >= numRawLightmaps )
1896                 return;
1897         
1898         /* get lightmap */
1899         lm = &rawLightmaps[ rawLightmapNum ];
1900         
1901         /* setup trace */
1902         trace.testOcclusion = !noTrace;
1903         trace.forceSunlight = qfalse;
1904         trace.recvShadows = lm->recvShadows;
1905         trace.numSurfaces = lm->numLightSurfaces;
1906         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1907         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1908         
1909         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1910         trace.twoSided = qfalse;
1911         for( i = 0; i < trace.numSurfaces; i++ )
1912         {
1913                 /* get surface */
1914                 info = &surfaceInfos[ trace.surfaces[ i ] ];
1915                 
1916                 /* check twosidedness */
1917                 if( info->si->twoSided )
1918                 {
1919                         trace.twoSided = qtrue;
1920                         break;
1921                 }
1922         }
1923         
1924         /* create a culled light list for this raw lightmap */
1925         CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1926         
1927         /* -----------------------------------------------------------------
1928            fill pass
1929            ----------------------------------------------------------------- */
1930         
1931         /* set counts */
1932         numLuxelsIlluminated += (lm->sw * lm->sh);
1933         
1934         /* test debugging state */
1935         if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1936         {
1937                 /* debug fill the luxels */
1938                 for( y = 0; y < lm->sh; y++ )
1939                 {
1940                         for( x = 0; x < lm->sw; x++ )
1941                         {
1942                                 /* get cluster */
1943                                 cluster = SUPER_CLUSTER( x, y );
1944
1945                                 /* only fill mapped luxels */
1946                                 if( *cluster < 0 )
1947                                         continue;
1948                                 
1949                                 /* get particulars */
1950                                 luxel = SUPER_LUXEL( 0, x, y );
1951                                 origin = SUPER_ORIGIN( x, y );
1952                                 normal = SUPER_NORMAL( x, y );
1953                                 
1954                                 /* color the luxel with raw lightmap num? */
1955                                 if( debugSurfaces )
1956                                         VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1957                                 
1958                                 /* color the luxel with lightmap axis? */
1959                                 else if( debugAxis )
1960                                 {
1961                                         luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1962                                         luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1963                                         luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1964                                 }
1965                                 
1966                                 /* color the luxel with luxel cluster? */
1967                                 else if( debugCluster )
1968                                         VectorCopy( debugColors[ *cluster % 12 ], luxel );
1969                                 
1970                                 /* color the luxel with luxel origin? */
1971                                 else if( debugOrigin )
1972                                 {
1973                                         VectorSubtract( lm->maxs, lm->mins, temp );
1974                                         VectorScale( temp, (1.0f / 255.0f), temp );
1975                                         VectorSubtract( origin, lm->mins, temp2 );
1976                                         luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1977                                         luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1978                                         luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1979                                 }
1980                                 
1981                                 /* color the luxel with the normal */
1982                                 else if( normalmap )
1983                                 {
1984                                         luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1985                                         luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1986                                         luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1987                                 }
1988                                 
1989                                 /* otherwise clear it */
1990                                 else
1991                                         VectorClear( luxel );
1992                                 
1993                                 /* add to counts */
1994                                 luxel[ 3 ] = 1.0f;
1995                         }
1996                 }
1997         }
1998         else
1999         {
2000                 /* allocate temporary per-light luxel storage */
2001                 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2002                 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
2003                         lightLuxels = stackLightLuxels;
2004                 else
2005                         lightLuxels = safe_malloc( llSize );
2006                 
2007                 /* clear luxels */
2008                 //%     memset( lm->superLuxels[ 0 ], 0, llSize );
2009                 
2010                 /* set ambient color */
2011                 for( y = 0; y < lm->sh; y++ )
2012                 {
2013                         for( x = 0; x < lm->sw; x++ )
2014                         {
2015                                 /* get cluster */
2016                                 cluster = SUPER_CLUSTER( x, y );
2017                                 luxel = SUPER_LUXEL( 0, x, y );
2018                                 normal = SUPER_NORMAL( x, y );
2019                                 deluxel = SUPER_DELUXEL( x, y );
2020                                 
2021                                 /* blacken unmapped clusters */
2022                                 if( *cluster < 0 )
2023                                         VectorClear( luxel );
2024                                 
2025                                 /* set ambient */
2026                                 else
2027                                 {
2028                                         VectorCopy( ambientColor, luxel );
2029                                         if( deluxemap )
2030                                         {
2031                                                 brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
2032
2033                                                 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2034                                                 if(brightness < 0.00390625f)
2035                                                         brightness = 0.00390625f;
2036
2037                                                 VectorScale( normal, brightness, deluxel );
2038                                         }
2039                                         luxel[ 3 ] = 1.0f;
2040                                 }
2041                         }
2042                 }
2043                 
2044                 /* clear styled lightmaps */
2045                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2046                 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2047                 {
2048                         if( lm->superLuxels[ lightmapNum ] != NULL )
2049                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2050                 }
2051                 
2052                 /* debugging code */
2053                 //%     if( trace.numLights <= 0 )
2054                 //%             Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2055                 
2056                 /* walk light list */
2057                 for( i = 0; i < trace.numLights; i++ )
2058                 {
2059                         /* setup trace */
2060                         trace.light = trace.lights[ i ];
2061                         
2062                         /* style check */
2063                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2064                         {
2065                                 if( lm->styles[ lightmapNum ] == trace.light->style ||
2066                                         lm->styles[ lightmapNum ] == LS_NONE )
2067                                         break;
2068                         }
2069                         
2070                         /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2071                         if( lightmapNum >= MAX_LIGHTMAPS )
2072                         {
2073                                 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2074                                 continue;
2075                         }
2076                         
2077                         /* setup */
2078                         memset( lightLuxels, 0, llSize );
2079                         totalLighted = 0;
2080                         
2081                         /* initial pass, one sample per luxel */
2082                         for( y = 0; y < lm->sh; y++ )
2083                         {
2084                                 for( x = 0; x < lm->sw; x++ )
2085                                 {
2086                                         /* get cluster */
2087                                         cluster = SUPER_CLUSTER( x, y );
2088                                         if( *cluster < 0 )
2089                                                 continue;
2090                                         
2091                                         /* get particulars */
2092                                         lightLuxel = LIGHT_LUXEL( x, y );
2093                                         deluxel = SUPER_DELUXEL( x, y );
2094                                         origin = SUPER_ORIGIN( x, y );
2095                                         normal = SUPER_NORMAL( x, y );
2096
2097 #if 0
2098                                         ////////// 27's temp hack for testing edge clipping ////
2099                                         if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2100                                         {
2101                                                 lightLuxel[ 1 ] = 255;
2102                                                 lightLuxel[ 3 ] = 1.0f;
2103                                                 totalLighted++;
2104                                         }
2105                                         else
2106 #endif
2107                                         {
2108                                                 /* set contribution count */
2109                                                 lightLuxel[ 3 ] = 1.0f;
2110
2111                                                 /* setup trace */
2112                                                 trace.cluster = *cluster;
2113                                                 VectorCopy( origin, trace.origin );
2114                                                 VectorCopy( normal, trace.normal );
2115
2116                                                 /* get light for this sample */
2117                                                 LightContributionToSample( &trace );
2118                                                 VectorCopy( trace.color, lightLuxel );
2119
2120                                                 /* add the contribution to the deluxemap */
2121                                                 if( deluxemap )
2122                                                         VectorAdd( deluxel, trace.directionContribution, deluxel );
2123
2124                                                 /* add to count */
2125                                                 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2126                                                         totalLighted++;
2127                                         }
2128                                 }
2129                         }
2130                         
2131                         /* don't even bother with everything else if nothing was lit */
2132                         if( totalLighted == 0 )
2133                                 continue;
2134                         
2135                         /* determine filter radius */
2136                         filterRadius = lm->filterRadius > trace.light->filterRadius
2137                                 ? lm->filterRadius
2138                                 : trace.light->filterRadius;
2139                         if( filterRadius < 0.0f )
2140                                 filterRadius = 0.0f;
2141                         
2142                         /* set luxel filter radius */
2143                         luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2144                         if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2145                                 luxelFilterRadius = 1;
2146                         
2147                         /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2148                         /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2149                         if( lightSamples > 1 && luxelFilterRadius == 0 )
2150                         {
2151                                 /* walk luxels */
2152                                 for( y = 0; y < (lm->sh - 1); y++ )
2153                                 {
2154                                         for( x = 0; x < (lm->sw - 1); x++ )
2155                                         {
2156                                                 /* setup */
2157                                                 mapped = 0;
2158                                                 lighted = 0;
2159                                                 VectorClear( total );
2160                                                 
2161                                                 /* test 2x2 stamp */
2162                                                 for( t = 0; t < 4; t++ )
2163                                                 {
2164                                                         /* set sample coords */
2165                                                         sx = x + tests[ t ][ 0 ];
2166                                                         sy = y + tests[ t ][ 1 ];
2167                                                         
2168                                                         /* get cluster */
2169                                                         cluster = SUPER_CLUSTER( sx, sy );
2170                                                         if( *cluster < 0 )
2171                                                                 continue;
2172                                                         mapped++;
2173                                                         
2174                                                         /* get luxel */
2175                                                         lightLuxel = LIGHT_LUXEL( sx, sy );
2176                                                         VectorAdd( total, lightLuxel, total );
2177                                                         if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2178                                                                 lighted++;
2179                                                 }
2180                                                 
2181                                                 /* if total color is under a certain amount, then don't bother subsampling */
2182                                                 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2183                                                         continue;
2184                                                 
2185                                                 /* if all 4 pixels are either in shadow or light, then don't subsample */
2186                                                 if( lighted != 0 && lighted != mapped )
2187                                                 {
2188                                                         for( t = 0; t < 4; t++ )
2189                                                         {
2190                                                                 /* set sample coords */
2191                                                                 sx = x + tests[ t ][ 0 ];
2192                                                                 sy = y + tests[ t ][ 1 ];
2193                                                                 
2194                                                                 /* get luxel */
2195                                                                 cluster = SUPER_CLUSTER( sx, sy );
2196                                                                 if( *cluster < 0 )
2197                                                                         continue;
2198                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2199                                                                 origin = SUPER_ORIGIN( sx, sy );
2200                                                                 
2201                                                                 /* only subsample shadowed luxels */
2202                                                                 //%     if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2203                                                                 //%             continue;
2204                                                                 
2205                                                                 /* subsample it */
2206                                                                 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2207                                                                 
2208                                                                 /* debug code to colorize subsampled areas to yellow */
2209                                                                 //%     luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2210                                                                 //%     VectorSet( luxel, 255, 204, 0 );
2211                                                         }
2212                                                 }
2213                                         }
2214                                 }
2215                         }
2216                         
2217                         /* tertiary pass, apply dirt map (ambient occlusion) */
2218                         if( 0 && dirty )
2219                         {
2220                                 /* walk luxels */
2221                                 for( y = 0; y < lm->sh; y++ )
2222                                 {
2223                                         for( x = 0; x < lm->sw; x++ )
2224                                         {
2225                                                 /* get cluster  */
2226                                                 cluster = SUPER_CLUSTER( x, y );
2227                                                 if( *cluster < 0 )
2228                                                         continue;
2229                                                 
2230                                                 /* get particulars */
2231                                                 lightLuxel = LIGHT_LUXEL( x, y );
2232                                                 dirt = SUPER_DIRT( x, y );
2233                                                 
2234                                                 /* scale light value */
2235                                                 VectorScale( lightLuxel, *dirt, lightLuxel );
2236                                         }
2237                                 }
2238                         }
2239                         
2240                         /* allocate sampling lightmap storage */
2241                         if( lm->superLuxels[ lightmapNum ] == NULL )
2242                         {
2243                                 /* allocate sampling lightmap storage */
2244                                 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2245                                 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2246                                 memset( lm->superLuxels[ lightmapNum ], 0, size );
2247                         }
2248                         
2249                         /* set style */
2250                         if( lightmapNum > 0 )
2251                         {
2252                                 lm->styles[ lightmapNum ] = trace.light->style;
2253                                 //%     Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2254                         }
2255                         
2256                         /* copy to permanent luxels */
2257                         for( y = 0; y < lm->sh; y++ )
2258                         {
2259                                 for( x = 0; x < lm->sw; x++ )
2260                                 {
2261                                         /* get cluster and origin */
2262                                         cluster = SUPER_CLUSTER( x, y );
2263                                         if( *cluster < 0 )
2264                                                 continue;
2265                                         origin = SUPER_ORIGIN( x, y );
2266                                         
2267                                         /* filter? */
2268                                         if( luxelFilterRadius )
2269                                         {
2270                                                 /* setup */
2271                                                 VectorClear( averageColor );
2272                                                 samples = 0.0f;
2273                                                 
2274                                                 /* cheaper distance-based filtering */
2275                                                 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2276                                                 {
2277                                                         if( sy < 0 || sy >= lm->sh )
2278                                                                 continue;
2279                                                         
2280                                                         for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2281                                                         {
2282                                                                 if( sx < 0 || sx >= lm->sw )
2283                                                                         continue;
2284                                                                 
2285                                                                 /* get particulars */
2286                                                                 cluster = SUPER_CLUSTER( sx, sy );
2287                                                                 if( *cluster < 0 )
2288                                                                         continue;
2289                                                                 lightLuxel = LIGHT_LUXEL( sx, sy );
2290                                                                 
2291                                                                 /* create weight */
2292                                                                 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2293                                                                 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2294                                                                 
2295                                                                 /* scale luxel by filter weight */
2296                                                                 VectorScale( lightLuxel, weight, color );
2297                                                                 VectorAdd( averageColor, color, averageColor );
2298                                                                 samples += weight;
2299                                                         }
2300                                                 }
2301                                                 
2302                                                 /* any samples? */
2303                                                 if( samples <= 0.0f     )
2304                                                         continue;
2305                                                 
2306                                                 /* scale into luxel */
2307                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2308                                                 luxel[ 3 ] = 1.0f;
2309                                                 
2310                                                 /* handle negative light */
2311                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2312                                                 { 
2313                                                         luxel[ 0 ] -= averageColor[ 0 ] / samples;
2314                                                         luxel[ 1 ] -= averageColor[ 1 ] / samples;
2315                                                         luxel[ 2 ] -= averageColor[ 2 ] / samples;
2316                                                 }
2317                                                 
2318                                                 /* handle normal light */
2319                                                 else
2320                                                 { 
2321                                                         luxel[ 0 ] += averageColor[ 0 ] / samples;
2322                                                         luxel[ 1 ] += averageColor[ 1 ] / samples;
2323                                                         luxel[ 2 ] += averageColor[ 2 ] / samples;
2324                                                 }
2325                                         }
2326                                         
2327                                         /* single sample */
2328                                         else
2329                                         {
2330                                                 /* get particulars */
2331                                                 lightLuxel = LIGHT_LUXEL( x, y );
2332                                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2333                                                 
2334                                                 /* handle negative light */
2335                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2336                                                         VectorScale( averageColor, -1.0f, averageColor );
2337
2338                                                 /* add color */
2339                                                 luxel[ 3 ] = 1.0f;
2340                                                 
2341                                                 /* handle negative light */
2342                                                 if( trace.light->flags & LIGHT_NEGATIVE )
2343                                                         VectorSubtract( luxel, lightLuxel, luxel );
2344                                                 
2345                                                 /* handle normal light */
2346                                                 else
2347                                                         VectorAdd( luxel, lightLuxel, luxel );
2348                                         }
2349                                 }
2350                         }
2351                 }
2352                 
2353                 /* free temporary luxels */
2354                 if( lightLuxels != stackLightLuxels )
2355                         free( lightLuxels );
2356         }
2357         
2358         /* free light list */
2359         FreeTraceLights( &trace );
2360         
2361         /* floodlight pass */
2362         if( floodlighty )
2363                 FloodlightIlluminateLightmap(lm);
2364
2365         if (debugnormals)
2366         {
2367                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2368                 {
2369                         /* early out */
2370                         if( lm->superLuxels[ lightmapNum ] == NULL )
2371                                 continue;
2372                         
2373                         for( y = 0; y < lm->sh; y++ )
2374                         {
2375                                 for( x = 0; x < lm->sw; x++ )
2376                                 {
2377                                         /* get cluster */
2378                                         cluster = SUPER_CLUSTER( x, y );
2379                                         //%     if( *cluster < 0 )
2380                                         //%             continue;
2381                                         
2382                                         /* get particulars */
2383                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2384                                         normal = SUPER_NORMAL (  x, y );
2385                
2386                                         luxel[0]=(normal[0]*127)+127;
2387                                         luxel[1]=(normal[1]*127)+127;
2388                                         luxel[2]=(normal[2]*127)+127;
2389                                 }
2390                         }
2391                 }
2392         }
2393         
2394         /*      -----------------------------------------------------------------
2395                 dirt pass
2396                 ----------------------------------------------------------------- */
2397         
2398         if( dirty )
2399         {
2400                 /* walk lightmaps */
2401                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2402                 {
2403                         /* early out */
2404                         if( lm->superLuxels[ lightmapNum ] == NULL )
2405                                 continue;
2406                         
2407                         /* apply dirt to each luxel */
2408                         for( y = 0; y < lm->sh; y++ )
2409                         {
2410                                 for( x = 0; x < lm->sw; x++ )
2411                                 {
2412                                         /* get cluster */
2413                                         cluster = SUPER_CLUSTER( x, y );
2414                                         //%     if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2415                                         //%             continue;
2416                                         
2417                                         /* get particulars */
2418                                         luxel = SUPER_LUXEL( lightmapNum, x, y );
2419                                         dirt = SUPER_DIRT( x, y );
2420                                         
2421                                         /* apply dirt */
2422                                         VectorScale( luxel, *dirt, luxel );
2423                                         
2424                                         /* debugging */
2425                                         if( dirtDebug )
2426                                                 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2427                                 }
2428                         }
2429                 }
2430         }
2431         
2432         /* -----------------------------------------------------------------
2433            filter pass
2434            ----------------------------------------------------------------- */
2435         
2436         /* walk lightmaps */
2437         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2438         {
2439                 /* early out */
2440                 if( lm->superLuxels[ lightmapNum ] == NULL )
2441                         continue;
2442                 
2443                 /* average occluded luxels from neighbors */
2444                 for( y = 0; y < lm->sh; y++ )
2445                 {
2446                         for( x = 0; x < lm->sw; x++ )
2447                         {
2448                                 /* get particulars */
2449                                 cluster = SUPER_CLUSTER( x, y );
2450                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2451                                 deluxel = SUPER_DELUXEL( x, y );
2452                                 normal = SUPER_NORMAL( x, y );
2453                                 
2454                                 /* determine if filtering is necessary */
2455                                 filterColor = qfalse;
2456                                 filterDir = qfalse;
2457                                 if( *cluster < 0 ||
2458                                         (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2459                                         filterColor = qtrue;
2460
2461                                 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2462                                         filterDir = qtrue;
2463                                 
2464                                 if( !filterColor && !filterDir )
2465                                         continue;
2466                                 
2467                                 /* choose seed amount */
2468                                 VectorClear( averageColor );
2469                                 VectorClear( averageDir );
2470                                 samples = 0.0f;
2471                                 
2472                                 /* walk 3x3 matrix */
2473                                 for( sy = (y - 1); sy <= (y + 1); sy++ )
2474                                 {
2475                                         if( sy < 0 || sy >= lm->sh )
2476                                                 continue;
2477                                         
2478                                         for( sx = (x - 1); sx <= (x + 1); sx++ )
2479                                         {
2480                                                 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2481                                                         continue;
2482                                                 
2483                                                 /* get neighbor's particulars */
2484                                                 cluster2 = SUPER_CLUSTER( sx, sy );
2485                                                 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2486                                                 deluxel2 = SUPER_DELUXEL( sx, sy );
2487                                                 
2488                                                 /* ignore unmapped/unlit luxels */
2489                                                 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2490                                                         (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2491                                                         continue;
2492                                                 
2493                                                 /* add its distinctiveness to our own */
2494                                                 VectorAdd( averageColor, luxel2, averageColor );
2495                                                 samples += luxel2[ 3 ];
2496                                                 if( filterDir )
2497                                                         VectorAdd( averageDir, deluxel2, averageDir );
2498                                         }
2499                                 }
2500                                 
2501                                 /* fall through */
2502                                 if( samples <= 0.0f )
2503                                         continue;
2504                                 
2505                                 /* dark lightmap seams */
2506                                 if( dark )
2507                                 {
2508                                         if( lightmapNum == 0 )
2509                                                 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2510                                         samples += 2.0f;
2511                                 }
2512                                 
2513                                 /* average it */
2514                                 if( filterColor )
2515                                 {
2516                                         VectorDivide( averageColor, samples, luxel );
2517                                         luxel[ 3 ] = 1.0f;
2518                                 }
2519                                 if( filterDir )
2520                                         VectorDivide( averageDir, samples, deluxel );
2521                                 
2522                                 /* set cluster to -3 */
2523                                 if( *cluster < 0 )
2524                                         *cluster = CLUSTER_FLOODED;
2525                         }
2526                 }
2527         }
2528
2529
2530 #if 0
2531         // audit pass
2532         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2533         {
2534                 /* early out */
2535                 if( lm->superLuxels[ lightmapNum ] == NULL )
2536                         continue;
2537                 for( y = 0; y < lm->sh; y++ )
2538                         for( x = 0; x < lm->sw; x++ )
2539                         {
2540                                 /* get cluster */
2541                                 cluster = SUPER_CLUSTER( x, y );
2542                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
2543                                 deluxel = SUPER_DELUXEL( x, y );
2544                                 if(!luxel || !deluxel || !cluster)
2545                                 {
2546                                         Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2547                                         continue;
2548                                 }
2549                                 else if(*cluster < 0)
2550                                 {
2551                                         // unmapped pixel
2552                                         // should have neither deluxemap nor lightmap
2553                                         if(deluxel[3])
2554                                                 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2555                                 }
2556                                 else
2557                                 {
2558                                         // mapped pixel
2559                                         // should have both deluxemap and lightmap
2560                                         if(deluxel[3])
2561                                                 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2562                                 }
2563                         }
2564         }
2565 #endif
2566 }
2567
2568
2569
2570 /*
2571 IlluminateVertexes()
2572 light the surface vertexes
2573 */
2574
2575 #define VERTEX_NUDGE    4.0f
2576
2577 void IlluminateVertexes( int num )
2578 {
2579         int                                     i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2580         int                                     lightmapNum, numAvg;
2581         float                           samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2582         vec3_t                          origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2583         bspDrawSurface_t        *ds;
2584         surfaceInfo_t           *info;
2585         rawLightmap_t           *lm;
2586         bspDrawVert_t           *verts;
2587         trace_t                         trace;
2588         float                           floodLightAmount;
2589         vec3_t                          floodColor;
2590         
2591         
2592         /* get surface, info, and raw lightmap */
2593         ds = &bspDrawSurfaces[ num ];
2594         info = &surfaceInfos[ num ];
2595         lm = info->lm;
2596         
2597         /* -----------------------------------------------------------------
2598            illuminate the vertexes
2599            ----------------------------------------------------------------- */
2600         
2601         /* calculate vertex lighting for surfaces without lightmaps */
2602         if( lm == NULL || cpmaHack )
2603         {
2604                 /* setup trace */
2605                 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2606                 trace.forceSunlight = info->si->forceSunlight;
2607                 trace.recvShadows = info->recvShadows;
2608                 trace.numSurfaces = 1;
2609                 trace.surfaces = &num;
2610                 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2611                 
2612                 /* twosided lighting */
2613                 trace.twoSided = info->si->twoSided;
2614                 
2615                 /* make light list for this surface */
2616                 CreateTraceLightsForSurface( num, &trace );
2617                 
2618                 /* setup */
2619                 verts = yDrawVerts + ds->firstVert;
2620                 numAvg = 0;
2621                 memset( avgColors, 0, sizeof( avgColors ) );
2622                 
2623                 /* walk the surface verts */
2624                 for( i = 0; i < ds->numVerts; i++ )
2625                 {
2626                         /* get vertex luxel */
2627                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2628                         
2629                         /* color the luxel with raw lightmap num? */
2630                         if( debugSurfaces )
2631                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2632                         
2633                         /* color the luxel with luxel origin? */
2634                         else if( debugOrigin )
2635                         {
2636                                 VectorSubtract( info->maxs, info->mins, temp );
2637                                 VectorScale( temp, (1.0f / 255.0f), temp );
2638                                 VectorSubtract( origin, lm->mins, temp2 );
2639                                 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2640                                 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2641                                 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2642                         }
2643                         
2644                         /* color the luxel with the normal */
2645                         else if( normalmap )
2646                         {
2647                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2648                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2649                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2650                         }
2651                         
2652                         /* illuminate the vertex */
2653                         else
2654                         {
2655                                 /* clear vertex luxel */
2656                                 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2657                                 
2658                                 /* try at initial origin */
2659                                 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2660                                 if( trace.cluster >= 0 )
2661                                 {
2662                                         /* setup trace */
2663                                         VectorCopy( verts[ i ].xyz, trace.origin );
2664                                         VectorCopy( verts[ i ].normal, trace.normal );
2665                                         
2666                                         /* r7 dirt */
2667                                         if( dirty && !bouncing )
2668                                                 dirt = DirtForSample( &trace );
2669                                         else
2670                                                 dirt = 1.0f;
2671
2672                                         /* jal: floodlight */
2673                                         floodLightAmount = 0.0f;
2674                                         VectorClear( floodColor );
2675                                         if( floodlighty && !bouncing )
2676                                         {
2677                                                 floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
2678                                                 VectorScale( floodlightRGB, floodLightAmount, floodColor );
2679                                         }
2680
2681                                         /* trace */
2682                                         LightingAtSample( &trace, ds->vertexStyles, colors );
2683                                         
2684                                         /* store */
2685                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2686                                         {
2687                                                 /* r7 dirt */
2688                                                 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2689
2690                                                 /* jal: floodlight */
2691                                                 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
2692                                                 
2693                                                 /* store */
2694                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2695                                                 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2696                                                 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2697                                         }
2698                                 }
2699                                 
2700                                 /* is this sample bright enough? */
2701                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2702                                 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2703                                         radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2704                                         radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2705                                 {
2706                                         /* nudge the sample point around a bit */
2707                                         for( x = 0; x < 4; x++ )
2708                                         {
2709                                                 /* two's complement 0, 1, -1, 2, -2, etc */
2710                                                 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2711                                                 
2712                                                 for( y = 0; y < 4; y++ )
2713                                                 {
2714                                                         y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2715                                                         
2716                                                         for( z = 0; z < 4; z++ )
2717                                                         {
2718                                                                 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2719                                                                 
2720                                                                 /* nudge origin */
2721                                                                 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2722                                                                 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2723                                                                 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2724                                                                 
2725                                                                 /* try at nudged origin */
2726                                                                 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2727                                                                 if( trace.cluster < 0 )
2728                                                                         continue;
2729                                                                                                                         
2730                                                                 /* trace */
2731                                                                 LightingAtSample( &trace, ds->vertexStyles, colors );
2732                                                                 
2733                                                                 /* store */
2734                                                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2735                                                                 {
2736                                                                         /* r7 dirt */
2737                                                                         VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2738
2739                                                                         /* jal: floodlight */
2740                                                                         VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
2741                                                                         
2742                                                                         /* store */
2743                                                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2744                                                                         VectorCopy( colors[ lightmapNum ], radVertLuxel );
2745                                                                 }
2746                                                                 
2747                                                                 /* bright enough? */
2748                                                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2749                                                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2750                                                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2751                                                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2752                                                                         x = y = z = 1000;
2753                                                         }
2754                                                 }
2755                                         }
2756                                 }
2757                                 
2758                                 /* add to average? */
2759                                 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2760                                 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2761                                         radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2762                                         radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2763                                 {
2764                                         numAvg++;
2765                                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2766                                         {
2767                                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2768                                                 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2769                                         }
2770                                 }
2771                         }
2772                         
2773                         /* another happy customer */
2774                         numVertsIlluminated++;
2775                 }
2776                 
2777                 /* set average color */
2778                 if( numAvg > 0 )
2779                 {
2780                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2781                                 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2782                 }
2783                 else
2784                 {
2785                         VectorCopy( ambientColor, avgColors[ 0 ] );
2786                 }
2787                 
2788                 /* clean up and store vertex color */
2789                 for( i = 0; i < ds->numVerts; i++ )
2790                 {
2791                         /* get vertex luxel */
2792                         radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2793                         
2794                         /* store average in occluded vertexes */
2795                         if( radVertLuxel[ 0 ] < 0.0f )
2796                         {
2797                                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2798                                 {
2799                                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2800                                         VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2801                                         
2802                                         /* debug code */
2803                                         //%     VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2804                                 }
2805                         }
2806                         
2807                         /* store it */
2808                         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2809                         {
2810                                 /* get luxels */
2811                                 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2812                                 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2813                                 
2814                                 /* store */
2815                                 if( bouncing || bounce == 0 || !bounceOnly )
2816                                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2817                                 if( !info->si->noVertexLight )
2818                                         ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2819                         }
2820                 }
2821                 
2822                 /* free light list */
2823                 FreeTraceLights( &trace );
2824                 
2825                 /* return to sender */
2826                 return;
2827         }
2828         
2829         /* -----------------------------------------------------------------
2830            reconstitute vertex lighting from the luxels
2831            ----------------------------------------------------------------- */
2832         
2833         /* set styles from lightmap */
2834         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2835                 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2836         
2837         /* get max search radius */
2838         maxRadius = lm->sw;
2839         maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2840         
2841         /* walk the surface verts */
2842         verts = yDrawVerts + ds->firstVert;
2843         for( i = 0; i < ds->numVerts; i++ )
2844         {
2845                 /* do each lightmap */
2846                 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2847                 {
2848                         /* early out */
2849                         if( lm->superLuxels[ lightmapNum ] == NULL )
2850                                 continue;
2851                         
2852                         /* get luxel coords */
2853                         x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2854                         y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2855                         if( x < 0 )
2856                                 x = 0;
2857                         else if( x >= lm->sw )
2858                                 x = lm->sw - 1;
2859                         if( y < 0 )
2860                                 y = 0;
2861                         else if( y >= lm->sh )
2862                                 y = lm->sh - 1;
2863                         
2864                         /* get vertex luxels */
2865                         vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2866                         radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2867                         
2868                         /* color the luxel with the normal? */
2869                         if( normalmap )
2870                         {
2871                                 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2872                                 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2873                                 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2874                         }
2875                         
2876                         /* color the luxel with surface num? */
2877                         else if( debugSurfaces )
2878                                 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2879                         
2880                         /* divine color from the superluxels */
2881                         else
2882                         {
2883                                 /* increasing radius */
2884                                 VectorClear( radVertLuxel );
2885                                 samples = 0.0f;
2886                                 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2887                                 {
2888                                         /* sample within radius */
2889                                         for( sy = (y - radius); sy <= (y + radius); sy++ )
2890                                         {
2891                                                 if( sy < 0 || sy >= lm->sh )
2892                                                         continue;
2893                                                 
2894                                                 for( sx = (x - radius); sx <= (x + radius); sx++ )
2895                                                 {
2896                                                         if( sx < 0 || sx >= lm->sw )
2897                                                                 continue;
2898                                                         
2899                                                         /* get luxel particulars */
2900                                                         luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2901                                                         cluster = SUPER_CLUSTER( sx, sy );
2902                                                         if( *cluster < 0 )
2903                                                                 continue;
2904                                                         
2905                                                         /* testing: must be brigher than ambient color */
2906                                                         //%     if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2907                                                         //%             continue;
2908                                                         
2909                                                         /* add its distinctiveness to our own */
2910                                                         VectorAdd( radVertLuxel, luxel, radVertLuxel );
2911                                                         samples += luxel[ 3 ];
2912                                                 }
2913                                         }
2914                                 }
2915                                 
2916                                 /* any color? */
2917                                 if( samples > 0.0f )
2918                                         VectorDivide( radVertLuxel, samples, radVertLuxel );
2919                                 else
2920                                         VectorCopy( ambientColor, radVertLuxel );
2921                         }
2922                         
2923                         /* store into floating point storage */
2924                         VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2925                         numVertsIlluminated++;
2926                         
2927                         /* store into bytes (for vertex approximation) */
2928                         if( !info->si->noVertexLight )
2929                                 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2930                 }
2931         }
2932 }
2933
2934
2935
2936 /* -------------------------------------------------------------------------------
2937
2938 light optimization (-fast)
2939
2940 creates a list of lights that will affect a surface and stores it in tw
2941 this is to optimize surface lighting by culling out as many of the
2942 lights in the world as possible from further calculation
2943
2944 ------------------------------------------------------------------------------- */
2945
2946 /*
2947 SetupBrushes()
2948 determines opaque brushes in the world and find sky shaders for sunlight calculations
2949 */
2950
2951 void SetupBrushes( void )
2952 {
2953         int                             i, j, b, compileFlags;
2954         qboolean                inside;
2955         bspBrush_t              *brush;
2956         bspBrushSide_t  *side;
2957         bspShader_t             *shader;
2958         shaderInfo_t    *si;
2959         
2960         
2961         /* note it */
2962         Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2963         
2964         /* allocate */
2965         if( opaqueBrushes == NULL )
2966                 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2967         
2968         /* clear */
2969         memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2970         numOpaqueBrushes = 0;
2971         
2972         /* walk the list of worldspawn brushes */
2973         for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2974         {
2975                 /* get brush */
2976                 b = bspModels[ 0 ].firstBSPBrush + i;
2977                 brush = &bspBrushes[ b ];
2978                 
2979                 /* check all sides */
2980                 inside = qtrue;
2981                 compileFlags = 0;
2982                 for( j = 0; j < brush->numSides && inside; j++ )
2983                 {
2984                         /* do bsp shader calculations */
2985                         side = &bspBrushSides[ brush->firstSide + j ];
2986                         shader = &bspShaders[ side->shaderNum ];
2987                         
2988                         /* get shader info */
2989                         si = ShaderInfoForShader( shader->shader );
2990                         if( si == NULL )
2991                                 continue;
2992                         
2993                         /* or together compile flags */
2994                         compileFlags |= si->compileFlags;
2995                 }
2996                 
2997                 /* determine if this brush is opaque to light */
2998                 if( !(compileFlags & C_TRANSLUCENT) )
2999                 {
3000                         opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3001                         numOpaqueBrushes++;
3002                         maxOpaqueBrush = i;
3003                 }
3004         }
3005         
3006         /* emit some statistics */
3007         Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3008 }
3009
3010
3011
3012 /*
3013 ClusterVisible()
3014 determines if two clusters are visible to each other using the PVS
3015 */
3016
3017 qboolean ClusterVisible( int a, int b )
3018 {
3019         int                     portalClusters, leafBytes;
3020         byte            *pvs;
3021         
3022         
3023         /* dummy check */
3024         if( a < 0 || b < 0 )
3025                 return qfalse;
3026         
3027         /* early out */
3028         if( a == b )
3029                 return qtrue;
3030         
3031         /* not vised? */
3032         if( numBSPVisBytes <=8 )
3033                 return qtrue;
3034         
3035         /* get pvs data */
3036         portalClusters = ((int *) bspVisBytes)[ 0 ];
3037         leafBytes = ((int*) bspVisBytes)[ 1 ];
3038         pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3039         
3040         /* check */
3041         if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3042                 return qtrue;
3043         return qfalse;
3044 }
3045
3046
3047
3048 /*
3049 PointInLeafNum_r()
3050 borrowed from vlight.c
3051 */
3052
3053 int     PointInLeafNum_r( vec3_t point, int nodenum )
3054 {
3055         int                     leafnum;
3056         vec_t           dist;
3057         bspNode_t               *node;
3058         bspPlane_t      *plane;
3059         
3060         
3061         while( nodenum >= 0 )
3062         {
3063                 node = &bspNodes[ nodenum ];
3064                 plane = &bspPlanes[ node->planeNum ];
3065                 dist = DotProduct( point, plane->normal ) - plane->dist;
3066                 if( dist > 0.1 )
3067                         nodenum = node->children[ 0 ];
3068                 else if( dist < -0.1 )
3069                         nodenum = node->children[ 1 ];
3070                 else
3071                 {
3072                         leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3073                         if( bspLeafs[ leafnum ].cluster != -1 )
3074                                 return leafnum;
3075                         nodenum = node->children[ 1 ];
3076                 }
3077         }
3078         
3079         leafnum = -nodenum - 1;
3080         return leafnum;
3081 }
3082
3083
3084
3085 /*
3086 PointInLeafnum()
3087 borrowed from vlight.c
3088 */
3089
3090 int     PointInLeafNum( vec3_t point )
3091 {
3092         return PointInLeafNum_r( point, 0 );
3093 }
3094
3095
3096
3097 /*
3098 ClusterVisibleToPoint() - ydnar
3099 returns qtrue if point can "see" cluster
3100 */
3101
3102 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3103 {
3104         int             pointCluster;
3105         
3106
3107         /* get leafNum for point */
3108         pointCluster = ClusterForPoint( point );
3109         if( pointCluster < 0 )
3110                 return qfalse;
3111         
3112         /* check pvs */
3113         return ClusterVisible( pointCluster, cluster );
3114 }
3115
3116
3117
3118 /*
3119 ClusterForPoint() - ydnar
3120 returns the pvs cluster for point
3121 */
3122
3123 int ClusterForPoint( vec3_t point )
3124 {
3125         int             leafNum;
3126         
3127
3128         /* get leafNum for point */
3129         leafNum = PointInLeafNum( point );
3130         if( leafNum < 0 )
3131                 return -1;
3132         
3133         /* return the cluster */
3134         return bspLeafs[ leafNum ].cluster;
3135 }
3136
3137
3138
3139 /*
3140 ClusterForPointExt() - ydnar
3141 also takes brushes into account for occlusion testing
3142 */
3143
3144 int ClusterForPointExt( vec3_t point, float epsilon )
3145 {
3146         int                             i, j, b, leafNum, cluster;
3147         float                   dot;
3148         qboolean                inside;
3149         int                             *brushes, numBSPBrushes;
3150         bspLeaf_t               *leaf;
3151         bspBrush_t              *brush;
3152         bspPlane_t              *plane;
3153         
3154         
3155         /* get leaf for point */
3156         leafNum = PointInLeafNum( point );
3157         if( leafNum < 0 )
3158                 return -1;
3159         leaf = &bspLeafs[ leafNum ];
3160         
3161         /* get the cluster */
3162         cluster = leaf->cluster;
3163         if( cluster < 0 )
3164                 return -1;
3165         
3166         /* transparent leaf, so check point against all brushes in the leaf */
3167         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3168         numBSPBrushes = leaf->numBSPLeafBrushes;
3169         for( i = 0; i < numBSPBrushes; i++ )
3170         {
3171                 /* get parts */
3172                 b = brushes[ i ];
3173                 if( b > maxOpaqueBrush )
3174                         continue;
3175                 brush = &bspBrushes[ b ];
3176                 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3177                         continue;
3178                 
3179                 /* check point against all planes */
3180                 inside = qtrue;
3181                 for( j = 0; j < brush->numSides && inside; j++ )
3182                 {
3183                         plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3184                         dot = DotProduct( point, plane->normal );
3185                         dot -= plane->dist;
3186                         if( dot > epsilon )
3187                                 inside = qfalse;
3188                 }
3189                 
3190                 /* if inside, return bogus cluster */
3191                 if( inside )
3192                         return -1 - b;
3193         }
3194         
3195         /* if the point made it this far, it's not inside any opaque brushes */
3196         return cluster;
3197 }
3198
3199
3200
3201 /*
3202 ClusterForPointExtFilter() - ydnar
3203 adds cluster checking against a list of known valid clusters
3204 */
3205
3206 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3207 {
3208         int             i, cluster;
3209         
3210         
3211         /* get cluster for point */
3212         cluster = ClusterForPointExt( point, epsilon );
3213         
3214         /* check if filtering is necessary */
3215         if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3216                 return cluster;
3217         
3218         /* filter */
3219         for( i = 0; i < numClusters; i++ )
3220         {
3221                 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3222                         return cluster;
3223         }
3224         
3225         /* failed */
3226         return -1;
3227 }
3228
3229
3230
3231 /*
3232 ShaderForPointInLeaf() - ydnar
3233 checks a point against all brushes in a leaf, returning the shader of the brush
3234 also sets the cumulative surface and content flags for the brush hit
3235 */
3236
3237 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3238 {
3239         int                             i, j;
3240         float                   dot;
3241         qboolean                inside;
3242         int                             *brushes, numBSPBrushes;
3243         bspLeaf_t                       *leaf;
3244         bspBrush_t              *brush;
3245         bspBrushSide_t  *side;
3246         bspPlane_t              *plane;
3247         bspShader_t             *shader;
3248         int                             allSurfaceFlags, allContentFlags;
3249
3250         
3251         /* clear things out first */
3252         *surfaceFlags = 0;
3253         *contentFlags = 0;
3254         
3255         /* get leaf */
3256         if( leafNum < 0 )
3257                 return -1;
3258         leaf = &bspLeafs[ leafNum ];
3259         
3260         /* transparent leaf, so check point against all brushes in the leaf */
3261         brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3262         numBSPBrushes = leaf->numBSPLeafBrushes;
3263         for( i = 0; i < numBSPBrushes; i++ )
3264         {
3265                 /* get parts */
3266                 brush = &bspBrushes[ brushes[ i ] ];
3267                 
3268                 /* check point against all planes */
3269                 inside = qtrue;
3270                 allSurfaceFlags = 0;
3271                 allContentFlags = 0;
3272                 for( j = 0; j < brush->numSides && inside; j++ )
3273                 {
3274                         side = &bspBrushSides[ brush->firstSide + j ];
3275                         plane = &bspPlanes[ side->planeNum ];
3276                         dot = DotProduct( point, plane->normal );
3277                         dot -= plane->dist;
3278                         if( dot > epsilon )
3279                                 inside = qfalse;
3280                         else
3281                         {
3282                                 shader = &bspShaders[ side->shaderNum ];
3283                                 allSurfaceFlags |= shader->surfaceFlags;
3284                                 allContentFlags |= shader->contentFlags;
3285                         }
3286                 }
3287                 
3288                 /* handle if inside */
3289                 if( inside )
3290                 {
3291                         /* if there are desired flags, check for same and continue if they aren't matched */
3292                         if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3293                                 continue;
3294                         if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3295                                 continue;
3296                         
3297                         /* store the cumulative flags and return the brush shader (which is mostly useless) */
3298                         *surfaceFlags = allSurfaceFlags;
3299                         *contentFlags = allContentFlags;
3300                         return brush->shaderNum;
3301                 }
3302         }
3303         
3304         /* if the point made it this far, it's not inside any brushes */
3305         return -1;
3306 }
3307
3308
3309
3310 /*
3311 ChopBounds()
3312 chops a bounding box by the plane defined by origin and normal
3313 returns qfalse if the bounds is entirely clipped away
3314
3315 this is not exactly the fastest way to do this...
3316 */
3317
3318 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3319 {
3320         /* FIXME: rewrite this so it doesn't use bloody brushes */
3321         return qtrue;
3322 }
3323
3324
3325
3326 /*
3327 SetupEnvelopes()
3328 calculates each light's effective envelope,
3329 taking into account brightness, type, and pvs.
3330 */
3331
3332 #define LIGHT_EPSILON   0.125f
3333 #define LIGHT_NUDGE             2.0f
3334
3335 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3336 {
3337         int                     i, x, y, z, x1, y1, z1;
3338         light_t         *light, *light2, **owner;
3339         bspLeaf_t       *leaf;
3340         vec3_t          origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3341         float           radius, intensity;
3342         light_t         *buckets[ 256 ];
3343         
3344         
3345         /* early out for weird cases where there are no lights */
3346         if( lights == NULL )
3347                 return;
3348         
3349         /* note it */
3350         Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3351         
3352         /* count lights */
3353         numLights = 0;
3354         numCulledLights = 0;
3355         owner = &lights;
3356         while( *owner != NULL )
3357         {
3358                 /* get light */
3359                 light = *owner;
3360                 
3361                 /* handle negative lights */
3362                 if( light->photons < 0.0f || light->add < 0.0f )
3363                 {
3364                         light->photons *= -1.0f;
3365                         light->add *= -1.0f;
3366                         light->flags |= LIGHT_NEGATIVE;
3367                 }
3368                 
3369                 /* sunlight? */
3370                 if( light->type == EMIT_SUN )
3371                 {
3372                         /* special cased */
3373                         light->cluster = 0;
3374                         light->envelope = MAX_WORLD_COORD * 8.0f;
3375                         VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3376                         VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3377                 }
3378                 
3379                 /* everything else */
3380                 else
3381                 {
3382                         /* get pvs cluster for light */
3383                         light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3384                         
3385                         /* invalid cluster? */
3386                         if( light->cluster < 0 )
3387                         {
3388                                 /* nudge the sample point around a bit */
3389                                 for( x = 0; x < 4; x++ )
3390                                 {
3391                                         /* two's complement 0, 1, -1, 2, -2, etc */
3392                                         x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3393                                         
3394                                         for( y = 0; y < 4; y++ )
3395                                         {
3396                                                 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3397                                                 
3398                                                 for( z = 0; z < 4; z++ )
3399                                                 {
3400                                                         z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3401                                                         
3402                                                         /* nudge origin */
3403                                                         origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3404                                                         origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3405                                                         origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3406                                                         
3407                                                         /* try at nudged origin */
3408                                                         light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3409                                                         if( light->cluster < 0 )
3410                                                                 continue;
3411                                                                         
3412                                                         /* set origin */
3413                                                         VectorCopy( origin, light->origin );
3414                                                 }
3415                                         }
3416                                 }
3417                         }
3418                         
3419                         /* only calculate for lights in pvs and outside of opaque brushes */
3420                         if( light->cluster >= 0 )
3421                         {
3422                                 /* set light fast flag */
3423                                 if( fastFlag )
3424                                         light->flags |= LIGHT_FAST_TEMP;
3425                                 else
3426                                         light->flags &= ~LIGHT_FAST_TEMP;
3427                                 if( light->si && light->si->noFast )
3428                                         light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3429                                 
3430                                 /* clear light envelope */
3431                                 light->envelope = 0;
3432                                 
3433                                 /* handle area lights */
3434                                 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3435                                 {
3436                                         /* ugly hack to calculate extent for area lights, but only done once */
3437                                         VectorScale( light->normal, -1.0f, dir );
3438                                         for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3439                                         {
3440                                                 float   factor;
3441                                                 
3442                                                 VectorMA( light->origin, radius, light->normal, origin );
3443                                                 factor = PointToPolygonFormFactor( origin, dir, light->w );
3444                                                 if( factor < 0.0f )
3445                                                         factor *= -1.0f;
3446                                                 if( (factor * light->add) <= light->falloffTolerance )
3447                                                         light->envelope = radius;
3448                                         }
3449                                         
3450                                         /* check for fast mode */
3451                                         if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3452                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3453                                 }
3454                                 else
3455                                 {
3456                                         radius = 0.0f;
3457                                         intensity = light->photons;
3458                                 }
3459                                 
3460                                 /* other calcs */
3461                                 if( light->envelope <= 0.0f )
3462                                 {
3463                                         /* solve distance for non-distance lights */
3464                                         if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3465                                                 light->envelope = MAX_WORLD_COORD * 8.0f;
3466                                         
3467                                         /* solve distance for linear lights */
3468                                         else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3469                                                 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3470                                                 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3471
3472                                                 /*
3473                                                 add = angle * light->photons * linearScale - (dist * light->fade);
3474                                                 T = (light->photons * linearScale) - (dist * light->fade);
3475                                                 T + (dist * light->fade) = (light->photons * linearScale);
3476                                                 dist * light->fade = (light->photons * linearScale) - T;
3477                                                 dist = ((light->photons * linearScale) - T) / light->fade;
3478                                                 */
3479                                         
3480                                         /* solve for inverse square falloff */
3481                                         else
3482                                                 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3483                                                 
3484                                                 /*
3485                                                 add = light->photons / (dist * dist);
3486                                                 T = light->photons / (dist * dist);
3487                                                 T * (dist * dist) = light->photons;
3488                                                 dist = sqrt( light->photons / T );
3489                                                 */
3490                                 }
3491                                 
3492                                 /* chop radius against pvs */
3493                                 {
3494                                         /* clear bounds */
3495                                         ClearBounds( mins, maxs );
3496                                         
3497                                         /* check all leaves */
3498                                         for( i = 0; i < numBSPLeafs; i++ )
3499                                         {
3500                                                 /* get test leaf */
3501                                                 leaf = &bspLeafs[ i ];
3502                                                 
3503                                                 /* in pvs? */
3504                                                 if( leaf->cluster < 0 )
3505                                                         continue;
3506                                                 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3507                                                         continue;
3508                                                 
3509                                                 /* add this leafs bbox to the bounds */
3510                                                 VectorCopy( leaf->mins, origin );
3511                                                 AddPointToBounds( origin, mins, maxs );
3512                                                 VectorCopy( leaf->maxs, origin );
3513                                                 AddPointToBounds( origin, mins, maxs );
3514                                         }
3515                                         
3516                                         /* test to see if bounds encompass light */
3517                                         for( i = 0; i < 3; i++ )
3518                                         {
3519                                                 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3520                                                 {
3521                                                         //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3522                                                         //%     mins[ 0 ], mins[ 1 ], mins[ 2 ],
3523                                                         //%     maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3524                                                         //%     numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3525                                                         AddPointToBounds( light->origin, mins, maxs );
3526                                                 }
3527                                         }
3528                                         
3529                                         /* chop the bounds by a plane for area lights and spotlights */
3530                                         if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3531                                                 ChopBounds( mins, maxs, light->origin, light->normal );
3532                                         
3533                                         /* copy bounds */
3534                                         VectorCopy( mins, light->mins );
3535                                         VectorCopy( maxs, light->maxs );
3536                                         
3537                                         /* reflect bounds around light origin */
3538                                         //%     VectorMA( light->origin, -1.0f, origin, origin );
3539                                         VectorScale( light->origin, 2, origin );
3540                                         VectorSubtract( origin, maxs, origin );
3541                                         AddPointToBounds( origin, mins, maxs );
3542                                         //%     VectorMA( light->origin, -1.0f, mins, origin );
3543                                         VectorScale( light->origin, 2, origin );
3544                                         VectorSubtract( origin, mins, origin );
3545                                         AddPointToBounds( origin, mins, maxs );
3546                                          
3547                                         /* calculate spherical bounds */
3548                                         VectorSubtract( maxs, light->origin, dir );
3549                                         radius = (float) VectorLength( dir );
3550                                         
3551                                         /* if this radius is smaller than the envelope, then set the envelope to it */
3552                                         if( radius < light->envelope )
3553                                         {
3554                                                 light->envelope = radius;
3555                                                 //%     Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3556                                         }
3557                                         //%     else
3558                                         //%             Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3559                                 }
3560                                 
3561                                 /* add grid/surface only check */
3562                                 if( forGrid )
3563                                 {
3564                                         if( !(light->flags & LIGHT_GRID) )
3565                                                 light->envelope = 0.0f;
3566                                 }
3567                                 else
3568                                 {
3569                                         if( !(light->flags & LIGHT_SURFACES) )
3570                                                 light->envelope = 0.0f;
3571                                 }
3572                         }
3573                         
3574                         /* culled? */
3575                         if( light->cluster < 0 || light->envelope <= 0.0f )
3576                         {
3577                                 /* debug code */
3578                                 //%     Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3579                                 
3580                                 /* delete the light */
3581                                 numCulledLights++;
3582                                 *owner = light->next;
3583                                 if( light->w != NULL )
3584                                         free( light->w );
3585                                 free( light );
3586                                 continue;
3587                         }
3588                 }
3589                 
3590                 /* square envelope */
3591                 light->envelope2 = (light->envelope * light->envelope);
3592                 
3593                 /* increment light count */
3594                 numLights++;
3595                 
3596                 /* set next light */
3597                 owner = &((**owner).next);
3598         }
3599         
3600         /* bucket sort lights by style */
3601         memset( buckets, 0, sizeof( buckets ) );
3602         light2 = NULL;
3603         for( light = lights; light != NULL; light = light2 )
3604         {
3605                 /* get next light */
3606                 light2 = light->next;
3607                 
3608                 /* filter into correct bucket */
3609                 light->next = buckets[ light->style ];
3610                 buckets[ light->style ] = light;
3611                 
3612                 /* if any styled light is present, automatically set nocollapse */
3613                 if( light->style != LS_NORMAL )
3614                         noCollapse = qtrue;
3615         }
3616         
3617         /* filter back into light list */
3618         lights = NULL;
3619         for( i = 255; i >= 0; i-- )
3620         {
3621                 light2 = NULL;
3622                 for( light = buckets[ i ]; light != NULL; light = light2 )
3623                 {
3624                         light2 = light->next;
3625                         light->next = lights;
3626                         lights = light;
3627                 }
3628         }
3629         
3630         /* emit some statistics */
3631         Sys_Printf( "%9d total lights\n", numLights );
3632         Sys_Printf( "%9d culled lights\n", numCulledLights );
3633 }
3634
3635
3636
3637 /*
3638 CreateTraceLightsForBounds()
3639 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3640 */
3641
3642 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3643 {
3644         int                     i;
3645         light_t         *light;
3646         vec3_t          origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3647         float           radius, dist, length;
3648         
3649         
3650         /* potential pre-setup  */
3651         if( numLights == 0 )
3652                 SetupEnvelopes( qfalse, fast );
3653         
3654         /* debug code */
3655         //% 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 ] );
3656         
3657         /* allocate the light list */
3658         trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3659         trace->numLights = 0;
3660         
3661         /* calculate spherical bounds */
3662         VectorAdd( mins, maxs, origin );
3663         VectorScale( origin, 0.5f, origin );
3664         VectorSubtract( maxs, origin, dir );
3665         radius = (float) VectorLength( dir );
3666         
3667         /* get length of normal vector */
3668         if( normal != NULL )
3669                 length = VectorLength( normal );
3670         else
3671         {
3672                 normal = nullVector;
3673                 length = 0;
3674         }
3675         
3676         /* test each light and see if it reaches the sphere */
3677         /* note: the attenuation code MUST match LightingAtSample() */
3678         for( light = lights; light; light = light->next )
3679         {
3680                 /* check zero sized envelope */
3681                 if( light->envelope <= 0 )
3682                 {
3683                         lightsEnvelopeCulled++;
3684                         continue;
3685                 }
3686                 
3687                 /* check flags */
3688                 if( !(light->flags & flags) )
3689                         continue;
3690                 
3691                 /* sunlight skips all this nonsense */
3692                 if( light->type != EMIT_SUN )
3693                 {
3694                         /* sun only? */
3695                         if( sunOnly )
3696                                 continue;
3697                         
3698                         /* check against pvs cluster */
3699                         if( numClusters > 0 && clusters != NULL )
3700                         {
3701                                 for( i = 0; i < numClusters; i++ )
3702                                 {
3703                                         if( ClusterVisible( light->cluster, clusters[ i ] ) )
3704                                                 break;
3705                                 }
3706                                 
3707                                 /* fixme! */
3708                                 if( i == numClusters )
3709                                 {
3710                                         lightsClusterCulled++;
3711                                         continue;
3712                                 }
3713                         }
3714                         
3715                         /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3716                         VectorSubtract( light->origin, origin, dir );
3717                         dist = VectorLength( dir );
3718                         dist -= light->envelope;
3719                         dist -= radius;
3720                         if( dist > 0 )
3721                         {
3722                                 lightsEnvelopeCulled++;
3723                                 continue;
3724                         }
3725                         
3726                         /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3727                         #if 0
3728                         skip = qfalse;
3729                         for( i = 0; i < 3; i++ )
3730                         {
3731                                 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3732                                         skip = qtrue;
3733                         }
3734                         if( skip )
3735                         {
3736                                 lightsBoundsCulled++;
3737                                 continue;
3738                         }
3739                         #endif
3740                 }
3741                 
3742                 /* planar surfaces (except twosided surfaces) have a couple more checks */
3743                 if( length > 0.0f && trace->twoSided == qfalse )
3744                 {
3745                         /* lights coplanar with a surface won't light it */
3746                         if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3747                         {
3748                                 lightsPlaneCulled++;
3749                                 continue;
3750                         }
3751                         
3752                         /* check to see if light is behind the plane */
3753                         if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3754                         {
3755                                 lightsPlaneCulled++;
3756                                 continue;
3757                         }
3758                 }
3759                 
3760                 /* add this light */
3761                 trace->lights[ trace->numLights++ ] = light;
3762         }
3763         
3764         /* make last night null */
3765         trace->lights[ trace->numLights ] = NULL;
3766 }
3767
3768
3769
3770 void FreeTraceLights( trace_t *trace )
3771 {
3772         if( trace->lights != NULL )
3773                 free( trace->lights );
3774 }
3775
3776
3777
3778 /*
3779 CreateTraceLightsForSurface()
3780 creates a list of lights that can potentially affect a drawsurface
3781 */
3782
3783 void CreateTraceLightsForSurface( int num, trace_t *trace )
3784 {
3785         int                                     i;
3786         vec3_t                          mins, maxs, normal;
3787         bspDrawVert_t           *dv;
3788         bspDrawSurface_t        *ds;
3789         surfaceInfo_t           *info;
3790         
3791         
3792         /* dummy check */
3793         if( num < 0 )
3794                 return;
3795         
3796         /* get drawsurface and info */
3797         ds = &bspDrawSurfaces[ num ];
3798         info = &surfaceInfos[ num ];
3799         
3800         /* get the mins/maxs for the dsurf */
3801         ClearBounds( mins, maxs );
3802         VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3803         for( i = 0; i < ds->numVerts; i++ )
3804         {
3805                 dv = &yDrawVerts[ ds->firstVert + i ];
3806                 AddPointToBounds( dv->xyz, mins, maxs );
3807                 if( !VectorCompare( dv->normal, normal ) )
3808                         VectorClear( normal );
3809         }
3810         
3811         /* create the lights for the bounding box */
3812         CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3813 }
3814
3815 /////////////////////////////////////////////////////////////
3816
3817 #define FLOODLIGHT_CONE_ANGLE                   88      /* degrees */
3818 #define FLOODLIGHT_NUM_ANGLE_STEPS              16
3819 #define FLOODLIGHT_NUM_ELEVATION_STEPS  4
3820 #define FLOODLIGHT_NUM_VECTORS                  (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3821
3822 static vec3_t   floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3823 static int              numFloodVectors = 0;
3824
3825 void SetupFloodLight( void )
3826 {
3827         int             i, j;
3828         float   angle, elevation, angleStep, elevationStep;
3829         const char      *value;
3830         double v1,v2,v3,v4,v5;
3831
3832         /* note it */
3833         Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3834
3835         /* calculate angular steps */
3836         angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3837         elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3838
3839         /* iterate angle */
3840         angle = 0.0f;
3841         for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3842         {
3843                 /* iterate elevation */
3844                 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3845                 {
3846                         floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3847                         floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3848                         floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3849                         numFloodVectors++;
3850                 }
3851         }
3852
3853         /* emit some statistics */
3854         Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3855
3856       /* floodlight */
3857         value = ValueForKey( &entities[ 0 ], "_floodlight" );
3858
3859         if( value[ 0 ] != '\0' )
3860         {
3861                 v1=v2=v3=0;
3862                 v4=floodlightDistance;
3863                 v5=floodlightIntensity;
3864
3865                 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3866
3867                 floodlightRGB[0]=v1;
3868                 floodlightRGB[1]=v2;
3869                 floodlightRGB[2]=v3;
3870
3871                 if (VectorLength(floodlightRGB)==0)
3872                 {
3873                         VectorSet(floodlightRGB,240,240,255);
3874                 }
3875
3876                 if (v4<1) v4=1024;
3877                 if (v5<1) v5=128;
3878
3879                 floodlightDistance=v4;
3880                 floodlightIntensity=v5;
3881
3882                 floodlighty = qtrue;
3883                 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3884         }
3885         else
3886         {
3887                 VectorSet(floodlightRGB,240,240,255);
3888                 //floodlighty = qtrue;
3889                 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3890         }
3891         VectorNormalize(floodlightRGB,floodlightRGB);
3892 }
3893
3894 /*
3895 FloodLightForSample()
3896 calculates floodlight value for a given sample
3897 once again, kudos to the dirtmapping coder
3898 */
3899
3900 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
3901 {
3902         int             i;
3903         float   d;
3904         float   contribution;
3905         int     sub = 0;
3906         float   gatherLight, outLight;
3907         vec3_t  normal, worldUp, myUp, myRt, direction, displacement;
3908         float   dd;
3909         int     vecs = 0;
3910  
3911         gatherLight=0;
3912         /* dummy check */
3913         //if( !dirty )
3914         //      return 1.0f;
3915         if( trace == NULL || trace->cluster < 0 )
3916                 return 0.0f;
3917         
3918
3919         /* setup */
3920         dd = floodLightDistance;
3921         VectorCopy( trace->normal, normal );
3922         
3923         /* check if the normal is aligned to the world-up */
3924         if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
3925         {
3926                 if( normal[ 2 ] == 1.0f )               
3927                 {
3928                         VectorSet( myRt, 1.0f, 0.0f, 0.0f );
3929                         VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3930                 }
3931                 else if( normal[ 2 ] == -1.0f )
3932                 {
3933                         VectorSet( myRt, -1.0f, 0.0f, 0.0f );
3934                         VectorSet( myUp,  0.0f, 1.0f, 0.0f );
3935                 }
3936         }
3937         else
3938         {
3939                 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
3940                 CrossProduct( normal, worldUp, myRt );
3941                 VectorNormalize( myRt, myRt );
3942                 CrossProduct( myRt, normal, myUp );
3943                 VectorNormalize( myUp, myUp );
3944         }
3945
3946         /* vortex: optimise floodLightLowQuality a bit */
3947         if ( floodLightLowQuality == qtrue )
3948     {
3949                 /* iterate through ordered vectors */
3950                 for( i = 0; i < numFloodVectors; i++ )
3951                         if (rand()%10 != 0 ) continue;
3952         }
3953         else
3954         {
3955                 /* iterate through ordered vectors */
3956                 for( i = 0; i < numFloodVectors; i++ )
3957                 {
3958                         vecs++;
3959                  
3960                         /* transform vector into tangent space */
3961                         direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
3962                         direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
3963                         direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
3964
3965                         /* set endpoint */
3966                         VectorMA( trace->origin, dd, direction, trace->end );
3967
3968                         //VectorMA( trace->origin, 1, direction, trace->origin );
3969                                 
3970                         SetupTrace( trace );
3971                         /* trace */
3972                         TraceLine( trace );
3973                         contribution=1;
3974
3975                         if (trace->compileFlags & C_SKY )
3976                         {
3977                                 contribution=1.0f;
3978                         }
3979                         else if ( trace->opaque )
3980                         {
3981                                 VectorSubtract( trace->hit, trace->origin, displacement );
3982                                 d=VectorLength( displacement );
3983
3984                                 // d=trace->distance;            
3985                                 //if (d>256) gatherDirt+=1;
3986                                 contribution=d/dd;
3987                                 if (contribution>1) contribution=1.0f; 
3988                      
3989                                 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
3990                         }
3991                  
3992                         gatherLight+=contribution;
3993                 }
3994         }
3995    
3996         /* early out */
3997         if( gatherLight <= 0.0f )
3998                 return 0.0f;
3999         
4000         sub=vecs;
4001
4002         if (sub<1) sub=1;
4003         gatherLight/=(sub);
4004
4005         outLight=gatherLight;
4006         if( outLight > 1.0f )
4007                 outLight = 1.0f;
4008         
4009         /* return to sender */
4010         return outLight;
4011 }
4012
4013 /*
4014 FloodLightRawLightmap
4015 lighttracer style ambient occlusion light hack.
4016 Kudos to the dirtmapping author for most of this source.
4017 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
4018 VorteX: fixed problems with deluxemapping
4019 */
4020
4021 // floodlight pass on a lightmap
4022 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
4023 {
4024         int                                     i, x, y, *cluster;
4025         float                           *origin, *normal, *floodlight, floodLightAmount;
4026         surfaceInfo_t           *info;
4027         trace_t                         trace;
4028         // int sx, sy;
4029         // float samples, average, *floodlight2;
4030         
4031         memset(&trace,0,sizeof(trace_t));
4032
4033         /* setup trace */
4034         trace.testOcclusion = qtrue;
4035         trace.forceSunlight = qfalse;
4036         trace.twoSided = qtrue;
4037         trace.recvShadows = lm->recvShadows;
4038         trace.numSurfaces = lm->numLightSurfaces;
4039         trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4040         trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4041         trace.testAll = qfalse;
4042         trace.distance = 1024;
4043         
4044         /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4045         //trace.twoSided = qfalse;
4046         for( i = 0; i < trace.numSurfaces; i++ )
4047         {
4048                 /* get surface */
4049                 info = &surfaceInfos[ trace.surfaces[ i ] ];
4050                 
4051                 /* check twosidedness */
4052                 if( info->si->twoSided )
4053                 {
4054                         trace.twoSided = qtrue;
4055                         break;
4056                 }
4057         }
4058         
4059         /* gather floodlight */
4060         for( y = 0; y < lm->sh; y++ )
4061         {
4062                 for( x = 0; x < lm->sw; x++ )
4063                 {
4064                         /* get luxel */
4065                         cluster = SUPER_CLUSTER( x, y );
4066                         origin = SUPER_ORIGIN( x, y );
4067                         normal = SUPER_NORMAL( x, y );
4068                         floodlight = SUPER_FLOODLIGHT( x, y );
4069                         
4070                         /* set default dirt */
4071                         *floodlight = 0.0f;
4072                         
4073                         /* only look at mapped luxels */
4074                         if( *cluster < 0 )
4075                                 continue;
4076                         
4077                         /* copy to trace */
4078                         trace.cluster = *cluster;
4079                         VectorCopy( origin, trace.origin );
4080                         VectorCopy( normal, trace.normal );
4081    
4082                         /* get floodlight */
4083                         floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4084                         
4085                         /* add floodlight */
4086                         floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4087                         floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4088                         floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4089                         floodlight[3] += floodlightDirectionScale;
4090                 }
4091         }
4092         
4093         /* testing no filtering */
4094         return;
4095
4096 #if 0
4097         
4098         /* filter "dirt" */
4099         for( y = 0; y < lm->sh; y++ )
4100         {
4101                 for( x = 0; x < lm->sw; x++ )
4102                 {
4103                         /* get luxel */
4104                         cluster = SUPER_CLUSTER( x, y );
4105                         floodlight = SUPER_FLOODLIGHT(x, y );
4106                         
4107                         /* filter dirt by adjacency to unmapped luxels */
4108                         average = *floodlight;
4109                         samples = 1.0f;
4110                         for( sy = (y - 1); sy <= (y + 1); sy++ )
4111                         {
4112                                 if( sy < 0 || sy >= lm->sh )
4113                                         continue;
4114                                 
4115                                 for( sx = (x - 1); sx <= (x + 1); sx++ )
4116                                 {
4117                                         if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4118                                                 continue;
4119                                         
4120                                         /* get neighboring luxel */
4121                                         cluster = SUPER_CLUSTER( sx, sy );
4122                                         floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4123                                         if( *cluster < 0 || *floodlight2 <= 0.0f )
4124                                                 continue;
4125                                         
4126                                         /* add it */
4127                                         average += *floodlight2;
4128                                         samples += 1.0f;
4129                                 }
4130                                 
4131                                 /* bail */
4132                                 if( samples <= 0.0f )
4133                                         break;
4134                         }
4135                         
4136                         /* bail */
4137                         if( samples <= 0.0f )
4138                                 continue;
4139                         
4140                         /* scale dirt */
4141                         *floodlight = average / samples;
4142                 }
4143         }
4144 #endif
4145 }
4146
4147 void FloodLightRawLightmap( int rawLightmapNum )
4148 {
4149         rawLightmap_t           *lm;
4150
4151         /* bail if this number exceeds the number of raw lightmaps */
4152         if( rawLightmapNum >= numRawLightmaps )
4153                 return;
4154         /* get lightmap */
4155         lm = &rawLightmaps[ rawLightmapNum ];
4156
4157         /* global pass */
4158         if (floodlighty && floodlightIntensity)
4159                 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4160
4161         /* custom pass */
4162         if (lm->floodlightIntensity)
4163         {
4164                 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4165                 numSurfacesFloodlighten += 1;
4166         }
4167 }
4168
4169 void FloodlightRawLightmaps()
4170 {
4171         Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4172         numSurfacesFloodlighten = 0;
4173         RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4174         Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4175 }
4176
4177 /*
4178 FloodLightIlluminate()
4179 illuminate floodlight into lightmap luxels
4180 */
4181
4182 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4183 {
4184         float                           *luxel, *floodlight, *deluxel, *normal;
4185         int                                     *cluster;
4186         float                           brightness;
4187         int                                     x, y, lightmapNum;
4188
4189         /* walk lightmaps */
4190         for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4191         {
4192                 /* early out */
4193                 if( lm->superLuxels[ lightmapNum ] == NULL )
4194                         continue;
4195
4196                 /* apply floodlight to each luxel */
4197                 for( y = 0; y < lm->sh; y++ )
4198                 {
4199                         for( x = 0; x < lm->sw; x++ )
4200                         {
4201                                 /* get floodlight */
4202                                 floodlight = SUPER_FLOODLIGHT( x, y );
4203                                 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4204                                         continue;
4205                                                 
4206                                 /* get cluster */
4207                                 cluster = SUPER_CLUSTER( x, y );
4208
4209                                 /* only process mapped luxels */
4210                                 if( *cluster < 0 )
4211                                         continue;
4212
4213                                 /* get particulars */
4214                                 luxel = SUPER_LUXEL( lightmapNum, x, y );
4215                                 deluxel = SUPER_DELUXEL( x, y );
4216
4217                                 /* add to lightmap */
4218                                 luxel[0]+=floodlight[0];
4219                                 luxel[1]+=floodlight[1];
4220                                 luxel[2]+=floodlight[2];
4221
4222                                 if (luxel[3]==0) luxel[3]=1;
4223
4224                                 /* add to deluxemap */
4225                                 if (deluxemap && floodlight[3] > 0)
4226                                 {
4227                                         vec3_t                          lightvector;
4228
4229                                         normal = SUPER_NORMAL( x, y );
4230                                         brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
4231
4232                                         // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
4233                                         if(brightness < 0.00390625f)
4234                                                 brightness = 0.00390625f;
4235
4236                                         VectorScale( normal, brightness, lightvector );
4237                                         VectorAdd( deluxel, lightvector, deluxel );
4238                                 }
4239                         }
4240                 }
4241         }
4242 }