1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
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.
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.
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
22 ----------------------------------------------------------------------------------
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."
27 ------------------------------------------------------------------------------- */
44 ydnar: moved to here 2001-02-04
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
55 /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
59 /* make a local copy */
60 VectorScale( color, scale, sample );
63 gamma = 1.0f / lightmapGamma;
64 for( i = 0; i < 3; i++ )
66 /* handle negative light */
67 if( sample[ i ] < 0.0f )
74 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
77 if (lightmapExposure == 1)
79 /* clamp with color normalization */
81 if( sample[ 1 ] > max )
83 if( sample[ 2 ] > max )
86 VectorScale( sample, (255.0f / max), sample );
90 if (lightmapExposure==0)
92 lightmapExposure=1.0f;
94 inv=1.f/lightmapExposure;
98 if( sample[ 1 ] > max )
100 if( sample[ 2 ] > max )
103 dif = (1- exp(-max * inv) ) * 255;
121 /* compensate for ingame overbrighting/bitshifting */
122 VectorScale( sample, (1.0f / lightmapCompensate), sample );
125 colorBytes[ 0 ] = sample[ 0 ];
126 colorBytes[ 1 ] = sample[ 1 ];
127 colorBytes[ 2 ] = sample[ 2 ];
132 /* -------------------------------------------------------------------------------
134 this section deals with phong shading (normal interpolation across brush faces)
136 ------------------------------------------------------------------------------- */
140 smooths together coincident vertex normals across the bsp
143 #define MAX_SAMPLES 256
144 #define THETA_EPSILON 0.000001
145 #define EQUAL_NORMAL_EPSILON 0.01
147 void SmoothNormals( void )
149 int i, j, k, f, cs, numVerts, numVotes, fOld, start;
150 float shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151 bspDrawSurface_t *ds;
155 vec3_t average, diff;
156 int indexes[ MAX_SAMPLES ];
157 vec3_t votes[ MAX_SAMPLES ];
160 /* allocate shade angle table */
161 shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162 memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
164 /* allocate smoothed table */
165 cs = (numBSPDrawVerts / 8) + 1;
166 smoothed = safe_malloc( cs );
167 memset( smoothed, 0, cs );
169 /* set default shade angle */
170 defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
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++ )
178 ds = &bspDrawSurfaces[ i ];
180 /* get shader for shade angle */
181 si = surfaceInfos[ i ].si;
182 if( si->shadeAngleDegrees )
183 shadeAngle = DEG2RAD( si->shadeAngleDegrees );
185 shadeAngle = defaultShadeAngle;
186 if( shadeAngle > maxShadeAngle )
187 maxShadeAngle = shadeAngle;
190 for( j = 0; j < ds->numVerts; j++ )
192 f = ds->firstVert + j;
193 shadeAngles[ f ] = shadeAngle;
194 if( ds->surfaceType == MST_TRIANGLE_SOUP )
195 smoothed[ f >> 3 ] |= (1 << (f & 7));
198 /* ydnar: optional force-to-trisoup */
199 if( trisoup && ds->surfaceType == MST_PLANAR )
201 ds->surfaceType = MST_TRIANGLE_SOUP;
202 ds->lightmapNum[ 0 ] = -3;
206 /* bail if no surfaces have a shade angle */
207 if( maxShadeAngle == 0 )
216 start = I_FloatTime();
218 /* go through the list of vertexes */
219 for( i = 0; i < numBSPDrawVerts; i++ )
222 f = 10 * i / numBSPDrawVerts;
226 Sys_Printf( "%i...", f );
229 /* already smoothed? */
230 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
234 VectorClear( average );
238 /* build a table of coincident vertexes */
239 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
241 /* already smoothed? */
242 if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
246 if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
249 /* use smallest shade angle */
250 shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
252 /* check shade angle */
253 dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
256 else if( dot < -1.0 )
258 testAngle = acos( dot ) + THETA_EPSILON;
259 if( testAngle >= shadeAngle )
261 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
264 //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
266 /* add to the list */
267 indexes[ numVerts++ ] = j;
270 smoothed[ j >> 3 ] |= (1 << (j & 7));
272 /* see if this normal has already been voted */
273 for( k = 0; k < numVotes; k++ )
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 )
282 /* add a new vote? */
283 if( k == numVotes && numVotes < MAX_SAMPLES )
285 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
291 /* don't average for less than 2 verts */
296 if( VectorNormalize( average, average ) > 0 )
299 for( j = 0; j < numVerts; j++ )
300 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
304 /* free the tables */
309 Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
314 /* -------------------------------------------------------------------------------
316 this section deals with phong shaded lightmap tracing
318 ------------------------------------------------------------------------------- */
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
324 calculates the st tangent vectors for normalmapping
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
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 )
340 for( i = 0; i < numVerts; i++ )
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;
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 ];
353 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354 VectorNormalize( stv[ i ], stv[ i ] );
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;
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 ];
367 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368 VectorNormalize( ttv[ i ], ttv[ i ] );
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 ] );
375 /* return to caller */
384 perterbs the normal by the shader's normalmap in tangent space
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
394 VectorCopy( dv->normal, pNormal );
396 /* sample normalmap */
397 if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
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);
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 );
409 /* renormalize and return */
410 VectorNormalize( pNormal, pNormal );
417 maps a luxel for triangle bv at
421 #define BOGUS_NUDGE -99999.0f
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 ] )
425 int i, x, y, numClusters, *clusters, pointCluster, *cluster;
426 float *luxel, *origin, *normal, d, lightmapSampleOffset;
433 vec4_t sideplane, hostplane;
438 static float nudges[][ 2 ] =
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 }
453 /* find luxel xy coords (fixme: subtract 0.5?) */
454 x = dv->lightmap[ 0 ][ 0 ];
455 y = dv->lightmap[ 0 ][ 1 ];
458 else if( x >= lm->sw )
462 else if( y >= lm->sh )
465 /* set shader and cluster list */
469 numClusters = info->numSurfaceClusters;
470 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
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 );
485 /* don't attempt to remap occluded luxels for planar surfaces */
486 if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
489 /* only average the normal for premapped luxels */
490 else if( (*cluster) >= 0 )
492 /* do bumpmap calculations */
494 PerturbNormal( dv, si, pNormal, stv, ttv );
496 VectorCopy( dv->normal, pNormal );
498 /* add the additional normal data */
499 VectorAdd( normal, pNormal, normal );
504 /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
508 /* axial lightmap projection */
509 if( lm->vecs != NULL )
511 /* calculate an origin for the sample from the lightmap vectors */
512 VectorCopy( lm->origin, origin );
513 for( i = 0; i < 3; i++ )
515 /* add unless it's the axis, which is taken care of later */
516 if( i == lm->axisNum )
518 origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
521 /* project the origin onto the plane */
522 d = DotProduct( origin, plane ) - plane[ 3 ];
523 d /= plane[ lm->axisNum ];
524 origin[ lm->axisNum ] -= d;
527 /* non axial lightmap projection (explicit xyz) */
529 VectorCopy( dv->xyz, origin );
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.
536 if (worldverts!=NULL && lightmapTriangleCheck)
540 VectorCopy(worldverts[j],cverts[j]);
542 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
548 //build plane using 2 edges and a normal
551 VectorCopy(cverts[next],temp);
552 VectorAdd(temp,hostplane,temp);
553 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
555 //planetest sample point
556 e=DotProduct(origin,sideplane);
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);
574 ////////////////////////
576 /* planar surfaces have precalculated lightmap vectors for nudging */
577 if( lm->plane != NULL )
579 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581 VectorCopy( lm->plane, vecs[ 2 ] );
584 /* non-planar surfaces must calculate them */
588 VectorCopy( plane, vecs[ 2 ] );
590 VectorCopy( dv->normal, vecs[ 2 ] );
591 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
594 /* push the origin off the surface a bit */
596 lightmapSampleOffset = si->lightmapSampleOffset;
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;
604 origin[ lm->axisNum ] += lightmapSampleOffset;
606 VectorCopy(origin,origintwo);
607 if(lightmapExtraVisClusterNudge)
609 origintwo[0]+=vecs[2][0];
610 origintwo[1]+=vecs[2][1];
611 origintwo[2]+=vecs[2][2];
615 pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
617 /* another retarded hack, storing nudge count in luxel[ 1 ] */
620 /* point in solid? (except in dark mode) */
621 if( pointCluster < 0 && dark == qfalse )
623 /* nudge the the location around */
625 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
627 /* nudge the vector around a bit */
628 for( i = 0; i < 3; i++ )
630 /* set nudged point*/
631 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
635 /* get pvs cluster */
636 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637 if( pointCluster >= 0 )
638 VectorCopy( nudged, origin );
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 )
646 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648 if( pointCluster >= 0 )
649 VectorCopy( nudged, origin );
654 if( pointCluster < 0 )
656 (*cluster) = CLUSTER_OCCLUDED;
657 VectorClear( origin );
658 VectorClear( normal );
664 //% Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
666 /* do bumpmap calculations */
668 PerturbNormal( dv, si, pNormal, stv, ttv );
670 VectorCopy( dv->normal, pNormal );
672 /* store the cluster and normal */
673 (*cluster) = pointCluster;
674 VectorCopy( pNormal, normal );
676 /* store explicit mapping pass and implicit mapping pass */
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
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 ] )
697 bspDrawVert_t mid, *dv2[ 3 ];
701 /* map the vertexes */
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 );
711 float *a, *b, dx, dy, dist, maxDist;
714 /* find the longest edge and split it */
717 for( i = 0; i < 3; i++ )
720 a = dv[ i ]->lightmap[ 0 ];
721 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
724 dx = a[ 0 ] - b[ 0 ];
725 dy = a[ 1 ] - b[ 1 ];
726 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
736 /* try to early out */
737 if( max < 0 || maxDist <= subdivideThreshold ) /* ydnar: was i < 0 instead of max < 0 (?) */
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 );
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 );
748 /* recurse to first triangle */
749 VectorCopy( dv, dv2 );
751 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
753 /* recurse to second triangle */
754 VectorCopy( dv, dv2 );
755 dv2[ (max + 1) % 3 ] = ∣
756 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
771 vec3_t *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772 vec3_t worldverts[ 3 ];
775 /* get plane if possible */
776 if( lm->plane != NULL )
778 VectorCopy( lm->plane, plane );
779 plane[ 3 ] = lm->plane[ 3 ];
782 /* otherwise make one from the points */
783 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
786 /* check to see if we need to calculate texture->world tangent vectors */
787 if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
798 VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799 VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800 VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
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 );
807 /* 2002-11-20: prefer axial triangle edges */
810 /* subdivide the triangle */
811 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
815 for( i = 0; i < 3; i++ )
818 bspDrawVert_t *dv2[ 3 ];
822 a = dv[ i ]->lightmap[ 0 ];
823 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
825 /* make degenerate triangles for mapping edges */
826 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
829 dv2[ 1 ] = dv[ (i + 1) % 3 ];
830 dv2[ 2 ] = dv[ (i + 1) % 3 ];
832 /* map the degenerate triangle */
833 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
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 ] )
850 bspDrawVert_t mid[ 2 ], *dv2[ 4 ];
857 float *a, *b, dx, dy, dist, maxDist;
860 /* find the longest edge and split it */
863 for( i = 0; i < 4; i++ )
866 a = dv[ i ]->lightmap[ 0 ];
867 b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
870 dx = a[ 0 ] - b[ 0 ];
871 dy = a[ 1 ] - b[ 1 ];
872 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
882 /* try to early out */
883 if( max < 0 || maxDist <= subdivideThreshold )
887 /* we only care about even/odd edges */
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 ] );
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 );
901 /* recurse to first quad */
903 dv2[ 1 ] = &mid[ 0 ];
904 dv2[ 2 ] = &mid[ 1 ];
906 MapQuad_r( lm, info, dv2, plane, stv, ttv );
908 /* recurse to second quad */
909 dv2[ 0 ] = &mid[ 0 ];
912 dv2[ 3 ] = &mid[ 1 ];
913 MapQuad_r( lm, info, dv2, plane, stv, ttv );
919 /* recurse to first quad */
922 dv2[ 2 ] = &mid[ 0 ];
923 dv2[ 3 ] = &mid[ 1 ];
924 MapQuad_r( lm, info, dv2, plane, stv, ttv );
926 /* recurse to second quad */
927 dv2[ 0 ] = &mid[ 1 ];
928 dv2[ 1 ] = &mid[ 0 ];
931 MapQuad_r( lm, info, dv2, plane, stv, ttv );
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
943 #define QUAD_PLANAR_EPSILON 0.5f
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
949 vec3_t *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
952 /* get plane if possible */
953 if( lm->plane != NULL )
955 VectorCopy( lm->plane, plane );
956 plane[ 3 ] = lm->plane[ 3 ];
959 /* otherwise make one from the points */
960 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
963 /* 4th point must fall on the plane */
964 dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965 if( fabs( dist ) > QUAD_PLANAR_EPSILON )
968 /* check to see if we need to calculate texture->world tangent vectors */
969 if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
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 );
986 /* subdivide the quad */
987 MapQuad_r( lm, info, dv, plane, stv, ttv );
995 maps the locations, normals, and pvs clusters for a raw lightmap
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)
1000 void MapRawLightmap( int rawLightmapNum )
1002 int n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003 float *luxel, *origin, *normal, samples, radius, pass;
1005 bspDrawSurface_t *ds;
1006 surfaceInfo_t *info;
1007 mesh_t src, *subdivided, *mesh;
1008 bspDrawVert_t *verts, *dv[ 4 ], fake;
1011 /* bail if this number exceeds the number of raw lightmaps */
1012 if( rawLightmapNum >= numRawLightmaps )
1016 lm = &rawLightmaps[ rawLightmapNum ];
1018 /* -----------------------------------------------------------------
1019 map referenced surfaces onto the raw lightmap
1020 ----------------------------------------------------------------- */
1022 /* walk the list of surfaces on this raw lightmap */
1023 for( n = 0; n < lm->numLightSurfaces; n++ )
1025 /* with > 1 surface per raw lightmap, clear occluded */
1028 for( y = 0; y < lm->sh; y++ )
1030 for( x = 0; x < lm->sw; x++ )
1033 cluster = SUPER_CLUSTER( x, y );
1035 *cluster = CLUSTER_UNMAPPED;
1041 num = lightSurfaces[ lm->firstLightSurface + n ];
1042 ds = &bspDrawSurfaces[ num ];
1043 info = &surfaceInfos[ num ];
1045 /* bail if no lightmap to calculate */
1046 if( info->lm != lm )
1052 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053 switch( ds->surfaceType )
1057 verts = yDrawVerts + ds->firstVert;
1059 /* map the triangles */
1060 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1062 for( i = 0; i < ds->numIndexes; i += 3 )
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 );
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 );
1080 /* fit it to the curve and remove colinear verts on rows/columns */
1081 PutMeshOnCurve( *subdivided );
1082 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083 FreeMesh( subdivided );
1086 verts = mesh->verts;
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 ] );
1099 /* map the mesh quads */
1102 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1104 for( y = 0; y < (mesh->height - 1); y++ )
1106 for( x = 0; x < (mesh->width - 1); x++ )
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 ] */
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 );
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 );
1135 for( y = 0; y < (mesh->height - 1); y++ )
1137 for( x = 0; x < (mesh->width - 1); x++ )
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);
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 ) )
1157 /* get drawverts and map first triangle */
1158 MapTriangle( lm, info, dv, mapNonAxial );
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 );
1178 /* -----------------------------------------------------------------
1179 average and clean up luxel normals
1180 ----------------------------------------------------------------- */
1182 /* walk the luxels */
1183 for( y = 0; y < lm->sh; y++ )
1185 for( x = 0; x < lm->sw; x++ )
1188 luxel = SUPER_LUXEL( 0, x, y );
1189 normal = SUPER_NORMAL( x, y );
1190 cluster = SUPER_CLUSTER( x, y );
1192 /* only look at mapped luxels */
1196 /* the normal data could be the sum of multiple samples */
1197 if( luxel[ 3 ] > 1.0f )
1198 VectorNormalize( normal, normal );
1200 /* mark this luxel as having only one normal */
1205 /* non-planar surfaces stop here */
1206 if( lm->plane == NULL )
1209 /* -----------------------------------------------------------------
1210 map occluded or unuxed luxels
1211 ----------------------------------------------------------------- */
1213 /* walk the luxels */
1214 radius = floor( superSample / 2 );
1215 radius = radius > 0 ? radius : 1.0f;
1217 for( pass = 2.0f; pass <= radius; pass += 1.0f )
1219 for( y = 0; y < lm->sh; y++ )
1221 for( x = 0; x < lm->sw; x++ )
1224 luxel = SUPER_LUXEL( 0, x, y );
1225 normal = SUPER_NORMAL( x, y );
1226 cluster = SUPER_CLUSTER( x, y );
1228 /* only look at unmapped luxels */
1229 if( *cluster != CLUSTER_UNMAPPED )
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;
1238 for( sy = (y - 1); sy <= (y + 1); sy++ )
1240 if( sy < 0 || sy >= lm->sh )
1243 for( sx = (x - 1); sx <= (x + 1); sx++ )
1245 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
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 );
1254 /* only consider luxels mapped in previous passes */
1255 if( *cluster < 0 || luxel[ 0 ] >= pass )
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 ];
1266 if( samples == 0.0f )
1270 VectorDivide( fake.xyz, samples, fake.xyz );
1271 //% VectorDivide( fake.normal, samples, fake.normal );
1272 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1275 /* map the fake vert */
1276 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1281 /* -----------------------------------------------------------------
1282 average and clean up luxel normals
1283 ----------------------------------------------------------------- */
1285 /* walk the luxels */
1286 for( y = 0; y < lm->sh; y++ )
1288 for( x = 0; x < lm->sw; x++ )
1291 luxel = SUPER_LUXEL( 0, x, y );
1292 normal = SUPER_NORMAL( x, y );
1293 cluster = SUPER_CLUSTER( x, y );
1295 /* only look at mapped luxels */
1299 /* the normal data could be the sum of multiple samples */
1300 if( luxel[ 3 ] > 1.0f )
1301 VectorNormalize( normal, normal );
1303 /* mark this luxel as having only one normal */
1311 for( y = 0; y < lm->sh; y++ )
1313 for( x = 0; x < lm->sw; x++ )
1318 cluster = SUPER_CLUSTER( x, y );
1319 origin = SUPER_ORIGIN( x, y );
1320 normal = SUPER_NORMAL( x, y );
1321 luxel = SUPER_LUXEL( x, y );
1326 /* check if within the bounding boxes of all surfaces referenced */
1327 ClearBounds( mins, maxs );
1328 for( n = 0; n < lm->numLightSurfaces; n++ )
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) )
1342 if( n < lm->numLightSurfaces )
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 ],
1361 sets up dirtmap (ambient occlusion)
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)
1369 static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int numDirtVectors = 0;
1372 void SetupDirt( void )
1375 float angle, elevation, angleStep, elevationStep;
1379 Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1381 /* calculate angular steps */
1382 angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383 elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1387 for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1389 /* iterate elevation */
1390 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1392 dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393 dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394 dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1399 /* emit some statistics */
1400 Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1406 calculates dirt value for a given sample
1409 float DirtForSample( trace_t *trace )
1412 float gatherDirt, outDirt, angle, elevation, ooDepth;
1413 vec3_t normal, worldUp, myUp, myRt, temp, direction, displacement;
1419 if( trace == NULL || trace->cluster < 0 )
1424 ooDepth = 1.0f / dirtDepth;
1425 VectorCopy( trace->normal, normal );
1427 /* check if the normal is aligned to the world-up */
1428 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
1430 if( normal[ 2 ] == 1.0f )
1432 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1435 else if( normal[ 2 ] == -1.0f )
1437 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
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 );
1450 /* 1 = random mode, 0 (well everything else) = non-random mode */
1454 for( i = 0; i < numDirtVectors; i++ )
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 );
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 ];
1469 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470 SetupTrace( trace );
1476 VectorSubtract( trace->hit, trace->origin, displacement );
1477 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1483 /* iterate through ordered vectors */
1484 for( i = 0; i < numDirtVectors; i++ )
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 ];
1492 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493 SetupTrace( trace );
1499 VectorSubtract( trace->hit, trace->origin, displacement );
1500 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1506 VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507 SetupTrace( trace );
1513 VectorSubtract( trace->hit, trace->origin, displacement );
1514 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1518 if( gatherDirt <= 0.0f )
1521 /* apply gain (does this even do much? heh) */
1522 outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523 if( outDirt > 1.0f )
1527 outDirt *= dirtScale;
1528 if( outDirt > 1.0f )
1531 /* return to sender */
1532 return 1.0f - outDirt;
1539 calculates dirty fraction for each luxel
1542 void DirtyRawLightmap( int rawLightmapNum )
1544 int i, x, y, sx, sy, *cluster;
1545 float *origin, *normal, *dirt, *dirt2, average, samples;
1547 surfaceInfo_t *info;
1551 /* bail if this number exceeds the number of raw lightmaps */
1552 if( rawLightmapNum >= numRawLightmaps )
1556 lm = &rawLightmaps[ rawLightmapNum ];
1559 trace.testOcclusion = qtrue;
1560 trace.forceSunlight = qfalse;
1561 trace.recvShadows = lm->recvShadows;
1562 trace.numSurfaces = lm->numLightSurfaces;
1563 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1564 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1565 trace.testAll = qfalse;
1567 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1568 trace.twoSided = qfalse;
1569 for( i = 0; i < trace.numSurfaces; i++ )
1572 info = &surfaceInfos[ trace.surfaces[ i ] ];
1574 /* check twosidedness */
1575 if( info->si->twoSided )
1577 trace.twoSided = qtrue;
1583 for( y = 0; y < lm->sh; y++ )
1585 for( x = 0; x < lm->sw; x++ )
1588 cluster = SUPER_CLUSTER( x, y );
1589 origin = SUPER_ORIGIN( x, y );
1590 normal = SUPER_NORMAL( x, y );
1591 dirt = SUPER_DIRT( x, y );
1593 /* set default dirt */
1596 /* only look at mapped luxels */
1601 trace.cluster = *cluster;
1602 VectorCopy( origin, trace.origin );
1603 VectorCopy( normal, trace.normal );
1606 *dirt = DirtForSample( &trace );
1610 /* testing no filtering */
1614 for( y = 0; y < lm->sh; y++ )
1616 for( x = 0; x < lm->sw; x++ )
1619 cluster = SUPER_CLUSTER( x, y );
1620 dirt = SUPER_DIRT( x, y );
1622 /* filter dirt by adjacency to unmapped luxels */
1625 for( sy = (y - 1); sy <= (y + 1); sy++ )
1627 if( sy < 0 || sy >= lm->sh )
1630 for( sx = (x - 1); sx <= (x + 1); sx++ )
1632 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1635 /* get neighboring luxel */
1636 cluster = SUPER_CLUSTER( sx, sy );
1637 dirt2 = SUPER_DIRT( sx, sy );
1638 if( *cluster < 0 || *dirt2 <= 0.0f )
1647 if( samples <= 0.0f )
1652 if( samples <= 0.0f )
1656 *dirt = average / samples;
1665 calculates the pvs cluster, origin, normal of a sub-luxel
1668 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1670 int i, *cluster, *cluster2;
1671 float *origin, *origin2, *normal; //% , *normal2;
1672 vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
1675 /* calulate x vector */
1676 if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1678 cluster = SUPER_CLUSTER( x, y );
1679 origin = SUPER_ORIGIN( x, y );
1680 //% normal = SUPER_NORMAL( x, y );
1681 cluster2 = SUPER_CLUSTER( x + 1, y );
1682 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1683 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1685 else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1687 cluster = SUPER_CLUSTER( x - 1, y );
1688 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1689 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1690 cluster2 = SUPER_CLUSTER( x, y );
1691 origin2 = SUPER_ORIGIN( x, y );
1692 //% normal2 = SUPER_NORMAL( x, y );
1695 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1697 VectorSubtract( origin2, origin, originVecs[ 0 ] );
1698 //% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1700 /* calulate y vector */
1701 if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1703 cluster = SUPER_CLUSTER( x, y );
1704 origin = SUPER_ORIGIN( x, y );
1705 //% normal = SUPER_NORMAL( x, y );
1706 cluster2 = SUPER_CLUSTER( x, y + 1 );
1707 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1708 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1710 else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1712 cluster = SUPER_CLUSTER( x, y - 1 );
1713 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1714 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1715 cluster2 = SUPER_CLUSTER( x, y );
1716 origin2 = SUPER_ORIGIN( x, y );
1717 //% normal2 = SUPER_NORMAL( x, y );
1720 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1722 VectorSubtract( origin2, origin, originVecs[ 1 ] );
1723 //% VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1725 /* calculate new origin */
1726 //% VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1727 //% VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1728 for( i = 0; i < 3; i++ )
1729 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1732 *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1733 if( *sampleCluster < 0 )
1736 /* calculate new normal */
1737 //% VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1738 //% VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1739 //% if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1741 normal = SUPER_NORMAL( x, y );
1742 VectorCopy( normal, sampleNormal );
1750 SubsampleRawLuxel_r()
1751 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1754 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1756 int b, samples, mapped, lighted;
1759 vec3_t origin[ 4 ], normal[ 4 ];
1760 float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1761 vec3_t color, total;
1765 if( lightLuxel[ 3 ] >= lightSamples )
1769 VectorClear( total );
1773 /* make 2x2 subsample stamp */
1774 for( b = 0; b < 4; b++ )
1777 VectorCopy( sampleOrigin, origin[ b ] );
1779 /* calculate position */
1780 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1787 /* increment sample count */
1788 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1791 trace->cluster = *cluster;
1792 VectorCopy( origin[ b ], trace->origin );
1793 VectorCopy( normal[ b ], trace->normal );
1797 LightContributionToSample( trace );
1799 /* add to totals (fixme: make contrast function) */
1800 VectorCopy( trace->color, luxel[ b ] );
1801 VectorAdd( total, trace->color, total );
1802 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1806 /* subsample further? */
1807 if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1808 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1809 lighted != 0 && lighted != mapped )
1811 for( b = 0; b < 4; b++ )
1813 if( cluster[ b ] < 0 )
1815 SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] );
1820 //% VectorClear( color );
1822 VectorCopy( lightLuxel, color );
1824 for( b = 0; b < 4; b++ )
1826 if( cluster[ b ] < 0 )
1828 VectorAdd( color, luxel[ b ], color );
1836 color[ 0 ] /= samples;
1837 color[ 1 ] /= samples;
1838 color[ 2 ] /= samples;
1841 VectorCopy( color, lightLuxel );
1842 lightLuxel[ 3 ] += 1.0f;
1849 IlluminateRawLightmap()
1850 illuminates the luxels
1853 #define STACK_LL_SIZE (SUPER_LUXEL_SIZE * 64 * 64)
1854 #define LIGHT_LUXEL( x, y ) (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1856 void IlluminateRawLightmap( int rawLightmapNum )
1858 int i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1859 int *cluster, *cluster2, mapped, lighted, totalLighted;
1861 surfaceInfo_t *info;
1862 qboolean filterColor, filterDir;
1864 float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1865 float *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1866 vec3_t color, averageColor, averageDir, total, temp, temp2;
1867 float tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1869 float stackLightLuxels[ STACK_LL_SIZE ];
1874 /* bail if this number exceeds the number of raw lightmaps */
1875 if( rawLightmapNum >= numRawLightmaps )
1879 lm = &rawLightmaps[ rawLightmapNum ];
1882 trace.testOcclusion = !noTrace;
1883 trace.forceSunlight = qfalse;
1884 trace.recvShadows = lm->recvShadows;
1885 trace.numSurfaces = lm->numLightSurfaces;
1886 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1887 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1889 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1890 trace.twoSided = qfalse;
1891 for( i = 0; i < trace.numSurfaces; i++ )
1894 info = &surfaceInfos[ trace.surfaces[ i ] ];
1896 /* check twosidedness */
1897 if( info->si->twoSided )
1899 trace.twoSided = qtrue;
1904 /* create a culled light list for this raw lightmap */
1905 CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1907 /* -----------------------------------------------------------------
1909 ----------------------------------------------------------------- */
1912 numLuxelsIlluminated += (lm->sw * lm->sh);
1914 /* test debugging state */
1915 if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1917 /* debug fill the luxels */
1918 for( y = 0; y < lm->sh; y++ )
1920 for( x = 0; x < lm->sw; x++ )
1923 cluster = SUPER_CLUSTER( x, y );
1925 /* only fill mapped luxels */
1929 /* get particulars */
1930 luxel = SUPER_LUXEL( 0, x, y );
1931 origin = SUPER_ORIGIN( x, y );
1932 normal = SUPER_NORMAL( x, y );
1934 /* color the luxel with raw lightmap num? */
1936 VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1938 /* color the luxel with lightmap axis? */
1939 else if( debugAxis )
1941 luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1942 luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1943 luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1946 /* color the luxel with luxel cluster? */
1947 else if( debugCluster )
1948 VectorCopy( debugColors[ *cluster % 12 ], luxel );
1950 /* color the luxel with luxel origin? */
1951 else if( debugOrigin )
1953 VectorSubtract( lm->maxs, lm->mins, temp );
1954 VectorScale( temp, (1.0f / 255.0f), temp );
1955 VectorSubtract( origin, lm->mins, temp2 );
1956 luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1957 luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1958 luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1961 /* color the luxel with the normal */
1962 else if( normalmap )
1964 luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1965 luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1966 luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1969 /* otherwise clear it */
1971 VectorClear( luxel );
1980 /* allocate temporary per-light luxel storage */
1981 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
1982 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
1983 lightLuxels = stackLightLuxels;
1985 lightLuxels = safe_malloc( llSize );
1988 //% memset( lm->superLuxels[ 0 ], 0, llSize );
1990 /* set ambient color */
1991 for( y = 0; y < lm->sh; y++ )
1993 for( x = 0; x < lm->sw; x++ )
1996 cluster = SUPER_CLUSTER( x, y );
1997 luxel = SUPER_LUXEL( 0, x, y );
1998 normal = SUPER_NORMAL( x, y );
1999 deluxel = SUPER_DELUXEL( x, y );
2001 /* blacken unmapped clusters */
2003 VectorClear( luxel );
2008 VectorCopy( ambientColor, luxel );
2010 VectorScale( normal, 0.00390625f, deluxel );
2016 /* clear styled lightmaps */
2017 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2018 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2020 if( lm->superLuxels[ lightmapNum ] != NULL )
2021 memset( lm->superLuxels[ lightmapNum ], 0, size );
2024 /* debugging code */
2025 //% if( trace.numLights <= 0 )
2026 //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2028 /* walk light list */
2029 for( i = 0; i < trace.numLights; i++ )
2032 trace.light = trace.lights[ i ];
2035 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2037 if( lm->styles[ lightmapNum ] == trace.light->style ||
2038 lm->styles[ lightmapNum ] == LS_NONE )
2042 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2043 if( lightmapNum >= MAX_LIGHTMAPS )
2045 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2050 memset( lightLuxels, 0, llSize );
2053 /* initial pass, one sample per luxel */
2054 for( y = 0; y < lm->sh; y++ )
2056 for( x = 0; x < lm->sw; x++ )
2059 cluster = SUPER_CLUSTER( x, y );
2063 /* get particulars */
2064 lightLuxel = LIGHT_LUXEL( x, y );
2065 deluxel = SUPER_DELUXEL( x, y );
2066 origin = SUPER_ORIGIN( x, y );
2067 normal = SUPER_NORMAL( x, y );
2070 ////////// 27's temp hack for testing edge clipping ////
2071 if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2073 lightLuxel[ 1 ] = 255;
2074 lightLuxel[ 3 ] = 1.0f;
2080 /* set contribution count */
2081 lightLuxel[ 3 ] = 1.0f;
2084 trace.cluster = *cluster;
2085 VectorCopy( origin, trace.origin );
2086 VectorCopy( normal, trace.normal );
2088 /* get light for this sample */
2089 LightContributionToSample( &trace );
2090 VectorCopy( trace.color, lightLuxel );
2093 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2097 /* add to light direction map (fixme: use luxel normal as starting point for deluxel?) */
2100 /* color to grayscale (photoshop rgb weighting) */
2101 brightness = trace.color[ 0 ] * 0.3f + trace.color[ 1 ] * 0.59f + trace.color[ 2 ] * 0.11f;
2102 brightness *= (1.0 / 255.0);
2103 VectorScale( trace.direction, brightness, trace.direction );
2104 VectorAdd( deluxel, trace.direction, deluxel );
2109 /* don't even bother with everything else if nothing was lit */
2110 if( totalLighted == 0 )
2113 /* determine filter radius */
2114 filterRadius = lm->filterRadius > trace.light->filterRadius
2116 : trace.light->filterRadius;
2117 if( filterRadius < 0.0f )
2118 filterRadius = 0.0f;
2120 /* set luxel filter radius */
2121 luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2122 if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2123 luxelFilterRadius = 1;
2125 /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2126 /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2127 if( lightSamples > 1 && luxelFilterRadius == 0 )
2130 for( y = 0; y < (lm->sh - 1); y++ )
2132 for( x = 0; x < (lm->sw - 1); x++ )
2137 VectorClear( total );
2139 /* test 2x2 stamp */
2140 for( t = 0; t < 4; t++ )
2142 /* set sample coords */
2143 sx = x + tests[ t ][ 0 ];
2144 sy = y + tests[ t ][ 1 ];
2147 cluster = SUPER_CLUSTER( sx, sy );
2153 lightLuxel = LIGHT_LUXEL( sx, sy );
2154 VectorAdd( total, lightLuxel, total );
2155 if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2159 /* if total color is under a certain amount, then don't bother subsampling */
2160 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2163 /* if all 4 pixels are either in shadow or light, then don't subsample */
2164 if( lighted != 0 && lighted != mapped )
2166 for( t = 0; t < 4; t++ )
2168 /* set sample coords */
2169 sx = x + tests[ t ][ 0 ];
2170 sy = y + tests[ t ][ 1 ];
2173 cluster = SUPER_CLUSTER( sx, sy );
2176 lightLuxel = LIGHT_LUXEL( sx, sy );
2177 origin = SUPER_ORIGIN( sx, sy );
2179 /* only subsample shadowed luxels */
2180 //% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2184 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2186 /* debug code to colorize subsampled areas to yellow */
2187 //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2188 //% VectorSet( luxel, 255, 204, 0 );
2195 /* tertiary pass, apply dirt map (ambient occlusion) */
2199 for( y = 0; y < lm->sh; y++ )
2201 for( x = 0; x < lm->sw; x++ )
2204 cluster = SUPER_CLUSTER( x, y );
2208 /* get particulars */
2209 lightLuxel = LIGHT_LUXEL( x, y );
2210 dirt = SUPER_DIRT( x, y );
2212 /* scale light value */
2213 VectorScale( lightLuxel, *dirt, lightLuxel );
2218 /* allocate sampling lightmap storage */
2219 if( lm->superLuxels[ lightmapNum ] == NULL )
2221 /* allocate sampling lightmap storage */
2222 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2223 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2224 memset( lm->superLuxels[ lightmapNum ], 0, size );
2228 if( lightmapNum > 0 )
2230 lm->styles[ lightmapNum ] = trace.light->style;
2231 //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2234 /* copy to permanent luxels */
2235 for( y = 0; y < lm->sh; y++ )
2237 for( x = 0; x < lm->sw; x++ )
2239 /* get cluster and origin */
2240 cluster = SUPER_CLUSTER( x, y );
2243 origin = SUPER_ORIGIN( x, y );
2246 if( luxelFilterRadius )
2249 VectorClear( averageColor );
2252 /* cheaper distance-based filtering */
2253 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2255 if( sy < 0 || sy >= lm->sh )
2258 for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2260 if( sx < 0 || sx >= lm->sw )
2263 /* get particulars */
2264 cluster = SUPER_CLUSTER( sx, sy );
2267 lightLuxel = LIGHT_LUXEL( sx, sy );
2270 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2271 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2273 /* scale luxel by filter weight */
2274 VectorScale( lightLuxel, weight, color );
2275 VectorAdd( averageColor, color, averageColor );
2281 if( samples <= 0.0f )
2284 /* scale into luxel */
2285 luxel = SUPER_LUXEL( lightmapNum, x, y );
2288 /* handle negative light */
2289 if( trace.light->flags & LIGHT_NEGATIVE )
2291 luxel[ 0 ] -= averageColor[ 0 ] / samples;
2292 luxel[ 1 ] -= averageColor[ 1 ] / samples;
2293 luxel[ 2 ] -= averageColor[ 2 ] / samples;
2296 /* handle normal light */
2299 luxel[ 0 ] += averageColor[ 0 ] / samples;
2300 luxel[ 1 ] += averageColor[ 1 ] / samples;
2301 luxel[ 2 ] += averageColor[ 2 ] / samples;
2308 /* get particulars */
2309 lightLuxel = LIGHT_LUXEL( x, y );
2310 luxel = SUPER_LUXEL( lightmapNum, x, y );
2312 /* handle negative light */
2313 if( trace.light->flags & LIGHT_NEGATIVE )
2314 VectorScale( averageColor, -1.0f, averageColor );
2319 /* handle negative light */
2320 if( trace.light->flags & LIGHT_NEGATIVE )
2321 VectorSubtract( luxel, lightLuxel, luxel );
2323 /* handle normal light */
2325 VectorAdd( luxel, lightLuxel, luxel );
2331 /* free temporary luxels */
2332 if( lightLuxels != stackLightLuxels )
2333 free( lightLuxels );
2336 /* free light list */
2337 FreeTraceLights( &trace );
2339 /* -----------------------------------------------------------------
2341 ----------------------------------------------------------------- */
2345 /* walk lightmaps */
2346 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2349 if( lm->superLuxels[ lightmapNum ] == NULL )
2352 /* apply floodlight to each luxel */
2353 for( y = 0; y < lm->sh; y++ )
2355 for( x = 0; x < lm->sw; x++ )
2358 cluster = SUPER_CLUSTER( x, y );
2362 /* get particulars */
2363 luxel = SUPER_LUXEL( lightmapNum, x, y );
2364 floodlight = SUPER_FLOODLIGHT( x, y );
2366 flood[0]=floodlightRGB[0]*floodlightIntensity;
2367 flood[1]=floodlightRGB[1]*floodlightIntensity;
2368 flood[2]=floodlightRGB[2]*floodlightIntensity;
2370 /* scale light value */
2371 VectorScale( flood, *floodlight, flood );
2376 if (luxel[3]==0) luxel[3]=1;
2384 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2387 if( lm->superLuxels[ lightmapNum ] == NULL )
2390 for( y = 0; y < lm->sh; y++ )
2392 for( x = 0; x < lm->sw; x++ )
2395 cluster = SUPER_CLUSTER( x, y );
2396 //% if( *cluster < 0 )
2399 /* get particulars */
2400 luxel = SUPER_LUXEL( lightmapNum, x, y );
2401 normal = SUPER_NORMAL ( x, y );
2403 luxel[0]=(normal[0]*127)+127;
2404 luxel[1]=(normal[1]*127)+127;
2405 luxel[2]=(normal[2]*127)+127;
2411 /* -----------------------------------------------------------------
2413 ----------------------------------------------------------------- */
2417 /* walk lightmaps */
2418 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2421 if( lm->superLuxels[ lightmapNum ] == NULL )
2424 /* apply dirt to each luxel */
2425 for( y = 0; y < lm->sh; y++ )
2427 for( x = 0; x < lm->sw; x++ )
2430 cluster = SUPER_CLUSTER( x, y );
2431 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2434 /* get particulars */
2435 luxel = SUPER_LUXEL( lightmapNum, x, y );
2436 dirt = SUPER_DIRT( x, y );
2439 VectorScale( luxel, *dirt, luxel );
2443 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2449 /* -----------------------------------------------------------------
2451 ----------------------------------------------------------------- */
2453 /* walk lightmaps */
2454 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2457 if( lm->superLuxels[ lightmapNum ] == NULL )
2460 /* average occluded luxels from neighbors */
2461 for( y = 0; y < lm->sh; y++ )
2463 for( x = 0; x < lm->sw; x++ )
2465 /* get particulars */
2466 cluster = SUPER_CLUSTER( x, y );
2467 luxel = SUPER_LUXEL( lightmapNum, x, y );
2468 deluxel = SUPER_DELUXEL( x, y );
2469 normal = SUPER_NORMAL( x, y );
2471 /* determine if filtering is necessary */
2472 filterColor = qfalse;
2475 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2476 filterColor = qtrue;
2477 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2480 if( !filterColor && !filterDir )
2483 /* choose seed amount */
2484 VectorClear( averageColor );
2485 VectorClear( averageDir );
2488 /* walk 3x3 matrix */
2489 for( sy = (y - 1); sy <= (y + 1); sy++ )
2491 if( sy < 0 || sy >= lm->sh )
2494 for( sx = (x - 1); sx <= (x + 1); sx++ )
2496 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2499 /* get neighbor's particulars */
2500 cluster2 = SUPER_CLUSTER( sx, sy );
2501 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2502 deluxel2 = SUPER_DELUXEL( sx, sy );
2504 /* ignore unmapped/unlit luxels */
2505 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2506 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2509 /* add its distinctiveness to our own */
2510 VectorAdd( averageColor, luxel2, averageColor );
2511 samples += luxel2[ 3 ];
2513 VectorAdd( averageDir, deluxel2, averageDir );
2518 if( samples <= 0.0f )
2521 /* dark lightmap seams */
2524 if( lightmapNum == 0 )
2525 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2532 VectorDivide( averageColor, samples, luxel );
2536 VectorDivide( averageDir, samples, deluxel );
2538 /* set cluster to -3 */
2540 *cluster = CLUSTER_FLOODED;
2548 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2551 if( lm->superLuxels[ lightmapNum ] == NULL )
2553 for( y = 0; y < lm->sh; y++ )
2554 for( x = 0; x < lm->sw; x++ )
2557 cluster = SUPER_CLUSTER( x, y );
2558 luxel = SUPER_LUXEL( lightmapNum, x, y );
2559 deluxel = SUPER_DELUXEL( x, y );
2560 if(!luxel || !deluxel || !cluster)
2562 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2565 else if(*cluster < 0)
2568 // should have neither deluxemap nor lightmap
2570 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2575 // should have both deluxemap and lightmap
2577 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2587 IlluminateVertexes()
2588 light the surface vertexes
2591 #define VERTEX_NUDGE 4.0f
2593 void IlluminateVertexes( int num )
2595 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2596 int lightmapNum, numAvg;
2597 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2598 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2599 bspDrawSurface_t *ds;
2600 surfaceInfo_t *info;
2602 bspDrawVert_t *verts;
2606 /* get surface, info, and raw lightmap */
2607 ds = &bspDrawSurfaces[ num ];
2608 info = &surfaceInfos[ num ];
2611 /* -----------------------------------------------------------------
2612 illuminate the vertexes
2613 ----------------------------------------------------------------- */
2615 /* calculate vertex lighting for surfaces without lightmaps */
2616 if( lm == NULL || cpmaHack )
2619 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2620 trace.forceSunlight = info->si->forceSunlight;
2621 trace.recvShadows = info->recvShadows;
2622 trace.numSurfaces = 1;
2623 trace.surfaces = #
2624 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2626 /* twosided lighting */
2627 trace.twoSided = info->si->twoSided;
2629 /* make light list for this surface */
2630 CreateTraceLightsForSurface( num, &trace );
2633 verts = yDrawVerts + ds->firstVert;
2635 memset( avgColors, 0, sizeof( avgColors ) );
2637 /* walk the surface verts */
2638 for( i = 0; i < ds->numVerts; i++ )
2640 /* get vertex luxel */
2641 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2643 /* color the luxel with raw lightmap num? */
2645 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2647 /* color the luxel with luxel origin? */
2648 else if( debugOrigin )
2650 VectorSubtract( info->maxs, info->mins, temp );
2651 VectorScale( temp, (1.0f / 255.0f), temp );
2652 VectorSubtract( origin, lm->mins, temp2 );
2653 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2654 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2655 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2658 /* color the luxel with the normal */
2659 else if( normalmap )
2661 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2662 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2663 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2666 /* illuminate the vertex */
2669 /* clear vertex luxel */
2670 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2672 /* try at initial origin */
2673 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2674 if( trace.cluster >= 0 )
2677 VectorCopy( verts[ i ].xyz, trace.origin );
2678 VectorCopy( verts[ i ].normal, trace.normal );
2682 dirt = DirtForSample( &trace );
2687 LightingAtSample( &trace, ds->vertexStyles, colors );
2690 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2693 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2696 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2697 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2698 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2702 /* is this sample bright enough? */
2703 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2704 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2705 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2706 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2708 /* nudge the sample point around a bit */
2709 for( x = 0; x < 4; x++ )
2711 /* two's complement 0, 1, -1, 2, -2, etc */
2712 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2714 for( y = 0; y < 4; y++ )
2716 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2718 for( z = 0; z < 4; z++ )
2720 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2723 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2724 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2725 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2727 /* try at nudged origin */
2728 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2729 if( trace.cluster < 0 )
2733 LightingAtSample( &trace, ds->vertexStyles, colors );
2736 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2739 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2742 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2743 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2746 /* bright enough? */
2747 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2748 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2749 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2750 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2757 /* add to average? */
2758 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2759 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2760 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2761 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2764 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2766 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2767 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2772 /* another happy customer */
2773 numVertsIlluminated++;
2776 /* set average color */
2779 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2780 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2784 VectorCopy( ambientColor, avgColors[ 0 ] );
2787 /* clean up and store vertex color */
2788 for( i = 0; i < ds->numVerts; i++ )
2790 /* get vertex luxel */
2791 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2793 /* store average in occluded vertexes */
2794 if( radVertLuxel[ 0 ] < 0.0f )
2796 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2798 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2799 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2802 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2807 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2810 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2811 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2814 if( bouncing || bounce == 0 || !bounceOnly )
2815 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2816 if( !info->si->noVertexLight )
2817 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2821 /* free light list */
2822 FreeTraceLights( &trace );
2824 /* return to sender */
2828 /* -----------------------------------------------------------------
2829 reconstitute vertex lighting from the luxels
2830 ----------------------------------------------------------------- */
2832 /* set styles from lightmap */
2833 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2834 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2836 /* get max search radius */
2838 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2840 /* walk the surface verts */
2841 verts = yDrawVerts + ds->firstVert;
2842 for( i = 0; i < ds->numVerts; i++ )
2844 /* do each lightmap */
2845 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2848 if( lm->superLuxels[ lightmapNum ] == NULL )
2851 /* get luxel coords */
2852 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2853 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2856 else if( x >= lm->sw )
2860 else if( y >= lm->sh )
2863 /* get vertex luxels */
2864 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2865 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2867 /* color the luxel with the normal? */
2870 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2871 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2872 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2875 /* color the luxel with surface num? */
2876 else if( debugSurfaces )
2877 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2879 /* divine color from the superluxels */
2882 /* increasing radius */
2883 VectorClear( radVertLuxel );
2885 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2887 /* sample within radius */
2888 for( sy = (y - radius); sy <= (y + radius); sy++ )
2890 if( sy < 0 || sy >= lm->sh )
2893 for( sx = (x - radius); sx <= (x + radius); sx++ )
2895 if( sx < 0 || sx >= lm->sw )
2898 /* get luxel particulars */
2899 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2900 cluster = SUPER_CLUSTER( sx, sy );
2904 /* testing: must be brigher than ambient color */
2905 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2908 /* add its distinctiveness to our own */
2909 VectorAdd( radVertLuxel, luxel, radVertLuxel );
2910 samples += luxel[ 3 ];
2916 if( samples > 0.0f )
2917 VectorDivide( radVertLuxel, samples, radVertLuxel );
2919 VectorCopy( ambientColor, radVertLuxel );
2922 /* store into floating point storage */
2923 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2924 numVertsIlluminated++;
2926 /* store into bytes (for vertex approximation) */
2927 if( !info->si->noVertexLight )
2928 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2935 /* -------------------------------------------------------------------------------
2937 light optimization (-fast)
2939 creates a list of lights that will affect a surface and stores it in tw
2940 this is to optimize surface lighting by culling out as many of the
2941 lights in the world as possible from further calculation
2943 ------------------------------------------------------------------------------- */
2947 determines opaque brushes in the world and find sky shaders for sunlight calculations
2950 void SetupBrushes( void )
2952 int i, j, b, compileFlags;
2955 bspBrushSide_t *side;
2956 bspShader_t *shader;
2961 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2964 if( opaqueBrushes == NULL )
2965 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2968 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2969 numOpaqueBrushes = 0;
2971 /* walk the list of worldspawn brushes */
2972 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2975 b = bspModels[ 0 ].firstBSPBrush + i;
2976 brush = &bspBrushes[ b ];
2978 /* check all sides */
2981 for( j = 0; j < brush->numSides && inside; j++ )
2983 /* do bsp shader calculations */
2984 side = &bspBrushSides[ brush->firstSide + j ];
2985 shader = &bspShaders[ side->shaderNum ];
2987 /* get shader info */
2988 si = ShaderInfoForShader( shader->shader );
2992 /* or together compile flags */
2993 compileFlags |= si->compileFlags;
2996 /* determine if this brush is opaque to light */
2997 if( !(compileFlags & C_TRANSLUCENT) )
2999 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3005 /* emit some statistics */
3006 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3013 determines if two clusters are visible to each other using the PVS
3016 qboolean ClusterVisible( int a, int b )
3018 int portalClusters, leafBytes;
3023 if( a < 0 || b < 0 )
3031 if( numBSPVisBytes <=8 )
3035 portalClusters = ((int *) bspVisBytes)[ 0 ];
3036 leafBytes = ((int*) bspVisBytes)[ 1 ];
3037 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3040 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3049 borrowed from vlight.c
3052 int PointInLeafNum_r( vec3_t point, int nodenum )
3060 while( nodenum >= 0 )
3062 node = &bspNodes[ nodenum ];
3063 plane = &bspPlanes[ node->planeNum ];
3064 dist = DotProduct( point, plane->normal ) - plane->dist;
3066 nodenum = node->children[ 0 ];
3067 else if( dist < -0.1 )
3068 nodenum = node->children[ 1 ];
3071 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3072 if( bspLeafs[ leafnum ].cluster != -1 )
3074 nodenum = node->children[ 1 ];
3078 leafnum = -nodenum - 1;
3086 borrowed from vlight.c
3089 int PointInLeafNum( vec3_t point )
3091 return PointInLeafNum_r( point, 0 );
3097 ClusterVisibleToPoint() - ydnar
3098 returns qtrue if point can "see" cluster
3101 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3106 /* get leafNum for point */
3107 pointCluster = ClusterForPoint( point );
3108 if( pointCluster < 0 )
3112 return ClusterVisible( pointCluster, cluster );
3118 ClusterForPoint() - ydnar
3119 returns the pvs cluster for point
3122 int ClusterForPoint( vec3_t point )
3127 /* get leafNum for point */
3128 leafNum = PointInLeafNum( point );
3132 /* return the cluster */
3133 return bspLeafs[ leafNum ].cluster;
3139 ClusterForPointExt() - ydnar
3140 also takes brushes into account for occlusion testing
3143 int ClusterForPointExt( vec3_t point, float epsilon )
3145 int i, j, b, leafNum, cluster;
3148 int *brushes, numBSPBrushes;
3154 /* get leaf for point */
3155 leafNum = PointInLeafNum( point );
3158 leaf = &bspLeafs[ leafNum ];
3160 /* get the cluster */
3161 cluster = leaf->cluster;
3165 /* transparent leaf, so check point against all brushes in the leaf */
3166 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3167 numBSPBrushes = leaf->numBSPLeafBrushes;
3168 for( i = 0; i < numBSPBrushes; i++ )
3172 if( b > maxOpaqueBrush )
3174 brush = &bspBrushes[ b ];
3175 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3178 /* check point against all planes */
3180 for( j = 0; j < brush->numSides && inside; j++ )
3182 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3183 dot = DotProduct( point, plane->normal );
3189 /* if inside, return bogus cluster */
3194 /* if the point made it this far, it's not inside any opaque brushes */
3201 ClusterForPointExtFilter() - ydnar
3202 adds cluster checking against a list of known valid clusters
3205 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3210 /* get cluster for point */
3211 cluster = ClusterForPointExt( point, epsilon );
3213 /* check if filtering is necessary */
3214 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3218 for( i = 0; i < numClusters; i++ )
3220 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3231 ShaderForPointInLeaf() - ydnar
3232 checks a point against all brushes in a leaf, returning the shader of the brush
3233 also sets the cumulative surface and content flags for the brush hit
3236 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3241 int *brushes, numBSPBrushes;
3244 bspBrushSide_t *side;
3246 bspShader_t *shader;
3247 int allSurfaceFlags, allContentFlags;
3250 /* clear things out first */
3257 leaf = &bspLeafs[ leafNum ];
3259 /* transparent leaf, so check point against all brushes in the leaf */
3260 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3261 numBSPBrushes = leaf->numBSPLeafBrushes;
3262 for( i = 0; i < numBSPBrushes; i++ )
3265 brush = &bspBrushes[ brushes[ i ] ];
3267 /* check point against all planes */
3269 allSurfaceFlags = 0;
3270 allContentFlags = 0;
3271 for( j = 0; j < brush->numSides && inside; j++ )
3273 side = &bspBrushSides[ brush->firstSide + j ];
3274 plane = &bspPlanes[ side->planeNum ];
3275 dot = DotProduct( point, plane->normal );
3281 shader = &bspShaders[ side->shaderNum ];
3282 allSurfaceFlags |= shader->surfaceFlags;
3283 allContentFlags |= shader->contentFlags;
3287 /* handle if inside */
3290 /* if there are desired flags, check for same and continue if they aren't matched */
3291 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3293 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3296 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3297 *surfaceFlags = allSurfaceFlags;
3298 *contentFlags = allContentFlags;
3299 return brush->shaderNum;
3303 /* if the point made it this far, it's not inside any brushes */
3311 chops a bounding box by the plane defined by origin and normal
3312 returns qfalse if the bounds is entirely clipped away
3314 this is not exactly the fastest way to do this...
3317 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3319 /* FIXME: rewrite this so it doesn't use bloody brushes */
3327 calculates each light's effective envelope,
3328 taking into account brightness, type, and pvs.
3331 #define LIGHT_EPSILON 0.125f
3332 #define LIGHT_NUDGE 2.0f
3334 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3336 int i, x, y, z, x1, y1, z1;
3337 light_t *light, *light2, **owner;
3339 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3340 float radius, intensity;
3341 light_t *buckets[ 256 ];
3344 /* early out for weird cases where there are no lights */
3345 if( lights == NULL )
3349 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3353 numCulledLights = 0;
3355 while( *owner != NULL )
3360 /* handle negative lights */
3361 if( light->photons < 0.0f || light->add < 0.0f )
3363 light->photons *= -1.0f;
3364 light->add *= -1.0f;
3365 light->flags |= LIGHT_NEGATIVE;
3369 if( light->type == EMIT_SUN )
3373 light->envelope = MAX_WORLD_COORD * 8.0f;
3374 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3375 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3378 /* everything else */
3381 /* get pvs cluster for light */
3382 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3384 /* invalid cluster? */
3385 if( light->cluster < 0 )
3387 /* nudge the sample point around a bit */
3388 for( x = 0; x < 4; x++ )
3390 /* two's complement 0, 1, -1, 2, -2, etc */
3391 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3393 for( y = 0; y < 4; y++ )
3395 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3397 for( z = 0; z < 4; z++ )
3399 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3402 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3403 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3404 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3406 /* try at nudged origin */
3407 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3408 if( light->cluster < 0 )
3412 VectorCopy( origin, light->origin );
3418 /* only calculate for lights in pvs and outside of opaque brushes */
3419 if( light->cluster >= 0 )
3421 /* set light fast flag */
3423 light->flags |= LIGHT_FAST_TEMP;
3425 light->flags &= ~LIGHT_FAST_TEMP;
3426 if( light->si && light->si->noFast )
3427 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3429 /* clear light envelope */
3430 light->envelope = 0;
3432 /* handle area lights */
3433 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3435 /* ugly hack to calculate extent for area lights, but only done once */
3436 VectorScale( light->normal, -1.0f, dir );
3437 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3441 VectorMA( light->origin, radius, light->normal, origin );
3442 factor = PointToPolygonFormFactor( origin, dir, light->w );
3445 if( (factor * light->add) <= light->falloffTolerance )
3446 light->envelope = radius;
3449 /* check for fast mode */
3450 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3451 light->envelope = MAX_WORLD_COORD * 8.0f;
3456 intensity = light->photons;
3460 if( light->envelope <= 0.0f )
3462 /* solve distance for non-distance lights */
3463 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3464 light->envelope = MAX_WORLD_COORD * 8.0f;
3466 /* solve distance for linear lights */
3467 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3468 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3469 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3472 add = angle * light->photons * linearScale - (dist * light->fade);
3473 T = (light->photons * linearScale) - (dist * light->fade);
3474 T + (dist * light->fade) = (light->photons * linearScale);
3475 dist * light->fade = (light->photons * linearScale) - T;
3476 dist = ((light->photons * linearScale) - T) / light->fade;
3479 /* solve for inverse square falloff */
3481 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3484 add = light->photons / (dist * dist);
3485 T = light->photons / (dist * dist);
3486 T * (dist * dist) = light->photons;
3487 dist = sqrt( light->photons / T );
3491 /* chop radius against pvs */
3494 ClearBounds( mins, maxs );
3496 /* check all leaves */
3497 for( i = 0; i < numBSPLeafs; i++ )
3500 leaf = &bspLeafs[ i ];
3503 if( leaf->cluster < 0 )
3505 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3508 /* add this leafs bbox to the bounds */
3509 VectorCopy( leaf->mins, origin );
3510 AddPointToBounds( origin, mins, maxs );
3511 VectorCopy( leaf->maxs, origin );
3512 AddPointToBounds( origin, mins, maxs );
3515 /* test to see if bounds encompass light */
3516 for( i = 0; i < 3; i++ )
3518 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3520 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3521 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3522 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3523 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3524 AddPointToBounds( light->origin, mins, maxs );
3528 /* chop the bounds by a plane for area lights and spotlights */
3529 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3530 ChopBounds( mins, maxs, light->origin, light->normal );
3533 VectorCopy( mins, light->mins );
3534 VectorCopy( maxs, light->maxs );
3536 /* reflect bounds around light origin */
3537 //% VectorMA( light->origin, -1.0f, origin, origin );
3538 VectorScale( light->origin, 2, origin );
3539 VectorSubtract( origin, maxs, origin );
3540 AddPointToBounds( origin, mins, maxs );
3541 //% VectorMA( light->origin, -1.0f, mins, origin );
3542 VectorScale( light->origin, 2, origin );
3543 VectorSubtract( origin, mins, origin );
3544 AddPointToBounds( origin, mins, maxs );
3546 /* calculate spherical bounds */
3547 VectorSubtract( maxs, light->origin, dir );
3548 radius = (float) VectorLength( dir );
3550 /* if this radius is smaller than the envelope, then set the envelope to it */
3551 if( radius < light->envelope )
3553 light->envelope = radius;
3554 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3557 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3560 /* add grid/surface only check */
3563 if( !(light->flags & LIGHT_GRID) )
3564 light->envelope = 0.0f;
3568 if( !(light->flags & LIGHT_SURFACES) )
3569 light->envelope = 0.0f;
3574 if( light->cluster < 0 || light->envelope <= 0.0f )
3577 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3579 /* delete the light */
3581 *owner = light->next;
3582 if( light->w != NULL )
3589 /* square envelope */
3590 light->envelope2 = (light->envelope * light->envelope);
3592 /* increment light count */
3595 /* set next light */
3596 owner = &((**owner).next);
3599 /* bucket sort lights by style */
3600 memset( buckets, 0, sizeof( buckets ) );
3602 for( light = lights; light != NULL; light = light2 )
3604 /* get next light */
3605 light2 = light->next;
3607 /* filter into correct bucket */
3608 light->next = buckets[ light->style ];
3609 buckets[ light->style ] = light;
3611 /* if any styled light is present, automatically set nocollapse */
3612 if( light->style != LS_NORMAL )
3616 /* filter back into light list */
3618 for( i = 255; i >= 0; i-- )
3621 for( light = buckets[ i ]; light != NULL; light = light2 )
3623 light2 = light->next;
3624 light->next = lights;
3629 /* emit some statistics */
3630 Sys_Printf( "%9d total lights\n", numLights );
3631 Sys_Printf( "%9d culled lights\n", numCulledLights );
3637 CreateTraceLightsForBounds()
3638 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3641 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3645 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3646 float radius, dist, length;
3649 /* potential pre-setup */
3650 if( numLights == 0 )
3651 SetupEnvelopes( qfalse, fast );
3654 //% Sys_Printf( "CTWLFB: (%4.1f %4.1f %4.1f) (%4.1f %4.1f %4.1f)\n", mins[ 0 ], mins[ 1 ], mins[ 2 ], maxs[ 0 ], maxs[ 1 ], maxs[ 2 ] );
3656 /* allocate the light list */
3657 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3658 trace->numLights = 0;
3660 /* calculate spherical bounds */
3661 VectorAdd( mins, maxs, origin );
3662 VectorScale( origin, 0.5f, origin );
3663 VectorSubtract( maxs, origin, dir );
3664 radius = (float) VectorLength( dir );
3666 /* get length of normal vector */
3667 if( normal != NULL )
3668 length = VectorLength( normal );
3671 normal = nullVector;
3675 /* test each light and see if it reaches the sphere */
3676 /* note: the attenuation code MUST match LightingAtSample() */
3677 for( light = lights; light; light = light->next )
3679 /* check zero sized envelope */
3680 if( light->envelope <= 0 )
3682 lightsEnvelopeCulled++;
3687 if( !(light->flags & flags) )
3690 /* sunlight skips all this nonsense */
3691 if( light->type != EMIT_SUN )
3697 /* check against pvs cluster */
3698 if( numClusters > 0 && clusters != NULL )
3700 for( i = 0; i < numClusters; i++ )
3702 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3707 if( i == numClusters )
3709 lightsClusterCulled++;
3714 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3715 VectorSubtract( light->origin, origin, dir );
3716 dist = VectorLength( dir );
3717 dist -= light->envelope;
3721 lightsEnvelopeCulled++;
3725 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3728 for( i = 0; i < 3; i++ )
3730 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3735 lightsBoundsCulled++;
3741 /* planar surfaces (except twosided surfaces) have a couple more checks */
3742 if( length > 0.0f && trace->twoSided == qfalse )
3744 /* lights coplanar with a surface won't light it */
3745 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3747 lightsPlaneCulled++;
3751 /* check to see if light is behind the plane */
3752 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3754 lightsPlaneCulled++;
3759 /* add this light */
3760 trace->lights[ trace->numLights++ ] = light;
3763 /* make last night null */
3764 trace->lights[ trace->numLights ] = NULL;
3769 void FreeTraceLights( trace_t *trace )
3771 if( trace->lights != NULL )
3772 free( trace->lights );
3778 CreateTraceLightsForSurface()
3779 creates a list of lights that can potentially affect a drawsurface
3782 void CreateTraceLightsForSurface( int num, trace_t *trace )
3785 vec3_t mins, maxs, normal;
3787 bspDrawSurface_t *ds;
3788 surfaceInfo_t *info;
3795 /* get drawsurface and info */
3796 ds = &bspDrawSurfaces[ num ];
3797 info = &surfaceInfos[ num ];
3799 /* get the mins/maxs for the dsurf */
3800 ClearBounds( mins, maxs );
3801 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3802 for( i = 0; i < ds->numVerts; i++ )
3804 dv = &yDrawVerts[ ds->firstVert + i ];
3805 AddPointToBounds( dv->xyz, mins, maxs );
3806 if( !VectorCompare( dv->normal, normal ) )
3807 VectorClear( normal );
3810 /* create the lights for the bounding box */
3811 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3814 /////////////////////////////////////////////////////////////
3816 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3817 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3818 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3819 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3821 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3822 static int numFloodVectors = 0;
3824 void SetupFloodLight( void )
3827 float angle, elevation, angleStep, elevationStep;
3829 double v1,v2,v3,v4,v5;
3832 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3834 /* calculate angular steps */
3835 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3836 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3840 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3842 /* iterate elevation */
3843 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3845 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3846 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3847 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3852 /* emit some statistics */
3853 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3856 value = ValueForKey( &entities[ 0 ], "_floodlight" );
3858 if( value[ 0 ] != '\0' )
3861 v4=floodlightDistance;
3862 v5=floodlightIntensity;
3864 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3866 floodlightRGB[0]=v1;
3867 floodlightRGB[1]=v2;
3868 floodlightRGB[2]=v3;
3870 if (VectorLength(floodlightRGB)==0)
3872 VectorSet(floodlightRGB,240,240,255);
3878 floodlightDistance=v4;
3879 floodlightIntensity=v5;
3881 floodlighty = qtrue;
3882 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3886 VectorSet(floodlightRGB,240,240,255);
3887 //floodlighty = qtrue;
3888 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3890 VectorNormalize(floodlightRGB,floodlightRGB);
3893 //27 - lighttracer style ambient occlusion light hack.
3894 //Kudos to the dirtmapping author for most of this source.
3895 void FloodLightRawLightmap( int rawLightmapNum )
3897 int i, x, y, sx, sy, *cluster;
3898 float *origin, *normal, *floodlight, *floodlight2, average, samples;
3900 surfaceInfo_t *info;
3903 /* bail if this number exceeds the number of raw lightmaps */
3904 if( rawLightmapNum >= numRawLightmaps )
3908 lm = &rawLightmaps[ rawLightmapNum ];
3910 memset(&trace,0,sizeof(trace_t));
3912 trace.testOcclusion = qtrue;
3913 trace.forceSunlight = qfalse;
3914 trace.twoSided = qtrue;
3915 trace.recvShadows = lm->recvShadows;
3916 trace.numSurfaces = lm->numLightSurfaces;
3917 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
3918 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
3919 trace.testAll = qfalse;
3920 trace.distance = 1024;
3922 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
3923 //trace.twoSided = qfalse;
3924 for( i = 0; i < trace.numSurfaces; i++ )
3927 info = &surfaceInfos[ trace.surfaces[ i ] ];
3929 /* check twosidedness */
3930 if( info->si->twoSided )
3932 trace.twoSided = qtrue;
3938 for( y = 0; y < lm->sh; y++ )
3940 for( x = 0; x < lm->sw; x++ )
3943 cluster = SUPER_CLUSTER( x, y );
3944 origin = SUPER_ORIGIN( x, y );
3945 normal = SUPER_NORMAL( x, y );
3946 floodlight = SUPER_FLOODLIGHT( x, y );
3948 /* set default dirt */
3951 /* only look at mapped luxels */
3956 trace.cluster = *cluster;
3957 VectorCopy( origin, trace.origin );
3958 VectorCopy( normal, trace.normal );
3963 *floodlight = FloodLightForSample( &trace );
3967 /* testing no filtering */
3971 for( y = 0; y < lm->sh; y++ )
3973 for( x = 0; x < lm->sw; x++ )
3976 cluster = SUPER_CLUSTER( x, y );
3977 floodlight = SUPER_FLOODLIGHT( x, y );
3979 /* filter dirt by adjacency to unmapped luxels */
3980 average = *floodlight;
3982 for( sy = (y - 1); sy <= (y + 1); sy++ )
3984 if( sy < 0 || sy >= lm->sh )
3987 for( sx = (x - 1); sx <= (x + 1); sx++ )
3989 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
3992 /* get neighboring luxel */
3993 cluster = SUPER_CLUSTER( sx, sy );
3994 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
3995 if( *cluster < 0 || *floodlight2 <= 0.0f )
3999 average += *floodlight2;
4004 if( samples <= 0.0f )
4009 if( samples <= 0.0f )
4013 *floodlight = average / samples;
4019 FloodLightForSample()
4020 calculates floodlight value for a given sample
4021 once again, kudos to the dirtmapping coder
4023 float FloodLightForSample( trace_t *trace )
4029 float gatherLight, outLight;
4030 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
4038 if( trace == NULL || trace->cluster < 0 )
4043 dd = floodlightDistance;
4044 VectorCopy( trace->normal, normal );
4046 /* check if the normal is aligned to the world-up */
4047 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
4049 if( normal[ 2 ] == 1.0f )
4051 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
4052 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4054 else if( normal[ 2 ] == -1.0f )
4056 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
4057 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4062 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
4063 CrossProduct( normal, worldUp, myRt );
4064 VectorNormalize( myRt, myRt );
4065 CrossProduct( myRt, normal, myUp );
4066 VectorNormalize( myUp, myUp );
4069 /* iterate through ordered vectors */
4070 for( i = 0; i < numFloodVectors; i++ )
4072 if (floodlight_lowquality==qtrue)
4074 if (rand()%10 != 0 ) continue;
4079 /* transform vector into tangent space */
4080 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
4081 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
4082 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
4085 VectorMA( trace->origin, dd, direction, trace->end );
4087 //VectorMA( trace->origin, 1, direction, trace->origin );
4089 SetupTrace( trace );
4094 if (trace->compileFlags & C_SKY )
4098 else if ( trace->opaque )
4100 VectorSubtract( trace->hit, trace->origin, displacement );
4101 d=VectorLength( displacement );
4103 // d=trace->distance;
4104 //if (d>256) gatherDirt+=1;
4106 if (contribution>1) contribution=1.0f;
4108 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
4111 gatherLight+=contribution;
4115 if( gatherLight <= 0.0f )
4123 outLight=gatherLight;
4124 if( outLight > 1.0f )
4127 /* return to sender */