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 && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
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 = qtrue;
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 ];
1872 /* bail if this number exceeds the number of raw lightmaps */
1873 if( rawLightmapNum >= numRawLightmaps )
1877 lm = &rawLightmaps[ rawLightmapNum ];
1880 trace.testOcclusion = !noTrace;
1881 trace.forceSunlight = qfalse;
1882 trace.recvShadows = lm->recvShadows;
1883 trace.numSurfaces = lm->numLightSurfaces;
1884 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1885 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1887 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1888 trace.twoSided = qfalse;
1889 for( i = 0; i < trace.numSurfaces; i++ )
1892 info = &surfaceInfos[ trace.surfaces[ i ] ];
1894 /* check twosidedness */
1895 if( info->si->twoSided )
1897 trace.twoSided = qtrue;
1902 /* create a culled light list for this raw lightmap */
1903 CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1905 /* -----------------------------------------------------------------
1907 ----------------------------------------------------------------- */
1910 numLuxelsIlluminated += (lm->sw * lm->sh);
1912 /* test debugging state */
1913 if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1915 /* debug fill the luxels */
1916 for( y = 0; y < lm->sh; y++ )
1918 for( x = 0; x < lm->sw; x++ )
1921 cluster = SUPER_CLUSTER( x, y );
1923 /* only fill mapped luxels */
1927 /* get particulars */
1928 luxel = SUPER_LUXEL( 0, x, y );
1929 origin = SUPER_ORIGIN( x, y );
1930 normal = SUPER_NORMAL( x, y );
1932 /* color the luxel with raw lightmap num? */
1934 VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1936 /* color the luxel with lightmap axis? */
1937 else if( debugAxis )
1939 luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1940 luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1941 luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1944 /* color the luxel with luxel cluster? */
1945 else if( debugCluster )
1946 VectorCopy( debugColors[ *cluster % 12 ], luxel );
1948 /* color the luxel with luxel origin? */
1949 else if( debugOrigin )
1951 VectorSubtract( lm->maxs, lm->mins, temp );
1952 VectorScale( temp, (1.0f / 255.0f), temp );
1953 VectorSubtract( origin, lm->mins, temp2 );
1954 luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1955 luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1956 luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1959 /* color the luxel with the normal */
1960 else if( normalmap )
1962 luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1963 luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1964 luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1967 /* otherwise clear it */
1969 VectorClear( luxel );
1978 /* allocate temporary per-light luxel storage */
1979 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
1980 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
1981 lightLuxels = stackLightLuxels;
1983 lightLuxels = safe_malloc( llSize );
1986 //% memset( lm->superLuxels[ 0 ], 0, llSize );
1988 /* set ambient color */
1989 for( y = 0; y < lm->sh; y++ )
1991 for( x = 0; x < lm->sw; x++ )
1994 cluster = SUPER_CLUSTER( x, y );
1995 luxel = SUPER_LUXEL( 0, x, y );
1996 normal = SUPER_NORMAL( x, y );
1997 deluxel = SUPER_DELUXEL( x, y );
1999 /* blacken unmapped clusters */
2001 VectorClear( luxel );
2006 VectorCopy( ambientColor, luxel );
2009 brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
2011 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2012 if(brightness < 0.00390625f)
2013 brightness = 0.00390625f;
2015 VectorScale( normal, brightness, deluxel );
2022 /* clear styled lightmaps */
2023 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2024 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2026 if( lm->superLuxels[ lightmapNum ] != NULL )
2027 memset( lm->superLuxels[ lightmapNum ], 0, size );
2030 /* debugging code */
2031 //% if( trace.numLights <= 0 )
2032 //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2034 /* walk light list */
2035 for( i = 0; i < trace.numLights; i++ )
2038 trace.light = trace.lights[ i ];
2041 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2043 if( lm->styles[ lightmapNum ] == trace.light->style ||
2044 lm->styles[ lightmapNum ] == LS_NONE )
2048 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2049 if( lightmapNum >= MAX_LIGHTMAPS )
2051 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2056 memset( lightLuxels, 0, llSize );
2059 /* initial pass, one sample per luxel */
2060 for( y = 0; y < lm->sh; y++ )
2062 for( x = 0; x < lm->sw; x++ )
2065 cluster = SUPER_CLUSTER( x, y );
2069 /* get particulars */
2070 lightLuxel = LIGHT_LUXEL( x, y );
2071 deluxel = SUPER_DELUXEL( x, y );
2072 origin = SUPER_ORIGIN( x, y );
2073 normal = SUPER_NORMAL( x, y );
2076 ////////// 27's temp hack for testing edge clipping ////
2077 if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2079 lightLuxel[ 1 ] = 255;
2080 lightLuxel[ 3 ] = 1.0f;
2086 /* set contribution count */
2087 lightLuxel[ 3 ] = 1.0f;
2090 trace.cluster = *cluster;
2091 VectorCopy( origin, trace.origin );
2092 VectorCopy( normal, trace.normal );
2094 /* get light for this sample */
2095 LightContributionToSample( &trace );
2096 VectorCopy( trace.color, lightLuxel );
2098 /* add the contribution to the deluxemap */
\r
2100 VectorAdd( deluxel, trace.directionContribution, deluxel );
2103 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
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 /* floodlight pass */
2340 FloodlightIlluminateLightmap(lm);
2344 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2347 if( lm->superLuxels[ lightmapNum ] == NULL )
2350 for( y = 0; y < lm->sh; y++ )
2352 for( x = 0; x < lm->sw; x++ )
2355 cluster = SUPER_CLUSTER( x, y );
2356 //% if( *cluster < 0 )
2359 /* get particulars */
2360 luxel = SUPER_LUXEL( lightmapNum, x, y );
2361 normal = SUPER_NORMAL ( x, y );
2363 luxel[0]=(normal[0]*127)+127;
2364 luxel[1]=(normal[1]*127)+127;
2365 luxel[2]=(normal[2]*127)+127;
2371 /* -----------------------------------------------------------------
2373 ----------------------------------------------------------------- */
2377 /* walk lightmaps */
2378 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2381 if( lm->superLuxels[ lightmapNum ] == NULL )
2384 /* apply dirt to each luxel */
2385 for( y = 0; y < lm->sh; y++ )
2387 for( x = 0; x < lm->sw; x++ )
2390 cluster = SUPER_CLUSTER( x, y );
2391 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2394 /* get particulars */
2395 luxel = SUPER_LUXEL( lightmapNum, x, y );
2396 dirt = SUPER_DIRT( x, y );
2399 VectorScale( luxel, *dirt, luxel );
2403 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2409 /* -----------------------------------------------------------------
2411 ----------------------------------------------------------------- */
2413 /* walk lightmaps */
2414 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2417 if( lm->superLuxels[ lightmapNum ] == NULL )
2420 /* average occluded luxels from neighbors */
2421 for( y = 0; y < lm->sh; y++ )
2423 for( x = 0; x < lm->sw; x++ )
2425 /* get particulars */
2426 cluster = SUPER_CLUSTER( x, y );
2427 luxel = SUPER_LUXEL( lightmapNum, x, y );
2428 deluxel = SUPER_DELUXEL( x, y );
2429 normal = SUPER_NORMAL( x, y );
2431 /* determine if filtering is necessary */
2432 filterColor = qfalse;
2435 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2436 filterColor = qtrue;
2438 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2441 if( !filterColor && !filterDir )
2444 /* choose seed amount */
2445 VectorClear( averageColor );
2446 VectorClear( averageDir );
2449 /* walk 3x3 matrix */
2450 for( sy = (y - 1); sy <= (y + 1); sy++ )
2452 if( sy < 0 || sy >= lm->sh )
2455 for( sx = (x - 1); sx <= (x + 1); sx++ )
2457 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2460 /* get neighbor's particulars */
2461 cluster2 = SUPER_CLUSTER( sx, sy );
2462 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2463 deluxel2 = SUPER_DELUXEL( sx, sy );
2465 /* ignore unmapped/unlit luxels */
2466 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2467 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2470 /* add its distinctiveness to our own */
2471 VectorAdd( averageColor, luxel2, averageColor );
2472 samples += luxel2[ 3 ];
2474 VectorAdd( averageDir, deluxel2, averageDir );
2479 if( samples <= 0.0f )
2482 /* dark lightmap seams */
2485 if( lightmapNum == 0 )
2486 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2493 VectorDivide( averageColor, samples, luxel );
2497 VectorDivide( averageDir, samples, deluxel );
2499 /* set cluster to -3 */
2501 *cluster = CLUSTER_FLOODED;
2509 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2512 if( lm->superLuxels[ lightmapNum ] == NULL )
2514 for( y = 0; y < lm->sh; y++ )
2515 for( x = 0; x < lm->sw; x++ )
2518 cluster = SUPER_CLUSTER( x, y );
2519 luxel = SUPER_LUXEL( lightmapNum, x, y );
2520 deluxel = SUPER_DELUXEL( x, y );
2521 if(!luxel || !deluxel || !cluster)
2523 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2526 else if(*cluster < 0)
2529 // should have neither deluxemap nor lightmap
2531 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2536 // should have both deluxemap and lightmap
2538 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2548 IlluminateVertexes()
2549 light the surface vertexes
2552 #define VERTEX_NUDGE 4.0f
2554 void IlluminateVertexes( int num )
2556 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2557 int lightmapNum, numAvg;
2558 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2559 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2560 bspDrawSurface_t *ds;
2561 surfaceInfo_t *info;
2563 bspDrawVert_t *verts;
2567 /* get surface, info, and raw lightmap */
2568 ds = &bspDrawSurfaces[ num ];
2569 info = &surfaceInfos[ num ];
2572 /* -----------------------------------------------------------------
2573 illuminate the vertexes
2574 ----------------------------------------------------------------- */
2576 /* calculate vertex lighting for surfaces without lightmaps */
2577 if( lm == NULL || cpmaHack )
2580 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2581 trace.forceSunlight = info->si->forceSunlight;
2582 trace.recvShadows = info->recvShadows;
2583 trace.numSurfaces = 1;
2584 trace.surfaces = #
2585 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2587 /* twosided lighting */
2588 trace.twoSided = info->si->twoSided;
2590 /* make light list for this surface */
2591 CreateTraceLightsForSurface( num, &trace );
2594 verts = yDrawVerts + ds->firstVert;
2596 memset( avgColors, 0, sizeof( avgColors ) );
2598 /* walk the surface verts */
2599 for( i = 0; i < ds->numVerts; i++ )
2601 /* get vertex luxel */
2602 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2604 /* color the luxel with raw lightmap num? */
2606 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2608 /* color the luxel with luxel origin? */
2609 else if( debugOrigin )
2611 VectorSubtract( info->maxs, info->mins, temp );
2612 VectorScale( temp, (1.0f / 255.0f), temp );
2613 VectorSubtract( origin, lm->mins, temp2 );
2614 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2615 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2616 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2619 /* color the luxel with the normal */
2620 else if( normalmap )
2622 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2623 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2624 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2627 /* illuminate the vertex */
2630 /* clear vertex luxel */
2631 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2633 /* try at initial origin */
2634 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2635 if( trace.cluster >= 0 )
2638 VectorCopy( verts[ i ].xyz, trace.origin );
2639 VectorCopy( verts[ i ].normal, trace.normal );
2643 dirt = DirtForSample( &trace );
2648 LightingAtSample( &trace, ds->vertexStyles, colors );
2651 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2654 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2657 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2658 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2659 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2663 /* is this sample bright enough? */
2664 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2665 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2666 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2667 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2669 /* nudge the sample point around a bit */
2670 for( x = 0; x < 4; x++ )
2672 /* two's complement 0, 1, -1, 2, -2, etc */
2673 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2675 for( y = 0; y < 4; y++ )
2677 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2679 for( z = 0; z < 4; z++ )
2681 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2684 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2685 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2686 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2688 /* try at nudged origin */
2689 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2690 if( trace.cluster < 0 )
2694 LightingAtSample( &trace, ds->vertexStyles, colors );
2697 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2700 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2703 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2704 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2707 /* bright enough? */
2708 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2709 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2710 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2711 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2718 /* add to average? */
2719 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2720 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2721 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2722 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2725 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2727 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2728 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2733 /* another happy customer */
2734 numVertsIlluminated++;
2737 /* set average color */
2740 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2741 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2745 VectorCopy( ambientColor, avgColors[ 0 ] );
2748 /* clean up and store vertex color */
2749 for( i = 0; i < ds->numVerts; i++ )
2751 /* get vertex luxel */
2752 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2754 /* store average in occluded vertexes */
2755 if( radVertLuxel[ 0 ] < 0.0f )
2757 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2759 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2760 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2763 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2768 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2771 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2772 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2775 if( bouncing || bounce == 0 || !bounceOnly )
2776 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2777 if( !info->si->noVertexLight )
2778 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2782 /* free light list */
2783 FreeTraceLights( &trace );
2785 /* return to sender */
2789 /* -----------------------------------------------------------------
2790 reconstitute vertex lighting from the luxels
2791 ----------------------------------------------------------------- */
2793 /* set styles from lightmap */
2794 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2795 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2797 /* get max search radius */
2799 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2801 /* walk the surface verts */
2802 verts = yDrawVerts + ds->firstVert;
2803 for( i = 0; i < ds->numVerts; i++ )
2805 /* do each lightmap */
2806 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2809 if( lm->superLuxels[ lightmapNum ] == NULL )
2812 /* get luxel coords */
2813 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2814 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2817 else if( x >= lm->sw )
2821 else if( y >= lm->sh )
2824 /* get vertex luxels */
2825 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2826 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2828 /* color the luxel with the normal? */
2831 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2832 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2833 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2836 /* color the luxel with surface num? */
2837 else if( debugSurfaces )
2838 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2840 /* divine color from the superluxels */
2843 /* increasing radius */
2844 VectorClear( radVertLuxel );
2846 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2848 /* sample within radius */
2849 for( sy = (y - radius); sy <= (y + radius); sy++ )
2851 if( sy < 0 || sy >= lm->sh )
2854 for( sx = (x - radius); sx <= (x + radius); sx++ )
2856 if( sx < 0 || sx >= lm->sw )
2859 /* get luxel particulars */
2860 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2861 cluster = SUPER_CLUSTER( sx, sy );
2865 /* testing: must be brigher than ambient color */
2866 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2869 /* add its distinctiveness to our own */
2870 VectorAdd( radVertLuxel, luxel, radVertLuxel );
2871 samples += luxel[ 3 ];
2877 if( samples > 0.0f )
2878 VectorDivide( radVertLuxel, samples, radVertLuxel );
2880 VectorCopy( ambientColor, radVertLuxel );
2883 /* store into floating point storage */
2884 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2885 numVertsIlluminated++;
2887 /* store into bytes (for vertex approximation) */
2888 if( !info->si->noVertexLight )
2889 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2896 /* -------------------------------------------------------------------------------
2898 light optimization (-fast)
2900 creates a list of lights that will affect a surface and stores it in tw
2901 this is to optimize surface lighting by culling out as many of the
2902 lights in the world as possible from further calculation
2904 ------------------------------------------------------------------------------- */
2908 determines opaque brushes in the world and find sky shaders for sunlight calculations
2911 void SetupBrushes( void )
2913 int i, j, b, compileFlags;
2916 bspBrushSide_t *side;
2917 bspShader_t *shader;
2922 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2925 if( opaqueBrushes == NULL )
2926 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2929 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2930 numOpaqueBrushes = 0;
2932 /* walk the list of worldspawn brushes */
2933 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2936 b = bspModels[ 0 ].firstBSPBrush + i;
2937 brush = &bspBrushes[ b ];
2939 /* check all sides */
2942 for( j = 0; j < brush->numSides && inside; j++ )
2944 /* do bsp shader calculations */
2945 side = &bspBrushSides[ brush->firstSide + j ];
2946 shader = &bspShaders[ side->shaderNum ];
2948 /* get shader info */
2949 si = ShaderInfoForShader( shader->shader );
2953 /* or together compile flags */
2954 compileFlags |= si->compileFlags;
2957 /* determine if this brush is opaque to light */
2958 if( !(compileFlags & C_TRANSLUCENT) )
2960 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
2966 /* emit some statistics */
2967 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
2974 determines if two clusters are visible to each other using the PVS
2977 qboolean ClusterVisible( int a, int b )
2979 int portalClusters, leafBytes;
2984 if( a < 0 || b < 0 )
2992 if( numBSPVisBytes <=8 )
2996 portalClusters = ((int *) bspVisBytes)[ 0 ];
2997 leafBytes = ((int*) bspVisBytes)[ 1 ];
2998 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3001 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3010 borrowed from vlight.c
3013 int PointInLeafNum_r( vec3_t point, int nodenum )
3021 while( nodenum >= 0 )
3023 node = &bspNodes[ nodenum ];
3024 plane = &bspPlanes[ node->planeNum ];
3025 dist = DotProduct( point, plane->normal ) - plane->dist;
3027 nodenum = node->children[ 0 ];
3028 else if( dist < -0.1 )
3029 nodenum = node->children[ 1 ];
3032 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3033 if( bspLeafs[ leafnum ].cluster != -1 )
3035 nodenum = node->children[ 1 ];
3039 leafnum = -nodenum - 1;
3047 borrowed from vlight.c
3050 int PointInLeafNum( vec3_t point )
3052 return PointInLeafNum_r( point, 0 );
3058 ClusterVisibleToPoint() - ydnar
3059 returns qtrue if point can "see" cluster
3062 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3067 /* get leafNum for point */
3068 pointCluster = ClusterForPoint( point );
3069 if( pointCluster < 0 )
3073 return ClusterVisible( pointCluster, cluster );
3079 ClusterForPoint() - ydnar
3080 returns the pvs cluster for point
3083 int ClusterForPoint( vec3_t point )
3088 /* get leafNum for point */
3089 leafNum = PointInLeafNum( point );
3093 /* return the cluster */
3094 return bspLeafs[ leafNum ].cluster;
3100 ClusterForPointExt() - ydnar
3101 also takes brushes into account for occlusion testing
3104 int ClusterForPointExt( vec3_t point, float epsilon )
3106 int i, j, b, leafNum, cluster;
3109 int *brushes, numBSPBrushes;
3115 /* get leaf for point */
3116 leafNum = PointInLeafNum( point );
3119 leaf = &bspLeafs[ leafNum ];
3121 /* get the cluster */
3122 cluster = leaf->cluster;
3126 /* transparent leaf, so check point against all brushes in the leaf */
3127 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3128 numBSPBrushes = leaf->numBSPLeafBrushes;
3129 for( i = 0; i < numBSPBrushes; i++ )
3133 if( b > maxOpaqueBrush )
3135 brush = &bspBrushes[ b ];
3136 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3139 /* check point against all planes */
3141 for( j = 0; j < brush->numSides && inside; j++ )
3143 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3144 dot = DotProduct( point, plane->normal );
3150 /* if inside, return bogus cluster */
3155 /* if the point made it this far, it's not inside any opaque brushes */
3162 ClusterForPointExtFilter() - ydnar
3163 adds cluster checking against a list of known valid clusters
3166 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3171 /* get cluster for point */
3172 cluster = ClusterForPointExt( point, epsilon );
3174 /* check if filtering is necessary */
3175 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3179 for( i = 0; i < numClusters; i++ )
3181 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3192 ShaderForPointInLeaf() - ydnar
3193 checks a point against all brushes in a leaf, returning the shader of the brush
3194 also sets the cumulative surface and content flags for the brush hit
3197 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3202 int *brushes, numBSPBrushes;
3205 bspBrushSide_t *side;
3207 bspShader_t *shader;
3208 int allSurfaceFlags, allContentFlags;
3211 /* clear things out first */
3218 leaf = &bspLeafs[ leafNum ];
3220 /* transparent leaf, so check point against all brushes in the leaf */
3221 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3222 numBSPBrushes = leaf->numBSPLeafBrushes;
3223 for( i = 0; i < numBSPBrushes; i++ )
3226 brush = &bspBrushes[ brushes[ i ] ];
3228 /* check point against all planes */
3230 allSurfaceFlags = 0;
3231 allContentFlags = 0;
3232 for( j = 0; j < brush->numSides && inside; j++ )
3234 side = &bspBrushSides[ brush->firstSide + j ];
3235 plane = &bspPlanes[ side->planeNum ];
3236 dot = DotProduct( point, plane->normal );
3242 shader = &bspShaders[ side->shaderNum ];
3243 allSurfaceFlags |= shader->surfaceFlags;
3244 allContentFlags |= shader->contentFlags;
3248 /* handle if inside */
3251 /* if there are desired flags, check for same and continue if they aren't matched */
3252 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3254 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3257 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3258 *surfaceFlags = allSurfaceFlags;
3259 *contentFlags = allContentFlags;
3260 return brush->shaderNum;
3264 /* if the point made it this far, it's not inside any brushes */
3272 chops a bounding box by the plane defined by origin and normal
3273 returns qfalse if the bounds is entirely clipped away
3275 this is not exactly the fastest way to do this...
3278 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3280 /* FIXME: rewrite this so it doesn't use bloody brushes */
3288 calculates each light's effective envelope,
3289 taking into account brightness, type, and pvs.
3292 #define LIGHT_EPSILON 0.125f
3293 #define LIGHT_NUDGE 2.0f
3295 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3297 int i, x, y, z, x1, y1, z1;
3298 light_t *light, *light2, **owner;
3300 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3301 float radius, intensity;
3302 light_t *buckets[ 256 ];
3305 /* early out for weird cases where there are no lights */
3306 if( lights == NULL )
3310 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3314 numCulledLights = 0;
3316 while( *owner != NULL )
3321 /* handle negative lights */
3322 if( light->photons < 0.0f || light->add < 0.0f )
3324 light->photons *= -1.0f;
3325 light->add *= -1.0f;
3326 light->flags |= LIGHT_NEGATIVE;
3330 if( light->type == EMIT_SUN )
3334 light->envelope = MAX_WORLD_COORD * 8.0f;
3335 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3336 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3339 /* everything else */
3342 /* get pvs cluster for light */
3343 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3345 /* invalid cluster? */
3346 if( light->cluster < 0 )
3348 /* nudge the sample point around a bit */
3349 for( x = 0; x < 4; x++ )
3351 /* two's complement 0, 1, -1, 2, -2, etc */
3352 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3354 for( y = 0; y < 4; y++ )
3356 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3358 for( z = 0; z < 4; z++ )
3360 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3363 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3364 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3365 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3367 /* try at nudged origin */
3368 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3369 if( light->cluster < 0 )
3373 VectorCopy( origin, light->origin );
3379 /* only calculate for lights in pvs and outside of opaque brushes */
3380 if( light->cluster >= 0 )
3382 /* set light fast flag */
3384 light->flags |= LIGHT_FAST_TEMP;
3386 light->flags &= ~LIGHT_FAST_TEMP;
3387 if( light->si && light->si->noFast )
3388 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3390 /* clear light envelope */
3391 light->envelope = 0;
3393 /* handle area lights */
3394 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3396 /* ugly hack to calculate extent for area lights, but only done once */
3397 VectorScale( light->normal, -1.0f, dir );
3398 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3402 VectorMA( light->origin, radius, light->normal, origin );
3403 factor = PointToPolygonFormFactor( origin, dir, light->w );
3406 if( (factor * light->add) <= light->falloffTolerance )
3407 light->envelope = radius;
3410 /* check for fast mode */
3411 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3412 light->envelope = MAX_WORLD_COORD * 8.0f;
3417 intensity = light->photons;
3421 if( light->envelope <= 0.0f )
3423 /* solve distance for non-distance lights */
3424 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3425 light->envelope = MAX_WORLD_COORD * 8.0f;
3427 /* solve distance for linear lights */
3428 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3429 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3430 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3433 add = angle * light->photons * linearScale - (dist * light->fade);
3434 T = (light->photons * linearScale) - (dist * light->fade);
3435 T + (dist * light->fade) = (light->photons * linearScale);
3436 dist * light->fade = (light->photons * linearScale) - T;
3437 dist = ((light->photons * linearScale) - T) / light->fade;
3440 /* solve for inverse square falloff */
3442 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3445 add = light->photons / (dist * dist);
3446 T = light->photons / (dist * dist);
3447 T * (dist * dist) = light->photons;
3448 dist = sqrt( light->photons / T );
3452 /* chop radius against pvs */
3455 ClearBounds( mins, maxs );
3457 /* check all leaves */
3458 for( i = 0; i < numBSPLeafs; i++ )
3461 leaf = &bspLeafs[ i ];
3464 if( leaf->cluster < 0 )
3466 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3469 /* add this leafs bbox to the bounds */
3470 VectorCopy( leaf->mins, origin );
3471 AddPointToBounds( origin, mins, maxs );
3472 VectorCopy( leaf->maxs, origin );
3473 AddPointToBounds( origin, mins, maxs );
3476 /* test to see if bounds encompass light */
3477 for( i = 0; i < 3; i++ )
3479 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3481 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3482 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3483 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3484 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3485 AddPointToBounds( light->origin, mins, maxs );
3489 /* chop the bounds by a plane for area lights and spotlights */
3490 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3491 ChopBounds( mins, maxs, light->origin, light->normal );
3494 VectorCopy( mins, light->mins );
3495 VectorCopy( maxs, light->maxs );
3497 /* reflect bounds around light origin */
3498 //% VectorMA( light->origin, -1.0f, origin, origin );
3499 VectorScale( light->origin, 2, origin );
3500 VectorSubtract( origin, maxs, origin );
3501 AddPointToBounds( origin, mins, maxs );
3502 //% VectorMA( light->origin, -1.0f, mins, origin );
3503 VectorScale( light->origin, 2, origin );
3504 VectorSubtract( origin, mins, origin );
3505 AddPointToBounds( origin, mins, maxs );
3507 /* calculate spherical bounds */
3508 VectorSubtract( maxs, light->origin, dir );
3509 radius = (float) VectorLength( dir );
3511 /* if this radius is smaller than the envelope, then set the envelope to it */
3512 if( radius < light->envelope )
3514 light->envelope = radius;
3515 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3518 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3521 /* add grid/surface only check */
3524 if( !(light->flags & LIGHT_GRID) )
3525 light->envelope = 0.0f;
3529 if( !(light->flags & LIGHT_SURFACES) )
3530 light->envelope = 0.0f;
3535 if( light->cluster < 0 || light->envelope <= 0.0f )
3538 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3540 /* delete the light */
3542 *owner = light->next;
3543 if( light->w != NULL )
3550 /* square envelope */
3551 light->envelope2 = (light->envelope * light->envelope);
3553 /* increment light count */
3556 /* set next light */
3557 owner = &((**owner).next);
3560 /* bucket sort lights by style */
3561 memset( buckets, 0, sizeof( buckets ) );
3563 for( light = lights; light != NULL; light = light2 )
3565 /* get next light */
3566 light2 = light->next;
3568 /* filter into correct bucket */
3569 light->next = buckets[ light->style ];
3570 buckets[ light->style ] = light;
3572 /* if any styled light is present, automatically set nocollapse */
3573 if( light->style != LS_NORMAL )
3577 /* filter back into light list */
3579 for( i = 255; i >= 0; i-- )
3582 for( light = buckets[ i ]; light != NULL; light = light2 )
3584 light2 = light->next;
3585 light->next = lights;
3590 /* emit some statistics */
3591 Sys_Printf( "%9d total lights\n", numLights );
3592 Sys_Printf( "%9d culled lights\n", numCulledLights );
3598 CreateTraceLightsForBounds()
3599 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3602 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3606 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3607 float radius, dist, length;
3610 /* potential pre-setup */
3611 if( numLights == 0 )
3612 SetupEnvelopes( qfalse, fast );
3615 //% 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 ] );
3617 /* allocate the light list */
3618 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3619 trace->numLights = 0;
3621 /* calculate spherical bounds */
3622 VectorAdd( mins, maxs, origin );
3623 VectorScale( origin, 0.5f, origin );
3624 VectorSubtract( maxs, origin, dir );
3625 radius = (float) VectorLength( dir );
3627 /* get length of normal vector */
3628 if( normal != NULL )
3629 length = VectorLength( normal );
3632 normal = nullVector;
3636 /* test each light and see if it reaches the sphere */
3637 /* note: the attenuation code MUST match LightingAtSample() */
3638 for( light = lights; light; light = light->next )
3640 /* check zero sized envelope */
3641 if( light->envelope <= 0 )
3643 lightsEnvelopeCulled++;
3648 if( !(light->flags & flags) )
3651 /* sunlight skips all this nonsense */
3652 if( light->type != EMIT_SUN )
3658 /* check against pvs cluster */
3659 if( numClusters > 0 && clusters != NULL )
3661 for( i = 0; i < numClusters; i++ )
3663 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3668 if( i == numClusters )
3670 lightsClusterCulled++;
3675 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3676 VectorSubtract( light->origin, origin, dir );
3677 dist = VectorLength( dir );
3678 dist -= light->envelope;
3682 lightsEnvelopeCulled++;
3686 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3689 for( i = 0; i < 3; i++ )
3691 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3696 lightsBoundsCulled++;
3702 /* planar surfaces (except twosided surfaces) have a couple more checks */
3703 if( length > 0.0f && trace->twoSided == qfalse )
3705 /* lights coplanar with a surface won't light it */
3706 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3708 lightsPlaneCulled++;
3712 /* check to see if light is behind the plane */
3713 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3715 lightsPlaneCulled++;
3720 /* add this light */
3721 trace->lights[ trace->numLights++ ] = light;
3724 /* make last night null */
3725 trace->lights[ trace->numLights ] = NULL;
3730 void FreeTraceLights( trace_t *trace )
3732 if( trace->lights != NULL )
3733 free( trace->lights );
3739 CreateTraceLightsForSurface()
3740 creates a list of lights that can potentially affect a drawsurface
3743 void CreateTraceLightsForSurface( int num, trace_t *trace )
3746 vec3_t mins, maxs, normal;
3748 bspDrawSurface_t *ds;
3749 surfaceInfo_t *info;
3756 /* get drawsurface and info */
3757 ds = &bspDrawSurfaces[ num ];
3758 info = &surfaceInfos[ num ];
3760 /* get the mins/maxs for the dsurf */
3761 ClearBounds( mins, maxs );
3762 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3763 for( i = 0; i < ds->numVerts; i++ )
3765 dv = &yDrawVerts[ ds->firstVert + i ];
3766 AddPointToBounds( dv->xyz, mins, maxs );
3767 if( !VectorCompare( dv->normal, normal ) )
3768 VectorClear( normal );
3771 /* create the lights for the bounding box */
3772 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3775 /////////////////////////////////////////////////////////////
3777 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3778 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3779 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3780 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3782 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3783 static int numFloodVectors = 0;
3785 void SetupFloodLight( void )
3788 float angle, elevation, angleStep, elevationStep;
3790 double v1,v2,v3,v4,v5;
3793 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3795 /* calculate angular steps */
3796 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3797 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3801 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3803 /* iterate elevation */
3804 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3806 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3807 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3808 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3813 /* emit some statistics */
3814 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3817 value = ValueForKey( &entities[ 0 ], "_floodlight" );
3819 if( value[ 0 ] != '\0' )
3822 v4=floodlightDistance;
3823 v5=floodlightIntensity;
3825 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3827 floodlightRGB[0]=v1;
3828 floodlightRGB[1]=v2;
3829 floodlightRGB[2]=v3;
3831 if (VectorLength(floodlightRGB)==0)
3833 VectorSet(floodlightRGB,240,240,255);
3839 floodlightDistance=v4;
3840 floodlightIntensity=v5;
3842 floodlighty = qtrue;
3843 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3847 VectorSet(floodlightRGB,240,240,255);
3848 //floodlighty = qtrue;
3849 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3851 VectorNormalize(floodlightRGB,floodlightRGB);
3855 FloodLightForSample()
3856 calculates floodlight value for a given sample
3857 once again, kudos to the dirtmapping coder
3860 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
3866 float gatherLight, outLight;
3867 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
3875 if( trace == NULL || trace->cluster < 0 )
3880 dd = floodLightDistance;
3881 VectorCopy( trace->normal, normal );
3883 /* check if the normal is aligned to the world-up */
3884 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
3886 if( normal[ 2 ] == 1.0f )
3888 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
3889 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3891 else if( normal[ 2 ] == -1.0f )
3893 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
3894 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3899 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
3900 CrossProduct( normal, worldUp, myRt );
3901 VectorNormalize( myRt, myRt );
3902 CrossProduct( myRt, normal, myUp );
3903 VectorNormalize( myUp, myUp );
3906 /* vortex: optimise floodLightLowQuality a bit */
3907 if ( floodLightLowQuality == qtrue )
3909 /* iterate through ordered vectors */
3910 for( i = 0; i < numFloodVectors; i++ )
3911 if (rand()%10 != 0 ) continue;
3915 /* iterate through ordered vectors */
3916 for( i = 0; i < numFloodVectors; i++ )
3920 /* transform vector into tangent space */
3921 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
3922 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
3923 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
3926 VectorMA( trace->origin, dd, direction, trace->end );
3928 //VectorMA( trace->origin, 1, direction, trace->origin );
3930 SetupTrace( trace );
3935 if (trace->compileFlags & C_SKY )
3939 else if ( trace->opaque )
3941 VectorSubtract( trace->hit, trace->origin, displacement );
3942 d=VectorLength( displacement );
3944 // d=trace->distance;
3945 //if (d>256) gatherDirt+=1;
3947 if (contribution>1) contribution=1.0f;
3949 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
3952 gatherLight+=contribution;
3957 if( gatherLight <= 0.0f )
3965 outLight=gatherLight;
3966 if( outLight > 1.0f )
3969 /* return to sender */
3974 FloodLightRawLightmap
3975 lighttracer style ambient occlusion light hack.
3976 Kudos to the dirtmapping author for most of this source.
3977 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
3978 VorteX: fixed problems with deluxemapping
3981 // floodlight pass on a lightmap
3982 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
3984 int i, x, y, *cluster;
3985 float *origin, *normal, *floodlight, floodLightAmount;
3986 surfaceInfo_t *info;
3989 // float samples, average, *floodlight2;
3991 memset(&trace,0,sizeof(trace_t));
3994 trace.testOcclusion = qtrue;
3995 trace.forceSunlight = qfalse;
3996 trace.twoSided = qtrue;
3997 trace.recvShadows = lm->recvShadows;
3998 trace.numSurfaces = lm->numLightSurfaces;
3999 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4000 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4001 trace.testAll = qfalse;
4002 trace.distance = 1024;
4004 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4005 //trace.twoSided = qfalse;
4006 for( i = 0; i < trace.numSurfaces; i++ )
4009 info = &surfaceInfos[ trace.surfaces[ i ] ];
4011 /* check twosidedness */
4012 if( info->si->twoSided )
4014 trace.twoSided = qtrue;
4019 /* gather floodlight */
4020 for( y = 0; y < lm->sh; y++ )
4022 for( x = 0; x < lm->sw; x++ )
4025 cluster = SUPER_CLUSTER( x, y );
4026 origin = SUPER_ORIGIN( x, y );
4027 normal = SUPER_NORMAL( x, y );
4028 floodlight = SUPER_FLOODLIGHT( x, y );
4030 /* set default dirt */
4033 /* only look at mapped luxels */
4038 trace.cluster = *cluster;
4039 VectorCopy( origin, trace.origin );
4040 VectorCopy( normal, trace.normal );
4042 /* get floodlight */
4043 floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4045 /* add floodlight */
4046 floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4047 floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4048 floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4049 floodlight[3] += floodlightDirectionScale;
4053 /* testing no filtering */
4059 for( y = 0; y < lm->sh; y++ )
4061 for( x = 0; x < lm->sw; x++ )
4064 cluster = SUPER_CLUSTER( x, y );
4065 floodlight = SUPER_FLOODLIGHT(x, y );
4067 /* filter dirt by adjacency to unmapped luxels */
4068 average = *floodlight;
4070 for( sy = (y - 1); sy <= (y + 1); sy++ )
4072 if( sy < 0 || sy >= lm->sh )
4075 for( sx = (x - 1); sx <= (x + 1); sx++ )
4077 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4080 /* get neighboring luxel */
4081 cluster = SUPER_CLUSTER( sx, sy );
4082 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4083 if( *cluster < 0 || *floodlight2 <= 0.0f )
4087 average += *floodlight2;
4092 if( samples <= 0.0f )
4097 if( samples <= 0.0f )
4101 *floodlight = average / samples;
4107 void FloodLightRawLightmap( int rawLightmapNum )
4111 /* bail if this number exceeds the number of raw lightmaps */
4112 if( rawLightmapNum >= numRawLightmaps )
4115 lm = &rawLightmaps[ rawLightmapNum ];
4118 if (floodlighty && floodlightIntensity)
4119 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4122 if (lm->floodlightIntensity)
4124 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4125 numSurfacesFloodlighten += 1;
4129 void FloodlightRawLightmaps()
4131 Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4132 numSurfacesFloodlighten = 0;
4133 RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4134 Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4138 FloodLightIlluminate()
4139 illuminate floodlight into lightmap luxels
4142 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4144 float *luxel, *floodlight, *deluxel, *normal;
4147 int x, y, lightmapNum;
4149 /* walk lightmaps */
4150 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4153 if( lm->superLuxels[ lightmapNum ] == NULL )
4156 /* apply floodlight to each luxel */
4157 for( y = 0; y < lm->sh; y++ )
4159 for( x = 0; x < lm->sw; x++ )
4161 /* get floodlight */
4162 floodlight = SUPER_FLOODLIGHT( x, y );
4163 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4167 cluster = SUPER_CLUSTER( x, y );
4169 /* only process mapped luxels */
4173 /* get particulars */
4174 luxel = SUPER_LUXEL( lightmapNum, x, y );
4175 deluxel = SUPER_DELUXEL( x, y );
4177 /* add to lightmap */
4178 luxel[0]+=floodlight[0];
4179 luxel[1]+=floodlight[1];
4180 luxel[2]+=floodlight[2];
4182 if (luxel[3]==0) luxel[3]=1;
4184 /* add to deluxemap */
4185 if (deluxemap && floodlight[3] > 0)
\r
4187 vec3_t lightvector;
\r
4189 normal = SUPER_NORMAL( x, y );
4190 brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
\r
4192 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
\r
4193 if(brightness < 0.00390625f)
\r
4194 brightness = 0.00390625f;
\r
4196 VectorScale( normal, brightness, lightvector );
4197 VectorAdd( deluxel, lightvector, deluxel );