1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
44 ydnar: moved to here 2001-02-04
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
55 /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
59 /* make a local copy */
60 VectorScale( color, scale, sample );
63 gamma = 1.0f / lightmapGamma;
64 for( i = 0; i < 3; i++ )
66 /* handle negative light */
67 if( sample[ i ] < 0.0f )
74 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
77 if (lightmapExposure == 1)
79 /* clamp with color normalization */
81 if( sample[ 1 ] > max )
83 if( sample[ 2 ] > max )
86 VectorScale( sample, (255.0f / max), sample );
90 if (lightmapExposure==0)
92 lightmapExposure=1.0f;
94 inv=1.f/lightmapExposure;
98 if( sample[ 1 ] > max )
100 if( sample[ 2 ] > max )
103 dif = (1- exp(-max * inv) ) * 255;
121 /* compensate for ingame overbrighting/bitshifting */
122 VectorScale( sample, (1.0f / lightmapCompensate), sample );
125 colorBytes[ 0 ] = sample[ 0 ];
126 colorBytes[ 1 ] = sample[ 1 ];
127 colorBytes[ 2 ] = sample[ 2 ];
132 /* -------------------------------------------------------------------------------
134 this section deals with phong shading (normal interpolation across brush faces)
136 ------------------------------------------------------------------------------- */
140 smooths together coincident vertex normals across the bsp
143 #define MAX_SAMPLES 256
144 #define THETA_EPSILON 0.000001
145 #define EQUAL_NORMAL_EPSILON 0.01
147 void SmoothNormals( void )
149 int i, j, k, f, cs, numVerts, numVotes, fOld, start;
150 float shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151 bspDrawSurface_t *ds;
155 vec3_t average, diff;
156 int indexes[ MAX_SAMPLES ];
157 vec3_t votes[ MAX_SAMPLES ];
160 /* allocate shade angle table */
161 shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162 memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
164 /* allocate smoothed table */
165 cs = (numBSPDrawVerts / 8) + 1;
166 smoothed = safe_malloc( cs );
167 memset( smoothed, 0, cs );
169 /* set default shade angle */
170 defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
173 /* run through every surface and flag verts belonging to non-lightmapped surfaces
174 and set per-vertex smoothing angle */
175 for( i = 0; i < numBSPDrawSurfaces; i++ )
178 ds = &bspDrawSurfaces[ i ];
180 /* get shader for shade angle */
181 si = surfaceInfos[ i ].si;
182 if( si->shadeAngleDegrees )
183 shadeAngle = DEG2RAD( si->shadeAngleDegrees );
185 shadeAngle = defaultShadeAngle;
186 if( shadeAngle > maxShadeAngle )
187 maxShadeAngle = shadeAngle;
190 for( j = 0; j < ds->numVerts; j++ )
192 f = ds->firstVert + j;
193 shadeAngles[ f ] = shadeAngle;
194 if( ds->surfaceType == MST_TRIANGLE_SOUP )
195 smoothed[ f >> 3 ] |= (1 << (f & 7));
198 /* ydnar: optional force-to-trisoup */
199 if( trisoup && ds->surfaceType == MST_PLANAR )
201 ds->surfaceType = MST_TRIANGLE_SOUP;
202 ds->lightmapNum[ 0 ] = -3;
206 /* bail if no surfaces have a shade angle */
207 if( maxShadeAngle == 0 )
216 start = I_FloatTime();
218 /* go through the list of vertexes */
219 for( i = 0; i < numBSPDrawVerts; i++ )
222 f = 10 * i / numBSPDrawVerts;
226 Sys_Printf( "%i...", f );
229 /* already smoothed? */
230 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
234 VectorClear( average );
238 /* build a table of coincident vertexes */
239 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
241 /* already smoothed? */
242 if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
246 if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
249 /* use smallest shade angle */
250 shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
252 /* check shade angle */
253 dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
256 else if( dot < -1.0 )
258 testAngle = acos( dot ) + THETA_EPSILON;
259 if( testAngle >= shadeAngle )
261 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
264 //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
266 /* add to the list */
267 indexes[ numVerts++ ] = j;
270 smoothed[ j >> 3 ] |= (1 << (j & 7));
272 /* see if this normal has already been voted */
273 for( k = 0; k < numVotes; k++ )
275 VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
276 if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
277 fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
278 fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
282 /* add a new vote? */
283 if( k == numVotes && numVotes < MAX_SAMPLES )
285 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
291 /* don't average for less than 2 verts */
296 if( VectorNormalize( average, average ) > 0 )
299 for( j = 0; j < numVerts; j++ )
300 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
304 /* free the tables */
309 Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
314 /* -------------------------------------------------------------------------------
316 this section deals with phong shaded lightmap tracing
318 ------------------------------------------------------------------------------- */
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
324 calculates the st tangent vectors for normalmapping
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
334 /* calculate barycentric basis for the triangle */
335 bb = (dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]) - (dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]);
336 if( fabs( bb ) < 0.00000001f )
340 for( i = 0; i < numVerts; i++ )
342 /* calculate s tangent vector */
343 s = dv[ i ]->st[ 0 ] + 10.0f;
344 t = dv[ i ]->st[ 1 ];
345 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
346 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
347 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
349 stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
350 stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
351 stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
353 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354 VectorNormalize( stv[ i ], stv[ i ] );
356 /* calculate t tangent vector */
357 s = dv[ i ]->st[ 0 ];
358 t = dv[ i ]->st[ 1 ] + 10.0f;
359 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
360 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
361 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
363 ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
364 ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
365 ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
367 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368 VectorNormalize( ttv[ i ], ttv[ i ] );
371 //% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
372 //% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
375 /* return to caller */
384 perterbs the normal by the shader's normalmap in tangent space
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
394 VectorCopy( dv->normal, pNormal );
396 /* sample normalmap */
397 if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
400 /* remap sampled normal from [0,255] to [-1,-1] */
401 for( i = 0; i < 3; i++ )
402 bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
404 /* scale tangent vectors and add to original normal */
405 VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
406 VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
407 VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
409 /* renormalize and return */
410 VectorNormalize( pNormal, pNormal );
417 maps a luxel for triangle bv at
421 #define BOGUS_NUDGE -99999.0f
423 static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
425 int i, x, y, numClusters, *clusters, pointCluster, *cluster;
426 float *luxel, *origin, *normal, d, lightmapSampleOffset;
433 vec4_t sideplane, hostplane;
438 static float nudges[][ 2 ] =
440 //%{ 0, 0 }, /* try center first */
441 { -NUDGE, 0 }, /* left */
442 { NUDGE, 0 }, /* right */
443 { 0, NUDGE }, /* up */
444 { 0, -NUDGE }, /* down */
445 { -NUDGE, NUDGE }, /* left/up */
446 { NUDGE, -NUDGE }, /* right/down */
447 { NUDGE, NUDGE }, /* right/up */
448 { -NUDGE, -NUDGE }, /* left/down */
449 { BOGUS_NUDGE, BOGUS_NUDGE }
453 /* find luxel xy coords (fixme: subtract 0.5?) */
454 x = dv->lightmap[ 0 ][ 0 ];
455 y = dv->lightmap[ 0 ][ 1 ];
458 else if( x >= lm->sw )
462 else if( y >= lm->sh )
465 /* set shader and cluster list */
469 numClusters = info->numSurfaceClusters;
470 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
479 /* get luxel, origin, cluster, and normal */
480 luxel = SUPER_LUXEL( 0, x, y );
481 origin = SUPER_ORIGIN( x, y );
482 normal = SUPER_NORMAL( x, y );
483 cluster = SUPER_CLUSTER( x, y );
485 /* don't attempt to remap occluded luxels for planar surfaces */
486 if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
489 /* only average the normal for premapped luxels */
490 else if( (*cluster) >= 0 )
492 /* do bumpmap calculations */
494 PerturbNormal( dv, si, pNormal, stv, ttv );
496 VectorCopy( dv->normal, pNormal );
498 /* add the additional normal data */
499 VectorAdd( normal, pNormal, normal );
504 /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
508 /* axial lightmap projection */
509 if( lm->vecs != NULL )
511 /* calculate an origin for the sample from the lightmap vectors */
512 VectorCopy( lm->origin, origin );
513 for( i = 0; i < 3; i++ )
515 /* add unless it's the axis, which is taken care of later */
516 if( i == lm->axisNum )
518 origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
521 /* project the origin onto the plane */
522 d = DotProduct( origin, plane ) - plane[ 3 ];
523 d /= plane[ lm->axisNum ];
524 origin[ lm->axisNum ] -= d;
527 /* non axial lightmap projection (explicit xyz) */
529 VectorCopy( dv->xyz, origin );
531 //////////////////////
532 //27's test to make sure samples stay within the triangle boundaries
533 //1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
534 //2) if it does, nudge it onto the correct side.
536 if (worldverts!=NULL && lightmapTriangleCheck)
540 VectorCopy(worldverts[j],cverts[j]);
542 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
548 //build plane using 2 edges and a normal
551 VectorCopy(cverts[next],temp);
552 VectorAdd(temp,hostplane,temp);
553 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
555 //planetest sample point
556 e=DotProduct(origin,sideplane);
561 //VectorClear(origin);
562 //Move the sample point back inside triangle bounds
563 origin[0]-=sideplane[0]*(e+1);
564 origin[1]-=sideplane[1]*(e+1);
565 origin[2]-=sideplane[2]*(e+1);
574 ////////////////////////
576 /* planar surfaces have precalculated lightmap vectors for nudging */
577 if( lm->plane != NULL )
579 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581 VectorCopy( lm->plane, vecs[ 2 ] );
584 /* non-planar surfaces must calculate them */
588 VectorCopy( plane, vecs[ 2 ] );
590 VectorCopy( dv->normal, vecs[ 2 ] );
591 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
594 /* push the origin off the surface a bit */
596 lightmapSampleOffset = si->lightmapSampleOffset;
598 lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
599 if( lm->axisNum < 0 )
600 VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
601 else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
602 origin[ lm->axisNum ] -= lightmapSampleOffset;
604 origin[ lm->axisNum ] += lightmapSampleOffset;
606 VectorCopy(origin,origintwo);
607 if(lightmapExtraVisClusterNudge)
609 origintwo[0]+=vecs[2][0];
610 origintwo[1]+=vecs[2][1];
611 origintwo[2]+=vecs[2][2];
615 pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
617 /* another retarded hack, storing nudge count in luxel[ 1 ] */
620 /* point in solid? (except in dark mode) */
621 if( pointCluster < 0 && dark == qfalse )
623 /* nudge the the location around */
625 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
627 /* nudge the vector around a bit */
628 for( i = 0; i < 3; i++ )
630 /* set nudged point*/
631 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
635 /* get pvs cluster */
636 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637 if( pointCluster >= 0 )
638 VectorCopy( nudged, origin );
643 /* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
644 if( pointCluster < 0 && si != NULL && dark == qfalse )
646 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648 if( pointCluster >= 0 )
649 VectorCopy( nudged, origin );
654 if( pointCluster < 0 )
656 (*cluster) = CLUSTER_OCCLUDED;
657 VectorClear( origin );
658 VectorClear( normal );
664 //% Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
666 /* do bumpmap calculations */
668 PerturbNormal( dv, si, pNormal, stv, ttv );
670 VectorCopy( dv->normal, pNormal );
672 /* store the cluster and normal */
673 (*cluster) = pointCluster;
674 VectorCopy( pNormal, normal );
676 /* store explicit mapping pass and implicit mapping pass */
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
695 static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
697 bspDrawVert_t mid, *dv2[ 3 ];
701 /* map the vertexes */
703 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
704 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
705 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
711 float *a, *b, dx, dy, dist, maxDist;
714 /* find the longest edge and split it */
717 for( i = 0; i < 3; i++ )
720 a = dv[ i ]->lightmap[ 0 ];
721 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
724 dx = a[ 0 ] - b[ 0 ];
725 dy = a[ 1 ] - b[ 1 ];
726 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
736 /* try to early out */
737 if( max < 0 || maxDist <= subdivideThreshold ) /* ydnar: was i < 0 instead of max < 0 (?) */
741 /* split the longest edge and map it */
742 LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
743 MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
745 /* push the point up a little bit to account for fp creep (fixme: revisit this) */
746 //% VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
748 /* recurse to first triangle */
749 VectorCopy( dv, dv2 );
751 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
753 /* recurse to second triangle */
754 VectorCopy( dv, dv2 );
755 dv2[ (max + 1) % 3 ] = ∣
756 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
771 vec3_t *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772 vec3_t worldverts[ 3 ];
775 /* get plane if possible */
776 if( lm->plane != NULL )
778 VectorCopy( lm->plane, plane );
779 plane[ 3 ] = lm->plane[ 3 ];
782 /* otherwise make one from the points */
783 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
786 /* check to see if we need to calculate texture->world tangent vectors */
787 if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
798 VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799 VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800 VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
802 /* map the vertexes */
803 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
804 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
805 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
807 /* 2002-11-20: prefer axial triangle edges */
810 /* subdivide the triangle */
811 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
815 for( i = 0; i < 3; i++ )
818 bspDrawVert_t *dv2[ 3 ];
822 a = dv[ i ]->lightmap[ 0 ];
823 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
825 /* make degenerate triangles for mapping edges */
826 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
829 dv2[ 1 ] = dv[ (i + 1) % 3 ];
830 dv2[ 2 ] = dv[ (i + 1) % 3 ];
832 /* map the degenerate triangle */
833 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
848 static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] )
850 bspDrawVert_t mid[ 2 ], *dv2[ 4 ];
857 float *a, *b, dx, dy, dist, maxDist;
860 /* find the longest edge and split it */
863 for( i = 0; i < 4; i++ )
866 a = dv[ i ]->lightmap[ 0 ];
867 b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
870 dx = a[ 0 ] - b[ 0 ];
871 dy = a[ 1 ] - b[ 1 ];
872 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
882 /* try to early out */
883 if( max < 0 || maxDist <= subdivideThreshold )
887 /* we only care about even/odd edges */
890 /* split the longest edges */
891 LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
892 LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
894 /* map the vertexes */
895 MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
896 MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
901 /* recurse to first quad */
903 dv2[ 1 ] = &mid[ 0 ];
904 dv2[ 2 ] = &mid[ 1 ];
906 MapQuad_r( lm, info, dv2, plane, stv, ttv );
908 /* recurse to second quad */
909 dv2[ 0 ] = &mid[ 0 ];
912 dv2[ 3 ] = &mid[ 1 ];
913 MapQuad_r( lm, info, dv2, plane, stv, ttv );
919 /* recurse to first quad */
922 dv2[ 2 ] = &mid[ 0 ];
923 dv2[ 3 ] = &mid[ 1 ];
924 MapQuad_r( lm, info, dv2, plane, stv, ttv );
926 /* recurse to second quad */
927 dv2[ 0 ] = &mid[ 1 ];
928 dv2[ 1 ] = &mid[ 0 ];
931 MapQuad_r( lm, info, dv2, plane, stv, ttv );
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
943 #define QUAD_PLANAR_EPSILON 0.5f
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
949 vec3_t *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
952 /* get plane if possible */
953 if( lm->plane != NULL )
955 VectorCopy( lm->plane, plane );
956 plane[ 3 ] = lm->plane[ 3 ];
959 /* otherwise make one from the points */
960 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
963 /* 4th point must fall on the plane */
964 dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965 if( fabs( dist ) > QUAD_PLANAR_EPSILON )
968 /* check to see if we need to calculate texture->world tangent vectors */
969 if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
980 /* map the vertexes */
981 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
982 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
983 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
984 MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
986 /* subdivide the quad */
987 MapQuad_r( lm, info, dv, plane, stv, ttv );
995 maps the locations, normals, and pvs clusters for a raw lightmap
998 #define VectorDivide( in, d, out ) VectorScale( in, (1.0f / (d)), out ) //% (out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)
1000 void MapRawLightmap( int rawLightmapNum )
1002 int n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003 float *luxel, *origin, *normal, samples, radius, pass;
1005 bspDrawSurface_t *ds;
1006 surfaceInfo_t *info;
1007 mesh_t src, *subdivided, *mesh;
1008 bspDrawVert_t *verts, *dv[ 4 ], fake;
1011 /* bail if this number exceeds the number of raw lightmaps */
1012 if( rawLightmapNum >= numRawLightmaps )
1016 lm = &rawLightmaps[ rawLightmapNum ];
1018 /* -----------------------------------------------------------------
1019 map referenced surfaces onto the raw lightmap
1020 ----------------------------------------------------------------- */
1022 /* walk the list of surfaces on this raw lightmap */
1023 for( n = 0; n < lm->numLightSurfaces; n++ )
1025 /* with > 1 surface per raw lightmap, clear occluded */
1028 for( y = 0; y < lm->sh; y++ )
1030 for( x = 0; x < lm->sw; x++ )
1033 cluster = SUPER_CLUSTER( x, y );
1035 *cluster = CLUSTER_UNMAPPED;
1041 num = lightSurfaces[ lm->firstLightSurface + n ];
1042 ds = &bspDrawSurfaces[ num ];
1043 info = &surfaceInfos[ num ];
1045 /* bail if no lightmap to calculate */
1046 if( info->lm != lm )
1052 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053 switch( ds->surfaceType )
1057 verts = yDrawVerts + ds->firstVert;
1059 /* map the triangles */
1060 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1062 for( i = 0; i < ds->numIndexes; i += 3 )
1064 dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
1065 dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
1066 dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
1067 MapTriangle( lm, info, dv, mapNonAxial );
1073 /* make a mesh from the drawsurf */
1074 src.width = ds->patchWidth;
1075 src.height = ds->patchHeight;
1076 src.verts = &yDrawVerts[ ds->firstVert ];
1077 //% subdivided = SubdivideMesh( src, 8, 512 );
1078 subdivided = SubdivideMesh2( src, info->patchIterations );
1080 /* fit it to the curve and remove colinear verts on rows/columns */
1081 PutMeshOnCurve( *subdivided );
1082 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083 FreeMesh( subdivided );
1086 verts = mesh->verts;
1092 Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
1093 lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
1094 lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
1095 lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
1099 /* map the mesh quads */
1102 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1104 for( y = 0; y < (mesh->height - 1); y++ )
1106 for( x = 0; x < (mesh->width - 1); x++ )
1109 pw[ 0 ] = x + (y * mesh->width);
1110 pw[ 1 ] = x + ((y + 1) * mesh->width);
1111 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1112 pw[ 3 ] = x + 1 + (y * mesh->width);
1113 pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
1118 /* get drawverts and map first triangle */
1119 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1120 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1121 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1122 MapTriangle( lm, info, dv, mapNonAxial );
1124 /* get drawverts and map second triangle */
1125 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1126 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1127 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1128 MapTriangle( lm, info, dv, mapNonAxial );
1135 for( y = 0; y < (mesh->height - 1); y++ )
1137 for( x = 0; x < (mesh->width - 1); x++ )
1140 pw[ 0 ] = x + (y * mesh->width);
1141 pw[ 1 ] = x + ((y + 1) * mesh->width);
1142 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1143 pw[ 3 ] = x + 1 + (y * mesh->width);
1149 /* attempt to map quad first */
1150 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1151 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1152 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1153 dv[ 3 ] = &verts[ pw[ r + 3 ] ];
1154 if( MapQuad( lm, info, dv ) )
1157 /* get drawverts and map first triangle */
1158 MapTriangle( lm, info, dv, mapNonAxial );
1160 /* get drawverts and map second triangle */
1161 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1162 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1163 MapTriangle( lm, info, dv, mapNonAxial );
1178 /* -----------------------------------------------------------------
1179 average and clean up luxel normals
1180 ----------------------------------------------------------------- */
1182 /* walk the luxels */
1183 for( y = 0; y < lm->sh; y++ )
1185 for( x = 0; x < lm->sw; x++ )
1188 luxel = SUPER_LUXEL( 0, x, y );
1189 normal = SUPER_NORMAL( x, y );
1190 cluster = SUPER_CLUSTER( x, y );
1192 /* only look at mapped luxels */
1196 /* the normal data could be the sum of multiple samples */
1197 if( luxel[ 3 ] > 1.0f )
1198 VectorNormalize( normal, normal );
1200 /* mark this luxel as having only one normal */
1205 /* non-planar surfaces stop here */
1206 if( lm->plane == NULL )
1209 /* -----------------------------------------------------------------
1210 map occluded or unuxed luxels
1211 ----------------------------------------------------------------- */
1213 /* walk the luxels */
1214 radius = floor( superSample / 2 );
1215 radius = radius > 0 ? radius : 1.0f;
1217 for( pass = 2.0f; pass <= radius; pass += 1.0f )
1219 for( y = 0; y < lm->sh; y++ )
1221 for( x = 0; x < lm->sw; x++ )
1224 luxel = SUPER_LUXEL( 0, x, y );
1225 normal = SUPER_NORMAL( x, y );
1226 cluster = SUPER_CLUSTER( x, y );
1228 /* only look at unmapped luxels */
1229 if( *cluster != CLUSTER_UNMAPPED )
1232 /* divine a normal and origin from neighboring luxels */
1233 VectorClear( fake.xyz );
1234 VectorClear( fake.normal );
1235 fake.lightmap[ 0 ][ 0 ] = x; //% 0.0001 + x;
1236 fake.lightmap[ 0 ][ 1 ] = y; //% 0.0001 + y;
1238 for( sy = (y - 1); sy <= (y + 1); sy++ )
1240 if( sy < 0 || sy >= lm->sh )
1243 for( sx = (x - 1); sx <= (x + 1); sx++ )
1245 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1248 /* get neighboring luxel */
1249 luxel = SUPER_LUXEL( 0, sx, sy );
1250 origin = SUPER_ORIGIN( sx, sy );
1251 normal = SUPER_NORMAL( sx, sy );
1252 cluster = SUPER_CLUSTER( sx, sy );
1254 /* only consider luxels mapped in previous passes */
1255 if( *cluster < 0 || luxel[ 0 ] >= pass )
1258 /* add its distinctiveness to our own */
1259 VectorAdd( fake.xyz, origin, fake.xyz );
1260 VectorAdd( fake.normal, normal, fake.normal );
1261 samples += luxel[ 3 ];
1266 if( samples == 0.0f )
1270 VectorDivide( fake.xyz, samples, fake.xyz );
1271 //% VectorDivide( fake.normal, samples, fake.normal );
1272 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1275 /* map the fake vert */
1276 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1281 /* -----------------------------------------------------------------
1282 average and clean up luxel normals
1283 ----------------------------------------------------------------- */
1285 /* walk the luxels */
1286 for( y = 0; y < lm->sh; y++ )
1288 for( x = 0; x < lm->sw; x++ )
1291 luxel = SUPER_LUXEL( 0, x, y );
1292 normal = SUPER_NORMAL( x, y );
1293 cluster = SUPER_CLUSTER( x, y );
1295 /* only look at mapped luxels */
1299 /* the normal data could be the sum of multiple samples */
1300 if( luxel[ 3 ] > 1.0f )
1301 VectorNormalize( normal, normal );
1303 /* mark this luxel as having only one normal */
1311 for( y = 0; y < lm->sh; y++ )
1313 for( x = 0; x < lm->sw; x++ )
1318 cluster = SUPER_CLUSTER( x, y );
1319 origin = SUPER_ORIGIN( x, y );
1320 normal = SUPER_NORMAL( x, y );
1321 luxel = SUPER_LUXEL( x, y );
1326 /* check if within the bounding boxes of all surfaces referenced */
1327 ClearBounds( mins, maxs );
1328 for( n = 0; n < lm->numLightSurfaces; n++ )
1331 info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
1332 TOL = info->sampleSize + 2;
1333 AddPointToBounds( info->mins, mins, maxs );
1334 AddPointToBounds( info->maxs, mins, maxs );
1335 if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
1336 origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
1337 origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
1342 if( n < lm->numLightSurfaces )
1345 /* report bogus origin */
1346 Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
1347 rawLightmapNum, x, y, *cluster,
1348 origin[ 0 ], origin[ 1 ], origin[ 2 ],
1349 mins[ 0 ], mins[ 1 ], mins[ 2 ],
1350 maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
1361 sets up dirtmap (ambient occlusion)
1364 #define DIRT_CONE_ANGLE 88 /* degrees */
1365 #define DIRT_NUM_ANGLE_STEPS 16
1366 #define DIRT_NUM_ELEVATION_STEPS 3
1367 #define DIRT_NUM_VECTORS (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
1369 static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int numDirtVectors = 0;
1372 void SetupDirt( void )
1375 float angle, elevation, angleStep, elevationStep;
1379 Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1381 /* calculate angular steps */
1382 angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383 elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1387 for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1389 /* iterate elevation */
1390 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1392 dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393 dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394 dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1399 /* emit some statistics */
1400 Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1406 calculates dirt value for a given sample
1409 float DirtForSample( trace_t *trace )
1412 float gatherDirt, outDirt, angle, elevation, ooDepth;
1413 vec3_t normal, worldUp, myUp, myRt, temp, direction, displacement;
1419 if( trace == NULL || trace->cluster < 0 )
1424 ooDepth = 1.0f / dirtDepth;
1425 VectorCopy( trace->normal, normal );
1427 /* check if the normal is aligned to the world-up */
1428 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
1430 if( normal[ 2 ] == 1.0f )
1432 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1435 else if( normal[ 2 ] == -1.0f )
1437 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1443 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
1444 CrossProduct( normal, worldUp, myRt );
1445 VectorNormalize( myRt, myRt );
1446 CrossProduct( myRt, normal, myUp );
1447 VectorNormalize( myUp, myUp );
1450 /* 1 = random mode, 0 (well everything else) = non-random mode */
1454 for( i = 0; i < numDirtVectors; i++ )
1456 /* get random vector */
1457 angle = Random() * DEG2RAD( 360.0f );
1458 elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
1459 temp[ 0 ] = cos( angle ) * sin( elevation );
1460 temp[ 1 ] = sin( angle ) * sin( elevation );
1461 temp[ 2 ] = cos( elevation );
1463 /* transform into tangent space */
1464 direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
1465 direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
1466 direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
1469 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470 SetupTrace( trace );
1476 VectorSubtract( trace->hit, trace->origin, displacement );
1477 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1483 /* iterate through ordered vectors */
1484 for( i = 0; i < numDirtVectors; i++ )
1486 /* transform vector into tangent space */
1487 direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
1488 direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
1489 direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
1492 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493 SetupTrace( trace );
1499 VectorSubtract( trace->hit, trace->origin, displacement );
1500 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1506 VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507 SetupTrace( trace );
1513 VectorSubtract( trace->hit, trace->origin, displacement );
1514 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1518 if( gatherDirt <= 0.0f )
1521 /* apply gain (does this even do much? heh) */
1522 outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523 if( outDirt > 1.0f )
1527 outDirt *= dirtScale;
1528 if( outDirt > 1.0f )
1531 /* return to sender */
1532 return 1.0f - outDirt;
1539 calculates dirty fraction for each luxel
1542 void DirtyRawLightmap( int rawLightmapNum )
1544 int i, x, y, sx, sy, *cluster;
1545 float *origin, *normal, *dirt, *dirt2, average, samples;
1547 surfaceInfo_t *info;
1551 /* bail if this number exceeds the number of raw lightmaps */
1552 if( rawLightmapNum >= numRawLightmaps )
1556 lm = &rawLightmaps[ rawLightmapNum ];
1559 trace.testOcclusion = qtrue;
1560 trace.forceSunlight = qfalse;
1561 trace.recvShadows = lm->recvShadows;
1562 trace.numSurfaces = lm->numLightSurfaces;
1563 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1564 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1565 trace.testAll = qfalse;
1567 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1568 trace.twoSided = qfalse;
1569 for( i = 0; i < trace.numSurfaces; i++ )
1572 info = &surfaceInfos[ trace.surfaces[ i ] ];
1574 /* check twosidedness */
1575 if( info->si->twoSided )
1577 trace.twoSided = qtrue;
1583 for( y = 0; y < lm->sh; y++ )
1585 for( x = 0; x < lm->sw; x++ )
1588 cluster = SUPER_CLUSTER( x, y );
1589 origin = SUPER_ORIGIN( x, y );
1590 normal = SUPER_NORMAL( x, y );
1591 dirt = SUPER_DIRT( x, y );
1593 /* set default dirt */
1596 /* only look at mapped luxels */
1601 trace.cluster = *cluster;
1602 VectorCopy( origin, trace.origin );
1603 VectorCopy( normal, trace.normal );
1606 *dirt = DirtForSample( &trace );
1610 /* testing no filtering */
1614 for( y = 0; y < lm->sh; y++ )
1616 for( x = 0; x < lm->sw; x++ )
1619 cluster = SUPER_CLUSTER( x, y );
1620 dirt = SUPER_DIRT( x, y );
1622 /* filter dirt by adjacency to unmapped luxels */
1625 for( sy = (y - 1); sy <= (y + 1); sy++ )
1627 if( sy < 0 || sy >= lm->sh )
1630 for( sx = (x - 1); sx <= (x + 1); sx++ )
1632 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1635 /* get neighboring luxel */
1636 cluster = SUPER_CLUSTER( sx, sy );
1637 dirt2 = SUPER_DIRT( sx, sy );
1638 if( *cluster < 0 || *dirt2 <= 0.0f )
1647 if( samples <= 0.0f )
1652 if( samples <= 0.0f )
1656 *dirt = average / samples;
1665 calculates the pvs cluster, origin, normal of a sub-luxel
1668 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1670 int i, *cluster, *cluster2;
1671 float *origin, *origin2, *normal; //% , *normal2;
1672 vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
1675 /* calulate x vector */
1676 if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1678 cluster = SUPER_CLUSTER( x, y );
1679 origin = SUPER_ORIGIN( x, y );
1680 //% normal = SUPER_NORMAL( x, y );
1681 cluster2 = SUPER_CLUSTER( x + 1, y );
1682 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1683 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1685 else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1687 cluster = SUPER_CLUSTER( x - 1, y );
1688 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1689 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1690 cluster2 = SUPER_CLUSTER( x, y );
1691 origin2 = SUPER_ORIGIN( x, y );
1692 //% normal2 = SUPER_NORMAL( x, y );
1695 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1697 VectorSubtract( origin2, origin, originVecs[ 0 ] );
1698 //% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1700 /* calulate y vector */
1701 if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1703 cluster = SUPER_CLUSTER( x, y );
1704 origin = SUPER_ORIGIN( x, y );
1705 //% normal = SUPER_NORMAL( x, y );
1706 cluster2 = SUPER_CLUSTER( x, y + 1 );
1707 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1708 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1710 else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1712 cluster = SUPER_CLUSTER( x, y - 1 );
1713 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1714 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1715 cluster2 = SUPER_CLUSTER( x, y );
1716 origin2 = SUPER_ORIGIN( x, y );
1717 //% normal2 = SUPER_NORMAL( x, y );
1720 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1722 VectorSubtract( origin2, origin, originVecs[ 1 ] );
1723 //% VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1725 /* calculate new origin */
1726 //% VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1727 //% VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1728 for( i = 0; i < 3; i++ )
1729 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1732 *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1733 if( *sampleCluster < 0 )
1736 /* calculate new normal */
1737 //% VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1738 //% VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1739 //% if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1741 normal = SUPER_NORMAL( x, y );
1742 VectorCopy( normal, sampleNormal );
1750 SubsampleRawLuxel_r()
1751 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1754 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1756 int b, samples, mapped, lighted;
1759 vec3_t origin[ 4 ], normal[ 4 ];
1760 float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1761 vec3_t color, total;
1765 if( lightLuxel[ 3 ] >= lightSamples )
1769 VectorClear( total );
1773 /* make 2x2 subsample stamp */
1774 for( b = 0; b < 4; b++ )
1777 VectorCopy( sampleOrigin, origin[ b ] );
1779 /* calculate position */
1780 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1787 /* increment sample count */
1788 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1791 trace->cluster = *cluster;
1792 VectorCopy( origin[ b ], trace->origin );
1793 VectorCopy( normal[ b ], trace->normal );
1797 LightContributionToSample( trace );
1799 /* add to totals (fixme: make contrast function) */
1800 VectorCopy( trace->color, luxel[ b ] );
1801 VectorAdd( total, trace->color, total );
1802 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1806 /* subsample further? */
1807 if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1808 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1809 lighted != 0 && lighted != mapped )
1811 for( b = 0; b < 4; b++ )
1813 if( cluster[ b ] < 0 )
1815 SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] );
1820 //% VectorClear( color );
1822 VectorCopy( lightLuxel, color );
1824 for( b = 0; b < 4; b++ )
1826 if( cluster[ b ] < 0 )
1828 VectorAdd( color, luxel[ b ], color );
1836 color[ 0 ] /= samples;
1837 color[ 1 ] /= samples;
1838 color[ 2 ] /= samples;
1841 VectorCopy( color, lightLuxel );
1842 lightLuxel[ 3 ] += 1.0f;
1849 IlluminateRawLightmap()
1850 illuminates the luxels
1853 #define STACK_LL_SIZE (SUPER_LUXEL_SIZE * 64 * 64)
1854 #define LIGHT_LUXEL( x, y ) (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1856 void IlluminateRawLightmap( int rawLightmapNum )
1858 int i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1859 int *cluster, *cluster2, mapped, lighted, totalLighted;
1861 surfaceInfo_t *info;
1862 qboolean filterColor, filterDir;
1864 float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1865 float *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1866 vec3_t color, averageColor, averageDir, total, temp, temp2;
1867 float tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1869 float stackLightLuxels[ STACK_LL_SIZE ];
1874 /* bail if this number exceeds the number of raw lightmaps */
1875 if( rawLightmapNum >= numRawLightmaps )
1879 lm = &rawLightmaps[ rawLightmapNum ];
1882 trace.testOcclusion = !noTrace;
1883 trace.forceSunlight = qfalse;
1884 trace.recvShadows = lm->recvShadows;
1885 trace.numSurfaces = lm->numLightSurfaces;
1886 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1887 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1889 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1890 trace.twoSided = qfalse;
1891 for( i = 0; i < trace.numSurfaces; i++ )
1894 info = &surfaceInfos[ trace.surfaces[ i ] ];
1896 /* check twosidedness */
1897 if( info->si->twoSided )
1899 trace.twoSided = qtrue;
1904 /* create a culled light list for this raw lightmap */
1905 CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1907 /* -----------------------------------------------------------------
1909 ----------------------------------------------------------------- */
1912 numLuxelsIlluminated += (lm->sw * lm->sh);
1914 /* test debugging state */
1915 if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1917 /* debug fill the luxels */
1918 for( y = 0; y < lm->sh; y++ )
1920 for( x = 0; x < lm->sw; x++ )
1923 cluster = SUPER_CLUSTER( x, y );
1925 /* only fill mapped luxels */
1929 /* get particulars */
1930 luxel = SUPER_LUXEL( 0, x, y );
1931 origin = SUPER_ORIGIN( x, y );
1932 normal = SUPER_NORMAL( x, y );
1934 /* color the luxel with raw lightmap num? */
1936 VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1938 /* color the luxel with lightmap axis? */
1939 else if( debugAxis )
1941 luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1942 luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1943 luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1946 /* color the luxel with luxel cluster? */
1947 else if( debugCluster )
1948 VectorCopy( debugColors[ *cluster % 12 ], luxel );
1950 /* color the luxel with luxel origin? */
1951 else if( debugOrigin )
1953 VectorSubtract( lm->maxs, lm->mins, temp );
1954 VectorScale( temp, (1.0f / 255.0f), temp );
1955 VectorSubtract( origin, lm->mins, temp2 );
1956 luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1957 luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1958 luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1961 /* color the luxel with the normal */
1962 else if( normalmap )
1964 luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1965 luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1966 luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1969 /* otherwise clear it */
1971 VectorClear( luxel );
1980 /* allocate temporary per-light luxel storage */
1981 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
1982 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
1983 lightLuxels = stackLightLuxels;
1985 lightLuxels = safe_malloc( llSize );
1988 //% memset( lm->superLuxels[ 0 ], 0, llSize );
1990 /* set ambient color */
1991 for( y = 0; y < lm->sh; y++ )
1993 for( x = 0; x < lm->sw; x++ )
1996 cluster = SUPER_CLUSTER( x, y );
1997 luxel = SUPER_LUXEL( 0, x, y );
1998 normal = SUPER_NORMAL( x, y );
1999 deluxel = SUPER_DELUXEL( x, y );
2001 /* blacken unmapped clusters */
2003 VectorClear( luxel );
2008 VectorCopy( ambientColor, luxel );
2011 brightness = ambientColor[ 0 ] * 0.3f + ambientColor[ 1 ] * 0.59f + ambientColor[ 2 ] * 0.11f;
2012 brightness *= (1.0 / 255.0);
2013 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2014 if(brightness < 0.00390625f)
2015 brightness = 0.00390625f;
2016 VectorScale( normal, brightness, deluxel );
2023 /* clear styled lightmaps */
2024 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2025 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2027 if( lm->superLuxels[ lightmapNum ] != NULL )
2028 memset( lm->superLuxels[ lightmapNum ], 0, size );
2031 /* debugging code */
2032 //% if( trace.numLights <= 0 )
2033 //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2035 /* walk light list */
2036 for( i = 0; i < trace.numLights; i++ )
2039 trace.light = trace.lights[ i ];
2042 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2044 if( lm->styles[ lightmapNum ] == trace.light->style ||
2045 lm->styles[ lightmapNum ] == LS_NONE )
2049 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2050 if( lightmapNum >= MAX_LIGHTMAPS )
2052 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2057 memset( lightLuxels, 0, llSize );
2060 /* initial pass, one sample per luxel */
2061 for( y = 0; y < lm->sh; y++ )
2063 for( x = 0; x < lm->sw; x++ )
2066 cluster = SUPER_CLUSTER( x, y );
2070 /* get particulars */
2071 lightLuxel = LIGHT_LUXEL( x, y );
2072 deluxel = SUPER_DELUXEL( x, y );
2073 origin = SUPER_ORIGIN( x, y );
2074 normal = SUPER_NORMAL( x, y );
2077 ////////// 27's temp hack for testing edge clipping ////
2078 if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2080 lightLuxel[ 1 ] = 255;
2081 lightLuxel[ 3 ] = 1.0f;
2087 /* set contribution count */
2088 lightLuxel[ 3 ] = 1.0f;
2091 trace.cluster = *cluster;
2092 VectorCopy( origin, trace.origin );
2093 VectorCopy( normal, trace.normal );
2095 /* get light for this sample */
2096 LightContributionToSample( &trace );
2097 VectorCopy( trace.color, lightLuxel );
2100 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2104 /* add to light direction map (fixme: use luxel normal as starting point for deluxel?) */
2107 if(DotProduct(normal, trace.direction) > 0) // do not take light from the back side
2109 /* color to grayscale (photoshop rgb weighting) */
2110 brightness = trace.color[ 0 ] * 0.3f + trace.color[ 1 ] * 0.59f + trace.color[ 2 ] * 0.11f;
2111 brightness *= (1.0 / 255.0);
2112 VectorScale( trace.direction, brightness, trace.direction );
2113 VectorAdd( deluxel, trace.direction, deluxel );
2119 /* don't even bother with everything else if nothing was lit */
2120 if( totalLighted == 0 )
2123 /* determine filter radius */
2124 filterRadius = lm->filterRadius > trace.light->filterRadius
2126 : trace.light->filterRadius;
2127 if( filterRadius < 0.0f )
2128 filterRadius = 0.0f;
2130 /* set luxel filter radius */
2131 luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2132 if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2133 luxelFilterRadius = 1;
2135 /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2136 /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2137 if( lightSamples > 1 && luxelFilterRadius == 0 )
2140 for( y = 0; y < (lm->sh - 1); y++ )
2142 for( x = 0; x < (lm->sw - 1); x++ )
2147 VectorClear( total );
2149 /* test 2x2 stamp */
2150 for( t = 0; t < 4; t++ )
2152 /* set sample coords */
2153 sx = x + tests[ t ][ 0 ];
2154 sy = y + tests[ t ][ 1 ];
2157 cluster = SUPER_CLUSTER( sx, sy );
2163 lightLuxel = LIGHT_LUXEL( sx, sy );
2164 VectorAdd( total, lightLuxel, total );
2165 if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2169 /* if total color is under a certain amount, then don't bother subsampling */
2170 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2173 /* if all 4 pixels are either in shadow or light, then don't subsample */
2174 if( lighted != 0 && lighted != mapped )
2176 for( t = 0; t < 4; t++ )
2178 /* set sample coords */
2179 sx = x + tests[ t ][ 0 ];
2180 sy = y + tests[ t ][ 1 ];
2183 cluster = SUPER_CLUSTER( sx, sy );
2186 lightLuxel = LIGHT_LUXEL( sx, sy );
2187 origin = SUPER_ORIGIN( sx, sy );
2189 /* only subsample shadowed luxels */
2190 //% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2194 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2196 /* debug code to colorize subsampled areas to yellow */
2197 //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2198 //% VectorSet( luxel, 255, 204, 0 );
2205 /* tertiary pass, apply dirt map (ambient occlusion) */
2209 for( y = 0; y < lm->sh; y++ )
2211 for( x = 0; x < lm->sw; x++ )
2214 cluster = SUPER_CLUSTER( x, y );
2218 /* get particulars */
2219 lightLuxel = LIGHT_LUXEL( x, y );
2220 dirt = SUPER_DIRT( x, y );
2222 /* scale light value */
2223 VectorScale( lightLuxel, *dirt, lightLuxel );
2228 /* allocate sampling lightmap storage */
2229 if( lm->superLuxels[ lightmapNum ] == NULL )
2231 /* allocate sampling lightmap storage */
2232 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2233 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2234 memset( lm->superLuxels[ lightmapNum ], 0, size );
2238 if( lightmapNum > 0 )
2240 lm->styles[ lightmapNum ] = trace.light->style;
2241 //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2244 /* copy to permanent luxels */
2245 for( y = 0; y < lm->sh; y++ )
2247 for( x = 0; x < lm->sw; x++ )
2249 /* get cluster and origin */
2250 cluster = SUPER_CLUSTER( x, y );
2253 origin = SUPER_ORIGIN( x, y );
2256 if( luxelFilterRadius )
2259 VectorClear( averageColor );
2262 /* cheaper distance-based filtering */
2263 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2265 if( sy < 0 || sy >= lm->sh )
2268 for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2270 if( sx < 0 || sx >= lm->sw )
2273 /* get particulars */
2274 cluster = SUPER_CLUSTER( sx, sy );
2277 lightLuxel = LIGHT_LUXEL( sx, sy );
2280 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2281 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2283 /* scale luxel by filter weight */
2284 VectorScale( lightLuxel, weight, color );
2285 VectorAdd( averageColor, color, averageColor );
2291 if( samples <= 0.0f )
2294 /* scale into luxel */
2295 luxel = SUPER_LUXEL( lightmapNum, x, y );
2298 /* handle negative light */
2299 if( trace.light->flags & LIGHT_NEGATIVE )
2301 luxel[ 0 ] -= averageColor[ 0 ] / samples;
2302 luxel[ 1 ] -= averageColor[ 1 ] / samples;
2303 luxel[ 2 ] -= averageColor[ 2 ] / samples;
2306 /* handle normal light */
2309 luxel[ 0 ] += averageColor[ 0 ] / samples;
2310 luxel[ 1 ] += averageColor[ 1 ] / samples;
2311 luxel[ 2 ] += averageColor[ 2 ] / samples;
2318 /* get particulars */
2319 lightLuxel = LIGHT_LUXEL( x, y );
2320 luxel = SUPER_LUXEL( lightmapNum, x, y );
2322 /* handle negative light */
2323 if( trace.light->flags & LIGHT_NEGATIVE )
2324 VectorScale( averageColor, -1.0f, averageColor );
2329 /* handle negative light */
2330 if( trace.light->flags & LIGHT_NEGATIVE )
2331 VectorSubtract( luxel, lightLuxel, luxel );
2333 /* handle normal light */
2335 VectorAdd( luxel, lightLuxel, luxel );
2341 /* free temporary luxels */
2342 if( lightLuxels != stackLightLuxels )
2343 free( lightLuxels );
2346 /* free light list */
2347 FreeTraceLights( &trace );
2349 /* -----------------------------------------------------------------
2351 ----------------------------------------------------------------- */
2355 /* walk lightmaps */
2356 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2359 if( lm->superLuxels[ lightmapNum ] == NULL )
2362 /* apply floodlight to each luxel */
2363 for( y = 0; y < lm->sh; y++ )
2365 for( x = 0; x < lm->sw; x++ )
2368 cluster = SUPER_CLUSTER( x, y );
2372 /* get particulars */
2373 luxel = SUPER_LUXEL( lightmapNum, x, y );
2374 floodlight = SUPER_FLOODLIGHT( x, y );
2376 flood[0]=floodlightRGB[0]*floodlightIntensity;
2377 flood[1]=floodlightRGB[1]*floodlightIntensity;
2378 flood[2]=floodlightRGB[2]*floodlightIntensity;
2380 /* scale light value */
2381 VectorScale( flood, *floodlight, flood );
2386 if (luxel[3]==0) luxel[3]=1;
2390 brightness = flood[ 0 ] * 0.3f + flood[ 1 ] * 0.59f + flood[ 2 ] * 0.11f;
2391 brightness *= (1.0 / 255.0);
2392 VectorScale( normal, brightness, temp );
2393 VectorAdd( deluxel, temp, deluxel );
2402 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2405 if( lm->superLuxels[ lightmapNum ] == NULL )
2408 for( y = 0; y < lm->sh; y++ )
2410 for( x = 0; x < lm->sw; x++ )
2413 cluster = SUPER_CLUSTER( x, y );
2414 //% if( *cluster < 0 )
2417 /* get particulars */
2418 luxel = SUPER_LUXEL( lightmapNum, x, y );
2419 normal = SUPER_NORMAL ( x, y );
2421 luxel[0]=(normal[0]*127)+127;
2422 luxel[1]=(normal[1]*127)+127;
2423 luxel[2]=(normal[2]*127)+127;
2429 /* -----------------------------------------------------------------
2431 ----------------------------------------------------------------- */
2435 /* walk lightmaps */
2436 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2439 if( lm->superLuxels[ lightmapNum ] == NULL )
2442 /* apply dirt to each luxel */
2443 for( y = 0; y < lm->sh; y++ )
2445 for( x = 0; x < lm->sw; x++ )
2448 cluster = SUPER_CLUSTER( x, y );
2449 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2452 /* get particulars */
2453 luxel = SUPER_LUXEL( lightmapNum, x, y );
2454 dirt = SUPER_DIRT( x, y );
2457 VectorScale( luxel, *dirt, luxel );
2461 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2467 /* -----------------------------------------------------------------
2469 ----------------------------------------------------------------- */
2471 /* walk lightmaps */
2472 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2475 if( lm->superLuxels[ lightmapNum ] == NULL )
2478 /* average occluded luxels from neighbors */
2479 for( y = 0; y < lm->sh; y++ )
2481 for( x = 0; x < lm->sw; x++ )
2483 /* get particulars */
2484 cluster = SUPER_CLUSTER( x, y );
2485 luxel = SUPER_LUXEL( lightmapNum, x, y );
2486 deluxel = SUPER_DELUXEL( x, y );
2487 normal = SUPER_NORMAL( x, y );
2489 /* determine if filtering is necessary */
2490 filterColor = qfalse;
2493 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2494 filterColor = qtrue;
2495 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2498 if( !filterColor && !filterDir )
2501 /* choose seed amount */
2502 VectorClear( averageColor );
2503 VectorClear( averageDir );
2506 /* walk 3x3 matrix */
2507 for( sy = (y - 1); sy <= (y + 1); sy++ )
2509 if( sy < 0 || sy >= lm->sh )
2512 for( sx = (x - 1); sx <= (x + 1); sx++ )
2514 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2517 /* get neighbor's particulars */
2518 cluster2 = SUPER_CLUSTER( sx, sy );
2519 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2520 deluxel2 = SUPER_DELUXEL( sx, sy );
2522 /* ignore unmapped/unlit luxels */
2523 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2524 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2527 /* add its distinctiveness to our own */
2528 VectorAdd( averageColor, luxel2, averageColor );
2529 samples += luxel2[ 3 ];
2531 VectorAdd( averageDir, deluxel2, averageDir );
2536 if( samples <= 0.0f )
2539 /* dark lightmap seams */
2542 if( lightmapNum == 0 )
2543 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2550 VectorDivide( averageColor, samples, luxel );
2554 VectorDivide( averageDir, samples, deluxel );
2556 /* set cluster to -3 */
2558 *cluster = CLUSTER_FLOODED;
2566 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2569 if( lm->superLuxels[ lightmapNum ] == NULL )
2571 for( y = 0; y < lm->sh; y++ )
2572 for( x = 0; x < lm->sw; x++ )
2575 cluster = SUPER_CLUSTER( x, y );
2576 luxel = SUPER_LUXEL( lightmapNum, x, y );
2577 deluxel = SUPER_DELUXEL( x, y );
2578 if(!luxel || !deluxel || !cluster)
2580 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2583 else if(*cluster < 0)
2586 // should have neither deluxemap nor lightmap
2588 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2593 // should have both deluxemap and lightmap
2595 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2605 IlluminateVertexes()
2606 light the surface vertexes
2609 #define VERTEX_NUDGE 4.0f
2611 void IlluminateVertexes( int num )
2613 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2614 int lightmapNum, numAvg;
2615 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2616 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2617 bspDrawSurface_t *ds;
2618 surfaceInfo_t *info;
2620 bspDrawVert_t *verts;
2624 /* get surface, info, and raw lightmap */
2625 ds = &bspDrawSurfaces[ num ];
2626 info = &surfaceInfos[ num ];
2629 /* -----------------------------------------------------------------
2630 illuminate the vertexes
2631 ----------------------------------------------------------------- */
2633 /* calculate vertex lighting for surfaces without lightmaps */
2634 if( lm == NULL || cpmaHack )
2637 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2638 trace.forceSunlight = info->si->forceSunlight;
2639 trace.recvShadows = info->recvShadows;
2640 trace.numSurfaces = 1;
2641 trace.surfaces = #
2642 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2644 /* twosided lighting */
2645 trace.twoSided = info->si->twoSided;
2647 /* make light list for this surface */
2648 CreateTraceLightsForSurface( num, &trace );
2651 verts = yDrawVerts + ds->firstVert;
2653 memset( avgColors, 0, sizeof( avgColors ) );
2655 /* walk the surface verts */
2656 for( i = 0; i < ds->numVerts; i++ )
2658 /* get vertex luxel */
2659 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2661 /* color the luxel with raw lightmap num? */
2663 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2665 /* color the luxel with luxel origin? */
2666 else if( debugOrigin )
2668 VectorSubtract( info->maxs, info->mins, temp );
2669 VectorScale( temp, (1.0f / 255.0f), temp );
2670 VectorSubtract( origin, lm->mins, temp2 );
2671 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2672 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2673 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2676 /* color the luxel with the normal */
2677 else if( normalmap )
2679 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2680 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2681 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2684 /* illuminate the vertex */
2687 /* clear vertex luxel */
2688 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2690 /* try at initial origin */
2691 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2692 if( trace.cluster >= 0 )
2695 VectorCopy( verts[ i ].xyz, trace.origin );
2696 VectorCopy( verts[ i ].normal, trace.normal );
2700 dirt = DirtForSample( &trace );
2705 LightingAtSample( &trace, ds->vertexStyles, colors );
2708 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2711 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2714 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2715 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2716 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2720 /* is this sample bright enough? */
2721 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2722 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2723 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2724 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2726 /* nudge the sample point around a bit */
2727 for( x = 0; x < 4; x++ )
2729 /* two's complement 0, 1, -1, 2, -2, etc */
2730 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2732 for( y = 0; y < 4; y++ )
2734 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2736 for( z = 0; z < 4; z++ )
2738 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2741 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2742 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2743 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2745 /* try at nudged origin */
2746 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2747 if( trace.cluster < 0 )
2751 LightingAtSample( &trace, ds->vertexStyles, colors );
2754 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2757 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2760 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2761 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2764 /* bright enough? */
2765 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2766 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2767 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2768 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2775 /* add to average? */
2776 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2777 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2778 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2779 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2782 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2784 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2785 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2790 /* another happy customer */
2791 numVertsIlluminated++;
2794 /* set average color */
2797 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2798 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2802 VectorCopy( ambientColor, avgColors[ 0 ] );
2805 /* clean up and store vertex color */
2806 for( i = 0; i < ds->numVerts; i++ )
2808 /* get vertex luxel */
2809 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2811 /* store average in occluded vertexes */
2812 if( radVertLuxel[ 0 ] < 0.0f )
2814 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2816 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2817 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2820 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2825 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2828 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2829 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2832 if( bouncing || bounce == 0 || !bounceOnly )
2833 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2834 if( !info->si->noVertexLight )
2835 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2839 /* free light list */
2840 FreeTraceLights( &trace );
2842 /* return to sender */
2846 /* -----------------------------------------------------------------
2847 reconstitute vertex lighting from the luxels
2848 ----------------------------------------------------------------- */
2850 /* set styles from lightmap */
2851 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2852 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2854 /* get max search radius */
2856 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2858 /* walk the surface verts */
2859 verts = yDrawVerts + ds->firstVert;
2860 for( i = 0; i < ds->numVerts; i++ )
2862 /* do each lightmap */
2863 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2866 if( lm->superLuxels[ lightmapNum ] == NULL )
2869 /* get luxel coords */
2870 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2871 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2874 else if( x >= lm->sw )
2878 else if( y >= lm->sh )
2881 /* get vertex luxels */
2882 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2883 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2885 /* color the luxel with the normal? */
2888 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2889 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2890 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2893 /* color the luxel with surface num? */
2894 else if( debugSurfaces )
2895 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2897 /* divine color from the superluxels */
2900 /* increasing radius */
2901 VectorClear( radVertLuxel );
2903 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2905 /* sample within radius */
2906 for( sy = (y - radius); sy <= (y + radius); sy++ )
2908 if( sy < 0 || sy >= lm->sh )
2911 for( sx = (x - radius); sx <= (x + radius); sx++ )
2913 if( sx < 0 || sx >= lm->sw )
2916 /* get luxel particulars */
2917 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2918 cluster = SUPER_CLUSTER( sx, sy );
2922 /* testing: must be brigher than ambient color */
2923 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2926 /* add its distinctiveness to our own */
2927 VectorAdd( radVertLuxel, luxel, radVertLuxel );
2928 samples += luxel[ 3 ];
2934 if( samples > 0.0f )
2935 VectorDivide( radVertLuxel, samples, radVertLuxel );
2937 VectorCopy( ambientColor, radVertLuxel );
2940 /* store into floating point storage */
2941 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2942 numVertsIlluminated++;
2944 /* store into bytes (for vertex approximation) */
2945 if( !info->si->noVertexLight )
2946 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2953 /* -------------------------------------------------------------------------------
2955 light optimization (-fast)
2957 creates a list of lights that will affect a surface and stores it in tw
2958 this is to optimize surface lighting by culling out as many of the
2959 lights in the world as possible from further calculation
2961 ------------------------------------------------------------------------------- */
2965 determines opaque brushes in the world and find sky shaders for sunlight calculations
2968 void SetupBrushes( void )
2970 int i, j, b, compileFlags;
2973 bspBrushSide_t *side;
2974 bspShader_t *shader;
2979 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2982 if( opaqueBrushes == NULL )
2983 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2986 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2987 numOpaqueBrushes = 0;
2989 /* walk the list of worldspawn brushes */
2990 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2993 b = bspModels[ 0 ].firstBSPBrush + i;
2994 brush = &bspBrushes[ b ];
2996 /* check all sides */
2999 for( j = 0; j < brush->numSides && inside; j++ )
3001 /* do bsp shader calculations */
3002 side = &bspBrushSides[ brush->firstSide + j ];
3003 shader = &bspShaders[ side->shaderNum ];
3005 /* get shader info */
3006 si = ShaderInfoForShader( shader->shader );
3010 /* or together compile flags */
3011 compileFlags |= si->compileFlags;
3014 /* determine if this brush is opaque to light */
3015 if( !(compileFlags & C_TRANSLUCENT) )
3017 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3023 /* emit some statistics */
3024 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3031 determines if two clusters are visible to each other using the PVS
3034 qboolean ClusterVisible( int a, int b )
3036 int portalClusters, leafBytes;
3041 if( a < 0 || b < 0 )
3049 if( numBSPVisBytes <=8 )
3053 portalClusters = ((int *) bspVisBytes)[ 0 ];
3054 leafBytes = ((int*) bspVisBytes)[ 1 ];
3055 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3058 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3067 borrowed from vlight.c
3070 int PointInLeafNum_r( vec3_t point, int nodenum )
3078 while( nodenum >= 0 )
3080 node = &bspNodes[ nodenum ];
3081 plane = &bspPlanes[ node->planeNum ];
3082 dist = DotProduct( point, plane->normal ) - plane->dist;
3084 nodenum = node->children[ 0 ];
3085 else if( dist < -0.1 )
3086 nodenum = node->children[ 1 ];
3089 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3090 if( bspLeafs[ leafnum ].cluster != -1 )
3092 nodenum = node->children[ 1 ];
3096 leafnum = -nodenum - 1;
3104 borrowed from vlight.c
3107 int PointInLeafNum( vec3_t point )
3109 return PointInLeafNum_r( point, 0 );
3115 ClusterVisibleToPoint() - ydnar
3116 returns qtrue if point can "see" cluster
3119 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3124 /* get leafNum for point */
3125 pointCluster = ClusterForPoint( point );
3126 if( pointCluster < 0 )
3130 return ClusterVisible( pointCluster, cluster );
3136 ClusterForPoint() - ydnar
3137 returns the pvs cluster for point
3140 int ClusterForPoint( vec3_t point )
3145 /* get leafNum for point */
3146 leafNum = PointInLeafNum( point );
3150 /* return the cluster */
3151 return bspLeafs[ leafNum ].cluster;
3157 ClusterForPointExt() - ydnar
3158 also takes brushes into account for occlusion testing
3161 int ClusterForPointExt( vec3_t point, float epsilon )
3163 int i, j, b, leafNum, cluster;
3166 int *brushes, numBSPBrushes;
3172 /* get leaf for point */
3173 leafNum = PointInLeafNum( point );
3176 leaf = &bspLeafs[ leafNum ];
3178 /* get the cluster */
3179 cluster = leaf->cluster;
3183 /* transparent leaf, so check point against all brushes in the leaf */
3184 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3185 numBSPBrushes = leaf->numBSPLeafBrushes;
3186 for( i = 0; i < numBSPBrushes; i++ )
3190 if( b > maxOpaqueBrush )
3192 brush = &bspBrushes[ b ];
3193 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3196 /* check point against all planes */
3198 for( j = 0; j < brush->numSides && inside; j++ )
3200 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3201 dot = DotProduct( point, plane->normal );
3207 /* if inside, return bogus cluster */
3212 /* if the point made it this far, it's not inside any opaque brushes */
3219 ClusterForPointExtFilter() - ydnar
3220 adds cluster checking against a list of known valid clusters
3223 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3228 /* get cluster for point */
3229 cluster = ClusterForPointExt( point, epsilon );
3231 /* check if filtering is necessary */
3232 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3236 for( i = 0; i < numClusters; i++ )
3238 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3249 ShaderForPointInLeaf() - ydnar
3250 checks a point against all brushes in a leaf, returning the shader of the brush
3251 also sets the cumulative surface and content flags for the brush hit
3254 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3259 int *brushes, numBSPBrushes;
3262 bspBrushSide_t *side;
3264 bspShader_t *shader;
3265 int allSurfaceFlags, allContentFlags;
3268 /* clear things out first */
3275 leaf = &bspLeafs[ leafNum ];
3277 /* transparent leaf, so check point against all brushes in the leaf */
3278 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3279 numBSPBrushes = leaf->numBSPLeafBrushes;
3280 for( i = 0; i < numBSPBrushes; i++ )
3283 brush = &bspBrushes[ brushes[ i ] ];
3285 /* check point against all planes */
3287 allSurfaceFlags = 0;
3288 allContentFlags = 0;
3289 for( j = 0; j < brush->numSides && inside; j++ )
3291 side = &bspBrushSides[ brush->firstSide + j ];
3292 plane = &bspPlanes[ side->planeNum ];
3293 dot = DotProduct( point, plane->normal );
3299 shader = &bspShaders[ side->shaderNum ];
3300 allSurfaceFlags |= shader->surfaceFlags;
3301 allContentFlags |= shader->contentFlags;
3305 /* handle if inside */
3308 /* if there are desired flags, check for same and continue if they aren't matched */
3309 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3311 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3314 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3315 *surfaceFlags = allSurfaceFlags;
3316 *contentFlags = allContentFlags;
3317 return brush->shaderNum;
3321 /* if the point made it this far, it's not inside any brushes */
3329 chops a bounding box by the plane defined by origin and normal
3330 returns qfalse if the bounds is entirely clipped away
3332 this is not exactly the fastest way to do this...
3335 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3337 /* FIXME: rewrite this so it doesn't use bloody brushes */
3345 calculates each light's effective envelope,
3346 taking into account brightness, type, and pvs.
3349 #define LIGHT_EPSILON 0.125f
3350 #define LIGHT_NUDGE 2.0f
3352 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3354 int i, x, y, z, x1, y1, z1;
3355 light_t *light, *light2, **owner;
3357 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3358 float radius, intensity;
3359 light_t *buckets[ 256 ];
3362 /* early out for weird cases where there are no lights */
3363 if( lights == NULL )
3367 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3371 numCulledLights = 0;
3373 while( *owner != NULL )
3378 /* handle negative lights */
3379 if( light->photons < 0.0f || light->add < 0.0f )
3381 light->photons *= -1.0f;
3382 light->add *= -1.0f;
3383 light->flags |= LIGHT_NEGATIVE;
3387 if( light->type == EMIT_SUN )
3391 light->envelope = MAX_WORLD_COORD * 8.0f;
3392 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3393 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3396 /* everything else */
3399 /* get pvs cluster for light */
3400 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3402 /* invalid cluster? */
3403 if( light->cluster < 0 )
3405 /* nudge the sample point around a bit */
3406 for( x = 0; x < 4; x++ )
3408 /* two's complement 0, 1, -1, 2, -2, etc */
3409 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3411 for( y = 0; y < 4; y++ )
3413 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3415 for( z = 0; z < 4; z++ )
3417 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3420 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3421 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3422 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3424 /* try at nudged origin */
3425 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3426 if( light->cluster < 0 )
3430 VectorCopy( origin, light->origin );
3436 /* only calculate for lights in pvs and outside of opaque brushes */
3437 if( light->cluster >= 0 )
3439 /* set light fast flag */
3441 light->flags |= LIGHT_FAST_TEMP;
3443 light->flags &= ~LIGHT_FAST_TEMP;
3444 if( light->si && light->si->noFast )
3445 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3447 /* clear light envelope */
3448 light->envelope = 0;
3450 /* handle area lights */
3451 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3453 /* ugly hack to calculate extent for area lights, but only done once */
3454 VectorScale( light->normal, -1.0f, dir );
3455 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3459 VectorMA( light->origin, radius, light->normal, origin );
3460 factor = PointToPolygonFormFactor( origin, dir, light->w );
3463 if( (factor * light->add) <= light->falloffTolerance )
3464 light->envelope = radius;
3467 /* check for fast mode */
3468 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3469 light->envelope = MAX_WORLD_COORD * 8.0f;
3474 intensity = light->photons;
3478 if( light->envelope <= 0.0f )
3480 /* solve distance for non-distance lights */
3481 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3482 light->envelope = MAX_WORLD_COORD * 8.0f;
3484 /* solve distance for linear lights */
3485 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3486 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3487 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3490 add = angle * light->photons * linearScale - (dist * light->fade);
3491 T = (light->photons * linearScale) - (dist * light->fade);
3492 T + (dist * light->fade) = (light->photons * linearScale);
3493 dist * light->fade = (light->photons * linearScale) - T;
3494 dist = ((light->photons * linearScale) - T) / light->fade;
3497 /* solve for inverse square falloff */
3499 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3502 add = light->photons / (dist * dist);
3503 T = light->photons / (dist * dist);
3504 T * (dist * dist) = light->photons;
3505 dist = sqrt( light->photons / T );
3509 /* chop radius against pvs */
3512 ClearBounds( mins, maxs );
3514 /* check all leaves */
3515 for( i = 0; i < numBSPLeafs; i++ )
3518 leaf = &bspLeafs[ i ];
3521 if( leaf->cluster < 0 )
3523 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3526 /* add this leafs bbox to the bounds */
3527 VectorCopy( leaf->mins, origin );
3528 AddPointToBounds( origin, mins, maxs );
3529 VectorCopy( leaf->maxs, origin );
3530 AddPointToBounds( origin, mins, maxs );
3533 /* test to see if bounds encompass light */
3534 for( i = 0; i < 3; i++ )
3536 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3538 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3539 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3540 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3541 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3542 AddPointToBounds( light->origin, mins, maxs );
3546 /* chop the bounds by a plane for area lights and spotlights */
3547 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3548 ChopBounds( mins, maxs, light->origin, light->normal );
3551 VectorCopy( mins, light->mins );
3552 VectorCopy( maxs, light->maxs );
3554 /* reflect bounds around light origin */
3555 //% VectorMA( light->origin, -1.0f, origin, origin );
3556 VectorScale( light->origin, 2, origin );
3557 VectorSubtract( origin, maxs, origin );
3558 AddPointToBounds( origin, mins, maxs );
3559 //% VectorMA( light->origin, -1.0f, mins, origin );
3560 VectorScale( light->origin, 2, origin );
3561 VectorSubtract( origin, mins, origin );
3562 AddPointToBounds( origin, mins, maxs );
3564 /* calculate spherical bounds */
3565 VectorSubtract( maxs, light->origin, dir );
3566 radius = (float) VectorLength( dir );
3568 /* if this radius is smaller than the envelope, then set the envelope to it */
3569 if( radius < light->envelope )
3571 light->envelope = radius;
3572 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3575 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3578 /* add grid/surface only check */
3581 if( !(light->flags & LIGHT_GRID) )
3582 light->envelope = 0.0f;
3586 if( !(light->flags & LIGHT_SURFACES) )
3587 light->envelope = 0.0f;
3592 if( light->cluster < 0 || light->envelope <= 0.0f )
3595 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3597 /* delete the light */
3599 *owner = light->next;
3600 if( light->w != NULL )
3607 /* square envelope */
3608 light->envelope2 = (light->envelope * light->envelope);
3610 /* increment light count */
3613 /* set next light */
3614 owner = &((**owner).next);
3617 /* bucket sort lights by style */
3618 memset( buckets, 0, sizeof( buckets ) );
3620 for( light = lights; light != NULL; light = light2 )
3622 /* get next light */
3623 light2 = light->next;
3625 /* filter into correct bucket */
3626 light->next = buckets[ light->style ];
3627 buckets[ light->style ] = light;
3629 /* if any styled light is present, automatically set nocollapse */
3630 if( light->style != LS_NORMAL )
3634 /* filter back into light list */
3636 for( i = 255; i >= 0; i-- )
3639 for( light = buckets[ i ]; light != NULL; light = light2 )
3641 light2 = light->next;
3642 light->next = lights;
3647 /* emit some statistics */
3648 Sys_Printf( "%9d total lights\n", numLights );
3649 Sys_Printf( "%9d culled lights\n", numCulledLights );
3655 CreateTraceLightsForBounds()
3656 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3659 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3663 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3664 float radius, dist, length;
3667 /* potential pre-setup */
3668 if( numLights == 0 )
3669 SetupEnvelopes( qfalse, fast );
3672 //% 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 ] );
3674 /* allocate the light list */
3675 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3676 trace->numLights = 0;
3678 /* calculate spherical bounds */
3679 VectorAdd( mins, maxs, origin );
3680 VectorScale( origin, 0.5f, origin );
3681 VectorSubtract( maxs, origin, dir );
3682 radius = (float) VectorLength( dir );
3684 /* get length of normal vector */
3685 if( normal != NULL )
3686 length = VectorLength( normal );
3689 normal = nullVector;
3693 /* test each light and see if it reaches the sphere */
3694 /* note: the attenuation code MUST match LightingAtSample() */
3695 for( light = lights; light; light = light->next )
3697 /* check zero sized envelope */
3698 if( light->envelope <= 0 )
3700 lightsEnvelopeCulled++;
3705 if( !(light->flags & flags) )
3708 /* sunlight skips all this nonsense */
3709 if( light->type != EMIT_SUN )
3715 /* check against pvs cluster */
3716 if( numClusters > 0 && clusters != NULL )
3718 for( i = 0; i < numClusters; i++ )
3720 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3725 if( i == numClusters )
3727 lightsClusterCulled++;
3732 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3733 VectorSubtract( light->origin, origin, dir );
3734 dist = VectorLength( dir );
3735 dist -= light->envelope;
3739 lightsEnvelopeCulled++;
3743 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3746 for( i = 0; i < 3; i++ )
3748 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3753 lightsBoundsCulled++;
3759 /* planar surfaces (except twosided surfaces) have a couple more checks */
3760 if( length > 0.0f && trace->twoSided == qfalse )
3762 /* lights coplanar with a surface won't light it */
3763 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3765 lightsPlaneCulled++;
3769 /* check to see if light is behind the plane */
3770 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3772 lightsPlaneCulled++;
3777 /* add this light */
3778 trace->lights[ trace->numLights++ ] = light;
3781 /* make last night null */
3782 trace->lights[ trace->numLights ] = NULL;
3787 void FreeTraceLights( trace_t *trace )
3789 if( trace->lights != NULL )
3790 free( trace->lights );
3796 CreateTraceLightsForSurface()
3797 creates a list of lights that can potentially affect a drawsurface
3800 void CreateTraceLightsForSurface( int num, trace_t *trace )
3803 vec3_t mins, maxs, normal;
3805 bspDrawSurface_t *ds;
3806 surfaceInfo_t *info;
3813 /* get drawsurface and info */
3814 ds = &bspDrawSurfaces[ num ];
3815 info = &surfaceInfos[ num ];
3817 /* get the mins/maxs for the dsurf */
3818 ClearBounds( mins, maxs );
3819 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3820 for( i = 0; i < ds->numVerts; i++ )
3822 dv = &yDrawVerts[ ds->firstVert + i ];
3823 AddPointToBounds( dv->xyz, mins, maxs );
3824 if( !VectorCompare( dv->normal, normal ) )
3825 VectorClear( normal );
3828 /* create the lights for the bounding box */
3829 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3832 /////////////////////////////////////////////////////////////
3834 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3835 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3836 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3837 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3839 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3840 static int numFloodVectors = 0;
3842 void SetupFloodLight( void )
3845 float angle, elevation, angleStep, elevationStep;
3847 double v1,v2,v3,v4,v5;
3850 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3852 /* calculate angular steps */
3853 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3854 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3858 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3860 /* iterate elevation */
3861 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3863 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3864 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3865 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3870 /* emit some statistics */
3871 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3874 value = ValueForKey( &entities[ 0 ], "_floodlight" );
3876 if( value[ 0 ] != '\0' )
3879 v4=floodlightDistance;
3880 v5=floodlightIntensity;
3882 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3884 floodlightRGB[0]=v1;
3885 floodlightRGB[1]=v2;
3886 floodlightRGB[2]=v3;
3888 if (VectorLength(floodlightRGB)==0)
3890 VectorSet(floodlightRGB,240,240,255);
3896 floodlightDistance=v4;
3897 floodlightIntensity=v5;
3899 floodlighty = qtrue;
3900 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3904 VectorSet(floodlightRGB,240,240,255);
3905 //floodlighty = qtrue;
3906 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3908 VectorNormalize(floodlightRGB,floodlightRGB);
3911 //27 - lighttracer style ambient occlusion light hack.
3912 //Kudos to the dirtmapping author for most of this source.
3913 void FloodLightRawLightmap( int rawLightmapNum )
3915 int i, x, y, sx, sy, *cluster;
3916 float *origin, *normal, *floodlight, *floodlight2, average, samples;
3918 surfaceInfo_t *info;
3921 /* bail if this number exceeds the number of raw lightmaps */
3922 if( rawLightmapNum >= numRawLightmaps )
3926 lm = &rawLightmaps[ rawLightmapNum ];
3928 memset(&trace,0,sizeof(trace_t));
3930 trace.testOcclusion = qtrue;
3931 trace.forceSunlight = qfalse;
3932 trace.twoSided = qtrue;
3933 trace.recvShadows = lm->recvShadows;
3934 trace.numSurfaces = lm->numLightSurfaces;
3935 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
3936 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
3937 trace.testAll = qfalse;
3938 trace.distance = 1024;
3940 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
3941 //trace.twoSided = qfalse;
3942 for( i = 0; i < trace.numSurfaces; i++ )
3945 info = &surfaceInfos[ trace.surfaces[ i ] ];
3947 /* check twosidedness */
3948 if( info->si->twoSided )
3950 trace.twoSided = qtrue;
3956 for( y = 0; y < lm->sh; y++ )
3958 for( x = 0; x < lm->sw; x++ )
3961 cluster = SUPER_CLUSTER( x, y );
3962 origin = SUPER_ORIGIN( x, y );
3963 normal = SUPER_NORMAL( x, y );
3964 floodlight = SUPER_FLOODLIGHT( x, y );
3966 /* set default dirt */
3969 /* only look at mapped luxels */
3974 trace.cluster = *cluster;
3975 VectorCopy( origin, trace.origin );
3976 VectorCopy( normal, trace.normal );
3981 *floodlight = FloodLightForSample( &trace );
3985 /* testing no filtering */
3989 for( y = 0; y < lm->sh; y++ )
3991 for( x = 0; x < lm->sw; x++ )
3994 cluster = SUPER_CLUSTER( x, y );
3995 floodlight = SUPER_FLOODLIGHT( x, y );
3997 /* filter dirt by adjacency to unmapped luxels */
3998 average = *floodlight;
4000 for( sy = (y - 1); sy <= (y + 1); sy++ )
4002 if( sy < 0 || sy >= lm->sh )
4005 for( sx = (x - 1); sx <= (x + 1); sx++ )
4007 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4010 /* get neighboring luxel */
4011 cluster = SUPER_CLUSTER( sx, sy );
4012 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4013 if( *cluster < 0 || *floodlight2 <= 0.0f )
4017 average += *floodlight2;
4022 if( samples <= 0.0f )
4027 if( samples <= 0.0f )
4031 *floodlight = average / samples;
4037 FloodLightForSample()
4038 calculates floodlight value for a given sample
4039 once again, kudos to the dirtmapping coder
4041 float FloodLightForSample( trace_t *trace )
4047 float gatherLight, outLight;
4048 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
4056 if( trace == NULL || trace->cluster < 0 )
4061 dd = floodlightDistance;
4062 VectorCopy( trace->normal, normal );
4064 /* check if the normal is aligned to the world-up */
4065 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
4067 if( normal[ 2 ] == 1.0f )
4069 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
4070 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4072 else if( normal[ 2 ] == -1.0f )
4074 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
4075 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4080 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
4081 CrossProduct( normal, worldUp, myRt );
4082 VectorNormalize( myRt, myRt );
4083 CrossProduct( myRt, normal, myUp );
4084 VectorNormalize( myUp, myUp );
4087 /* iterate through ordered vectors */
4088 for( i = 0; i < numFloodVectors; i++ )
4090 if (floodlight_lowquality==qtrue)
4092 if (rand()%10 != 0 ) continue;
4097 /* transform vector into tangent space */
4098 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
4099 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
4100 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
4103 VectorMA( trace->origin, dd, direction, trace->end );
4105 //VectorMA( trace->origin, 1, direction, trace->origin );
4107 SetupTrace( trace );
4112 if (trace->compileFlags & C_SKY )
4116 else if ( trace->opaque )
4118 VectorSubtract( trace->hit, trace->origin, displacement );
4119 d=VectorLength( displacement );
4121 // d=trace->distance;
4122 //if (d>256) gatherDirt+=1;
4124 if (contribution>1) contribution=1.0f;
4126 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
4129 gatherLight+=contribution;
4133 if( gatherLight <= 0.0f )
4141 outLight=gatherLight;
4142 if( outLight > 1.0f )
4145 /* return to sender */