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 VectorScale( normal, brightness, deluxel );
2020 /* clear styled lightmaps */
2021 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2022 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2024 if( lm->superLuxels[ lightmapNum ] != NULL )
2025 memset( lm->superLuxels[ lightmapNum ], 0, size );
2028 /* debugging code */
2029 //% if( trace.numLights <= 0 )
2030 //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2032 /* walk light list */
2033 for( i = 0; i < trace.numLights; i++ )
2036 trace.light = trace.lights[ i ];
2039 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2041 if( lm->styles[ lightmapNum ] == trace.light->style ||
2042 lm->styles[ lightmapNum ] == LS_NONE )
2046 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2047 if( lightmapNum >= MAX_LIGHTMAPS )
2049 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2054 memset( lightLuxels, 0, llSize );
2057 /* initial pass, one sample per luxel */
2058 for( y = 0; y < lm->sh; y++ )
2060 for( x = 0; x < lm->sw; x++ )
2063 cluster = SUPER_CLUSTER( x, y );
2067 /* get particulars */
2068 lightLuxel = LIGHT_LUXEL( x, y );
2069 deluxel = SUPER_DELUXEL( x, y );
2070 origin = SUPER_ORIGIN( x, y );
2071 normal = SUPER_NORMAL( x, y );
2074 ////////// 27's temp hack for testing edge clipping ////
2075 if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2077 lightLuxel[ 1 ] = 255;
2078 lightLuxel[ 3 ] = 1.0f;
2084 /* set contribution count */
2085 lightLuxel[ 3 ] = 1.0f;
2088 trace.cluster = *cluster;
2089 VectorCopy( origin, trace.origin );
2090 VectorCopy( normal, trace.normal );
2092 /* get light for this sample */
2093 LightContributionToSample( &trace );
2094 VectorCopy( trace.color, lightLuxel );
2097 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2101 /* add to light direction map (fixme: use luxel normal as starting point for deluxel?) */
2104 if(DotProduct(normal, trace.direction) > 0) // do not take light from the back side
2106 /* color to grayscale (photoshop rgb weighting) */
2107 brightness = trace.color[ 0 ] * 0.3f + trace.color[ 1 ] * 0.59f + trace.color[ 2 ] * 0.11f;
2108 brightness *= (1.0 / 255.0);
2109 VectorScale( trace.direction, brightness, trace.direction );
2110 VectorAdd( deluxel, trace.direction, deluxel );
2116 /* don't even bother with everything else if nothing was lit */
2117 if( totalLighted == 0 )
2120 /* determine filter radius */
2121 filterRadius = lm->filterRadius > trace.light->filterRadius
2123 : trace.light->filterRadius;
2124 if( filterRadius < 0.0f )
2125 filterRadius = 0.0f;
2127 /* set luxel filter radius */
2128 luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2129 if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2130 luxelFilterRadius = 1;
2132 /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2133 /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2134 if( lightSamples > 1 && luxelFilterRadius == 0 )
2137 for( y = 0; y < (lm->sh - 1); y++ )
2139 for( x = 0; x < (lm->sw - 1); x++ )
2144 VectorClear( total );
2146 /* test 2x2 stamp */
2147 for( t = 0; t < 4; t++ )
2149 /* set sample coords */
2150 sx = x + tests[ t ][ 0 ];
2151 sy = y + tests[ t ][ 1 ];
2154 cluster = SUPER_CLUSTER( sx, sy );
2160 lightLuxel = LIGHT_LUXEL( sx, sy );
2161 VectorAdd( total, lightLuxel, total );
2162 if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2166 /* if total color is under a certain amount, then don't bother subsampling */
2167 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2170 /* if all 4 pixels are either in shadow or light, then don't subsample */
2171 if( lighted != 0 && lighted != mapped )
2173 for( t = 0; t < 4; t++ )
2175 /* set sample coords */
2176 sx = x + tests[ t ][ 0 ];
2177 sy = y + tests[ t ][ 1 ];
2180 cluster = SUPER_CLUSTER( sx, sy );
2183 lightLuxel = LIGHT_LUXEL( sx, sy );
2184 origin = SUPER_ORIGIN( sx, sy );
2186 /* only subsample shadowed luxels */
2187 //% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2191 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2193 /* debug code to colorize subsampled areas to yellow */
2194 //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2195 //% VectorSet( luxel, 255, 204, 0 );
2202 /* tertiary pass, apply dirt map (ambient occlusion) */
2206 for( y = 0; y < lm->sh; y++ )
2208 for( x = 0; x < lm->sw; x++ )
2211 cluster = SUPER_CLUSTER( x, y );
2215 /* get particulars */
2216 lightLuxel = LIGHT_LUXEL( x, y );
2217 dirt = SUPER_DIRT( x, y );
2219 /* scale light value */
2220 VectorScale( lightLuxel, *dirt, lightLuxel );
2225 /* allocate sampling lightmap storage */
2226 if( lm->superLuxels[ lightmapNum ] == NULL )
2228 /* allocate sampling lightmap storage */
2229 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2230 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2231 memset( lm->superLuxels[ lightmapNum ], 0, size );
2235 if( lightmapNum > 0 )
2237 lm->styles[ lightmapNum ] = trace.light->style;
2238 //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2241 /* copy to permanent luxels */
2242 for( y = 0; y < lm->sh; y++ )
2244 for( x = 0; x < lm->sw; x++ )
2246 /* get cluster and origin */
2247 cluster = SUPER_CLUSTER( x, y );
2250 origin = SUPER_ORIGIN( x, y );
2253 if( luxelFilterRadius )
2256 VectorClear( averageColor );
2259 /* cheaper distance-based filtering */
2260 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2262 if( sy < 0 || sy >= lm->sh )
2265 for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2267 if( sx < 0 || sx >= lm->sw )
2270 /* get particulars */
2271 cluster = SUPER_CLUSTER( sx, sy );
2274 lightLuxel = LIGHT_LUXEL( sx, sy );
2277 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2278 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2280 /* scale luxel by filter weight */
2281 VectorScale( lightLuxel, weight, color );
2282 VectorAdd( averageColor, color, averageColor );
2288 if( samples <= 0.0f )
2291 /* scale into luxel */
2292 luxel = SUPER_LUXEL( lightmapNum, x, y );
2295 /* handle negative light */
2296 if( trace.light->flags & LIGHT_NEGATIVE )
2298 luxel[ 0 ] -= averageColor[ 0 ] / samples;
2299 luxel[ 1 ] -= averageColor[ 1 ] / samples;
2300 luxel[ 2 ] -= averageColor[ 2 ] / samples;
2303 /* handle normal light */
2306 luxel[ 0 ] += averageColor[ 0 ] / samples;
2307 luxel[ 1 ] += averageColor[ 1 ] / samples;
2308 luxel[ 2 ] += averageColor[ 2 ] / samples;
2315 /* get particulars */
2316 lightLuxel = LIGHT_LUXEL( x, y );
2317 luxel = SUPER_LUXEL( lightmapNum, x, y );
2319 /* handle negative light */
2320 if( trace.light->flags & LIGHT_NEGATIVE )
2321 VectorScale( averageColor, -1.0f, averageColor );
2326 /* handle negative light */
2327 if( trace.light->flags & LIGHT_NEGATIVE )
2328 VectorSubtract( luxel, lightLuxel, luxel );
2330 /* handle normal light */
2332 VectorAdd( luxel, lightLuxel, luxel );
2338 /* free temporary luxels */
2339 if( lightLuxels != stackLightLuxels )
2340 free( lightLuxels );
2343 /* free light list */
2344 FreeTraceLights( &trace );
2346 /* -----------------------------------------------------------------
2348 ----------------------------------------------------------------- */
2352 /* walk lightmaps */
2353 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2356 if( lm->superLuxels[ lightmapNum ] == NULL )
2359 /* apply floodlight to each luxel */
2360 for( y = 0; y < lm->sh; y++ )
2362 for( x = 0; x < lm->sw; x++ )
2365 cluster = SUPER_CLUSTER( x, y );
2369 /* get particulars */
2370 luxel = SUPER_LUXEL( lightmapNum, x, y );
2371 floodlight = SUPER_FLOODLIGHT( x, y );
2373 flood[0]=floodlightRGB[0]*floodlightIntensity;
2374 flood[1]=floodlightRGB[1]*floodlightIntensity;
2375 flood[2]=floodlightRGB[2]*floodlightIntensity;
2377 /* scale light value */
2378 VectorScale( flood, *floodlight, flood );
2383 if (luxel[3]==0) luxel[3]=1;
2385 brightness = flood[ 0 ] * 0.3f + flood[ 1 ] * 0.59f + flood[ 2 ] * 0.11f;
2386 brightness *= (1.0 / 255.0);
2387 VectorScale( normal, brightness, temp );
2388 VectorAdd( deluxel, temp, deluxel );
2396 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2399 if( lm->superLuxels[ lightmapNum ] == NULL )
2402 for( y = 0; y < lm->sh; y++ )
2404 for( x = 0; x < lm->sw; x++ )
2407 cluster = SUPER_CLUSTER( x, y );
2408 //% if( *cluster < 0 )
2411 /* get particulars */
2412 luxel = SUPER_LUXEL( lightmapNum, x, y );
2413 normal = SUPER_NORMAL ( x, y );
2415 luxel[0]=(normal[0]*127)+127;
2416 luxel[1]=(normal[1]*127)+127;
2417 luxel[2]=(normal[2]*127)+127;
2423 /* -----------------------------------------------------------------
2425 ----------------------------------------------------------------- */
2429 /* walk lightmaps */
2430 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2433 if( lm->superLuxels[ lightmapNum ] == NULL )
2436 /* apply dirt to each luxel */
2437 for( y = 0; y < lm->sh; y++ )
2439 for( x = 0; x < lm->sw; x++ )
2442 cluster = SUPER_CLUSTER( x, y );
2443 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2446 /* get particulars */
2447 luxel = SUPER_LUXEL( lightmapNum, x, y );
2448 dirt = SUPER_DIRT( x, y );
2451 VectorScale( luxel, *dirt, luxel );
2455 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2461 /* -----------------------------------------------------------------
2463 ----------------------------------------------------------------- */
2465 /* walk lightmaps */
2466 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2469 if( lm->superLuxels[ lightmapNum ] == NULL )
2472 /* average occluded luxels from neighbors */
2473 for( y = 0; y < lm->sh; y++ )
2475 for( x = 0; x < lm->sw; x++ )
2477 /* get particulars */
2478 cluster = SUPER_CLUSTER( x, y );
2479 luxel = SUPER_LUXEL( lightmapNum, x, y );
2480 deluxel = SUPER_DELUXEL( x, y );
2481 normal = SUPER_NORMAL( x, y );
2483 /* determine if filtering is necessary */
2484 filterColor = qfalse;
2487 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2488 filterColor = qtrue;
2489 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2492 if( !filterColor && !filterDir )
2495 /* choose seed amount */
2496 VectorClear( averageColor );
2497 VectorClear( averageDir );
2500 /* walk 3x3 matrix */
2501 for( sy = (y - 1); sy <= (y + 1); sy++ )
2503 if( sy < 0 || sy >= lm->sh )
2506 for( sx = (x - 1); sx <= (x + 1); sx++ )
2508 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2511 /* get neighbor's particulars */
2512 cluster2 = SUPER_CLUSTER( sx, sy );
2513 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2514 deluxel2 = SUPER_DELUXEL( sx, sy );
2516 /* ignore unmapped/unlit luxels */
2517 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2518 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2521 /* add its distinctiveness to our own */
2522 VectorAdd( averageColor, luxel2, averageColor );
2523 samples += luxel2[ 3 ];
2525 VectorAdd( averageDir, deluxel2, averageDir );
2530 if( samples <= 0.0f )
2533 /* dark lightmap seams */
2536 if( lightmapNum == 0 )
2537 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2544 VectorDivide( averageColor, samples, luxel );
2548 VectorDivide( averageDir, samples, deluxel );
2550 /* set cluster to -3 */
2552 *cluster = CLUSTER_FLOODED;
2560 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2563 if( lm->superLuxels[ lightmapNum ] == NULL )
2565 for( y = 0; y < lm->sh; y++ )
2566 for( x = 0; x < lm->sw; x++ )
2569 cluster = SUPER_CLUSTER( x, y );
2570 luxel = SUPER_LUXEL( lightmapNum, x, y );
2571 deluxel = SUPER_DELUXEL( x, y );
2572 if(!luxel || !deluxel || !cluster)
2574 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2577 else if(*cluster < 0)
2580 // should have neither deluxemap nor lightmap
2582 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2587 // should have both deluxemap and lightmap
2589 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2599 IlluminateVertexes()
2600 light the surface vertexes
2603 #define VERTEX_NUDGE 4.0f
2605 void IlluminateVertexes( int num )
2607 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2608 int lightmapNum, numAvg;
2609 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2610 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2611 bspDrawSurface_t *ds;
2612 surfaceInfo_t *info;
2614 bspDrawVert_t *verts;
2618 /* get surface, info, and raw lightmap */
2619 ds = &bspDrawSurfaces[ num ];
2620 info = &surfaceInfos[ num ];
2623 /* -----------------------------------------------------------------
2624 illuminate the vertexes
2625 ----------------------------------------------------------------- */
2627 /* calculate vertex lighting for surfaces without lightmaps */
2628 if( lm == NULL || cpmaHack )
2631 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2632 trace.forceSunlight = info->si->forceSunlight;
2633 trace.recvShadows = info->recvShadows;
2634 trace.numSurfaces = 1;
2635 trace.surfaces = #
2636 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2638 /* twosided lighting */
2639 trace.twoSided = info->si->twoSided;
2641 /* make light list for this surface */
2642 CreateTraceLightsForSurface( num, &trace );
2645 verts = yDrawVerts + ds->firstVert;
2647 memset( avgColors, 0, sizeof( avgColors ) );
2649 /* walk the surface verts */
2650 for( i = 0; i < ds->numVerts; i++ )
2652 /* get vertex luxel */
2653 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2655 /* color the luxel with raw lightmap num? */
2657 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2659 /* color the luxel with luxel origin? */
2660 else if( debugOrigin )
2662 VectorSubtract( info->maxs, info->mins, temp );
2663 VectorScale( temp, (1.0f / 255.0f), temp );
2664 VectorSubtract( origin, lm->mins, temp2 );
2665 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2666 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2667 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2670 /* color the luxel with the normal */
2671 else if( normalmap )
2673 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2674 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2675 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2678 /* illuminate the vertex */
2681 /* clear vertex luxel */
2682 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2684 /* try at initial origin */
2685 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2686 if( trace.cluster >= 0 )
2689 VectorCopy( verts[ i ].xyz, trace.origin );
2690 VectorCopy( verts[ i ].normal, trace.normal );
2694 dirt = DirtForSample( &trace );
2699 LightingAtSample( &trace, ds->vertexStyles, colors );
2702 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2705 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2708 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2709 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2710 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2714 /* is this sample bright enough? */
2715 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2716 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2717 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2718 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2720 /* nudge the sample point around a bit */
2721 for( x = 0; x < 4; x++ )
2723 /* two's complement 0, 1, -1, 2, -2, etc */
2724 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2726 for( y = 0; y < 4; y++ )
2728 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2730 for( z = 0; z < 4; z++ )
2732 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2735 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2736 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2737 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2739 /* try at nudged origin */
2740 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2741 if( trace.cluster < 0 )
2745 LightingAtSample( &trace, ds->vertexStyles, colors );
2748 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2751 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2754 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2755 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2758 /* bright enough? */
2759 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2760 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2761 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2762 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2769 /* add to average? */
2770 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2771 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2772 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2773 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2776 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2778 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2779 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2784 /* another happy customer */
2785 numVertsIlluminated++;
2788 /* set average color */
2791 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2792 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2796 VectorCopy( ambientColor, avgColors[ 0 ] );
2799 /* clean up and store vertex color */
2800 for( i = 0; i < ds->numVerts; i++ )
2802 /* get vertex luxel */
2803 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2805 /* store average in occluded vertexes */
2806 if( radVertLuxel[ 0 ] < 0.0f )
2808 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2810 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2811 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2814 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2819 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2822 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2823 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2826 if( bouncing || bounce == 0 || !bounceOnly )
2827 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2828 if( !info->si->noVertexLight )
2829 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2833 /* free light list */
2834 FreeTraceLights( &trace );
2836 /* return to sender */
2840 /* -----------------------------------------------------------------
2841 reconstitute vertex lighting from the luxels
2842 ----------------------------------------------------------------- */
2844 /* set styles from lightmap */
2845 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2846 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2848 /* get max search radius */
2850 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2852 /* walk the surface verts */
2853 verts = yDrawVerts + ds->firstVert;
2854 for( i = 0; i < ds->numVerts; i++ )
2856 /* do each lightmap */
2857 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2860 if( lm->superLuxels[ lightmapNum ] == NULL )
2863 /* get luxel coords */
2864 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2865 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2868 else if( x >= lm->sw )
2872 else if( y >= lm->sh )
2875 /* get vertex luxels */
2876 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2877 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2879 /* color the luxel with the normal? */
2882 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2883 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2884 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2887 /* color the luxel with surface num? */
2888 else if( debugSurfaces )
2889 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2891 /* divine color from the superluxels */
2894 /* increasing radius */
2895 VectorClear( radVertLuxel );
2897 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2899 /* sample within radius */
2900 for( sy = (y - radius); sy <= (y + radius); sy++ )
2902 if( sy < 0 || sy >= lm->sh )
2905 for( sx = (x - radius); sx <= (x + radius); sx++ )
2907 if( sx < 0 || sx >= lm->sw )
2910 /* get luxel particulars */
2911 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2912 cluster = SUPER_CLUSTER( sx, sy );
2916 /* testing: must be brigher than ambient color */
2917 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2920 /* add its distinctiveness to our own */
2921 VectorAdd( radVertLuxel, luxel, radVertLuxel );
2922 samples += luxel[ 3 ];
2928 if( samples > 0.0f )
2929 VectorDivide( radVertLuxel, samples, radVertLuxel );
2931 VectorCopy( ambientColor, radVertLuxel );
2934 /* store into floating point storage */
2935 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2936 numVertsIlluminated++;
2938 /* store into bytes (for vertex approximation) */
2939 if( !info->si->noVertexLight )
2940 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2947 /* -------------------------------------------------------------------------------
2949 light optimization (-fast)
2951 creates a list of lights that will affect a surface and stores it in tw
2952 this is to optimize surface lighting by culling out as many of the
2953 lights in the world as possible from further calculation
2955 ------------------------------------------------------------------------------- */
2959 determines opaque brushes in the world and find sky shaders for sunlight calculations
2962 void SetupBrushes( void )
2964 int i, j, b, compileFlags;
2967 bspBrushSide_t *side;
2968 bspShader_t *shader;
2973 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2976 if( opaqueBrushes == NULL )
2977 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2980 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2981 numOpaqueBrushes = 0;
2983 /* walk the list of worldspawn brushes */
2984 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2987 b = bspModels[ 0 ].firstBSPBrush + i;
2988 brush = &bspBrushes[ b ];
2990 /* check all sides */
2993 for( j = 0; j < brush->numSides && inside; j++ )
2995 /* do bsp shader calculations */
2996 side = &bspBrushSides[ brush->firstSide + j ];
2997 shader = &bspShaders[ side->shaderNum ];
2999 /* get shader info */
3000 si = ShaderInfoForShader( shader->shader );
3004 /* or together compile flags */
3005 compileFlags |= si->compileFlags;
3008 /* determine if this brush is opaque to light */
3009 if( !(compileFlags & C_TRANSLUCENT) )
3011 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3017 /* emit some statistics */
3018 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3025 determines if two clusters are visible to each other using the PVS
3028 qboolean ClusterVisible( int a, int b )
3030 int portalClusters, leafBytes;
3035 if( a < 0 || b < 0 )
3043 if( numBSPVisBytes <=8 )
3047 portalClusters = ((int *) bspVisBytes)[ 0 ];
3048 leafBytes = ((int*) bspVisBytes)[ 1 ];
3049 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3052 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3061 borrowed from vlight.c
3064 int PointInLeafNum_r( vec3_t point, int nodenum )
3072 while( nodenum >= 0 )
3074 node = &bspNodes[ nodenum ];
3075 plane = &bspPlanes[ node->planeNum ];
3076 dist = DotProduct( point, plane->normal ) - plane->dist;
3078 nodenum = node->children[ 0 ];
3079 else if( dist < -0.1 )
3080 nodenum = node->children[ 1 ];
3083 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3084 if( bspLeafs[ leafnum ].cluster != -1 )
3086 nodenum = node->children[ 1 ];
3090 leafnum = -nodenum - 1;
3098 borrowed from vlight.c
3101 int PointInLeafNum( vec3_t point )
3103 return PointInLeafNum_r( point, 0 );
3109 ClusterVisibleToPoint() - ydnar
3110 returns qtrue if point can "see" cluster
3113 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3118 /* get leafNum for point */
3119 pointCluster = ClusterForPoint( point );
3120 if( pointCluster < 0 )
3124 return ClusterVisible( pointCluster, cluster );
3130 ClusterForPoint() - ydnar
3131 returns the pvs cluster for point
3134 int ClusterForPoint( vec3_t point )
3139 /* get leafNum for point */
3140 leafNum = PointInLeafNum( point );
3144 /* return the cluster */
3145 return bspLeafs[ leafNum ].cluster;
3151 ClusterForPointExt() - ydnar
3152 also takes brushes into account for occlusion testing
3155 int ClusterForPointExt( vec3_t point, float epsilon )
3157 int i, j, b, leafNum, cluster;
3160 int *brushes, numBSPBrushes;
3166 /* get leaf for point */
3167 leafNum = PointInLeafNum( point );
3170 leaf = &bspLeafs[ leafNum ];
3172 /* get the cluster */
3173 cluster = leaf->cluster;
3177 /* transparent leaf, so check point against all brushes in the leaf */
3178 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3179 numBSPBrushes = leaf->numBSPLeafBrushes;
3180 for( i = 0; i < numBSPBrushes; i++ )
3184 if( b > maxOpaqueBrush )
3186 brush = &bspBrushes[ b ];
3187 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3190 /* check point against all planes */
3192 for( j = 0; j < brush->numSides && inside; j++ )
3194 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3195 dot = DotProduct( point, plane->normal );
3201 /* if inside, return bogus cluster */
3206 /* if the point made it this far, it's not inside any opaque brushes */
3213 ClusterForPointExtFilter() - ydnar
3214 adds cluster checking against a list of known valid clusters
3217 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3222 /* get cluster for point */
3223 cluster = ClusterForPointExt( point, epsilon );
3225 /* check if filtering is necessary */
3226 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3230 for( i = 0; i < numClusters; i++ )
3232 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3243 ShaderForPointInLeaf() - ydnar
3244 checks a point against all brushes in a leaf, returning the shader of the brush
3245 also sets the cumulative surface and content flags for the brush hit
3248 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3253 int *brushes, numBSPBrushes;
3256 bspBrushSide_t *side;
3258 bspShader_t *shader;
3259 int allSurfaceFlags, allContentFlags;
3262 /* clear things out first */
3269 leaf = &bspLeafs[ leafNum ];
3271 /* transparent leaf, so check point against all brushes in the leaf */
3272 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3273 numBSPBrushes = leaf->numBSPLeafBrushes;
3274 for( i = 0; i < numBSPBrushes; i++ )
3277 brush = &bspBrushes[ brushes[ i ] ];
3279 /* check point against all planes */
3281 allSurfaceFlags = 0;
3282 allContentFlags = 0;
3283 for( j = 0; j < brush->numSides && inside; j++ )
3285 side = &bspBrushSides[ brush->firstSide + j ];
3286 plane = &bspPlanes[ side->planeNum ];
3287 dot = DotProduct( point, plane->normal );
3293 shader = &bspShaders[ side->shaderNum ];
3294 allSurfaceFlags |= shader->surfaceFlags;
3295 allContentFlags |= shader->contentFlags;
3299 /* handle if inside */
3302 /* if there are desired flags, check for same and continue if they aren't matched */
3303 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3305 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3308 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3309 *surfaceFlags = allSurfaceFlags;
3310 *contentFlags = allContentFlags;
3311 return brush->shaderNum;
3315 /* if the point made it this far, it's not inside any brushes */
3323 chops a bounding box by the plane defined by origin and normal
3324 returns qfalse if the bounds is entirely clipped away
3326 this is not exactly the fastest way to do this...
3329 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3331 /* FIXME: rewrite this so it doesn't use bloody brushes */
3339 calculates each light's effective envelope,
3340 taking into account brightness, type, and pvs.
3343 #define LIGHT_EPSILON 0.125f
3344 #define LIGHT_NUDGE 2.0f
3346 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3348 int i, x, y, z, x1, y1, z1;
3349 light_t *light, *light2, **owner;
3351 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3352 float radius, intensity;
3353 light_t *buckets[ 256 ];
3356 /* early out for weird cases where there are no lights */
3357 if( lights == NULL )
3361 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3365 numCulledLights = 0;
3367 while( *owner != NULL )
3372 /* handle negative lights */
3373 if( light->photons < 0.0f || light->add < 0.0f )
3375 light->photons *= -1.0f;
3376 light->add *= -1.0f;
3377 light->flags |= LIGHT_NEGATIVE;
3381 if( light->type == EMIT_SUN )
3385 light->envelope = MAX_WORLD_COORD * 8.0f;
3386 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3387 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3390 /* everything else */
3393 /* get pvs cluster for light */
3394 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3396 /* invalid cluster? */
3397 if( light->cluster < 0 )
3399 /* nudge the sample point around a bit */
3400 for( x = 0; x < 4; x++ )
3402 /* two's complement 0, 1, -1, 2, -2, etc */
3403 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3405 for( y = 0; y < 4; y++ )
3407 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3409 for( z = 0; z < 4; z++ )
3411 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3414 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3415 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3416 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3418 /* try at nudged origin */
3419 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3420 if( light->cluster < 0 )
3424 VectorCopy( origin, light->origin );
3430 /* only calculate for lights in pvs and outside of opaque brushes */
3431 if( light->cluster >= 0 )
3433 /* set light fast flag */
3435 light->flags |= LIGHT_FAST_TEMP;
3437 light->flags &= ~LIGHT_FAST_TEMP;
3438 if( light->si && light->si->noFast )
3439 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3441 /* clear light envelope */
3442 light->envelope = 0;
3444 /* handle area lights */
3445 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3447 /* ugly hack to calculate extent for area lights, but only done once */
3448 VectorScale( light->normal, -1.0f, dir );
3449 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3453 VectorMA( light->origin, radius, light->normal, origin );
3454 factor = PointToPolygonFormFactor( origin, dir, light->w );
3457 if( (factor * light->add) <= light->falloffTolerance )
3458 light->envelope = radius;
3461 /* check for fast mode */
3462 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3463 light->envelope = MAX_WORLD_COORD * 8.0f;
3468 intensity = light->photons;
3472 if( light->envelope <= 0.0f )
3474 /* solve distance for non-distance lights */
3475 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3476 light->envelope = MAX_WORLD_COORD * 8.0f;
3478 /* solve distance for linear lights */
3479 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3480 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3481 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3484 add = angle * light->photons * linearScale - (dist * light->fade);
3485 T = (light->photons * linearScale) - (dist * light->fade);
3486 T + (dist * light->fade) = (light->photons * linearScale);
3487 dist * light->fade = (light->photons * linearScale) - T;
3488 dist = ((light->photons * linearScale) - T) / light->fade;
3491 /* solve for inverse square falloff */
3493 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3496 add = light->photons / (dist * dist);
3497 T = light->photons / (dist * dist);
3498 T * (dist * dist) = light->photons;
3499 dist = sqrt( light->photons / T );
3503 /* chop radius against pvs */
3506 ClearBounds( mins, maxs );
3508 /* check all leaves */
3509 for( i = 0; i < numBSPLeafs; i++ )
3512 leaf = &bspLeafs[ i ];
3515 if( leaf->cluster < 0 )
3517 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3520 /* add this leafs bbox to the bounds */
3521 VectorCopy( leaf->mins, origin );
3522 AddPointToBounds( origin, mins, maxs );
3523 VectorCopy( leaf->maxs, origin );
3524 AddPointToBounds( origin, mins, maxs );
3527 /* test to see if bounds encompass light */
3528 for( i = 0; i < 3; i++ )
3530 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3532 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3533 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3534 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3535 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3536 AddPointToBounds( light->origin, mins, maxs );
3540 /* chop the bounds by a plane for area lights and spotlights */
3541 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3542 ChopBounds( mins, maxs, light->origin, light->normal );
3545 VectorCopy( mins, light->mins );
3546 VectorCopy( maxs, light->maxs );
3548 /* reflect bounds around light origin */
3549 //% VectorMA( light->origin, -1.0f, origin, origin );
3550 VectorScale( light->origin, 2, origin );
3551 VectorSubtract( origin, maxs, origin );
3552 AddPointToBounds( origin, mins, maxs );
3553 //% VectorMA( light->origin, -1.0f, mins, origin );
3554 VectorScale( light->origin, 2, origin );
3555 VectorSubtract( origin, mins, origin );
3556 AddPointToBounds( origin, mins, maxs );
3558 /* calculate spherical bounds */
3559 VectorSubtract( maxs, light->origin, dir );
3560 radius = (float) VectorLength( dir );
3562 /* if this radius is smaller than the envelope, then set the envelope to it */
3563 if( radius < light->envelope )
3565 light->envelope = radius;
3566 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3569 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3572 /* add grid/surface only check */
3575 if( !(light->flags & LIGHT_GRID) )
3576 light->envelope = 0.0f;
3580 if( !(light->flags & LIGHT_SURFACES) )
3581 light->envelope = 0.0f;
3586 if( light->cluster < 0 || light->envelope <= 0.0f )
3589 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3591 /* delete the light */
3593 *owner = light->next;
3594 if( light->w != NULL )
3601 /* square envelope */
3602 light->envelope2 = (light->envelope * light->envelope);
3604 /* increment light count */
3607 /* set next light */
3608 owner = &((**owner).next);
3611 /* bucket sort lights by style */
3612 memset( buckets, 0, sizeof( buckets ) );
3614 for( light = lights; light != NULL; light = light2 )
3616 /* get next light */
3617 light2 = light->next;
3619 /* filter into correct bucket */
3620 light->next = buckets[ light->style ];
3621 buckets[ light->style ] = light;
3623 /* if any styled light is present, automatically set nocollapse */
3624 if( light->style != LS_NORMAL )
3628 /* filter back into light list */
3630 for( i = 255; i >= 0; i-- )
3633 for( light = buckets[ i ]; light != NULL; light = light2 )
3635 light2 = light->next;
3636 light->next = lights;
3641 /* emit some statistics */
3642 Sys_Printf( "%9d total lights\n", numLights );
3643 Sys_Printf( "%9d culled lights\n", numCulledLights );
3649 CreateTraceLightsForBounds()
3650 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3653 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3657 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3658 float radius, dist, length;
3661 /* potential pre-setup */
3662 if( numLights == 0 )
3663 SetupEnvelopes( qfalse, fast );
3666 //% 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 ] );
3668 /* allocate the light list */
3669 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3670 trace->numLights = 0;
3672 /* calculate spherical bounds */
3673 VectorAdd( mins, maxs, origin );
3674 VectorScale( origin, 0.5f, origin );
3675 VectorSubtract( maxs, origin, dir );
3676 radius = (float) VectorLength( dir );
3678 /* get length of normal vector */
3679 if( normal != NULL )
3680 length = VectorLength( normal );
3683 normal = nullVector;
3687 /* test each light and see if it reaches the sphere */
3688 /* note: the attenuation code MUST match LightingAtSample() */
3689 for( light = lights; light; light = light->next )
3691 /* check zero sized envelope */
3692 if( light->envelope <= 0 )
3694 lightsEnvelopeCulled++;
3699 if( !(light->flags & flags) )
3702 /* sunlight skips all this nonsense */
3703 if( light->type != EMIT_SUN )
3709 /* check against pvs cluster */
3710 if( numClusters > 0 && clusters != NULL )
3712 for( i = 0; i < numClusters; i++ )
3714 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3719 if( i == numClusters )
3721 lightsClusterCulled++;
3726 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3727 VectorSubtract( light->origin, origin, dir );
3728 dist = VectorLength( dir );
3729 dist -= light->envelope;
3733 lightsEnvelopeCulled++;
3737 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3740 for( i = 0; i < 3; i++ )
3742 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3747 lightsBoundsCulled++;
3753 /* planar surfaces (except twosided surfaces) have a couple more checks */
3754 if( length > 0.0f && trace->twoSided == qfalse )
3756 /* lights coplanar with a surface won't light it */
3757 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3759 lightsPlaneCulled++;
3763 /* check to see if light is behind the plane */
3764 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3766 lightsPlaneCulled++;
3771 /* add this light */
3772 trace->lights[ trace->numLights++ ] = light;
3775 /* make last night null */
3776 trace->lights[ trace->numLights ] = NULL;
3781 void FreeTraceLights( trace_t *trace )
3783 if( trace->lights != NULL )
3784 free( trace->lights );
3790 CreateTraceLightsForSurface()
3791 creates a list of lights that can potentially affect a drawsurface
3794 void CreateTraceLightsForSurface( int num, trace_t *trace )
3797 vec3_t mins, maxs, normal;
3799 bspDrawSurface_t *ds;
3800 surfaceInfo_t *info;
3807 /* get drawsurface and info */
3808 ds = &bspDrawSurfaces[ num ];
3809 info = &surfaceInfos[ num ];
3811 /* get the mins/maxs for the dsurf */
3812 ClearBounds( mins, maxs );
3813 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3814 for( i = 0; i < ds->numVerts; i++ )
3816 dv = &yDrawVerts[ ds->firstVert + i ];
3817 AddPointToBounds( dv->xyz, mins, maxs );
3818 if( !VectorCompare( dv->normal, normal ) )
3819 VectorClear( normal );
3822 /* create the lights for the bounding box */
3823 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3826 /////////////////////////////////////////////////////////////
3828 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3829 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3830 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3831 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3833 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3834 static int numFloodVectors = 0;
3836 void SetupFloodLight( void )
3839 float angle, elevation, angleStep, elevationStep;
3841 double v1,v2,v3,v4,v5;
3844 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3846 /* calculate angular steps */
3847 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3848 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3852 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3854 /* iterate elevation */
3855 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3857 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3858 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3859 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3864 /* emit some statistics */
3865 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3868 value = ValueForKey( &entities[ 0 ], "_floodlight" );
3870 if( value[ 0 ] != '\0' )
3873 v4=floodlightDistance;
3874 v5=floodlightIntensity;
3876 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3878 floodlightRGB[0]=v1;
3879 floodlightRGB[1]=v2;
3880 floodlightRGB[2]=v3;
3882 if (VectorLength(floodlightRGB)==0)
3884 VectorSet(floodlightRGB,240,240,255);
3890 floodlightDistance=v4;
3891 floodlightIntensity=v5;
3893 floodlighty = qtrue;
3894 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3898 VectorSet(floodlightRGB,240,240,255);
3899 //floodlighty = qtrue;
3900 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3902 VectorNormalize(floodlightRGB,floodlightRGB);
3905 //27 - lighttracer style ambient occlusion light hack.
3906 //Kudos to the dirtmapping author for most of this source.
3907 void FloodLightRawLightmap( int rawLightmapNum )
3909 int i, x, y, sx, sy, *cluster;
3910 float *origin, *normal, *floodlight, *floodlight2, average, samples;
3912 surfaceInfo_t *info;
3915 /* bail if this number exceeds the number of raw lightmaps */
3916 if( rawLightmapNum >= numRawLightmaps )
3920 lm = &rawLightmaps[ rawLightmapNum ];
3922 memset(&trace,0,sizeof(trace_t));
3924 trace.testOcclusion = qtrue;
3925 trace.forceSunlight = qfalse;
3926 trace.twoSided = qtrue;
3927 trace.recvShadows = lm->recvShadows;
3928 trace.numSurfaces = lm->numLightSurfaces;
3929 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
3930 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
3931 trace.testAll = qfalse;
3932 trace.distance = 1024;
3934 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
3935 //trace.twoSided = qfalse;
3936 for( i = 0; i < trace.numSurfaces; i++ )
3939 info = &surfaceInfos[ trace.surfaces[ i ] ];
3941 /* check twosidedness */
3942 if( info->si->twoSided )
3944 trace.twoSided = qtrue;
3950 for( y = 0; y < lm->sh; y++ )
3952 for( x = 0; x < lm->sw; x++ )
3955 cluster = SUPER_CLUSTER( x, y );
3956 origin = SUPER_ORIGIN( x, y );
3957 normal = SUPER_NORMAL( x, y );
3958 floodlight = SUPER_FLOODLIGHT( x, y );
3960 /* set default dirt */
3963 /* only look at mapped luxels */
3968 trace.cluster = *cluster;
3969 VectorCopy( origin, trace.origin );
3970 VectorCopy( normal, trace.normal );
3975 *floodlight = FloodLightForSample( &trace );
3979 /* testing no filtering */
3983 for( y = 0; y < lm->sh; y++ )
3985 for( x = 0; x < lm->sw; x++ )
3988 cluster = SUPER_CLUSTER( x, y );
3989 floodlight = SUPER_FLOODLIGHT( x, y );
3991 /* filter dirt by adjacency to unmapped luxels */
3992 average = *floodlight;
3994 for( sy = (y - 1); sy <= (y + 1); sy++ )
3996 if( sy < 0 || sy >= lm->sh )
3999 for( sx = (x - 1); sx <= (x + 1); sx++ )
4001 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4004 /* get neighboring luxel */
4005 cluster = SUPER_CLUSTER( sx, sy );
4006 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4007 if( *cluster < 0 || *floodlight2 <= 0.0f )
4011 average += *floodlight2;
4016 if( samples <= 0.0f )
4021 if( samples <= 0.0f )
4025 *floodlight = average / samples;
4031 FloodLightForSample()
4032 calculates floodlight value for a given sample
4033 once again, kudos to the dirtmapping coder
4035 float FloodLightForSample( trace_t *trace )
4041 float gatherLight, outLight;
4042 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
4050 if( trace == NULL || trace->cluster < 0 )
4055 dd = floodlightDistance;
4056 VectorCopy( trace->normal, normal );
4058 /* check if the normal is aligned to the world-up */
4059 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
4061 if( normal[ 2 ] == 1.0f )
4063 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
4064 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4066 else if( normal[ 2 ] == -1.0f )
4068 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
4069 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4074 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
4075 CrossProduct( normal, worldUp, myRt );
4076 VectorNormalize( myRt, myRt );
4077 CrossProduct( myRt, normal, myUp );
4078 VectorNormalize( myUp, myUp );
4081 /* iterate through ordered vectors */
4082 for( i = 0; i < numFloodVectors; i++ )
4084 if (floodlight_lowquality==qtrue)
4086 if (rand()%10 != 0 ) continue;
4091 /* transform vector into tangent space */
4092 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
4093 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
4094 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
4097 VectorMA( trace->origin, dd, direction, trace->end );
4099 //VectorMA( trace->origin, 1, direction, trace->origin );
4101 SetupTrace( trace );
4106 if (trace->compileFlags & C_SKY )
4110 else if ( trace->opaque )
4112 VectorSubtract( trace->hit, trace->origin, displacement );
4113 d=VectorLength( displacement );
4115 // d=trace->distance;
4116 //if (d>256) gatherDirt+=1;
4118 if (contribution>1) contribution=1.0f;
4120 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
4123 gatherLight+=contribution;
4127 if( gatherLight <= 0.0f )
4135 outLight=gatherLight;
4136 if( outLight > 1.0f )
4139 /* return to sender */