]> git.xonotic.org Git - xonotic/netradiant.git/commitdiff
fix -nodeluxenormalize
authorrpolzer <rpolzer@61c419a2-8eb2-4b30-bcec-8cead039b335>
Fri, 26 Sep 2008 08:44:14 +0000 (08:44 +0000)
committerrpolzer <rpolzer@61c419a2-8eb2-4b30-bcec-8cead039b335>
Fri, 26 Sep 2008 08:44:14 +0000 (08:44 +0000)
git-svn-id: svn://svn.icculus.org/netradiant/trunk@106 61c419a2-8eb2-4b30-bcec-8cead039b335

tools/quake3/q3map2/light_ydnar.c
tools/quake3/q3map2/lightmaps_ydnar.c
tools/quake3/q3map2/q3map2.h

index fa2a4d7155533945afcc5cd4bf18f69e0bdc5f4e..54a4ca761b0ea125176b43b7abf23ac03a236f07 100644 (file)
@@ -44,12 +44,14 @@ ColorToBytes()
 ydnar: moved to here 2001-02-04
 */
 
-void ColorToBytes( const float *color, byte *colorBytes, float scale )
+void ColorToBytesDeluxe( const float *color, byte *colorBytes, float scale, const float *deluxel, byte *deluxeBytes)
 {
        int             i;
        float   max, gamma;
-       vec3_t  sample;
+       vec3_t  sample, direction;
        float   inv, dif;
+       float   colorMultiplier;
+       float   temp;
        
        
        /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
@@ -64,7 +66,7 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale )
        for( i = 0; i < 3; i++ )
        {
                /* handle negative light */
-               if( sample[ i ] < 0.0f )
+               if( sample[ i ] <= 0.0f )
                {
                        sample[ i ] = 0.0f;
                        continue;
@@ -74,6 +76,8 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale )
                sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
        }
 
+       colorMultiplier = 1;
+
        if (lightmapExposure == 1)
        {
                /* clamp with color normalization */
@@ -82,16 +86,15 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale )
                        max = sample[ 1 ];
                if( sample[ 2 ] > max )
                        max = sample[ 2 ];
-               if( max > 255.0f )
-                       VectorScale( sample, (255.0f / max), sample );
+               if(max * colorMultiplier > 255.0f)
+                       colorMultiplier *= 255.0 / max;
        }
        else
        {
                if (lightmapExposure==0)
-               {
-                       lightmapExposure=1.0f;
-               }
-               inv=1.f/lightmapExposure;
+                       inv = 1.f;
+               else
+                       inv = 1.f/lightmapExposure;
                //Exposure
 
                max = sample[ 0 ];
@@ -99,6 +102,7 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale )
                        max = sample[ 1 ];
                if( sample[ 2 ] > max )
                        max = sample[ 2 ];
+               max *= colorMultiplier;
 
                dif = (1-  exp(-max * inv) )  *  255;
 
@@ -111,20 +115,64 @@ void ColorToBytes( const float *color, byte *colorBytes, float scale )
                        dif = 0;
                }
 
-               for (i=0;i<3;i++)
-               {
-                       sample[i]*=dif;
-               }
+               colorMultiplier *= dif;
        }
 
-       
        /* compensate for ingame overbrighting/bitshifting */
-       VectorScale( sample, (1.0f / lightmapCompensate), sample );
-       
+       VectorScale( sample, (colorMultiplier / lightmapCompensate), sample );
+
        /* store it off */
        colorBytes[ 0 ] = sample[ 0 ];
        colorBytes[ 1 ] = sample[ 1 ];
        colorBytes[ 2 ] = sample[ 2 ];
+
+                               
+       /* store direction */
+       if( deluxel )
+       {
+               if(normalizeDeluxemap)
+               {
+                       if(!VectorNormalize(deluxel, direction))
+                               VectorClear(direction);
+               }
+               else
+               {
+                       if(deluxel[3])
+                       {
+                               VectorScale(deluxel, 1 / deluxel[3], direction);
+                               // NOTE:
+                               // if the light was scaled down due to it being too bright...
+                               // we need to reduce the directionality so ADDING light can't
+                               // make stuff DARKER!
+                               if(colorMultiplier < 1)
+                                       VectorScale(direction, colorMultiplier, direction);
+                               // TODO find out the best renderer equation for this
+                       }
+                       else
+                               VectorClear(direction);
+               }
+
+               /* normalize average light direction */
+               //if(direction[0] != 0 || direction[1] != 0 || direction[2] != 0)
+               {
+                       /* encode [-1,1] in [0,255] */
+                       for( i = 0; i < 3; i++ )
+                       {
+                               temp = (direction[ i ] + 1.0f) * 127.5f;
+                               if( temp < 0 )
+                                       deluxeBytes[ i ] = 0;
+                               else if( temp > 255 )
+                                       deluxeBytes[ i ] = 255;
+                               else
+                                       deluxeBytes[ i ] = temp;
+                       }
+               }
+       }
+}
+
+void ColorToBytes( const float *color, byte *colorBytes, float scale )
+{
+       ColorToBytesDeluxe(color, colorBytes, scale, NULL, NULL);
 }
 
 
@@ -1863,7 +1911,8 @@ void IlluminateRawLightmap( int rawLightmapNum )
        float                           brightness;
        float                           *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
        float                           *lightLuxels, *lightLuxel, samples, filterRadius, weight;
-       vec3_t                          color, averageColor, averageDir, total, temp, temp2;
+       vec3_t                          color, averageColor, total, temp, temp2;
+       float               averageDir[4];
        float                           tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
        trace_t                         trace;
        float                           stackLightLuxels[ STACK_LL_SIZE ];
@@ -2103,9 +2152,12 @@ void IlluminateRawLightmap( int rawLightmapNum )
                                                /* color to grayscale (photoshop rgb weighting) */
                                                brightness = trace.color[ 0 ] * 0.3f + trace.color[ 1 ] * 0.59f + trace.color[ 2 ] * 0.11f;
                                                brightness *= (1.0 / 255.0);
-                                               VectorScale( trace.direction, brightness, temp );
-                                               VectorAdd( deluxel, temp, deluxel );
-                                               deluxel[3] += brightness;
+                                               if(brightness != 0)
+                                               {
+                                                       VectorScale( trace.direction, brightness, temp );
+                                                       VectorAdd( deluxel, temp, deluxel );
+                                                       deluxel[3] += brightness;
+                                               }
                                        }
                                }
                        }
@@ -2487,6 +2539,7 @@ void IlluminateRawLightmap( int rawLightmapNum )
                                /* choose seed amount */
                                VectorClear( averageColor );
                                VectorClear( averageDir );
+                               averageDir[3] = 0.0f;
                                samples = 0.0f;
                                
                                /* walk 3x3 matrix */
@@ -2514,7 +2567,10 @@ void IlluminateRawLightmap( int rawLightmapNum )
                                                VectorAdd( averageColor, luxel2, averageColor );
                                                samples += luxel2[ 3 ];
                                                if( filterDir )
+                                               {
                                                        VectorAdd( averageDir, deluxel2, averageDir );
+                                                       averageDir[3] += deluxel2[3];
+                                               }
                                        }
                                }
                                
@@ -2537,7 +2593,10 @@ void IlluminateRawLightmap( int rawLightmapNum )
                                        luxel[ 3 ] = 1.0f;
                                }
                                if( filterDir )
+                               {
                                        VectorDivide( averageDir, samples, deluxel );
+                                       deluxel[3] = averageDir[3] / samples;
+                               }
                                
                                /* set cluster to -3 */
                                if( *cluster < 0 )
index d3054b1f8fe439c2d4595f92232ae2b49398b620..0bffc9db1c79e37b467966ca8d87dea7b437531c 100644 (file)
@@ -2167,41 +2167,10 @@ static void FindOutLightmaps( rawLightmap_t *lm )
                                
                                /* store color */
                                pixel = olm->bspLightBytes + (((oy * olm->customWidth) + ox) * 3);
-                               ColorToBytes( color, pixel, lm->brightness );
-                               
-                               /* store direction */
-                               if( deluxemap )
-                               {
-                                       if(normalizeDeluxemap)
-                                       {
-                                               if(!VectorNormalize(deluxel, direction))
-                                                       VectorClear(direction);
-                                       }
-                                       else
-                                       {
-                                               if(deluxel[3])
-                                                       VectorScale(deluxel, 1 / deluxel[3], direction);
-                                               else
-                                                       VectorClear(direction);
-                                       }
-
-                                       /* normalize average light direction */
-                                       if(direction[0] != 0 || direction[1] != 0 || direction[2] != 0)
-                                       {
-                                               /* encode [-1,1] in [0,255] */
-                                               pixel = olm->bspDirBytes + (((oy * olm->customWidth) + ox) * 3);
-                                               for( i = 0; i < 3; i++ )
-                                               {
-                                                       temp = (direction[ i ] + 1.0f) * 127.5f;
-                                                       if( temp < 0 )
-                                                               pixel[ i ] = 0;
-                                                       else if( temp > 255 )
-                                                               pixel[ i ] = 255;
-                                                       else
-                                                               pixel[ i ] = temp;
-                                               }
-                                       }
-                               }
+                               if(deluxemap)
+                                       ColorToBytesDeluxe( color, pixel, lm->brightness, deluxel, olm->bspDirBytes + (((oy * olm->customWidth) + ox) * 3));
+                               else
+                                       ColorToBytes( color, pixel, lm->brightness );
                        }
                }
        }
@@ -2363,7 +2332,10 @@ void StoreSurfaceLightmaps( void )
                                                        
                                                        /* sample deluxemap */
                                                        if( deluxemap && lightmapNum == 0 )
+                                                       {
                                                                VectorAdd( dirSample, deluxel, dirSample );
+                                                               dirSample[3] += deluxel[3];
+                                                       }
                                                        
                                                        /* keep track of used/occluded samples */
                                                        if( *cluster != CLUSTER_UNMAPPED )
@@ -2429,7 +2401,10 @@ void StoreSurfaceLightmaps( void )
                                        
                                        /* store light direction */
                                        if( deluxemap && lightmapNum == 0 )
+                                       {
                                                VectorCopy( dirSample, deluxel );
+                                               dirSample[3] = deluxel[3];
+                                       }
                                        
                                        /* store the sample back in super luxels */
                                        if( samples > 0.01f )
@@ -2472,7 +2447,10 @@ void StoreSurfaceLightmaps( void )
                                        
                                        /* copy light direction */
                                        if( deluxemap && lightmapNum == 0 )
+                                       {
                                                VectorCopy( deluxel, dirSample );
+                                               dirSample[3] = deluxel[3];
+                                       }
                                        
                                        /* is this a valid sample? */
                                        if( luxel[ 3 ] > 0.0f )
@@ -2556,7 +2534,10 @@ void StoreSurfaceLightmaps( void )
                                        
                                        VectorAdd( bspLuxel, sample, bspLuxel );
                                        if( deluxemap && lightmapNum == 0 )
+                                       {
                                                VectorAdd( bspDeluxel, dirSample, bspDeluxel );
+                                               bspDeluxel[3] += dirSample[3];
+                                       }
                                        
                                        /* add color to bounds for solid checking */
                                        if( samples > 0.0f )
@@ -2612,6 +2593,7 @@ void StoreSurfaceLightmaps( void )
                                                VectorAdd( bspDeluxel, bspDeluxel2, bspDeluxel );
                                                VectorScale( bspDeluxel, 0.5f, bspDeluxel );
                                                VectorCopy( bspDeluxel, bspDeluxel2 );
+                                               bspDeluxel2[3] = bspDeluxel[3] = (bspDeluxel[3] + bspDeluxel2[3]) * 0.5f;
                                        }
                                }
                        }
@@ -2631,6 +2613,7 @@ void StoreSurfaceLightmaps( void )
                                                VectorAdd( bspDeluxel, bspDeluxel2, bspDeluxel );
                                                VectorScale( bspDeluxel, 0.5f, bspDeluxel );
                                                VectorCopy( bspDeluxel, bspDeluxel2 );
+                                               bspDeluxel2[3] = bspDeluxel[3] = (bspDeluxel[3] + bspDeluxel2[3]) * 0.5f;
                                        }
                                }
                        }
index af2e3a332d7fa173bd41eb8ffa2f3abc7f4bd5c6..b62a2da52d6c468959a51bbd8b77022ee20f80d3 100644 (file)
@@ -266,7 +266,7 @@ constants
 #define SUPER_ORIGIN_SIZE              3
 #define SUPER_NORMAL_SIZE              4
 #define SUPER_DELUXEL_SIZE             4
-#define BSP_DELUXEL_SIZE               3
+#define BSP_DELUXEL_SIZE               4
 #define SUPER_FLOODLIGHT_SIZE  1
 
 #define VERTEX_LUXEL( s, v )   (vertexLuxels[ s ] + ((v) * VERTEX_LUXEL_SIZE))
@@ -1714,6 +1714,7 @@ void                                              RadFreeLights();
 
 /* light_ydnar.c */
 void                                           ColorToBytes( const float *color, byte *colorBytes, float scale );
+void                                           ColorToBytesDeluxe( const float *color, byte *colorBytes, float scale, const float *deluxel, byte *deluxeBytes );
 void                                           SmoothNormals( void );
 
 void                                           MapRawLightmap( int num );