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 = qtrue;
1567 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1568 trace.twoSided = qfalse;
1569 for( i = 0; i < trace.numSurfaces; i++ )
1572 info = &surfaceInfos[ trace.surfaces[ i ] ];
1574 /* check twosidedness */
1575 if( info->si->twoSided )
1577 trace.twoSided = qtrue;
1583 for( y = 0; y < lm->sh; y++ )
1585 for( x = 0; x < lm->sw; x++ )
1588 cluster = SUPER_CLUSTER( x, y );
1589 origin = SUPER_ORIGIN( x, y );
1590 normal = SUPER_NORMAL( x, y );
1591 dirt = SUPER_DIRT( x, y );
1593 /* set default dirt */
1596 /* only look at mapped luxels */
1601 trace.cluster = *cluster;
1602 VectorCopy( origin, trace.origin );
1603 VectorCopy( normal, trace.normal );
1606 *dirt = DirtForSample( &trace );
1610 /* testing no filtering */
1614 for( y = 0; y < lm->sh; y++ )
1616 for( x = 0; x < lm->sw; x++ )
1619 cluster = SUPER_CLUSTER( x, y );
1620 dirt = SUPER_DIRT( x, y );
1622 /* filter dirt by adjacency to unmapped luxels */
1625 for( sy = (y - 1); sy <= (y + 1); sy++ )
1627 if( sy < 0 || sy >= lm->sh )
1630 for( sx = (x - 1); sx <= (x + 1); sx++ )
1632 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1635 /* get neighboring luxel */
1636 cluster = SUPER_CLUSTER( sx, sy );
1637 dirt2 = SUPER_DIRT( sx, sy );
1638 if( *cluster < 0 || *dirt2 <= 0.0f )
1647 if( samples <= 0.0f )
1652 if( samples <= 0.0f )
1656 *dirt = average / samples;
1665 calculates the pvs cluster, origin, normal of a sub-luxel
1668 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1670 int i, *cluster, *cluster2;
1671 float *origin, *origin2, *normal; //% , *normal2;
1672 vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
1675 /* calulate x vector */
1676 if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1678 cluster = SUPER_CLUSTER( x, y );
1679 origin = SUPER_ORIGIN( x, y );
1680 //% normal = SUPER_NORMAL( x, y );
1681 cluster2 = SUPER_CLUSTER( x + 1, y );
1682 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1683 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1685 else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1687 cluster = SUPER_CLUSTER( x - 1, y );
1688 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1689 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1690 cluster2 = SUPER_CLUSTER( x, y );
1691 origin2 = SUPER_ORIGIN( x, y );
1692 //% normal2 = SUPER_NORMAL( x, y );
1695 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1697 VectorSubtract( origin2, origin, originVecs[ 0 ] );
1698 //% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1700 /* calulate y vector */
1701 if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1703 cluster = SUPER_CLUSTER( x, y );
1704 origin = SUPER_ORIGIN( x, y );
1705 //% normal = SUPER_NORMAL( x, y );
1706 cluster2 = SUPER_CLUSTER( x, y + 1 );
1707 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1708 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1710 else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1712 cluster = SUPER_CLUSTER( x, y - 1 );
1713 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1714 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1715 cluster2 = SUPER_CLUSTER( x, y );
1716 origin2 = SUPER_ORIGIN( x, y );
1717 //% normal2 = SUPER_NORMAL( x, y );
1720 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1722 VectorSubtract( origin2, origin, originVecs[ 1 ] );
1723 //% VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1725 /* calculate new origin */
1726 //% VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1727 //% VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1728 for( i = 0; i < 3; i++ )
1729 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1732 *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1733 if( *sampleCluster < 0 )
1736 /* calculate new normal */
1737 //% VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1738 //% VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1739 //% if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1741 normal = SUPER_NORMAL( x, y );
1742 VectorCopy( normal, sampleNormal );
1750 SubsampleRawLuxel_r()
1751 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1754 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1756 int b, samples, mapped, lighted;
1759 vec3_t origin[ 4 ], normal[ 4 ];
1760 float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1761 vec3_t color, total;
1765 if( lightLuxel[ 3 ] >= lightSamples )
1769 VectorClear( total );
1773 /* make 2x2 subsample stamp */
1774 for( b = 0; b < 4; b++ )
1777 VectorCopy( sampleOrigin, origin[ b ] );
1779 /* calculate position */
1780 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1787 /* increment sample count */
1788 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1791 trace->cluster = *cluster;
1792 VectorCopy( origin[ b ], trace->origin );
1793 VectorCopy( normal[ b ], trace->normal );
1797 LightContributionToSample( trace );
1799 /* add to totals (fixme: make contrast function) */
1800 VectorCopy( trace->color, luxel[ b ] );
1801 VectorAdd( total, trace->color, total );
1802 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1806 /* subsample further? */
1807 if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1808 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1809 lighted != 0 && lighted != mapped )
1811 for( b = 0; b < 4; b++ )
1813 if( cluster[ b ] < 0 )
1815 SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.25f), luxel[ b ] );
1820 //% VectorClear( color );
1822 VectorCopy( lightLuxel, color );
1824 for( b = 0; b < 4; b++ )
1826 if( cluster[ b ] < 0 )
1828 VectorAdd( color, luxel[ b ], color );
1836 color[ 0 ] /= samples;
1837 color[ 1 ] /= samples;
1838 color[ 2 ] /= samples;
1841 VectorCopy( color, lightLuxel );
1842 lightLuxel[ 3 ] += 1.0f;
1849 IlluminateRawLightmap()
1850 illuminates the luxels
1853 #define STACK_LL_SIZE (SUPER_LUXEL_SIZE * 64 * 64)
1854 #define LIGHT_LUXEL( x, y ) (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1856 void IlluminateRawLightmap( int rawLightmapNum )
1858 int i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1859 int *cluster, *cluster2, mapped, lighted, totalLighted;
1861 surfaceInfo_t *info;
1862 qboolean filterColor, filterDir;
1864 float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1865 float *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1866 vec3_t color, averageColor, averageDir, total, temp, temp2;
1867 float tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1869 float stackLightLuxels[ STACK_LL_SIZE ];
1874 /* bail if this number exceeds the number of raw lightmaps */
1875 if( rawLightmapNum >= numRawLightmaps )
1879 lm = &rawLightmaps[ rawLightmapNum ];
1882 trace.testOcclusion = !noTrace;
1883 trace.forceSunlight = qfalse;
1884 trace.recvShadows = lm->recvShadows;
1885 trace.numSurfaces = lm->numLightSurfaces;
1886 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1887 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1889 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1890 trace.twoSided = qfalse;
1891 for( i = 0; i < trace.numSurfaces; i++ )
1894 info = &surfaceInfos[ trace.surfaces[ i ] ];
1896 /* check twosidedness */
1897 if( info->si->twoSided )
1899 trace.twoSided = qtrue;
1904 /* create a culled light list for this raw lightmap */
1905 CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1907 /* -----------------------------------------------------------------
1909 ----------------------------------------------------------------- */
1912 numLuxelsIlluminated += (lm->sw * lm->sh);
1914 /* test debugging state */
1915 if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1917 /* debug fill the luxels */
1918 for( y = 0; y < lm->sh; y++ )
1920 for( x = 0; x < lm->sw; x++ )
1923 cluster = SUPER_CLUSTER( x, y );
1925 /* only fill mapped luxels */
1929 /* get particulars */
1930 luxel = SUPER_LUXEL( 0, x, y );
1931 origin = SUPER_ORIGIN( x, y );
1932 normal = SUPER_NORMAL( x, y );
1934 /* color the luxel with raw lightmap num? */
1936 VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1938 /* color the luxel with lightmap axis? */
1939 else if( debugAxis )
1941 luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1942 luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1943 luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1946 /* color the luxel with luxel cluster? */
1947 else if( debugCluster )
1948 VectorCopy( debugColors[ *cluster % 12 ], luxel );
1950 /* color the luxel with luxel origin? */
1951 else if( debugOrigin )
1953 VectorSubtract( lm->maxs, lm->mins, temp );
1954 VectorScale( temp, (1.0f / 255.0f), temp );
1955 VectorSubtract( origin, lm->mins, temp2 );
1956 luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1957 luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1958 luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1961 /* color the luxel with the normal */
1962 else if( normalmap )
1964 luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1965 luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1966 luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1969 /* otherwise clear it */
1971 VectorClear( luxel );
1980 /* allocate temporary per-light luxel storage */
1981 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
1982 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
1983 lightLuxels = stackLightLuxels;
1985 lightLuxels = safe_malloc( llSize );
1988 //% memset( lm->superLuxels[ 0 ], 0, llSize );
1990 /* set ambient color */
1991 for( y = 0; y < lm->sh; y++ )
1993 for( x = 0; x < lm->sw; x++ )
1996 cluster = SUPER_CLUSTER( x, y );
1997 luxel = SUPER_LUXEL( 0, x, y );
1998 normal = SUPER_NORMAL( x, y );
1999 deluxel = SUPER_DELUXEL( x, y );
2001 /* blacken unmapped clusters */
2003 VectorClear( luxel );
2008 VectorCopy( ambientColor, luxel );
2011 brightness = ambientColor[ 0 ] * 0.3f + ambientColor[ 1 ] * 0.59f + ambientColor[ 2 ] * 0.11f;
2012 brightness *= (1.0 / 255.0);
2013 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2014 if(brightness < 0.00390625f)
2015 brightness = 0.00390625f;
2016 VectorScale( normal, brightness, deluxel );
2023 /* clear styled lightmaps */
2024 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2025 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2027 if( lm->superLuxels[ lightmapNum ] != NULL )
2028 memset( lm->superLuxels[ lightmapNum ], 0, size );
2031 /* debugging code */
2032 //% if( trace.numLights <= 0 )
2033 //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2035 /* walk light list */
2036 for( i = 0; i < trace.numLights; i++ )
2039 trace.light = trace.lights[ i ];
2042 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2044 if( lm->styles[ lightmapNum ] == trace.light->style ||
2045 lm->styles[ lightmapNum ] == LS_NONE )
2049 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2050 if( lightmapNum >= MAX_LIGHTMAPS )
2052 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2057 memset( lightLuxels, 0, llSize );
2060 /* initial pass, one sample per luxel */
2061 for( y = 0; y < lm->sh; y++ )
2063 for( x = 0; x < lm->sw; x++ )
2066 cluster = SUPER_CLUSTER( x, y );
2070 /* get particulars */
2071 lightLuxel = LIGHT_LUXEL( x, y );
2072 deluxel = SUPER_DELUXEL( x, y );
2073 origin = SUPER_ORIGIN( x, y );
2074 normal = SUPER_NORMAL( x, y );
2077 ////////// 27's temp hack for testing edge clipping ////
2078 if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2080 lightLuxel[ 1 ] = 255;
2081 lightLuxel[ 3 ] = 1.0f;
2087 /* set contribution count */
2088 lightLuxel[ 3 ] = 1.0f;
2091 trace.cluster = *cluster;
2092 VectorCopy( origin, trace.origin );
2093 VectorCopy( normal, trace.normal );
2095 /* get light for this sample */
2096 LightContributionToSample( &trace );
2097 VectorCopy( trace.color, lightLuxel );
2100 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2104 /* add to light direction map (fixme: use luxel normal as starting point for deluxel?) */
2107 if(DotProduct(normal, trace.direction) > 0) // do not take light from the back side
2109 /* color to grayscale (photoshop rgb weighting) */
2110 brightness = trace.colorNoShadow[ 0 ] * 0.3f + trace.colorNoShadow[ 1 ] * 0.59f + trace.colorNoShadow[ 2 ] * 0.11f;
2111 brightness *= (1.0 / 255.0);
2112 VectorScale( trace.direction, brightness, trace.direction );
2113 VectorAdd( deluxel, trace.direction, deluxel );
2119 /* don't even bother with everything else if nothing was lit */
2120 if( totalLighted == 0 )
2123 /* determine filter radius */
2124 filterRadius = lm->filterRadius > trace.light->filterRadius
2126 : trace.light->filterRadius;
2127 if( filterRadius < 0.0f )
2128 filterRadius = 0.0f;
2130 /* set luxel filter radius */
2131 luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2132 if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2133 luxelFilterRadius = 1;
2135 /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2136 /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2137 if( lightSamples > 1 && luxelFilterRadius == 0 )
2140 for( y = 0; y < (lm->sh - 1); y++ )
2142 for( x = 0; x < (lm->sw - 1); x++ )
2147 VectorClear( total );
2149 /* test 2x2 stamp */
2150 for( t = 0; t < 4; t++ )
2152 /* set sample coords */
2153 sx = x + tests[ t ][ 0 ];
2154 sy = y + tests[ t ][ 1 ];
2157 cluster = SUPER_CLUSTER( sx, sy );
2163 lightLuxel = LIGHT_LUXEL( sx, sy );
2164 VectorAdd( total, lightLuxel, total );
2165 if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2169 /* if total color is under a certain amount, then don't bother subsampling */
2170 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2173 /* if all 4 pixels are either in shadow or light, then don't subsample */
2174 if( lighted != 0 && lighted != mapped )
2176 for( t = 0; t < 4; t++ )
2178 /* set sample coords */
2179 sx = x + tests[ t ][ 0 ];
2180 sy = y + tests[ t ][ 1 ];
2183 cluster = SUPER_CLUSTER( sx, sy );
2186 lightLuxel = LIGHT_LUXEL( sx, sy );
2187 origin = SUPER_ORIGIN( sx, sy );
2189 /* only subsample shadowed luxels */
2190 //% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2194 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2196 /* debug code to colorize subsampled areas to yellow */
2197 //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2198 //% VectorSet( luxel, 255, 204, 0 );
2205 /* tertiary pass, apply dirt map (ambient occlusion) */
2209 for( y = 0; y < lm->sh; y++ )
2211 for( x = 0; x < lm->sw; x++ )
2214 cluster = SUPER_CLUSTER( x, y );
2218 /* get particulars */
2219 lightLuxel = LIGHT_LUXEL( x, y );
2220 dirt = SUPER_DIRT( x, y );
2222 /* scale light value */
2223 VectorScale( lightLuxel, *dirt, lightLuxel );
2228 /* allocate sampling lightmap storage */
2229 if( lm->superLuxels[ lightmapNum ] == NULL )
2231 /* allocate sampling lightmap storage */
2232 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2233 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2234 memset( lm->superLuxels[ lightmapNum ], 0, size );
2238 if( lightmapNum > 0 )
2240 lm->styles[ lightmapNum ] = trace.light->style;
2241 //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2244 /* copy to permanent luxels */
2245 for( y = 0; y < lm->sh; y++ )
2247 for( x = 0; x < lm->sw; x++ )
2249 /* get cluster and origin */
2250 cluster = SUPER_CLUSTER( x, y );
2253 origin = SUPER_ORIGIN( x, y );
2256 if( luxelFilterRadius )
2259 VectorClear( averageColor );
2262 /* cheaper distance-based filtering */
2263 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2265 if( sy < 0 || sy >= lm->sh )
2268 for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2270 if( sx < 0 || sx >= lm->sw )
2273 /* get particulars */
2274 cluster = SUPER_CLUSTER( sx, sy );
2277 lightLuxel = LIGHT_LUXEL( sx, sy );
2280 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2281 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2283 /* scale luxel by filter weight */
2284 VectorScale( lightLuxel, weight, color );
2285 VectorAdd( averageColor, color, averageColor );
2291 if( samples <= 0.0f )
2294 /* scale into luxel */
2295 luxel = SUPER_LUXEL( lightmapNum, x, y );
2298 /* handle negative light */
2299 if( trace.light->flags & LIGHT_NEGATIVE )
2301 luxel[ 0 ] -= averageColor[ 0 ] / samples;
2302 luxel[ 1 ] -= averageColor[ 1 ] / samples;
2303 luxel[ 2 ] -= averageColor[ 2 ] / samples;
2306 /* handle normal light */
2309 luxel[ 0 ] += averageColor[ 0 ] / samples;
2310 luxel[ 1 ] += averageColor[ 1 ] / samples;
2311 luxel[ 2 ] += averageColor[ 2 ] / samples;
2318 /* get particulars */
2319 lightLuxel = LIGHT_LUXEL( x, y );
2320 luxel = SUPER_LUXEL( lightmapNum, x, y );
2322 /* handle negative light */
2323 if( trace.light->flags & LIGHT_NEGATIVE )
2324 VectorScale( averageColor, -1.0f, averageColor );
2329 /* handle negative light */
2330 if( trace.light->flags & LIGHT_NEGATIVE )
2331 VectorSubtract( luxel, lightLuxel, luxel );
2333 /* handle normal light */
2335 VectorAdd( luxel, lightLuxel, luxel );
2341 /* free temporary luxels */
2342 if( lightLuxels != stackLightLuxels )
2343 free( lightLuxels );
2346 /* free light list */
2347 FreeTraceLights( &trace );
2349 /* floodlight pass */
2350 FloodlightIlluminateLightmap(lm);
2354 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2357 if( lm->superLuxels[ lightmapNum ] == NULL )
2360 for( y = 0; y < lm->sh; y++ )
2362 for( x = 0; x < lm->sw; x++ )
2365 cluster = SUPER_CLUSTER( x, y );
2366 //% if( *cluster < 0 )
2369 /* get particulars */
2370 luxel = SUPER_LUXEL( lightmapNum, x, y );
2371 normal = SUPER_NORMAL ( x, y );
2373 luxel[0]=(normal[0]*127)+127;
2374 luxel[1]=(normal[1]*127)+127;
2375 luxel[2]=(normal[2]*127)+127;
2381 /* -----------------------------------------------------------------
2383 ----------------------------------------------------------------- */
2387 /* walk lightmaps */
2388 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2391 if( lm->superLuxels[ lightmapNum ] == NULL )
2394 /* apply dirt to each luxel */
2395 for( y = 0; y < lm->sh; y++ )
2397 for( x = 0; x < lm->sw; x++ )
2400 cluster = SUPER_CLUSTER( x, y );
2401 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2404 /* get particulars */
2405 luxel = SUPER_LUXEL( lightmapNum, x, y );
2406 dirt = SUPER_DIRT( x, y );
2409 VectorScale( luxel, *dirt, luxel );
2413 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2419 /* -----------------------------------------------------------------
2421 ----------------------------------------------------------------- */
2423 /* walk lightmaps */
2424 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2427 if( lm->superLuxels[ lightmapNum ] == NULL )
2430 /* average occluded luxels from neighbors */
2431 for( y = 0; y < lm->sh; y++ )
2433 for( x = 0; x < lm->sw; x++ )
2435 /* get particulars */
2436 cluster = SUPER_CLUSTER( x, y );
2437 luxel = SUPER_LUXEL( lightmapNum, x, y );
2438 deluxel = SUPER_DELUXEL( x, y );
2439 normal = SUPER_NORMAL( x, y );
2441 /* determine if filtering is necessary */
2442 filterColor = qfalse;
2445 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2446 filterColor = qtrue;
2447 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2450 if( !filterColor && !filterDir )
2453 /* choose seed amount */
2454 VectorClear( averageColor );
2455 VectorClear( averageDir );
2458 /* walk 3x3 matrix */
2459 for( sy = (y - 1); sy <= (y + 1); sy++ )
2461 if( sy < 0 || sy >= lm->sh )
2464 for( sx = (x - 1); sx <= (x + 1); sx++ )
2466 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2469 /* get neighbor's particulars */
2470 cluster2 = SUPER_CLUSTER( sx, sy );
2471 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2472 deluxel2 = SUPER_DELUXEL( sx, sy );
2474 /* ignore unmapped/unlit luxels */
2475 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2476 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2479 /* add its distinctiveness to our own */
2480 VectorAdd( averageColor, luxel2, averageColor );
2481 samples += luxel2[ 3 ];
2483 VectorAdd( averageDir, deluxel2, averageDir );
2488 if( samples <= 0.0f )
2491 /* dark lightmap seams */
2494 if( lightmapNum == 0 )
2495 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2502 VectorDivide( averageColor, samples, luxel );
2506 VectorDivide( averageDir, samples, deluxel );
2508 /* set cluster to -3 */
2510 *cluster = CLUSTER_FLOODED;
2518 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2521 if( lm->superLuxels[ lightmapNum ] == NULL )
2523 for( y = 0; y < lm->sh; y++ )
2524 for( x = 0; x < lm->sw; x++ )
2527 cluster = SUPER_CLUSTER( x, y );
2528 luxel = SUPER_LUXEL( lightmapNum, x, y );
2529 deluxel = SUPER_DELUXEL( x, y );
2530 if(!luxel || !deluxel || !cluster)
2532 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2535 else if(*cluster < 0)
2538 // should have neither deluxemap nor lightmap
2540 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2545 // should have both deluxemap and lightmap
2547 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2557 IlluminateVertexes()
2558 light the surface vertexes
2561 #define VERTEX_NUDGE 4.0f
2563 void IlluminateVertexes( int num )
2565 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2566 int lightmapNum, numAvg;
2567 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2568 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2569 bspDrawSurface_t *ds;
2570 surfaceInfo_t *info;
2572 bspDrawVert_t *verts;
2576 /* get surface, info, and raw lightmap */
2577 ds = &bspDrawSurfaces[ num ];
2578 info = &surfaceInfos[ num ];
2581 /* -----------------------------------------------------------------
2582 illuminate the vertexes
2583 ----------------------------------------------------------------- */
2585 /* calculate vertex lighting for surfaces without lightmaps */
2586 if( lm == NULL || cpmaHack )
2589 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2590 trace.forceSunlight = info->si->forceSunlight;
2591 trace.recvShadows = info->recvShadows;
2592 trace.numSurfaces = 1;
2593 trace.surfaces = #
2594 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2596 /* twosided lighting */
2597 trace.twoSided = info->si->twoSided;
2599 /* make light list for this surface */
2600 CreateTraceLightsForSurface( num, &trace );
2603 verts = yDrawVerts + ds->firstVert;
2605 memset( avgColors, 0, sizeof( avgColors ) );
2607 /* walk the surface verts */
2608 for( i = 0; i < ds->numVerts; i++ )
2610 /* get vertex luxel */
2611 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2613 /* color the luxel with raw lightmap num? */
2615 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2617 /* color the luxel with luxel origin? */
2618 else if( debugOrigin )
2620 VectorSubtract( info->maxs, info->mins, temp );
2621 VectorScale( temp, (1.0f / 255.0f), temp );
2622 VectorSubtract( origin, lm->mins, temp2 );
2623 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2624 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2625 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2628 /* color the luxel with the normal */
2629 else if( normalmap )
2631 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2632 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2633 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2636 /* illuminate the vertex */
2639 /* clear vertex luxel */
2640 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2642 /* try at initial origin */
2643 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2644 if( trace.cluster >= 0 )
2647 VectorCopy( verts[ i ].xyz, trace.origin );
2648 VectorCopy( verts[ i ].normal, trace.normal );
2652 dirt = DirtForSample( &trace );
2657 LightingAtSample( &trace, ds->vertexStyles, colors );
2660 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2663 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2666 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2667 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2668 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2672 /* is this sample bright enough? */
2673 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2674 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2675 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2676 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2678 /* nudge the sample point around a bit */
2679 for( x = 0; x < 4; x++ )
2681 /* two's complement 0, 1, -1, 2, -2, etc */
2682 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2684 for( y = 0; y < 4; y++ )
2686 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2688 for( z = 0; z < 4; z++ )
2690 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2693 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2694 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2695 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2697 /* try at nudged origin */
2698 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2699 if( trace.cluster < 0 )
2703 LightingAtSample( &trace, ds->vertexStyles, colors );
2706 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2709 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2712 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2713 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2716 /* bright enough? */
2717 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2718 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2719 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2720 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2727 /* add to average? */
2728 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2729 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2730 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2731 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2734 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2736 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2737 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2742 /* another happy customer */
2743 numVertsIlluminated++;
2746 /* set average color */
2749 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2750 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2754 VectorCopy( ambientColor, avgColors[ 0 ] );
2757 /* clean up and store vertex color */
2758 for( i = 0; i < ds->numVerts; i++ )
2760 /* get vertex luxel */
2761 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2763 /* store average in occluded vertexes */
2764 if( radVertLuxel[ 0 ] < 0.0f )
2766 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2768 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2769 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2772 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2777 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2780 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2781 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2784 if( bouncing || bounce == 0 || !bounceOnly )
2785 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2786 if( !info->si->noVertexLight )
2787 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2791 /* free light list */
2792 FreeTraceLights( &trace );
2794 /* return to sender */
2798 /* -----------------------------------------------------------------
2799 reconstitute vertex lighting from the luxels
2800 ----------------------------------------------------------------- */
2802 /* set styles from lightmap */
2803 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2804 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2806 /* get max search radius */
2808 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2810 /* walk the surface verts */
2811 verts = yDrawVerts + ds->firstVert;
2812 for( i = 0; i < ds->numVerts; i++ )
2814 /* do each lightmap */
2815 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2818 if( lm->superLuxels[ lightmapNum ] == NULL )
2821 /* get luxel coords */
2822 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2823 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2826 else if( x >= lm->sw )
2830 else if( y >= lm->sh )
2833 /* get vertex luxels */
2834 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2835 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2837 /* color the luxel with the normal? */
2840 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2841 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2842 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2845 /* color the luxel with surface num? */
2846 else if( debugSurfaces )
2847 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2849 /* divine color from the superluxels */
2852 /* increasing radius */
2853 VectorClear( radVertLuxel );
2855 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2857 /* sample within radius */
2858 for( sy = (y - radius); sy <= (y + radius); sy++ )
2860 if( sy < 0 || sy >= lm->sh )
2863 for( sx = (x - radius); sx <= (x + radius); sx++ )
2865 if( sx < 0 || sx >= lm->sw )
2868 /* get luxel particulars */
2869 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2870 cluster = SUPER_CLUSTER( sx, sy );
2874 /* testing: must be brigher than ambient color */
2875 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2878 /* add its distinctiveness to our own */
2879 VectorAdd( radVertLuxel, luxel, radVertLuxel );
2880 samples += luxel[ 3 ];
2886 if( samples > 0.0f )
2887 VectorDivide( radVertLuxel, samples, radVertLuxel );
2889 VectorCopy( ambientColor, radVertLuxel );
2892 /* store into floating point storage */
2893 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2894 numVertsIlluminated++;
2896 /* store into bytes (for vertex approximation) */
2897 if( !info->si->noVertexLight )
2898 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2905 /* -------------------------------------------------------------------------------
2907 light optimization (-fast)
2909 creates a list of lights that will affect a surface and stores it in tw
2910 this is to optimize surface lighting by culling out as many of the
2911 lights in the world as possible from further calculation
2913 ------------------------------------------------------------------------------- */
2917 determines opaque brushes in the world and find sky shaders for sunlight calculations
2920 void SetupBrushes( void )
2922 int i, j, b, compileFlags;
2925 bspBrushSide_t *side;
2926 bspShader_t *shader;
2931 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2934 if( opaqueBrushes == NULL )
2935 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2938 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2939 numOpaqueBrushes = 0;
2941 /* walk the list of worldspawn brushes */
2942 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2945 b = bspModels[ 0 ].firstBSPBrush + i;
2946 brush = &bspBrushes[ b ];
2948 /* check all sides */
2951 for( j = 0; j < brush->numSides && inside; j++ )
2953 /* do bsp shader calculations */
2954 side = &bspBrushSides[ brush->firstSide + j ];
2955 shader = &bspShaders[ side->shaderNum ];
2957 /* get shader info */
2958 si = ShaderInfoForShader( shader->shader );
2962 /* or together compile flags */
2963 compileFlags |= si->compileFlags;
2966 /* determine if this brush is opaque to light */
2967 if( !(compileFlags & C_TRANSLUCENT) )
2969 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
2975 /* emit some statistics */
2976 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
2983 determines if two clusters are visible to each other using the PVS
2986 qboolean ClusterVisible( int a, int b )
2988 int portalClusters, leafBytes;
2993 if( a < 0 || b < 0 )
3001 if( numBSPVisBytes <=8 )
3005 portalClusters = ((int *) bspVisBytes)[ 0 ];
3006 leafBytes = ((int*) bspVisBytes)[ 1 ];
3007 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3010 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3019 borrowed from vlight.c
3022 int PointInLeafNum_r( vec3_t point, int nodenum )
3030 while( nodenum >= 0 )
3032 node = &bspNodes[ nodenum ];
3033 plane = &bspPlanes[ node->planeNum ];
3034 dist = DotProduct( point, plane->normal ) - plane->dist;
3036 nodenum = node->children[ 0 ];
3037 else if( dist < -0.1 )
3038 nodenum = node->children[ 1 ];
3041 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3042 if( bspLeafs[ leafnum ].cluster != -1 )
3044 nodenum = node->children[ 1 ];
3048 leafnum = -nodenum - 1;
3056 borrowed from vlight.c
3059 int PointInLeafNum( vec3_t point )
3061 return PointInLeafNum_r( point, 0 );
3067 ClusterVisibleToPoint() - ydnar
3068 returns qtrue if point can "see" cluster
3071 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3076 /* get leafNum for point */
3077 pointCluster = ClusterForPoint( point );
3078 if( pointCluster < 0 )
3082 return ClusterVisible( pointCluster, cluster );
3088 ClusterForPoint() - ydnar
3089 returns the pvs cluster for point
3092 int ClusterForPoint( vec3_t point )
3097 /* get leafNum for point */
3098 leafNum = PointInLeafNum( point );
3102 /* return the cluster */
3103 return bspLeafs[ leafNum ].cluster;
3109 ClusterForPointExt() - ydnar
3110 also takes brushes into account for occlusion testing
3113 int ClusterForPointExt( vec3_t point, float epsilon )
3115 int i, j, b, leafNum, cluster;
3118 int *brushes, numBSPBrushes;
3124 /* get leaf for point */
3125 leafNum = PointInLeafNum( point );
3128 leaf = &bspLeafs[ leafNum ];
3130 /* get the cluster */
3131 cluster = leaf->cluster;
3135 /* transparent leaf, so check point against all brushes in the leaf */
3136 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3137 numBSPBrushes = leaf->numBSPLeafBrushes;
3138 for( i = 0; i < numBSPBrushes; i++ )
3142 if( b > maxOpaqueBrush )
3144 brush = &bspBrushes[ b ];
3145 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3148 /* check point against all planes */
3150 for( j = 0; j < brush->numSides && inside; j++ )
3152 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3153 dot = DotProduct( point, plane->normal );
3159 /* if inside, return bogus cluster */
3164 /* if the point made it this far, it's not inside any opaque brushes */
3171 ClusterForPointExtFilter() - ydnar
3172 adds cluster checking against a list of known valid clusters
3175 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3180 /* get cluster for point */
3181 cluster = ClusterForPointExt( point, epsilon );
3183 /* check if filtering is necessary */
3184 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3188 for( i = 0; i < numClusters; i++ )
3190 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3201 ShaderForPointInLeaf() - ydnar
3202 checks a point against all brushes in a leaf, returning the shader of the brush
3203 also sets the cumulative surface and content flags for the brush hit
3206 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3211 int *brushes, numBSPBrushes;
3214 bspBrushSide_t *side;
3216 bspShader_t *shader;
3217 int allSurfaceFlags, allContentFlags;
3220 /* clear things out first */
3227 leaf = &bspLeafs[ leafNum ];
3229 /* transparent leaf, so check point against all brushes in the leaf */
3230 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3231 numBSPBrushes = leaf->numBSPLeafBrushes;
3232 for( i = 0; i < numBSPBrushes; i++ )
3235 brush = &bspBrushes[ brushes[ i ] ];
3237 /* check point against all planes */
3239 allSurfaceFlags = 0;
3240 allContentFlags = 0;
3241 for( j = 0; j < brush->numSides && inside; j++ )
3243 side = &bspBrushSides[ brush->firstSide + j ];
3244 plane = &bspPlanes[ side->planeNum ];
3245 dot = DotProduct( point, plane->normal );
3251 shader = &bspShaders[ side->shaderNum ];
3252 allSurfaceFlags |= shader->surfaceFlags;
3253 allContentFlags |= shader->contentFlags;
3257 /* handle if inside */
3260 /* if there are desired flags, check for same and continue if they aren't matched */
3261 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3263 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3266 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3267 *surfaceFlags = allSurfaceFlags;
3268 *contentFlags = allContentFlags;
3269 return brush->shaderNum;
3273 /* if the point made it this far, it's not inside any brushes */
3281 chops a bounding box by the plane defined by origin and normal
3282 returns qfalse if the bounds is entirely clipped away
3284 this is not exactly the fastest way to do this...
3287 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3289 /* FIXME: rewrite this so it doesn't use bloody brushes */
3297 calculates each light's effective envelope,
3298 taking into account brightness, type, and pvs.
3301 #define LIGHT_EPSILON 0.125f
3302 #define LIGHT_NUDGE 2.0f
3304 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3306 int i, x, y, z, x1, y1, z1;
3307 light_t *light, *light2, **owner;
3309 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3310 float radius, intensity;
3311 light_t *buckets[ 256 ];
3314 /* early out for weird cases where there are no lights */
3315 if( lights == NULL )
3319 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3323 numCulledLights = 0;
3325 while( *owner != NULL )
3330 /* handle negative lights */
3331 if( light->photons < 0.0f || light->add < 0.0f )
3333 light->photons *= -1.0f;
3334 light->add *= -1.0f;
3335 light->flags |= LIGHT_NEGATIVE;
3339 if( light->type == EMIT_SUN )
3343 light->envelope = MAX_WORLD_COORD * 8.0f;
3344 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3345 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3348 /* everything else */
3351 /* get pvs cluster for light */
3352 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3354 /* invalid cluster? */
3355 if( light->cluster < 0 )
3357 /* nudge the sample point around a bit */
3358 for( x = 0; x < 4; x++ )
3360 /* two's complement 0, 1, -1, 2, -2, etc */
3361 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3363 for( y = 0; y < 4; y++ )
3365 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3367 for( z = 0; z < 4; z++ )
3369 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3372 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3373 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3374 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3376 /* try at nudged origin */
3377 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3378 if( light->cluster < 0 )
3382 VectorCopy( origin, light->origin );
3388 /* only calculate for lights in pvs and outside of opaque brushes */
3389 if( light->cluster >= 0 )
3391 /* set light fast flag */
3393 light->flags |= LIGHT_FAST_TEMP;
3395 light->flags &= ~LIGHT_FAST_TEMP;
3396 if( light->si && light->si->noFast )
3397 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3399 /* clear light envelope */
3400 light->envelope = 0;
3402 /* handle area lights */
3403 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3405 /* ugly hack to calculate extent for area lights, but only done once */
3406 VectorScale( light->normal, -1.0f, dir );
3407 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3411 VectorMA( light->origin, radius, light->normal, origin );
3412 factor = PointToPolygonFormFactor( origin, dir, light->w );
3415 if( (factor * light->add) <= light->falloffTolerance )
3416 light->envelope = radius;
3419 /* check for fast mode */
3420 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3421 light->envelope = MAX_WORLD_COORD * 8.0f;
3426 intensity = light->photons;
3430 if( light->envelope <= 0.0f )
3432 /* solve distance for non-distance lights */
3433 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3434 light->envelope = MAX_WORLD_COORD * 8.0f;
3436 /* solve distance for linear lights */
3437 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3438 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3439 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3442 add = angle * light->photons * linearScale - (dist * light->fade);
3443 T = (light->photons * linearScale) - (dist * light->fade);
3444 T + (dist * light->fade) = (light->photons * linearScale);
3445 dist * light->fade = (light->photons * linearScale) - T;
3446 dist = ((light->photons * linearScale) - T) / light->fade;
3449 /* solve for inverse square falloff */
3451 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3454 add = light->photons / (dist * dist);
3455 T = light->photons / (dist * dist);
3456 T * (dist * dist) = light->photons;
3457 dist = sqrt( light->photons / T );
3461 /* chop radius against pvs */
3464 ClearBounds( mins, maxs );
3466 /* check all leaves */
3467 for( i = 0; i < numBSPLeafs; i++ )
3470 leaf = &bspLeafs[ i ];
3473 if( leaf->cluster < 0 )
3475 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3478 /* add this leafs bbox to the bounds */
3479 VectorCopy( leaf->mins, origin );
3480 AddPointToBounds( origin, mins, maxs );
3481 VectorCopy( leaf->maxs, origin );
3482 AddPointToBounds( origin, mins, maxs );
3485 /* test to see if bounds encompass light */
3486 for( i = 0; i < 3; i++ )
3488 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3490 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3491 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3492 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3493 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3494 AddPointToBounds( light->origin, mins, maxs );
3498 /* chop the bounds by a plane for area lights and spotlights */
3499 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3500 ChopBounds( mins, maxs, light->origin, light->normal );
3503 VectorCopy( mins, light->mins );
3504 VectorCopy( maxs, light->maxs );
3506 /* reflect bounds around light origin */
3507 //% VectorMA( light->origin, -1.0f, origin, origin );
3508 VectorScale( light->origin, 2, origin );
3509 VectorSubtract( origin, maxs, origin );
3510 AddPointToBounds( origin, mins, maxs );
3511 //% VectorMA( light->origin, -1.0f, mins, origin );
3512 VectorScale( light->origin, 2, origin );
3513 VectorSubtract( origin, mins, origin );
3514 AddPointToBounds( origin, mins, maxs );
3516 /* calculate spherical bounds */
3517 VectorSubtract( maxs, light->origin, dir );
3518 radius = (float) VectorLength( dir );
3520 /* if this radius is smaller than the envelope, then set the envelope to it */
3521 if( radius < light->envelope )
3523 light->envelope = radius;
3524 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3527 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3530 /* add grid/surface only check */
3533 if( !(light->flags & LIGHT_GRID) )
3534 light->envelope = 0.0f;
3538 if( !(light->flags & LIGHT_SURFACES) )
3539 light->envelope = 0.0f;
3544 if( light->cluster < 0 || light->envelope <= 0.0f )
3547 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3549 /* delete the light */
3551 *owner = light->next;
3552 if( light->w != NULL )
3559 /* square envelope */
3560 light->envelope2 = (light->envelope * light->envelope);
3562 /* increment light count */
3565 /* set next light */
3566 owner = &((**owner).next);
3569 /* bucket sort lights by style */
3570 memset( buckets, 0, sizeof( buckets ) );
3572 for( light = lights; light != NULL; light = light2 )
3574 /* get next light */
3575 light2 = light->next;
3577 /* filter into correct bucket */
3578 light->next = buckets[ light->style ];
3579 buckets[ light->style ] = light;
3581 /* if any styled light is present, automatically set nocollapse */
3582 if( light->style != LS_NORMAL )
3586 /* filter back into light list */
3588 for( i = 255; i >= 0; i-- )
3591 for( light = buckets[ i ]; light != NULL; light = light2 )
3593 light2 = light->next;
3594 light->next = lights;
3599 /* emit some statistics */
3600 Sys_Printf( "%9d total lights\n", numLights );
3601 Sys_Printf( "%9d culled lights\n", numCulledLights );
3607 CreateTraceLightsForBounds()
3608 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3611 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3615 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3616 float radius, dist, length;
3619 /* potential pre-setup */
3620 if( numLights == 0 )
3621 SetupEnvelopes( qfalse, fast );
3624 //% 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 ] );
3626 /* allocate the light list */
3627 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3628 trace->numLights = 0;
3630 /* calculate spherical bounds */
3631 VectorAdd( mins, maxs, origin );
3632 VectorScale( origin, 0.5f, origin );
3633 VectorSubtract( maxs, origin, dir );
3634 radius = (float) VectorLength( dir );
3636 /* get length of normal vector */
3637 if( normal != NULL )
3638 length = VectorLength( normal );
3641 normal = nullVector;
3645 /* test each light and see if it reaches the sphere */
3646 /* note: the attenuation code MUST match LightingAtSample() */
3647 for( light = lights; light; light = light->next )
3649 /* check zero sized envelope */
3650 if( light->envelope <= 0 )
3652 lightsEnvelopeCulled++;
3657 if( !(light->flags & flags) )
3660 /* sunlight skips all this nonsense */
3661 if( light->type != EMIT_SUN )
3667 /* check against pvs cluster */
3668 if( numClusters > 0 && clusters != NULL )
3670 for( i = 0; i < numClusters; i++ )
3672 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3677 if( i == numClusters )
3679 lightsClusterCulled++;
3684 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3685 VectorSubtract( light->origin, origin, dir );
3686 dist = VectorLength( dir );
3687 dist -= light->envelope;
3691 lightsEnvelopeCulled++;
3695 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3698 for( i = 0; i < 3; i++ )
3700 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3705 lightsBoundsCulled++;
3711 /* planar surfaces (except twosided surfaces) have a couple more checks */
3712 if( length > 0.0f && trace->twoSided == qfalse )
3714 /* lights coplanar with a surface won't light it */
3715 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3717 lightsPlaneCulled++;
3721 /* check to see if light is behind the plane */
3722 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3724 lightsPlaneCulled++;
3729 /* add this light */
3730 trace->lights[ trace->numLights++ ] = light;
3733 /* make last night null */
3734 trace->lights[ trace->numLights ] = NULL;
3739 void FreeTraceLights( trace_t *trace )
3741 if( trace->lights != NULL )
3742 free( trace->lights );
3748 CreateTraceLightsForSurface()
3749 creates a list of lights that can potentially affect a drawsurface
3752 void CreateTraceLightsForSurface( int num, trace_t *trace )
3755 vec3_t mins, maxs, normal;
3757 bspDrawSurface_t *ds;
3758 surfaceInfo_t *info;
3765 /* get drawsurface and info */
3766 ds = &bspDrawSurfaces[ num ];
3767 info = &surfaceInfos[ num ];
3769 /* get the mins/maxs for the dsurf */
3770 ClearBounds( mins, maxs );
3771 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3772 for( i = 0; i < ds->numVerts; i++ )
3774 dv = &yDrawVerts[ ds->firstVert + i ];
3775 AddPointToBounds( dv->xyz, mins, maxs );
3776 if( !VectorCompare( dv->normal, normal ) )
3777 VectorClear( normal );
3780 /* create the lights for the bounding box */
3781 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3784 /////////////////////////////////////////////////////////////
3786 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3787 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3788 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3789 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3791 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3792 static int numFloodVectors = 0;
3794 void SetupFloodLight( void )
3797 float angle, elevation, angleStep, elevationStep;
3799 double v1,v2,v3,v4,v5;
3802 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3804 /* calculate angular steps */
3805 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3806 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3810 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3812 /* iterate elevation */
3813 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3815 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3816 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3817 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3822 /* emit some statistics */
3823 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3826 value = ValueForKey( &entities[ 0 ], "_floodlight" );
3828 if( value[ 0 ] != '\0' )
3831 v4=floodlightDistance;
3832 v5=floodlightIntensity;
3834 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3836 floodlightRGB[0]=v1;
3837 floodlightRGB[1]=v2;
3838 floodlightRGB[2]=v3;
3840 if (VectorLength(floodlightRGB)==0)
3842 VectorSet(floodlightRGB,240,240,255);
3848 floodlightDistance=v4;
3849 floodlightIntensity=v5;
3851 floodlighty = qtrue;
3852 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3856 VectorSet(floodlightRGB,240,240,255);
3857 //floodlighty = qtrue;
3858 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3860 VectorNormalize(floodlightRGB,floodlightRGB);
3864 FloodLightForSample()
3865 calculates floodlight value for a given sample
3866 once again, kudos to the dirtmapping coder
3869 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
3875 float gatherLight, outLight;
3876 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
3884 if( trace == NULL || trace->cluster < 0 )
3889 dd = floodLightDistance;
3890 VectorCopy( trace->normal, normal );
3892 /* check if the normal is aligned to the world-up */
3893 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
3895 if( normal[ 2 ] == 1.0f )
3897 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
3898 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3900 else if( normal[ 2 ] == -1.0f )
3902 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
3903 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3908 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
3909 CrossProduct( normal, worldUp, myRt );
3910 VectorNormalize( myRt, myRt );
3911 CrossProduct( myRt, normal, myUp );
3912 VectorNormalize( myUp, myUp );
3915 /* vortex: optimise floodLightLowQuality a bit */
3916 if ( floodLightLowQuality == qtrue )
3918 /* iterate through ordered vectors */
3919 for( i = 0; i < numFloodVectors; i++ )
3920 if (rand()%10 != 0 ) continue;
3924 /* iterate through ordered vectors */
3925 for( i = 0; i < numFloodVectors; i++ )
3929 /* transform vector into tangent space */
3930 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
3931 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
3932 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
3935 VectorMA( trace->origin, dd, direction, trace->end );
3937 //VectorMA( trace->origin, 1, direction, trace->origin );
3939 SetupTrace( trace );
3944 if (trace->compileFlags & C_SKY )
3948 else if ( trace->opaque )
3950 VectorSubtract( trace->hit, trace->origin, displacement );
3951 d=VectorLength( displacement );
3953 // d=trace->distance;
3954 //if (d>256) gatherDirt+=1;
3956 if (contribution>1) contribution=1.0f;
3958 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
3961 gatherLight+=contribution;
3966 if( gatherLight <= 0.0f )
3974 outLight=gatherLight;
3975 if( outLight > 1.0f )
3978 /* return to sender */
3983 FloodLightRawLightmap
3984 lighttracer style ambient occlusion light hack.
3985 Kudos to the dirtmapping author for most of this source.
3986 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
3987 VorteX: fixed problems with deluxemapping
3990 // floodlight pass on a lightmap
3991 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
3993 int i, x, y, *cluster;
3994 float *origin, *normal, *floodlight, floodLightAmount;
3995 surfaceInfo_t *info;
3998 // float samples, average, *floodlight2;
4000 memset(&trace,0,sizeof(trace_t));
4003 trace.testOcclusion = qtrue;
4004 trace.forceSunlight = qfalse;
4005 trace.twoSided = qtrue;
4006 trace.recvShadows = lm->recvShadows;
4007 trace.numSurfaces = lm->numLightSurfaces;
4008 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4009 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4010 trace.testAll = qfalse;
4011 trace.distance = 1024;
4013 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4014 //trace.twoSided = qfalse;
4015 for( i = 0; i < trace.numSurfaces; i++ )
4018 info = &surfaceInfos[ trace.surfaces[ i ] ];
4020 /* check twosidedness */
4021 if( info->si->twoSided )
4023 trace.twoSided = qtrue;
4028 /* gather floodlight */
4029 for( y = 0; y < lm->sh; y++ )
4031 for( x = 0; x < lm->sw; x++ )
4034 cluster = SUPER_CLUSTER( x, y );
4035 origin = SUPER_ORIGIN( x, y );
4036 normal = SUPER_NORMAL( x, y );
4037 floodlight = SUPER_FLOODLIGHT( x, y );
4039 /* set default dirt */
4042 /* only look at mapped luxels */
4047 trace.cluster = *cluster;
4048 VectorCopy( origin, trace.origin );
4049 VectorCopy( normal, trace.normal );
4051 /* get floodlight */
4052 floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4054 /* add floodlight */
4055 floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4056 floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4057 floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4058 floodlight[3] += floodlightDirectionScale;
4062 /* testing no filtering */
4068 for( y = 0; y < lm->sh; y++ )
4070 for( x = 0; x < lm->sw; x++ )
4073 cluster = SUPER_CLUSTER( x, y );
4074 floodlight = SUPER_FLOODLIGHT(x, y );
4076 /* filter dirt by adjacency to unmapped luxels */
4077 average = *floodlight;
4079 for( sy = (y - 1); sy <= (y + 1); sy++ )
4081 if( sy < 0 || sy >= lm->sh )
4084 for( sx = (x - 1); sx <= (x + 1); sx++ )
4086 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4089 /* get neighboring luxel */
4090 cluster = SUPER_CLUSTER( sx, sy );
4091 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4092 if( *cluster < 0 || *floodlight2 <= 0.0f )
4096 average += *floodlight2;
4101 if( samples <= 0.0f )
4106 if( samples <= 0.0f )
4110 *floodlight = average / samples;
4116 void FloodLightRawLightmap( int rawLightmapNum )
4120 /* bail if this number exceeds the number of raw lightmaps */
4121 if( rawLightmapNum >= numRawLightmaps )
4124 lm = &rawLightmaps[ rawLightmapNum ];
4127 if (floodlighty && floodlightIntensity)
4128 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 0);
4131 if (lm->floodlightIntensity)
4133 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4134 numSurfacesFloodlighten += 1;
4138 void FloodlightRawLightmaps()
4140 Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4141 numSurfacesFloodlighten = 0;
4142 RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4143 Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4147 FloodLightIlluminate()
4148 illuminate floodlight into lightmap luxels
4151 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4153 float *luxel, *floodlight, *deluxel, *normal;
4157 int x, y, lightmapNum;
4159 /* walk lightmaps */
4160 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4163 if( lm->superLuxels[ lightmapNum ] == NULL )
4166 /* apply floodlight to each luxel */
4167 for( y = 0; y < lm->sh; y++ )
4169 for( x = 0; x < lm->sw; x++ )
4171 /* get floodlight */
4172 floodlight = SUPER_FLOODLIGHT( x, y );
4173 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4177 cluster = SUPER_CLUSTER( x, y );
4179 /* only process mapped luxels */
4183 /* get particulars */
4184 luxel = SUPER_LUXEL( lightmapNum, x, y );
4185 deluxel = SUPER_DELUXEL( x, y );
4187 /* add to lightmap */
4188 luxel[0]+=floodlight[0];
4189 luxel[1]+=floodlight[1];
4190 luxel[2]+=floodlight[2];
4192 if (luxel[3]==0) luxel[3]=1;
4194 /* add to deluxemap */
4195 if (deluxemap && floodlight[3] > 0)
4197 normal = SUPER_NORMAL( x, y );
4198 brightness = floodlight[ 0 ] * 0.3f + floodlight[ 1 ] * 0.59f + floodlight[ 2 ] * 0.11f;
4199 brightness *= ( 1.0f / 255.0f ) * floodlight[3];
4200 VectorScale( normal, brightness, lightvector );
4201 VectorAdd( deluxel, lightvector, deluxel );