1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
44 ydnar: moved to here 2001-02-04
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
55 /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
59 /* make a local copy */
60 VectorScale( color, scale, sample );
63 gamma = 1.0f / lightmapGamma;
64 for( i = 0; i < 3; i++ )
66 /* handle negative light */
67 if( sample[ i ] < 0.0f )
74 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
77 if (lightmapExposure == 1)
79 /* clamp with color normalization */
81 if( sample[ 1 ] > max )
83 if( sample[ 2 ] > max )
86 VectorScale( sample, (255.0f / max), sample );
90 if (lightmapExposure==0)
92 lightmapExposure=1.0f;
94 inv=1.f/lightmapExposure;
98 if( sample[ 1 ] > max )
100 if( sample[ 2 ] > max )
103 dif = (1- exp(-max * inv) ) * 255;
121 /* compensate for ingame overbrighting/bitshifting */
122 VectorScale( sample, (1.0f / lightmapCompensate), sample );
125 colorBytes[ 0 ] = sample[ 0 ];
126 colorBytes[ 1 ] = sample[ 1 ];
127 colorBytes[ 2 ] = sample[ 2 ];
132 /* -------------------------------------------------------------------------------
134 this section deals with phong shading (normal interpolation across brush faces)
136 ------------------------------------------------------------------------------- */
140 smooths together coincident vertex normals across the bsp
143 #define MAX_SAMPLES 256
144 #define THETA_EPSILON 0.000001
145 #define EQUAL_NORMAL_EPSILON 0.01
147 void SmoothNormals( void )
149 int i, j, k, f, cs, numVerts, numVotes, fOld, start;
150 float shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151 bspDrawSurface_t *ds;
155 vec3_t average, diff;
156 int indexes[ MAX_SAMPLES ];
157 vec3_t votes[ MAX_SAMPLES ];
160 /* allocate shade angle table */
161 shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162 memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
164 /* allocate smoothed table */
165 cs = (numBSPDrawVerts / 8) + 1;
166 smoothed = safe_malloc( cs );
167 memset( smoothed, 0, cs );
169 /* set default shade angle */
170 defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
173 /* run through every surface and flag verts belonging to non-lightmapped surfaces
174 and set per-vertex smoothing angle */
175 for( i = 0; i < numBSPDrawSurfaces; i++ )
178 ds = &bspDrawSurfaces[ i ];
180 /* get shader for shade angle */
181 si = surfaceInfos[ i ].si;
182 if( si->shadeAngleDegrees )
183 shadeAngle = DEG2RAD( si->shadeAngleDegrees );
185 shadeAngle = defaultShadeAngle;
186 if( shadeAngle > maxShadeAngle )
187 maxShadeAngle = shadeAngle;
190 for( j = 0; j < ds->numVerts; j++ )
192 f = ds->firstVert + j;
193 shadeAngles[ f ] = shadeAngle;
194 if( ds->surfaceType == MST_TRIANGLE_SOUP )
195 smoothed[ f >> 3 ] |= (1 << (f & 7));
198 /* ydnar: optional force-to-trisoup */
199 if( trisoup && ds->surfaceType == MST_PLANAR )
201 ds->surfaceType = MST_TRIANGLE_SOUP;
202 ds->lightmapNum[ 0 ] = -3;
206 /* bail if no surfaces have a shade angle */
207 if( maxShadeAngle == 0 )
216 start = I_FloatTime();
218 /* go through the list of vertexes */
219 for( i = 0; i < numBSPDrawVerts; i++ )
222 f = 10 * i / numBSPDrawVerts;
226 Sys_Printf( "%i...", f );
229 /* already smoothed? */
230 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
234 VectorClear( average );
238 /* build a table of coincident vertexes */
239 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
241 /* already smoothed? */
242 if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
246 if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
249 /* use smallest shade angle */
250 shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
252 /* check shade angle */
253 dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
256 else if( dot < -1.0 )
258 testAngle = acos( dot ) + THETA_EPSILON;
259 if( testAngle >= shadeAngle )
261 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
264 //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
266 /* add to the list */
267 indexes[ numVerts++ ] = j;
270 smoothed[ j >> 3 ] |= (1 << (j & 7));
272 /* see if this normal has already been voted */
273 for( k = 0; k < numVotes; k++ )
275 VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
276 if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
277 fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
278 fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
282 /* add a new vote? */
283 if( k == numVotes && numVotes < MAX_SAMPLES )
285 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
291 /* don't average for less than 2 verts */
296 if( VectorNormalize( average, average ) > 0 )
299 for( j = 0; j < numVerts; j++ )
300 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
304 /* free the tables */
309 Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
314 /* -------------------------------------------------------------------------------
316 this section deals with phong shaded lightmap tracing
318 ------------------------------------------------------------------------------- */
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
324 calculates the st tangent vectors for normalmapping
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
334 /* calculate barycentric basis for the triangle */
335 bb = (dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]) - (dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]);
336 if( fabs( bb ) < 0.00000001f )
340 for( i = 0; i < numVerts; i++ )
342 /* calculate s tangent vector */
343 s = dv[ i ]->st[ 0 ] + 10.0f;
344 t = dv[ i ]->st[ 1 ];
345 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
346 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
347 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
349 stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
350 stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
351 stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
353 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354 VectorNormalize( stv[ i ], stv[ i ] );
356 /* calculate t tangent vector */
357 s = dv[ i ]->st[ 0 ];
358 t = dv[ i ]->st[ 1 ] + 10.0f;
359 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
360 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
361 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
363 ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
364 ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
365 ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
367 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368 VectorNormalize( ttv[ i ], ttv[ i ] );
371 //% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
372 //% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
375 /* return to caller */
384 perterbs the normal by the shader's normalmap in tangent space
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
394 VectorCopy( dv->normal, pNormal );
396 /* sample normalmap */
397 if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
400 /* remap sampled normal from [0,255] to [-1,-1] */
401 for( i = 0; i < 3; i++ )
402 bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
404 /* scale tangent vectors and add to original normal */
405 VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
406 VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
407 VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
409 /* renormalize and return */
410 VectorNormalize( pNormal, pNormal );
417 maps a luxel for triangle bv at
421 #define BOGUS_NUDGE -99999.0f
423 static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
425 int i, x, y, numClusters, *clusters, pointCluster, *cluster;
426 float *luxel, *origin, *normal, d, lightmapSampleOffset;
433 vec4_t sideplane, hostplane;
438 static float nudges[][ 2 ] =
440 //%{ 0, 0 }, /* try center first */
441 { -NUDGE, 0 }, /* left */
442 { NUDGE, 0 }, /* right */
443 { 0, NUDGE }, /* up */
444 { 0, -NUDGE }, /* down */
445 { -NUDGE, NUDGE }, /* left/up */
446 { NUDGE, -NUDGE }, /* right/down */
447 { NUDGE, NUDGE }, /* right/up */
448 { -NUDGE, -NUDGE }, /* left/down */
449 { BOGUS_NUDGE, BOGUS_NUDGE }
453 /* find luxel xy coords (fixme: subtract 0.5?) */
454 x = dv->lightmap[ 0 ][ 0 ];
455 y = dv->lightmap[ 0 ][ 1 ];
458 else if( x >= lm->sw )
462 else if( y >= lm->sh )
465 /* set shader and cluster list */
469 numClusters = info->numSurfaceClusters;
470 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
479 /* get luxel, origin, cluster, and normal */
480 luxel = SUPER_LUXEL( 0, x, y );
481 origin = SUPER_ORIGIN( x, y );
482 normal = SUPER_NORMAL( x, y );
483 cluster = SUPER_CLUSTER( x, y );
485 /* don't attempt to remap occluded luxels for planar surfaces */
486 if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
489 /* only average the normal for premapped luxels */
490 else if( (*cluster) >= 0 )
492 /* do bumpmap calculations */
494 PerturbNormal( dv, si, pNormal, stv, ttv );
496 VectorCopy( dv->normal, pNormal );
498 /* add the additional normal data */
499 VectorAdd( normal, pNormal, normal );
504 /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
508 /* axial lightmap projection */
509 if( lm->vecs != NULL )
511 /* calculate an origin for the sample from the lightmap vectors */
512 VectorCopy( lm->origin, origin );
513 for( i = 0; i < 3; i++ )
515 /* add unless it's the axis, which is taken care of later */
516 if( i == lm->axisNum )
518 origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
521 /* project the origin onto the plane */
522 d = DotProduct( origin, plane ) - plane[ 3 ];
523 d /= plane[ lm->axisNum ];
524 origin[ lm->axisNum ] -= d;
527 /* non axial lightmap projection (explicit xyz) */
529 VectorCopy( dv->xyz, origin );
531 //////////////////////
532 //27's test to make sure samples stay within the triangle boundaries
533 //1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
534 //2) if it does, nudge it onto the correct side.
536 if (worldverts!=NULL && lightmapTriangleCheck)
540 VectorCopy(worldverts[j],cverts[j]);
542 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
548 //build plane using 2 edges and a normal
551 VectorCopy(cverts[next],temp);
552 VectorAdd(temp,hostplane,temp);
553 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
555 //planetest sample point
556 e=DotProduct(origin,sideplane);
561 //VectorClear(origin);
562 //Move the sample point back inside triangle bounds
563 origin[0]-=sideplane[0]*(e+1);
564 origin[1]-=sideplane[1]*(e+1);
565 origin[2]-=sideplane[2]*(e+1);
574 ////////////////////////
576 /* planar surfaces have precalculated lightmap vectors for nudging */
577 if( lm->plane != NULL )
579 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581 VectorCopy( lm->plane, vecs[ 2 ] );
584 /* non-planar surfaces must calculate them */
588 VectorCopy( plane, vecs[ 2 ] );
590 VectorCopy( dv->normal, vecs[ 2 ] );
591 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
594 /* push the origin off the surface a bit */
596 lightmapSampleOffset = si->lightmapSampleOffset;
598 lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
599 if( lm->axisNum < 0 )
600 VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
601 else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
602 origin[ lm->axisNum ] -= lightmapSampleOffset;
604 origin[ lm->axisNum ] += lightmapSampleOffset;
606 VectorCopy(origin,origintwo);
607 if(lightmapExtraVisClusterNudge)
609 origintwo[0]+=vecs[2][0];
610 origintwo[1]+=vecs[2][1];
611 origintwo[2]+=vecs[2][2];
615 pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
617 /* another retarded hack, storing nudge count in luxel[ 1 ] */
620 /* point in solid? (except in dark mode) */
621 if( pointCluster < 0 && dark == qfalse )
623 /* nudge the the location around */
625 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
627 /* nudge the vector around a bit */
628 for( i = 0; i < 3; i++ )
630 /* set nudged point*/
631 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
635 /* get pvs cluster */
636 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637 if( pointCluster >= 0 )
638 VectorCopy( nudged, origin );
643 /* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
644 if( pointCluster < 0 && si != NULL && dark == qfalse )
646 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648 if( pointCluster >= 0 )
649 VectorCopy( nudged, origin );
654 if( pointCluster < 0 )
656 (*cluster) = CLUSTER_OCCLUDED;
657 VectorClear( origin );
658 VectorClear( normal );
664 //% Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
666 /* do bumpmap calculations */
668 PerturbNormal( dv, si, pNormal, stv, ttv );
670 VectorCopy( dv->normal, pNormal );
672 /* store the cluster and normal */
673 (*cluster) = pointCluster;
674 VectorCopy( pNormal, normal );
676 /* store explicit mapping pass and implicit mapping pass */
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
695 static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
697 bspDrawVert_t mid, *dv2[ 3 ];
701 /* map the vertexes */
703 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
704 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
705 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
711 float *a, *b, dx, dy, dist, maxDist;
714 /* find the longest edge and split it */
717 for( i = 0; i < 3; i++ )
720 a = dv[ i ]->lightmap[ 0 ];
721 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
724 dx = a[ 0 ] - b[ 0 ];
725 dy = a[ 1 ] - b[ 1 ];
726 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
736 /* try to early out */
737 if( max < 0 || maxDist <= subdivideThreshold ) /* ydnar: was i < 0 instead of max < 0 (?) */
741 /* split the longest edge and map it */
742 LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
743 MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
745 /* push the point up a little bit to account for fp creep (fixme: revisit this) */
746 //% VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
748 /* recurse to first triangle */
749 VectorCopy( dv, dv2 );
751 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
753 /* recurse to second triangle */
754 VectorCopy( dv, dv2 );
755 dv2[ (max + 1) % 3 ] = ∣
756 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
771 vec3_t *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772 vec3_t worldverts[ 3 ];
775 /* get plane if possible */
776 if( lm->plane != NULL )
778 VectorCopy( lm->plane, plane );
779 plane[ 3 ] = lm->plane[ 3 ];
782 /* otherwise make one from the points */
783 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
786 /* check to see if we need to calculate texture->world tangent vectors */
787 if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
798 VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799 VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800 VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
802 /* map the vertexes */
803 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
804 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
805 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
807 /* 2002-11-20: prefer axial triangle edges */
810 /* subdivide the triangle */
811 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
815 for( i = 0; i < 3; i++ )
818 bspDrawVert_t *dv2[ 3 ];
822 a = dv[ i ]->lightmap[ 0 ];
823 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
825 /* make degenerate triangles for mapping edges */
826 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
829 dv2[ 1 ] = dv[ (i + 1) % 3 ];
830 dv2[ 2 ] = dv[ (i + 1) % 3 ];
832 /* map the degenerate triangle */
833 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
848 static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] )
850 bspDrawVert_t mid[ 2 ], *dv2[ 4 ];
857 float *a, *b, dx, dy, dist, maxDist;
860 /* find the longest edge and split it */
863 for( i = 0; i < 4; i++ )
866 a = dv[ i ]->lightmap[ 0 ];
867 b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
870 dx = a[ 0 ] - b[ 0 ];
871 dy = a[ 1 ] - b[ 1 ];
872 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
882 /* try to early out */
883 if( max < 0 || maxDist <= subdivideThreshold )
887 /* we only care about even/odd edges */
890 /* split the longest edges */
891 LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
892 LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
894 /* map the vertexes */
895 MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
896 MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
901 /* recurse to first quad */
903 dv2[ 1 ] = &mid[ 0 ];
904 dv2[ 2 ] = &mid[ 1 ];
906 MapQuad_r( lm, info, dv2, plane, stv, ttv );
908 /* recurse to second quad */
909 dv2[ 0 ] = &mid[ 0 ];
912 dv2[ 3 ] = &mid[ 1 ];
913 MapQuad_r( lm, info, dv2, plane, stv, ttv );
919 /* recurse to first quad */
922 dv2[ 2 ] = &mid[ 0 ];
923 dv2[ 3 ] = &mid[ 1 ];
924 MapQuad_r( lm, info, dv2, plane, stv, ttv );
926 /* recurse to second quad */
927 dv2[ 0 ] = &mid[ 1 ];
928 dv2[ 1 ] = &mid[ 0 ];
931 MapQuad_r( lm, info, dv2, plane, stv, ttv );
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
943 #define QUAD_PLANAR_EPSILON 0.5f
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
949 vec3_t *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
952 /* get plane if possible */
953 if( lm->plane != NULL )
955 VectorCopy( lm->plane, plane );
956 plane[ 3 ] = lm->plane[ 3 ];
959 /* otherwise make one from the points */
960 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
963 /* 4th point must fall on the plane */
964 dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965 if( fabs( dist ) > QUAD_PLANAR_EPSILON )
968 /* check to see if we need to calculate texture->world tangent vectors */
969 if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
980 /* map the vertexes */
981 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
982 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
983 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
984 MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
986 /* subdivide the quad */
987 MapQuad_r( lm, info, dv, plane, stv, ttv );
995 maps the locations, normals, and pvs clusters for a raw lightmap
998 #define VectorDivide( in, d, out ) VectorScale( in, (1.0f / (d)), out ) //% (out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)
1000 void MapRawLightmap( int rawLightmapNum )
1002 int n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003 float *luxel, *origin, *normal, samples, radius, pass;
1005 bspDrawSurface_t *ds;
1006 surfaceInfo_t *info;
1007 mesh_t src, *subdivided, *mesh;
1008 bspDrawVert_t *verts, *dv[ 4 ], fake;
1011 /* bail if this number exceeds the number of raw lightmaps */
1012 if( rawLightmapNum >= numRawLightmaps )
1016 lm = &rawLightmaps[ rawLightmapNum ];
1018 /* -----------------------------------------------------------------
1019 map referenced surfaces onto the raw lightmap
1020 ----------------------------------------------------------------- */
1022 /* walk the list of surfaces on this raw lightmap */
1023 for( n = 0; n < lm->numLightSurfaces; n++ )
1025 /* with > 1 surface per raw lightmap, clear occluded */
1028 for( y = 0; y < lm->sh; y++ )
1030 for( x = 0; x < lm->sw; x++ )
1033 cluster = SUPER_CLUSTER( x, y );
1035 *cluster = CLUSTER_UNMAPPED;
1041 num = lightSurfaces[ lm->firstLightSurface + n ];
1042 ds = &bspDrawSurfaces[ num ];
1043 info = &surfaceInfos[ num ];
1045 /* bail if no lightmap to calculate */
1046 if( info->lm != lm )
1052 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053 switch( ds->surfaceType )
1057 verts = yDrawVerts + ds->firstVert;
1059 /* map the triangles */
1060 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1062 for( i = 0; i < ds->numIndexes; i += 3 )
1064 dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
1065 dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
1066 dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
1067 MapTriangle( lm, info, dv, mapNonAxial );
1073 /* make a mesh from the drawsurf */
1074 src.width = ds->patchWidth;
1075 src.height = ds->patchHeight;
1076 src.verts = &yDrawVerts[ ds->firstVert ];
1077 //% subdivided = SubdivideMesh( src, 8, 512 );
1078 subdivided = SubdivideMesh2( src, info->patchIterations );
1080 /* fit it to the curve and remove colinear verts on rows/columns */
1081 PutMeshOnCurve( *subdivided );
1082 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083 FreeMesh( subdivided );
1086 verts = mesh->verts;
1092 Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
1093 lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
1094 lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
1095 lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
1099 /* map the mesh quads */
1102 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1104 for( y = 0; y < (mesh->height - 1); y++ )
1106 for( x = 0; x < (mesh->width - 1); x++ )
1109 pw[ 0 ] = x + (y * mesh->width);
1110 pw[ 1 ] = x + ((y + 1) * mesh->width);
1111 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1112 pw[ 3 ] = x + 1 + (y * mesh->width);
1113 pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
1118 /* get drawverts and map first triangle */
1119 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1120 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1121 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1122 MapTriangle( lm, info, dv, mapNonAxial );
1124 /* get drawverts and map second triangle */
1125 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1126 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1127 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1128 MapTriangle( lm, info, dv, mapNonAxial );
1135 for( y = 0; y < (mesh->height - 1); y++ )
1137 for( x = 0; x < (mesh->width - 1); x++ )
1140 pw[ 0 ] = x + (y * mesh->width);
1141 pw[ 1 ] = x + ((y + 1) * mesh->width);
1142 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1143 pw[ 3 ] = x + 1 + (y * mesh->width);
1149 /* attempt to map quad first */
1150 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1151 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1152 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1153 dv[ 3 ] = &verts[ pw[ r + 3 ] ];
1154 if( MapQuad( lm, info, dv ) )
1157 /* get drawverts and map first triangle */
1158 MapTriangle( lm, info, dv, mapNonAxial );
1160 /* get drawverts and map second triangle */
1161 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1162 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1163 MapTriangle( lm, info, dv, mapNonAxial );
1178 /* -----------------------------------------------------------------
1179 average and clean up luxel normals
1180 ----------------------------------------------------------------- */
1182 /* walk the luxels */
1183 for( y = 0; y < lm->sh; y++ )
1185 for( x = 0; x < lm->sw; x++ )
1188 luxel = SUPER_LUXEL( 0, x, y );
1189 normal = SUPER_NORMAL( x, y );
1190 cluster = SUPER_CLUSTER( x, y );
1192 /* only look at mapped luxels */
1196 /* the normal data could be the sum of multiple samples */
1197 if( luxel[ 3 ] > 1.0f )
1198 VectorNormalize( normal, normal );
1200 /* mark this luxel as having only one normal */
1205 /* non-planar surfaces stop here */
1206 if( lm->plane == NULL )
1209 /* -----------------------------------------------------------------
1210 map occluded or unuxed luxels
1211 ----------------------------------------------------------------- */
1213 /* walk the luxels */
1214 radius = floor( superSample / 2 );
1215 radius = radius > 0 ? radius : 1.0f;
1217 for( pass = 2.0f; pass <= radius; pass += 1.0f )
1219 for( y = 0; y < lm->sh; y++ )
1221 for( x = 0; x < lm->sw; x++ )
1224 luxel = SUPER_LUXEL( 0, x, y );
1225 normal = SUPER_NORMAL( x, y );
1226 cluster = SUPER_CLUSTER( x, y );
1228 /* only look at unmapped luxels */
1229 if( *cluster != CLUSTER_UNMAPPED )
1232 /* divine a normal and origin from neighboring luxels */
1233 VectorClear( fake.xyz );
1234 VectorClear( fake.normal );
1235 fake.lightmap[ 0 ][ 0 ] = x; //% 0.0001 + x;
1236 fake.lightmap[ 0 ][ 1 ] = y; //% 0.0001 + y;
1238 for( sy = (y - 1); sy <= (y + 1); sy++ )
1240 if( sy < 0 || sy >= lm->sh )
1243 for( sx = (x - 1); sx <= (x + 1); sx++ )
1245 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1248 /* get neighboring luxel */
1249 luxel = SUPER_LUXEL( 0, sx, sy );
1250 origin = SUPER_ORIGIN( sx, sy );
1251 normal = SUPER_NORMAL( sx, sy );
1252 cluster = SUPER_CLUSTER( sx, sy );
1254 /* only consider luxels mapped in previous passes */
1255 if( *cluster < 0 || luxel[ 0 ] >= pass )
1258 /* add its distinctiveness to our own */
1259 VectorAdd( fake.xyz, origin, fake.xyz );
1260 VectorAdd( fake.normal, normal, fake.normal );
1261 samples += luxel[ 3 ];
1266 if( samples == 0.0f )
1270 VectorDivide( fake.xyz, samples, fake.xyz );
1271 //% VectorDivide( fake.normal, samples, fake.normal );
1272 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1275 /* map the fake vert */
1276 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1281 /* -----------------------------------------------------------------
1282 average and clean up luxel normals
1283 ----------------------------------------------------------------- */
1285 /* walk the luxels */
1286 for( y = 0; y < lm->sh; y++ )
1288 for( x = 0; x < lm->sw; x++ )
1291 luxel = SUPER_LUXEL( 0, x, y );
1292 normal = SUPER_NORMAL( x, y );
1293 cluster = SUPER_CLUSTER( x, y );
1295 /* only look at mapped luxels */
1299 /* the normal data could be the sum of multiple samples */
1300 if( luxel[ 3 ] > 1.0f )
1301 VectorNormalize( normal, normal );
1303 /* mark this luxel as having only one normal */
1311 for( y = 0; y < lm->sh; y++ )
1313 for( x = 0; x < lm->sw; x++ )
1318 cluster = SUPER_CLUSTER( x, y );
1319 origin = SUPER_ORIGIN( x, y );
1320 normal = SUPER_NORMAL( x, y );
1321 luxel = SUPER_LUXEL( x, y );
1326 /* check if within the bounding boxes of all surfaces referenced */
1327 ClearBounds( mins, maxs );
1328 for( n = 0; n < lm->numLightSurfaces; n++ )
1331 info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
1332 TOL = info->sampleSize + 2;
1333 AddPointToBounds( info->mins, mins, maxs );
1334 AddPointToBounds( info->maxs, mins, maxs );
1335 if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
1336 origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
1337 origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
1342 if( n < lm->numLightSurfaces )
1345 /* report bogus origin */
1346 Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
1347 rawLightmapNum, x, y, *cluster,
1348 origin[ 0 ], origin[ 1 ], origin[ 2 ],
1349 mins[ 0 ], mins[ 1 ], mins[ 2 ],
1350 maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
1361 sets up dirtmap (ambient occlusion)
1364 #define DIRT_CONE_ANGLE 88 /* degrees */
1365 #define DIRT_NUM_ANGLE_STEPS 16
1366 #define DIRT_NUM_ELEVATION_STEPS 3
1367 #define DIRT_NUM_VECTORS (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
1369 static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int numDirtVectors = 0;
1372 void SetupDirt( void )
1375 float angle, elevation, angleStep, elevationStep;
1379 Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1381 /* calculate angular steps */
1382 angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383 elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1387 for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1389 /* iterate elevation */
1390 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1392 dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393 dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394 dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1399 /* emit some statistics */
1400 Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1406 calculates dirt value for a given sample
1409 float DirtForSample( trace_t *trace )
1412 float gatherDirt, outDirt, angle, elevation, ooDepth;
1413 vec3_t normal, worldUp, myUp, myRt, temp, direction, displacement;
1419 if( trace == NULL || trace->cluster < 0 )
1424 ooDepth = 1.0f / dirtDepth;
1425 VectorCopy( trace->normal, normal );
1427 /* check if the normal is aligned to the world-up */
1428 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
1430 if( normal[ 2 ] == 1.0f )
1432 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1435 else if( normal[ 2 ] == -1.0f )
1437 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1443 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
1444 CrossProduct( normal, worldUp, myRt );
1445 VectorNormalize( myRt, myRt );
1446 CrossProduct( myRt, normal, myUp );
1447 VectorNormalize( myUp, myUp );
1450 /* 1 = random mode, 0 (well everything else) = non-random mode */
1454 for( i = 0; i < numDirtVectors; i++ )
1456 /* get random vector */
1457 angle = Random() * DEG2RAD( 360.0f );
1458 elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
1459 temp[ 0 ] = cos( angle ) * sin( elevation );
1460 temp[ 1 ] = sin( angle ) * sin( elevation );
1461 temp[ 2 ] = cos( elevation );
1463 /* transform into tangent space */
1464 direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
1465 direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
1466 direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
1469 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470 SetupTrace( trace );
1476 VectorSubtract( trace->hit, trace->origin, displacement );
1477 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1483 /* iterate through ordered vectors */
1484 for( i = 0; i < numDirtVectors; i++ )
1486 /* transform vector into tangent space */
1487 direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
1488 direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
1489 direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
1492 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493 SetupTrace( trace );
1499 VectorSubtract( trace->hit, trace->origin, displacement );
1500 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1506 VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507 SetupTrace( trace );
1513 VectorSubtract( trace->hit, trace->origin, displacement );
1514 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1518 if( gatherDirt <= 0.0f )
1521 /* apply gain (does this even do much? heh) */
1522 outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523 if( outDirt > 1.0f )
1527 outDirt *= dirtScale;
1528 if( outDirt > 1.0f )
1531 /* return to sender */
1532 return 1.0f - outDirt;
1539 calculates dirty fraction for each luxel
1542 void DirtyRawLightmap( int rawLightmapNum )
1544 int i, x, y, sx, sy, *cluster;
1545 float *origin, *normal, *dirt, *dirt2, average, samples;
1547 surfaceInfo_t *info;
1552 /* bail if this number exceeds the number of raw lightmaps */
1553 if( rawLightmapNum >= numRawLightmaps )
1557 lm = &rawLightmaps[ rawLightmapNum ];
1560 trace.testOcclusion = qtrue;
1561 trace.forceSunlight = qfalse;
1562 trace.recvShadows = lm->recvShadows;
1563 trace.numSurfaces = lm->numLightSurfaces;
1564 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1565 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1566 trace.testAll = qtrue;
1568 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1569 trace.twoSided = qfalse;
1570 for( i = 0; i < trace.numSurfaces; i++ )
1573 info = &surfaceInfos[ trace.surfaces[ i ] ];
1575 /* check twosidedness */
1576 if( info->si->twoSided )
1578 trace.twoSided = qtrue;
1584 for( i = 0; i < trace.numSurfaces; i++ )
1587 info = &surfaceInfos[ trace.surfaces[ i ] ];
1589 /* check twosidedness */
1590 if( info->si->noDirty )
1598 for( y = 0; y < lm->sh; y++ )
1600 for( x = 0; x < lm->sw; x++ )
1603 cluster = SUPER_CLUSTER( x, y );
1604 origin = SUPER_ORIGIN( x, y );
1605 normal = SUPER_NORMAL( x, y );
1606 dirt = SUPER_DIRT( x, y );
1608 /* set default dirt */
1611 /* only look at mapped luxels */
1615 /* don't apply dirty on this surface */
1623 trace.cluster = *cluster;
1624 VectorCopy( origin, trace.origin );
1625 VectorCopy( normal, trace.normal );
1628 *dirt = DirtForSample( &trace );
1632 /* testing no filtering */
1636 for( y = 0; y < lm->sh; y++ )
1638 for( x = 0; x < lm->sw; x++ )
1641 cluster = SUPER_CLUSTER( x, y );
1642 dirt = SUPER_DIRT( x, y );
1644 /* filter dirt by adjacency to unmapped luxels */
1647 for( sy = (y - 1); sy <= (y + 1); sy++ )
1649 if( sy < 0 || sy >= lm->sh )
1652 for( sx = (x - 1); sx <= (x + 1); sx++ )
1654 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1657 /* get neighboring luxel */
1658 cluster = SUPER_CLUSTER( sx, sy );
1659 dirt2 = SUPER_DIRT( sx, sy );
1660 if( *cluster < 0 || *dirt2 <= 0.0f )
1669 if( samples <= 0.0f )
1674 if( samples <= 0.0f )
1678 *dirt = average / samples;
1687 calculates the pvs cluster, origin, normal of a sub-luxel
1690 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1692 int i, *cluster, *cluster2;
1693 float *origin, *origin2, *normal; //% , *normal2;
1694 vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
1697 /* calulate x vector */
1698 if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1700 cluster = SUPER_CLUSTER( x, y );
1701 origin = SUPER_ORIGIN( x, y );
1702 //% normal = SUPER_NORMAL( x, y );
1703 cluster2 = SUPER_CLUSTER( x + 1, y );
1704 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1705 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1707 else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1709 cluster = SUPER_CLUSTER( x - 1, y );
1710 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1711 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1712 cluster2 = SUPER_CLUSTER( x, y );
1713 origin2 = SUPER_ORIGIN( x, y );
1714 //% normal2 = SUPER_NORMAL( x, y );
1717 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1719 VectorSubtract( origin2, origin, originVecs[ 0 ] );
1720 //% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1722 /* calulate y vector */
1723 if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1725 cluster = SUPER_CLUSTER( x, y );
1726 origin = SUPER_ORIGIN( x, y );
1727 //% normal = SUPER_NORMAL( x, y );
1728 cluster2 = SUPER_CLUSTER( x, y + 1 );
1729 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1730 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1732 else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1734 cluster = SUPER_CLUSTER( x, y - 1 );
1735 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1736 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1737 cluster2 = SUPER_CLUSTER( x, y );
1738 origin2 = SUPER_ORIGIN( x, y );
1739 //% normal2 = SUPER_NORMAL( x, y );
1742 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1744 VectorSubtract( origin2, origin, originVecs[ 1 ] );
1745 //% VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1747 /* calculate new origin */
1748 //% VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1749 //% VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1750 for( i = 0; i < 3; i++ )
1751 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1754 *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1755 if( *sampleCluster < 0 )
1758 /* calculate new normal */
1759 //% VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1760 //% VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1761 //% if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1763 normal = SUPER_NORMAL( x, y );
1764 VectorCopy( normal, sampleNormal );
1772 SubsampleRawLuxel_r()
1773 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1776 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel )
1778 int b, samples, mapped, lighted;
1781 vec3_t origin[ 4 ], normal[ 4 ];
1782 float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1783 vec3_t color, total;
1787 if( lightLuxel[ 3 ] >= lightSamples )
1791 VectorClear( total );
1795 /* make 2x2 subsample stamp */
1796 for( b = 0; b < 4; b++ )
1799 VectorCopy( sampleOrigin, origin[ b ] );
1801 /* calculate position */
1802 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1809 /* increment sample count */
1810 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1813 trace->cluster = *cluster;
1814 VectorCopy( origin[ b ], trace->origin );
1815 VectorCopy( normal[ b ], trace->normal );
1819 LightContributionToSample( trace );
1821 /* add to totals (fixme: make contrast function) */
1822 VectorCopy( trace->color, luxel[ b ] );
1823 VectorAdd( total, trace->color, total );
1824 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1828 /* subsample further? */
1829 if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1830 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1831 lighted != 0 && lighted != mapped )
1833 for( b = 0; b < 4; b++ )
1835 if( cluster[ b ] < 0 )
1837 SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.5f), luxel[ b ] );
1842 //% VectorClear( color );
1844 VectorCopy( lightLuxel, color );
1846 for( b = 0; b < 4; b++ )
1848 if( cluster[ b ] < 0 )
1850 VectorAdd( color, luxel[ b ], color );
1858 color[ 0 ] /= samples;
1859 color[ 1 ] /= samples;
1860 color[ 2 ] /= samples;
1863 VectorCopy( color, lightLuxel );
1864 lightLuxel[ 3 ] += 1.0f;
1871 IlluminateRawLightmap()
1872 illuminates the luxels
1875 #define STACK_LL_SIZE (SUPER_LUXEL_SIZE * 64 * 64)
1876 #define LIGHT_LUXEL( x, y ) (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1878 void IlluminateRawLightmap( int rawLightmapNum )
1880 int i, t, x, y, sx, sy, size, llSize, luxelFilterRadius, lightmapNum;
1881 int *cluster, *cluster2, mapped, lighted, totalLighted;
1883 surfaceInfo_t *info;
1884 qboolean filterColor, filterDir;
1886 float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1887 float *lightLuxels, *lightLuxel, samples, filterRadius, weight;
1888 vec3_t color, averageColor, averageDir, total, temp, temp2;
1889 float tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1891 float stackLightLuxels[ STACK_LL_SIZE ];
1894 /* bail if this number exceeds the number of raw lightmaps */
1895 if( rawLightmapNum >= numRawLightmaps )
1899 lm = &rawLightmaps[ rawLightmapNum ];
1902 trace.testOcclusion = !noTrace;
1903 trace.forceSunlight = qfalse;
1904 trace.recvShadows = lm->recvShadows;
1905 trace.numSurfaces = lm->numLightSurfaces;
1906 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1907 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1909 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1910 trace.twoSided = qfalse;
1911 for( i = 0; i < trace.numSurfaces; i++ )
1914 info = &surfaceInfos[ trace.surfaces[ i ] ];
1916 /* check twosidedness */
1917 if( info->si->twoSided )
1919 trace.twoSided = qtrue;
1924 /* create a culled light list for this raw lightmap */
1925 CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
1927 /* -----------------------------------------------------------------
1929 ----------------------------------------------------------------- */
1932 numLuxelsIlluminated += (lm->sw * lm->sh);
1934 /* test debugging state */
1935 if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
1937 /* debug fill the luxels */
1938 for( y = 0; y < lm->sh; y++ )
1940 for( x = 0; x < lm->sw; x++ )
1943 cluster = SUPER_CLUSTER( x, y );
1945 /* only fill mapped luxels */
1949 /* get particulars */
1950 luxel = SUPER_LUXEL( 0, x, y );
1951 origin = SUPER_ORIGIN( x, y );
1952 normal = SUPER_NORMAL( x, y );
1954 /* color the luxel with raw lightmap num? */
1956 VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
1958 /* color the luxel with lightmap axis? */
1959 else if( debugAxis )
1961 luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
1962 luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
1963 luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
1966 /* color the luxel with luxel cluster? */
1967 else if( debugCluster )
1968 VectorCopy( debugColors[ *cluster % 12 ], luxel );
1970 /* color the luxel with luxel origin? */
1971 else if( debugOrigin )
1973 VectorSubtract( lm->maxs, lm->mins, temp );
1974 VectorScale( temp, (1.0f / 255.0f), temp );
1975 VectorSubtract( origin, lm->mins, temp2 );
1976 luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
1977 luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
1978 luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
1981 /* color the luxel with the normal */
1982 else if( normalmap )
1984 luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
1985 luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
1986 luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
1989 /* otherwise clear it */
1991 VectorClear( luxel );
2000 /* allocate temporary per-light luxel storage */
2001 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2002 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
2003 lightLuxels = stackLightLuxels;
2005 lightLuxels = safe_malloc( llSize );
2008 //% memset( lm->superLuxels[ 0 ], 0, llSize );
2010 /* set ambient color */
2011 for( y = 0; y < lm->sh; y++ )
2013 for( x = 0; x < lm->sw; x++ )
2016 cluster = SUPER_CLUSTER( x, y );
2017 luxel = SUPER_LUXEL( 0, x, y );
2018 normal = SUPER_NORMAL( x, y );
2019 deluxel = SUPER_DELUXEL( x, y );
2021 /* blacken unmapped clusters */
2023 VectorClear( luxel );
2028 VectorCopy( ambientColor, luxel );
2031 brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
2033 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2034 if(brightness < 0.00390625f)
2035 brightness = 0.00390625f;
2037 VectorScale( normal, brightness, deluxel );
2044 /* clear styled lightmaps */
2045 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2046 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2048 if( lm->superLuxels[ lightmapNum ] != NULL )
2049 memset( lm->superLuxels[ lightmapNum ], 0, size );
2052 /* debugging code */
2053 //% if( trace.numLights <= 0 )
2054 //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2056 /* walk light list */
2057 for( i = 0; i < trace.numLights; i++ )
2060 trace.light = trace.lights[ i ];
2063 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2065 if( lm->styles[ lightmapNum ] == trace.light->style ||
2066 lm->styles[ lightmapNum ] == LS_NONE )
2070 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2071 if( lightmapNum >= MAX_LIGHTMAPS )
2073 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2078 memset( lightLuxels, 0, llSize );
2081 /* initial pass, one sample per luxel */
2082 for( y = 0; y < lm->sh; y++ )
2084 for( x = 0; x < lm->sw; x++ )
2087 cluster = SUPER_CLUSTER( x, y );
2091 /* get particulars */
2092 lightLuxel = LIGHT_LUXEL( x, y );
2093 deluxel = SUPER_DELUXEL( x, y );
2094 origin = SUPER_ORIGIN( x, y );
2095 normal = SUPER_NORMAL( x, y );
2098 ////////// 27's temp hack for testing edge clipping ////
2099 if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2101 lightLuxel[ 1 ] = 255;
2102 lightLuxel[ 3 ] = 1.0f;
2108 /* set contribution count */
2109 lightLuxel[ 3 ] = 1.0f;
2112 trace.cluster = *cluster;
2113 VectorCopy( origin, trace.origin );
2114 VectorCopy( normal, trace.normal );
2116 /* get light for this sample */
2117 LightContributionToSample( &trace );
2118 VectorCopy( trace.color, lightLuxel );
2120 /* add the contribution to the deluxemap */
2122 VectorAdd( deluxel, trace.directionContribution, deluxel );
2125 if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2131 /* don't even bother with everything else if nothing was lit */
2132 if( totalLighted == 0 )
2135 /* determine filter radius */
2136 filterRadius = lm->filterRadius > trace.light->filterRadius
2138 : trace.light->filterRadius;
2139 if( filterRadius < 0.0f )
2140 filterRadius = 0.0f;
2142 /* set luxel filter radius */
2143 luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2144 if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2145 luxelFilterRadius = 1;
2147 /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2148 /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2149 if( lightSamples > 1 && luxelFilterRadius == 0 )
2152 for( y = 0; y < (lm->sh - 1); y++ )
2154 for( x = 0; x < (lm->sw - 1); x++ )
2159 VectorClear( total );
2161 /* test 2x2 stamp */
2162 for( t = 0; t < 4; t++ )
2164 /* set sample coords */
2165 sx = x + tests[ t ][ 0 ];
2166 sy = y + tests[ t ][ 1 ];
2169 cluster = SUPER_CLUSTER( sx, sy );
2175 lightLuxel = LIGHT_LUXEL( sx, sy );
2176 VectorAdd( total, lightLuxel, total );
2177 if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2181 /* if total color is under a certain amount, then don't bother subsampling */
2182 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2185 /* if all 4 pixels are either in shadow or light, then don't subsample */
2186 if( lighted != 0 && lighted != mapped )
2188 for( t = 0; t < 4; t++ )
2190 /* set sample coords */
2191 sx = x + tests[ t ][ 0 ];
2192 sy = y + tests[ t ][ 1 ];
2195 cluster = SUPER_CLUSTER( sx, sy );
2198 lightLuxel = LIGHT_LUXEL( sx, sy );
2199 origin = SUPER_ORIGIN( sx, sy );
2201 /* only subsample shadowed luxels */
2202 //% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2206 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f, lightLuxel );
2207 /* will do: first -1/3 .. +1/3, then subsample these corners the same way -> -1/9 .. +1/9 around them, etc. -> 1/3 + 1/9 + 1/27 + ... = 0.5 */
2209 /* debug code to colorize subsampled areas to yellow */
2210 //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2211 //% VectorSet( luxel, 255, 204, 0 );
2218 /* tertiary pass, apply dirt map (ambient occlusion) */
2222 for( y = 0; y < lm->sh; y++ )
2224 for( x = 0; x < lm->sw; x++ )
2227 cluster = SUPER_CLUSTER( x, y );
2231 /* get particulars */
2232 lightLuxel = LIGHT_LUXEL( x, y );
2233 dirt = SUPER_DIRT( x, y );
2235 /* scale light value */
2236 VectorScale( lightLuxel, *dirt, lightLuxel );
2241 /* allocate sampling lightmap storage */
2242 if( lm->superLuxels[ lightmapNum ] == NULL )
2244 /* allocate sampling lightmap storage */
2245 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2246 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2247 memset( lm->superLuxels[ lightmapNum ], 0, size );
2251 if( lightmapNum > 0 )
2253 lm->styles[ lightmapNum ] = trace.light->style;
2254 //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2257 /* copy to permanent luxels */
2258 for( y = 0; y < lm->sh; y++ )
2260 for( x = 0; x < lm->sw; x++ )
2262 /* get cluster and origin */
2263 cluster = SUPER_CLUSTER( x, y );
2266 origin = SUPER_ORIGIN( x, y );
2269 if( luxelFilterRadius )
2272 VectorClear( averageColor );
2275 /* cheaper distance-based filtering */
2276 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2278 if( sy < 0 || sy >= lm->sh )
2281 for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2283 if( sx < 0 || sx >= lm->sw )
2286 /* get particulars */
2287 cluster = SUPER_CLUSTER( sx, sy );
2290 lightLuxel = LIGHT_LUXEL( sx, sy );
2293 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2294 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2296 /* scale luxel by filter weight */
2297 VectorScale( lightLuxel, weight, color );
2298 VectorAdd( averageColor, color, averageColor );
2304 if( samples <= 0.0f )
2307 /* scale into luxel */
2308 luxel = SUPER_LUXEL( lightmapNum, x, y );
2311 /* handle negative light */
2312 if( trace.light->flags & LIGHT_NEGATIVE )
2314 luxel[ 0 ] -= averageColor[ 0 ] / samples;
2315 luxel[ 1 ] -= averageColor[ 1 ] / samples;
2316 luxel[ 2 ] -= averageColor[ 2 ] / samples;
2319 /* handle normal light */
2322 luxel[ 0 ] += averageColor[ 0 ] / samples;
2323 luxel[ 1 ] += averageColor[ 1 ] / samples;
2324 luxel[ 2 ] += averageColor[ 2 ] / samples;
2331 /* get particulars */
2332 lightLuxel = LIGHT_LUXEL( x, y );
2333 luxel = SUPER_LUXEL( lightmapNum, x, y );
2335 /* handle negative light */
2336 if( trace.light->flags & LIGHT_NEGATIVE )
2337 VectorScale( averageColor, -1.0f, averageColor );
2342 /* handle negative light */
2343 if( trace.light->flags & LIGHT_NEGATIVE )
2344 VectorSubtract( luxel, lightLuxel, luxel );
2346 /* handle normal light */
2348 VectorAdd( luxel, lightLuxel, luxel );
2354 /* free temporary luxels */
2355 if( lightLuxels != stackLightLuxels )
2356 free( lightLuxels );
2359 /* free light list */
2360 FreeTraceLights( &trace );
2362 /* floodlight pass */
2364 FloodlightIlluminateLightmap(lm);
2368 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2371 if( lm->superLuxels[ lightmapNum ] == NULL )
2374 for( y = 0; y < lm->sh; y++ )
2376 for( x = 0; x < lm->sw; x++ )
2379 cluster = SUPER_CLUSTER( x, y );
2380 //% if( *cluster < 0 )
2383 /* get particulars */
2384 luxel = SUPER_LUXEL( lightmapNum, x, y );
2385 normal = SUPER_NORMAL ( x, y );
2387 luxel[0]=(normal[0]*127)+127;
2388 luxel[1]=(normal[1]*127)+127;
2389 luxel[2]=(normal[2]*127)+127;
2395 /* -----------------------------------------------------------------
2397 ----------------------------------------------------------------- */
2401 /* walk lightmaps */
2402 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2405 if( lm->superLuxels[ lightmapNum ] == NULL )
2408 /* apply dirt to each luxel */
2409 for( y = 0; y < lm->sh; y++ )
2411 for( x = 0; x < lm->sw; x++ )
2414 cluster = SUPER_CLUSTER( x, y );
2415 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2418 /* get particulars */
2419 luxel = SUPER_LUXEL( lightmapNum, x, y );
2420 dirt = SUPER_DIRT( x, y );
2423 VectorScale( luxel, *dirt, luxel );
2427 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2433 /* -----------------------------------------------------------------
2435 ----------------------------------------------------------------- */
2437 /* walk lightmaps */
2438 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2441 if( lm->superLuxels[ lightmapNum ] == NULL )
2444 /* average occluded luxels from neighbors */
2445 for( y = 0; y < lm->sh; y++ )
2447 for( x = 0; x < lm->sw; x++ )
2449 /* get particulars */
2450 cluster = SUPER_CLUSTER( x, y );
2451 luxel = SUPER_LUXEL( lightmapNum, x, y );
2452 deluxel = SUPER_DELUXEL( x, y );
2453 normal = SUPER_NORMAL( x, y );
2455 /* determine if filtering is necessary */
2456 filterColor = qfalse;
2459 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2460 filterColor = qtrue;
2462 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2465 if( !filterColor && !filterDir )
2468 /* choose seed amount */
2469 VectorClear( averageColor );
2470 VectorClear( averageDir );
2473 /* walk 3x3 matrix */
2474 for( sy = (y - 1); sy <= (y + 1); sy++ )
2476 if( sy < 0 || sy >= lm->sh )
2479 for( sx = (x - 1); sx <= (x + 1); sx++ )
2481 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2484 /* get neighbor's particulars */
2485 cluster2 = SUPER_CLUSTER( sx, sy );
2486 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2487 deluxel2 = SUPER_DELUXEL( sx, sy );
2489 /* ignore unmapped/unlit luxels */
2490 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2491 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2494 /* add its distinctiveness to our own */
2495 VectorAdd( averageColor, luxel2, averageColor );
2496 samples += luxel2[ 3 ];
2498 VectorAdd( averageDir, deluxel2, averageDir );
2503 if( samples <= 0.0f )
2506 /* dark lightmap seams */
2509 if( lightmapNum == 0 )
2510 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2517 VectorDivide( averageColor, samples, luxel );
2521 VectorDivide( averageDir, samples, deluxel );
2523 /* set cluster to -3 */
2525 *cluster = CLUSTER_FLOODED;
2533 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2536 if( lm->superLuxels[ lightmapNum ] == NULL )
2538 for( y = 0; y < lm->sh; y++ )
2539 for( x = 0; x < lm->sw; x++ )
2542 cluster = SUPER_CLUSTER( x, y );
2543 luxel = SUPER_LUXEL( lightmapNum, x, y );
2544 deluxel = SUPER_DELUXEL( x, y );
2545 if(!luxel || !deluxel || !cluster)
2547 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2550 else if(*cluster < 0)
2553 // should have neither deluxemap nor lightmap
2555 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2560 // should have both deluxemap and lightmap
2562 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2572 IlluminateVertexes()
2573 light the surface vertexes
2576 #define VERTEX_NUDGE 4.0f
2578 void IlluminateVertexes( int num )
2580 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2581 int lightmapNum, numAvg;
2582 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2583 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2584 bspDrawSurface_t *ds;
2585 surfaceInfo_t *info;
2587 bspDrawVert_t *verts;
2589 float floodLightAmount;
2593 /* get surface, info, and raw lightmap */
2594 ds = &bspDrawSurfaces[ num ];
2595 info = &surfaceInfos[ num ];
2598 /* -----------------------------------------------------------------
2599 illuminate the vertexes
2600 ----------------------------------------------------------------- */
2602 /* calculate vertex lighting for surfaces without lightmaps */
2603 if( lm == NULL || cpmaHack )
2606 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2607 trace.forceSunlight = info->si->forceSunlight;
2608 trace.recvShadows = info->recvShadows;
2609 trace.numSurfaces = 1;
2610 trace.surfaces = #
2611 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2613 /* twosided lighting */
2614 trace.twoSided = info->si->twoSided;
2616 /* make light list for this surface */
2617 CreateTraceLightsForSurface( num, &trace );
2620 verts = yDrawVerts + ds->firstVert;
2622 memset( avgColors, 0, sizeof( avgColors ) );
2624 /* walk the surface verts */
2625 for( i = 0; i < ds->numVerts; i++ )
2627 /* get vertex luxel */
2628 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2630 /* color the luxel with raw lightmap num? */
2632 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2634 /* color the luxel with luxel origin? */
2635 else if( debugOrigin )
2637 VectorSubtract( info->maxs, info->mins, temp );
2638 VectorScale( temp, (1.0f / 255.0f), temp );
2639 VectorSubtract( origin, lm->mins, temp2 );
2640 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2641 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2642 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2645 /* color the luxel with the normal */
2646 else if( normalmap )
2648 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2649 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2650 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2653 /* illuminate the vertex */
2656 /* clear vertex luxel */
2657 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2659 /* try at initial origin */
2660 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2661 if( trace.cluster >= 0 )
2664 VectorCopy( verts[ i ].xyz, trace.origin );
2665 VectorCopy( verts[ i ].normal, trace.normal );
2668 if( dirty && !bouncing )
2669 dirt = DirtForSample( &trace );
2673 /* jal: floodlight */
2674 floodLightAmount = 0.0f;
2675 VectorClear( floodColor );
2676 if( floodlighty && !bouncing )
2678 floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
2679 VectorScale( floodlightRGB, floodLightAmount, floodColor );
2683 LightingAtSample( &trace, ds->vertexStyles, colors );
2686 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2689 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2691 /* jal: floodlight */
2692 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
2695 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2696 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2697 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2701 /* is this sample bright enough? */
2702 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2703 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2704 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2705 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2707 /* nudge the sample point around a bit */
2708 for( x = 0; x < 4; x++ )
2710 /* two's complement 0, 1, -1, 2, -2, etc */
2711 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2713 for( y = 0; y < 4; y++ )
2715 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2717 for( z = 0; z < 4; z++ )
2719 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2722 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2723 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2724 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2726 /* try at nudged origin */
2727 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2728 if( trace.cluster < 0 )
2732 LightingAtSample( &trace, ds->vertexStyles, colors );
2735 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2738 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2740 /* jal: floodlight */
2741 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
2744 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2745 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2748 /* bright enough? */
2749 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2750 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2751 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2752 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2759 /* add to average? */
2760 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2761 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2762 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2763 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2766 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2768 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2769 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2774 /* another happy customer */
2775 numVertsIlluminated++;
2778 /* set average color */
2781 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2782 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2786 VectorCopy( ambientColor, avgColors[ 0 ] );
2789 /* clean up and store vertex color */
2790 for( i = 0; i < ds->numVerts; i++ )
2792 /* get vertex luxel */
2793 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2795 /* store average in occluded vertexes */
2796 if( radVertLuxel[ 0 ] < 0.0f )
2798 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2800 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2801 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2804 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2809 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2812 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2813 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2816 if( bouncing || bounce == 0 || !bounceOnly )
2817 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2818 if( !info->si->noVertexLight )
2819 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2823 /* free light list */
2824 FreeTraceLights( &trace );
2826 /* return to sender */
2830 /* -----------------------------------------------------------------
2831 reconstitute vertex lighting from the luxels
2832 ----------------------------------------------------------------- */
2834 /* set styles from lightmap */
2835 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2836 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2838 /* get max search radius */
2840 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2842 /* walk the surface verts */
2843 verts = yDrawVerts + ds->firstVert;
2844 for( i = 0; i < ds->numVerts; i++ )
2846 /* do each lightmap */
2847 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2850 if( lm->superLuxels[ lightmapNum ] == NULL )
2853 /* get luxel coords */
2854 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2855 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2858 else if( x >= lm->sw )
2862 else if( y >= lm->sh )
2865 /* get vertex luxels */
2866 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2867 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2869 /* color the luxel with the normal? */
2872 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2873 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2874 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2877 /* color the luxel with surface num? */
2878 else if( debugSurfaces )
2879 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2881 /* divine color from the superluxels */
2884 /* increasing radius */
2885 VectorClear( radVertLuxel );
2887 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2889 /* sample within radius */
2890 for( sy = (y - radius); sy <= (y + radius); sy++ )
2892 if( sy < 0 || sy >= lm->sh )
2895 for( sx = (x - radius); sx <= (x + radius); sx++ )
2897 if( sx < 0 || sx >= lm->sw )
2900 /* get luxel particulars */
2901 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2902 cluster = SUPER_CLUSTER( sx, sy );
2906 /* testing: must be brigher than ambient color */
2907 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2910 /* add its distinctiveness to our own */
2911 VectorAdd( radVertLuxel, luxel, radVertLuxel );
2912 samples += luxel[ 3 ];
2918 if( samples > 0.0f )
2919 VectorDivide( radVertLuxel, samples, radVertLuxel );
2921 VectorCopy( ambientColor, radVertLuxel );
2924 /* store into floating point storage */
2925 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2926 numVertsIlluminated++;
2928 /* store into bytes (for vertex approximation) */
2929 if( !info->si->noVertexLight )
2930 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2937 /* -------------------------------------------------------------------------------
2939 light optimization (-fast)
2941 creates a list of lights that will affect a surface and stores it in tw
2942 this is to optimize surface lighting by culling out as many of the
2943 lights in the world as possible from further calculation
2945 ------------------------------------------------------------------------------- */
2949 determines opaque brushes in the world and find sky shaders for sunlight calculations
2952 void SetupBrushes( void )
2954 int i, j, b, compileFlags;
2957 bspBrushSide_t *side;
2958 bspShader_t *shader;
2963 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2966 if( opaqueBrushes == NULL )
2967 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2970 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2971 numOpaqueBrushes = 0;
2973 /* walk the list of worldspawn brushes */
2974 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2977 b = bspModels[ 0 ].firstBSPBrush + i;
2978 brush = &bspBrushes[ b ];
2980 /* check all sides */
2983 for( j = 0; j < brush->numSides && inside; j++ )
2985 /* do bsp shader calculations */
2986 side = &bspBrushSides[ brush->firstSide + j ];
2987 shader = &bspShaders[ side->shaderNum ];
2989 /* get shader info */
2990 si = ShaderInfoForShader( shader->shader );
2994 /* or together compile flags */
2995 compileFlags |= si->compileFlags;
2998 /* determine if this brush is opaque to light */
2999 if( !(compileFlags & C_TRANSLUCENT) )
3001 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3007 /* emit some statistics */
3008 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3015 determines if two clusters are visible to each other using the PVS
3018 qboolean ClusterVisible( int a, int b )
3020 int portalClusters, leafBytes;
3025 if( a < 0 || b < 0 )
3033 if( numBSPVisBytes <=8 )
3037 portalClusters = ((int *) bspVisBytes)[ 0 ];
3038 leafBytes = ((int*) bspVisBytes)[ 1 ];
3039 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3042 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3051 borrowed from vlight.c
3054 int PointInLeafNum_r( vec3_t point, int nodenum )
3062 while( nodenum >= 0 )
3064 node = &bspNodes[ nodenum ];
3065 plane = &bspPlanes[ node->planeNum ];
3066 dist = DotProduct( point, plane->normal ) - plane->dist;
3068 nodenum = node->children[ 0 ];
3069 else if( dist < -0.1 )
3070 nodenum = node->children[ 1 ];
3073 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3074 if( bspLeafs[ leafnum ].cluster != -1 )
3076 nodenum = node->children[ 1 ];
3080 leafnum = -nodenum - 1;
3088 borrowed from vlight.c
3091 int PointInLeafNum( vec3_t point )
3093 return PointInLeafNum_r( point, 0 );
3099 ClusterVisibleToPoint() - ydnar
3100 returns qtrue if point can "see" cluster
3103 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3108 /* get leafNum for point */
3109 pointCluster = ClusterForPoint( point );
3110 if( pointCluster < 0 )
3114 return ClusterVisible( pointCluster, cluster );
3120 ClusterForPoint() - ydnar
3121 returns the pvs cluster for point
3124 int ClusterForPoint( vec3_t point )
3129 /* get leafNum for point */
3130 leafNum = PointInLeafNum( point );
3134 /* return the cluster */
3135 return bspLeafs[ leafNum ].cluster;
3141 ClusterForPointExt() - ydnar
3142 also takes brushes into account for occlusion testing
3145 int ClusterForPointExt( vec3_t point, float epsilon )
3147 int i, j, b, leafNum, cluster;
3150 int *brushes, numBSPBrushes;
3156 /* get leaf for point */
3157 leafNum = PointInLeafNum( point );
3160 leaf = &bspLeafs[ leafNum ];
3162 /* get the cluster */
3163 cluster = leaf->cluster;
3167 /* transparent leaf, so check point against all brushes in the leaf */
3168 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3169 numBSPBrushes = leaf->numBSPLeafBrushes;
3170 for( i = 0; i < numBSPBrushes; i++ )
3174 if( b > maxOpaqueBrush )
3176 brush = &bspBrushes[ b ];
3177 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3180 /* check point against all planes */
3182 for( j = 0; j < brush->numSides && inside; j++ )
3184 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3185 dot = DotProduct( point, plane->normal );
3191 /* if inside, return bogus cluster */
3196 /* if the point made it this far, it's not inside any opaque brushes */
3203 ClusterForPointExtFilter() - ydnar
3204 adds cluster checking against a list of known valid clusters
3207 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3212 /* get cluster for point */
3213 cluster = ClusterForPointExt( point, epsilon );
3215 /* check if filtering is necessary */
3216 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3220 for( i = 0; i < numClusters; i++ )
3222 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3233 ShaderForPointInLeaf() - ydnar
3234 checks a point against all brushes in a leaf, returning the shader of the brush
3235 also sets the cumulative surface and content flags for the brush hit
3238 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3243 int *brushes, numBSPBrushes;
3246 bspBrushSide_t *side;
3248 bspShader_t *shader;
3249 int allSurfaceFlags, allContentFlags;
3252 /* clear things out first */
3259 leaf = &bspLeafs[ leafNum ];
3261 /* transparent leaf, so check point against all brushes in the leaf */
3262 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3263 numBSPBrushes = leaf->numBSPLeafBrushes;
3264 for( i = 0; i < numBSPBrushes; i++ )
3267 brush = &bspBrushes[ brushes[ i ] ];
3269 /* check point against all planes */
3271 allSurfaceFlags = 0;
3272 allContentFlags = 0;
3273 for( j = 0; j < brush->numSides && inside; j++ )
3275 side = &bspBrushSides[ brush->firstSide + j ];
3276 plane = &bspPlanes[ side->planeNum ];
3277 dot = DotProduct( point, plane->normal );
3283 shader = &bspShaders[ side->shaderNum ];
3284 allSurfaceFlags |= shader->surfaceFlags;
3285 allContentFlags |= shader->contentFlags;
3289 /* handle if inside */
3292 /* if there are desired flags, check for same and continue if they aren't matched */
3293 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3295 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3298 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3299 *surfaceFlags = allSurfaceFlags;
3300 *contentFlags = allContentFlags;
3301 return brush->shaderNum;
3305 /* if the point made it this far, it's not inside any brushes */
3313 chops a bounding box by the plane defined by origin and normal
3314 returns qfalse if the bounds is entirely clipped away
3316 this is not exactly the fastest way to do this...
3319 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3321 /* FIXME: rewrite this so it doesn't use bloody brushes */
3329 calculates each light's effective envelope,
3330 taking into account brightness, type, and pvs.
3333 #define LIGHT_EPSILON 0.125f
3334 #define LIGHT_NUDGE 2.0f
3336 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3338 int i, x, y, z, x1, y1, z1;
3339 light_t *light, *light2, **owner;
3341 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3342 float radius, intensity;
3343 light_t *buckets[ 256 ];
3346 /* early out for weird cases where there are no lights */
3347 if( lights == NULL )
3351 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3355 numCulledLights = 0;
3357 while( *owner != NULL )
3362 /* handle negative lights */
3363 if( light->photons < 0.0f || light->add < 0.0f )
3365 light->photons *= -1.0f;
3366 light->add *= -1.0f;
3367 light->flags |= LIGHT_NEGATIVE;
3371 if( light->type == EMIT_SUN )
3375 light->envelope = MAX_WORLD_COORD * 8.0f;
3376 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3377 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3380 /* everything else */
3383 /* get pvs cluster for light */
3384 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3386 /* invalid cluster? */
3387 if( light->cluster < 0 )
3389 /* nudge the sample point around a bit */
3390 for( x = 0; x < 4; x++ )
3392 /* two's complement 0, 1, -1, 2, -2, etc */
3393 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3395 for( y = 0; y < 4; y++ )
3397 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3399 for( z = 0; z < 4; z++ )
3401 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3404 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3405 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3406 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3408 /* try at nudged origin */
3409 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3410 if( light->cluster < 0 )
3414 VectorCopy( origin, light->origin );
3420 /* only calculate for lights in pvs and outside of opaque brushes */
3421 if( light->cluster >= 0 )
3423 /* set light fast flag */
3425 light->flags |= LIGHT_FAST_TEMP;
3427 light->flags &= ~LIGHT_FAST_TEMP;
3428 if( light->si && light->si->noFast )
3429 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3431 /* clear light envelope */
3432 light->envelope = 0;
3434 /* handle area lights */
3435 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3437 /* ugly hack to calculate extent for area lights, but only done once */
3438 VectorScale( light->normal, -1.0f, dir );
3439 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3443 VectorMA( light->origin, radius, light->normal, origin );
3444 factor = PointToPolygonFormFactor( origin, dir, light->w );
3447 if( (factor * light->add) <= light->falloffTolerance )
3448 light->envelope = radius;
3451 /* check for fast mode */
3452 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3453 light->envelope = MAX_WORLD_COORD * 8.0f;
3458 intensity = light->photons;
3462 if( light->envelope <= 0.0f )
3464 /* solve distance for non-distance lights */
3465 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3466 light->envelope = MAX_WORLD_COORD * 8.0f;
3468 /* solve distance for linear lights */
3469 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3470 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3471 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3474 add = angle * light->photons * linearScale - (dist * light->fade);
3475 T = (light->photons * linearScale) - (dist * light->fade);
3476 T + (dist * light->fade) = (light->photons * linearScale);
3477 dist * light->fade = (light->photons * linearScale) - T;
3478 dist = ((light->photons * linearScale) - T) / light->fade;
3481 /* solve for inverse square falloff */
3483 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3486 add = light->photons / (dist * dist);
3487 T = light->photons / (dist * dist);
3488 T * (dist * dist) = light->photons;
3489 dist = sqrt( light->photons / T );
3493 /* chop radius against pvs */
3496 ClearBounds( mins, maxs );
3498 /* check all leaves */
3499 for( i = 0; i < numBSPLeafs; i++ )
3502 leaf = &bspLeafs[ i ];
3505 if( leaf->cluster < 0 )
3507 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3510 /* add this leafs bbox to the bounds */
3511 VectorCopy( leaf->mins, origin );
3512 AddPointToBounds( origin, mins, maxs );
3513 VectorCopy( leaf->maxs, origin );
3514 AddPointToBounds( origin, mins, maxs );
3517 /* test to see if bounds encompass light */
3518 for( i = 0; i < 3; i++ )
3520 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3522 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3523 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3524 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3525 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3526 AddPointToBounds( light->origin, mins, maxs );
3530 /* chop the bounds by a plane for area lights and spotlights */
3531 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3532 ChopBounds( mins, maxs, light->origin, light->normal );
3535 VectorCopy( mins, light->mins );
3536 VectorCopy( maxs, light->maxs );
3538 /* reflect bounds around light origin */
3539 //% VectorMA( light->origin, -1.0f, origin, origin );
3540 VectorScale( light->origin, 2, origin );
3541 VectorSubtract( origin, maxs, origin );
3542 AddPointToBounds( origin, mins, maxs );
3543 //% VectorMA( light->origin, -1.0f, mins, origin );
3544 VectorScale( light->origin, 2, origin );
3545 VectorSubtract( origin, mins, origin );
3546 AddPointToBounds( origin, mins, maxs );
3548 /* calculate spherical bounds */
3549 VectorSubtract( maxs, light->origin, dir );
3550 radius = (float) VectorLength( dir );
3552 /* if this radius is smaller than the envelope, then set the envelope to it */
3553 if( radius < light->envelope )
3555 light->envelope = radius;
3556 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3559 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3562 /* add grid/surface only check */
3565 if( !(light->flags & LIGHT_GRID) )
3566 light->envelope = 0.0f;
3570 if( !(light->flags & LIGHT_SURFACES) )
3571 light->envelope = 0.0f;
3576 if( light->cluster < 0 || light->envelope <= 0.0f )
3579 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3581 /* delete the light */
3583 *owner = light->next;
3584 if( light->w != NULL )
3591 /* square envelope */
3592 light->envelope2 = (light->envelope * light->envelope);
3594 /* increment light count */
3597 /* set next light */
3598 owner = &((**owner).next);
3601 /* bucket sort lights by style */
3602 memset( buckets, 0, sizeof( buckets ) );
3604 for( light = lights; light != NULL; light = light2 )
3606 /* get next light */
3607 light2 = light->next;
3609 /* filter into correct bucket */
3610 light->next = buckets[ light->style ];
3611 buckets[ light->style ] = light;
3613 /* if any styled light is present, automatically set nocollapse */
3614 if( light->style != LS_NORMAL )
3618 /* filter back into light list */
3620 for( i = 255; i >= 0; i-- )
3623 for( light = buckets[ i ]; light != NULL; light = light2 )
3625 light2 = light->next;
3626 light->next = lights;
3631 /* emit some statistics */
3632 Sys_Printf( "%9d total lights\n", numLights );
3633 Sys_Printf( "%9d culled lights\n", numCulledLights );
3639 CreateTraceLightsForBounds()
3640 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3643 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3647 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3648 float radius, dist, length;
3651 /* potential pre-setup */
3652 if( numLights == 0 )
3653 SetupEnvelopes( qfalse, fast );
3656 //% 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 ] );
3658 /* allocate the light list */
3659 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3660 trace->numLights = 0;
3662 /* calculate spherical bounds */
3663 VectorAdd( mins, maxs, origin );
3664 VectorScale( origin, 0.5f, origin );
3665 VectorSubtract( maxs, origin, dir );
3666 radius = (float) VectorLength( dir );
3668 /* get length of normal vector */
3669 if( normal != NULL )
3670 length = VectorLength( normal );
3673 normal = nullVector;
3677 /* test each light and see if it reaches the sphere */
3678 /* note: the attenuation code MUST match LightingAtSample() */
3679 for( light = lights; light; light = light->next )
3681 /* check zero sized envelope */
3682 if( light->envelope <= 0 )
3684 lightsEnvelopeCulled++;
3689 if( !(light->flags & flags) )
3692 /* sunlight skips all this nonsense */
3693 if( light->type != EMIT_SUN )
3699 /* check against pvs cluster */
3700 if( numClusters > 0 && clusters != NULL )
3702 for( i = 0; i < numClusters; i++ )
3704 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3709 if( i == numClusters )
3711 lightsClusterCulled++;
3716 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3717 VectorSubtract( light->origin, origin, dir );
3718 dist = VectorLength( dir );
3719 dist -= light->envelope;
3723 lightsEnvelopeCulled++;
3727 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3730 for( i = 0; i < 3; i++ )
3732 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3737 lightsBoundsCulled++;
3743 /* planar surfaces (except twosided surfaces) have a couple more checks */
3744 if( length > 0.0f && trace->twoSided == qfalse )
3746 /* lights coplanar with a surface won't light it */
3747 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3749 lightsPlaneCulled++;
3753 /* check to see if light is behind the plane */
3754 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3756 lightsPlaneCulled++;
3761 /* add this light */
3762 trace->lights[ trace->numLights++ ] = light;
3765 /* make last night null */
3766 trace->lights[ trace->numLights ] = NULL;
3771 void FreeTraceLights( trace_t *trace )
3773 if( trace->lights != NULL )
3774 free( trace->lights );
3780 CreateTraceLightsForSurface()
3781 creates a list of lights that can potentially affect a drawsurface
3784 void CreateTraceLightsForSurface( int num, trace_t *trace )
3787 vec3_t mins, maxs, normal;
3789 bspDrawSurface_t *ds;
3790 surfaceInfo_t *info;
3797 /* get drawsurface and info */
3798 ds = &bspDrawSurfaces[ num ];
3799 info = &surfaceInfos[ num ];
3801 /* get the mins/maxs for the dsurf */
3802 ClearBounds( mins, maxs );
3803 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3804 for( i = 0; i < ds->numVerts; i++ )
3806 dv = &yDrawVerts[ ds->firstVert + i ];
3807 AddPointToBounds( dv->xyz, mins, maxs );
3808 if( !VectorCompare( dv->normal, normal ) )
3809 VectorClear( normal );
3812 /* create the lights for the bounding box */
3813 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3816 /////////////////////////////////////////////////////////////
3818 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3819 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3820 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3821 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3823 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3824 static int numFloodVectors = 0;
3826 void SetupFloodLight( void )
3829 float angle, elevation, angleStep, elevationStep;
3831 double v1,v2,v3,v4,v5;
3834 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3836 /* calculate angular steps */
3837 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3838 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3842 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3844 /* iterate elevation */
3845 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3847 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3848 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3849 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3854 /* emit some statistics */
3855 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3858 value = ValueForKey( &entities[ 0 ], "_floodlight" );
3860 if( value[ 0 ] != '\0' )
3863 v4=floodlightDistance;
3864 v5=floodlightIntensity;
3866 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3868 floodlightRGB[0]=v1;
3869 floodlightRGB[1]=v2;
3870 floodlightRGB[2]=v3;
3872 if (VectorLength(floodlightRGB)==0)
3874 VectorSet(floodlightRGB,240,240,255);
3880 floodlightDistance=v4;
3881 floodlightIntensity=v5;
3883 floodlighty = qtrue;
3884 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3888 VectorSet(floodlightRGB,240,240,255);
3889 //floodlighty = qtrue;
3890 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3892 VectorNormalize(floodlightRGB,floodlightRGB);
3896 FloodLightForSample()
3897 calculates floodlight value for a given sample
3898 once again, kudos to the dirtmapping coder
3901 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
3907 float gatherLight, outLight;
3908 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
3916 if( trace == NULL || trace->cluster < 0 )
3921 dd = floodLightDistance;
3922 VectorCopy( trace->normal, normal );
3924 /* check if the normal is aligned to the world-up */
3925 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
3927 if( normal[ 2 ] == 1.0f )
3929 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
3930 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3932 else if( normal[ 2 ] == -1.0f )
3934 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
3935 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3940 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
3941 CrossProduct( normal, worldUp, myRt );
3942 VectorNormalize( myRt, myRt );
3943 CrossProduct( myRt, normal, myUp );
3944 VectorNormalize( myUp, myUp );
3947 /* vortex: optimise floodLightLowQuality a bit */
3948 if ( floodLightLowQuality == qtrue )
3950 /* iterate through ordered vectors */
3951 for( i = 0; i < numFloodVectors; i++ )
3952 if (rand()%10 != 0 ) continue;
3956 /* iterate through ordered vectors */
3957 for( i = 0; i < numFloodVectors; i++ )
3961 /* transform vector into tangent space */
3962 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
3963 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
3964 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
3967 VectorMA( trace->origin, dd, direction, trace->end );
3969 //VectorMA( trace->origin, 1, direction, trace->origin );
3971 SetupTrace( trace );
3976 if (trace->compileFlags & C_SKY )
3980 else if ( trace->opaque )
3982 VectorSubtract( trace->hit, trace->origin, displacement );
3983 d=VectorLength( displacement );
3985 // d=trace->distance;
3986 //if (d>256) gatherDirt+=1;
3988 if (contribution>1) contribution=1.0f;
3990 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
3993 gatherLight+=contribution;
3998 if( gatherLight <= 0.0f )
4006 outLight=gatherLight;
4007 if( outLight > 1.0f )
4010 /* return to sender */
4015 FloodLightRawLightmap
4016 lighttracer style ambient occlusion light hack.
4017 Kudos to the dirtmapping author for most of this source.
4018 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
4019 VorteX: fixed problems with deluxemapping
4022 // floodlight pass on a lightmap
4023 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
4025 int i, x, y, *cluster;
4026 float *origin, *normal, *floodlight, floodLightAmount;
4027 surfaceInfo_t *info;
4030 // float samples, average, *floodlight2;
4032 memset(&trace,0,sizeof(trace_t));
4035 trace.testOcclusion = qtrue;
4036 trace.forceSunlight = qfalse;
4037 trace.twoSided = qtrue;
4038 trace.recvShadows = lm->recvShadows;
4039 trace.numSurfaces = lm->numLightSurfaces;
4040 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4041 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4042 trace.testAll = qfalse;
4043 trace.distance = 1024;
4045 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4046 //trace.twoSided = qfalse;
4047 for( i = 0; i < trace.numSurfaces; i++ )
4050 info = &surfaceInfos[ trace.surfaces[ i ] ];
4052 /* check twosidedness */
4053 if( info->si->twoSided )
4055 trace.twoSided = qtrue;
4060 /* gather floodlight */
4061 for( y = 0; y < lm->sh; y++ )
4063 for( x = 0; x < lm->sw; x++ )
4066 cluster = SUPER_CLUSTER( x, y );
4067 origin = SUPER_ORIGIN( x, y );
4068 normal = SUPER_NORMAL( x, y );
4069 floodlight = SUPER_FLOODLIGHT( x, y );
4071 /* set default dirt */
4074 /* only look at mapped luxels */
4079 trace.cluster = *cluster;
4080 VectorCopy( origin, trace.origin );
4081 VectorCopy( normal, trace.normal );
4083 /* get floodlight */
4084 floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4086 /* add floodlight */
4087 floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4088 floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4089 floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4090 floodlight[3] += floodlightDirectionScale;
4094 /* testing no filtering */
4100 for( y = 0; y < lm->sh; y++ )
4102 for( x = 0; x < lm->sw; x++ )
4105 cluster = SUPER_CLUSTER( x, y );
4106 floodlight = SUPER_FLOODLIGHT(x, y );
4108 /* filter dirt by adjacency to unmapped luxels */
4109 average = *floodlight;
4111 for( sy = (y - 1); sy <= (y + 1); sy++ )
4113 if( sy < 0 || sy >= lm->sh )
4116 for( sx = (x - 1); sx <= (x + 1); sx++ )
4118 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4121 /* get neighboring luxel */
4122 cluster = SUPER_CLUSTER( sx, sy );
4123 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4124 if( *cluster < 0 || *floodlight2 <= 0.0f )
4128 average += *floodlight2;
4133 if( samples <= 0.0f )
4138 if( samples <= 0.0f )
4142 *floodlight = average / samples;
4148 void FloodLightRawLightmap( int rawLightmapNum )
4152 /* bail if this number exceeds the number of raw lightmaps */
4153 if( rawLightmapNum >= numRawLightmaps )
4156 lm = &rawLightmaps[ rawLightmapNum ];
4159 if (floodlighty && floodlightIntensity)
4160 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4163 if (lm->floodlightIntensity)
4165 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4166 numSurfacesFloodlighten += 1;
4170 void FloodlightRawLightmaps()
4172 Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4173 numSurfacesFloodlighten = 0;
4174 RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4175 Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4179 FloodLightIlluminate()
4180 illuminate floodlight into lightmap luxels
4183 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4185 float *luxel, *floodlight, *deluxel, *normal;
4188 int x, y, lightmapNum;
4190 /* walk lightmaps */
4191 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4194 if( lm->superLuxels[ lightmapNum ] == NULL )
4197 /* apply floodlight to each luxel */
4198 for( y = 0; y < lm->sh; y++ )
4200 for( x = 0; x < lm->sw; x++ )
4202 /* get floodlight */
4203 floodlight = SUPER_FLOODLIGHT( x, y );
4204 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4208 cluster = SUPER_CLUSTER( x, y );
4210 /* only process mapped luxels */
4214 /* get particulars */
4215 luxel = SUPER_LUXEL( lightmapNum, x, y );
4216 deluxel = SUPER_DELUXEL( x, y );
4218 /* add to lightmap */
4219 luxel[0]+=floodlight[0];
4220 luxel[1]+=floodlight[1];
4221 luxel[2]+=floodlight[2];
4223 if (luxel[3]==0) luxel[3]=1;
4225 /* add to deluxemap */
4226 if (deluxemap && floodlight[3] > 0)
4230 normal = SUPER_NORMAL( x, y );
4231 brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
4233 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
4234 if(brightness < 0.00390625f)
4235 brightness = 0.00390625f;
4237 VectorScale( normal, brightness, lightvector );
4238 VectorAdd( deluxel, lightvector, deluxel );