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++ )
\r
1587 info = &surfaceInfos[ trace.surfaces[ i ] ];
\r
1589 /* check twosidedness */
\r
1590 if( info->si->noDirty )
\r
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 */
\r
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 * 0.25f), 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 */
\r
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 );
2208 /* debug code to colorize subsampled areas to yellow */
2209 //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2210 //% VectorSet( luxel, 255, 204, 0 );
2217 /* tertiary pass, apply dirt map (ambient occlusion) */
2221 for( y = 0; y < lm->sh; y++ )
2223 for( x = 0; x < lm->sw; x++ )
2226 cluster = SUPER_CLUSTER( x, y );
2230 /* get particulars */
2231 lightLuxel = LIGHT_LUXEL( x, y );
2232 dirt = SUPER_DIRT( x, y );
2234 /* scale light value */
2235 VectorScale( lightLuxel, *dirt, lightLuxel );
2240 /* allocate sampling lightmap storage */
2241 if( lm->superLuxels[ lightmapNum ] == NULL )
2243 /* allocate sampling lightmap storage */
2244 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2245 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2246 memset( lm->superLuxels[ lightmapNum ], 0, size );
2250 if( lightmapNum > 0 )
2252 lm->styles[ lightmapNum ] = trace.light->style;
2253 //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2256 /* copy to permanent luxels */
2257 for( y = 0; y < lm->sh; y++ )
2259 for( x = 0; x < lm->sw; x++ )
2261 /* get cluster and origin */
2262 cluster = SUPER_CLUSTER( x, y );
2265 origin = SUPER_ORIGIN( x, y );
2268 if( luxelFilterRadius )
2271 VectorClear( averageColor );
2274 /* cheaper distance-based filtering */
2275 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2277 if( sy < 0 || sy >= lm->sh )
2280 for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2282 if( sx < 0 || sx >= lm->sw )
2285 /* get particulars */
2286 cluster = SUPER_CLUSTER( sx, sy );
2289 lightLuxel = LIGHT_LUXEL( sx, sy );
2292 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2293 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2295 /* scale luxel by filter weight */
2296 VectorScale( lightLuxel, weight, color );
2297 VectorAdd( averageColor, color, averageColor );
2303 if( samples <= 0.0f )
2306 /* scale into luxel */
2307 luxel = SUPER_LUXEL( lightmapNum, x, y );
2310 /* handle negative light */
2311 if( trace.light->flags & LIGHT_NEGATIVE )
2313 luxel[ 0 ] -= averageColor[ 0 ] / samples;
2314 luxel[ 1 ] -= averageColor[ 1 ] / samples;
2315 luxel[ 2 ] -= averageColor[ 2 ] / samples;
2318 /* handle normal light */
2321 luxel[ 0 ] += averageColor[ 0 ] / samples;
2322 luxel[ 1 ] += averageColor[ 1 ] / samples;
2323 luxel[ 2 ] += averageColor[ 2 ] / samples;
2330 /* get particulars */
2331 lightLuxel = LIGHT_LUXEL( x, y );
2332 luxel = SUPER_LUXEL( lightmapNum, x, y );
2334 /* handle negative light */
2335 if( trace.light->flags & LIGHT_NEGATIVE )
2336 VectorScale( averageColor, -1.0f, averageColor );
2341 /* handle negative light */
2342 if( trace.light->flags & LIGHT_NEGATIVE )
2343 VectorSubtract( luxel, lightLuxel, luxel );
2345 /* handle normal light */
2347 VectorAdd( luxel, lightLuxel, luxel );
2353 /* free temporary luxels */
2354 if( lightLuxels != stackLightLuxels )
2355 free( lightLuxels );
2358 /* free light list */
2359 FreeTraceLights( &trace );
2361 /* floodlight pass */
2363 FloodlightIlluminateLightmap(lm);
2367 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2370 if( lm->superLuxels[ lightmapNum ] == NULL )
2373 for( y = 0; y < lm->sh; y++ )
2375 for( x = 0; x < lm->sw; x++ )
2378 cluster = SUPER_CLUSTER( x, y );
2379 //% if( *cluster < 0 )
2382 /* get particulars */
2383 luxel = SUPER_LUXEL( lightmapNum, x, y );
2384 normal = SUPER_NORMAL ( x, y );
2386 luxel[0]=(normal[0]*127)+127;
2387 luxel[1]=(normal[1]*127)+127;
2388 luxel[2]=(normal[2]*127)+127;
2394 /* -----------------------------------------------------------------
2396 ----------------------------------------------------------------- */
2400 /* walk lightmaps */
2401 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2404 if( lm->superLuxels[ lightmapNum ] == NULL )
2407 /* apply dirt to each luxel */
2408 for( y = 0; y < lm->sh; y++ )
2410 for( x = 0; x < lm->sw; x++ )
2413 cluster = SUPER_CLUSTER( x, y );
2414 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2417 /* get particulars */
2418 luxel = SUPER_LUXEL( lightmapNum, x, y );
2419 dirt = SUPER_DIRT( x, y );
2422 VectorScale( luxel, *dirt, luxel );
2426 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2432 /* -----------------------------------------------------------------
2434 ----------------------------------------------------------------- */
2436 /* walk lightmaps */
2437 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2440 if( lm->superLuxels[ lightmapNum ] == NULL )
2443 /* average occluded luxels from neighbors */
2444 for( y = 0; y < lm->sh; y++ )
2446 for( x = 0; x < lm->sw; x++ )
2448 /* get particulars */
2449 cluster = SUPER_CLUSTER( x, y );
2450 luxel = SUPER_LUXEL( lightmapNum, x, y );
2451 deluxel = SUPER_DELUXEL( x, y );
2452 normal = SUPER_NORMAL( x, y );
2454 /* determine if filtering is necessary */
2455 filterColor = qfalse;
2458 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2459 filterColor = qtrue;
2461 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2464 if( !filterColor && !filterDir )
2467 /* choose seed amount */
2468 VectorClear( averageColor );
2469 VectorClear( averageDir );
2472 /* walk 3x3 matrix */
2473 for( sy = (y - 1); sy <= (y + 1); sy++ )
2475 if( sy < 0 || sy >= lm->sh )
2478 for( sx = (x - 1); sx <= (x + 1); sx++ )
2480 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2483 /* get neighbor's particulars */
2484 cluster2 = SUPER_CLUSTER( sx, sy );
2485 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2486 deluxel2 = SUPER_DELUXEL( sx, sy );
2488 /* ignore unmapped/unlit luxels */
2489 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2490 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2493 /* add its distinctiveness to our own */
2494 VectorAdd( averageColor, luxel2, averageColor );
2495 samples += luxel2[ 3 ];
2497 VectorAdd( averageDir, deluxel2, averageDir );
2502 if( samples <= 0.0f )
2505 /* dark lightmap seams */
2508 if( lightmapNum == 0 )
2509 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2516 VectorDivide( averageColor, samples, luxel );
2520 VectorDivide( averageDir, samples, deluxel );
2522 /* set cluster to -3 */
2524 *cluster = CLUSTER_FLOODED;
2532 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2535 if( lm->superLuxels[ lightmapNum ] == NULL )
2537 for( y = 0; y < lm->sh; y++ )
2538 for( x = 0; x < lm->sw; x++ )
2541 cluster = SUPER_CLUSTER( x, y );
2542 luxel = SUPER_LUXEL( lightmapNum, x, y );
2543 deluxel = SUPER_DELUXEL( x, y );
2544 if(!luxel || !deluxel || !cluster)
2546 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2549 else if(*cluster < 0)
2552 // should have neither deluxemap nor lightmap
2554 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2559 // should have both deluxemap and lightmap
2561 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2571 IlluminateVertexes()
2572 light the surface vertexes
2575 #define VERTEX_NUDGE 4.0f
2577 void IlluminateVertexes( int num )
2579 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2580 int lightmapNum, numAvg;
2581 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2582 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2583 bspDrawSurface_t *ds;
2584 surfaceInfo_t *info;
2586 bspDrawVert_t *verts;
2588 float floodLightAmount;
\r
2592 /* get surface, info, and raw lightmap */
2593 ds = &bspDrawSurfaces[ num ];
2594 info = &surfaceInfos[ num ];
2597 /* -----------------------------------------------------------------
2598 illuminate the vertexes
2599 ----------------------------------------------------------------- */
2601 /* calculate vertex lighting for surfaces without lightmaps */
2602 if( lm == NULL || cpmaHack )
2605 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2606 trace.forceSunlight = info->si->forceSunlight;
2607 trace.recvShadows = info->recvShadows;
2608 trace.numSurfaces = 1;
2609 trace.surfaces = #
2610 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2612 /* twosided lighting */
2613 trace.twoSided = info->si->twoSided;
2615 /* make light list for this surface */
2616 CreateTraceLightsForSurface( num, &trace );
2619 verts = yDrawVerts + ds->firstVert;
2621 memset( avgColors, 0, sizeof( avgColors ) );
2623 /* walk the surface verts */
2624 for( i = 0; i < ds->numVerts; i++ )
2626 /* get vertex luxel */
2627 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2629 /* color the luxel with raw lightmap num? */
2631 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2633 /* color the luxel with luxel origin? */
2634 else if( debugOrigin )
2636 VectorSubtract( info->maxs, info->mins, temp );
2637 VectorScale( temp, (1.0f / 255.0f), temp );
2638 VectorSubtract( origin, lm->mins, temp2 );
2639 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2640 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2641 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2644 /* color the luxel with the normal */
2645 else if( normalmap )
2647 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2648 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2649 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2652 /* illuminate the vertex */
2655 /* clear vertex luxel */
2656 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2658 /* try at initial origin */
2659 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2660 if( trace.cluster >= 0 )
2663 VectorCopy( verts[ i ].xyz, trace.origin );
2664 VectorCopy( verts[ i ].normal, trace.normal );
2667 if( dirty && !bouncing )
2668 dirt = DirtForSample( &trace );
2672 /* jal: floodlight */
2673 floodLightAmount = 0.0f;
\r
2674 VectorClear( floodColor );
\r
2675 if( floodlighty && !bouncing )
\r
2677 floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
\r
2678 VectorScale( floodlightRGB, floodLightAmount, floodColor );
\r
2682 LightingAtSample( &trace, ds->vertexStyles, colors );
2685 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2688 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2690 /* jal: floodlight */
2691 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
2694 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2695 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2696 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2700 /* is this sample bright enough? */
2701 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2702 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2703 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2704 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2706 /* nudge the sample point around a bit */
2707 for( x = 0; x < 4; x++ )
2709 /* two's complement 0, 1, -1, 2, -2, etc */
2710 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2712 for( y = 0; y < 4; y++ )
2714 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2716 for( z = 0; z < 4; z++ )
2718 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2721 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2722 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2723 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2725 /* try at nudged origin */
2726 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2727 if( trace.cluster < 0 )
2731 LightingAtSample( &trace, ds->vertexStyles, colors );
2734 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2737 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2739 /* jal: floodlight */
2740 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
2743 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2744 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2747 /* bright enough? */
2748 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2749 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2750 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2751 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2758 /* add to average? */
2759 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2760 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2761 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2762 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2765 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2767 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2768 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2773 /* another happy customer */
2774 numVertsIlluminated++;
2777 /* set average color */
2780 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2781 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2785 VectorCopy( ambientColor, avgColors[ 0 ] );
2788 /* clean up and store vertex color */
2789 for( i = 0; i < ds->numVerts; i++ )
2791 /* get vertex luxel */
2792 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2794 /* store average in occluded vertexes */
2795 if( radVertLuxel[ 0 ] < 0.0f )
2797 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2799 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2800 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2803 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2808 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2811 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2812 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2815 if( bouncing || bounce == 0 || !bounceOnly )
2816 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2817 if( !info->si->noVertexLight )
2818 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2822 /* free light list */
2823 FreeTraceLights( &trace );
2825 /* return to sender */
2829 /* -----------------------------------------------------------------
2830 reconstitute vertex lighting from the luxels
2831 ----------------------------------------------------------------- */
2833 /* set styles from lightmap */
2834 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2835 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
2837 /* get max search radius */
2839 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
2841 /* walk the surface verts */
2842 verts = yDrawVerts + ds->firstVert;
2843 for( i = 0; i < ds->numVerts; i++ )
2845 /* do each lightmap */
2846 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2849 if( lm->superLuxels[ lightmapNum ] == NULL )
2852 /* get luxel coords */
2853 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
2854 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
2857 else if( x >= lm->sw )
2861 else if( y >= lm->sh )
2864 /* get vertex luxels */
2865 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2866 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2868 /* color the luxel with the normal? */
2871 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2872 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2873 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2876 /* color the luxel with surface num? */
2877 else if( debugSurfaces )
2878 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2880 /* divine color from the superluxels */
2883 /* increasing radius */
2884 VectorClear( radVertLuxel );
2886 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
2888 /* sample within radius */
2889 for( sy = (y - radius); sy <= (y + radius); sy++ )
2891 if( sy < 0 || sy >= lm->sh )
2894 for( sx = (x - radius); sx <= (x + radius); sx++ )
2896 if( sx < 0 || sx >= lm->sw )
2899 /* get luxel particulars */
2900 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2901 cluster = SUPER_CLUSTER( sx, sy );
2905 /* testing: must be brigher than ambient color */
2906 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
2909 /* add its distinctiveness to our own */
2910 VectorAdd( radVertLuxel, luxel, radVertLuxel );
2911 samples += luxel[ 3 ];
2917 if( samples > 0.0f )
2918 VectorDivide( radVertLuxel, samples, radVertLuxel );
2920 VectorCopy( ambientColor, radVertLuxel );
2923 /* store into floating point storage */
2924 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2925 numVertsIlluminated++;
2927 /* store into bytes (for vertex approximation) */
2928 if( !info->si->noVertexLight )
2929 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
2936 /* -------------------------------------------------------------------------------
2938 light optimization (-fast)
2940 creates a list of lights that will affect a surface and stores it in tw
2941 this is to optimize surface lighting by culling out as many of the
2942 lights in the world as possible from further calculation
2944 ------------------------------------------------------------------------------- */
2948 determines opaque brushes in the world and find sky shaders for sunlight calculations
2951 void SetupBrushes( void )
2953 int i, j, b, compileFlags;
2956 bspBrushSide_t *side;
2957 bspShader_t *shader;
2962 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
2965 if( opaqueBrushes == NULL )
2966 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
2969 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
2970 numOpaqueBrushes = 0;
2972 /* walk the list of worldspawn brushes */
2973 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
2976 b = bspModels[ 0 ].firstBSPBrush + i;
2977 brush = &bspBrushes[ b ];
2979 /* check all sides */
2982 for( j = 0; j < brush->numSides && inside; j++ )
2984 /* do bsp shader calculations */
2985 side = &bspBrushSides[ brush->firstSide + j ];
2986 shader = &bspShaders[ side->shaderNum ];
2988 /* get shader info */
2989 si = ShaderInfoForShader( shader->shader );
2993 /* or together compile flags */
2994 compileFlags |= si->compileFlags;
2997 /* determine if this brush is opaque to light */
2998 if( !(compileFlags & C_TRANSLUCENT) )
3000 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3006 /* emit some statistics */
3007 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3014 determines if two clusters are visible to each other using the PVS
3017 qboolean ClusterVisible( int a, int b )
3019 int portalClusters, leafBytes;
3024 if( a < 0 || b < 0 )
3032 if( numBSPVisBytes <=8 )
3036 portalClusters = ((int *) bspVisBytes)[ 0 ];
3037 leafBytes = ((int*) bspVisBytes)[ 1 ];
3038 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3041 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3050 borrowed from vlight.c
3053 int PointInLeafNum_r( vec3_t point, int nodenum )
3061 while( nodenum >= 0 )
3063 node = &bspNodes[ nodenum ];
3064 plane = &bspPlanes[ node->planeNum ];
3065 dist = DotProduct( point, plane->normal ) - plane->dist;
3067 nodenum = node->children[ 0 ];
3068 else if( dist < -0.1 )
3069 nodenum = node->children[ 1 ];
3072 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3073 if( bspLeafs[ leafnum ].cluster != -1 )
3075 nodenum = node->children[ 1 ];
3079 leafnum = -nodenum - 1;
3087 borrowed from vlight.c
3090 int PointInLeafNum( vec3_t point )
3092 return PointInLeafNum_r( point, 0 );
3098 ClusterVisibleToPoint() - ydnar
3099 returns qtrue if point can "see" cluster
3102 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3107 /* get leafNum for point */
3108 pointCluster = ClusterForPoint( point );
3109 if( pointCluster < 0 )
3113 return ClusterVisible( pointCluster, cluster );
3119 ClusterForPoint() - ydnar
3120 returns the pvs cluster for point
3123 int ClusterForPoint( vec3_t point )
3128 /* get leafNum for point */
3129 leafNum = PointInLeafNum( point );
3133 /* return the cluster */
3134 return bspLeafs[ leafNum ].cluster;
3140 ClusterForPointExt() - ydnar
3141 also takes brushes into account for occlusion testing
3144 int ClusterForPointExt( vec3_t point, float epsilon )
3146 int i, j, b, leafNum, cluster;
3149 int *brushes, numBSPBrushes;
3155 /* get leaf for point */
3156 leafNum = PointInLeafNum( point );
3159 leaf = &bspLeafs[ leafNum ];
3161 /* get the cluster */
3162 cluster = leaf->cluster;
3166 /* transparent leaf, so check point against all brushes in the leaf */
3167 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3168 numBSPBrushes = leaf->numBSPLeafBrushes;
3169 for( i = 0; i < numBSPBrushes; i++ )
3173 if( b > maxOpaqueBrush )
3175 brush = &bspBrushes[ b ];
3176 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3179 /* check point against all planes */
3181 for( j = 0; j < brush->numSides && inside; j++ )
3183 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3184 dot = DotProduct( point, plane->normal );
3190 /* if inside, return bogus cluster */
3195 /* if the point made it this far, it's not inside any opaque brushes */
3202 ClusterForPointExtFilter() - ydnar
3203 adds cluster checking against a list of known valid clusters
3206 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3211 /* get cluster for point */
3212 cluster = ClusterForPointExt( point, epsilon );
3214 /* check if filtering is necessary */
3215 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3219 for( i = 0; i < numClusters; i++ )
3221 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3232 ShaderForPointInLeaf() - ydnar
3233 checks a point against all brushes in a leaf, returning the shader of the brush
3234 also sets the cumulative surface and content flags for the brush hit
3237 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3242 int *brushes, numBSPBrushes;
3245 bspBrushSide_t *side;
3247 bspShader_t *shader;
3248 int allSurfaceFlags, allContentFlags;
3251 /* clear things out first */
3258 leaf = &bspLeafs[ leafNum ];
3260 /* transparent leaf, so check point against all brushes in the leaf */
3261 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3262 numBSPBrushes = leaf->numBSPLeafBrushes;
3263 for( i = 0; i < numBSPBrushes; i++ )
3266 brush = &bspBrushes[ brushes[ i ] ];
3268 /* check point against all planes */
3270 allSurfaceFlags = 0;
3271 allContentFlags = 0;
3272 for( j = 0; j < brush->numSides && inside; j++ )
3274 side = &bspBrushSides[ brush->firstSide + j ];
3275 plane = &bspPlanes[ side->planeNum ];
3276 dot = DotProduct( point, plane->normal );
3282 shader = &bspShaders[ side->shaderNum ];
3283 allSurfaceFlags |= shader->surfaceFlags;
3284 allContentFlags |= shader->contentFlags;
3288 /* handle if inside */
3291 /* if there are desired flags, check for same and continue if they aren't matched */
3292 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3294 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3297 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3298 *surfaceFlags = allSurfaceFlags;
3299 *contentFlags = allContentFlags;
3300 return brush->shaderNum;
3304 /* if the point made it this far, it's not inside any brushes */
3312 chops a bounding box by the plane defined by origin and normal
3313 returns qfalse if the bounds is entirely clipped away
3315 this is not exactly the fastest way to do this...
3318 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3320 /* FIXME: rewrite this so it doesn't use bloody brushes */
3328 calculates each light's effective envelope,
3329 taking into account brightness, type, and pvs.
3332 #define LIGHT_EPSILON 0.125f
3333 #define LIGHT_NUDGE 2.0f
3335 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3337 int i, x, y, z, x1, y1, z1;
3338 light_t *light, *light2, **owner;
3340 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3341 float radius, intensity;
3342 light_t *buckets[ 256 ];
3345 /* early out for weird cases where there are no lights */
3346 if( lights == NULL )
3350 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3354 numCulledLights = 0;
3356 while( *owner != NULL )
3361 /* handle negative lights */
3362 if( light->photons < 0.0f || light->add < 0.0f )
3364 light->photons *= -1.0f;
3365 light->add *= -1.0f;
3366 light->flags |= LIGHT_NEGATIVE;
3370 if( light->type == EMIT_SUN )
3374 light->envelope = MAX_WORLD_COORD * 8.0f;
3375 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3376 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3379 /* everything else */
3382 /* get pvs cluster for light */
3383 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3385 /* invalid cluster? */
3386 if( light->cluster < 0 )
3388 /* nudge the sample point around a bit */
3389 for( x = 0; x < 4; x++ )
3391 /* two's complement 0, 1, -1, 2, -2, etc */
3392 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3394 for( y = 0; y < 4; y++ )
3396 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3398 for( z = 0; z < 4; z++ )
3400 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3403 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3404 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3405 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3407 /* try at nudged origin */
3408 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3409 if( light->cluster < 0 )
3413 VectorCopy( origin, light->origin );
3419 /* only calculate for lights in pvs and outside of opaque brushes */
3420 if( light->cluster >= 0 )
3422 /* set light fast flag */
3424 light->flags |= LIGHT_FAST_TEMP;
3426 light->flags &= ~LIGHT_FAST_TEMP;
3427 if( light->si && light->si->noFast )
3428 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3430 /* clear light envelope */
3431 light->envelope = 0;
3433 /* handle area lights */
3434 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3436 /* ugly hack to calculate extent for area lights, but only done once */
3437 VectorScale( light->normal, -1.0f, dir );
3438 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3442 VectorMA( light->origin, radius, light->normal, origin );
3443 factor = PointToPolygonFormFactor( origin, dir, light->w );
3446 if( (factor * light->add) <= light->falloffTolerance )
3447 light->envelope = radius;
3450 /* check for fast mode */
3451 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3452 light->envelope = MAX_WORLD_COORD * 8.0f;
3457 intensity = light->photons;
3461 if( light->envelope <= 0.0f )
3463 /* solve distance for non-distance lights */
3464 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3465 light->envelope = MAX_WORLD_COORD * 8.0f;
3467 /* solve distance for linear lights */
3468 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3469 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3470 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3473 add = angle * light->photons * linearScale - (dist * light->fade);
3474 T = (light->photons * linearScale) - (dist * light->fade);
3475 T + (dist * light->fade) = (light->photons * linearScale);
3476 dist * light->fade = (light->photons * linearScale) - T;
3477 dist = ((light->photons * linearScale) - T) / light->fade;
3480 /* solve for inverse square falloff */
3482 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3485 add = light->photons / (dist * dist);
3486 T = light->photons / (dist * dist);
3487 T * (dist * dist) = light->photons;
3488 dist = sqrt( light->photons / T );
3492 /* chop radius against pvs */
3495 ClearBounds( mins, maxs );
3497 /* check all leaves */
3498 for( i = 0; i < numBSPLeafs; i++ )
3501 leaf = &bspLeafs[ i ];
3504 if( leaf->cluster < 0 )
3506 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3509 /* add this leafs bbox to the bounds */
3510 VectorCopy( leaf->mins, origin );
3511 AddPointToBounds( origin, mins, maxs );
3512 VectorCopy( leaf->maxs, origin );
3513 AddPointToBounds( origin, mins, maxs );
3516 /* test to see if bounds encompass light */
3517 for( i = 0; i < 3; i++ )
3519 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3521 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3522 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3523 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3524 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3525 AddPointToBounds( light->origin, mins, maxs );
3529 /* chop the bounds by a plane for area lights and spotlights */
3530 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3531 ChopBounds( mins, maxs, light->origin, light->normal );
3534 VectorCopy( mins, light->mins );
3535 VectorCopy( maxs, light->maxs );
3537 /* reflect bounds around light origin */
3538 //% VectorMA( light->origin, -1.0f, origin, origin );
3539 VectorScale( light->origin, 2, origin );
3540 VectorSubtract( origin, maxs, origin );
3541 AddPointToBounds( origin, mins, maxs );
3542 //% VectorMA( light->origin, -1.0f, mins, origin );
3543 VectorScale( light->origin, 2, origin );
3544 VectorSubtract( origin, mins, origin );
3545 AddPointToBounds( origin, mins, maxs );
3547 /* calculate spherical bounds */
3548 VectorSubtract( maxs, light->origin, dir );
3549 radius = (float) VectorLength( dir );
3551 /* if this radius is smaller than the envelope, then set the envelope to it */
3552 if( radius < light->envelope )
3554 light->envelope = radius;
3555 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3558 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3561 /* add grid/surface only check */
3564 if( !(light->flags & LIGHT_GRID) )
3565 light->envelope = 0.0f;
3569 if( !(light->flags & LIGHT_SURFACES) )
3570 light->envelope = 0.0f;
3575 if( light->cluster < 0 || light->envelope <= 0.0f )
3578 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3580 /* delete the light */
3582 *owner = light->next;
3583 if( light->w != NULL )
3590 /* square envelope */
3591 light->envelope2 = (light->envelope * light->envelope);
3593 /* increment light count */
3596 /* set next light */
3597 owner = &((**owner).next);
3600 /* bucket sort lights by style */
3601 memset( buckets, 0, sizeof( buckets ) );
3603 for( light = lights; light != NULL; light = light2 )
3605 /* get next light */
3606 light2 = light->next;
3608 /* filter into correct bucket */
3609 light->next = buckets[ light->style ];
3610 buckets[ light->style ] = light;
3612 /* if any styled light is present, automatically set nocollapse */
3613 if( light->style != LS_NORMAL )
3617 /* filter back into light list */
3619 for( i = 255; i >= 0; i-- )
3622 for( light = buckets[ i ]; light != NULL; light = light2 )
3624 light2 = light->next;
3625 light->next = lights;
3630 /* emit some statistics */
3631 Sys_Printf( "%9d total lights\n", numLights );
3632 Sys_Printf( "%9d culled lights\n", numCulledLights );
3638 CreateTraceLightsForBounds()
3639 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3642 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3646 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3647 float radius, dist, length;
3650 /* potential pre-setup */
3651 if( numLights == 0 )
3652 SetupEnvelopes( qfalse, fast );
3655 //% 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 ] );
3657 /* allocate the light list */
3658 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3659 trace->numLights = 0;
3661 /* calculate spherical bounds */
3662 VectorAdd( mins, maxs, origin );
3663 VectorScale( origin, 0.5f, origin );
3664 VectorSubtract( maxs, origin, dir );
3665 radius = (float) VectorLength( dir );
3667 /* get length of normal vector */
3668 if( normal != NULL )
3669 length = VectorLength( normal );
3672 normal = nullVector;
3676 /* test each light and see if it reaches the sphere */
3677 /* note: the attenuation code MUST match LightingAtSample() */
3678 for( light = lights; light; light = light->next )
3680 /* check zero sized envelope */
3681 if( light->envelope <= 0 )
3683 lightsEnvelopeCulled++;
3688 if( !(light->flags & flags) )
3691 /* sunlight skips all this nonsense */
3692 if( light->type != EMIT_SUN )
3698 /* check against pvs cluster */
3699 if( numClusters > 0 && clusters != NULL )
3701 for( i = 0; i < numClusters; i++ )
3703 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3708 if( i == numClusters )
3710 lightsClusterCulled++;
3715 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3716 VectorSubtract( light->origin, origin, dir );
3717 dist = VectorLength( dir );
3718 dist -= light->envelope;
3722 lightsEnvelopeCulled++;
3726 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3729 for( i = 0; i < 3; i++ )
3731 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3736 lightsBoundsCulled++;
3742 /* planar surfaces (except twosided surfaces) have a couple more checks */
3743 if( length > 0.0f && trace->twoSided == qfalse )
3745 /* lights coplanar with a surface won't light it */
3746 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3748 lightsPlaneCulled++;
3752 /* check to see if light is behind the plane */
3753 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3755 lightsPlaneCulled++;
3760 /* add this light */
3761 trace->lights[ trace->numLights++ ] = light;
3764 /* make last night null */
3765 trace->lights[ trace->numLights ] = NULL;
3770 void FreeTraceLights( trace_t *trace )
3772 if( trace->lights != NULL )
3773 free( trace->lights );
3779 CreateTraceLightsForSurface()
3780 creates a list of lights that can potentially affect a drawsurface
3783 void CreateTraceLightsForSurface( int num, trace_t *trace )
3786 vec3_t mins, maxs, normal;
3788 bspDrawSurface_t *ds;
3789 surfaceInfo_t *info;
3796 /* get drawsurface and info */
3797 ds = &bspDrawSurfaces[ num ];
3798 info = &surfaceInfos[ num ];
3800 /* get the mins/maxs for the dsurf */
3801 ClearBounds( mins, maxs );
3802 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3803 for( i = 0; i < ds->numVerts; i++ )
3805 dv = &yDrawVerts[ ds->firstVert + i ];
3806 AddPointToBounds( dv->xyz, mins, maxs );
3807 if( !VectorCompare( dv->normal, normal ) )
3808 VectorClear( normal );
3811 /* create the lights for the bounding box */
3812 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3815 /////////////////////////////////////////////////////////////
3817 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3818 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3819 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3820 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3822 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3823 static int numFloodVectors = 0;
3825 void SetupFloodLight( void )
3828 float angle, elevation, angleStep, elevationStep;
3830 double v1,v2,v3,v4,v5;
3833 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
3835 /* calculate angular steps */
3836 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
3837 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
3841 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
3843 /* iterate elevation */
3844 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
3846 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
3847 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
3848 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
3853 /* emit some statistics */
3854 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
3857 value = ValueForKey( &entities[ 0 ], "_floodlight" );
3859 if( value[ 0 ] != '\0' )
3862 v4=floodlightDistance;
3863 v5=floodlightIntensity;
3865 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
3867 floodlightRGB[0]=v1;
3868 floodlightRGB[1]=v2;
3869 floodlightRGB[2]=v3;
3871 if (VectorLength(floodlightRGB)==0)
3873 VectorSet(floodlightRGB,240,240,255);
3879 floodlightDistance=v4;
3880 floodlightIntensity=v5;
3882 floodlighty = qtrue;
3883 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3887 VectorSet(floodlightRGB,240,240,255);
3888 //floodlighty = qtrue;
3889 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
3891 VectorNormalize(floodlightRGB,floodlightRGB);
3895 FloodLightForSample()
3896 calculates floodlight value for a given sample
3897 once again, kudos to the dirtmapping coder
3900 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
3906 float gatherLight, outLight;
3907 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
3915 if( trace == NULL || trace->cluster < 0 )
3920 dd = floodLightDistance;
3921 VectorCopy( trace->normal, normal );
3923 /* check if the normal is aligned to the world-up */
3924 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
3926 if( normal[ 2 ] == 1.0f )
3928 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
3929 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3931 else if( normal[ 2 ] == -1.0f )
3933 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
3934 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
3939 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
3940 CrossProduct( normal, worldUp, myRt );
3941 VectorNormalize( myRt, myRt );
3942 CrossProduct( myRt, normal, myUp );
3943 VectorNormalize( myUp, myUp );
3946 /* vortex: optimise floodLightLowQuality a bit */
3947 if ( floodLightLowQuality == qtrue )
3949 /* iterate through ordered vectors */
3950 for( i = 0; i < numFloodVectors; i++ )
3951 if (rand()%10 != 0 ) continue;
3955 /* iterate through ordered vectors */
3956 for( i = 0; i < numFloodVectors; i++ )
3960 /* transform vector into tangent space */
3961 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
3962 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
3963 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
3966 VectorMA( trace->origin, dd, direction, trace->end );
3968 //VectorMA( trace->origin, 1, direction, trace->origin );
3970 SetupTrace( trace );
3975 if (trace->compileFlags & C_SKY )
3979 else if ( trace->opaque )
3981 VectorSubtract( trace->hit, trace->origin, displacement );
3982 d=VectorLength( displacement );
3984 // d=trace->distance;
3985 //if (d>256) gatherDirt+=1;
3987 if (contribution>1) contribution=1.0f;
3989 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
3992 gatherLight+=contribution;
3997 if( gatherLight <= 0.0f )
4005 outLight=gatherLight;
4006 if( outLight > 1.0f )
4009 /* return to sender */
4014 FloodLightRawLightmap
4015 lighttracer style ambient occlusion light hack.
4016 Kudos to the dirtmapping author for most of this source.
4017 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
4018 VorteX: fixed problems with deluxemapping
4021 // floodlight pass on a lightmap
4022 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
4024 int i, x, y, *cluster;
4025 float *origin, *normal, *floodlight, floodLightAmount;
4026 surfaceInfo_t *info;
4029 // float samples, average, *floodlight2;
4031 memset(&trace,0,sizeof(trace_t));
4034 trace.testOcclusion = qtrue;
4035 trace.forceSunlight = qfalse;
4036 trace.twoSided = qtrue;
4037 trace.recvShadows = lm->recvShadows;
4038 trace.numSurfaces = lm->numLightSurfaces;
4039 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4040 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4041 trace.testAll = qfalse;
4042 trace.distance = 1024;
4044 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4045 //trace.twoSided = qfalse;
4046 for( i = 0; i < trace.numSurfaces; i++ )
4049 info = &surfaceInfos[ trace.surfaces[ i ] ];
4051 /* check twosidedness */
4052 if( info->si->twoSided )
4054 trace.twoSided = qtrue;
4059 /* gather floodlight */
4060 for( y = 0; y < lm->sh; y++ )
4062 for( x = 0; x < lm->sw; x++ )
4065 cluster = SUPER_CLUSTER( x, y );
4066 origin = SUPER_ORIGIN( x, y );
4067 normal = SUPER_NORMAL( x, y );
4068 floodlight = SUPER_FLOODLIGHT( x, y );
4070 /* set default dirt */
4073 /* only look at mapped luxels */
4078 trace.cluster = *cluster;
4079 VectorCopy( origin, trace.origin );
4080 VectorCopy( normal, trace.normal );
4082 /* get floodlight */
4083 floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4085 /* add floodlight */
4086 floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4087 floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4088 floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4089 floodlight[3] += floodlightDirectionScale;
4093 /* testing no filtering */
4099 for( y = 0; y < lm->sh; y++ )
4101 for( x = 0; x < lm->sw; x++ )
4104 cluster = SUPER_CLUSTER( x, y );
4105 floodlight = SUPER_FLOODLIGHT(x, y );
4107 /* filter dirt by adjacency to unmapped luxels */
4108 average = *floodlight;
4110 for( sy = (y - 1); sy <= (y + 1); sy++ )
4112 if( sy < 0 || sy >= lm->sh )
4115 for( sx = (x - 1); sx <= (x + 1); sx++ )
4117 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4120 /* get neighboring luxel */
4121 cluster = SUPER_CLUSTER( sx, sy );
4122 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4123 if( *cluster < 0 || *floodlight2 <= 0.0f )
4127 average += *floodlight2;
4132 if( samples <= 0.0f )
4137 if( samples <= 0.0f )
4141 *floodlight = average / samples;
4147 void FloodLightRawLightmap( int rawLightmapNum )
4151 /* bail if this number exceeds the number of raw lightmaps */
4152 if( rawLightmapNum >= numRawLightmaps )
4155 lm = &rawLightmaps[ rawLightmapNum ];
4158 if (floodlighty && floodlightIntensity)
4159 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4162 if (lm->floodlightIntensity)
4164 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4165 numSurfacesFloodlighten += 1;
4169 void FloodlightRawLightmaps()
4171 Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4172 numSurfacesFloodlighten = 0;
4173 RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4174 Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4178 FloodLightIlluminate()
4179 illuminate floodlight into lightmap luxels
4182 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4184 float *luxel, *floodlight, *deluxel, *normal;
4187 int x, y, lightmapNum;
4189 /* walk lightmaps */
4190 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4193 if( lm->superLuxels[ lightmapNum ] == NULL )
4196 /* apply floodlight to each luxel */
4197 for( y = 0; y < lm->sh; y++ )
4199 for( x = 0; x < lm->sw; x++ )
4201 /* get floodlight */
4202 floodlight = SUPER_FLOODLIGHT( x, y );
4203 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4207 cluster = SUPER_CLUSTER( x, y );
4209 /* only process mapped luxels */
4213 /* get particulars */
4214 luxel = SUPER_LUXEL( lightmapNum, x, y );
4215 deluxel = SUPER_DELUXEL( x, y );
4217 /* add to lightmap */
4218 luxel[0]+=floodlight[0];
4219 luxel[1]+=floodlight[1];
4220 luxel[2]+=floodlight[2];
4222 if (luxel[3]==0) luxel[3]=1;
4224 /* add to deluxemap */
4225 if (deluxemap && floodlight[3] > 0)
\r
4227 vec3_t lightvector;
\r
4229 normal = SUPER_NORMAL( x, y );
4230 brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
\r
4232 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
\r
4233 if(brightness < 0.00390625f)
\r
4234 brightness = 0.00390625f;
\r
4236 VectorScale( normal, brightness, lightvector );
4237 VectorAdd( deluxel, lightvector, deluxel );