1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
44 ydnar: moved to here 2001-02-04
47 void ColorToBytes( const float *color, byte *colorBytes, float scale )
55 /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
59 /* make a local copy */
60 VectorScale( color, scale, sample );
63 gamma = 1.0f / lightmapGamma;
64 for( i = 0; i < 3; i++ )
66 /* handle negative light */
67 if( sample[ i ] < 0.0f )
74 sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
77 if (lightmapExposure == 1)
79 /* clamp with color normalization */
81 if( sample[ 1 ] > max )
83 if( sample[ 2 ] > max )
86 VectorScale( sample, (255.0f / max), sample );
90 if (lightmapExposure==0)
92 lightmapExposure=1.0f;
94 inv=1.f/lightmapExposure;
98 if( sample[ 1 ] > max )
100 if( sample[ 2 ] > max )
103 dif = (1- exp(-max * inv) ) * 255;
121 /* compensate for ingame overbrighting/bitshifting */
122 VectorScale( sample, (1.0f / lightmapCompensate), sample );
125 colorBytes[ 0 ] = sample[ 0 ];
126 colorBytes[ 1 ] = sample[ 1 ];
127 colorBytes[ 2 ] = sample[ 2 ];
132 /* -------------------------------------------------------------------------------
134 this section deals with phong shading (normal interpolation across brush faces)
136 ------------------------------------------------------------------------------- */
140 smooths together coincident vertex normals across the bsp
143 #define MAX_SAMPLES 256
144 #define THETA_EPSILON 0.000001
145 #define EQUAL_NORMAL_EPSILON 0.01
147 void SmoothNormals( void )
149 int i, j, k, f, cs, numVerts, numVotes, fOld, start;
150 float shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
151 bspDrawSurface_t *ds;
155 vec3_t average, diff;
156 int indexes[ MAX_SAMPLES ];
157 vec3_t votes[ MAX_SAMPLES ];
160 /* allocate shade angle table */
161 shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
162 memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
164 /* allocate smoothed table */
165 cs = (numBSPDrawVerts / 8) + 1;
166 smoothed = safe_malloc( cs );
167 memset( smoothed, 0, cs );
169 /* set default shade angle */
170 defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
173 /* run through every surface and flag verts belonging to non-lightmapped surfaces
174 and set per-vertex smoothing angle */
175 for( i = 0; i < numBSPDrawSurfaces; i++ )
178 ds = &bspDrawSurfaces[ i ];
180 /* get shader for shade angle */
181 si = surfaceInfos[ i ].si;
182 if( si->shadeAngleDegrees )
183 shadeAngle = DEG2RAD( si->shadeAngleDegrees );
185 shadeAngle = defaultShadeAngle;
186 if( shadeAngle > maxShadeAngle )
187 maxShadeAngle = shadeAngle;
190 for( j = 0; j < ds->numVerts; j++ )
192 f = ds->firstVert + j;
193 shadeAngles[ f ] = shadeAngle;
194 if( ds->surfaceType == MST_TRIANGLE_SOUP )
195 smoothed[ f >> 3 ] |= (1 << (f & 7));
198 /* ydnar: optional force-to-trisoup */
199 if( trisoup && ds->surfaceType == MST_PLANAR )
201 ds->surfaceType = MST_TRIANGLE_SOUP;
202 ds->lightmapNum[ 0 ] = -3;
206 /* bail if no surfaces have a shade angle */
207 if( maxShadeAngle == 0 )
216 start = I_FloatTime();
218 /* go through the list of vertexes */
219 for( i = 0; i < numBSPDrawVerts; i++ )
222 f = 10 * i / numBSPDrawVerts;
226 Sys_Printf( "%i...", f );
229 /* already smoothed? */
230 if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
234 VectorClear( average );
238 /* build a table of coincident vertexes */
239 for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
241 /* already smoothed? */
242 if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
246 if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
249 /* use smallest shade angle */
250 shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
252 /* check shade angle */
253 dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
256 else if( dot < -1.0 )
258 testAngle = acos( dot ) + THETA_EPSILON;
259 if( testAngle >= shadeAngle )
261 //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
264 //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
266 /* add to the list */
267 indexes[ numVerts++ ] = j;
270 smoothed[ j >> 3 ] |= (1 << (j & 7));
272 /* see if this normal has already been voted */
273 for( k = 0; k < numVotes; k++ )
275 VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
276 if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
277 fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
278 fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
282 /* add a new vote? */
283 if( k == numVotes && numVotes < MAX_SAMPLES )
285 VectorAdd( average, bspDrawVerts[ j ].normal, average );
286 VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
291 /* don't average for less than 2 verts */
296 if( VectorNormalize( average, average ) > 0 )
299 for( j = 0; j < numVerts; j++ )
300 VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
304 /* free the tables */
309 Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
314 /* -------------------------------------------------------------------------------
316 this section deals with phong shaded lightmap tracing
318 ------------------------------------------------------------------------------- */
320 /* 9th rewrite (recursive subdivision of a lightmap triangle) */
324 calculates the st tangent vectors for normalmapping
327 static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
334 /* calculate barycentric basis for the triangle */
335 bb = (dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]) - (dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]);
336 if( fabs( bb ) < 0.00000001f )
340 for( i = 0; i < numVerts; i++ )
342 /* calculate s tangent vector */
343 s = dv[ i ]->st[ 0 ] + 10.0f;
344 t = dv[ i ]->st[ 1 ];
345 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
346 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
347 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
349 stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
350 stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
351 stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
353 VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
354 VectorNormalize( stv[ i ], stv[ i ] );
356 /* calculate t tangent vector */
357 s = dv[ i ]->st[ 0 ];
358 t = dv[ i ]->st[ 1 ] + 10.0f;
359 bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
360 bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
361 bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
363 ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
364 ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
365 ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
367 VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
368 VectorNormalize( ttv[ i ], ttv[ i ] );
371 //% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
372 //% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
375 /* return to caller */
384 perterbs the normal by the shader's normalmap in tangent space
387 static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
394 VectorCopy( dv->normal, pNormal );
396 /* sample normalmap */
397 if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
400 /* remap sampled normal from [0,255] to [-1,-1] */
401 for( i = 0; i < 3; i++ )
402 bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
404 /* scale tangent vectors and add to original normal */
405 VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
406 VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
407 VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
409 /* renormalize and return */
410 VectorNormalize( pNormal, pNormal );
417 maps a luxel for triangle bv at
421 #define BOGUS_NUDGE -99999.0f
423 static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
425 int i, x, y, numClusters, *clusters, pointCluster, *cluster;
426 float *luxel, *origin, *normal, d, lightmapSampleOffset;
433 vec4_t sideplane, hostplane;
438 static float nudges[][ 2 ] =
440 //%{ 0, 0 }, /* try center first */
441 { -NUDGE, 0 }, /* left */
442 { NUDGE, 0 }, /* right */
443 { 0, NUDGE }, /* up */
444 { 0, -NUDGE }, /* down */
445 { -NUDGE, NUDGE }, /* left/up */
446 { NUDGE, -NUDGE }, /* right/down */
447 { NUDGE, NUDGE }, /* right/up */
448 { -NUDGE, -NUDGE }, /* left/down */
449 { BOGUS_NUDGE, BOGUS_NUDGE }
453 /* find luxel xy coords (fixme: subtract 0.5?) */
454 x = dv->lightmap[ 0 ][ 0 ];
455 y = dv->lightmap[ 0 ][ 1 ];
458 else if( x >= lm->sw )
462 else if( y >= lm->sh )
465 /* set shader and cluster list */
469 numClusters = info->numSurfaceClusters;
470 clusters = &surfaceClusters[ info->firstSurfaceCluster ];
479 /* get luxel, origin, cluster, and normal */
480 luxel = SUPER_LUXEL( 0, x, y );
481 origin = SUPER_ORIGIN( x, y );
482 normal = SUPER_NORMAL( x, y );
483 cluster = SUPER_CLUSTER( x, y );
485 /* don't attempt to remap occluded luxels for planar surfaces */
486 if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
489 /* only average the normal for premapped luxels */
490 else if( (*cluster) >= 0 )
492 /* do bumpmap calculations */
494 PerturbNormal( dv, si, pNormal, stv, ttv );
496 VectorCopy( dv->normal, pNormal );
498 /* add the additional normal data */
499 VectorAdd( normal, pNormal, normal );
504 /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
508 /* axial lightmap projection */
509 if( lm->vecs != NULL )
511 /* calculate an origin for the sample from the lightmap vectors */
512 VectorCopy( lm->origin, origin );
513 for( i = 0; i < 3; i++ )
515 /* add unless it's the axis, which is taken care of later */
516 if( i == lm->axisNum )
518 origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
521 /* project the origin onto the plane */
522 d = DotProduct( origin, plane ) - plane[ 3 ];
523 d /= plane[ lm->axisNum ];
524 origin[ lm->axisNum ] -= d;
527 /* non axial lightmap projection (explicit xyz) */
529 VectorCopy( dv->xyz, origin );
531 //////////////////////
532 //27's test to make sure samples stay within the triangle boundaries
533 //1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
534 //2) if it does, nudge it onto the correct side.
536 if (worldverts!=NULL && lightmapTriangleCheck)
540 VectorCopy(worldverts[j],cverts[j]);
542 PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
548 //build plane using 2 edges and a normal
551 VectorCopy(cverts[next],temp);
552 VectorAdd(temp,hostplane,temp);
553 PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
555 //planetest sample point
556 e=DotProduct(origin,sideplane);
561 //VectorClear(origin);
562 //Move the sample point back inside triangle bounds
563 origin[0]-=sideplane[0]*(e+1);
564 origin[1]-=sideplane[1]*(e+1);
565 origin[2]-=sideplane[2]*(e+1);
574 ////////////////////////
576 /* planar surfaces have precalculated lightmap vectors for nudging */
577 if( lm->plane != NULL )
579 VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
580 VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
581 VectorCopy( lm->plane, vecs[ 2 ] );
584 /* non-planar surfaces must calculate them */
588 VectorCopy( plane, vecs[ 2 ] );
590 VectorCopy( dv->normal, vecs[ 2 ] );
591 MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
594 /* push the origin off the surface a bit */
596 lightmapSampleOffset = si->lightmapSampleOffset;
598 lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
599 if( lm->axisNum < 0 )
600 VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
601 else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
602 origin[ lm->axisNum ] -= lightmapSampleOffset;
604 origin[ lm->axisNum ] += lightmapSampleOffset;
606 VectorCopy(origin,origintwo);
607 if(lightmapExtraVisClusterNudge)
609 origintwo[0]+=vecs[2][0];
610 origintwo[1]+=vecs[2][1];
611 origintwo[2]+=vecs[2][2];
615 pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
617 /* another retarded hack, storing nudge count in luxel[ 1 ] */
620 /* point in solid? (except in dark mode) */
621 if( pointCluster < 0 && dark == qfalse )
623 /* nudge the the location around */
625 while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
627 /* nudge the vector around a bit */
628 for( i = 0; i < 3; i++ )
630 /* set nudged point*/
631 nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
635 /* get pvs cluster */
636 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
637 if( pointCluster >= 0 )
638 VectorCopy( nudged, origin );
643 /* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
644 if( pointCluster < 0 && si != NULL && dark == qfalse )
646 VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
647 pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
648 if( pointCluster >= 0 )
649 VectorCopy( nudged, origin );
654 if( pointCluster < 0 )
656 (*cluster) = CLUSTER_OCCLUDED;
657 VectorClear( origin );
658 VectorClear( normal );
664 //% Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
666 /* do bumpmap calculations */
668 PerturbNormal( dv, si, pNormal, stv, ttv );
670 VectorCopy( dv->normal, pNormal );
672 /* store the cluster and normal */
673 (*cluster) = pointCluster;
674 VectorCopy( pNormal, normal );
676 /* store explicit mapping pass and implicit mapping pass */
691 recursively subdivides a triangle until its edges are shorter
692 than the distance between two luxels (thanks jc :)
695 static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
697 bspDrawVert_t mid, *dv2[ 3 ];
701 /* map the vertexes */
703 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
704 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
705 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
711 float *a, *b, dx, dy, dist, maxDist;
714 /* find the longest edge and split it */
717 for( i = 0; i < 3; i++ )
720 a = dv[ i ]->lightmap[ 0 ];
721 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
724 dx = a[ 0 ] - b[ 0 ];
725 dy = a[ 1 ] - b[ 1 ];
726 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
736 /* try to early out */
737 if( max < 0 || maxDist <= subdivideThreshold ) /* ydnar: was i < 0 instead of max < 0 (?) */
741 /* split the longest edge and map it */
742 LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
743 MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
745 /* push the point up a little bit to account for fp creep (fixme: revisit this) */
746 //% VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
748 /* recurse to first triangle */
749 VectorCopy( dv, dv2 );
751 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
753 /* recurse to second triangle */
754 VectorCopy( dv, dv2 );
755 dv2[ (max + 1) % 3 ] = ∣
756 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
763 seed function for MapTriangle_r()
764 requires a cw ordered triangle
767 static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
771 vec3_t *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
772 vec3_t worldverts[ 3 ];
775 /* get plane if possible */
776 if( lm->plane != NULL )
778 VectorCopy( lm->plane, plane );
779 plane[ 3 ] = lm->plane[ 3 ];
782 /* otherwise make one from the points */
783 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
786 /* check to see if we need to calculate texture->world tangent vectors */
787 if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
798 VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
799 VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
800 VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
802 /* map the vertexes */
803 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
804 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
805 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
807 /* 2002-11-20: prefer axial triangle edges */
810 /* subdivide the triangle */
811 MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
815 for( i = 0; i < 3; i++ )
818 bspDrawVert_t *dv2[ 3 ];
822 a = dv[ i ]->lightmap[ 0 ];
823 b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
825 /* make degenerate triangles for mapping edges */
826 if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
829 dv2[ 1 ] = dv[ (i + 1) % 3 ];
830 dv2[ 2 ] = dv[ (i + 1) % 3 ];
832 /* map the degenerate triangle */
833 MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
844 recursively subdivides a quad until its edges are shorter
845 than the distance between two luxels
848 static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] )
850 bspDrawVert_t mid[ 2 ], *dv2[ 4 ];
857 float *a, *b, dx, dy, dist, maxDist;
860 /* find the longest edge and split it */
863 for( i = 0; i < 4; i++ )
866 a = dv[ i ]->lightmap[ 0 ];
867 b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
870 dx = a[ 0 ] - b[ 0 ];
871 dy = a[ 1 ] - b[ 1 ];
872 dist = (dx * dx) + (dy * dy); //% sqrt( (dx * dx) + (dy * dy) );
882 /* try to early out */
883 if( max < 0 || maxDist <= subdivideThreshold )
887 /* we only care about even/odd edges */
890 /* split the longest edges */
891 LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
892 LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
894 /* map the vertexes */
895 MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
896 MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
901 /* recurse to first quad */
903 dv2[ 1 ] = &mid[ 0 ];
904 dv2[ 2 ] = &mid[ 1 ];
906 MapQuad_r( lm, info, dv2, plane, stv, ttv );
908 /* recurse to second quad */
909 dv2[ 0 ] = &mid[ 0 ];
912 dv2[ 3 ] = &mid[ 1 ];
913 MapQuad_r( lm, info, dv2, plane, stv, ttv );
919 /* recurse to first quad */
922 dv2[ 2 ] = &mid[ 0 ];
923 dv2[ 3 ] = &mid[ 1 ];
924 MapQuad_r( lm, info, dv2, plane, stv, ttv );
926 /* recurse to second quad */
927 dv2[ 0 ] = &mid[ 1 ];
928 dv2[ 1 ] = &mid[ 0 ];
931 MapQuad_r( lm, info, dv2, plane, stv, ttv );
939 seed function for MapQuad_r()
940 requires a cw ordered triangle quad
943 #define QUAD_PLANAR_EPSILON 0.5f
945 static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
949 vec3_t *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
952 /* get plane if possible */
953 if( lm->plane != NULL )
955 VectorCopy( lm->plane, plane );
956 plane[ 3 ] = lm->plane[ 3 ];
959 /* otherwise make one from the points */
960 else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
963 /* 4th point must fall on the plane */
964 dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
965 if( fabs( dist ) > QUAD_PLANAR_EPSILON )
968 /* check to see if we need to calculate texture->world tangent vectors */
969 if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
980 /* map the vertexes */
981 MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
982 MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
983 MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
984 MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
986 /* subdivide the quad */
987 MapQuad_r( lm, info, dv, plane, stv, ttv );
995 maps the locations, normals, and pvs clusters for a raw lightmap
998 #define VectorDivide( in, d, out ) VectorScale( in, (1.0f / (d)), out ) //% (out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)
1000 void MapRawLightmap( int rawLightmapNum )
1002 int n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
1003 float *luxel, *origin, *normal, samples, radius, pass;
1005 bspDrawSurface_t *ds;
1006 surfaceInfo_t *info;
1007 mesh_t src, *subdivided, *mesh;
1008 bspDrawVert_t *verts, *dv[ 4 ], fake;
1011 /* bail if this number exceeds the number of raw lightmaps */
1012 if( rawLightmapNum >= numRawLightmaps )
1016 lm = &rawLightmaps[ rawLightmapNum ];
1018 /* -----------------------------------------------------------------
1019 map referenced surfaces onto the raw lightmap
1020 ----------------------------------------------------------------- */
1022 /* walk the list of surfaces on this raw lightmap */
1023 for( n = 0; n < lm->numLightSurfaces; n++ )
1025 /* with > 1 surface per raw lightmap, clear occluded */
1028 for( y = 0; y < lm->sh; y++ )
1030 for( x = 0; x < lm->sw; x++ )
1033 cluster = SUPER_CLUSTER( x, y );
1035 *cluster = CLUSTER_UNMAPPED;
1041 num = lightSurfaces[ lm->firstLightSurface + n ];
1042 ds = &bspDrawSurfaces[ num ];
1043 info = &surfaceInfos[ num ];
1045 /* bail if no lightmap to calculate */
1046 if( info->lm != lm )
1052 /* map the surface onto the lightmap origin/cluster/normal buffers */
1053 switch( ds->surfaceType )
1057 verts = yDrawVerts + ds->firstVert;
1059 /* map the triangles */
1060 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1062 for( i = 0; i < ds->numIndexes; i += 3 )
1064 dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
1065 dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
1066 dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
1067 MapTriangle( lm, info, dv, mapNonAxial );
1073 /* make a mesh from the drawsurf */
1074 src.width = ds->patchWidth;
1075 src.height = ds->patchHeight;
1076 src.verts = &yDrawVerts[ ds->firstVert ];
1077 //% subdivided = SubdivideMesh( src, 8, 512 );
1078 subdivided = SubdivideMesh2( src, info->patchIterations );
1080 /* fit it to the curve and remove colinear verts on rows/columns */
1081 PutMeshOnCurve( *subdivided );
1082 mesh = RemoveLinearMeshColumnsRows( subdivided );
1083 FreeMesh( subdivided );
1086 verts = mesh->verts;
1092 Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
1093 lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
1094 lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
1095 lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
1099 /* map the mesh quads */
1102 for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
1104 for( y = 0; y < (mesh->height - 1); y++ )
1106 for( x = 0; x < (mesh->width - 1); x++ )
1109 pw[ 0 ] = x + (y * mesh->width);
1110 pw[ 1 ] = x + ((y + 1) * mesh->width);
1111 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1112 pw[ 3 ] = x + 1 + (y * mesh->width);
1113 pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
1118 /* get drawverts and map first triangle */
1119 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1120 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1121 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1122 MapTriangle( lm, info, dv, mapNonAxial );
1124 /* get drawverts and map second triangle */
1125 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1126 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1127 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1128 MapTriangle( lm, info, dv, mapNonAxial );
1135 for( y = 0; y < (mesh->height - 1); y++ )
1137 for( x = 0; x < (mesh->width - 1); x++ )
1140 pw[ 0 ] = x + (y * mesh->width);
1141 pw[ 1 ] = x + ((y + 1) * mesh->width);
1142 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
1143 pw[ 3 ] = x + 1 + (y * mesh->width);
1149 /* attempt to map quad first */
1150 dv[ 0 ] = &verts[ pw[ r + 0 ] ];
1151 dv[ 1 ] = &verts[ pw[ r + 1 ] ];
1152 dv[ 2 ] = &verts[ pw[ r + 2 ] ];
1153 dv[ 3 ] = &verts[ pw[ r + 3 ] ];
1154 if( MapQuad( lm, info, dv ) )
1157 /* get drawverts and map first triangle */
1158 MapTriangle( lm, info, dv, mapNonAxial );
1160 /* get drawverts and map second triangle */
1161 dv[ 1 ] = &verts[ pw[ r + 2 ] ];
1162 dv[ 2 ] = &verts[ pw[ r + 3 ] ];
1163 MapTriangle( lm, info, dv, mapNonAxial );
1178 /* -----------------------------------------------------------------
1179 average and clean up luxel normals
1180 ----------------------------------------------------------------- */
1182 /* walk the luxels */
1183 for( y = 0; y < lm->sh; y++ )
1185 for( x = 0; x < lm->sw; x++ )
1188 luxel = SUPER_LUXEL( 0, x, y );
1189 normal = SUPER_NORMAL( x, y );
1190 cluster = SUPER_CLUSTER( x, y );
1192 /* only look at mapped luxels */
1196 /* the normal data could be the sum of multiple samples */
1197 if( luxel[ 3 ] > 1.0f )
1198 VectorNormalize( normal, normal );
1200 /* mark this luxel as having only one normal */
1205 /* non-planar surfaces stop here */
1206 if( lm->plane == NULL )
1209 /* -----------------------------------------------------------------
1210 map occluded or unuxed luxels
1211 ----------------------------------------------------------------- */
1213 /* walk the luxels */
1214 radius = floor( superSample / 2 );
1215 radius = radius > 0 ? radius : 1.0f;
1217 for( pass = 2.0f; pass <= radius; pass += 1.0f )
1219 for( y = 0; y < lm->sh; y++ )
1221 for( x = 0; x < lm->sw; x++ )
1224 luxel = SUPER_LUXEL( 0, x, y );
1225 normal = SUPER_NORMAL( x, y );
1226 cluster = SUPER_CLUSTER( x, y );
1228 /* only look at unmapped luxels */
1229 if( *cluster != CLUSTER_UNMAPPED )
1232 /* divine a normal and origin from neighboring luxels */
1233 VectorClear( fake.xyz );
1234 VectorClear( fake.normal );
1235 fake.lightmap[ 0 ][ 0 ] = x; //% 0.0001 + x;
1236 fake.lightmap[ 0 ][ 1 ] = y; //% 0.0001 + y;
1238 for( sy = (y - 1); sy <= (y + 1); sy++ )
1240 if( sy < 0 || sy >= lm->sh )
1243 for( sx = (x - 1); sx <= (x + 1); sx++ )
1245 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1248 /* get neighboring luxel */
1249 luxel = SUPER_LUXEL( 0, sx, sy );
1250 origin = SUPER_ORIGIN( sx, sy );
1251 normal = SUPER_NORMAL( sx, sy );
1252 cluster = SUPER_CLUSTER( sx, sy );
1254 /* only consider luxels mapped in previous passes */
1255 if( *cluster < 0 || luxel[ 0 ] >= pass )
1258 /* add its distinctiveness to our own */
1259 VectorAdd( fake.xyz, origin, fake.xyz );
1260 VectorAdd( fake.normal, normal, fake.normal );
1261 samples += luxel[ 3 ];
1266 if( samples == 0.0f )
1270 VectorDivide( fake.xyz, samples, fake.xyz );
1271 //% VectorDivide( fake.normal, samples, fake.normal );
1272 if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
1275 /* map the fake vert */
1276 MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
1281 /* -----------------------------------------------------------------
1282 average and clean up luxel normals
1283 ----------------------------------------------------------------- */
1285 /* walk the luxels */
1286 for( y = 0; y < lm->sh; y++ )
1288 for( x = 0; x < lm->sw; x++ )
1291 luxel = SUPER_LUXEL( 0, x, y );
1292 normal = SUPER_NORMAL( x, y );
1293 cluster = SUPER_CLUSTER( x, y );
1295 /* only look at mapped luxels */
1299 /* the normal data could be the sum of multiple samples */
1300 if( luxel[ 3 ] > 1.0f )
1301 VectorNormalize( normal, normal );
1303 /* mark this luxel as having only one normal */
1311 for( y = 0; y < lm->sh; y++ )
1313 for( x = 0; x < lm->sw; x++ )
1318 cluster = SUPER_CLUSTER( x, y );
1319 origin = SUPER_ORIGIN( x, y );
1320 normal = SUPER_NORMAL( x, y );
1321 luxel = SUPER_LUXEL( x, y );
1326 /* check if within the bounding boxes of all surfaces referenced */
1327 ClearBounds( mins, maxs );
1328 for( n = 0; n < lm->numLightSurfaces; n++ )
1331 info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
1332 TOL = info->sampleSize + 2;
1333 AddPointToBounds( info->mins, mins, maxs );
1334 AddPointToBounds( info->maxs, mins, maxs );
1335 if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
1336 origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
1337 origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
1342 if( n < lm->numLightSurfaces )
1345 /* report bogus origin */
1346 Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
1347 rawLightmapNum, x, y, *cluster,
1348 origin[ 0 ], origin[ 1 ], origin[ 2 ],
1349 mins[ 0 ], mins[ 1 ], mins[ 2 ],
1350 maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
1361 sets up dirtmap (ambient occlusion)
1364 #define DIRT_CONE_ANGLE 88 /* degrees */
1365 #define DIRT_NUM_ANGLE_STEPS 16
1366 #define DIRT_NUM_ELEVATION_STEPS 3
1367 #define DIRT_NUM_VECTORS (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
1369 static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
1370 static int numDirtVectors = 0;
1372 void SetupDirt( void )
1375 float angle, elevation, angleStep, elevationStep;
1379 Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
1381 /* calculate angular steps */
1382 angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
1383 elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
1387 for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
1389 /* iterate elevation */
1390 for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
1392 dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
1393 dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
1394 dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
1399 /* emit some statistics */
1400 Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
1406 calculates dirt value for a given sample
1409 float DirtForSample( trace_t *trace )
1412 float gatherDirt, outDirt, angle, elevation, ooDepth;
1413 vec3_t normal, worldUp, myUp, myRt, temp, direction, displacement;
1419 if( trace == NULL || trace->cluster < 0 )
1424 ooDepth = 1.0f / dirtDepth;
1425 VectorCopy( trace->normal, normal );
1427 /* check if the normal is aligned to the world-up */
1428 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
1430 if( normal[ 2 ] == 1.0f )
1432 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
1433 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1435 else if( normal[ 2 ] == -1.0f )
1437 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
1438 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
1443 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
1444 CrossProduct( normal, worldUp, myRt );
1445 VectorNormalize( myRt, myRt );
1446 CrossProduct( myRt, normal, myUp );
1447 VectorNormalize( myUp, myUp );
1450 /* 1 = random mode, 0 (well everything else) = non-random mode */
1454 for( i = 0; i < numDirtVectors; i++ )
1456 /* get random vector */
1457 angle = Random() * DEG2RAD( 360.0f );
1458 elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
1459 temp[ 0 ] = cos( angle ) * sin( elevation );
1460 temp[ 1 ] = sin( angle ) * sin( elevation );
1461 temp[ 2 ] = cos( elevation );
1463 /* transform into tangent space */
1464 direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
1465 direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
1466 direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
1469 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1470 SetupTrace( trace );
1476 VectorSubtract( trace->hit, trace->origin, displacement );
1477 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1483 /* iterate through ordered vectors */
1484 for( i = 0; i < numDirtVectors; i++ )
1486 /* transform vector into tangent space */
1487 direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
1488 direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
1489 direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
1492 VectorMA( trace->origin, dirtDepth, direction, trace->end );
1493 SetupTrace( trace );
1499 VectorSubtract( trace->hit, trace->origin, displacement );
1500 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1506 VectorMA( trace->origin, dirtDepth, normal, trace->end );
1507 SetupTrace( trace );
1513 VectorSubtract( trace->hit, trace->origin, displacement );
1514 gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
1518 if( gatherDirt <= 0.0f )
1521 /* apply gain (does this even do much? heh) */
1522 outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
1523 if( outDirt > 1.0f )
1527 outDirt *= dirtScale;
1528 if( outDirt > 1.0f )
1531 /* return to sender */
1532 return 1.0f - outDirt;
1539 calculates dirty fraction for each luxel
1542 void DirtyRawLightmap( int rawLightmapNum )
1544 int i, x, y, sx, sy, *cluster;
1545 float *origin, *normal, *dirt, *dirt2, average, samples;
1547 surfaceInfo_t *info;
1552 /* bail if this number exceeds the number of raw lightmaps */
1553 if( rawLightmapNum >= numRawLightmaps )
1557 lm = &rawLightmaps[ rawLightmapNum ];
1560 trace.testOcclusion = qtrue;
1561 trace.forceSunlight = qfalse;
1562 trace.recvShadows = lm->recvShadows;
1563 trace.numSurfaces = lm->numLightSurfaces;
1564 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
1565 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
1566 trace.testAll = qtrue;
1568 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
1569 trace.twoSided = qfalse;
1570 for( i = 0; i < trace.numSurfaces; i++ )
1573 info = &surfaceInfos[ trace.surfaces[ i ] ];
1575 /* check twosidedness */
1576 if( info->si->twoSided )
1578 trace.twoSided = qtrue;
1584 for( i = 0; i < trace.numSurfaces; i++ )
1587 info = &surfaceInfos[ trace.surfaces[ i ] ];
1589 /* check twosidedness */
1590 if( info->si->noDirty )
1598 for( y = 0; y < lm->sh; y++ )
1600 for( x = 0; x < lm->sw; x++ )
1603 cluster = SUPER_CLUSTER( x, y );
1604 origin = SUPER_ORIGIN( x, y );
1605 normal = SUPER_NORMAL( x, y );
1606 dirt = SUPER_DIRT( x, y );
1608 /* set default dirt */
1611 /* only look at mapped luxels */
1615 /* don't apply dirty on this surface */
1623 trace.cluster = *cluster;
1624 VectorCopy( origin, trace.origin );
1625 VectorCopy( normal, trace.normal );
1628 *dirt = DirtForSample( &trace );
1632 /* testing no filtering */
1636 for( y = 0; y < lm->sh; y++ )
1638 for( x = 0; x < lm->sw; x++ )
1641 cluster = SUPER_CLUSTER( x, y );
1642 dirt = SUPER_DIRT( x, y );
1644 /* filter dirt by adjacency to unmapped luxels */
1647 for( sy = (y - 1); sy <= (y + 1); sy++ )
1649 if( sy < 0 || sy >= lm->sh )
1652 for( sx = (x - 1); sx <= (x + 1); sx++ )
1654 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
1657 /* get neighboring luxel */
1658 cluster = SUPER_CLUSTER( sx, sy );
1659 dirt2 = SUPER_DIRT( sx, sy );
1660 if( *cluster < 0 || *dirt2 <= 0.0f )
1669 if( samples <= 0.0f )
1674 if( samples <= 0.0f )
1678 *dirt = average / samples;
1687 calculates the pvs cluster, origin, normal of a sub-luxel
1690 static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
1692 int i, *cluster, *cluster2;
1693 float *origin, *origin2, *normal; //% , *normal2;
1694 vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
1697 /* calulate x vector */
1698 if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
1700 cluster = SUPER_CLUSTER( x, y );
1701 origin = SUPER_ORIGIN( x, y );
1702 //% normal = SUPER_NORMAL( x, y );
1703 cluster2 = SUPER_CLUSTER( x + 1, y );
1704 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
1705 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
1707 else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
1709 cluster = SUPER_CLUSTER( x - 1, y );
1710 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
1711 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
1712 cluster2 = SUPER_CLUSTER( x, y );
1713 origin2 = SUPER_ORIGIN( x, y );
1714 //% normal2 = SUPER_NORMAL( x, y );
1717 Sys_Printf( "WARNING: Spurious lightmap S vector\n" );
1719 VectorSubtract( origin2, origin, originVecs[ 0 ] );
1720 //% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
1722 /* calulate y vector */
1723 if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
1725 cluster = SUPER_CLUSTER( x, y );
1726 origin = SUPER_ORIGIN( x, y );
1727 //% normal = SUPER_NORMAL( x, y );
1728 cluster2 = SUPER_CLUSTER( x, y + 1 );
1729 origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
1730 //% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
1732 else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
1734 cluster = SUPER_CLUSTER( x, y - 1 );
1735 origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
1736 //% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
1737 cluster2 = SUPER_CLUSTER( x, y );
1738 origin2 = SUPER_ORIGIN( x, y );
1739 //% normal2 = SUPER_NORMAL( x, y );
1742 Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
1744 VectorSubtract( origin2, origin, originVecs[ 1 ] );
1745 //% VectorSubtract( normal2, normal, normalVecs[ 1 ] );
1747 /* calculate new origin */
1748 //% VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
1749 //% VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
1750 for( i = 0; i < 3; i++ )
1751 sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
1754 *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
1755 if( *sampleCluster < 0 )
1758 /* calculate new normal */
1759 //% VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
1760 //% VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
1761 //% if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
1763 normal = SUPER_NORMAL( x, y );
1764 VectorCopy( normal, sampleNormal );
1772 SubsampleRawLuxel_r()
1773 recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
1776 static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
1778 int b, samples, mapped, lighted;
1781 vec3_t deluxel[ 3 ];
1782 vec3_t origin[ 4 ], normal[ 4 ];
1783 float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
1784 vec3_t color, direction, total;
1788 if( lightLuxel[ 3 ] >= lightSamples )
1792 VectorClear( total );
1796 /* make 2x2 subsample stamp */
1797 for( b = 0; b < 4; b++ )
1800 VectorCopy( sampleOrigin, origin[ b ] );
1802 /* calculate position */
1803 if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
1810 /* increment sample count */
1811 luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
1814 trace->cluster = *cluster;
1815 VectorCopy( origin[ b ], trace->origin );
1816 VectorCopy( normal[ b ], trace->normal );
1820 LightContributionToSample( trace );
1821 if(trace->forceSubsampling > 1.0f)
1823 /* alphashadow: we subsample as deep as we can */
1829 /* add to totals (fixme: make contrast function) */
1830 VectorCopy( trace->color, luxel[ b ] );
1833 VectorCopy( trace->directionContribution, deluxel[ b ] );
1835 VectorAdd( total, trace->color, total );
1836 if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
1840 /* subsample further? */
1841 if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
1842 (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
1843 lighted != 0 && lighted != mapped )
1845 for( b = 0; b < 4; b++ )
1847 if( cluster[ b ] < 0 )
1849 SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.5f), luxel[ b ], lightDeluxel ? deluxel[ b ] : NULL );
1854 //% VectorClear( color );
1856 VectorCopy( lightLuxel, color );
1857 VectorCopy( lightDeluxel, direction );
1859 for( b = 0; b < 4; b++ )
1861 if( cluster[ b ] < 0 )
1863 VectorAdd( color, luxel[ b ], color );
1866 VectorAdd( direction, deluxel[ b ], direction );
1875 color[ 0 ] /= samples;
1876 color[ 1 ] /= samples;
1877 color[ 2 ] /= samples;
1880 VectorCopy( color, lightLuxel );
1881 lightLuxel[ 3 ] += 1.0f;
1885 direction[ 0 ] /= samples;
1886 direction[ 1 ] /= samples;
1887 direction[ 2 ] /= samples;
1888 VectorCopy( direction, lightDeluxel );
1893 /* A mostly Gaussian-like bounded random distribution (sigma is expected standard deviation) */
1894 static void GaussLikeRandom(float sigma, float *x, float *y)
1897 r = Random() * 2 * Q_PI;
1898 *x = sigma * 2.73861278752581783822 * cos(r);
1899 *y = sigma * 2.73861278752581783822 * sin(r);
1906 static void RandomSubsampleRawLuxel( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
1910 vec3_t origin, normal;
1911 vec3_t total, totaldirection;
1914 VectorClear( total );
1916 for(b = 0; b < lightSamples; ++b)
1919 VectorCopy( sampleOrigin, origin );
1920 GaussLikeRandom(bias, &dx, &dy);
1923 if(dx < -1) dx = -1;
1924 if(dy < -1) dy = -1;
1926 /* calculate position */
1927 if( !SubmapRawLuxel( lm, x, y, dx, dy, &cluster, origin, normal ) )
1934 trace->cluster = cluster;
1935 VectorCopy( origin, trace->origin );
1936 VectorCopy( normal, trace->normal );
1938 LightContributionToSample( trace );
1939 VectorAdd( total, trace->color, total );
1942 VectorAdd( totaldirection, trace->directionContribution, totaldirection );
1950 lightLuxel[ 0 ] = total[ 0 ] / mapped;
1951 lightLuxel[ 1 ] = total[ 1 ] / mapped;
1952 lightLuxel[ 2 ] = total[ 2 ] / mapped;
1956 lightDeluxel[ 0 ] = totaldirection[ 0 ] / mapped;
1957 lightDeluxel[ 1 ] = totaldirection[ 1 ] / mapped;
1958 lightDeluxel[ 2 ] = totaldirection[ 2 ] / mapped;
1966 IlluminateRawLightmap()
1967 illuminates the luxels
1970 #define STACK_LL_SIZE (SUPER_LUXEL_SIZE * 64 * 64)
1971 #define LIGHT_LUXEL( x, y ) (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
1972 #define LIGHT_DELUXEL( x, y ) (lightDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))
1974 void IlluminateRawLightmap( int rawLightmapNum )
1976 int i, t, x, y, sx, sy, size, llSize, ldSize, luxelFilterRadius, lightmapNum;
1977 int *cluster, *cluster2, mapped, lighted, totalLighted;
1979 surfaceInfo_t *info;
1980 qboolean filterColor, filterDir;
1982 float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
1983 unsigned char *flag;
1984 float *lightLuxels, *lightDeluxels, *lightLuxel, *lightDeluxel, samples, filterRadius, weight;
1985 vec3_t color, direction, averageColor, averageDir, total, temp, temp2;
1986 float tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
1988 float stackLightLuxels[ STACK_LL_SIZE ];
1991 /* bail if this number exceeds the number of raw lightmaps */
1992 if( rawLightmapNum >= numRawLightmaps )
1996 lm = &rawLightmaps[ rawLightmapNum ];
1999 trace.testOcclusion = !noTrace;
2000 trace.forceSunlight = qfalse;
2001 trace.recvShadows = lm->recvShadows;
2002 trace.numSurfaces = lm->numLightSurfaces;
2003 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
2004 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2006 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
2007 trace.twoSided = qfalse;
2008 for( i = 0; i < trace.numSurfaces; i++ )
2011 info = &surfaceInfos[ trace.surfaces[ i ] ];
2013 /* check twosidedness */
2014 if( info->si->twoSided )
2016 trace.twoSided = qtrue;
2021 /* create a culled light list for this raw lightmap */
2022 CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
2024 /* -----------------------------------------------------------------
2026 ----------------------------------------------------------------- */
2029 numLuxelsIlluminated += (lm->sw * lm->sh);
2031 /* test debugging state */
2032 if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
2034 /* debug fill the luxels */
2035 for( y = 0; y < lm->sh; y++ )
2037 for( x = 0; x < lm->sw; x++ )
2040 cluster = SUPER_CLUSTER( x, y );
2042 /* only fill mapped luxels */
2046 /* get particulars */
2047 luxel = SUPER_LUXEL( 0, x, y );
2048 origin = SUPER_ORIGIN( x, y );
2049 normal = SUPER_NORMAL( x, y );
2051 /* color the luxel with raw lightmap num? */
2053 VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
2055 /* color the luxel with lightmap axis? */
2056 else if( debugAxis )
2058 luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
2059 luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
2060 luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
2063 /* color the luxel with luxel cluster? */
2064 else if( debugCluster )
2065 VectorCopy( debugColors[ *cluster % 12 ], luxel );
2067 /* color the luxel with luxel origin? */
2068 else if( debugOrigin )
2070 VectorSubtract( lm->maxs, lm->mins, temp );
2071 VectorScale( temp, (1.0f / 255.0f), temp );
2072 VectorSubtract( origin, lm->mins, temp2 );
2073 luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2074 luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2075 luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2078 /* color the luxel with the normal */
2079 else if( normalmap )
2081 luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
2082 luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
2083 luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
2086 /* otherwise clear it */
2088 VectorClear( luxel );
2097 /* allocate temporary per-light luxel storage */
2098 llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2099 ldSize = lm->sw * lm->sh * SUPER_DELUXEL_SIZE * sizeof( float );
2100 if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
2101 lightLuxels = stackLightLuxels;
2103 lightLuxels = safe_malloc( llSize );
2105 lightDeluxels = safe_malloc( ldSize );
2107 lightDeluxels = NULL;
2110 //% memset( lm->superLuxels[ 0 ], 0, llSize );
2112 /* set ambient color */
2113 for( y = 0; y < lm->sh; y++ )
2115 for( x = 0; x < lm->sw; x++ )
2118 cluster = SUPER_CLUSTER( x, y );
2119 luxel = SUPER_LUXEL( 0, x, y );
2120 normal = SUPER_NORMAL( x, y );
2121 deluxel = SUPER_DELUXEL( x, y );
2123 /* blacken unmapped clusters */
2125 VectorClear( luxel );
2130 VectorCopy( ambientColor, luxel );
2133 brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
2135 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
2136 if(brightness < 0.00390625f)
2137 brightness = 0.00390625f;
2139 VectorScale( normal, brightness, deluxel );
2146 /* clear styled lightmaps */
2147 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2148 for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2150 if( lm->superLuxels[ lightmapNum ] != NULL )
2151 memset( lm->superLuxels[ lightmapNum ], 0, size );
2154 /* debugging code */
2155 //% if( trace.numLights <= 0 )
2156 //% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
2158 /* walk light list */
2159 for( i = 0; i < trace.numLights; i++ )
2162 trace.light = trace.lights[ i ];
2165 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2167 if( lm->styles[ lightmapNum ] == trace.light->style ||
2168 lm->styles[ lightmapNum ] == LS_NONE )
2172 /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
2173 if( lightmapNum >= MAX_LIGHTMAPS )
2175 Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
2180 memset( lightLuxels, 0, llSize );
2182 memset( lightDeluxels, 0, ldSize );
2185 /* determine filter radius */
2186 filterRadius = lm->filterRadius > trace.light->filterRadius
2188 : trace.light->filterRadius;
2189 if( filterRadius < 0.0f )
2190 filterRadius = 0.0f;
2192 /* set luxel filter radius */
2193 luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
2194 if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
2195 luxelFilterRadius = 1;
2197 /* allocate sampling flags storage */
2198 if((lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0)
2200 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( unsigned char );
2201 if(lm->superFlags == NULL)
2202 lm->superFlags = safe_malloc( size );
2203 memset( (void *) lm->superFlags, 0, size );
2206 /* initial pass, one sample per luxel */
2207 for( y = 0; y < lm->sh; y++ )
2209 for( x = 0; x < lm->sw; x++ )
2212 cluster = SUPER_CLUSTER( x, y );
2216 /* get particulars */
2217 lightLuxel = LIGHT_LUXEL( x, y );
2218 lightDeluxel = LIGHT_DELUXEL( x, y );
2219 origin = SUPER_ORIGIN( x, y );
2220 normal = SUPER_NORMAL( x, y );
2221 flag = SUPER_FLAG( x, y );
2224 ////////// 27's temp hack for testing edge clipping ////
2225 if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
2227 lightLuxel[ 1 ] = 255;
2228 lightLuxel[ 3 ] = 1.0f;
2234 /* set contribution count */
2235 lightLuxel[ 3 ] = 1.0f;
2238 trace.cluster = *cluster;
2239 VectorCopy( origin, trace.origin );
2240 VectorCopy( normal, trace.normal );
2242 /* get light for this sample */
2243 LightContributionToSample( &trace );
2244 VectorCopy( trace.color, lightLuxel );
2246 /* add the contribution to the deluxemap */
2249 VectorCopy( trace.directionContribution, lightDeluxel );
2252 /* check for evilness */
2253 if(trace.forceSubsampling > 1.0f && (lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0)
2256 *flag |= FLAG_FORCE_SUBSAMPLING; /* force */
2259 else if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
2265 /* don't even bother with everything else if nothing was lit */
2266 if( totalLighted == 0 )
2269 /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
2270 /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
2271 if( (lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0 )
2274 for( y = 0; y < (lm->sh - 1); y++ )
2276 for( x = 0; x < (lm->sw - 1); x++ )
2281 VectorClear( total );
2283 /* test 2x2 stamp */
2284 for( t = 0; t < 4; t++ )
2286 /* set sample coords */
2287 sx = x + tests[ t ][ 0 ];
2288 sy = y + tests[ t ][ 1 ];
2291 cluster = SUPER_CLUSTER( sx, sy );
2297 flag = SUPER_FLAG( sx, sy );
2298 if(*flag & FLAG_FORCE_SUBSAMPLING)
2300 /* force a lighted/mapped discrepancy so we subsample */
2305 lightLuxel = LIGHT_LUXEL( sx, sy );
2306 VectorAdd( total, lightLuxel, total );
2307 if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
2311 /* if total color is under a certain amount, then don't bother subsampling */
2312 if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
2315 /* if all 4 pixels are either in shadow or light, then don't subsample */
2316 if( lighted != 0 && lighted != mapped )
2318 for( t = 0; t < 4; t++ )
2320 /* set sample coords */
2321 sx = x + tests[ t ][ 0 ];
2322 sy = y + tests[ t ][ 1 ];
2325 cluster = SUPER_CLUSTER( sx, sy );
2328 flag = SUPER_FLAG( sx, sy );
2329 if(*flag & FLAG_ALREADY_SUBSAMPLED) // already subsampled
2331 lightLuxel = LIGHT_LUXEL( sx, sy );
2332 lightDeluxel = LIGHT_DELUXEL( sx, sy );
2333 origin = SUPER_ORIGIN( sx, sy );
2335 /* only subsample shadowed luxels */
2336 //% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
2340 if(lightRandomSamples)
2341 RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f, lightLuxel, deluxemap ? lightDeluxel : NULL );
2343 SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
2345 *flag |= FLAG_ALREADY_SUBSAMPLED;
2347 /* debug code to colorize subsampled areas to yellow */
2348 //% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
2349 //% VectorSet( luxel, 255, 204, 0 );
2356 /* tertiary pass, apply dirt map (ambient occlusion) */
2360 for( y = 0; y < lm->sh; y++ )
2362 for( x = 0; x < lm->sw; x++ )
2365 cluster = SUPER_CLUSTER( x, y );
2369 /* get particulars */
2370 lightLuxel = LIGHT_LUXEL( x, y );
2371 dirt = SUPER_DIRT( x, y );
2373 /* scale light value */
2374 VectorScale( lightLuxel, *dirt, lightLuxel );
2379 /* allocate sampling lightmap storage */
2380 if( lm->superLuxels[ lightmapNum ] == NULL )
2382 /* allocate sampling lightmap storage */
2383 size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
2384 lm->superLuxels[ lightmapNum ] = safe_malloc( size );
2385 memset( lm->superLuxels[ lightmapNum ], 0, size );
2389 if( lightmapNum > 0 )
2391 lm->styles[ lightmapNum ] = trace.light->style;
2392 //% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
2395 /* copy to permanent luxels */
2396 for( y = 0; y < lm->sh; y++ )
2398 for( x = 0; x < lm->sw; x++ )
2400 /* get cluster and origin */
2401 cluster = SUPER_CLUSTER( x, y );
2404 origin = SUPER_ORIGIN( x, y );
2407 if( luxelFilterRadius )
2410 VectorClear( averageColor );
2411 VectorClear( averageDir );
2414 /* cheaper distance-based filtering */
2415 for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
2417 if( sy < 0 || sy >= lm->sh )
2420 for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
2422 if( sx < 0 || sx >= lm->sw )
2425 /* get particulars */
2426 cluster = SUPER_CLUSTER( sx, sy );
2429 lightLuxel = LIGHT_LUXEL( sx, sy );
2430 lightDeluxel = LIGHT_DELUXEL( sx, sy );
2433 weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
2434 weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
2436 /* scale luxel by filter weight */
2437 VectorScale( lightLuxel, weight, color );
2438 VectorAdd( averageColor, color, averageColor );
2441 VectorScale( lightDeluxel, weight, direction );
2442 VectorAdd( averageDir, direction, averageDir );
2449 if( samples <= 0.0f )
2452 /* scale into luxel */
2453 luxel = SUPER_LUXEL( lightmapNum, x, y );
2456 /* handle negative light */
2457 if( trace.light->flags & LIGHT_NEGATIVE )
2459 luxel[ 0 ] -= averageColor[ 0 ] / samples;
2460 luxel[ 1 ] -= averageColor[ 1 ] / samples;
2461 luxel[ 2 ] -= averageColor[ 2 ] / samples;
2464 /* handle normal light */
2467 luxel[ 0 ] += averageColor[ 0 ] / samples;
2468 luxel[ 1 ] += averageColor[ 1 ] / samples;
2469 luxel[ 2 ] += averageColor[ 2 ] / samples;
2474 /* scale into luxel */
2475 deluxel = SUPER_DELUXEL( x, y );
2476 deluxel[ 0 ] += averageDir[ 0 ] / samples;
2477 deluxel[ 1 ] += averageDir[ 1 ] / samples;
2478 deluxel[ 2 ] += averageDir[ 2 ] / samples;
2485 /* get particulars */
2486 lightLuxel = LIGHT_LUXEL( x, y );
2487 lightDeluxel = LIGHT_DELUXEL( x, y );
2488 luxel = SUPER_LUXEL( lightmapNum, x, y );
2489 deluxel = SUPER_DELUXEL( x, y );
2491 /* handle negative light */
2492 if( trace.light->flags & LIGHT_NEGATIVE )
2493 VectorScale( averageColor, -1.0f, averageColor );
2498 /* handle negative light */
2499 if( trace.light->flags & LIGHT_NEGATIVE )
2500 VectorSubtract( luxel, lightLuxel, luxel );
2502 /* handle normal light */
2504 VectorAdd( luxel, lightLuxel, luxel );
2508 VectorAdd( deluxel, lightDeluxel, deluxel );
2515 /* free temporary luxels */
2516 if( lightLuxels != stackLightLuxels )
2517 free( lightLuxels );
2520 free( lightDeluxels );
2523 /* free light list */
2524 FreeTraceLights( &trace );
2526 /* floodlight pass */
2528 FloodlightIlluminateLightmap(lm);
2532 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2535 if( lm->superLuxels[ lightmapNum ] == NULL )
2538 for( y = 0; y < lm->sh; y++ )
2540 for( x = 0; x < lm->sw; x++ )
2543 cluster = SUPER_CLUSTER( x, y );
2544 //% if( *cluster < 0 )
2547 /* get particulars */
2548 luxel = SUPER_LUXEL( lightmapNum, x, y );
2549 normal = SUPER_NORMAL ( x, y );
2551 luxel[0]=(normal[0]*127)+127;
2552 luxel[1]=(normal[1]*127)+127;
2553 luxel[2]=(normal[2]*127)+127;
2559 /* -----------------------------------------------------------------
2561 ----------------------------------------------------------------- */
2565 /* walk lightmaps */
2566 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2569 if( lm->superLuxels[ lightmapNum ] == NULL )
2572 /* apply dirt to each luxel */
2573 for( y = 0; y < lm->sh; y++ )
2575 for( x = 0; x < lm->sw; x++ )
2578 cluster = SUPER_CLUSTER( x, y );
2579 //% if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
2582 /* get particulars */
2583 luxel = SUPER_LUXEL( lightmapNum, x, y );
2584 dirt = SUPER_DIRT( x, y );
2587 VectorScale( luxel, *dirt, luxel );
2591 VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
2597 /* -----------------------------------------------------------------
2599 ----------------------------------------------------------------- */
2601 /* walk lightmaps */
2602 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2605 if( lm->superLuxels[ lightmapNum ] == NULL )
2608 /* average occluded luxels from neighbors */
2609 for( y = 0; y < lm->sh; y++ )
2611 for( x = 0; x < lm->sw; x++ )
2613 /* get particulars */
2614 cluster = SUPER_CLUSTER( x, y );
2615 luxel = SUPER_LUXEL( lightmapNum, x, y );
2616 deluxel = SUPER_DELUXEL( x, y );
2617 normal = SUPER_NORMAL( x, y );
2619 /* determine if filtering is necessary */
2620 filterColor = qfalse;
2623 (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
2624 filterColor = qtrue;
2626 if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
2629 if( !filterColor && !filterDir )
2632 /* choose seed amount */
2633 VectorClear( averageColor );
2634 VectorClear( averageDir );
2637 /* walk 3x3 matrix */
2638 for( sy = (y - 1); sy <= (y + 1); sy++ )
2640 if( sy < 0 || sy >= lm->sh )
2643 for( sx = (x - 1); sx <= (x + 1); sx++ )
2645 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
2648 /* get neighbor's particulars */
2649 cluster2 = SUPER_CLUSTER( sx, sy );
2650 luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
2651 deluxel2 = SUPER_DELUXEL( sx, sy );
2653 /* ignore unmapped/unlit luxels */
2654 if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
2655 (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
2658 /* add its distinctiveness to our own */
2659 VectorAdd( averageColor, luxel2, averageColor );
2660 samples += luxel2[ 3 ];
2662 VectorAdd( averageDir, deluxel2, averageDir );
2667 if( samples <= 0.0f )
2670 /* dark lightmap seams */
2673 if( lightmapNum == 0 )
2674 VectorMA( averageColor, 2.0f, ambientColor, averageColor );
2681 VectorDivide( averageColor, samples, luxel );
2685 VectorDivide( averageDir, samples, deluxel );
2687 /* set cluster to -3 */
2689 *cluster = CLUSTER_FLOODED;
2697 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2700 if( lm->superLuxels[ lightmapNum ] == NULL )
2702 for( y = 0; y < lm->sh; y++ )
2703 for( x = 0; x < lm->sw; x++ )
2706 cluster = SUPER_CLUSTER( x, y );
2707 luxel = SUPER_LUXEL( lightmapNum, x, y );
2708 deluxel = SUPER_DELUXEL( x, y );
2709 if(!luxel || !deluxel || !cluster)
2711 Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
2714 else if(*cluster < 0)
2717 // should have neither deluxemap nor lightmap
2719 Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
2724 // should have both deluxemap and lightmap
2726 Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
2736 IlluminateVertexes()
2737 light the surface vertexes
2740 #define VERTEX_NUDGE 4.0f
2742 void IlluminateVertexes( int num )
2744 int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
2745 int lightmapNum, numAvg;
2746 float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
2747 vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
2748 bspDrawSurface_t *ds;
2749 surfaceInfo_t *info;
2751 bspDrawVert_t *verts;
2753 float floodLightAmount;
2757 /* get surface, info, and raw lightmap */
2758 ds = &bspDrawSurfaces[ num ];
2759 info = &surfaceInfos[ num ];
2762 /* -----------------------------------------------------------------
2763 illuminate the vertexes
2764 ----------------------------------------------------------------- */
2766 /* calculate vertex lighting for surfaces without lightmaps */
2767 if( lm == NULL || cpmaHack )
2770 trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
2771 trace.forceSunlight = info->si->forceSunlight;
2772 trace.recvShadows = info->recvShadows;
2773 trace.numSurfaces = 1;
2774 trace.surfaces = #
2775 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
2777 /* twosided lighting */
2778 trace.twoSided = info->si->twoSided;
2780 /* make light list for this surface */
2781 CreateTraceLightsForSurface( num, &trace );
2784 verts = yDrawVerts + ds->firstVert;
2786 memset( avgColors, 0, sizeof( avgColors ) );
2788 /* walk the surface verts */
2789 for( i = 0; i < ds->numVerts; i++ )
2791 /* get vertex luxel */
2792 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2794 /* color the luxel with raw lightmap num? */
2796 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
2798 /* color the luxel with luxel origin? */
2799 else if( debugOrigin )
2801 VectorSubtract( info->maxs, info->mins, temp );
2802 VectorScale( temp, (1.0f / 255.0f), temp );
2803 VectorSubtract( origin, lm->mins, temp2 );
2804 radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
2805 radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
2806 radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
2809 /* color the luxel with the normal */
2810 else if( normalmap )
2812 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
2813 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
2814 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
2817 /* illuminate the vertex */
2820 /* clear vertex luxel */
2821 VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
2823 /* try at initial origin */
2824 trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2825 if( trace.cluster >= 0 )
2828 VectorCopy( verts[ i ].xyz, trace.origin );
2829 VectorCopy( verts[ i ].normal, trace.normal );
2832 if( dirty && !bouncing )
2833 dirt = DirtForSample( &trace );
2837 /* jal: floodlight */
2838 floodLightAmount = 0.0f;
2839 VectorClear( floodColor );
2840 if( floodlighty && !bouncing )
2842 floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
2843 VectorScale( floodlightRGB, floodLightAmount, floodColor );
2847 LightingAtSample( &trace, ds->vertexStyles, colors );
2850 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2853 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2855 /* jal: floodlight */
2856 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
2859 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2860 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2861 VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
2865 /* is this sample bright enough? */
2866 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2867 if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
2868 radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
2869 radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
2871 /* nudge the sample point around a bit */
2872 for( x = 0; x < 4; x++ )
2874 /* two's complement 0, 1, -1, 2, -2, etc */
2875 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
2877 for( y = 0; y < 4; y++ )
2879 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
2881 for( z = 0; z < 4; z++ )
2883 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
2886 trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
2887 trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
2888 trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
2890 /* try at nudged origin */
2891 trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
2892 if( trace.cluster < 0 )
2896 LightingAtSample( &trace, ds->vertexStyles, colors );
2899 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2902 VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
2904 /* jal: floodlight */
2905 VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
2908 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2909 VectorCopy( colors[ lightmapNum ], radVertLuxel );
2912 /* bright enough? */
2913 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2914 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2915 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2916 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2923 /* add to average? */
2924 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2925 if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
2926 radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
2927 radVertLuxel[ 2 ] > ambientColor[ 2 ] )
2930 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2932 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2933 VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
2938 /* another happy customer */
2939 numVertsIlluminated++;
2942 /* set average color */
2945 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2946 VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
2950 VectorCopy( ambientColor, avgColors[ 0 ] );
2953 /* clean up and store vertex color */
2954 for( i = 0; i < ds->numVerts; i++ )
2956 /* get vertex luxel */
2957 radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
2959 /* store average in occluded vertexes */
2960 if( radVertLuxel[ 0 ] < 0.0f )
2962 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2964 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2965 VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
2968 //% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
2973 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
2976 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2977 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
2980 if( bouncing || bounce == 0 || !bounceOnly )
2981 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
2982 if( !info->si->noVertexLight )
2983 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
2987 /* free light list */
2988 FreeTraceLights( &trace );
2990 /* return to sender */
2994 /* -----------------------------------------------------------------
2995 reconstitute vertex lighting from the luxels
2996 ----------------------------------------------------------------- */
2998 /* set styles from lightmap */
2999 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
3000 ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
3002 /* get max search radius */
3004 maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
3006 /* walk the surface verts */
3007 verts = yDrawVerts + ds->firstVert;
3008 for( i = 0; i < ds->numVerts; i++ )
3010 /* do each lightmap */
3011 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
3014 if( lm->superLuxels[ lightmapNum ] == NULL )
3017 /* get luxel coords */
3018 x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
3019 y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
3022 else if( x >= lm->sw )
3026 else if( y >= lm->sh )
3029 /* get vertex luxels */
3030 vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
3031 radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
3033 /* color the luxel with the normal? */
3036 radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
3037 radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
3038 radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
3041 /* color the luxel with surface num? */
3042 else if( debugSurfaces )
3043 VectorCopy( debugColors[ num % 12 ], radVertLuxel );
3045 /* divine color from the superluxels */
3048 /* increasing radius */
3049 VectorClear( radVertLuxel );
3051 for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
3053 /* sample within radius */
3054 for( sy = (y - radius); sy <= (y + radius); sy++ )
3056 if( sy < 0 || sy >= lm->sh )
3059 for( sx = (x - radius); sx <= (x + radius); sx++ )
3061 if( sx < 0 || sx >= lm->sw )
3064 /* get luxel particulars */
3065 luxel = SUPER_LUXEL( lightmapNum, sx, sy );
3066 cluster = SUPER_CLUSTER( sx, sy );
3070 /* testing: must be brigher than ambient color */
3071 //% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
3074 /* add its distinctiveness to our own */
3075 VectorAdd( radVertLuxel, luxel, radVertLuxel );
3076 samples += luxel[ 3 ];
3082 if( samples > 0.0f )
3083 VectorDivide( radVertLuxel, samples, radVertLuxel );
3085 VectorCopy( ambientColor, radVertLuxel );
3088 /* store into floating point storage */
3089 VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
3090 numVertsIlluminated++;
3092 /* store into bytes (for vertex approximation) */
3093 if( !info->si->noVertexLight )
3094 ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
3101 /* -------------------------------------------------------------------------------
3103 light optimization (-fast)
3105 creates a list of lights that will affect a surface and stores it in tw
3106 this is to optimize surface lighting by culling out as many of the
3107 lights in the world as possible from further calculation
3109 ------------------------------------------------------------------------------- */
3113 determines opaque brushes in the world and find sky shaders for sunlight calculations
3116 void SetupBrushes( void )
3118 int i, j, b, compileFlags;
3121 bspBrushSide_t *side;
3122 bspShader_t *shader;
3127 Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
3130 if( opaqueBrushes == NULL )
3131 opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
3134 memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
3135 numOpaqueBrushes = 0;
3137 /* walk the list of worldspawn brushes */
3138 for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
3141 b = bspModels[ 0 ].firstBSPBrush + i;
3142 brush = &bspBrushes[ b ];
3144 /* check all sides */
3147 for( j = 0; j < brush->numSides && inside; j++ )
3149 /* do bsp shader calculations */
3150 side = &bspBrushSides[ brush->firstSide + j ];
3151 shader = &bspShaders[ side->shaderNum ];
3153 /* get shader info */
3154 si = ShaderInfoForShader( shader->shader );
3158 /* or together compile flags */
3159 compileFlags |= si->compileFlags;
3162 /* determine if this brush is opaque to light */
3163 if( !(compileFlags & C_TRANSLUCENT) )
3165 opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
3171 /* emit some statistics */
3172 Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
3179 determines if two clusters are visible to each other using the PVS
3182 qboolean ClusterVisible( int a, int b )
3184 int portalClusters, leafBytes;
3189 if( a < 0 || b < 0 )
3197 if( numBSPVisBytes <=8 )
3201 portalClusters = ((int *) bspVisBytes)[ 0 ];
3202 leafBytes = ((int*) bspVisBytes)[ 1 ];
3203 pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
3206 if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
3215 borrowed from vlight.c
3218 int PointInLeafNum_r( vec3_t point, int nodenum )
3226 while( nodenum >= 0 )
3228 node = &bspNodes[ nodenum ];
3229 plane = &bspPlanes[ node->planeNum ];
3230 dist = DotProduct( point, plane->normal ) - plane->dist;
3232 nodenum = node->children[ 0 ];
3233 else if( dist < -0.1 )
3234 nodenum = node->children[ 1 ];
3237 leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
3238 if( bspLeafs[ leafnum ].cluster != -1 )
3240 nodenum = node->children[ 1 ];
3244 leafnum = -nodenum - 1;
3252 borrowed from vlight.c
3255 int PointInLeafNum( vec3_t point )
3257 return PointInLeafNum_r( point, 0 );
3263 ClusterVisibleToPoint() - ydnar
3264 returns qtrue if point can "see" cluster
3267 qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
3272 /* get leafNum for point */
3273 pointCluster = ClusterForPoint( point );
3274 if( pointCluster < 0 )
3278 return ClusterVisible( pointCluster, cluster );
3284 ClusterForPoint() - ydnar
3285 returns the pvs cluster for point
3288 int ClusterForPoint( vec3_t point )
3293 /* get leafNum for point */
3294 leafNum = PointInLeafNum( point );
3298 /* return the cluster */
3299 return bspLeafs[ leafNum ].cluster;
3305 ClusterForPointExt() - ydnar
3306 also takes brushes into account for occlusion testing
3309 int ClusterForPointExt( vec3_t point, float epsilon )
3311 int i, j, b, leafNum, cluster;
3314 int *brushes, numBSPBrushes;
3320 /* get leaf for point */
3321 leafNum = PointInLeafNum( point );
3324 leaf = &bspLeafs[ leafNum ];
3326 /* get the cluster */
3327 cluster = leaf->cluster;
3331 /* transparent leaf, so check point against all brushes in the leaf */
3332 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3333 numBSPBrushes = leaf->numBSPLeafBrushes;
3334 for( i = 0; i < numBSPBrushes; i++ )
3338 if( b > maxOpaqueBrush )
3340 brush = &bspBrushes[ b ];
3341 if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
3344 /* check point against all planes */
3346 for( j = 0; j < brush->numSides && inside; j++ )
3348 plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
3349 dot = DotProduct( point, plane->normal );
3355 /* if inside, return bogus cluster */
3360 /* if the point made it this far, it's not inside any opaque brushes */
3367 ClusterForPointExtFilter() - ydnar
3368 adds cluster checking against a list of known valid clusters
3371 int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
3376 /* get cluster for point */
3377 cluster = ClusterForPointExt( point, epsilon );
3379 /* check if filtering is necessary */
3380 if( cluster < 0 || numClusters <= 0 || clusters == NULL )
3384 for( i = 0; i < numClusters; i++ )
3386 if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
3397 ShaderForPointInLeaf() - ydnar
3398 checks a point against all brushes in a leaf, returning the shader of the brush
3399 also sets the cumulative surface and content flags for the brush hit
3402 int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
3407 int *brushes, numBSPBrushes;
3410 bspBrushSide_t *side;
3412 bspShader_t *shader;
3413 int allSurfaceFlags, allContentFlags;
3416 /* clear things out first */
3423 leaf = &bspLeafs[ leafNum ];
3425 /* transparent leaf, so check point against all brushes in the leaf */
3426 brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
3427 numBSPBrushes = leaf->numBSPLeafBrushes;
3428 for( i = 0; i < numBSPBrushes; i++ )
3431 brush = &bspBrushes[ brushes[ i ] ];
3433 /* check point against all planes */
3435 allSurfaceFlags = 0;
3436 allContentFlags = 0;
3437 for( j = 0; j < brush->numSides && inside; j++ )
3439 side = &bspBrushSides[ brush->firstSide + j ];
3440 plane = &bspPlanes[ side->planeNum ];
3441 dot = DotProduct( point, plane->normal );
3447 shader = &bspShaders[ side->shaderNum ];
3448 allSurfaceFlags |= shader->surfaceFlags;
3449 allContentFlags |= shader->contentFlags;
3453 /* handle if inside */
3456 /* if there are desired flags, check for same and continue if they aren't matched */
3457 if( wantContentFlags && !(wantContentFlags & allContentFlags) )
3459 if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
3462 /* store the cumulative flags and return the brush shader (which is mostly useless) */
3463 *surfaceFlags = allSurfaceFlags;
3464 *contentFlags = allContentFlags;
3465 return brush->shaderNum;
3469 /* if the point made it this far, it's not inside any brushes */
3477 chops a bounding box by the plane defined by origin and normal
3478 returns qfalse if the bounds is entirely clipped away
3480 this is not exactly the fastest way to do this...
3483 qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
3485 /* FIXME: rewrite this so it doesn't use bloody brushes */
3493 calculates each light's effective envelope,
3494 taking into account brightness, type, and pvs.
3497 #define LIGHT_EPSILON 0.125f
3498 #define LIGHT_NUDGE 2.0f
3500 void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
3502 int i, x, y, z, x1, y1, z1;
3503 light_t *light, *light2, **owner;
3505 vec3_t origin, dir, mins, maxs, nullVector = { 0, 0, 0 };
3506 float radius, intensity;
3507 light_t *buckets[ 256 ];
3510 /* early out for weird cases where there are no lights */
3511 if( lights == NULL )
3515 Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
3519 numCulledLights = 0;
3521 while( *owner != NULL )
3526 /* handle negative lights */
3527 if( light->photons < 0.0f || light->add < 0.0f )
3529 light->photons *= -1.0f;
3530 light->add *= -1.0f;
3531 light->flags |= LIGHT_NEGATIVE;
3535 if( light->type == EMIT_SUN )
3539 light->envelope = MAX_WORLD_COORD * 8.0f;
3540 VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
3541 VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
3544 /* everything else */
3547 /* get pvs cluster for light */
3548 light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
3550 /* invalid cluster? */
3551 if( light->cluster < 0 )
3553 /* nudge the sample point around a bit */
3554 for( x = 0; x < 4; x++ )
3556 /* two's complement 0, 1, -1, 2, -2, etc */
3557 x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
3559 for( y = 0; y < 4; y++ )
3561 y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
3563 for( z = 0; z < 4; z++ )
3565 z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
3568 origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
3569 origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
3570 origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
3572 /* try at nudged origin */
3573 light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
3574 if( light->cluster < 0 )
3578 VectorCopy( origin, light->origin );
3584 /* only calculate for lights in pvs and outside of opaque brushes */
3585 if( light->cluster >= 0 )
3587 /* set light fast flag */
3589 light->flags |= LIGHT_FAST_TEMP;
3591 light->flags &= ~LIGHT_FAST_TEMP;
3592 if( light->si && light->si->noFast )
3593 light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
3595 /* clear light envelope */
3596 light->envelope = 0;
3598 /* handle area lights */
3599 if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
3601 /* ugly hack to calculate extent for area lights, but only done once */
3602 VectorScale( light->normal, -1.0f, dir );
3603 for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
3607 VectorMA( light->origin, radius, light->normal, origin );
3608 factor = PointToPolygonFormFactor( origin, dir, light->w );
3611 if( (factor * light->add) <= light->falloffTolerance )
3612 light->envelope = radius;
3615 /* check for fast mode */
3616 if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
3617 light->envelope = MAX_WORLD_COORD * 8.0f;
3622 intensity = light->photons;
3626 if( light->envelope <= 0.0f )
3628 /* solve distance for non-distance lights */
3629 if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
3630 light->envelope = MAX_WORLD_COORD * 8.0f;
3632 /* solve distance for linear lights */
3633 else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
3634 //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
3635 light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
3638 add = angle * light->photons * linearScale - (dist * light->fade);
3639 T = (light->photons * linearScale) - (dist * light->fade);
3640 T + (dist * light->fade) = (light->photons * linearScale);
3641 dist * light->fade = (light->photons * linearScale) - T;
3642 dist = ((light->photons * linearScale) - T) / light->fade;
3645 /* solve for inverse square falloff */
3647 light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
3650 add = light->photons / (dist * dist);
3651 T = light->photons / (dist * dist);
3652 T * (dist * dist) = light->photons;
3653 dist = sqrt( light->photons / T );
3657 /* chop radius against pvs */
3660 ClearBounds( mins, maxs );
3662 /* check all leaves */
3663 for( i = 0; i < numBSPLeafs; i++ )
3666 leaf = &bspLeafs[ i ];
3669 if( leaf->cluster < 0 )
3671 if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
3674 /* add this leafs bbox to the bounds */
3675 VectorCopy( leaf->mins, origin );
3676 AddPointToBounds( origin, mins, maxs );
3677 VectorCopy( leaf->maxs, origin );
3678 AddPointToBounds( origin, mins, maxs );
3681 /* test to see if bounds encompass light */
3682 for( i = 0; i < 3; i++ )
3684 if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
3686 //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
3687 //% mins[ 0 ], mins[ 1 ], mins[ 2 ],
3688 //% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
3689 //% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
3690 AddPointToBounds( light->origin, mins, maxs );
3694 /* chop the bounds by a plane for area lights and spotlights */
3695 if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
3696 ChopBounds( mins, maxs, light->origin, light->normal );
3699 VectorCopy( mins, light->mins );
3700 VectorCopy( maxs, light->maxs );
3702 /* reflect bounds around light origin */
3703 //% VectorMA( light->origin, -1.0f, origin, origin );
3704 VectorScale( light->origin, 2, origin );
3705 VectorSubtract( origin, maxs, origin );
3706 AddPointToBounds( origin, mins, maxs );
3707 //% VectorMA( light->origin, -1.0f, mins, origin );
3708 VectorScale( light->origin, 2, origin );
3709 VectorSubtract( origin, mins, origin );
3710 AddPointToBounds( origin, mins, maxs );
3712 /* calculate spherical bounds */
3713 VectorSubtract( maxs, light->origin, dir );
3714 radius = (float) VectorLength( dir );
3716 /* if this radius is smaller than the envelope, then set the envelope to it */
3717 if( radius < light->envelope )
3719 light->envelope = radius;
3720 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
3723 //% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
3726 /* add grid/surface only check */
3729 if( !(light->flags & LIGHT_GRID) )
3730 light->envelope = 0.0f;
3734 if( !(light->flags & LIGHT_SURFACES) )
3735 light->envelope = 0.0f;
3740 if( light->cluster < 0 || light->envelope <= 0.0f )
3743 //% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
3745 /* delete the light */
3747 *owner = light->next;
3748 if( light->w != NULL )
3755 /* square envelope */
3756 light->envelope2 = (light->envelope * light->envelope);
3758 /* increment light count */
3761 /* set next light */
3762 owner = &((**owner).next);
3765 /* bucket sort lights by style */
3766 memset( buckets, 0, sizeof( buckets ) );
3768 for( light = lights; light != NULL; light = light2 )
3770 /* get next light */
3771 light2 = light->next;
3773 /* filter into correct bucket */
3774 light->next = buckets[ light->style ];
3775 buckets[ light->style ] = light;
3777 /* if any styled light is present, automatically set nocollapse */
3778 if( light->style != LS_NORMAL )
3782 /* filter back into light list */
3784 for( i = 255; i >= 0; i-- )
3787 for( light = buckets[ i ]; light != NULL; light = light2 )
3789 light2 = light->next;
3790 light->next = lights;
3795 /* emit some statistics */
3796 Sys_Printf( "%9d total lights\n", numLights );
3797 Sys_Printf( "%9d culled lights\n", numCulledLights );
3803 CreateTraceLightsForBounds()
3804 creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
3807 void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
3811 vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
3812 float radius, dist, length;
3815 /* potential pre-setup */
3816 if( numLights == 0 )
3817 SetupEnvelopes( qfalse, fast );
3820 //% 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 ] );
3822 /* allocate the light list */
3823 trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
3824 trace->numLights = 0;
3826 /* calculate spherical bounds */
3827 VectorAdd( mins, maxs, origin );
3828 VectorScale( origin, 0.5f, origin );
3829 VectorSubtract( maxs, origin, dir );
3830 radius = (float) VectorLength( dir );
3832 /* get length of normal vector */
3833 if( normal != NULL )
3834 length = VectorLength( normal );
3837 normal = nullVector;
3841 /* test each light and see if it reaches the sphere */
3842 /* note: the attenuation code MUST match LightingAtSample() */
3843 for( light = lights; light; light = light->next )
3845 /* check zero sized envelope */
3846 if( light->envelope <= 0 )
3848 lightsEnvelopeCulled++;
3853 if( !(light->flags & flags) )
3856 /* sunlight skips all this nonsense */
3857 if( light->type != EMIT_SUN )
3863 /* check against pvs cluster */
3864 if( numClusters > 0 && clusters != NULL )
3866 for( i = 0; i < numClusters; i++ )
3868 if( ClusterVisible( light->cluster, clusters[ i ] ) )
3873 if( i == numClusters )
3875 lightsClusterCulled++;
3880 /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
3881 VectorSubtract( light->origin, origin, dir );
3882 dist = VectorLength( dir );
3883 dist -= light->envelope;
3887 lightsEnvelopeCulled++;
3891 /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
3894 for( i = 0; i < 3; i++ )
3896 if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
3901 lightsBoundsCulled++;
3907 /* planar surfaces (except twosided surfaces) have a couple more checks */
3908 if( length > 0.0f && trace->twoSided == qfalse )
3910 /* lights coplanar with a surface won't light it */
3911 if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
3913 lightsPlaneCulled++;
3917 /* check to see if light is behind the plane */
3918 if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
3920 lightsPlaneCulled++;
3925 /* add this light */
3926 trace->lights[ trace->numLights++ ] = light;
3929 /* make last night null */
3930 trace->lights[ trace->numLights ] = NULL;
3935 void FreeTraceLights( trace_t *trace )
3937 if( trace->lights != NULL )
3938 free( trace->lights );
3944 CreateTraceLightsForSurface()
3945 creates a list of lights that can potentially affect a drawsurface
3948 void CreateTraceLightsForSurface( int num, trace_t *trace )
3951 vec3_t mins, maxs, normal;
3953 bspDrawSurface_t *ds;
3954 surfaceInfo_t *info;
3961 /* get drawsurface and info */
3962 ds = &bspDrawSurfaces[ num ];
3963 info = &surfaceInfos[ num ];
3965 /* get the mins/maxs for the dsurf */
3966 ClearBounds( mins, maxs );
3967 VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
3968 for( i = 0; i < ds->numVerts; i++ )
3970 dv = &yDrawVerts[ ds->firstVert + i ];
3971 AddPointToBounds( dv->xyz, mins, maxs );
3972 if( !VectorCompare( dv->normal, normal ) )
3973 VectorClear( normal );
3976 /* create the lights for the bounding box */
3977 CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
3980 /////////////////////////////////////////////////////////////
3982 #define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
3983 #define FLOODLIGHT_NUM_ANGLE_STEPS 16
3984 #define FLOODLIGHT_NUM_ELEVATION_STEPS 4
3985 #define FLOODLIGHT_NUM_VECTORS (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
3987 static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
3988 static int numFloodVectors = 0;
3990 void SetupFloodLight( void )
3993 float angle, elevation, angleStep, elevationStep;
3995 double v1,v2,v3,v4,v5;
3998 Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
4000 /* calculate angular steps */
4001 angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
4002 elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
4006 for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
4008 /* iterate elevation */
4009 for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
4011 floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
4012 floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
4013 floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
4018 /* emit some statistics */
4019 Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
4022 value = ValueForKey( &entities[ 0 ], "_floodlight" );
4024 if( value[ 0 ] != '\0' )
4027 v4=floodlightDistance;
4028 v5=floodlightIntensity;
4030 sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
4032 floodlightRGB[0]=v1;
4033 floodlightRGB[1]=v2;
4034 floodlightRGB[2]=v3;
4036 if (VectorLength(floodlightRGB)==0)
4038 VectorSet(floodlightRGB,240,240,255);
4044 floodlightDistance=v4;
4045 floodlightIntensity=v5;
4047 floodlighty = qtrue;
4048 Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
4052 VectorSet(floodlightRGB,240,240,255);
4053 //floodlighty = qtrue;
4054 //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
4056 VectorNormalize(floodlightRGB,floodlightRGB);
4060 FloodLightForSample()
4061 calculates floodlight value for a given sample
4062 once again, kudos to the dirtmapping coder
4065 float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
4071 float gatherLight, outLight;
4072 vec3_t normal, worldUp, myUp, myRt, direction, displacement;
4080 if( trace == NULL || trace->cluster < 0 )
4085 dd = floodLightDistance;
4086 VectorCopy( trace->normal, normal );
4088 /* check if the normal is aligned to the world-up */
4089 if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
4091 if( normal[ 2 ] == 1.0f )
4093 VectorSet( myRt, 1.0f, 0.0f, 0.0f );
4094 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4096 else if( normal[ 2 ] == -1.0f )
4098 VectorSet( myRt, -1.0f, 0.0f, 0.0f );
4099 VectorSet( myUp, 0.0f, 1.0f, 0.0f );
4104 VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
4105 CrossProduct( normal, worldUp, myRt );
4106 VectorNormalize( myRt, myRt );
4107 CrossProduct( myRt, normal, myUp );
4108 VectorNormalize( myUp, myUp );
4111 /* vortex: optimise floodLightLowQuality a bit */
4112 if ( floodLightLowQuality == qtrue )
4114 /* iterate through ordered vectors */
4115 for( i = 0; i < numFloodVectors; i++ )
4116 if (rand()%10 != 0 ) continue;
4120 /* iterate through ordered vectors */
4121 for( i = 0; i < numFloodVectors; i++ )
4125 /* transform vector into tangent space */
4126 direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
4127 direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
4128 direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
4131 VectorMA( trace->origin, dd, direction, trace->end );
4133 //VectorMA( trace->origin, 1, direction, trace->origin );
4135 SetupTrace( trace );
4140 if (trace->compileFlags & C_SKY )
4144 else if ( trace->opaque )
4146 VectorSubtract( trace->hit, trace->origin, displacement );
4147 d=VectorLength( displacement );
4149 // d=trace->distance;
4150 //if (d>256) gatherDirt+=1;
4152 if (contribution>1) contribution=1.0f;
4154 //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
4157 gatherLight+=contribution;
4162 if( gatherLight <= 0.0f )
4170 outLight=gatherLight;
4171 if( outLight > 1.0f )
4174 /* return to sender */
4179 FloodLightRawLightmap
4180 lighttracer style ambient occlusion light hack.
4181 Kudos to the dirtmapping author for most of this source.
4182 VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
4183 VorteX: fixed problems with deluxemapping
4186 // floodlight pass on a lightmap
4187 void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
4189 int i, x, y, *cluster;
4190 float *origin, *normal, *floodlight, floodLightAmount;
4191 surfaceInfo_t *info;
4194 // float samples, average, *floodlight2;
4196 memset(&trace,0,sizeof(trace_t));
4199 trace.testOcclusion = qtrue;
4200 trace.forceSunlight = qfalse;
4201 trace.twoSided = qtrue;
4202 trace.recvShadows = lm->recvShadows;
4203 trace.numSurfaces = lm->numLightSurfaces;
4204 trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
4205 trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
4206 trace.testAll = qfalse;
4207 trace.distance = 1024;
4209 /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
4210 //trace.twoSided = qfalse;
4211 for( i = 0; i < trace.numSurfaces; i++ )
4214 info = &surfaceInfos[ trace.surfaces[ i ] ];
4216 /* check twosidedness */
4217 if( info->si->twoSided )
4219 trace.twoSided = qtrue;
4224 /* gather floodlight */
4225 for( y = 0; y < lm->sh; y++ )
4227 for( x = 0; x < lm->sw; x++ )
4230 cluster = SUPER_CLUSTER( x, y );
4231 origin = SUPER_ORIGIN( x, y );
4232 normal = SUPER_NORMAL( x, y );
4233 floodlight = SUPER_FLOODLIGHT( x, y );
4235 /* set default dirt */
4238 /* only look at mapped luxels */
4243 trace.cluster = *cluster;
4244 VectorCopy( origin, trace.origin );
4245 VectorCopy( normal, trace.normal );
4247 /* get floodlight */
4248 floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
4250 /* add floodlight */
4251 floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
4252 floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
4253 floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
4254 floodlight[3] += floodlightDirectionScale;
4258 /* testing no filtering */
4264 for( y = 0; y < lm->sh; y++ )
4266 for( x = 0; x < lm->sw; x++ )
4269 cluster = SUPER_CLUSTER( x, y );
4270 floodlight = SUPER_FLOODLIGHT(x, y );
4272 /* filter dirt by adjacency to unmapped luxels */
4273 average = *floodlight;
4275 for( sy = (y - 1); sy <= (y + 1); sy++ )
4277 if( sy < 0 || sy >= lm->sh )
4280 for( sx = (x - 1); sx <= (x + 1); sx++ )
4282 if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
4285 /* get neighboring luxel */
4286 cluster = SUPER_CLUSTER( sx, sy );
4287 floodlight2 = SUPER_FLOODLIGHT( sx, sy );
4288 if( *cluster < 0 || *floodlight2 <= 0.0f )
4292 average += *floodlight2;
4297 if( samples <= 0.0f )
4302 if( samples <= 0.0f )
4306 *floodlight = average / samples;
4312 void FloodLightRawLightmap( int rawLightmapNum )
4316 /* bail if this number exceeds the number of raw lightmaps */
4317 if( rawLightmapNum >= numRawLightmaps )
4320 lm = &rawLightmaps[ rawLightmapNum ];
4323 if (floodlighty && floodlightIntensity)
4324 FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
4327 if (lm->floodlightIntensity)
4329 FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
4330 numSurfacesFloodlighten += 1;
4334 void FloodlightRawLightmaps()
4336 Sys_Printf( "--- FloodlightRawLightmap ---\n" );
4337 numSurfacesFloodlighten = 0;
4338 RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
4339 Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
4343 FloodLightIlluminate()
4344 illuminate floodlight into lightmap luxels
4347 void FloodlightIlluminateLightmap( rawLightmap_t *lm )
4349 float *luxel, *floodlight, *deluxel, *normal;
4352 int x, y, lightmapNum;
4354 /* walk lightmaps */
4355 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
4358 if( lm->superLuxels[ lightmapNum ] == NULL )
4361 /* apply floodlight to each luxel */
4362 for( y = 0; y < lm->sh; y++ )
4364 for( x = 0; x < lm->sw; x++ )
4366 /* get floodlight */
4367 floodlight = SUPER_FLOODLIGHT( x, y );
4368 if (!floodlight[0] && !floodlight[1] && !floodlight[2])
4372 cluster = SUPER_CLUSTER( x, y );
4374 /* only process mapped luxels */
4378 /* get particulars */
4379 luxel = SUPER_LUXEL( lightmapNum, x, y );
4380 deluxel = SUPER_DELUXEL( x, y );
4382 /* add to lightmap */
4383 luxel[0]+=floodlight[0];
4384 luxel[1]+=floodlight[1];
4385 luxel[2]+=floodlight[2];
4387 if (luxel[3]==0) luxel[3]=1;
4389 /* add to deluxemap */
4390 if (deluxemap && floodlight[3] > 0)
4394 normal = SUPER_NORMAL( x, y );
4395 brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
4397 // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
4398 if(brightness < 0.00390625f)
4399 brightness = 0.00390625f;
4401 VectorScale( normal, brightness, lightvector );
4402 VectorAdd( deluxel, lightvector, deluxel );