]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/light.c
support .skin files for models (modelname_<n>.skin) like Q3A and DP
[xonotic/netradiant.git] / tools / quake3 / q3map2 / light.c
index a47fee4cefe3bc919846b4b200f939acf9acf818..c072be0c62e88a347580fa1e2bbaa99a21f14450 100644 (file)
@@ -749,14 +749,21 @@ int LightContributionToSample( trace_t *trace )
        float                   angle;
        float                   add;
        float                   dist;
-       
+       float                   addDeluxe = 0.0f, addDeluxeBounceScale = 0.25f;
+       qboolean                angledDeluxe = qtrue;
+       float                   colorBrightness;
+       qboolean                doAddDeluxe = qtrue;
        
        /* get light */
        light = trace->light;
        
        /* clear color */
+       trace->forceSubsampling = 0.0f; /* to make sure */
        VectorClear( trace->color );
        VectorClear( trace->colorNoShadow );
+       VectorClear( trace->directionContribution );
+
+       colorBrightness = RGBTOGRAY( light->color ) * ( 1.0f/255.0f );
        
        /* ydnar: early out */
        if( !(light->flags & LIGHT_SURFACES) || light->envelope <= 0.0f )
@@ -796,7 +803,7 @@ int LightContributionToSample( trace_t *trace )
                }
                
                /* nudge the point so that it is clearly forward of the light */
-               /* so that surfaces meeting a light emiter don't get black edges */
+               /* so that surfaces meeting a light emitter don't get black edges */
                if( d > -8.0f && d < 8.0f )
                        VectorMA( trace->origin, (8.0f - d), light->normal, pushedOrigin );                             
                else
@@ -815,8 +822,13 @@ int LightContributionToSample( trace_t *trace )
                        angle = DotProduct( trace->normal, trace->direction );
                        
                        /* twosided lighting */
-                       if( trace->twoSided )
-                               angle = fabs( angle );
+                       if( trace->twoSided && angle < 0 )
+                       {
+                               angle = -angle;
+
+                               /* no deluxemap contribution from "other side" light */
+                               doAddDeluxe = qfalse;
+                       }
                        
                        /* attenuate */
                        angle *= -DotProduct( light->normal, trace->direction );
@@ -824,14 +836,27 @@ int LightContributionToSample( trace_t *trace )
                                return 0;
                        else if( angle < 0.0f &&
                                (trace->twoSided || (light->flags & LIGHT_TWOSIDED)) )
+                       {
                                angle = -angle;
 
+                               /* no deluxemap contribution from "other side" light */
+                               doAddDeluxe = qfalse;
+                       }
+
                        /* clamp the distance to prevent super hot spots */
                        dist = sqrt(dist * dist + light->extraDist * light->extraDist);
                        if( dist < 16.0f )
                                dist = 16.0f;
 
                        add = light->photons / (dist * dist) * angle;
+
+                       if( deluxemap )
+                       {
+                               if( angledDeluxe )
+                                       addDeluxe = light->photons / (dist * dist) * angle;
+                               else
+                                       addDeluxe = light->photons / (dist * dist);
+                       }
                }
                else
                {
@@ -851,13 +876,26 @@ int LightContributionToSample( trace_t *trace )
                                        dist = SetupTrace( trace );
                                        if( dist >= light->envelope )
                                                return 0;
+
+                                       /* no deluxemap contribution from "other side" light */
+                                       doAddDeluxe = qfalse;
                                }
                                else
                                        return 0;
                        }
+
+                       /* also don't deluxe if the direction is on the wrong side */
+                       if(DotProduct(trace->normal, trace->direction) < 0)
+                       {
+                               /* no deluxemap contribution from "other side" light */
+                               doAddDeluxe = qfalse;
+                       }
                        
                        /* ydnar: moved to here */
                        add = factor * light->add;
+
+                       if( deluxemap )
+                               addDeluxe = add;
                }
        }
        
@@ -882,8 +920,13 @@ int LightContributionToSample( trace_t *trace )
                        float dot = DotProduct( trace->normal, trace->direction ); 
 
                        /* twosided lighting */
-                       if( trace->twoSided )
-                               dot = fabs( dot );
+                       if( trace->twoSided && dot < 0 )
+                       {
+                               dot = -dot;
+
+                               /* no deluxemap contribution from "other side" light */
+                               doAddDeluxe = qfalse;
+                       }
 
                        /* jal: optional half Lambert attenuation (http://developer.valvesoftware.com/wiki/Half_Lambert) */
                        if( lightAngleHL )
@@ -916,9 +959,35 @@ int LightContributionToSample( trace_t *trace )
                        add = angle * light->photons * linearScale - (dist * light->fade);
                        if( add < 0.0f )
                                add = 0.0f;
+
+                       if( deluxemap )
+                       {
+                               if( angledDeluxe )
+                                       addDeluxe = angle * light->photons * linearScale - (dist * light->fade);
+                               else
+                                       addDeluxe = light->photons * linearScale - (dist * light->fade);
+
+                               if( addDeluxe < 0.0f )
+                                       addDeluxe = 0.0f;
+                       }
                }
                else
+               {
                        add = (light->photons / (dist * dist)) * angle;
+                       if( add < 0.0f )
+                               add = 0.0f;
+
+                       if( deluxemap )
+                       {
+                               if( angledDeluxe )
+                                       addDeluxe = (light->photons / (dist * dist)) * angle;
+                               else
+                                       addDeluxe = (light->photons / (dist * dist));
+                       }
+
+                       if( addDeluxe < 0.0f )
+                               addDeluxe = 0.0f;
+               }
                
                /* handle spotlights */
                if( light->type == EMIT_SPOT )
@@ -941,7 +1010,16 @@ int LightContributionToSample( trace_t *trace )
                        
                        /* attenuate */
                        if( sampleRadius > (radiusAtDist - 32.0f) )
+                       {
                                add *= ((radiusAtDist - sampleRadius) / 32.0f);
+                               if( add < 0.0f )
+                                       add = 0.0f;
+
+                               addDeluxe *= ((radiusAtDist - sampleRadius) / 32.0f);
+
+                               if( addDeluxe < 0.0f )
+                                       addDeluxe = 0.0f;
+                       }
                }
        }
        
@@ -959,8 +1037,13 @@ int LightContributionToSample( trace_t *trace )
                        float dot = DotProduct( trace->normal, trace->direction ); 
 
                        /* twosided lighting */
-                       if( trace->twoSided )
-                               dot = fabs( dot );
+                       if( trace->twoSided && dot < 0 )
+                       {
+                               dot = -dot;
+
+                               /* no deluxemap contribution from "other side" light */
+                               doAddDeluxe = qfalse;
+                       }
 
                        /* jal: optional half Lambert attenuation (http://developer.valvesoftware.com/wiki/Half_Lambert) */
                        if( lightAngleHL )
@@ -982,11 +1065,34 @@ int LightContributionToSample( trace_t *trace )
                
                /* attenuate */
                add = light->photons * angle;
+
+               if( deluxemap )
+               {
+                       if( angledDeluxe )
+                               addDeluxe = light->photons * angle;
+                       else
+                               addDeluxe = light->photons;
+
+                       if( addDeluxe < 0.0f )
+                               addDeluxe = 0.0f;
+               }
+
                if( add <= 0.0f )
                        return 0;
 
                /* VorteX: set noShadow color */
                VectorScale(light->color, add, trace->colorNoShadow);
+
+               addDeluxe *= colorBrightness;
+
+               if( bouncing )
+               {
+                       addDeluxe *= addDeluxeBounceScale;
+                       if( addDeluxe < 0.00390625f )
+                               addDeluxe = 0.00390625f;
+               }
+
+               VectorScale( trace->direction, addDeluxe, trace->directionContribution );
                
                /* setup trace */
                trace->testAll = qtrue;
@@ -997,9 +1103,12 @@ int LightContributionToSample( trace_t *trace )
                {
                        /* trace */
                        TraceLine( trace );
+                       trace->forceSubsampling *= add;
                        if( !(trace->compileFlags & C_SKY) || trace->opaque )
                        {
                                VectorClear( trace->color );
+                               VectorClear( trace->directionContribution );
+
                                return -1;
                        }
                }
@@ -1014,6 +1123,34 @@ int LightContributionToSample( trace_t *trace )
        /* ydnar: changed to a variable number */
        if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
                return 0;
+
+       addDeluxe *= colorBrightness;
+
+       /* hack land: scale down the radiosity contribution to light directionality.
+       Deluxemaps fusion many light directions into one. In a rtl process all lights
+       would contribute individually to the bump map, so several light sources together
+       would make it more directional (example: a yellow and red lights received from
+       opposing sides would light one side in red and the other in blue, adding
+       the effect of 2 directions applied. In the deluxemapping case, this 2 lights would
+       neutralize each other making it look like having no direction.
+       Same thing happens with radiosity. In deluxemapping case the radiosity contribution
+       is modifying the direction applied from directional lights, making it go closer and closer
+       to the surface normal the bigger is the amount of radiosity received.
+       So, for preserving the directional lights contributions, we scale down the radiosity
+       contribution. It's a hack, but there's a reason behind it */
+       if( bouncing )
+       {
+               addDeluxe *= addDeluxeBounceScale;
+               /* better NOT increase it beyond the original value
+               if( addDeluxe < 0.00390625f )
+                       addDeluxe = 0.00390625f;
+               */
+       }
+
+       if(doAddDeluxe)
+       {
+               VectorScale( trace->direction, addDeluxe, trace->directionContribution );
+       }
        
        /* setup trace */
        trace->testAll = qfalse;
@@ -1021,9 +1158,12 @@ int LightContributionToSample( trace_t *trace )
        
        /* raytrace */
        TraceLine( trace );
+       trace->forceSubsampling *= add;
        if( trace->passSolid || trace->opaque )
        {
                VectorClear( trace->color );
+               VectorClear( trace->directionContribution );
+
                return -1;
        }
        
@@ -1320,6 +1460,7 @@ typedef struct
 {
        vec3_t          dir;
        vec3_t          color;
+       vec3_t          ambient;
        int                     style;
 }
 contribution_t;
@@ -1413,6 +1554,7 @@ void TraceGrid( int num )
                /* add a contribution */
                VectorCopy( trace.color, contributions[ numCon ].color );
                VectorCopy( trace.direction, contributions[ numCon ].dir );
+               VectorClear( contributions[ numCon ].ambient );
                contributions[ numCon ].style = trace.light->style;
                numCon++;
                
@@ -1432,50 +1574,55 @@ void TraceGrid( int num )
        
        /////// Floodlighting for point //////////////////
        //do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
-       if (floodlighty)
+       if( floodlighty )
        {
-               int q;
-               float addSize,f;
-               vec3_t col,dir;
-               col[0]=col[1]=col[2]=floodlightIntensity;
-               dir[0]=dir[1]=0;
-               dir[2]=1;
+               int k;
+               float addSize, f;
+               vec3_t dir = { 0, 0, 1 };
+               float ambientFrac = 0.25f;
 
                trace.testOcclusion = qtrue;
                trace.forceSunlight = qfalse;
                trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
                trace.testAll = qtrue;
 
-               for (q=0;q<2;q++)
+               for( k = 0; k < 2; k++ )
                {
-                       if (q==0) //upper hemisphere
+                       if( k == 0 ) // upper hemisphere
                        {
-                               trace.normal[0]=0;
-                               trace.normal[1]=0;
-                               trace.normal[2]=1;
+                               trace.normal[0] = 0;
+                               trace.normal[1] = 0;
+                               trace.normal[2] = 1;
                        }
                        else //lower hemisphere
                        {
-                               trace.normal[0]=0;
-                               trace.normal[1]=0;
-                               trace.normal[2]=-1;
+                               trace.normal[0] = 0;
+                               trace.normal[1] = 0;
+                               trace.normal[2] = -1;
                        }
 
-                       f = FloodLightForSample(&trace, floodlightDistance, floodlight_lowquality);
+                       f = FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
+
+                       /* add a fraction as pure ambient, half as top-down direction */
+                       contributions[ numCon ].color[0]= floodlightRGB[0] * floodlightIntensity * f * ( 1.0f - ambientFrac );
+                       contributions[ numCon ].color[1]= floodlightRGB[1] * floodlightIntensity * f * ( 1.0f - ambientFrac );
+                       contributions[ numCon ].color[2]= floodlightRGB[2] * floodlightIntensity * f * ( 1.0f - ambientFrac );
 
-                       contributions[ numCon ].color[0]=col[0]*f;
-                       contributions[ numCon ].color[1]=col[1]*f;
-                       contributions[ numCon ].color[2]=col[2]*f;
+                       contributions[ numCon ].ambient[0]= floodlightRGB[0] * floodlightIntensity * f * ambientFrac;
+                       contributions[ numCon ].ambient[1]= floodlightRGB[1] * floodlightIntensity * f * ambientFrac;
+                       contributions[ numCon ].ambient[2]= floodlightRGB[2] * floodlightIntensity * f * ambientFrac;
 
-                       contributions[ numCon ].dir[0]=dir[0];
-                       contributions[ numCon ].dir[1]=dir[1];
-                       contributions[ numCon ].dir[2]=dir[2];
+                       contributions[ numCon ].dir[0] = dir[0];
+                       contributions[ numCon ].dir[1] = dir[1];
+                       contributions[ numCon ].dir[2] = dir[2];
 
                        contributions[ numCon ].style = 0;
-                       numCon++;
+
                        /* push average direction around */
-                       addSize = VectorLength( col );
+                       addSize = VectorLength( contributions[ numCon ].color );
                        VectorMA( gp->dir, addSize, dir, gp->dir );
+
+                       numCon++;
                }
        }
        /////////////////////
@@ -1531,6 +1678,8 @@ void TraceGrid( int num )
                d = 0.25f * (1.0f - d);
                VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );
 
+               VectorAdd( gp->ambient[ j ], contributions[ i ].ambient, gp->ambient[ j ] );
+
 /*
  * div0:
  * the total light average = ambient value + 0.25 * sum of all directional values
@@ -2106,6 +2255,18 @@ int LightMain( int argc, char **argv )
                        i++;
                }
                
+               else if( !strcmp( argv[ i ], "-samplessearchboxsize" ) )
+               {
+                       lightSamplesSearchBoxSize = atoi( argv[ i + 1 ] );
+                       if( lightSamplesSearchBoxSize <= 0 )
+                               lightSamplesSearchBoxSize = 1;
+                       if( lightSamplesSearchBoxSize > 4 )
+                               lightSamplesSearchBoxSize = 4; /* more makes no sense */
+                       else if( lightSamplesSearchBoxSize != 1 )
+                               Sys_Printf( "Adaptive supersampling uses %f times the normal search box size\n", lightSamplesSearchBoxSize );
+                       i++;
+               }
+
                else if( !strcmp( argv[ i ], "-filter" ) )
                {
                        filter = qtrue;