]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/light_bounce.c
Merge commit 'ddee6cbe7c5fcbba52e7881a411f310809b867f9' into master-merge
[xonotic/netradiant.git] / tools / quake3 / q3map2 / light_bounce.c
index acf2eacd3ce4af54d09239f04ee93cf19b1ebce8..8cd6deadd281a8a395b0a158b7959d2ee3995aef 100644 (file)
@@ -195,6 +195,23 @@ static void RadClipWindingEpsilon( radWinding_t *in, vec3_t normal, vec_t dist,
 
 
 
+/*
+   Modulo1IfNegative()
+   Previously the bias computation was doing:
+
+      while ( f < 0.0f ) {
+         f += 1.0f;
+      }
+
+   That may end in infinite loop in some case.
+   It may also be slower because of useless loops.
+   I don't know what that computation is for.
+   -- illwieckz
+*/
+float Modulo1IfNegative( float f ){
+       return f < 0.0f ? f - floor( f ) : f;
+}
+
 
 
 /*
@@ -204,10 +221,8 @@ static void RadClipWindingEpsilon( radWinding_t *in, vec3_t normal, vec_t dist,
  */
 
 qboolean RadSampleImage( byte *pixels, int width, int height, float st[ 2 ], float color[ 4 ] ){
-       float sto[ 2 ];
        int x, y;
 
-
        /* clear color first */
        color[ 0 ] = color[ 1 ] = color[ 2 ] = color[ 3 ] = 255;
 
@@ -216,18 +231,10 @@ qboolean RadSampleImage( byte *pixels, int width, int height, float st[ 2 ], flo
                return qfalse;
        }
 
-       /* bias st */
-       sto[ 0 ] = st[ 0 ];
-       while ( sto[ 0 ] < 0.0f )
-               sto[ 0 ] += 1.0f;
-       sto[ 1 ] = st[ 1 ];
-       while ( sto[ 1 ] < 0.0f )
-               sto[ 1 ] += 1.0f;
-
        /* get offsets */
-       x = ( (float) width * sto[ 0 ] ) + 0.5f;
+       x = ( (float) width * Modulo1IfNegative( st[ 0 ] ) ) + 0.5f;
        x %= width;
-       y = ( (float) height * sto[ 1 ] )  + 0.5f;
+       y = ( (float) height * Modulo1IfNegative( st[ 1 ] ) ) + 0.5f;
        y %= height;
 
        /* get pixel */
@@ -428,13 +435,15 @@ static void RadSample( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm,
 #define RADIOSITY_MIN               0.0001f
 #define RADIOSITY_CLIP_EPSILON      0.125f
 
+
+
 static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si,
-                                                                         float scale, float subdivide, qboolean original, radWinding_t *rw, clipWork_t *cw ){
+                                                                         float scale, float subdivide, radWinding_t *rw, clipWork_t *cw ){
        int i, style = 0;
        float dist, area, value;
        vec3_t mins, maxs, normal, d1, d2, cross, color, gradient;
        light_t         *light, *splash;
-       winding_t       *w;
+       winding_t       *w, *splash_w;
 
 
        /* dummy check */
@@ -463,8 +472,8 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
                        RadClipWindingEpsilon( rw, normal, dist, RADIOSITY_CLIP_EPSILON, &front, &back, cw );
 
                        /* recurse */
-                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &front, cw );
-                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &back, cw );
+                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &front, cw );
+                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &back, cw );
                        return;
                }
        }
@@ -490,7 +499,7 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
                /* if color gradient is too high, subdivide again */
                if ( subdivide > minDiffuseSubdivide &&
                         ( gradient[ 0 ] > RADIOSITY_MAX_GRADIENT || gradient[ 1 ] > RADIOSITY_MAX_GRADIENT || gradient[ 2 ] > RADIOSITY_MAX_GRADIENT ) ) {
-                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), qfalse, rw, cw );
+                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), rw, cw );
                        return;
                }
        }
@@ -536,8 +545,7 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
        }
 
        /* create a light */
-       light = safe_malloc( sizeof( *light ) );
-       memset( light, 0, sizeof( *light ) );
+       light = safe_malloc0( sizeof( *light ) );
 
        /* attach it */
        ThreadLock();
@@ -580,28 +588,77 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
                VectorMA( light->origin, 1.0f, light->normal, light->origin );
                light->dist = DotProduct( light->origin, normal );
 
-               /* optionally create a point backsplash light for first pass */
-               if ( original && si->backsplashFraction > 0 ) {
+#if 0
+               /* optionally create a point backsplash light */
+               if ( si->backsplashFraction > 0 ) {
+
                        /* allocate a new point light */
-                       splash = safe_malloc( sizeof( *splash ) );
-                       memset( splash, 0, sizeof( *splash ) );
+                       splash = safe_malloc0( sizeof( *splash ) );
+
                        splash->next = lights;
                        lights = splash;
 
+
                        /* set it up */
                        splash->flags = LIGHT_Q3A_DEFAULT;
                        splash->type = EMIT_POINT;
                        splash->photons = light->photons * si->backsplashFraction;
+
                        splash->fade = 1.0f;
                        splash->si = si;
                        VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
                        VectorCopy( si->color, splash->color );
+
                        splash->falloffTolerance = falloffTolerance;
                        splash->style = noStyles ? LS_NORMAL : light->style;
 
                        /* add to counts */
                        numPointLights++;
                }
+#endif
+
+#if 1
+               /* optionally create area backsplash light */
+               //if ( original && si->backsplashFraction > 0 ) {
+               if ( si->backsplashFraction > 0 && !( si->compileFlags & C_SKY ) ) {
+                       /* allocate a new area light */
+                       splash = safe_malloc( sizeof( *splash ) );
+                       memset( splash, 0, sizeof( *splash ) );
+                       ThreadLock();
+                       splash->next = lights;
+                       lights = splash;
+                       ThreadUnlock();
+
+                       /* set it up */
+                       splash->flags = LIGHT_AREA_DEFAULT;
+                       splash->type = EMIT_AREA;
+                       splash->photons = light->photons * 7.0f * si->backsplashFraction;
+                       splash->add = light->add * 7.0f * si->backsplashFraction;
+                       splash->fade = 1.0f;
+                       splash->si = si;
+                       VectorCopy( si->color, splash->color );
+                       VectorScale( splash->color, splash->add, splash->emitColor );
+                       splash->falloffTolerance = falloffTolerance;
+                       splash->style = noStyles ? LS_NORMAL : si->lightStyle;
+                       if ( splash->style < LS_NORMAL || splash->style >= LS_NONE ) {
+                               splash->style = LS_NORMAL;
+                       }
+
+                       /* create a regular winding */
+                       splash_w = AllocWinding( rw->numVerts );
+                       splash_w->numpoints = rw->numVerts;
+                       for ( i = 0; i < rw->numVerts; i++ )
+                               VectorMA( rw->verts[rw->numVerts - 1 - i].xyz, si->backsplashDistance, normal, splash_w->p[ i ] );
+                       splash->w = splash_w;
+
+                       VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
+                       VectorNegate( normal, splash->normal );
+            splash->dist = DotProduct( splash->origin, splash->normal );
+
+//                     splash->flags |= LIGHT_TWOSIDED;
+               }
+#endif
+
        }
        else
        {
@@ -640,7 +697,6 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
 }
 
 
-
 /*
    RadLightForTriangles()
    creates unbounced diffuse lights for triangle soup (misc_models, etc)
@@ -679,7 +735,7 @@ void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderIn
                }
 
                /* subdivide into area lights */
-               RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+               RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
        }
 }
 
@@ -788,7 +844,7 @@ void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t
                                }
 
                                /* subdivide into area lights */
-                               RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+                               RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
                        }
 
                        /* generate 2 tris */
@@ -817,7 +873,7 @@ void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t
                                        }
 
                                        /* subdivide into area lights */
-                                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+                                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
                                }
                        }
                }