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 ------------------------------------------------------------------------------- */
32 #define LIGHT_BOUNCE_C
45 deletes any existing lights, freeing up memory for the next bounce
48 void RadFreeLights( void )
50 light_t *light, *next;
54 for( light = lights; light; light = next )
57 if( light->w != NULL )
58 FreeWinding( light->w );
68 RadClipWindingEpsilon()
69 clips a rad winding by a plane
70 based off the regular clip winding code
73 static void RadClipWindingEpsilon( radWinding_t *in, vec3_t normal, vec_t dist,
74 vec_t epsilon, radWinding_t *front, radWinding_t *back, clipWork_t *cw )
79 vec_t dot; /* ydnar: changed from static b/c of threading */ /* VC 4.2 optimizer bug if not static? */
81 radVert_t *v1, *v2, mid;
90 counts[ 0 ] = counts[ 1 ] = counts[ 2 ] = 0;
92 /* determine sides for each point */
93 for( i = 0; i < in->numVerts; i++ )
95 dot = DotProduct( in->verts[ i ].xyz, normal );
99 sides[ i ] = SIDE_FRONT;
100 else if( dot < -epsilon )
101 sides[ i ] = SIDE_BACK;
103 sides[ i ] = SIDE_ON;
104 counts[ sides[ i ] ]++;
106 sides[ i ] = sides[ 0 ];
107 dists[ i ] = dists[ 0 ];
109 /* clear front and back */
110 front->numVerts = back->numVerts = 0;
112 /* handle all on one side cases */
113 if( counts[ 0 ] == 0 )
115 memcpy( back, in, sizeof( radWinding_t ) );
118 if( counts[ 1 ] == 0 )
120 memcpy( front, in, sizeof( radWinding_t ) );
125 maxPoints = in->numVerts + 4;
127 /* do individual verts */
128 for( i = 0; i < in->numVerts; i++ )
130 /* do simple vertex copies first */
131 v1 = &in->verts[ i ];
133 if( sides[ i ] == SIDE_ON )
135 memcpy( &front->verts[ front->numVerts++ ], v1, sizeof( radVert_t ) );
136 memcpy( &back->verts[ back->numVerts++ ], v1, sizeof( radVert_t ) );
140 if( sides[ i ] == SIDE_FRONT )
141 memcpy( &front->verts[ front->numVerts++ ], v1, sizeof( radVert_t ) );
143 if( sides[ i ] == SIDE_BACK )
144 memcpy( &back->verts[ back->numVerts++ ], v1, sizeof( radVert_t ) );
146 if( sides[ i + 1 ] == SIDE_ON || sides[ i + 1 ] == sides[ i ] )
149 /* generate a split vertex */
150 v2 = &in->verts[ (i + 1) % in->numVerts ];
152 dot = dists[ i ] / (dists[ i ] - dists[ i + 1 ]);
154 /* average vertex values */
155 for( j = 0; j < 4; j++ )
160 for( k = 0; k < MAX_LIGHTMAPS; k++ )
161 mid.color[ k ][ j ] = v1->color[ k ][ j ] + dot * (v2->color[ k ][ j ] - v1->color[ k ][ j ]);
167 mid.xyz[ j ] = v1->xyz[ j ] + dot * (v2->xyz[ j ] - v1->xyz[ j ]);
168 mid.normal[ j ] = v1->normal[ j ] + dot * (v2->normal[ j ] - v1->normal[ j ]);
174 mid.st[ j ] = v1->st[ j ] + dot * (v2->st[ j ] - v1->st[ j ]);
175 for( k = 0; k < MAX_LIGHTMAPS; k++ )
176 mid.lightmap[ k ][ j ] = v1->lightmap[ k ][ j ] + dot * (v2->lightmap[ k ][ j ] - v1->lightmap[ k ][ j ]);
180 /* normalize the averaged normal */
181 VectorNormalize( mid.normal, mid.normal );
183 /* copy the midpoint to both windings */
184 memcpy( &front->verts[ front->numVerts++ ], &mid, sizeof( radVert_t ) );
185 memcpy( &back->verts[ back->numVerts++ ], &mid, sizeof( radVert_t ) );
189 if( front->numVerts > maxPoints || front->numVerts > maxPoints )
190 Error( "RadClipWindingEpsilon: points exceeded estimate" );
191 if( front->numVerts > MAX_POINTS_ON_WINDING || front->numVerts > MAX_POINTS_ON_WINDING )
192 Error( "RadClipWindingEpsilon: MAX_POINTS_ON_WINDING" );
201 samples a texture image for a given color
202 returns qfalse if pixels are bad
205 qboolean RadSampleImage( byte *pixels, int width, int height, float st[ 2 ], float color[ 4 ] )
211 /* clear color first */
212 color[ 0 ] = color[ 1 ] = color[ 2 ] = color[ 3 ] = 255;
215 if( pixels == NULL || width < 1 || height < 1 )
220 while( sto[ 0 ] < 0.0f )
223 while( sto[ 1 ] < 0.0f )
227 x = ((float) width * sto[ 0 ]) + 0.5f;
229 y = ((float) height * sto[ 1 ]) + 0.5f;
233 pixels += (y * width * 4) + (x * 4);
234 VectorCopy( pixels, color );
235 color[ 3 ] = pixels[ 3 ];
243 samples a fragment's lightmap or vertex color and returns an
244 average color and a color gradient for the sample
247 #define MAX_SAMPLES 150
248 #define SAMPLE_GRANULARITY 6
250 static void RadSample( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si, radWinding_t *rw, vec3_t average, vec3_t gradient, int *style )
252 int i, j, k, l, v, x, y, samples;
253 vec3_t color, mins, maxs;
255 float alpha, alphaI, bf;
257 float st[ 2 ], lightmap[ 2 ], *radLuxel;
262 ClearBounds( mins, maxs );
263 VectorClear( average );
264 VectorClear( gradient );
268 if( rw == NULL || rw->numVerts < 3 )
274 /* sample vertex colors if no lightmap or this is the initial pass */
275 if( lm == NULL || lm->radLuxels[ lightmapNum ] == NULL || bouncing == qfalse )
277 for( samples = 0; samples < rw->numVerts; samples++ )
279 /* multiply by texture color */
280 if( !RadSampleImage( si->lightImage->pixels, si->lightImage->width, si->lightImage->height, rw->verts[ samples ].st, textureColor ) )
282 VectorCopy( si->averageColor, textureColor );
283 textureColor[ 4 ] = 255.0f;
285 for( i = 0; i < 3; i++ )
286 color[ i ] = (textureColor[ i ] / 255) * (rw->verts[ samples ].color[ lightmapNum ][ i ] / 255.0f);
288 AddPointToBounds( color, mins, maxs );
289 VectorAdd( average, color, average );
292 alpha += (textureColor[ 3 ] / 255.0f) * (rw->verts[ samples ].color[ lightmapNum ][ 3 ] / 255.0f);
296 *style = ds->vertexStyles[ lightmapNum ];
299 /* sample lightmap */
302 /* fracture the winding into a fan (including degenerate tris) */
303 for( v = 1; v < (rw->numVerts - 1) && samples < MAX_SAMPLES; v++ )
306 rv[ 0 ] = &rw->verts[ 0 ];
307 rv[ 1 ] = &rw->verts[ v ];
308 rv[ 2 ] = &rw->verts[ v + 1 ];
310 /* this code is embarassing (really should just rasterize the triangle) */
311 for( i = 1; i < SAMPLE_GRANULARITY && samples < MAX_SAMPLES; i++ )
313 for( j = 1; j < SAMPLE_GRANULARITY && samples < MAX_SAMPLES; j++ )
315 for( k = 1; k < SAMPLE_GRANULARITY && samples < MAX_SAMPLES; k++ )
317 /* create a blend vector (barycentric coordinates) */
321 bf = (1.0 / (blend[ 0 ] + blend[ 1 ] + blend[ 2 ]));
322 VectorScale( blend, bf, blend );
324 /* create a blended sample */
325 st[ 0 ] = st[ 1 ] = 0.0f;
326 lightmap[ 0 ] = lightmap[ 1 ] = 0.0f;
328 for( l = 0; l < 3; l++ )
330 st[ 0 ] += (rv[ l ]->st[ 0 ] * blend[ l ]);
331 st[ 1 ] += (rv[ l ]->st[ 1 ] * blend[ l ]);
332 lightmap[ 0 ] += (rv[ l ]->lightmap[ lightmapNum ][ 0 ] * blend[ l ]);
333 lightmap[ 1 ] += (rv[ l ]->lightmap[ lightmapNum ][ 1 ] * blend[ l ]);
334 alphaI += (rv[ l ]->color[ lightmapNum ][ 3 ] * blend[ l ]);
337 /* get lightmap xy coords */
338 x = lightmap[ 0 ] / (float) superSample;
339 y = lightmap[ 1 ] / (float) superSample;
342 else if ( x >= lm->w )
346 else if ( y >= lm->h )
349 /* get radiosity luxel */
350 radLuxel = RAD_LUXEL( lightmapNum, x, y );
352 /* ignore unlit/unused luxels */
353 if( radLuxel[ 0 ] < 0.0f )
359 /* multiply by texture color */
360 if( !RadSampleImage( si->lightImage->pixels, si->lightImage->width, si->lightImage->height, st, textureColor ) )
362 VectorCopy( si->averageColor, textureColor );
363 textureColor[ 4 ] = 255;
365 for( i = 0; i < 3; i++ )
366 color[ i ] = (textureColor[ i ] / 255) * (radLuxel[ i ] / 255);
368 AddPointToBounds( color, mins, maxs );
369 VectorAdd( average, color, average );
372 alpha += (textureColor[ 3 ] / 255) * (alphaI / 255);
379 *style = ds->lightmapStyles[ lightmapNum ];
386 /* average the color */
387 VectorScale( average, (1.0 / samples), average );
389 /* create the color gradient */
390 //% VectorSubtract( maxs, mins, delta );
392 /* new: color gradient will always be 0-1.0, expressed as the range of light relative to overall light */
393 //% gradient[ 0 ] = maxs[ 0 ] > 0.0f ? (maxs[ 0 ] - mins[ 0 ]) / maxs[ 0 ] : 0.0f;
394 //% gradient[ 1 ] = maxs[ 1 ] > 0.0f ? (maxs[ 1 ] - mins[ 1 ]) / maxs[ 1 ] : 0.0f;
395 //% gradient[ 2 ] = maxs[ 2 ] > 0.0f ? (maxs[ 2 ] - mins[ 2 ]) / maxs[ 2 ] : 0.0f;
397 /* newer: another contrast function */
398 for( i = 0; i < 3; i++ )
399 gradient[ i ] = (maxs[ i ] - mins[ i ]) * maxs[ i ];
405 RadSubdivideDiffuseLight()
406 subdivides a radiosity winding until it is smaller than subdivide, then generates an area light
409 #define RADIOSITY_MAX_GRADIENT 0.75f //% 0.25f
410 #define RADIOSITY_VALUE 500.0f
411 #define RADIOSITY_MIN 0.0001f
412 #define RADIOSITY_CLIP_EPSILON 0.125f
414 static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si,
415 float scale, float subdivide, qboolean original, radWinding_t *rw, clipWork_t *cw )
418 float dist, area, value;
419 vec3_t mins, maxs, normal, d1, d2, cross, color, gradient;
420 light_t *light, *splash;
425 if( rw == NULL || rw->numVerts < 3 )
428 /* get bounds for winding */
429 ClearBounds( mins, maxs );
430 for( i = 0; i < rw->numVerts; i++ )
431 AddPointToBounds( rw->verts[ i ].xyz, mins, maxs );
433 /* subdivide if necessary */
434 for( i = 0; i < 3; i++ )
436 if( maxs[ i ] - mins[ i ] > subdivide )
438 radWinding_t front, back;
441 /* make axial plane */
442 VectorClear( normal );
444 dist = (maxs[ i ] + mins[ i ]) * 0.5f;
446 /* clip the winding */
447 RadClipWindingEpsilon( rw, normal, dist, RADIOSITY_CLIP_EPSILON, &front, &back, cw );
450 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &front, cw );
451 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &back, cw );
458 for( i = 2; i < rw->numVerts; i++ )
460 VectorSubtract( rw->verts[ i - 1 ].xyz, rw->verts[ 0 ].xyz, d1 );
461 VectorSubtract( rw->verts[ i ].xyz, rw->verts[ 0 ].xyz, d2 );
462 CrossProduct( d1, d2, cross );
463 area += 0.5f * VectorLength( cross );
465 if( area < 1.0f || area > 20000000.0f )
468 /* more subdivision may be necessary */
471 /* get color sample for the surface fragment */
472 RadSample( lightmapNum, ds, lm, si, rw, color, gradient, &style );
474 /* if color gradient is too high, subdivide again */
475 if( subdivide > minDiffuseSubdivide &&
476 (gradient[ 0 ] > RADIOSITY_MAX_GRADIENT || gradient[ 1 ] > RADIOSITY_MAX_GRADIENT || gradient[ 2 ] > RADIOSITY_MAX_GRADIENT) )
478 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, (subdivide / 2.0f), qfalse, rw, cw );
483 /* create a regular winding and an average normal */
484 w = AllocWinding( rw->numVerts );
485 w->numpoints = rw->numVerts;
486 VectorClear( normal );
487 for( i = 0; i < rw->numVerts; i++ )
489 VectorCopy( rw->verts[ i ].xyz, w->p[ i ] );
490 VectorAdd( normal, rw->verts[ i ].normal, normal );
492 VectorScale( normal, (1.0f / rw->numVerts), normal );
493 if( VectorNormalize( normal, normal ) == 0.0f )
497 if( bouncing && VectorLength( color ) < RADIOSITY_MIN )
501 //% Sys_Printf( "Size: %d %d %d\n", (int) (maxs[ 0 ] - mins[ 0 ]), (int) (maxs[ 1 ] - mins[ 1 ]), (int) (maxs[ 2 ] - mins[ 2 ]) );
502 //% Sys_Printf( "Grad: %f %f %f\n", gradient[ 0 ], gradient[ 1 ], gradient[ 2 ] );
504 /* increment counts */
506 switch( ds->surfaceType )
509 numBrushDiffuseLights++;
512 case MST_TRIANGLE_SOUP:
513 numTriangleDiffuseLights++;
517 numPatchDiffuseLights++;
522 light = safe_malloc( sizeof( *light ) );
523 memset( light, 0, sizeof( *light ) );
527 light->next = lights;
531 /* initialize the light */
532 light->flags = LIGHT_AREA_DEFAULT;
533 light->type = EMIT_AREA;
538 /* set falloff threshold */
539 light->falloffTolerance = falloffTolerance;
541 /* bouncing light? */
544 /* handle first-pass lights in normal q3a style */
546 light->photons = value * area * areaScale;
547 light->add = value * formFactorValueScale * areaScale;
548 VectorCopy( si->color, light->color );
549 VectorScale( light->color, light->add, light->emitColor );
550 light->style = noStyles ? LS_NORMAL : si->lightStyle;
551 if( light->style < LS_NORMAL || light->style >= LS_NONE )
552 light->style = LS_NORMAL;
555 VectorAdd( mins, maxs, light->origin );
556 VectorScale( light->origin, 0.5f, light->origin );
558 /* nudge it off the plane a bit */
559 VectorCopy( normal, light->normal );
560 VectorMA( light->origin, 1.0f, light->normal, light->origin );
561 light->dist = DotProduct( light->origin, normal );
563 /* optionally create a point splashsplash light for first pass */
564 if( original && si->backsplashFraction > 0 )
566 /* allocate a new point light */
567 splash = safe_malloc( sizeof( *splash ) );
568 memset( splash, 0, sizeof( *splash ) );
569 splash->next = lights;
573 splash->flags = LIGHT_Q3A_DEFAULT;
574 splash->type = EMIT_POINT;
575 splash->photons = light->photons * si->backsplashFraction;
578 VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
579 VectorCopy( si->color, splash->color );
580 splash->falloffTolerance = falloffTolerance;
581 splash->style = noStyles ? LS_NORMAL : light->style;
589 /* handle bounced light (radiosity) a little differently */
590 value = RADIOSITY_VALUE * si->bounceScale * 0.375f;
591 light->photons = value * area * bounceScale;
592 light->add = value * formFactorValueScale * bounceScale;
593 VectorCopy( color, light->color );
594 VectorScale( light->color, light->add, light->emitColor );
595 light->style = noStyles ? LS_NORMAL : style;
596 if( light->style < LS_NORMAL || light->style >= LS_NONE )
597 light->style = LS_NORMAL;
600 WindingCenter( w, light->origin );
602 /* nudge it off the plane a bit */
603 VectorCopy( normal, light->normal );
604 VectorMA( light->origin, 1.0f, light->normal, light->origin );
605 light->dist = DotProduct( light->origin, normal );
608 /* emit light from both sides? */
609 if( si->compileFlags & C_FOG || si->twoSided )
610 light->flags |= LIGHT_TWOSIDED;
612 //% Sys_Printf( "\nAL: C: (%6f, %6f, %6f) [%6f] N: (%6f, %6f, %6f) %s\n",
613 //% light->color[ 0 ], light->color[ 1 ], light->color[ 2 ], light->add,
614 //% light->normal[ 0 ], light->normal[ 1 ], light->normal[ 2 ],
615 //% light->si->shader );
621 RadLightForTriangles()
622 creates unbounced diffuse lights for triangle soup (misc_models, etc)
625 void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw )
628 bspDrawSurface_t *ds;
630 float *radVertexLuxel;
635 ds = &bspDrawSurfaces[ num ];
636 info = &surfaceInfos[ num ];
638 /* each triangle is a potential emitter */
640 for( i = 0; i < ds->numIndexes; i += 3 )
643 for( j = 0; j < 3; j++ )
645 /* get vertex index and rad vertex luxel */
646 v = ds->firstVert + bspDrawIndexes[ ds->firstIndex + i + j ];
648 /* get most everything */
649 memcpy( &rw.verts[ j ], &yDrawVerts[ v ], sizeof( bspDrawVert_t ) );
652 for( k = 0; k < MAX_LIGHTMAPS; k++ )
654 radVertexLuxel = RAD_VERTEX_LUXEL( k, ds->firstVert + bspDrawIndexes[ ds->firstIndex + i + j ] );
655 VectorCopy( radVertexLuxel, rw.verts[ j ].color[ k ] );
656 rw.verts[ j ].color[ k ][ 3 ] = yDrawVerts[ v ].color[ k ][ 3 ];
660 /* subdivide into area lights */
661 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
669 creates unbounced diffuse lights for patches
672 #define PLANAR_EPSILON 0.1f
674 void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw )
676 int i, x, y, v, t, pw[ 5 ], r;
677 bspDrawSurface_t *ds;
679 bspDrawVert_t *bogus;
680 bspDrawVert_t *dv[ 4 ];
681 mesh_t src, *subdivided, *mesh;
682 float *radVertexLuxel;
690 ds = &bspDrawSurfaces[ num ];
691 info = &surfaceInfos[ num ];
693 /* construct a bogus vert list with color index stuffed into color[ 0 ] */
694 bogus = safe_malloc( ds->numVerts * sizeof( bspDrawVert_t ) );
695 memcpy( bogus, &yDrawVerts[ ds->firstVert ], ds->numVerts * sizeof( bspDrawVert_t ) );
696 for( i = 0; i < ds->numVerts; i++ )
697 bogus[ i ].color[ 0 ][ 0 ] = i;
699 /* build a subdivided mesh identical to shadow facets for this patch */
700 /* this MUST MATCH FacetsForPatch() identically! */
701 src.width = ds->patchWidth;
702 src.height = ds->patchHeight;
704 //% subdivided = SubdivideMesh( src, 8, 512 );
705 subdivided = SubdivideMesh2( src, info->patchIterations );
706 PutMeshOnCurve( *subdivided );
707 //% MakeMeshNormals( *subdivided );
708 mesh = RemoveLinearMeshColumnsRows( subdivided );
709 FreeMesh( subdivided );
712 /* FIXME: build interpolation table into color[ 1 ] */
714 /* fix up color indexes */
715 for( i = 0; i < (mesh->width * mesh->height); i++ )
717 dv[ 0 ] = &mesh->verts[ i ];
718 if( dv[ 0 ]->color[ 0 ][ 0 ] >= ds->numVerts )
719 dv[ 0 ]->color[ 0 ][ 0 ] = ds->numVerts - 1;
722 /* iterate through the mesh quads */
723 for( y = 0; y < (mesh->height - 1); y++ )
725 for( x = 0; x < (mesh->width - 1); x++ )
728 pw[ 0 ] = x + (y * mesh->width);
729 pw[ 1 ] = x + ((y + 1) * mesh->width);
730 pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
731 pw[ 3 ] = x + 1 + (y * mesh->width);
732 pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */
738 dv[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
739 dv[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
740 dv[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
741 dv[ 3 ] = &mesh->verts[ pw[ r + 3 ] ];
744 planar = PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz );
747 dist = DotProduct( dv[ 1 ]->xyz, plane ) - plane[ 3 ];
748 if( fabs( dist ) > PLANAR_EPSILON )
752 /* generate a quad */
756 for( v = 0; v < 4; v++ )
758 /* get most everything */
759 memcpy( &rw.verts[ v ], dv[ v ], sizeof( bspDrawVert_t ) );
762 for( i = 0; i < MAX_LIGHTMAPS; i++ )
764 radVertexLuxel = RAD_VERTEX_LUXEL( i, ds->firstVert + dv[ v ]->color[ 0 ][ 0 ] );
765 VectorCopy( radVertexLuxel, rw.verts[ v ].color[ i ] );
766 rw.verts[ v ].color[ i ][ 3 ] = dv[ v ]->color[ i ][ 3 ];
770 /* subdivide into area lights */
771 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
774 /* generate 2 tris */
778 for( t = 0; t < 2; t++ )
780 for( v = 0; v < 3 + t; v++ )
782 /* get "other" triangle (stupid hacky logic, but whatevah) */
783 if( v == 1 && t == 1 )
786 /* get most everything */
787 memcpy( &rw.verts[ v ], dv[ v ], sizeof( bspDrawVert_t ) );
790 for( i = 0; i < MAX_LIGHTMAPS; i++ )
792 radVertexLuxel = RAD_VERTEX_LUXEL( i, ds->firstVert + dv[ v ]->color[ 0 ][ 0 ] );
793 VectorCopy( radVertexLuxel, rw.verts[ v ].color[ i ] );
794 rw.verts[ v ].color[ i ][ 3 ] = dv[ v ]->color[ i ][ 3 ];
798 /* subdivide into area lights */
799 RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
814 creates unbounced diffuse lights for a given surface
817 void RadLight( int num )
820 float scale, subdivide;
821 int contentFlags, surfaceFlags, compileFlags;
822 bspDrawSurface_t *ds;
829 /* get drawsurface, lightmap, and shader info */
830 ds = &bspDrawSurfaces[ num ];
831 info = &surfaceInfos[ num ];
834 scale = si->bounceScale;
836 /* find nodraw bit */
837 contentFlags = surfaceFlags = compileFlags = 0;
838 ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, &compileFlags );
840 // jal : avoid bouncing on trans surfaces
841 ApplySurfaceParm( "trans", &contentFlags, &surfaceFlags, &compileFlags );
844 if( scale <= 0.0f || (si->compileFlags & C_SKY) || si->autosprite ||
845 (bspShaders[ ds->shaderNum ].contentFlags & contentFlags) || (bspShaders[ ds->shaderNum ].surfaceFlags & surfaceFlags) ||
846 (si->compileFlags & compileFlags) )
849 /* determine how much we need to chop up the surface */
850 if( si->lightSubdivide )
851 subdivide = si->lightSubdivide;
853 subdivide = diffuseSubdivide;
856 numDiffuseSurfaces++;
858 /* iterate through styles (this could be more efficient, yes) */
859 for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
862 if( ds->lightmapStyles[ lightmapNum ] != LS_NONE && ds->lightmapStyles[ lightmapNum ] != LS_UNUSED )
864 switch( ds->surfaceType )
867 case MST_TRIANGLE_SOUP:
868 RadLightForTriangles( num, lightmapNum, lm, si, scale, subdivide, &cw );
872 RadLightForPatch( num, lightmapNum, lm, si, scale, subdivide, &cw );
885 RadCreateDiffuseLights()
886 creates lights for unbounced light on surfaces in the bsp
891 void RadCreateDiffuseLights( void )
894 Sys_FPrintf( SYS_VRB, "--- RadCreateDiffuseLights ---\n" );
895 numDiffuseSurfaces = 0;
896 numDiffuseLights = 0;
897 numBrushDiffuseLights = 0;
898 numTriangleDiffuseLights = 0;
899 numPatchDiffuseLights = 0;
902 /* hit every surface (threaded) */
903 RunThreadsOnIndividual( numBSPDrawSurfaces, qtrue, RadLight );
905 /* dump the lights generated to a file */
908 char dumpName[ 1024 ], ext[ 64 ];
912 strcpy( dumpName, source );
913 StripExtension( dumpName );
914 sprintf( ext, "_bounce_%03d.map", iterations );
915 strcat( dumpName, ext );
916 file = fopen( dumpName, "wb" );
917 Sys_Printf( "Writing %s...\n", dumpName );
920 for( light = lights; light; light = light->next )
924 "\"classname\" \"light\"\n"
926 "\"origin\" \"%.0f %.0f %.0f\"\n"
927 "\"_color\" \"%.3f %.3f %.3f\"\n"
948 Sys_Printf( "%8d diffuse surfaces\n", numDiffuseSurfaces );
949 Sys_FPrintf( SYS_VRB, "%8d total diffuse lights\n", numDiffuseLights );
950 Sys_FPrintf( SYS_VRB, "%8d brush diffuse lights\n", numBrushDiffuseLights );
951 Sys_FPrintf( SYS_VRB, "%8d patch diffuse lights\n", numPatchDiffuseLights );
952 Sys_FPrintf( SYS_VRB, "%8d triangle diffuse lights\n", numTriangleDiffuseLights );