5742 lines
151 KiB
C
Executable file
5742 lines
151 KiB
C
Executable file
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*****************************************************************************
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* name: soundv.c
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*****************************************************************************/
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#include "cmdlib.h"
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#include "mathlib.h"
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#include "bspfile.h"
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#include "imagelib.h"
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#include "threads.h"
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#include "mutex.h"
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#include "scriplib.h"
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#include "shaders.h"
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#include "mesh.h"
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#ifdef _WIN32
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//Improve floating-point consistency.
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#pragma optimize( "p", on )
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#endif
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#ifdef _WIN32
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#include "../libs/pakstuff.h"
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#endif
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#define MAX_CLUSTERS 16384
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#define MAX_PORTALS 32768
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#define MAX_FACETS 65536
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#define MAX_LIGHTS 16384
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#define LIGHTMAP_SIZE 128
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#define LIGHTMAP_PIXELSHIFT 0.5
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//#define LIGHTMAP_PATCHSHIFT
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#define PORTALFILE "PRT1"
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#define ON_EPSILON 0.1
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#define VectorSet(v, x, y, z) v[0] = x;v[1] = y;v[2] = z;
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typedef struct
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{
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vec3_t normal;
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float dist;
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} plane_t;
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#define MAX_POINTS_ON_WINDING 64
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//NOTE: whenever this is overflowed parts of lightmaps might end up not being lit
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#define MAX_POINTS_ON_FIXED_WINDING 48
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typedef struct
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{
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int numpoints;
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vec3_t points[MAX_POINTS_ON_FIXED_WINDING]; // variable sized
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} winding_t;
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typedef struct
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{
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plane_t plane; // normal pointing into neighbor
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int leaf; // neighbor
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winding_t *winding;
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vec3_t origin; // for fast clip testing
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float radius;
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} lportal_t;
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#define MAX_PORTALS_ON_LEAF 128
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typedef struct lleaf_s
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{
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int numportals;
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lportal_t *portals[MAX_PORTALS_ON_LEAF];
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//
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int numSurfaces;
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int firstSurface;
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} lleaf_t;
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typedef struct lFacet_s
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{
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int num;
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plane_t plane;
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vec3_t points[4]; //
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int numpoints;
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float lightmapCoords[4][2];
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plane_t boundaries[4]; // negative is outside the bounds
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float textureMatrix[2][4]; // texture coordinates for translucency
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float lightmapMatrix[2][4]; // lightmap texture coordinates
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vec3_t mins;
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int x, y, width, height;
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} lFacet_t;
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typedef struct lsurfaceTest_s
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{
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vec3_t mins, maxs;
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vec3_t origin;
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float radius;
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qboolean patch; // true if this is a patch
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qboolean trisoup; // true if this is a triangle soup
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int numFacets;
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lFacet_t *facets;
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mesh_t *detailMesh; // detailed mesh with points for each lmp
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shaderInfo_t *shader; // for translucency
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mutex_t *mutex;
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int numvolumes; // number of volumes casted at this surface
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//
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int always_tracelight;
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int always_vsound;
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} lsurfaceTest_t;
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//volume types
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#define VOLUME_NORMAL 0
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#define VOLUME_DIRECTED 1
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#define MAX_TRANSLUCENTFACETS 32
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typedef struct lightvolume_s
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{
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int num;
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int cluster; //cluster this light volume started in
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plane_t endplane; //end plane
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plane_t farplane; //original end plane
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vec3_t points[MAX_POINTS_ON_WINDING]; //end winding points
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plane_t planes[MAX_POINTS_ON_WINDING]; //volume bounding planes
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int numplanes; //number of volume bounding planes
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int type; //light volume type
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//list with translucent surfaces the volume went through
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int transFacets[MAX_TRANSLUCENTFACETS];
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int transSurfaces[MAX_TRANSLUCENTFACETS];
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int numtransFacets;
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//clusters already tested
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byte clusterTested[MAX_CLUSTERS/8];
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//facets already tested
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byte facetTested[MAX_FACETS/8];
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int facetNum; //number of the facet blocking the light in this volume
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int surfaceNum; //number of the surface blocking the light in this volume
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} lightvolume_t;
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//light types
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#define LIGHT_POINTRADIAL 1
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#define LIGHT_POINTSPOT 2
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#define LIGHT_POINTFAKESURFACE 3
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#define LIGHT_SURFACEDIRECTED 4
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#define LIGHT_SURFACERADIAL 5
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#define LIGHT_SURFACESPOT 6
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//light distance attenuation types
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#define LDAT_QUADRATIC 0
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#define LDAT_LINEAR 1
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#define LDAT_NOSCALE 2
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//light angle attenuation types
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#define LAAT_NORMAL 0
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#define LAAT_QUADRATIC 1
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#define LAAT_DOUBLEQUADRATIC 2
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typedef struct vsound_s
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{
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vec3_t origin; //light origin, for point lights
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winding_t w; //light winding, for area lights
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vec4_t plane; //light winding plane
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vec3_t normal; //direction of the light
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int type; //light type
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vec3_t color; //light color
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qboolean twosided; //radiates light at both sides of the winding
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int style; //light style (not used)
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int atten_disttype; //light distance attenuation type
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int atten_angletype; //light angle attenuation type
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float atten_distscale; //distance attenuation scale
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float atten_anglescale; //angle attenuation scale
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float radiusByDist; //radius by distance for spot lights
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float photons; //emitted photons
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float intensity; //intensity
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vec3_t emitColor; //full out-of-gamut value (not used)
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struct shaderInfo_s *si; //shader info
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int insolid; //set when light is in solid
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} vsound_t;
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static float lightLinearScale = 1.0 / 8000;
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static float lightPointScale = 7500;
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static float lightAreaScale = 0.25;
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static float lightFormFactorValueScale = 3;
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static int lightDefaultSubdivide = 999; // vary by surface size?
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static vec3_t lightAmbientColor;
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static int portalclusters, numportals, numfaces;
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static lleaf_t *leafs;
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static lportal_t *portals;
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static int numvsounds = 0;
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static vsound_t *vsounds[MAX_LIGHTS];
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static int nostitching = 0;
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static int noalphashading = 0;
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static int nocolorshading = 0;
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static int nobackfaceculling = 0;
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static int defaulttracelight = 0;
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static int radiosity = 0;
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static int radiosity_scale;
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static int clustersurfaces[MAX_MAP_LEAFFACES];
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static int numclustersurfaces = 0;
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static lsurfaceTest_t *lsurfaceTest[MAX_MAP_DRAW_SURFS];
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static int numfacets;
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static float lightmappixelarea[MAX_MAP_LIGHTING/3];
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static float *lightFloats;//[MAX_MAP_LIGHTING];
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// from polylib.c
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winding_t *AllocWinding (int points);
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void FreeWinding (winding_t *w);
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void WindingCenter (winding_t *w, vec3_t center);
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void WindingBounds (winding_t *w, vec3_t mins, vec3_t maxs);
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vec_t WindingArea (winding_t *w);
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winding_t *BaseWindingForPlane (vec3_t normal, vec_t dist);
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void ClipWindingEpsilon (winding_t *in, vec3_t normal, vec_t dist,
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vec_t epsilon, winding_t **front, winding_t **back);
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winding_t *ReverseWinding (winding_t *w);
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// from light.c
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extern char source[1024];
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extern vec3_t surfaceOrigin[ MAX_MAP_DRAW_SURFS ];
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extern int entitySurface[ MAX_MAP_DRAW_SURFS ];
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extern int samplesize;
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extern qboolean patchshadows;
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extern vec3_t gridSize;
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float PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w );
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void ColorToBytes( const float *color, byte *colorBytes );
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void CountLightmaps( void );
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void GridAndVertexLighting( void );
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void SetEntityOrigins( void );
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//#define DEBUGNET
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#ifdef DEBUGNET
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#include "l_net.h"
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socket_t *debug_socket;
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/*
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=====================
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DebugNet_Setup
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=====================
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*/
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void DebugNet_Setup(void)
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{
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address_t address;
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int i;
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Net_Setup();
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Net_StringToAddress("127.0.0.1:28000", &address);
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for (i = 0; i < 10; i++)
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{
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debug_socket = Net_Connect(&address, 28005 + i);
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if (debug_socket)
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break;
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}
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}
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/*
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=====================
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DebugNet_Shutdown
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=====================
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*/
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void DebugNet_Shutdown(void)
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{
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netmessage_t msg;
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if (debug_socket)
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{
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NMSG_Clear(&msg);
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NMSG_WriteByte(&msg, 1);
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Net_Send(debug_socket, &msg);
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Net_Disconnect(debug_socket);
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}
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debug_socket = NULL;
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Net_Shutdown();
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}
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/*
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=====================
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DebugNet_RemoveAllPolys
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=====================
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*/
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void DebugNet_RemoveAllPolys(void)
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{
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netmessage_t msg;
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if (!debug_socket)
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return;
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NMSG_Clear(&msg);
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NMSG_WriteByte(&msg, 2); //remove all debug polys
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Net_Send(debug_socket, &msg);
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}
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/*
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====================
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DebugNet_DrawWinding
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=====================
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*/
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void DebugNet_DrawWinding(winding_t *w, int color)
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{
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netmessage_t msg;
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int i;
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if (!debug_socket)
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return;
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NMSG_Clear(&msg);
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NMSG_WriteByte(&msg, 0); //draw a winding
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NMSG_WriteByte(&msg, w->numpoints); //number of points
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NMSG_WriteLong(&msg, color); //color
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for (i = 0; i < w->numpoints; i++)
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{
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NMSG_WriteFloat(&msg, w->points[i][0]);
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NMSG_WriteFloat(&msg, w->points[i][1]);
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NMSG_WriteFloat(&msg, w->points[i][2]);
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}
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Net_Send(debug_socket, &msg);
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}
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/*
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=====================
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DebugNet_DrawLine
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=====================
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*/
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void DebugNet_DrawLine(vec3_t p1, vec3_t p2, int color)
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{
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netmessage_t msg;
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if (!debug_socket)
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return;
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NMSG_Clear(&msg);
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NMSG_WriteByte(&msg, 1); //draw a line
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NMSG_WriteLong(&msg, color); //color
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NMSG_WriteFloat(&msg, p1[0]);
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NMSG_WriteFloat(&msg, p1[1]);
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NMSG_WriteFloat(&msg, p1[2]);
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NMSG_WriteFloat(&msg, p2[0]);
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NMSG_WriteFloat(&msg, p2[1]);
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NMSG_WriteFloat(&msg, p2[2]);
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Net_Send(debug_socket, &msg);
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}
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/*
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=====================
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DebugNet_DrawMesh
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=====================
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*/
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void DebugNet_DrawMesh(mesh_t *mesh)
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{
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int i, j;
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float dot;
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drawVert_t *v1, *v2, *v3, *v4;
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winding_t winding;
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plane_t plane;
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vec3_t d1, d2;
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for ( i = 0 ; i < mesh->width - 1 ; i++ ) {
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for ( j = 0 ; j < mesh->height - 1 ; j++ ) {
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v1 = mesh->verts + j * mesh->width + i;
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v2 = v1 + 1;
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v3 = v1 + mesh->width + 1;
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v4 = v1 + mesh->width;
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VectorSubtract( v4->xyz, v1->xyz, d1 );
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VectorSubtract( v3->xyz, v1->xyz, d2 );
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CrossProduct( d2, d1, plane.normal );
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if ( VectorNormalize( plane.normal, plane.normal ) != 0 )
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{
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plane.dist = DotProduct( v1->xyz, plane.normal );
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dot = DotProduct(plane.normal, v2->xyz) - plane.dist;
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if (fabs(dot) < 0.1)
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{
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VectorCopy(v1->xyz, winding.points[0]);
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VectorCopy(v4->xyz, winding.points[1]);
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VectorCopy(v3->xyz, winding.points[2]);
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VectorCopy(v2->xyz, winding.points[3]);
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winding.numpoints = 4;
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DebugNet_DrawWinding(&winding, 2);
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continue;
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}
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}
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winding.numpoints = 3;
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VectorCopy(v1->xyz, winding.points[0]);
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VectorCopy(v4->xyz, winding.points[1]);
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VectorCopy(v3->xyz, winding.points[2]);
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DebugNet_DrawWinding(&winding, 2);
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VectorCopy(v1->xyz, winding.points[0]);
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VectorCopy(v3->xyz, winding.points[1]);
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VectorCopy(v2->xyz, winding.points[2]);
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DebugNet_DrawWinding(&winding, 2);
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}
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}
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}
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/*
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=====================
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VS_DrawLightVolume
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=====================
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*/
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int VS_ChopWinding (winding_t *in, plane_t *split, float epsilon);
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void VS_DrawLightVolume(vsound_t *light, lightvolume_t *volume)
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{
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winding_t w;
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int i;
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vec3_t p2, invsound;
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memcpy(w.points, volume->points, volume->numplanes * sizeof(vec3_t));
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w.numpoints = volume->numplanes;
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DebugNet_DrawWinding(&w, 2);
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if (volume->type == VOLUME_DIRECTED)
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{
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VectorCopy(light->normal, invsound);
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VectorInverse(invsound);
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for (i = 0; i < volume->numplanes; i++)
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{
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VectorCopy(volume->points[i], w.points[0]);
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VectorCopy(volume->points[(i+1) % volume->numplanes], w.points[1]);
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VectorMA(w.points[1], MAX_WORLD_COORD, invsound, w.points[2]);
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VectorMA(w.points[0], MAX_WORLD_COORD, invsound, w.points[3]);
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w.numpoints = 4;
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DebugNet_DrawWinding(&w, 2);
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VectorMA(volume->points[i], 8, volume->planes[i].normal, p2);
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DebugNet_DrawLine(volume->points[i], p2, 3);
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}
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}
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else
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{
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//
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VectorCopy(light->origin, w.points[0]);
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w.numpoints = 3;
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for (i = 0; i < volume->numplanes; i++)
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{
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VectorCopy(volume->points[i], w.points[1]);
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VectorCopy(volume->points[(i+1) % volume->numplanes], w.points[2]);
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VS_ChopWinding(&w, &volume->endplane, 0);
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DebugNet_DrawWinding(&w, 2);
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VectorMA(volume->points[i], 8, volume->planes[i].normal, p2);
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DebugNet_DrawLine(volume->points[i], p2, 3);
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}
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}
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}
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/*
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=============
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VS_DrawLightmapPixel
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=============
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*/
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void VS_DrawLightmapPixel(int surfaceNum, int x, int y, int color)
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{
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winding_t w;
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dsurface_t *ds;
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mesh_t *mesh;
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ds = &drawSurfaces[surfaceNum];
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if (ds->surfaceType == MST_PATCH)
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{
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mesh = lsurfaceTest[surfaceNum]->detailMesh;
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VectorCopy( mesh->verts[(y-ds->lightmapY)*mesh->width+x-ds->lightmapX].xyz, w.points[0]);
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VectorCopy( mesh->verts[(y+1-ds->lightmapY)*mesh->width+x-ds->lightmapX].xyz, w.points[1]);
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VectorCopy( mesh->verts[(y+1-ds->lightmapY)*mesh->width+x+1-ds->lightmapX].xyz, w.points[2]);
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VectorCopy( mesh->verts[(y-ds->lightmapY)*mesh->width+x+1-ds->lightmapX].xyz, w.points[3]);
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w.numpoints = 4;
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}
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else
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{
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VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT - ds->lightmapX, ds->lightmapVecs[0], w.points[0]);
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VectorMA(w.points[0], (float) y - LIGHTMAP_PIXELSHIFT - ds->lightmapY, ds->lightmapVecs[1], w.points[0]);
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VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT - ds->lightmapX, ds->lightmapVecs[0], w.points[1]);
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VectorMA(w.points[1], (float) y - LIGHTMAP_PIXELSHIFT + 1 - ds->lightmapY, ds->lightmapVecs[1], w.points[1]);
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VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT + 1 - ds->lightmapX, ds->lightmapVecs[0], w.points[2]);
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VectorMA(w.points[2], (float) y - LIGHTMAP_PIXELSHIFT + 1 - ds->lightmapY, ds->lightmapVecs[1], w.points[2]);
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VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT + 1 - ds->lightmapX, ds->lightmapVecs[0], w.points[3]);
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VectorMA(w.points[3], (float) y - LIGHTMAP_PIXELSHIFT - ds->lightmapY, ds->lightmapVecs[1], w.points[3]);
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w.numpoints = 4;
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}
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DebugNet_DrawWinding(&w, color);
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}
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/*
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============
|
|
VS_DrawPortals
|
|
============
|
|
*/
|
|
void VS_DrawPortals(void)
|
|
{
|
|
int j;
|
|
lportal_t *p;
|
|
|
|
for (j = 0; j < numportals * 2; j++)
|
|
{
|
|
p = portals + j;
|
|
DebugNet_DrawWinding(p->winding, 1);
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
VS_DrawLeaf
|
|
============
|
|
*/
|
|
void VS_DrawLeaf(int cluster)
|
|
{
|
|
int i;
|
|
lleaf_t *leaf;
|
|
lportal_t *p;
|
|
|
|
leaf = &leafs[cluster];
|
|
for (i = 0; i < leaf->numportals; i++)
|
|
{
|
|
p = leaf->portals[i];
|
|
DebugNet_DrawWinding(p->winding, 1);
|
|
}
|
|
}
|
|
|
|
#endif //DEBUGNET
|
|
|
|
/*
|
|
=============
|
|
VS_SplitWinding
|
|
=============
|
|
*/
|
|
int VS_SplitWinding (winding_t *in, winding_t *back, plane_t *split, float epsilon)
|
|
{
|
|
vec_t dists[128];
|
|
int sides[128];
|
|
int counts[3];
|
|
vec_t dot;
|
|
int i, j;
|
|
vec_t *p1, *p2;
|
|
vec3_t mid;
|
|
winding_t out;
|
|
winding_t *neww;
|
|
|
|
counts[0] = counts[1] = counts[2] = 0;
|
|
|
|
// determine sides for each point
|
|
for (i=0 ; i<in->numpoints ; i++)
|
|
{
|
|
dot = DotProduct (in->points[i], split->normal);
|
|
dot -= split->dist;
|
|
dists[i] = dot;
|
|
if (dot > epsilon)
|
|
sides[i] = SIDE_FRONT;
|
|
else if (dot < -epsilon)
|
|
sides[i] = SIDE_BACK;
|
|
else
|
|
{
|
|
sides[i] = SIDE_ON;
|
|
}
|
|
counts[sides[i]]++;
|
|
}
|
|
|
|
if (!counts[SIDE_BACK])
|
|
{
|
|
if (!counts[SIDE_FRONT])
|
|
return SIDE_ON;
|
|
else
|
|
return SIDE_FRONT;
|
|
}
|
|
|
|
if (!counts[SIDE_FRONT])
|
|
{
|
|
return SIDE_BACK;
|
|
}
|
|
|
|
sides[i] = sides[0];
|
|
dists[i] = dists[0];
|
|
|
|
neww = &out;
|
|
|
|
neww->numpoints = 0;
|
|
back->numpoints = 0;
|
|
|
|
for (i=0 ; i<in->numpoints ; i++)
|
|
{
|
|
p1 = in->points[i];
|
|
|
|
if (neww->numpoints >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_SplitWinding -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return SIDE_FRONT; // can't chop -- fall back to original
|
|
}
|
|
if (back->numpoints >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_SplitWinding -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return SIDE_FRONT;
|
|
}
|
|
|
|
if (sides[i] == SIDE_ON)
|
|
{
|
|
VectorCopy (p1, neww->points[neww->numpoints]);
|
|
neww->numpoints++;
|
|
VectorCopy (p1, back->points[back->numpoints]);
|
|
back->numpoints++;
|
|
continue;
|
|
}
|
|
|
|
if (sides[i] == SIDE_FRONT)
|
|
{
|
|
VectorCopy (p1, neww->points[neww->numpoints]);
|
|
neww->numpoints++;
|
|
}
|
|
if (sides[i] == SIDE_BACK)
|
|
{
|
|
VectorCopy (p1, back->points[back->numpoints]);
|
|
back->numpoints++;
|
|
}
|
|
|
|
if (sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
|
|
continue;
|
|
|
|
if (neww->numpoints >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_SplitWinding -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return SIDE_FRONT; // can't chop -- fall back to original
|
|
}
|
|
|
|
if (back->numpoints >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_SplitWinding -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return SIDE_FRONT; // can't chop -- fall back to original
|
|
}
|
|
|
|
// generate a split point
|
|
p2 = in->points[(i+1)%in->numpoints];
|
|
|
|
dot = dists[i] / (dists[i]-dists[i+1]);
|
|
for (j=0 ; j<3 ; j++)
|
|
{ // avoid round off error when possible
|
|
if (split->normal[j] == 1)
|
|
mid[j] = split->dist;
|
|
else if (split->normal[j] == -1)
|
|
mid[j] = -split->dist;
|
|
else
|
|
mid[j] = p1[j] + dot*(p2[j]-p1[j]);
|
|
}
|
|
|
|
VectorCopy (mid, neww->points[neww->numpoints]);
|
|
neww->numpoints++;
|
|
VectorCopy (mid, back->points[back->numpoints]);
|
|
back->numpoints++;
|
|
}
|
|
memcpy(in, &out, sizeof(winding_t));
|
|
|
|
return SIDE_CROSS;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
VS_LinkSurfaceIntoCluster
|
|
=====================
|
|
*/
|
|
void VS_LinkSurfaceIntoCluster(int cluster, int surfaceNum)
|
|
{
|
|
lleaf_t *leaf;
|
|
int i;
|
|
|
|
leaf = &leafs[cluster];
|
|
|
|
for (i = 0; i < leaf->numSurfaces; i++)
|
|
{
|
|
if (clustersurfaces[leaf->firstSurface + i] == surfaceNum)
|
|
return;
|
|
}
|
|
for (i = numclustersurfaces; i > leaf->firstSurface + leaf->numSurfaces; i--)
|
|
clustersurfaces[i] = clustersurfaces[i-1];
|
|
for (i = 0; i < portalclusters; i++)
|
|
{
|
|
if (i == cluster)
|
|
continue;
|
|
if (leafs[i].firstSurface >= leaf->firstSurface + leaf->numSurfaces)
|
|
leafs[i].firstSurface++;
|
|
}
|
|
clustersurfaces[leaf->firstSurface + leaf->numSurfaces] = surfaceNum;
|
|
leaf->numSurfaces++;
|
|
numclustersurfaces++;
|
|
if (numclustersurfaces >= MAX_MAP_LEAFFACES)
|
|
Error("MAX_MAP_LEAFFACES");
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
VS_R_LinkSurface
|
|
=====================
|
|
*/
|
|
void VS_R_LinkSurface(int nodenum, int surfaceNum, winding_t *w)
|
|
{
|
|
int leafnum, cluster, res;
|
|
dnode_t *node;
|
|
dplane_t *plane;
|
|
winding_t back;
|
|
plane_t split;
|
|
|
|
while(nodenum >= 0)
|
|
{
|
|
node = &dnodes[nodenum];
|
|
plane = &dplanes[node->planeNum];
|
|
|
|
VectorCopy(plane->normal, split.normal);
|
|
split.dist = plane->dist;
|
|
res = VS_SplitWinding (w, &back, &split, 0.1);
|
|
|
|
if (res == SIDE_FRONT)
|
|
{
|
|
nodenum = node->children[0];
|
|
}
|
|
else if (res == SIDE_BACK)
|
|
{
|
|
nodenum = node->children[1];
|
|
}
|
|
else if (res == SIDE_ON)
|
|
{
|
|
memcpy(&back, w, sizeof(winding_t));
|
|
VS_R_LinkSurface(node->children[1], surfaceNum, &back);
|
|
nodenum = node->children[0];
|
|
}
|
|
else
|
|
{
|
|
VS_R_LinkSurface(node->children[1], surfaceNum, &back);
|
|
nodenum = node->children[0];
|
|
}
|
|
}
|
|
leafnum = -nodenum - 1;
|
|
cluster = dleafs[leafnum].cluster;
|
|
if (cluster != -1)
|
|
{
|
|
VS_LinkSurfaceIntoCluster(cluster, surfaceNum);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
VS_LinkSurfaces
|
|
|
|
maybe link each facet seperately instead of the test surfaces?
|
|
=====================
|
|
*/
|
|
void VS_LinkSurfaces(void)
|
|
{
|
|
int i, j;
|
|
lsurfaceTest_t *test;
|
|
lFacet_t *facet;
|
|
winding_t winding;
|
|
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ )
|
|
{
|
|
test = lsurfaceTest[ i ];
|
|
if (!test)
|
|
continue;
|
|
for (j = 0; j < test->numFacets; j++)
|
|
{
|
|
facet = &test->facets[j];
|
|
memcpy(winding.points, facet->points, facet->numpoints * sizeof(vec3_t));
|
|
winding.numpoints = facet->numpoints;
|
|
VS_R_LinkSurface(0, i, &winding);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
VS_TextureMatrixFromPoints
|
|
=====================
|
|
*/
|
|
void VS_TextureMatrixFromPoints( lFacet_t *f, drawVert_t *a, drawVert_t *b, drawVert_t *c ) {
|
|
int i, j;
|
|
float t;
|
|
float m[3][4];
|
|
float s;
|
|
|
|
// This is an incredibly stupid way of solving a three variable equation
|
|
for ( i = 0 ; i < 2 ; i++ ) {
|
|
|
|
m[0][0] = a->xyz[0];
|
|
m[0][1] = a->xyz[1];
|
|
m[0][2] = a->xyz[2];
|
|
m[0][3] = a->st[i];
|
|
|
|
m[1][0] = b->xyz[0];
|
|
m[1][1] = b->xyz[1];
|
|
m[1][2] = b->xyz[2];
|
|
m[1][3] = b->st[i];
|
|
|
|
m[2][0] = c->xyz[0];
|
|
m[2][1] = c->xyz[1];
|
|
m[2][2] = c->xyz[2];
|
|
m[2][3] = c->st[i];
|
|
|
|
if ( fabs(m[1][0]) > fabs(m[0][0]) && fabs(m[1][0]) > fabs(m[2][0]) ) {
|
|
for ( j = 0 ; j < 4 ; j ++ ) {
|
|
t = m[0][j];
|
|
m[0][j] = m[1][j];
|
|
m[1][j] = t;
|
|
}
|
|
} else if ( fabs(m[2][0]) > fabs(m[0][0]) && fabs(m[2][0]) > fabs(m[1][0]) ) {
|
|
for ( j = 0 ; j < 4 ; j ++ ) {
|
|
t = m[0][j];
|
|
m[0][j] = m[2][j];
|
|
m[2][j] = t;
|
|
}
|
|
}
|
|
|
|
s = 1.0 / m[0][0];
|
|
m[0][0] *= s;
|
|
m[0][1] *= s;
|
|
m[0][2] *= s;
|
|
m[0][3] *= s;
|
|
|
|
s = m[1][0];
|
|
m[1][0] -= m[0][0] * s;
|
|
m[1][1] -= m[0][1] * s;
|
|
m[1][2] -= m[0][2] * s;
|
|
m[1][3] -= m[0][3] * s;
|
|
|
|
s = m[2][0];
|
|
m[2][0] -= m[0][0] * s;
|
|
m[2][1] -= m[0][1] * s;
|
|
m[2][2] -= m[0][2] * s;
|
|
m[2][3] -= m[0][3] * s;
|
|
|
|
if ( fabs(m[2][1]) > fabs(m[1][1]) ) {
|
|
for ( j = 0 ; j < 4 ; j ++ ) {
|
|
t = m[1][j];
|
|
m[1][j] = m[2][j];
|
|
m[2][j] = t;
|
|
}
|
|
}
|
|
|
|
s = 1.0 / m[1][1];
|
|
m[1][0] *= s;
|
|
m[1][1] *= s;
|
|
m[1][2] *= s;
|
|
m[1][3] *= s;
|
|
|
|
s = m[2][1];// / m[1][1];
|
|
m[2][0] -= m[1][0] * s;
|
|
m[2][1] -= m[1][1] * s;
|
|
m[2][2] -= m[1][2] * s;
|
|
m[2][3] -= m[1][3] * s;
|
|
|
|
s = 1.0 / m[2][2];
|
|
m[2][0] *= s;
|
|
m[2][1] *= s;
|
|
m[2][2] *= s;
|
|
m[2][3] *= s;
|
|
|
|
f->textureMatrix[i][2] = m[2][3];
|
|
f->textureMatrix[i][1] = m[1][3] - f->textureMatrix[i][2] * m[1][2];
|
|
f->textureMatrix[i][0] = m[0][3] - f->textureMatrix[i][2] * m[0][2] - f->textureMatrix[i][1] * m[0][1];
|
|
|
|
f->textureMatrix[i][3] = 0;
|
|
/*
|
|
s = fabs( DotProduct( a->xyz, f->textureMatrix[i] ) - a->st[i] );
|
|
if ( s > 0.01 ) {
|
|
Error( "Bad textureMatrix" );
|
|
}
|
|
s = fabs( DotProduct( b->xyz, f->textureMatrix[i] ) - b->st[i] );
|
|
if ( s > 0.01 ) {
|
|
Error( "Bad textureMatrix" );
|
|
}
|
|
s = fabs( DotProduct( c->xyz, f->textureMatrix[i] ) - c->st[i] );
|
|
if ( s > 0.01 ) {
|
|
Error( "Bad textureMatrix" );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
VS_LightmapMatrixFromPoints
|
|
=====================
|
|
*/
|
|
void VS_LightmapMatrixFromPoints( dsurface_t *dsurf, shaderInfo_t *si, lFacet_t *f, drawVert_t *a, drawVert_t *b, drawVert_t *c ) {
|
|
int i, j;
|
|
float t;
|
|
float m[3][4], al, bl, cl;
|
|
float s;
|
|
int h, w, ssize;
|
|
vec3_t mins, maxs, delta, size, planeNormal;
|
|
drawVert_t *verts;
|
|
static int message;
|
|
|
|
// vertex-lit triangle model
|
|
if ( dsurf->surfaceType == MST_TRIANGLE_SOUP ) {
|
|
return;
|
|
}
|
|
|
|
if ( dsurf->lightmapNum < 0 ) {
|
|
return; // doesn't need lighting
|
|
}
|
|
|
|
VectorClear(f->mins);
|
|
if (dsurf->surfaceType != MST_PATCH)
|
|
{
|
|
ssize = samplesize;
|
|
if (si->lightmapSampleSize)
|
|
ssize = si->lightmapSampleSize;
|
|
ClearBounds( mins, maxs );
|
|
verts = &drawVerts[dsurf->firstVert];
|
|
for ( i = 0 ; i < dsurf->numVerts ; i++ ) {
|
|
AddPointToBounds( verts[i].xyz, mins, maxs );
|
|
}
|
|
// round to the lightmap resolution
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
mins[i] = ssize * floor( mins[i] / ssize );
|
|
maxs[i] = ssize * ceil( maxs[i] / ssize );
|
|
f->mins[i] = mins[i];
|
|
size[i] = (maxs[i] - mins[i]) / ssize + 1;
|
|
}
|
|
// the two largest axis will be the lightmap size
|
|
VectorClear(f->lightmapMatrix[0]);
|
|
f->lightmapMatrix[0][3] = 0;
|
|
VectorClear(f->lightmapMatrix[1]);
|
|
f->lightmapMatrix[1][3] = 0;
|
|
|
|
planeNormal[0] = fabs( dsurf->lightmapVecs[2][0] );
|
|
planeNormal[1] = fabs( dsurf->lightmapVecs[2][1] );
|
|
planeNormal[2] = fabs( dsurf->lightmapVecs[2][2] );
|
|
|
|
if ( planeNormal[0] >= planeNormal[1] && planeNormal[0] >= planeNormal[2] ) {
|
|
w = size[1];
|
|
h = size[2];
|
|
f->lightmapMatrix[0][1] = 1.0 / ssize;
|
|
f->lightmapMatrix[1][2] = 1.0 / ssize;
|
|
} else if ( planeNormal[1] >= planeNormal[0] && planeNormal[1] >= planeNormal[2] ) {
|
|
w = size[0];
|
|
h = size[2];
|
|
f->lightmapMatrix[0][0] = 1.0 / ssize;
|
|
f->lightmapMatrix[1][2] = 1.0 / ssize;
|
|
} else {
|
|
w = size[0];
|
|
h = size[1];
|
|
f->lightmapMatrix[0][0] = 1.0 / ssize;
|
|
f->lightmapMatrix[1][1] = 1.0 / ssize;
|
|
}
|
|
if ( w > LIGHTMAP_WIDTH ) {
|
|
VectorScale ( f->lightmapMatrix[0], (float)LIGHTMAP_SIZE/w, f->lightmapMatrix[0] );
|
|
}
|
|
|
|
if ( h > LIGHTMAP_HEIGHT ) {
|
|
VectorScale ( f->lightmapMatrix[1], (float)LIGHTMAP_SIZE/h, f->lightmapMatrix[1] );
|
|
}
|
|
VectorSubtract(a->xyz, f->mins, delta);
|
|
s = (DotProduct( delta, f->lightmapMatrix[0] ) + dsurf->lightmapX + 0.5) / LIGHTMAP_SIZE;
|
|
if ( fabs(s - a->lightmap[0]) > 0.01 ) {
|
|
_printf( "Bad lightmapMatrix" );
|
|
}
|
|
t = (DotProduct( delta, f->lightmapMatrix[1] ) + dsurf->lightmapY + 0.5) / LIGHTMAP_SIZE;
|
|
if ( fabs(t - a->lightmap[1]) > 0.01 ) {
|
|
_printf( "Bad lightmapMatrix" );
|
|
}
|
|
VectorSubtract(b->xyz, f->mins, delta);
|
|
s = (DotProduct( delta, f->lightmapMatrix[0] ) + dsurf->lightmapX + 0.5) / LIGHTMAP_SIZE;
|
|
if ( fabs(s - b->lightmap[0]) > 0.01 ) {
|
|
_printf( "Bad lightmapMatrix" );
|
|
}
|
|
t = (DotProduct( delta, f->lightmapMatrix[1] ) + dsurf->lightmapY + 0.5) / LIGHTMAP_SIZE;
|
|
if ( fabs(t - b->lightmap[1]) > 0.01 ) {
|
|
_printf( "Bad lightmapMatrix" );
|
|
}
|
|
VectorSubtract(c->xyz, f->mins, delta);
|
|
s = (DotProduct( delta, f->lightmapMatrix[0] ) + dsurf->lightmapX + 0.5) / LIGHTMAP_SIZE;
|
|
if ( fabs(s - c->lightmap[0]) > 0.01 ) {
|
|
_printf( "Bad lightmapMatrix" );
|
|
}
|
|
t = (DotProduct( delta, f->lightmapMatrix[1] ) + dsurf->lightmapY + 0.5) / LIGHTMAP_SIZE;
|
|
if ( fabs(t - c->lightmap[1]) > 0.01 ) {
|
|
_printf( "Bad lightmapMatrix" );
|
|
}
|
|
VectorAdd(f->mins, surfaceOrigin[dsurf - drawSurfaces], f->mins);
|
|
return;
|
|
}
|
|
// This is an incredibly stupid way of solving a three variable equation
|
|
for ( i = 0 ; i < 2 ; i++ ) {
|
|
|
|
if (i)
|
|
al = a->lightmap[i] - ((float) dsurf->lightmapY + 0.5) / LIGHTMAP_SIZE;
|
|
else
|
|
al = a->lightmap[i] - ((float) dsurf->lightmapX + 0.5) / LIGHTMAP_SIZE;
|
|
|
|
m[0][0] = a->xyz[0] - f->mins[0];
|
|
m[0][1] = a->xyz[1] - f->mins[1];
|
|
m[0][2] = a->xyz[2] - f->mins[2];
|
|
m[0][3] = al;
|
|
|
|
if (i)
|
|
bl = b->lightmap[i] - ((float) dsurf->lightmapY + 0.5) / LIGHTMAP_SIZE;
|
|
else
|
|
bl = b->lightmap[i] - ((float) dsurf->lightmapX + 0.5) / LIGHTMAP_SIZE;
|
|
|
|
m[1][0] = b->xyz[0] - f->mins[0];
|
|
m[1][1] = b->xyz[1] - f->mins[1];
|
|
m[1][2] = b->xyz[2] - f->mins[2];
|
|
m[1][3] = bl;
|
|
|
|
if (i)
|
|
cl = c->lightmap[i] - ((float) dsurf->lightmapY + 0.5) / LIGHTMAP_SIZE;
|
|
else
|
|
cl = c->lightmap[i] - ((float) dsurf->lightmapX + 0.5) / LIGHTMAP_SIZE;
|
|
|
|
m[2][0] = c->xyz[0] - f->mins[0];
|
|
m[2][1] = c->xyz[1] - f->mins[1];
|
|
m[2][2] = c->xyz[2] - f->mins[2];
|
|
m[2][3] = cl;
|
|
|
|
if ( fabs(m[1][0]) > fabs(m[0][0]) && fabs(m[1][0]) >= fabs(m[2][0]) ) {
|
|
for ( j = 0 ; j < 4 ; j ++ ) {
|
|
t = m[0][j];
|
|
m[0][j] = m[1][j];
|
|
m[1][j] = t;
|
|
}
|
|
} else if ( fabs(m[2][0]) > fabs(m[0][0]) && fabs(m[2][0]) >= fabs(m[1][0]) ) {
|
|
for ( j = 0 ; j < 4 ; j ++ ) {
|
|
t = m[0][j];
|
|
m[0][j] = m[2][j];
|
|
m[2][j] = t;
|
|
}
|
|
}
|
|
|
|
if (m[0][0])
|
|
{
|
|
s = 1.0 / m[0][0];
|
|
m[0][0] *= s;
|
|
m[0][1] *= s;
|
|
m[0][2] *= s;
|
|
m[0][3] *= s;
|
|
|
|
s = m[1][0];
|
|
m[1][0] -= m[0][0] * s;
|
|
m[1][1] -= m[0][1] * s;
|
|
m[1][2] -= m[0][2] * s;
|
|
m[1][3] -= m[0][3] * s;
|
|
|
|
s = m[2][0];
|
|
m[2][0] -= m[0][0] * s;
|
|
m[2][1] -= m[0][1] * s;
|
|
m[2][2] -= m[0][2] * s;
|
|
m[2][3] -= m[0][3] * s;
|
|
}
|
|
|
|
if ( fabs(m[2][1]) > fabs(m[1][1]) ) {
|
|
for ( j = 0 ; j < 4 ; j ++ ) {
|
|
t = m[1][j];
|
|
m[1][j] = m[2][j];
|
|
m[2][j] = t;
|
|
}
|
|
}
|
|
|
|
if (m[1][1])
|
|
{
|
|
s = 1.0 / m[1][1];
|
|
m[1][0] *= s;
|
|
m[1][1] *= s;
|
|
m[1][2] *= s;
|
|
m[1][3] *= s;
|
|
|
|
s = m[2][1];
|
|
m[2][0] -= m[1][0] * s;
|
|
m[2][1] -= m[1][1] * s;
|
|
m[2][2] -= m[1][2] * s;
|
|
m[2][3] -= m[1][3] * s;
|
|
}
|
|
|
|
if (m[2][2])
|
|
{
|
|
s = 1.0 / m[2][2];
|
|
m[2][0] *= s;
|
|
m[2][1] *= s;
|
|
m[2][2] *= s;
|
|
m[2][3] *= s;
|
|
}
|
|
|
|
f->lightmapMatrix[i][2] = m[2][3];
|
|
f->lightmapMatrix[i][1] = m[1][3] - f->lightmapMatrix[i][2] * m[1][2];
|
|
f->lightmapMatrix[i][0] = m[0][3] - f->lightmapMatrix[i][2] * m[0][2] - f->lightmapMatrix[i][1] * m[0][1];
|
|
|
|
f->lightmapMatrix[i][3] = 0;
|
|
|
|
VectorSubtract(a->xyz, f->mins, delta);
|
|
s = fabs( DotProduct( delta, f->lightmapMatrix[i] ) - al );
|
|
if ( s > 0.01 ) {
|
|
if (!message)
|
|
_printf( "Bad lightmapMatrix\n" );
|
|
message = qtrue;
|
|
}
|
|
VectorSubtract(b->xyz, f->mins, delta);
|
|
s = fabs( DotProduct( delta, f->lightmapMatrix[i] ) - bl );
|
|
if ( s > 0.01 ) {
|
|
if (!message)
|
|
_printf( "Bad lightmapMatrix\n" );
|
|
message = qtrue;
|
|
}
|
|
VectorSubtract(c->xyz, f->mins, delta);
|
|
s = fabs( DotProduct( delta, f->lightmapMatrix[i] ) - cl );
|
|
if ( s > 0.01 ) {
|
|
if (!message)
|
|
_printf( "Bad lightmapMatrix\n" );
|
|
message = qtrue;
|
|
}
|
|
VectorAdd(f->mins, surfaceOrigin[dsurf - drawSurfaces], f->mins);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
Plane_Equal
|
|
=============
|
|
*/
|
|
#define NORMAL_EPSILON 0.0001
|
|
#define DIST_EPSILON 0.02
|
|
|
|
static int Plane_Equal(plane_t *a, plane_t *b, int flip)
|
|
{
|
|
vec3_t normal;
|
|
float dist;
|
|
|
|
if (flip) {
|
|
normal[0] = - b->normal[0];
|
|
normal[1] = - b->normal[1];
|
|
normal[2] = - b->normal[2];
|
|
dist = - b->dist;
|
|
}
|
|
else {
|
|
normal[0] = b->normal[0];
|
|
normal[1] = b->normal[1];
|
|
normal[2] = b->normal[2];
|
|
dist = b->dist;
|
|
}
|
|
if (
|
|
fabs(a->normal[0] - normal[0]) < NORMAL_EPSILON
|
|
&& fabs(a->normal[1] - normal[1]) < NORMAL_EPSILON
|
|
&& fabs(a->normal[2] - normal[2]) < NORMAL_EPSILON
|
|
&& fabs(a->dist - dist) < DIST_EPSILON )
|
|
return qtrue;
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_PlaneFromPoints
|
|
=============
|
|
*/
|
|
qboolean VS_PlaneFromPoints( plane_t *plane, const vec3_t a, const vec3_t b, const vec3_t c ) {
|
|
vec3_t d1, d2;
|
|
|
|
VectorSubtract( b, a, d1 );
|
|
VectorSubtract( c, a, d2 );
|
|
CrossProduct( d2, d1, plane->normal );
|
|
if ( VectorNormalize( plane->normal, plane->normal ) == 0 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
plane->dist = DotProduct( a, plane->normal );
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
VS_GenerateBoundaryForPoints
|
|
=====================
|
|
*/
|
|
void VS_GenerateBoundaryForPoints( plane_t *boundary, plane_t *plane, vec3_t a, vec3_t b ) {
|
|
vec3_t d1;
|
|
|
|
// make a perpendicular vector to the edge and the surface
|
|
VectorSubtract( a, b, d1 );
|
|
CrossProduct( plane->normal, d1, boundary->normal );
|
|
VectorNormalize( boundary->normal, boundary->normal );
|
|
boundary->dist = DotProduct( a, boundary->normal );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
VS_GenerateFacetFor3Points
|
|
=====================
|
|
*/
|
|
qboolean VS_GenerateFacetFor3Points( dsurface_t *dsurf, shaderInfo_t *si, lFacet_t *f, drawVert_t *a, drawVert_t *b, drawVert_t *c ) {
|
|
//
|
|
vec3_t dir;
|
|
int i;
|
|
|
|
// if we can't generate a valid plane for the points, ignore the facet
|
|
if ( !VS_PlaneFromPoints( &f->plane, a->xyz, b->xyz, c->xyz ) ) {
|
|
f->numpoints = 0;
|
|
return qfalse;
|
|
}
|
|
|
|
f->num = numfacets++;
|
|
|
|
VectorAdd( a->xyz, surfaceOrigin[dsurf - drawSurfaces], f->points[0] );
|
|
VectorAdd( b->xyz, surfaceOrigin[dsurf - drawSurfaces], f->points[1] );
|
|
VectorAdd( c->xyz, surfaceOrigin[dsurf - drawSurfaces], f->points[2] );
|
|
|
|
f->lightmapCoords[0][0] = a->lightmap[0];
|
|
f->lightmapCoords[0][1] = a->lightmap[1];
|
|
f->lightmapCoords[1][0] = b->lightmap[0];
|
|
f->lightmapCoords[1][1] = b->lightmap[1];
|
|
f->lightmapCoords[2][0] = c->lightmap[0];
|
|
f->lightmapCoords[2][1] = c->lightmap[1];
|
|
|
|
VS_GenerateBoundaryForPoints( &f->boundaries[0], &f->plane, f->points[0], f->points[1] );
|
|
VS_GenerateBoundaryForPoints( &f->boundaries[1], &f->plane, f->points[1], f->points[2] );
|
|
VS_GenerateBoundaryForPoints( &f->boundaries[2], &f->plane, f->points[2], f->points[0] );
|
|
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
VectorSubtract(f->points[(i+1)%3], f->points[i], dir);
|
|
if (VectorLength(dir) < 0.1)
|
|
return qfalse;
|
|
}
|
|
|
|
VS_TextureMatrixFromPoints( f, a, b, c );
|
|
VS_LightmapMatrixFromPoints( dsurf, si, f, a, b, c );
|
|
|
|
f->numpoints = 3;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
VS_GenerateFacetFor4Points
|
|
|
|
Attempts to use four points as a planar quad
|
|
=====================
|
|
*/
|
|
#define PLANAR_EPSILON 0.1
|
|
qboolean VS_GenerateFacetFor4Points( dsurface_t *dsurf, shaderInfo_t *si, lFacet_t *f, drawVert_t *a, drawVert_t *b, drawVert_t *c, drawVert_t *d ) {
|
|
float dist;
|
|
vec3_t dir;
|
|
int i;
|
|
plane_t plane;
|
|
|
|
// if we can't generate a valid plane for the points, ignore the facet
|
|
if ( !VS_PlaneFromPoints( &f->plane, a->xyz, b->xyz, c->xyz ) ) {
|
|
f->numpoints = 0;
|
|
return qfalse;
|
|
}
|
|
|
|
// if the fourth point is also on the plane, we can make a quad facet
|
|
dist = DotProduct( d->xyz, f->plane.normal ) - f->plane.dist;
|
|
if ( fabs( dist ) > PLANAR_EPSILON ) {
|
|
f->numpoints = 0;
|
|
return qfalse;
|
|
}
|
|
|
|
VectorAdd( a->xyz, surfaceOrigin[dsurf - drawSurfaces], f->points[0] );
|
|
VectorAdd( b->xyz, surfaceOrigin[dsurf - drawSurfaces], f->points[1] );
|
|
VectorAdd( c->xyz, surfaceOrigin[dsurf - drawSurfaces], f->points[2] );
|
|
VectorAdd( d->xyz, surfaceOrigin[dsurf - drawSurfaces], f->points[3] );
|
|
|
|
for (i = 1; i < 4; i++)
|
|
{
|
|
if ( !VS_PlaneFromPoints( &plane, f->points[i], f->points[(i+1) % 4], f->points[(i+2) % 4]) ) {
|
|
f->numpoints = 0;
|
|
return qfalse;
|
|
}
|
|
|
|
if (!Plane_Equal(&f->plane, &plane, qfalse)) {
|
|
f->numpoints = 0;
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
f->lightmapCoords[0][0] = a->lightmap[0];
|
|
f->lightmapCoords[0][1] = a->lightmap[1];
|
|
f->lightmapCoords[1][0] = b->lightmap[0];
|
|
f->lightmapCoords[1][1] = b->lightmap[1];
|
|
f->lightmapCoords[2][0] = c->lightmap[0];
|
|
f->lightmapCoords[2][1] = c->lightmap[1];
|
|
f->lightmapCoords[3][0] = d->lightmap[0];
|
|
f->lightmapCoords[3][1] = d->lightmap[1];
|
|
|
|
VS_GenerateBoundaryForPoints( &f->boundaries[0], &f->plane, f->points[0], f->points[1] );
|
|
VS_GenerateBoundaryForPoints( &f->boundaries[1], &f->plane, f->points[1], f->points[2] );
|
|
VS_GenerateBoundaryForPoints( &f->boundaries[2], &f->plane, f->points[2], f->points[3] );
|
|
VS_GenerateBoundaryForPoints( &f->boundaries[3], &f->plane, f->points[3], f->points[0] );
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
VectorSubtract(f->points[(i+1)%4], f->points[i], dir);
|
|
if (VectorLength(dir) < 0.1)
|
|
return qfalse;
|
|
}
|
|
|
|
VS_TextureMatrixFromPoints( f, a, b, c );
|
|
VS_LightmapMatrixFromPoints( dsurf, si, f, a, b, c );
|
|
|
|
f->num = numfacets++;
|
|
f->numpoints = 4;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
VS_SphereFromBounds
|
|
===============
|
|
*/
|
|
void VS_SphereFromBounds( vec3_t mins, vec3_t maxs, vec3_t origin, float *radius ) {
|
|
vec3_t temp;
|
|
|
|
VectorAdd( mins, maxs, origin );
|
|
VectorScale( origin, 0.5, origin );
|
|
VectorSubtract( maxs, origin, temp );
|
|
*radius = VectorLength( temp );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
VS_FacetsForTriangleSurface
|
|
====================
|
|
*/
|
|
void VS_FacetsForTriangleSurface( dsurface_t *dsurf, shaderInfo_t *si, lsurfaceTest_t *test ) {
|
|
int i;
|
|
drawVert_t *v1, *v2, *v3, *v4;
|
|
int count;
|
|
int i1, i2, i3, i4, i5, i6;
|
|
|
|
test->patch = qfalse;
|
|
if (dsurf->surfaceType == MST_TRIANGLE_SOUP)
|
|
test->trisoup = qtrue;
|
|
else
|
|
test->trisoup = qfalse;
|
|
test->numFacets = dsurf->numIndexes / 3;
|
|
test->facets = malloc( sizeof( test->facets[0] ) * test->numFacets );
|
|
test->shader = si;
|
|
|
|
count = 0;
|
|
for ( i = 0 ; i < test->numFacets ; i++ ) {
|
|
i1 = drawIndexes[ dsurf->firstIndex + i*3 ];
|
|
i2 = drawIndexes[ dsurf->firstIndex + i*3 + 1 ];
|
|
i3 = drawIndexes[ dsurf->firstIndex + i*3 + 2 ];
|
|
|
|
v1 = &drawVerts[ dsurf->firstVert + i1 ];
|
|
v2 = &drawVerts[ dsurf->firstVert + i2 ];
|
|
v3 = &drawVerts[ dsurf->firstVert + i3 ];
|
|
|
|
// try and make a quad out of two triangles
|
|
if ( i != test->numFacets - 1 ) {
|
|
i4 = drawIndexes[ dsurf->firstIndex + i*3 + 3 ];
|
|
i5 = drawIndexes[ dsurf->firstIndex + i*3 + 4 ];
|
|
i6 = drawIndexes[ dsurf->firstIndex + i*3 + 5 ];
|
|
if ( i4 == i3 && i5 == i2 ) {
|
|
v4 = &drawVerts[ dsurf->firstVert + i6 ];
|
|
if ( VS_GenerateFacetFor4Points( dsurf, si, &test->facets[count], v1, v2, v4, v3 ) ) {
|
|
count++;
|
|
i++; // skip next tri
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (VS_GenerateFacetFor3Points( dsurf, si, &test->facets[count], v1, v2, v3 )) {
|
|
count++;
|
|
}
|
|
}
|
|
|
|
// we may have turned some pairs into quads
|
|
test->numFacets = count;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
VS_FacetsForPatch
|
|
====================
|
|
*/
|
|
void VS_FacetsForPatch( dsurface_t *dsurf, int surfaceNum, shaderInfo_t *si, lsurfaceTest_t *test ) {
|
|
int i, j, x, y;
|
|
drawVert_t *v1, *v2, *v3, *v4;
|
|
int count, ssize;
|
|
mesh_t mesh;
|
|
mesh_t *subdivided, *detailmesh, *newmesh;
|
|
int widthtable[LIGHTMAP_SIZE], heighttable[LIGHTMAP_SIZE];
|
|
|
|
mesh.width = dsurf->patchWidth;
|
|
mesh.height = dsurf->patchHeight;
|
|
mesh.verts = &drawVerts[ dsurf->firstVert ];
|
|
|
|
newmesh = SubdivideMesh( mesh, 8, 999 );
|
|
PutMeshOnCurve( *newmesh );
|
|
MakeMeshNormals( *newmesh );
|
|
|
|
subdivided = RemoveLinearMeshColumnsRows( newmesh );
|
|
FreeMesh(newmesh);
|
|
|
|
// DebugNet_RemoveAllPolys();
|
|
// DebugNet_DrawMesh(subdivided);
|
|
|
|
ssize = samplesize;
|
|
if (si->lightmapSampleSize)
|
|
ssize = si->lightmapSampleSize;
|
|
|
|
if ( dsurf->lightmapNum >= 0 ) {
|
|
|
|
detailmesh = SubdivideMeshQuads( subdivided, ssize, LIGHTMAP_SIZE, widthtable, heighttable);
|
|
test->detailMesh = detailmesh;
|
|
|
|
// DebugNet_RemoveAllPolys();
|
|
// DebugNet_DrawMesh(detailmesh);
|
|
|
|
if ( detailmesh->width != dsurf->lightmapWidth || detailmesh->height != dsurf->lightmapHeight ) {
|
|
Error( "Mesh lightmap miscount");
|
|
}
|
|
}
|
|
else {
|
|
test->detailMesh = NULL;
|
|
memset(widthtable, 0, sizeof(widthtable));
|
|
memset(heighttable, 0, sizeof(heighttable));
|
|
}
|
|
|
|
test->patch = qtrue;
|
|
test->trisoup = qfalse;
|
|
test->numFacets = ( subdivided->width - 1 ) * ( subdivided->height - 1 ) * 2;
|
|
test->facets = malloc( sizeof( test->facets[0] ) * test->numFacets );
|
|
test->shader = si;
|
|
|
|
count = 0;
|
|
x = 0;
|
|
for ( i = 0 ; i < subdivided->width - 1 ; i++ ) {
|
|
y = 0;
|
|
for ( j = 0 ; j < subdivided->height - 1 ; j++ ) {
|
|
|
|
v1 = subdivided->verts + j * subdivided->width + i;
|
|
v2 = v1 + 1;
|
|
v3 = v1 + subdivided->width + 1;
|
|
v4 = v1 + subdivided->width;
|
|
|
|
if ( VS_GenerateFacetFor4Points( dsurf, si, &test->facets[count], v1, v4, v3, v2 ) ) {
|
|
test->facets[count].x = x;
|
|
test->facets[count].y = y;
|
|
test->facets[count].width = widthtable[i];
|
|
test->facets[count].height = heighttable[j];
|
|
count++;
|
|
} else {
|
|
if (VS_GenerateFacetFor3Points( dsurf, si, &test->facets[count], v1, v4, v3 )) {
|
|
test->facets[count].x = x;
|
|
test->facets[count].y = y;
|
|
test->facets[count].width = widthtable[i];
|
|
test->facets[count].height = heighttable[j];
|
|
count++;
|
|
}
|
|
if (VS_GenerateFacetFor3Points( dsurf, si, &test->facets[count], v1, v3, v2 )) {
|
|
test->facets[count].x = x;
|
|
test->facets[count].y = y;
|
|
test->facets[count].width = widthtable[i];
|
|
test->facets[count].height = heighttable[j];
|
|
count++;
|
|
}
|
|
}
|
|
y += heighttable[j];
|
|
}
|
|
x += widthtable[i];
|
|
}
|
|
test->numFacets = count;
|
|
|
|
FreeMesh(subdivided);
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
VS_InitSurfacesForTesting
|
|
=====================
|
|
*/
|
|
void VS_InitSurfacesForTesting( void ) {
|
|
|
|
int i, j, k;
|
|
dsurface_t *dsurf;
|
|
lsurfaceTest_t *test;
|
|
shaderInfo_t *si;
|
|
lFacet_t *facet;
|
|
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ ) {
|
|
// don't light the entity surfaces with vsound
|
|
if ( entitySurface[i] )
|
|
continue;
|
|
//
|
|
dsurf = &drawSurfaces[ i ];
|
|
if ( !dsurf->numIndexes && !dsurf->patchWidth ) {
|
|
continue;
|
|
}
|
|
|
|
si = ShaderInfoForShader( dshaders[ dsurf->shaderNum].shader );
|
|
// if the surface is translucent and does not cast an alpha shadow
|
|
if ( (si->contents & CONTENTS_TRANSLUCENT) && !(si->surfaceFlags & SURF_ALPHASHADOW) ) {
|
|
// if the surface has no lightmap
|
|
if ( dsurf->lightmapNum < 0 )
|
|
continue;
|
|
}
|
|
|
|
test = malloc( sizeof( *test ) );
|
|
memset(test, 0, sizeof( *test ));
|
|
test->mutex = MutexAlloc();
|
|
test->numvolumes = 0;
|
|
if (si->forceTraceLight)
|
|
test->always_tracelight = qtrue;
|
|
else if (si->forceVLight)
|
|
test->always_vsound = qtrue;
|
|
lsurfaceTest[i] = test;
|
|
|
|
if ( dsurf->surfaceType == MST_TRIANGLE_SOUP || dsurf->surfaceType == MST_PLANAR ) {
|
|
VS_FacetsForTriangleSurface( dsurf, si, test );
|
|
} else if ( dsurf->surfaceType == MST_PATCH ) {
|
|
VS_FacetsForPatch( dsurf, i, si, test );
|
|
}
|
|
if (numfacets >= MAX_FACETS)
|
|
Error("numfacets >= MAX_FACETS (%d)", MAX_FACETS);
|
|
|
|
ClearBounds( test->mins, test->maxs );
|
|
for (j = 0; j < test->numFacets; j++)
|
|
{
|
|
facet = &test->facets[j];
|
|
for ( k = 0 ; k < facet->numpoints; k++) {
|
|
AddPointToBounds( facet->points[k], test->mins, test->maxs );
|
|
}
|
|
}
|
|
VS_SphereFromBounds( test->mins, test->maxs, test->origin, &test->radius );
|
|
}
|
|
_printf("%6d facets\n", numfacets);
|
|
_printf("linking surfaces...\n");
|
|
VS_LinkSurfaces();
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_ChopWinding
|
|
=============
|
|
*/
|
|
int VS_ChopWinding (winding_t *in, plane_t *split, float epsilon)
|
|
{
|
|
vec_t dists[128];
|
|
int sides[128];
|
|
int counts[3];
|
|
vec_t dot;
|
|
int i, j;
|
|
vec_t *p1, *p2;
|
|
vec3_t mid;
|
|
winding_t out;
|
|
winding_t *neww;
|
|
|
|
counts[0] = counts[1] = counts[2] = 0;
|
|
|
|
// determine sides for each point
|
|
for (i=0 ; i<in->numpoints ; i++)
|
|
{
|
|
dot = DotProduct (in->points[i], split->normal);
|
|
dot -= split->dist;
|
|
dists[i] = dot;
|
|
if (dot > epsilon)
|
|
sides[i] = SIDE_FRONT;
|
|
else if (dot < -epsilon)
|
|
sides[i] = SIDE_BACK;
|
|
else
|
|
{
|
|
sides[i] = SIDE_ON;
|
|
}
|
|
counts[sides[i]]++;
|
|
}
|
|
|
|
if (!counts[SIDE_BACK])
|
|
{
|
|
if (!counts[SIDE_FRONT])
|
|
return SIDE_ON;
|
|
else
|
|
return SIDE_FRONT;
|
|
}
|
|
|
|
if (!counts[SIDE_FRONT])
|
|
{
|
|
return SIDE_BACK;
|
|
}
|
|
|
|
sides[i] = sides[0];
|
|
dists[i] = dists[0];
|
|
|
|
neww = &out;
|
|
|
|
neww->numpoints = 0;
|
|
|
|
for (i=0 ; i<in->numpoints ; i++)
|
|
{
|
|
p1 = in->points[i];
|
|
|
|
if (neww->numpoints >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_ChopWinding -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return SIDE_FRONT; // can't chop -- fall back to original
|
|
}
|
|
|
|
if (sides[i] == SIDE_ON)
|
|
{
|
|
VectorCopy (p1, neww->points[neww->numpoints]);
|
|
neww->numpoints++;
|
|
continue;
|
|
}
|
|
|
|
if (sides[i] == SIDE_FRONT)
|
|
{
|
|
VectorCopy (p1, neww->points[neww->numpoints]);
|
|
neww->numpoints++;
|
|
}
|
|
|
|
if (sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
|
|
continue;
|
|
|
|
if (neww->numpoints >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_ChopWinding -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return SIDE_FRONT; // can't chop -- fall back to original
|
|
}
|
|
|
|
// generate a split point
|
|
p2 = in->points[(i+1)%in->numpoints];
|
|
|
|
dot = dists[i] / (dists[i]-dists[i+1]);
|
|
for (j=0 ; j<3 ; j++)
|
|
{ // avoid round off error when possible
|
|
if (split->normal[j] == 1)
|
|
mid[j] = split->dist;
|
|
else if (split->normal[j] == -1)
|
|
mid[j] = -split->dist;
|
|
else
|
|
mid[j] = p1[j] + dot*(p2[j]-p1[j]);
|
|
}
|
|
|
|
VectorCopy (mid, neww->points[neww->numpoints]);
|
|
neww->numpoints++;
|
|
}
|
|
memcpy(in, &out, sizeof(winding_t));
|
|
|
|
return SIDE_CROSS;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_ChopWindingWithBrush
|
|
|
|
returns all winding fragments outside the brush
|
|
=============
|
|
*/
|
|
int VS_ChopWindingWithBrush(winding_t *w, dbrush_t *brush, winding_t *outwindings, int maxout)
|
|
{
|
|
int i, res, numout;
|
|
winding_t front, back;
|
|
plane_t plane;
|
|
|
|
numout = 0;
|
|
memcpy(front.points, w->points, w->numpoints * sizeof(vec3_t));
|
|
front.numpoints = w->numpoints;
|
|
for (i = 0; i < brush->numSides; i++)
|
|
{
|
|
VectorCopy(dplanes[ dbrushsides[ brush->firstSide + i ].planeNum ].normal, plane.normal);
|
|
VectorInverse(plane.normal);
|
|
plane.dist = -dplanes[ dbrushsides[ brush->firstSide + i ].planeNum ].dist;
|
|
res = VS_SplitWinding(&front, &back, &plane, 0.1);
|
|
if (res == SIDE_BACK || res == SIDE_ON)
|
|
{
|
|
memcpy(outwindings[0].points, w->points, w->numpoints * sizeof(vec3_t));
|
|
outwindings[0].numpoints = w->numpoints;
|
|
return 1; //did not intersect
|
|
}
|
|
if (res != SIDE_FRONT)
|
|
{
|
|
if (numout >= maxout)
|
|
{
|
|
_printf("WARNING: VS_ChopWindingWithBrush: more than %d windings\n", maxout);
|
|
return 0;
|
|
}
|
|
memcpy(outwindings[numout].points, back.points, back.numpoints * sizeof(vec3_t));
|
|
outwindings[numout].numpoints = back.numpoints;
|
|
numout++;
|
|
}
|
|
}
|
|
return numout;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_WindingAreaOutsideBrushes
|
|
=============
|
|
*/
|
|
float VS_WindingAreaOutsideBrushes(winding_t *w, int *brushnums, int numbrushes)
|
|
{
|
|
int i, j, numwindings[2], n;
|
|
winding_t windingsbuf[2][64];
|
|
dbrush_t *brush;
|
|
float area;
|
|
|
|
memcpy(windingsbuf[0][0].points, w->points, w->numpoints * sizeof(vec3_t));
|
|
windingsbuf[0][0].numpoints = w->numpoints;
|
|
numwindings[0] = 1;
|
|
for (i = 0; i < numbrushes; i++)
|
|
{
|
|
brush = &dbrushes[brushnums[i]];
|
|
if (!(dshaders[brush->shaderNum].contentFlags & (
|
|
CONTENTS_LAVA
|
|
| CONTENTS_SLIME
|
|
| CONTENTS_WATER
|
|
| CONTENTS_FOG
|
|
| CONTENTS_AREAPORTAL
|
|
| CONTENTS_PLAYERCLIP
|
|
| CONTENTS_MONSTERCLIP
|
|
| CONTENTS_CLUSTERPORTAL
|
|
| CONTENTS_DONOTENTER
|
|
| CONTENTS_BODY
|
|
| CONTENTS_CORPSE
|
|
| CONTENTS_TRANSLUCENT
|
|
| CONTENTS_TRIGGER
|
|
| CONTENTS_NODROP) ) &&
|
|
(dshaders[brush->shaderNum].contentFlags & CONTENTS_SOLID) )
|
|
{
|
|
numwindings[!(i & 1)] = 0;
|
|
for (j = 0; j < numwindings[i&1]; j++)
|
|
{
|
|
n = VS_ChopWindingWithBrush(&windingsbuf[i&1][j], brush,
|
|
&windingsbuf[!(i&1)][numwindings[!(i&1)]],
|
|
64 - numwindings[!(i&1)]);
|
|
numwindings[!(i&1)] += n;
|
|
}
|
|
if (!numwindings[!(i&1)])
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
for (j = 0; j < numwindings[i&1]; j++)
|
|
{
|
|
windingsbuf[!(i&1)][j] = windingsbuf[i&1][j];
|
|
}
|
|
numwindings[!(i&1)] = numwindings[i&1];
|
|
}
|
|
}
|
|
area = 0;
|
|
for (j = 0; j < numwindings[i&1]; j++)
|
|
{
|
|
area += WindingArea(&windingsbuf[i&1][j]);
|
|
}
|
|
return area;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_WindingAreaOutsideSolid
|
|
=============
|
|
*/
|
|
float VS_R_WindingAreaOutsideSolid(winding_t *w, vec3_t normal, int nodenum)
|
|
{
|
|
int leafnum, res;
|
|
float area;
|
|
dnode_t *node;
|
|
dleaf_t *leaf;
|
|
dplane_t *plane;
|
|
winding_t back;
|
|
plane_t split;
|
|
|
|
area = 0;
|
|
while(nodenum >= 0)
|
|
{
|
|
node = &dnodes[nodenum];
|
|
plane = &dplanes[node->planeNum];
|
|
|
|
VectorCopy(plane->normal, split.normal);
|
|
split.dist = plane->dist;
|
|
res = VS_SplitWinding (w, &back, &split, 0.1);
|
|
|
|
if (res == SIDE_FRONT)
|
|
{
|
|
nodenum = node->children[0];
|
|
}
|
|
else if (res == SIDE_BACK)
|
|
{
|
|
nodenum = node->children[1];
|
|
}
|
|
else if (res == SIDE_ON)
|
|
{
|
|
if (DotProduct(normal, plane->normal) > 0)
|
|
nodenum = node->children[0];
|
|
else
|
|
nodenum = node->children[1];
|
|
}
|
|
else
|
|
{
|
|
area += VS_R_WindingAreaOutsideSolid(&back, normal, node->children[1]);
|
|
nodenum = node->children[0];
|
|
}
|
|
}
|
|
leafnum = -nodenum - 1;
|
|
leaf = &dleafs[leafnum];
|
|
if (leaf->cluster != -1)
|
|
{
|
|
area += VS_WindingAreaOutsideBrushes(w, &dleafbrushes[leaf->firstLeafBrush], leaf->numLeafBrushes);
|
|
}
|
|
return area;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_WindingAreaOutsideSolid
|
|
=============
|
|
*/
|
|
float VS_WindingAreaOutsideSolid(winding_t *w, vec3_t normal)
|
|
{
|
|
return VS_R_WindingAreaOutsideSolid(w, normal, 0);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_ChopWindingWithFacet
|
|
=============
|
|
*/
|
|
float VS_ChopWindingWithFacet(winding_t *w, lFacet_t *facet)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < facet->numpoints; i++)
|
|
{
|
|
if (VS_ChopWinding(w, &facet->boundaries[i], 0) == SIDE_BACK)
|
|
return 0;
|
|
}
|
|
if (nostitching)
|
|
return WindingArea(w);
|
|
else
|
|
return VS_WindingAreaOutsideSolid(w, facet->plane.normal);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_CalcVisibleLightmapPixelArea
|
|
|
|
nice brute force ;)
|
|
=============
|
|
*/
|
|
void VS_CalcVisibleLightmapPixelArea(void)
|
|
{
|
|
int i, j, x, y, k;
|
|
dsurface_t *ds;
|
|
lsurfaceTest_t *test;
|
|
mesh_t *mesh;
|
|
winding_t w, tmpw;
|
|
float area;
|
|
|
|
_printf("calculating visible lightmap pixel area...\n");
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ )
|
|
{
|
|
test = lsurfaceTest[ i ];
|
|
if (!test)
|
|
continue;
|
|
ds = &drawSurfaces[ i ];
|
|
|
|
if ( ds->lightmapNum < 0 )
|
|
continue;
|
|
|
|
for (y = 0; y < ds->lightmapHeight; y++)
|
|
{
|
|
for (x = 0; x < ds->lightmapWidth; x++)
|
|
{
|
|
if (ds->surfaceType == MST_PATCH)
|
|
{
|
|
if (y == ds->lightmapHeight-1)
|
|
continue;
|
|
if (x == ds->lightmapWidth-1)
|
|
continue;
|
|
mesh = lsurfaceTest[i]->detailMesh;
|
|
VectorCopy( mesh->verts[y*mesh->width+x].xyz, w.points[0]);
|
|
VectorCopy( mesh->verts[(y+1)*mesh->width+x].xyz, w.points[1]);
|
|
VectorCopy( mesh->verts[(y+1)*mesh->width+x+1].xyz, w.points[2]);
|
|
VectorCopy( mesh->verts[y*mesh->width+x+1].xyz, w.points[3]);
|
|
w.numpoints = 4;
|
|
if (nostitching)
|
|
area = WindingArea(&w);
|
|
else
|
|
area = VS_WindingAreaOutsideSolid(&w, mesh->verts[y*mesh->width+x].normal);
|
|
}
|
|
else
|
|
{
|
|
VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT, ds->lightmapVecs[0], w.points[0]);
|
|
VectorMA(w.points[0], (float) y - LIGHTMAP_PIXELSHIFT, ds->lightmapVecs[1], w.points[0]);
|
|
VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT, ds->lightmapVecs[0], w.points[3]);
|
|
VectorMA(w.points[3], (float) y - LIGHTMAP_PIXELSHIFT + 1, ds->lightmapVecs[1], w.points[3]);
|
|
VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT + 1, ds->lightmapVecs[0], w.points[2]);
|
|
VectorMA(w.points[2], (float) y - LIGHTMAP_PIXELSHIFT + 1, ds->lightmapVecs[1], w.points[2]);
|
|
VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT + 1, ds->lightmapVecs[0], w.points[1]);
|
|
VectorMA(w.points[1], (float) y - LIGHTMAP_PIXELSHIFT, ds->lightmapVecs[1], w.points[1]);
|
|
w.numpoints = 4;
|
|
area = 0;
|
|
for (j = 0; j < test->numFacets; j++)
|
|
{
|
|
memcpy(&tmpw, &w, sizeof(winding_t));
|
|
area += VS_ChopWindingWithFacet(&tmpw, &test->facets[j]);
|
|
}
|
|
}
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
lightmappixelarea[k] = area;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_FindAdjacentSurface
|
|
=============
|
|
*/
|
|
int VS_FindAdjacentSurface(int surfaceNum, int facetNum, vec3_t p1, vec3_t p2, int *sNum, int *fNum, int *point)
|
|
{
|
|
int i, j, k;
|
|
lsurfaceTest_t *test;
|
|
lFacet_t *facet;
|
|
dsurface_t *ds;
|
|
float *fp1, *fp2;
|
|
vec3_t dir;
|
|
plane_t *facetplane;
|
|
// winding_t w;
|
|
|
|
facetplane = &lsurfaceTest[surfaceNum]->facets[facetNum].plane;
|
|
// DebugNet_RemoveAllPolys();
|
|
// memcpy(w.points, lsurfaceTest[surfaceNum]->facets[facetNum].points,
|
|
// lsurfaceTest[surfaceNum]->facets[facetNum].numpoints * sizeof(vec3_t));
|
|
// w.numpoints = lsurfaceTest[surfaceNum]->facets[facetNum].numpoints;
|
|
// DebugNet_DrawWinding(&w, 2);
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ )
|
|
{
|
|
if (i == surfaceNum)
|
|
continue;
|
|
test = lsurfaceTest[ i ];
|
|
if (!test)
|
|
continue;
|
|
if (test->trisoup)// || test->patch)
|
|
continue;
|
|
ds = &drawSurfaces[i];
|
|
if ( ds->lightmapNum < 0 )
|
|
continue;
|
|
//if this surface is not even near the edge
|
|
VectorSubtract(p1, test->origin, dir);
|
|
if (fabs(dir[0]) > test->radius ||
|
|
fabs(dir[1]) > test->radius ||
|
|
fabs(dir[1]) > test->radius)
|
|
{
|
|
VectorSubtract(p2, test->origin, dir);
|
|
if (fabs(dir[0]) > test->radius ||
|
|
fabs(dir[1]) > test->radius ||
|
|
fabs(dir[1]) > test->radius)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
//
|
|
for (j = 0; j < test->numFacets; j++)
|
|
{
|
|
facet = &test->facets[j];
|
|
//
|
|
//if (!Plane_Equal(&facet->plane, facetplane, qfalse))
|
|
if (DotProduct(facet->plane.normal, facetplane->normal) < 0.9)
|
|
{
|
|
if (!test->trisoup && !test->patch)
|
|
break;
|
|
continue;
|
|
}
|
|
//
|
|
for (k = 0; k < facet->numpoints; k++)
|
|
{
|
|
fp1 = facet->points[k];
|
|
if (fabs(p2[0] - fp1[0]) < 0.1 &&
|
|
fabs(p2[1] - fp1[1]) < 0.1 &&
|
|
fabs(p2[2] - fp1[2]) < 0.1)
|
|
{
|
|
fp2 = facet->points[(k+1) % facet->numpoints];
|
|
if (fabs(p1[0] - fp2[0]) < 0.1 &&
|
|
fabs(p1[1] - fp2[1]) < 0.1 &&
|
|
fabs(p1[2] - fp2[2]) < 0.1)
|
|
{
|
|
// memcpy(w.points, facet->points, facet->numpoints * sizeof(vec3_t));
|
|
// w.numpoints = facet->numpoints;
|
|
// DebugNet_DrawWinding(&w, 1);
|
|
*sNum = i;
|
|
*fNum = j;
|
|
*point = k;
|
|
return qtrue;
|
|
}
|
|
}
|
|
/*
|
|
else if (fabs(p1[0] - fp1[0]) < 0.1 &&
|
|
fabs(p1[1] - fp1[1]) < 0.1 &&
|
|
fabs(p1[2] - fp1[2]) < 0.1)
|
|
{
|
|
fp2 = facet->points[(k+1) % facet->numpoints];
|
|
if (fabs(p2[0] - fp2[0]) < 0.1 &&
|
|
fabs(p2[1] - fp2[1]) < 0.1 &&
|
|
fabs(p2[2] - fp2[2]) < 0.1)
|
|
{
|
|
// memcpy(w.points, facet->points, facet->numpoints * sizeof(vec3_t));
|
|
// w.numpoints = facet->numpoints;
|
|
// DebugNet_DrawWinding(&w, 1);
|
|
*sNum = i;
|
|
*fNum = j;
|
|
*point = k;
|
|
return qtrue;
|
|
}
|
|
}
|
|
//*/
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_SmoothenLightmapEdges
|
|
|
|
this code is used to smoothen lightmaps across surface edges
|
|
=============
|
|
*/
|
|
void VS_SmoothenLightmapEdges(void)
|
|
{
|
|
int i, j, k, coords1[2][2];
|
|
float coords2[2][2];
|
|
int x1, y1, xinc1, yinc1, k1, k2;
|
|
float x2, y2, xinc2, yinc2, length;
|
|
int surfaceNum, facetNum, point;
|
|
lsurfaceTest_t *test;
|
|
lFacet_t *facet1, *facet2;
|
|
dsurface_t *ds1, *ds2;
|
|
float *p[2], s, t, *color1, *color2;
|
|
vec3_t dir, cross;
|
|
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ )
|
|
{
|
|
test = lsurfaceTest[ i ];
|
|
if (!test)
|
|
continue;
|
|
if (test->trisoup)// || test->patch)
|
|
continue;
|
|
ds1 = &drawSurfaces[i];
|
|
if ( ds1->lightmapNum < 0 )
|
|
continue;
|
|
for (j = 0; j < test->numFacets; j++)
|
|
{
|
|
facet1 = &test->facets[j];
|
|
//
|
|
for (k = 0; k < facet1->numpoints; k++)
|
|
{
|
|
p[0] = facet1->points[k];
|
|
p[1] = facet1->points[(k+1)%facet1->numpoints];
|
|
//
|
|
coords1[0][0] = facet1->lightmapCoords[k][0] * LIGHTMAP_SIZE;
|
|
coords1[0][1] = facet1->lightmapCoords[k][1] * LIGHTMAP_SIZE;
|
|
coords1[1][0] = facet1->lightmapCoords[(k+1)%facet1->numpoints][0] * LIGHTMAP_SIZE;
|
|
coords1[1][1] = facet1->lightmapCoords[(k+1)%facet1->numpoints][1] * LIGHTMAP_SIZE;
|
|
if (coords1[0][0] >= LIGHTMAP_SIZE)
|
|
coords1[0][0] = LIGHTMAP_SIZE-1;
|
|
if (coords1[0][1] >= LIGHTMAP_SIZE)
|
|
coords1[0][1] = LIGHTMAP_SIZE-1;
|
|
if (coords1[1][0] >= LIGHTMAP_SIZE)
|
|
coords1[1][0] = LIGHTMAP_SIZE-1;
|
|
if (coords1[1][1] >= LIGHTMAP_SIZE)
|
|
coords1[1][1] = LIGHTMAP_SIZE-1;
|
|
// try one row or column further because on flat faces the lightmap can
|
|
// extend beyond the edge
|
|
VectorSubtract(p[1], p[0], dir);
|
|
VectorNormalize(dir, dir);
|
|
CrossProduct(dir, facet1->plane.normal, cross);
|
|
//
|
|
if (coords1[0][0] - coords1[1][0] == 0)
|
|
{
|
|
s = DotProduct( cross, facet1->lightmapMatrix[0] );
|
|
coords1[0][0] += s < 0 ? 1 : -1;
|
|
coords1[1][0] += s < 0 ? 1 : -1;
|
|
if (coords1[0][0] < ds1->lightmapX || coords1[0][0] >= ds1->lightmapX + ds1->lightmapWidth)
|
|
{
|
|
coords1[0][0] += s < 0 ? -1 : 1;
|
|
coords1[1][0] += s < 0 ? -1 : 1;
|
|
}
|
|
length = fabs(coords1[1][1] - coords1[0][1]);
|
|
}
|
|
else if (coords1[0][1] - coords1[1][1] == 0)
|
|
{
|
|
t = DotProduct( cross, facet1->lightmapMatrix[1] );
|
|
coords1[0][1] += t < 0 ? 1 : -1;
|
|
coords1[1][1] += t < 0 ? 1 : -1;
|
|
if (coords1[0][1] < ds1->lightmapY || coords1[0][1] >= ds1->lightmapY + ds1->lightmapHeight)
|
|
{
|
|
coords1[0][1] += t < 0 ? -1 : 1;
|
|
coords1[1][1] += t < 0 ? -1 : 1;
|
|
}
|
|
length = fabs(coords1[1][0] - coords1[0][0]);
|
|
}
|
|
else
|
|
{
|
|
//the edge is not parallell to one of the lightmap axis
|
|
continue;
|
|
}
|
|
//
|
|
x1 = coords1[0][0];
|
|
y1 = coords1[0][1];
|
|
xinc1 = coords1[1][0] - coords1[0][0];
|
|
if (xinc1 < 0) xinc1 = -1;
|
|
if (xinc1 > 0) xinc1 = 1;
|
|
yinc1 = coords1[1][1] - coords1[0][1];
|
|
if (yinc1 < 0) yinc1 = -1;
|
|
if (yinc1 > 0) yinc1 = 1;
|
|
// the edge should be parallell to one of the lightmap axis
|
|
if (xinc1 != 0 && yinc1 != 0)
|
|
continue;
|
|
//
|
|
if (!VS_FindAdjacentSurface(i, j, p[0], p[1], &surfaceNum, &facetNum, &point))
|
|
continue;
|
|
//
|
|
ds2 = &drawSurfaces[surfaceNum];
|
|
facet2 = &lsurfaceTest[surfaceNum]->facets[facetNum];
|
|
coords2[0][0] = facet2->lightmapCoords[(point+1)%facet2->numpoints][0] * LIGHTMAP_SIZE;
|
|
coords2[0][1] = facet2->lightmapCoords[(point+1)%facet2->numpoints][1] * LIGHTMAP_SIZE;
|
|
coords2[1][0] = facet2->lightmapCoords[point][0] * LIGHTMAP_SIZE;
|
|
coords2[1][1] = facet2->lightmapCoords[point][1] * LIGHTMAP_SIZE;
|
|
if (coords2[0][0] >= LIGHTMAP_SIZE)
|
|
coords2[0][0] = LIGHTMAP_SIZE-1;
|
|
if (coords2[0][1] >= LIGHTMAP_SIZE)
|
|
coords2[0][1] = LIGHTMAP_SIZE-1;
|
|
if (coords2[1][0] >= LIGHTMAP_SIZE)
|
|
coords2[1][0] = LIGHTMAP_SIZE-1;
|
|
if (coords2[1][1] >= LIGHTMAP_SIZE)
|
|
coords2[1][1] = LIGHTMAP_SIZE-1;
|
|
//
|
|
x2 = coords2[0][0];
|
|
y2 = coords2[0][1];
|
|
xinc2 = coords2[1][0] - coords2[0][0];
|
|
if (length)
|
|
xinc2 = xinc2 / length;
|
|
yinc2 = coords2[1][1] - coords2[0][1];
|
|
if (length)
|
|
yinc2 = yinc2 / length;
|
|
// the edge should be parallell to one of the lightmap axis
|
|
if ((int) xinc2 != 0 && (int) yinc2 != 0)
|
|
continue;
|
|
//
|
|
while(1)
|
|
{
|
|
k1 = ( ds1->lightmapNum * LIGHTMAP_HEIGHT + y1) * LIGHTMAP_WIDTH + x1;
|
|
k2 = ( ds2->lightmapNum * LIGHTMAP_HEIGHT + ((int) y2)) * LIGHTMAP_WIDTH + ((int) x2);
|
|
color1 = lightFloats + k1*3;
|
|
color2 = lightFloats + k2*3;
|
|
if (lightmappixelarea[k1] < 0.01)
|
|
{
|
|
color1[0] = color2[0];
|
|
color1[1] = color2[1];
|
|
color1[2] = color2[2];
|
|
}
|
|
else
|
|
{
|
|
color1[0] = (float) color2[0] * 0.7 + (float) color1[0] * 0.3;
|
|
color1[1] = (float) color2[1] * 0.7 + (float) color1[1] * 0.3;
|
|
color1[2] = (float) color2[2] * 0.7 + (float) color1[2] * 0.3;
|
|
}
|
|
//
|
|
if (x1 == coords1[1][0] &&
|
|
y1 == coords1[1][1])
|
|
break;
|
|
x1 += xinc1;
|
|
y1 += yinc1;
|
|
x2 += xinc2;
|
|
y2 += yinc2;
|
|
if (x2 < ds2->lightmapX)
|
|
x2 = ds2->lightmapX;
|
|
if (x2 >= ds2->lightmapX + ds2->lightmapWidth)
|
|
x2 = ds2->lightmapX + ds2->lightmapWidth-1;
|
|
if (y2 < ds2->lightmapY)
|
|
y2 = ds2->lightmapY;
|
|
if (y2 >= ds2->lightmapY + ds2->lightmapHeight)
|
|
y2 = ds2->lightmapY + ds2->lightmapHeight-1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_FixLightmapEdges
|
|
=============
|
|
*/
|
|
void VS_FixLightmapEdges(void)
|
|
{
|
|
int i, j, x, y, k, foundvalue, height, width, index;
|
|
int pos, top, bottom;
|
|
dsurface_t *ds;
|
|
lsurfaceTest_t *test;
|
|
float color[3];
|
|
float *ptr;
|
|
byte filled[(LIGHTMAP_SIZE+1) * (LIGHTMAP_SIZE+1) / 8];
|
|
float lightmap_edge_epsilon;
|
|
|
|
lightmap_edge_epsilon = 0.1 * samplesize;
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ )
|
|
{
|
|
test = lsurfaceTest[ i ];
|
|
if (!test)
|
|
continue;
|
|
ds = &drawSurfaces[ i ];
|
|
|
|
if ( ds->lightmapNum < 0 )
|
|
continue;
|
|
if (ds->surfaceType == MST_PATCH)
|
|
{
|
|
height = ds->lightmapHeight - 1;
|
|
width = ds->lightmapWidth - 1;
|
|
}
|
|
else
|
|
{
|
|
height = ds->lightmapHeight;
|
|
width = ds->lightmapWidth;
|
|
}
|
|
memset(filled, 0, sizeof(filled));
|
|
// printf("\n");
|
|
for (x = 0; x < width; x++)
|
|
{
|
|
for (y = 0; y < height; y++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
if (lightmappixelarea[k] > lightmap_edge_epsilon)
|
|
{
|
|
index = (ds->lightmapY + y) * LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
filled[index >> 3] |= 1 << (index & 7);
|
|
// printf("*");
|
|
}
|
|
// else
|
|
// printf("_");
|
|
}
|
|
// printf("\n");
|
|
}
|
|
for (y = 0; y < height; y++)
|
|
{
|
|
pos = -2;
|
|
for (x = 0; x < width; x++)
|
|
{
|
|
index = (ds->lightmapY + y) * LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
if (pos == -2)
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
pos = -1;
|
|
}
|
|
else if (pos == -1)
|
|
{
|
|
if (!(filled[index >> 3] & (1 << (index & 7))))
|
|
pos = x - 1;
|
|
}
|
|
else
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
bottom = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + pos;
|
|
top = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
for (j = 0; j < (x - pos + 1) / 2; j++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + pos + j + 1;
|
|
index = (ds->lightmapY + y) * LIGHTMAP_WIDTH + ds->lightmapX + pos + j + 1;
|
|
filled[index >> 3] |= 1 << (index & 7);
|
|
(lightFloats + k*3)[0] = (lightFloats + top*3)[0];
|
|
(lightFloats + k*3)[1] = (lightFloats + top*3)[1];
|
|
(lightFloats + k*3)[2] = (lightFloats + top*3)[2];
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x - j - 1;
|
|
index = (ds->lightmapY + y) * LIGHTMAP_WIDTH + ds->lightmapX + x - j - 1;
|
|
filled[index >> 3] |= 1 << (index & 7);
|
|
(lightFloats + k*3)[0] = (lightFloats + bottom*3)[0];
|
|
(lightFloats + k*3)[1] = (lightFloats + bottom*3)[1];
|
|
(lightFloats + k*3)[2] = (lightFloats + bottom*3)[2];
|
|
}
|
|
pos = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (x = 0; x < width; x++)
|
|
{
|
|
pos = -2;
|
|
for (y = 0; y < height; y++)
|
|
{
|
|
index = (ds->lightmapY + y) * LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
if (pos == -2)
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
pos = -1;
|
|
}
|
|
else if (pos == -1)
|
|
{
|
|
if (!(filled[index >> 3] & (1 << (index & 7))))
|
|
pos = y - 1;
|
|
}
|
|
else
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
bottom = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + pos)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
top = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
for (j = 0; j < (y - pos + 1) / 2; j++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + pos + j + 1)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
index = (ds->lightmapY + pos + j + 1) * LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
filled[index >> 3] |= 1 << (index & 7);
|
|
(lightFloats + k*3)[0] = (lightFloats + top*3)[0];
|
|
(lightFloats + k*3)[1] = (lightFloats + top*3)[1];
|
|
(lightFloats + k*3)[2] = (lightFloats + top*3)[2];
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y - j - 1)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
index = (ds->lightmapY + y - j - 1) * LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
filled[index >> 3] |= 1 << (index & 7);
|
|
(lightFloats + k*3)[0] = (lightFloats + bottom*3)[0];
|
|
(lightFloats + k*3)[1] = (lightFloats + bottom*3)[1];
|
|
(lightFloats + k*3)[2] = (lightFloats + bottom*3)[2];
|
|
}
|
|
pos = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (y = 0; y < height; y++)
|
|
{
|
|
foundvalue = qfalse;
|
|
for (x = 0; x < width; x++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
index = (ds->lightmapY + y) * LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
if (foundvalue)
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
color[0] = ptr[0];
|
|
color[1] = ptr[1];
|
|
color[2] = ptr[2];
|
|
}
|
|
else
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = color[0];
|
|
ptr[1] = color[1];
|
|
ptr[2] = color[2];
|
|
filled[index >> 3] |= 1 << (index & 7);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
color[0] = ptr[0];
|
|
color[1] = ptr[1];
|
|
color[2] = ptr[2];
|
|
foundvalue = qtrue;
|
|
}
|
|
}
|
|
}
|
|
foundvalue = qfalse;
|
|
for (x = width-1; x >= 0; x--)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
index = (ds->lightmapY + y) * LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
if (foundvalue)
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
color[0] = ptr[0];
|
|
color[1] = ptr[1];
|
|
color[2] = ptr[2];
|
|
}
|
|
else
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = color[0];
|
|
ptr[1] = color[1];
|
|
ptr[2] = color[2];
|
|
filled[index >> 3] |= 1 << (index & 7);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
color[0] = ptr[0];
|
|
color[1] = ptr[1];
|
|
color[2] = ptr[2];
|
|
foundvalue = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (x = 0; x < width; x++)
|
|
{
|
|
foundvalue = qfalse;
|
|
for (y = 0; y < height; y++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
index = (ds->lightmapY + y) * LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
if (foundvalue)
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
color[0] = ptr[0];
|
|
color[1] = ptr[1];
|
|
color[2] = ptr[2];
|
|
}
|
|
else
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = color[0];
|
|
ptr[1] = color[1];
|
|
ptr[2] = color[2];
|
|
filled[index >> 3] |= 1 << (index & 7);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
color[0] = ptr[0];
|
|
color[1] = ptr[1];
|
|
color[2] = ptr[2];
|
|
foundvalue = qtrue;
|
|
}
|
|
}
|
|
}
|
|
foundvalue = qfalse;
|
|
for (y = height-1; y >= 0; y--)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
index = (ds->lightmapY + y) * LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
if (foundvalue)
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
color[0] = ptr[0];
|
|
color[1] = ptr[1];
|
|
color[2] = ptr[2];
|
|
}
|
|
else
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = color[0];
|
|
ptr[1] = color[1];
|
|
ptr[2] = color[2];
|
|
filled[index >> 3] |= 1 << (index & 7);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (filled[index >> 3] & (1 << (index & 7)))
|
|
{
|
|
ptr = lightFloats + k*3;
|
|
color[0] = ptr[0];
|
|
color[1] = ptr[1];
|
|
color[2] = ptr[2];
|
|
foundvalue = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (ds->surfaceType == MST_PATCH)
|
|
{
|
|
x = ds->lightmapWidth-1;
|
|
for (y = 0; y < ds->lightmapHeight; y++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = (lightFloats + (k-1)*3)[0];
|
|
ptr[1] = (lightFloats + (k-1)*3)[1];
|
|
ptr[2] = (lightFloats + (k-1)*3)[2];
|
|
}
|
|
y = ds->lightmapHeight-1;
|
|
for (x = 0; x < ds->lightmapWidth; x++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = (lightFloats + (k-LIGHTMAP_WIDTH)*3)[0];
|
|
ptr[1] = (lightFloats + (k-LIGHTMAP_WIDTH)*3)[1];
|
|
ptr[2] = (lightFloats + (k-LIGHTMAP_WIDTH)*3)[2];
|
|
}
|
|
}
|
|
/*
|
|
//colored debug edges
|
|
if (ds->surfaceType == MST_PATCH)
|
|
{
|
|
x = ds->lightmapWidth-1;
|
|
for (y = 0; y < ds->lightmapHeight; y++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = 255;
|
|
ptr[1] = 0;
|
|
ptr[2] = 0;
|
|
}
|
|
y = ds->lightmapHeight-1;
|
|
for (x = 0; x < ds->lightmapWidth; x++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = 0;
|
|
ptr[1] = 255;
|
|
ptr[2] = 0;
|
|
}
|
|
}
|
|
//*/
|
|
}
|
|
//
|
|
VS_SmoothenLightmapEdges();
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_ShiftPatchLightmaps
|
|
=============
|
|
*/
|
|
void VS_ShiftPatchLightmaps(void)
|
|
{
|
|
int i, j, x, y, k;
|
|
drawVert_t *verts;
|
|
dsurface_t *ds;
|
|
lsurfaceTest_t *test;
|
|
float *ptr;
|
|
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ )
|
|
{
|
|
test = lsurfaceTest[ i ];
|
|
if (!test)
|
|
continue;
|
|
ds = &drawSurfaces[ i ];
|
|
|
|
if ( ds->lightmapNum < 0 )
|
|
continue;
|
|
if (ds->surfaceType != MST_PATCH)
|
|
continue;
|
|
for (x = ds->lightmapWidth; x > 0; x--)
|
|
{
|
|
for (y = 0; y <= ds->lightmapHeight; y++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = (lightFloats + (k-1)*3)[0];
|
|
ptr[1] = (lightFloats + (k-1)*3)[1];
|
|
ptr[2] = (lightFloats + (k-1)*3)[2];
|
|
}
|
|
}
|
|
for (y = ds->lightmapHeight; y > 0; y--)
|
|
{
|
|
for (x = 0; x <= ds->lightmapWidth; x++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
ptr = lightFloats + k*3;
|
|
ptr[0] = (lightFloats + (k-LIGHTMAP_WIDTH)*3)[0];
|
|
ptr[1] = (lightFloats + (k-LIGHTMAP_WIDTH)*3)[1];
|
|
ptr[2] = (lightFloats + (k-LIGHTMAP_WIDTH)*3)[2];
|
|
}
|
|
}
|
|
verts = &drawVerts[ ds->firstVert ];
|
|
for ( j = 0 ; j < ds->patchHeight * ds->patchWidth; j++ )
|
|
{
|
|
verts[j].lightmap[0] += 0.5 / LIGHTMAP_WIDTH;
|
|
verts[j].lightmap[1] += 0.5 / LIGHTMAP_HEIGHT;
|
|
}
|
|
ds->lightmapHeight++;
|
|
ds->lightmapWidth++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_StoreLightmap
|
|
=============
|
|
*/
|
|
void VS_StoreLightmap(void)
|
|
{
|
|
int i, x, y, k;
|
|
dsurface_t *ds;
|
|
lsurfaceTest_t *test;
|
|
float *src;
|
|
byte *dst;
|
|
|
|
_printf("storing lightmaps...\n");
|
|
//fix lightmap edges before storing them
|
|
VS_FixLightmapEdges();
|
|
//
|
|
#ifdef LIGHTMAP_PATCHSHIFT
|
|
VS_ShiftPatchLightmaps();
|
|
#endif
|
|
//
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ )
|
|
{
|
|
test = lsurfaceTest[ i ];
|
|
if (!test)
|
|
continue;
|
|
ds = &drawSurfaces[ i ];
|
|
|
|
if ( ds->lightmapNum < 0 )
|
|
continue;
|
|
|
|
for (y = 0; y < ds->lightmapHeight; y++)
|
|
{
|
|
for (x = 0; x < ds->lightmapWidth; x++)
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
VectorAdd((lightFloats + k*3), lightAmbientColor, (lightFloats + k*3));
|
|
src = &lightFloats[k*3];
|
|
dst = lightBytes + k*3;
|
|
ColorToBytes(src, dst);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PointInLeafnum
|
|
=============
|
|
*/
|
|
static int PointInLeafnum(vec3_t point)
|
|
{
|
|
int nodenum;
|
|
vec_t dist;
|
|
dnode_t *node;
|
|
dplane_t *plane;
|
|
|
|
nodenum = 0;
|
|
while (nodenum >= 0)
|
|
{
|
|
node = &dnodes[nodenum];
|
|
plane = &dplanes[node->planeNum];
|
|
dist = DotProduct (point, plane->normal) - plane->dist;
|
|
if (dist > 0)
|
|
nodenum = node->children[0];
|
|
else
|
|
nodenum = node->children[1];
|
|
}
|
|
|
|
return -nodenum - 1;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_PointInLeafnum_r
|
|
=============
|
|
*/
|
|
int VS_PointInLeafnum_r(vec3_t point, int nodenum)
|
|
{
|
|
int leafnum;
|
|
vec_t dist;
|
|
dnode_t *node;
|
|
dplane_t *plane;
|
|
|
|
while (nodenum >= 0)
|
|
{
|
|
node = &dnodes[nodenum];
|
|
plane = &dplanes[node->planeNum];
|
|
dist = DotProduct (point, plane->normal) - plane->dist;
|
|
if (dist > 0.1)
|
|
{
|
|
nodenum = node->children[0];
|
|
}
|
|
else if (dist < -0.1)
|
|
{
|
|
nodenum = node->children[1];
|
|
}
|
|
else
|
|
{
|
|
leafnum = VS_PointInLeafnum_r(point, node->children[0]);
|
|
if (dleafs[leafnum].cluster != -1)
|
|
return leafnum;
|
|
nodenum = node->children[1];
|
|
}
|
|
}
|
|
|
|
leafnum = -nodenum - 1;
|
|
return leafnum;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_PointInLeafnum
|
|
=============
|
|
*/
|
|
int VS_PointInLeafnum(vec3_t point)
|
|
{
|
|
return VS_PointInLeafnum_r(point, 0);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_LightLeafnum
|
|
=============
|
|
*/
|
|
int VS_LightLeafnum(vec3_t point)
|
|
{
|
|
/*
|
|
int leafnum;
|
|
dleaf_t *leaf;
|
|
float x, y, z;
|
|
vec3_t test;
|
|
|
|
leafnum = VS_PointInLeafnum(point);
|
|
leaf = &dleafs[leafnum];
|
|
if (leaf->cluster != -1)
|
|
return leafnum;
|
|
for (z = 1; z >= -1; z -= 1)
|
|
{
|
|
for (x = 1; x >= -1; x -= 1)
|
|
{
|
|
for (y = 1; y >= -1; y -= 1)
|
|
{
|
|
VectorCopy(point, test);
|
|
test[0] += x;
|
|
test[1] += y;
|
|
test[2] += z;
|
|
leafnum = VS_PointInLeafnum(test);
|
|
leaf = &dleafs[leafnum];
|
|
if (leaf->cluster != -1)
|
|
{
|
|
VectorCopy(test, point);
|
|
return leafnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return leafnum;
|
|
*/
|
|
return VS_PointInLeafnum(point);
|
|
}
|
|
|
|
//#define LIGHTPOLYS
|
|
|
|
#ifdef LIGHTPOLYS
|
|
|
|
winding_t *lightwindings[MAX_MAP_DRAW_SURFS];
|
|
int numlightwindings;
|
|
|
|
/*
|
|
=============
|
|
VS_DrawLightWindings
|
|
=============
|
|
*/
|
|
void VS_DrawLightWindings(void)
|
|
{
|
|
int i;
|
|
for (i = 0; i < numlightwindings; i++)
|
|
{
|
|
#ifdef DEBUGNET
|
|
DebugNet_DrawWinding(lightwindings[i], 1);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_LightSurfaceWithVolume
|
|
=============
|
|
*/
|
|
void VS_LightSurfaceWithVolume(int surfaceNum, int facetNum, vsound_t *light, lightvolume_t *volume)
|
|
{
|
|
winding_t *w;
|
|
lsurfaceTest_t *test;
|
|
lFacet_t *facet;
|
|
int i;
|
|
|
|
test = lsurfaceTest[ surfaceNum ];
|
|
facet = &test->facets[ facetNum ];
|
|
|
|
//
|
|
w = (winding_t *) malloc(sizeof(winding_t));
|
|
memcpy(w->points, facet->points, sizeof(vec3_t) * facet->numpoints);
|
|
w->numpoints = facet->numpoints;
|
|
|
|
for (i = 0; i < volume->numplanes; i++)
|
|
{
|
|
//if totally on the back
|
|
if (VS_ChopWinding(w, &volume->planes[i], 0.01) == SIDE_BACK)
|
|
return;
|
|
}
|
|
lightwindings[numlightwindings] = w;
|
|
numlightwindings++;
|
|
if (numlightwindings >= MAX_MAP_DRAW_SURFS)
|
|
Error("MAX_LIGHTWINDINGS");
|
|
}
|
|
|
|
#else
|
|
|
|
/*
|
|
=============
|
|
VS_LightSurfaceWithVolume
|
|
=============
|
|
*/
|
|
/*
|
|
int VS_PointInsideLightVolume(vec3_t point, lightvolume_t *volume)
|
|
{
|
|
int i;
|
|
float d;
|
|
|
|
for (i = 0; i < volume->numplanes; i++)
|
|
{
|
|
d = DotProduct(volume->planes[i].normal, point) - volume->planes[i].dist;
|
|
if (d < 0) return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
void VS_LightSurfaceWithVolume( int surfaceNum, int facetNum, vsound_t *light, lightvolume_t *volume )
|
|
{
|
|
dsurface_t *ds;
|
|
int i, j, k;
|
|
int numPositions;
|
|
vec3_t base, normal, color;
|
|
int sampleWidth, sampleHeight;
|
|
vec3_t lightmapOrigin, lightmapVecs[2], dir;
|
|
unsigned char *ptr;
|
|
float add, dist, angle;
|
|
mesh_t * mesh;
|
|
|
|
ds = &drawSurfaces[surfaceNum];
|
|
|
|
// vertex-lit triangle model
|
|
if ( ds->surfaceType == MST_TRIANGLE_SOUP ) {
|
|
return;
|
|
}
|
|
|
|
if ( ds->lightmapNum < 0 ) {
|
|
return; // doesn't need lighting
|
|
}
|
|
|
|
if ( ds->surfaceType == MST_PATCH ) {
|
|
mesh = lsurfaceTest[surfaceNum]->detailMesh;
|
|
} else {
|
|
VectorCopy( ds->lightmapVecs[2], normal );
|
|
|
|
VectorCopy( ds->lightmapOrigin, lightmapOrigin );
|
|
VectorCopy( ds->lightmapVecs[0], lightmapVecs[0] );
|
|
VectorCopy( ds->lightmapVecs[1], lightmapVecs[1] );
|
|
}
|
|
|
|
sampleWidth = ds->lightmapWidth;
|
|
sampleHeight = ds->lightmapHeight;
|
|
|
|
//calculate lightmap
|
|
for ( i = 0 ; i < sampleWidth; i++ ) {
|
|
for ( j = 0 ; j < sampleHeight; j++ ) {
|
|
|
|
if ( ds->patchWidth ) {
|
|
numPositions = 9;
|
|
VectorCopy( mesh->verts[j*mesh->width+i].normal, normal );
|
|
// VectorNormalize( normal, normal );
|
|
// push off of the curve a bit
|
|
VectorMA( mesh->verts[j*mesh->width+i].xyz, 1, normal, base );
|
|
|
|
// MakeNormalVectors( normal, lightmapVecs[0], lightmapVecs[1] );
|
|
} else {
|
|
numPositions = 9;
|
|
for ( k = 0 ; k < 3 ; k++ ) {
|
|
base[k] = lightmapOrigin[k] + normal[k]
|
|
+ ((float) i) * lightmapVecs[0][k]
|
|
+ ((float) j) * lightmapVecs[1][k];
|
|
}
|
|
}
|
|
VectorAdd( base, surfaceOrigin[ surfaceNum ], base );
|
|
|
|
VectorSubtract(base, light->origin, dir);
|
|
dist = VectorNormalize(dir, dir);
|
|
if ( dist < 16 ) {
|
|
dist = 16;
|
|
}
|
|
angle = 1;//DotProduct( normal, dir ); //1;
|
|
if (angle > 1)
|
|
angle = 1;
|
|
if ( light->atten_disttype == LDAT_LINEAR ) {
|
|
add = angle * light->photons * lightLinearScale - dist;
|
|
if ( add < 0 ) {
|
|
add = 0;
|
|
}
|
|
} else {
|
|
add = light->photons / ( dist * dist ) * angle;
|
|
}
|
|
if (add <= 1.0)
|
|
continue;
|
|
|
|
if (VS_PointInsideLightVolume(base, volume))
|
|
{
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + j)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + i;
|
|
ptr = lightBytes + k*3;
|
|
color[0] = (float) ptr[0] + add * light->color[0];
|
|
color[1] = (float) ptr[1] + add * light->color[1];
|
|
color[2] = (float) ptr[2] + add * light->color[2];
|
|
ColorToBytes(color, ptr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
VS_GetFilter
|
|
|
|
FIXME: don't use a lightmap pixel origin but use the four corner points
|
|
to map part of a translucent surface onto the lightmap pixel
|
|
=============
|
|
*/
|
|
void VS_GetFilter(vsound_t *light, lightvolume_t *volume, vec3_t lmp, vec3_t filter)
|
|
{
|
|
lFacet_t *facet;
|
|
lsurfaceTest_t *test;
|
|
float d, d1, d2, frac, s, t, ns;
|
|
int i, j, is, it, b;
|
|
int x, y, u, v, numsamples, radius, color[4], largest;
|
|
byte *image;
|
|
vec3_t point, origin, total;
|
|
|
|
VectorSet(filter, 1, 1, 1);
|
|
|
|
if (noalphashading)
|
|
return;
|
|
|
|
if (volume->numtransFacets <= 0)
|
|
return;
|
|
|
|
if (light->type == LIGHT_SURFACEDIRECTED)
|
|
{
|
|
// project the light map pixel origin onto the area light source plane
|
|
d = DotProduct(lmp, light->normal) - DotProduct(light->normal, light->w.points[0]);
|
|
VectorMA(lmp, -d, light->normal, origin);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(light->origin, origin);
|
|
}
|
|
for (i = 0; i < volume->numtransFacets; i++)
|
|
{
|
|
test = lsurfaceTest[ volume->transSurfaces[i] ];
|
|
facet = &test->facets[ volume->transFacets[i] ];
|
|
// if this surface does not cast an alpha shadow
|
|
if ( !(test->shader->surfaceFlags & SURF_ALPHASHADOW) )
|
|
continue;
|
|
// if there are no texture pixel available
|
|
if ( !test->shader->pixels ) {
|
|
continue;
|
|
}
|
|
//
|
|
d1 = DotProduct( origin, facet->plane.normal) - facet->plane.dist;
|
|
d2 = DotProduct( lmp, facet->plane.normal ) - facet->plane.dist;
|
|
// this should never happen because the light volume went through the facet
|
|
if ( ( d1 < 0 ) == ( d2 < 0 ) ) {
|
|
continue;
|
|
}
|
|
// calculate the crossing point
|
|
frac = d1 / ( d1 - d2 );
|
|
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
point[j] = origin[j] + frac * ( lmp[j] - origin[j] );
|
|
}
|
|
|
|
s = DotProduct( point, facet->textureMatrix[0] ) + facet->textureMatrix[0][3];
|
|
t = DotProduct( point, facet->textureMatrix[1] ) + facet->textureMatrix[1][3];
|
|
if (s < 0)
|
|
s = 0;
|
|
if (t < 0)
|
|
t = 0;
|
|
|
|
s = s - floor( s );
|
|
t = t - floor( t );
|
|
|
|
is = s * test->shader->width;
|
|
it = t * test->shader->height;
|
|
|
|
//if old style alpha shading
|
|
if (nocolorshading) {
|
|
image = test->shader->pixels + 4 * ( it * test->shader->width + is );
|
|
|
|
// alpha filter
|
|
b = image[3];
|
|
|
|
// alpha test makes this a binary option
|
|
b = b < 128 ? 0 : 255;
|
|
|
|
filter[0] = filter[0] * (255-b) / 255;
|
|
filter[1] = filter[1] * (255-b) / 255;
|
|
filter[2] = filter[2] * (255-b) / 255;
|
|
}
|
|
else {
|
|
VectorClear(total);
|
|
numsamples = 0;
|
|
radius = 2;
|
|
for ( u = -radius; u <= radius; u++ )
|
|
{
|
|
x = is + u;
|
|
if ( x < 0 || x >= test->shader->width)
|
|
continue;
|
|
for ( v = -radius; v <= radius; v++ )
|
|
{
|
|
y = it + v;
|
|
if ( y < 0 || y >= test->shader->height)
|
|
continue;
|
|
|
|
image = test->shader->pixels + 4 * ( y * test->shader->width + x );
|
|
color[0] = image[0];
|
|
color[1] = image[1];
|
|
color[2] = image[2];
|
|
largest = 0;
|
|
for (j = 0; j < 3; j++)
|
|
if (image[j] > largest)
|
|
largest = image[j];
|
|
if (largest <= 0 || image[3] == 0) {
|
|
color[0] = 255;
|
|
color[1] = 255;
|
|
color[2] = 255;
|
|
largest = 255;
|
|
}
|
|
total[0] += ((float) color[0]/largest) * (255-image[3]) / 255.0;
|
|
total[1] += ((float) color[1]/largest) * (255-image[3]) / 255.0;
|
|
total[2] += ((float) color[2]/largest) * (255-image[3]) / 255.0;
|
|
numsamples++;
|
|
}
|
|
}
|
|
ns = numsamples;
|
|
//
|
|
filter[0] *= total[0] / ns;
|
|
filter[1] *= total[1] / ns;
|
|
filter[2] *= total[2] / ns;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_LightSurfaceWithVolume
|
|
=============
|
|
*/
|
|
void VS_LightSurfaceWithVolume( int surfaceNum, int facetNum, vsound_t *light, lightvolume_t *volume )
|
|
{
|
|
int i;
|
|
dsurface_t *ds;
|
|
lFacet_t *facet;
|
|
lsurfaceTest_t *test;
|
|
winding_t w;
|
|
vec3_t base, dir, delta, normal, filter, origin;
|
|
int min_x[LIGHTMAP_SIZE+2], max_x[LIGHTMAP_SIZE+2];
|
|
int min_y, max_y, k, x, y, n;
|
|
float *color, distscale;
|
|
float d, add, angle, dist, area, insidearea, coords[MAX_POINTS_ON_WINDING+1][2];
|
|
mesh_t *mesh;
|
|
byte polygonedges[(LIGHTMAP_SIZE+1) * (LIGHTMAP_SIZE+1) / 8];
|
|
|
|
|
|
ds = &drawSurfaces[surfaceNum];
|
|
|
|
// vertex-lit triangle model
|
|
if ( ds->surfaceType == MST_TRIANGLE_SOUP ) {
|
|
return;
|
|
}
|
|
|
|
if ( ds->lightmapNum < 0 ) {
|
|
return; // doesn't need lighting
|
|
}
|
|
|
|
test = lsurfaceTest[ surfaceNum ];
|
|
facet = &test->facets[ facetNum ];
|
|
|
|
if (defaulttracelight && !test->always_vsound)
|
|
return;
|
|
if (test->always_tracelight)
|
|
return;
|
|
|
|
memcpy(w.points, facet->points, sizeof(vec3_t) * facet->numpoints);
|
|
w.numpoints = facet->numpoints;
|
|
|
|
for (i = 0; i < volume->numplanes; i++)
|
|
{
|
|
//if totally on the back
|
|
if (VS_ChopWinding(&w, &volume->planes[i], 0.01) == SIDE_BACK)
|
|
return;
|
|
}
|
|
|
|
// only one thread at a time may write to the lightmap of this surface
|
|
MutexLock(test->mutex);
|
|
|
|
test->numvolumes++;
|
|
|
|
if (ds->surfaceType == MST_PATCH)
|
|
{
|
|
// FIXME: reduce size and don't mark all as edge
|
|
min_y = ds->lightmapY + facet->y;
|
|
max_y = ds->lightmapY + facet->y + facet->height - 1;
|
|
for (y = min_y; y <= max_y; y++)
|
|
{
|
|
min_x[y] = ds->lightmapX + facet->x;
|
|
max_x[y] = ds->lightmapX + facet->x + facet->width - 1;
|
|
for (x = min_x[y]; x <= max_x[y]; x++)
|
|
{
|
|
n = y * LIGHTMAP_SIZE + x;
|
|
polygonedges[n >> 3] |= 1 << (n & 7);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < w.numpoints; i++)
|
|
{
|
|
float s, t;
|
|
|
|
if (i >= MAX_POINTS_ON_WINDING)
|
|
_printf("coords overflow\n");
|
|
if (ds->surfaceType != MST_PATCH)
|
|
{
|
|
VectorSubtract(w.points[i], facet->mins, delta);
|
|
s = DotProduct( delta, facet->lightmapMatrix[0] ) + ds->lightmapX + 0.5;
|
|
t = DotProduct( delta, facet->lightmapMatrix[1] ) + ds->lightmapY + 0.5;
|
|
if (s >= LIGHTMAP_SIZE)
|
|
s = LIGHTMAP_SIZE - 0.5;
|
|
if (s < 0)
|
|
s = 0;
|
|
if (t >= LIGHTMAP_SIZE)
|
|
t = LIGHTMAP_SIZE - 0.5;
|
|
if (t < 0)
|
|
t = 0;
|
|
coords[i][0] = s;
|
|
coords[i][1] = t;
|
|
}
|
|
else
|
|
{
|
|
s = DotProduct( w.points[i], facet->lightmapMatrix[0] ) + facet->lightmapMatrix[0][3];
|
|
t = DotProduct( w.points[i], facet->lightmapMatrix[1] ) + facet->lightmapMatrix[1][3];
|
|
|
|
s = s - floor( s );
|
|
t = t - floor( t );
|
|
|
|
coords[i][0] = ds->lightmapX + s * LIGHTMAP_SIZE;// + 0.5;
|
|
coords[i][1] = ds->lightmapY + t * LIGHTMAP_SIZE;// + 0.5;
|
|
|
|
if (coords[i][0] >= LIGHTMAP_SIZE)
|
|
coords[i][0] -= LIGHTMAP_SIZE;
|
|
if (coords[i][1] >= LIGHTMAP_SIZE)
|
|
coords[i][1] -= LIGHTMAP_SIZE;
|
|
if (coords[i][0] < ds->lightmapX)
|
|
coords[i][0] = ds->lightmapX;
|
|
if (coords[i][1] < ds->lightmapY)
|
|
coords[i][1] = ds->lightmapY;
|
|
}
|
|
x = coords[i][0];
|
|
y = coords[i][1];
|
|
if (x < ds->lightmapX || x >= LIGHTMAP_SIZE)
|
|
_printf("VS_LightSurfaceWithVolume: x outside lightmap\n");
|
|
if (y < ds->lightmapY || y >= LIGHTMAP_SIZE)
|
|
_printf("VS_LightSurfaceWithVolume: y outside lightmap\n");
|
|
}
|
|
coords[i][0] = coords[0][0];
|
|
coords[i][1] = coords[0][1];
|
|
|
|
//
|
|
min_y = LIGHTMAP_SIZE;
|
|
max_y = 0;
|
|
for (i = 0; i < LIGHTMAP_SIZE; i++)
|
|
{
|
|
min_x[i] = LIGHTMAP_SIZE;
|
|
max_x[i] = 0;
|
|
}
|
|
memset(polygonedges, 0, sizeof(polygonedges));
|
|
// scan convert the polygon onto the lightmap
|
|
// for each edge it marks *every* lightmap pixel the edge goes through
|
|
// so no brasenham and no scan conversion used for texture mapping but
|
|
// more something like ray casting
|
|
// this is necesary because we need all lightmap pixels totally or partly
|
|
// inside the light volume. these lightmap pixels are only lit for the part
|
|
// that they are inside the light volume.
|
|
for (i = 0; i < w.numpoints; i++)
|
|
{
|
|
float xf, yf, dx, dy, xstep, ystep, xfrac, yfrac;
|
|
int xinc, yinc;
|
|
|
|
xf = coords[i][0];
|
|
yf = coords[i][1];
|
|
dx = coords[i+1][0] - xf;
|
|
dy = coords[i+1][1] - yf;
|
|
//
|
|
x = (int) xf;
|
|
y = (int) yf;
|
|
//
|
|
if (y < min_y)
|
|
min_y = y;
|
|
if (y > max_y)
|
|
max_y = y;
|
|
//
|
|
if (fabs(dx) > fabs(dy))
|
|
{
|
|
if (dx > 0)
|
|
{
|
|
// y fraction at integer x below fractional x
|
|
yfrac = yf + (floor(xf) - xf) * dy / dx;
|
|
xinc = 1;
|
|
}
|
|
else if (dx < 0)
|
|
{
|
|
// y fraction at integer x above fractional x
|
|
yfrac = yf + (floor(xf) + 1 - xf) * dy / dx;
|
|
xinc = -1;
|
|
}
|
|
else
|
|
{
|
|
yfrac = yf;
|
|
xinc = 0;
|
|
}
|
|
// step in y direction per 1 unit in x direction
|
|
if (dx)
|
|
ystep = dy / fabs(dx);
|
|
else
|
|
ystep = 0;
|
|
while(1)
|
|
{
|
|
if (x < ds->lightmapX || x >= LIGHTMAP_SIZE)
|
|
_printf("VS_LightSurfaceWithVolume: x outside lightmap\n");
|
|
if (y < ds->lightmapY || y >= LIGHTMAP_SIZE)
|
|
_printf("VS_LightSurfaceWithVolume: y outside lightmap\n");
|
|
//
|
|
n = y * LIGHTMAP_SIZE + x;
|
|
polygonedges[n >> 3] |= 1 << (n & 7);
|
|
if (x < min_x[y])
|
|
min_x[y] = x;
|
|
if (x > max_x[y])
|
|
max_x[y] = x;
|
|
if (x == (int) coords[i+1][0])
|
|
break;
|
|
yfrac += ystep;
|
|
if (dy > 0)
|
|
{
|
|
if (yfrac > (float) y + 1)
|
|
{
|
|
y += 1;
|
|
//
|
|
n = y * LIGHTMAP_SIZE + x;
|
|
polygonedges[n >> 3] |= 1 << (n & 7);
|
|
if (x < min_x[y])
|
|
min_x[y] = x;
|
|
if (x > max_x[y])
|
|
max_x[y] = x;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (yfrac < (float) y)
|
|
{
|
|
y -= 1;
|
|
//
|
|
n = y * LIGHTMAP_SIZE + x;
|
|
polygonedges[n >> 3] |= 1 << (n & 7);
|
|
if (x < min_x[y])
|
|
min_x[y] = x;
|
|
if (x > max_x[y])
|
|
max_x[y] = x;
|
|
}
|
|
}
|
|
x += xinc;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (dy > 0)
|
|
{
|
|
//x fraction at integer y below fractional y
|
|
xfrac = xf + (floor(yf) - yf) * dx / dy;
|
|
yinc = 1;
|
|
}
|
|
else if (dy < 0)
|
|
{
|
|
//x fraction at integer y above fractional y
|
|
xfrac = xf + (floor(yf) + 1 - yf) * dx / dy;
|
|
yinc = -1;
|
|
}
|
|
else
|
|
{
|
|
xfrac = xf;
|
|
yinc = 0;
|
|
}
|
|
// step in x direction per 1 unit in y direction
|
|
if (dy)
|
|
xstep = dx / fabs(dy);
|
|
else
|
|
xstep = 0;
|
|
while(1)
|
|
{
|
|
if (x < ds->lightmapX || x >= LIGHTMAP_SIZE)
|
|
_printf("VS_LightSurfaceWithVolume: x outside lightmap\n");
|
|
if (y < ds->lightmapY || y >= LIGHTMAP_SIZE)
|
|
_printf("VS_LightSurfaceWithVolume: y outside lightmap\n");
|
|
//
|
|
n = y * LIGHTMAP_SIZE + x;
|
|
polygonedges[n >> 3] |= 1 << (n & 7);
|
|
if (x < min_x[y])
|
|
min_x[y] = x;
|
|
if (x > max_x[y])
|
|
max_x[y] = x;
|
|
if (y == (int) coords[i+1][1])
|
|
break;
|
|
xfrac += xstep;
|
|
if (dx > 0)
|
|
{
|
|
if (xfrac > (float) x + 1)
|
|
{
|
|
x += 1;
|
|
//
|
|
n = y * LIGHTMAP_SIZE + x;
|
|
polygonedges[n >> 3] |= 1 << (n & 7);
|
|
if (x < min_x[y])
|
|
min_x[y] = x;
|
|
if (x > max_x[y])
|
|
max_x[y] = x;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (xfrac < (float) x)
|
|
{
|
|
x -= 1;
|
|
//
|
|
n = y * LIGHTMAP_SIZE + x;
|
|
polygonedges[n >> 3] |= 1 << (n & 7);
|
|
if (x < min_x[y])
|
|
min_x[y] = x;
|
|
if (x > max_x[y])
|
|
max_x[y] = x;
|
|
}
|
|
}
|
|
y += yinc;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// map light onto the lightmap
|
|
for (y = min_y; y <= max_y; y++)
|
|
{
|
|
for (x = min_x[y]; x <= max_x[y]; x++)
|
|
{
|
|
if (ds->surfaceType == MST_PATCH)
|
|
{
|
|
mesh = test->detailMesh;
|
|
VectorCopy( mesh->verts[(y-ds->lightmapY)*mesh->width+x-ds->lightmapX].xyz, base);
|
|
VectorCopy( mesh->verts[(y-ds->lightmapY)*mesh->width+x-ds->lightmapX].normal, normal);
|
|
//VectorCopy(facet->plane.normal, normal);
|
|
}
|
|
else
|
|
{
|
|
VectorMA(ds->lightmapOrigin, (float) x - ds->lightmapX, ds->lightmapVecs[0], base);
|
|
VectorMA(base, (float) y - ds->lightmapY, ds->lightmapVecs[1], base);
|
|
VectorCopy(facet->plane.normal, normal);
|
|
}
|
|
if (light->type == LIGHT_POINTSPOT)
|
|
{
|
|
float distByNormal;
|
|
vec3_t pointAtDist;
|
|
float radiusAtDist;
|
|
float sampleRadius;
|
|
vec3_t distToSample;
|
|
float coneScale;
|
|
|
|
VectorSubtract( light->origin, base, dir );
|
|
|
|
distByNormal = -DotProduct( dir, light->normal );
|
|
if ( distByNormal < 0 ) {
|
|
continue;
|
|
}
|
|
VectorMA( light->origin, distByNormal, light->normal, pointAtDist );
|
|
radiusAtDist = light->radiusByDist * distByNormal;
|
|
|
|
VectorSubtract( base, pointAtDist, distToSample );
|
|
sampleRadius = VectorLength( distToSample );
|
|
|
|
if ( sampleRadius >= radiusAtDist ) {
|
|
continue; // outside the cone
|
|
}
|
|
if ( sampleRadius <= radiusAtDist - 32 ) {
|
|
coneScale = 1.0; // fully inside
|
|
} else {
|
|
coneScale = ( radiusAtDist - sampleRadius ) / 32.0;
|
|
}
|
|
|
|
dist = VectorNormalize( dir, dir );
|
|
// clamp the distance to prevent super hot spots
|
|
if ( dist < 16 ) {
|
|
dist = 16;
|
|
}
|
|
angle = DotProduct( normal, dir );
|
|
if (angle > 1)
|
|
angle = 1;
|
|
if (angle > 0) {
|
|
if ( light->atten_angletype == LAAT_QUADRATIC ) {
|
|
angle = 1 - angle;
|
|
angle *= angle;
|
|
angle = 1 - angle;
|
|
}
|
|
else if ( light->atten_angletype == LAAT_DOUBLEQUADRATIC ) {
|
|
angle = 1 - angle;
|
|
angle *= angle * angle;
|
|
angle = 1 - angle;
|
|
}
|
|
}
|
|
if (light->atten_anglescale > 0) {
|
|
angle /= light->atten_anglescale;
|
|
if (angle > 1)
|
|
angle = 1;
|
|
}
|
|
if (light->atten_distscale > 0) {
|
|
distscale = light->atten_distscale;
|
|
}
|
|
else {
|
|
distscale = 1;
|
|
}
|
|
//
|
|
if ( light->atten_disttype == LDAT_NOSCALE ) {
|
|
add = angle * coneScale;
|
|
}
|
|
else if ( light->atten_disttype == LDAT_LINEAR ) {
|
|
add = angle * light->photons * lightLinearScale * coneScale - dist * distscale;
|
|
if ( add < 0 ) {
|
|
add = 0;
|
|
}
|
|
}
|
|
else {
|
|
add = light->photons / ( dist * dist * distscale) * angle * coneScale;
|
|
}
|
|
if (add <= 1.0)
|
|
continue;
|
|
}
|
|
else if (light->type == LIGHT_POINTFAKESURFACE)
|
|
{
|
|
// calculate the contribution
|
|
add = PointToPolygonFormFactor( base, normal, &light->w );
|
|
if ( add <= 0 ) {
|
|
if ( light->twosided ) {
|
|
add = -add;
|
|
} else {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
else if (light->type == LIGHT_SURFACEDIRECTED)
|
|
{
|
|
//VectorCopy(light->normal, dir);
|
|
//VectorInverse(dir);
|
|
// project the light map pixel origin onto the area light source plane
|
|
d = DotProduct(base, light->normal) - DotProduct(light->normal, light->w.points[0]);
|
|
VectorMA(base, -d, light->normal, origin);
|
|
VectorSubtract(origin, base, dir);
|
|
dist = VectorNormalize(dir, dir);
|
|
if ( dist < 16 ) {
|
|
dist = 16;
|
|
}
|
|
//
|
|
angle = DotProduct( normal, dir );
|
|
if (angle > 1)
|
|
angle = 1;
|
|
if (angle > 0) {
|
|
if ( light->atten_angletype == LAAT_QUADRATIC ) {
|
|
angle = 1 - angle;
|
|
angle *= angle;
|
|
angle = 1 - angle;
|
|
}
|
|
else if ( light->atten_angletype == LAAT_DOUBLEQUADRATIC ) {
|
|
angle = 1 - angle;
|
|
angle *= angle * angle;
|
|
angle = 1 - angle;
|
|
}
|
|
}
|
|
if (light->atten_anglescale > 0) {
|
|
angle /= light->atten_anglescale;
|
|
if (angle > 1)
|
|
angle = 1;
|
|
}
|
|
if (light->atten_distscale > 0) {
|
|
distscale = light->atten_distscale;
|
|
}
|
|
else {
|
|
distscale = 1;
|
|
}
|
|
if ( light->atten_disttype == LDAT_NOSCALE ) {
|
|
add = angle;
|
|
}
|
|
else if ( light->atten_disttype == LDAT_LINEAR ) {
|
|
add = angle * light->photons * lightLinearScale - dist * distscale;
|
|
if ( add < 0 ) {
|
|
add = 0;
|
|
}
|
|
} else { //default quadratic
|
|
add = light->photons / ( dist * dist * distscale) * angle;
|
|
}
|
|
if (add <= 0)
|
|
continue;
|
|
}
|
|
else //normal radial point light
|
|
{
|
|
VectorSubtract(light->origin, base, dir);
|
|
dist = VectorNormalize(dir, dir);
|
|
if ( dist < 16 ) {
|
|
dist = 16;
|
|
}
|
|
angle = DotProduct( normal, dir );
|
|
if (angle > 1)
|
|
angle = 1;
|
|
if (angle > 0) {
|
|
if ( light->atten_angletype == LAAT_QUADRATIC ) {
|
|
angle = 1 - angle;
|
|
angle *= angle;
|
|
angle = 1 - angle;
|
|
}
|
|
else if ( light->atten_angletype == LAAT_DOUBLEQUADRATIC ) {
|
|
angle = 1 - angle;
|
|
angle *= angle * angle;
|
|
angle = 1 - angle;
|
|
}
|
|
}
|
|
if (light->atten_anglescale > 0) {
|
|
angle /= light->atten_anglescale;
|
|
if (angle > 1)
|
|
angle = 1;
|
|
}
|
|
if (light->atten_distscale > 0) {
|
|
distscale = light->atten_distscale;
|
|
}
|
|
else {
|
|
distscale = 1;
|
|
}
|
|
if ( light->atten_disttype == LDAT_NOSCALE ) {
|
|
add = angle;
|
|
}
|
|
else if ( light->atten_disttype == LDAT_LINEAR ) {
|
|
add = angle * light->photons * lightLinearScale - dist * distscale;
|
|
if ( add < 0 ) {
|
|
add = 0;
|
|
}
|
|
} else {
|
|
add = light->photons / ( dist * dist * distscale) * angle;
|
|
}
|
|
if (add <= 1.0)
|
|
continue;
|
|
}
|
|
//
|
|
k = (ds->lightmapNum * LIGHTMAP_HEIGHT + y) * LIGHTMAP_WIDTH + x;
|
|
//if on one of the edges
|
|
n = y * LIGHTMAP_SIZE + x;
|
|
if ((polygonedges[n >> 3] & (1 << (n & 7)) ))
|
|
{
|
|
// multiply 'add' by the relative area being lit of the total visible lightmap pixel area
|
|
//
|
|
// first create a winding for the lightmap pixel
|
|
if (ds->surfaceType == MST_PATCH)
|
|
{
|
|
mesh = test->detailMesh;
|
|
if (y-ds->lightmapY >= mesh->height-1)
|
|
_printf("y outside mesh\n");
|
|
if (x-ds->lightmapX >= mesh->width-1)
|
|
_printf("x outside mesh\n");
|
|
VectorCopy( mesh->verts[(y-ds->lightmapY)*mesh->width+x-ds->lightmapX].xyz, w.points[0]);
|
|
VectorCopy( mesh->verts[(y+1-ds->lightmapY)*mesh->width+x-ds->lightmapX].xyz, w.points[1]);
|
|
VectorCopy( mesh->verts[(y+1-ds->lightmapY)*mesh->width+x+1-ds->lightmapX].xyz, w.points[2]);
|
|
VectorCopy( mesh->verts[(y-ds->lightmapY)*mesh->width+x+1-ds->lightmapX].xyz, w.points[3]);
|
|
w.numpoints = 4;
|
|
}
|
|
else
|
|
{
|
|
VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT - ds->lightmapX, ds->lightmapVecs[0], w.points[0]);
|
|
VectorMA(w.points[0], (float) y - LIGHTMAP_PIXELSHIFT - ds->lightmapY, ds->lightmapVecs[1], w.points[0]);
|
|
VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT - ds->lightmapX, ds->lightmapVecs[0], w.points[1]);
|
|
VectorMA(w.points[1], (float) y - LIGHTMAP_PIXELSHIFT + 1 - ds->lightmapY, ds->lightmapVecs[1], w.points[1]);
|
|
VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT + 1 - ds->lightmapX, ds->lightmapVecs[0], w.points[2]);
|
|
VectorMA(w.points[2], (float) y - LIGHTMAP_PIXELSHIFT + 1 - ds->lightmapY, ds->lightmapVecs[1], w.points[2]);
|
|
VectorMA(ds->lightmapOrigin, (float) x - LIGHTMAP_PIXELSHIFT + 1 - ds->lightmapX, ds->lightmapVecs[0], w.points[3]);
|
|
VectorMA(w.points[3], (float) y - LIGHTMAP_PIXELSHIFT - ds->lightmapY, ds->lightmapVecs[1], w.points[3]);
|
|
w.numpoints = 4;
|
|
}
|
|
//
|
|
// take the visible area of the lightmap pixel into account
|
|
//
|
|
//area = WindingArea(&w);
|
|
area = lightmappixelarea[k];
|
|
if (area <= 0)
|
|
continue;
|
|
// chop the lightmap pixel winding with the light volume
|
|
for (i = 0; i < volume->numplanes; i++)
|
|
{
|
|
//if totally on the back
|
|
if (VS_ChopWinding(&w, &volume->planes[i], 0) == SIDE_BACK)
|
|
break;
|
|
}
|
|
// if the lightmap pixel is partly inside the light volume
|
|
if (i >= volume->numplanes)
|
|
{
|
|
insidearea = WindingArea(&w);
|
|
if (insidearea <= 0)
|
|
i = 0;
|
|
add = add * insidearea / area;
|
|
}
|
|
else
|
|
{
|
|
//DebugNet_DrawWinding(&w, 2);
|
|
continue; // this shouldn't happen
|
|
}
|
|
}
|
|
// get the light filter from all the translucent surfaces the light volume went through
|
|
VS_GetFilter(light, volume, base, filter);
|
|
//
|
|
color = &lightFloats[k*3];
|
|
color[0] += add * light->color[0] * filter[0];
|
|
color[1] += add * light->color[1] * filter[1];
|
|
color[2] += add * light->color[2] * filter[2];
|
|
}
|
|
}
|
|
|
|
MutexUnlock(test->mutex);
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
=============
|
|
VS_SplitLightVolume
|
|
=============
|
|
*/
|
|
int VS_SplitLightVolume(lightvolume_t *volume, lightvolume_t *back, plane_t *split, float epsilon)
|
|
{
|
|
lightvolume_t f, b;
|
|
vec_t dists[128];
|
|
int sides[128];
|
|
int counts[3];
|
|
vec_t dot;
|
|
int i, j;
|
|
vec_t *p1, *p2;
|
|
vec3_t mid;
|
|
|
|
counts[0] = counts[1] = counts[2] = 0;
|
|
|
|
// determine sides for each point
|
|
for (i = 0; i < volume->numplanes; i++)
|
|
{
|
|
dot = DotProduct (volume->points[i], split->normal);
|
|
dot -= split->dist;
|
|
dists[i] = dot;
|
|
if (dot > epsilon)
|
|
sides[i] = SIDE_FRONT;
|
|
else if (dot < -epsilon)
|
|
sides[i] = SIDE_BACK;
|
|
else
|
|
{
|
|
sides[i] = SIDE_ON;
|
|
}
|
|
counts[sides[i]]++;
|
|
}
|
|
|
|
if (!counts[1])
|
|
return 0; // completely on front side
|
|
|
|
if (!counts[0])
|
|
return 1; // completely on back side
|
|
|
|
sides[i] = sides[0];
|
|
dists[i] = dists[0];
|
|
|
|
f.numplanes = 0;
|
|
b.numplanes = 0;
|
|
|
|
for (i = 0; i < volume->numplanes; i++)
|
|
{
|
|
p1 = volume->points[i];
|
|
|
|
if (f.numplanes >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_SplitLightVolume -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return 0; // can't chop -- fall back to original
|
|
}
|
|
if (b.numplanes >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_SplitLightVolume -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return 0; // can't chop -- fall back to original
|
|
}
|
|
|
|
if (sides[i] == SIDE_ON)
|
|
{
|
|
VectorCopy(p1, f.points[f.numplanes]);
|
|
VectorCopy(p1, b.points[b.numplanes]);
|
|
if (sides[i+1] == SIDE_BACK)
|
|
{
|
|
f.planes[f.numplanes] = *split;
|
|
b.planes[b.numplanes] = volume->planes[i];
|
|
}
|
|
else if (sides[i+1] == SIDE_FRONT)
|
|
{
|
|
f.planes[f.numplanes] = volume->planes[i];
|
|
b.planes[b.numplanes] = *split;
|
|
VectorInverse(b.planes[b.numplanes].normal);
|
|
b.planes[b.numplanes].dist = -b.planes[b.numplanes].dist;
|
|
}
|
|
else //this shouldn't happen
|
|
{
|
|
f.planes[f.numplanes] = *split;
|
|
b.planes[b.numplanes] = *split;
|
|
VectorInverse(b.planes[b.numplanes].normal);
|
|
b.planes[b.numplanes].dist = -b.planes[b.numplanes].dist;
|
|
}
|
|
f.numplanes++;
|
|
b.numplanes++;
|
|
continue;
|
|
}
|
|
|
|
if (sides[i] == SIDE_FRONT)
|
|
{
|
|
VectorCopy (p1, f.points[f.numplanes]);
|
|
f.planes[f.numplanes] = volume->planes[i];
|
|
f.numplanes++;
|
|
}
|
|
if (sides[i] == SIDE_BACK)
|
|
{
|
|
VectorCopy (p1, b.points[b.numplanes]);
|
|
b.planes[b.numplanes] = volume->planes[i];
|
|
b.numplanes++;
|
|
}
|
|
|
|
if (sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
|
|
continue;
|
|
|
|
if (f.numplanes >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_SplitLightVolume -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return 0; // can't chop -- fall back to original
|
|
}
|
|
if (b.numplanes >= MAX_POINTS_ON_FIXED_WINDING)
|
|
{
|
|
_printf("WARNING: VS_SplitLightVolume -> MAX_POINTS_ON_FIXED_WINDING overflowed\n");
|
|
return 0; // can't chop -- fall back to original
|
|
}
|
|
|
|
// generate a split point
|
|
p2 = volume->points[(i+1)%volume->numplanes];
|
|
|
|
dot = dists[i] / (dists[i]-dists[i+1]);
|
|
for (j=0 ; j<3 ; j++)
|
|
{ // avoid round off error when possible
|
|
if (split->normal[j] == 1)
|
|
mid[j] = split->dist;
|
|
else if (split->normal[j] == -1)
|
|
mid[j] = -split->dist;
|
|
else
|
|
mid[j] = p1[j] + dot*(p2[j]-p1[j]);
|
|
}
|
|
|
|
VectorCopy (mid, f.points[f.numplanes]);
|
|
VectorCopy(mid, b.points[b.numplanes]);
|
|
if (sides[i+1] == SIDE_BACK)
|
|
{
|
|
f.planes[f.numplanes] = *split;
|
|
b.planes[b.numplanes] = volume->planes[i];
|
|
}
|
|
else
|
|
{
|
|
f.planes[f.numplanes] = volume->planes[i];
|
|
b.planes[b.numplanes] = *split;
|
|
VectorInverse(b.planes[b.numplanes].normal);
|
|
b.planes[b.numplanes].dist = -b.planes[b.numplanes].dist;
|
|
}
|
|
f.numplanes++;
|
|
b.numplanes++;
|
|
}
|
|
memcpy(volume->points, f.points, sizeof(vec3_t) * f.numplanes);
|
|
memcpy(volume->planes, f.planes, sizeof(plane_t) * f.numplanes);
|
|
volume->numplanes = f.numplanes;
|
|
memcpy(back->points, b.points, sizeof(vec3_t) * b.numplanes);
|
|
memcpy(back->planes, b.planes, sizeof(plane_t) * b.numplanes);
|
|
back->numplanes = b.numplanes;
|
|
|
|
return 2;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_PlaneForEdgeToWinding
|
|
=============
|
|
*/
|
|
void VS_PlaneForEdgeToWinding(vec3_t p1, vec3_t p2, winding_t *w, int windingonfront, plane_t *plane)
|
|
{
|
|
int i, j;
|
|
float length, d;
|
|
vec3_t v1, v2;
|
|
|
|
VectorSubtract(p2, p1, v1);
|
|
for (i = 0; i < w->numpoints; i++)
|
|
{
|
|
VectorSubtract (w->points[i], p1, v2);
|
|
|
|
plane->normal[0] = v1[1]*v2[2] - v1[2]*v2[1];
|
|
plane->normal[1] = v1[2]*v2[0] - v1[0]*v2[2];
|
|
plane->normal[2] = v1[0]*v2[1] - v1[1]*v2[0];
|
|
|
|
// if points don't make a valid plane, skip it
|
|
length = plane->normal[0] * plane->normal[0]
|
|
+ plane->normal[1] * plane->normal[1]
|
|
+ plane->normal[2] * plane->normal[2];
|
|
|
|
if (length < ON_EPSILON)
|
|
continue;
|
|
|
|
length = 1/sqrt(length);
|
|
|
|
plane->normal[0] *= length;
|
|
plane->normal[1] *= length;
|
|
plane->normal[2] *= length;
|
|
|
|
plane->dist = DotProduct (w->points[i], plane->normal);
|
|
//
|
|
for (j = 0; j < w->numpoints; j++)
|
|
{
|
|
if (j == i)
|
|
continue;
|
|
d = DotProduct(w->points[j], plane->normal) - plane->dist;
|
|
if (windingonfront)
|
|
{
|
|
if (d < -ON_EPSILON)
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (d > ON_EPSILON)
|
|
break;
|
|
}
|
|
}
|
|
if (j >= w->numpoints)
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_CastLightAtSurface
|
|
=============
|
|
*/
|
|
void VS_R_FloodLight(vsound_t *light, lightvolume_t *volume, int cluster, int firstportal);
|
|
|
|
void VS_R_CastLightAtSurface(vsound_t *light, lightvolume_t *volume)
|
|
{
|
|
lsurfaceTest_t *test;
|
|
int i, n;
|
|
|
|
// light the surface with this volume
|
|
VS_LightSurfaceWithVolume(volume->surfaceNum, volume->facetNum, light, volume);
|
|
//
|
|
test = lsurfaceTest[ volume->surfaceNum ];
|
|
// if this is not a translucent surface
|
|
if ( !(test->shader->surfaceFlags & SURF_ALPHASHADOW) && !(test->shader->contents & CONTENTS_TRANSLUCENT))
|
|
return;
|
|
//
|
|
if (volume->numtransFacets >= MAX_TRANSLUCENTFACETS)
|
|
Error("a light valume went through more than %d translucent facets", MAX_TRANSLUCENTFACETS);
|
|
//add this translucent surface to the list
|
|
volume->transSurfaces[volume->numtransFacets] = volume->surfaceNum;
|
|
volume->transFacets[volume->numtransFacets] = volume->facetNum;
|
|
volume->numtransFacets++;
|
|
//clear the tested facets except the translucent ones
|
|
memset(volume->facetTested, 0, sizeof(volume->facetTested));
|
|
for (i = 0; i < volume->numtransFacets; i++)
|
|
{
|
|
test = lsurfaceTest[ volume->transSurfaces[i] ];
|
|
n = test->facets[volume->transFacets[i]].num;
|
|
volume->facetTested[n >> 3] |= 1 << (n & 7);
|
|
}
|
|
memset(volume->clusterTested, 0, sizeof(volume->clusterTested));
|
|
volume->endplane = volume->farplane;
|
|
volume->surfaceNum = -1;
|
|
volume->facetNum = 0;
|
|
VS_R_FloodLight(light, volume, volume->cluster, 0);
|
|
if (volume->surfaceNum >= 0)
|
|
{
|
|
VS_R_CastLightAtSurface(light, volume);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_SplitLightVolume
|
|
=============
|
|
*/
|
|
static int numvolumes = 0;
|
|
|
|
int VS_R_SplitLightVolume(vsound_t *light, lightvolume_t *volume, plane_t *split, int cluster, int firstportal)
|
|
{
|
|
lightvolume_t back;
|
|
int res;
|
|
|
|
//
|
|
res = VS_SplitLightVolume(volume, &back, split, 0.1);
|
|
// if the volume was split
|
|
if (res == 2)
|
|
{
|
|
memcpy(back.clusterTested, volume->clusterTested, sizeof(back.clusterTested));
|
|
memcpy(back.facetTested, volume->facetTested, sizeof(back.facetTested));
|
|
back.num = numvolumes++;
|
|
back.endplane = volume->endplane;
|
|
back.surfaceNum = volume->surfaceNum;
|
|
back.facetNum = volume->facetNum;
|
|
back.type = volume->type;
|
|
back.cluster = volume->cluster;
|
|
back.farplane = volume->farplane;
|
|
if (volume->numtransFacets > 0)
|
|
{
|
|
memcpy(back.transFacets, volume->transFacets, sizeof(back.transFacets));
|
|
memcpy(back.transSurfaces, volume->transSurfaces, sizeof(back.transSurfaces));
|
|
}
|
|
back.numtransFacets = volume->numtransFacets;
|
|
//
|
|
// flood the volume at the back of the split plane
|
|
VS_R_FloodLight(light, &back, cluster, firstportal);
|
|
// if the back volume hit a surface
|
|
if (back.surfaceNum >= 0)
|
|
{
|
|
VS_R_CastLightAtSurface(light, &back);
|
|
}
|
|
}
|
|
return res;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_FloodLight
|
|
=============
|
|
*/
|
|
void VS_R_FloodLight(vsound_t *light, lightvolume_t *volume, int cluster, int firstportal)
|
|
{
|
|
int i, j, k, res, surfaceNum, backfaceculled, testculled;
|
|
float d;
|
|
winding_t winding, tmpwinding;
|
|
lleaf_t *leaf;
|
|
lportal_t *p;
|
|
lsurfaceTest_t *test;
|
|
lFacet_t *facet;
|
|
vec3_t dir1, dir2;
|
|
plane_t plane;
|
|
|
|
// DebugNet_RemoveAllPolys();
|
|
// VS_DrawLightVolume(light, volume);
|
|
|
|
// if the first portal is not zero then we've checked all occluders in this leaf already
|
|
if (firstportal == 0)
|
|
{
|
|
// check all potential occluders in this leaf
|
|
for (i = 0; i < leafs[cluster].numSurfaces; i++)
|
|
{
|
|
surfaceNum = clustersurfaces[leafs[cluster].firstSurface + i];
|
|
//
|
|
test = lsurfaceTest[ surfaceNum ];
|
|
if ( !test )
|
|
continue;
|
|
//
|
|
testculled = qfalse;
|
|
// use surface as an occluder
|
|
for (j = 0; j < test->numFacets; j++)
|
|
{
|
|
// use each facet as an occluder
|
|
facet = &test->facets[j];
|
|
//
|
|
// memcpy(winding.points, facet->points, sizeof(vec3_t) * facet->numpoints);
|
|
// winding.numpoints = facet->numpoints;
|
|
// DebugNet_DrawWinding(&winding, 5);
|
|
//
|
|
// if the facet was tested already
|
|
if ( volume->facetTested[facet->num >> 3] & (1 << (facet->num & 7)) )
|
|
continue;
|
|
volume->facetTested[facet->num >> 3] |= 1 << (facet->num & 7);
|
|
// backface culling for planar surfaces
|
|
backfaceculled = qfalse;
|
|
if (!test->patch && !test->trisoup)
|
|
{
|
|
if (volume->type == VOLUME_NORMAL)
|
|
{
|
|
// facet backface culling
|
|
d = DotProduct(light->origin, facet->plane.normal) - facet->plane.dist;
|
|
if (d < 0)
|
|
{
|
|
// NOTE: this doesn't work too great because of sometimes very bad tesselation
|
|
// of surfaces that are supposed to be flat
|
|
// FIXME: to work around this problem we should make sure that all facets
|
|
// created from planar surfaces use the lightmapVecs normal vector
|
|
/*
|
|
if ( !test->shader->twoSided )
|
|
{
|
|
// skip all other facets of this surface as well because they are in the same plane
|
|
for (k = 0; k < test->numFacets; k++)
|
|
{
|
|
facet = &test->facets[k];
|
|
volume->facetTested[facet->num >> 3] |= 1 << (facet->num & 7);
|
|
}
|
|
}*/
|
|
backfaceculled = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// FIXME: if all light source winding points are at the back of the facet
|
|
// plane then backfaceculled = qtrue
|
|
}
|
|
}
|
|
else // backface culling per facet for patches and triangle soups
|
|
{
|
|
if (volume->type == VOLUME_NORMAL)
|
|
{
|
|
// facet backface culling
|
|
d = DotProduct(light->origin, facet->plane.normal) - facet->plane.dist;
|
|
if (d < 0)
|
|
backfaceculled = qtrue;
|
|
}
|
|
else
|
|
{
|
|
// FIXME: if all light source winding points are at the back of the facet
|
|
// plane then backfaceculled = qtrue
|
|
}
|
|
}
|
|
/* chopping does this already
|
|
// check if this facet is totally or partly in front of the volume end plane
|
|
for (k = 0; k < facet->numpoints; k++)
|
|
{
|
|
d = DotProduct(volume->endplane.normal, facet->points[k]) - volume->endplane.dist;
|
|
if (d > ON_EPSILON)
|
|
break;
|
|
}
|
|
// if this facet is outside the light volume
|
|
if (k >= facet->numpoints)
|
|
continue;
|
|
*/
|
|
//
|
|
if (backfaceculled)
|
|
{
|
|
// if the facet is not two sided
|
|
if ( !nobackfaceculling && !test->shader->twoSided )
|
|
continue;
|
|
// flip the winding
|
|
for (k = 0; k < facet->numpoints; k++)
|
|
VectorCopy(facet->points[k], winding.points[facet->numpoints - k - 1]);
|
|
winding.numpoints = facet->numpoints;
|
|
}
|
|
else
|
|
{
|
|
memcpy(winding.points, facet->points, sizeof(vec3_t) * facet->numpoints);
|
|
winding.numpoints = facet->numpoints;
|
|
}
|
|
//
|
|
if (!testculled)
|
|
{
|
|
testculled = qtrue;
|
|
// fast check if the surface sphere is totally behind the volume end plane
|
|
d = DotProduct(volume->endplane.normal, test->origin) - volume->endplane.dist;
|
|
if (d < -test->radius)
|
|
{
|
|
for (k = 0; k < test->numFacets; k++)
|
|
{
|
|
facet = &test->facets[k];
|
|
volume->facetTested[facet->num >> 3] |= 1 << (facet->num & 7);
|
|
}
|
|
break;
|
|
}
|
|
for (k = 0; k < volume->numplanes; k++)
|
|
{
|
|
d = DotProduct(volume->planes[k].normal, test->origin) - volume->planes[k].dist;
|
|
if (d < - test->radius)
|
|
{
|
|
for (k = 0; k < test->numFacets; k++)
|
|
{
|
|
facet = &test->facets[k];
|
|
volume->facetTested[facet->num >> 3] |= 1 << (facet->num & 7);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (k < volume->numplanes)
|
|
break;
|
|
}
|
|
//NOTE: we have to chop the facet winding with the volume end plane because
|
|
// the faces in Q3 are not stitched together nicely
|
|
res = VS_ChopWinding(&winding, &volume->endplane, 0.01);
|
|
// if the facet is on or at the back of the volume end plane
|
|
if (res == SIDE_BACK || res == SIDE_ON)
|
|
continue;
|
|
// check if the facet winding is totally or partly inside the light volume
|
|
memcpy(&tmpwinding, &winding, sizeof(winding_t));
|
|
for (k = 0; k < volume->numplanes; k++)
|
|
{
|
|
res = VS_ChopWinding(&tmpwinding, &volume->planes[k], 0.01);
|
|
if (res == SIDE_BACK || res == SIDE_ON)
|
|
break;
|
|
}
|
|
// if no part of the light volume is occluded by this facet
|
|
if (k < volume->numplanes)
|
|
continue;
|
|
//
|
|
for (k = 0; k < winding.numpoints; k++)
|
|
{
|
|
if (volume->type == VOLUME_DIRECTED)
|
|
{
|
|
VectorSubtract(winding.points[(k+1) % winding.numpoints], winding.points[k], dir1);
|
|
CrossProduct(light->normal, dir1, plane.normal);
|
|
VectorNormalize(plane.normal, plane.normal);
|
|
plane.dist = DotProduct(plane.normal, winding.points[k]);
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract(winding.points[(k+1) % winding.numpoints], winding.points[k], dir1);
|
|
VectorSubtract(light->origin, winding.points[k], dir2);
|
|
CrossProduct(dir1, dir2, plane.normal);
|
|
VectorNormalize(plane.normal, plane.normal);
|
|
plane.dist = DotProduct(plane.normal, winding.points[k]);
|
|
}
|
|
res = VS_R_SplitLightVolume(light, volume, &plane, cluster, 0);
|
|
if (res == 1)
|
|
break; //the facet wasn't really inside the volume
|
|
}
|
|
if (k >= winding.numpoints)
|
|
{
|
|
volume->endplane = facet->plane;
|
|
if (backfaceculled)
|
|
{
|
|
VectorInverse(volume->endplane.normal);
|
|
volume->endplane.dist = -volume->endplane.dist;
|
|
}
|
|
volume->surfaceNum = surfaceNum;
|
|
volume->facetNum = j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// we've tested all occluders in this cluster
|
|
volume->clusterTested[cluster >> 3] |= 1 << (cluster & 7);
|
|
// flood light through the portals of the current leaf
|
|
leaf = &leafs[cluster];
|
|
for (i = firstportal; i < leaf->numportals; i++)
|
|
{
|
|
p = leaf->portals[i];
|
|
//
|
|
// memcpy(&winding, p->winding, sizeof(winding_t));
|
|
// DebugNet_DrawWinding(&winding, 5);
|
|
// if already flooded into the cluster this portal leads to
|
|
if ( volume->clusterTested[p->leaf >> 3] & (1 << (p->leaf & 7)) )
|
|
continue;
|
|
//
|
|
if (volume->type == VOLUME_NORMAL)
|
|
{
|
|
// portal backface culling
|
|
d = DotProduct(light->origin, p->plane.normal) - p->plane.dist;
|
|
if (d > 0) // portal plane normal points into neighbour cluster
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// FIXME: if all light source winding points are at the back of this portal
|
|
// plane then there's no need to flood through
|
|
}
|
|
// check if this portal is totally or partly in front of the volume end plane
|
|
// fast check with portal sphere
|
|
d = DotProduct(volume->endplane.normal, p->origin) - volume->endplane.dist;
|
|
if (d < -p->radius)
|
|
continue;
|
|
for (j = 0; j < p->winding->numpoints; j++)
|
|
{
|
|
d = DotProduct(volume->endplane.normal, p->winding->points[j]) - volume->endplane.dist;
|
|
if (d > -0.01)
|
|
break;
|
|
}
|
|
// if this portal is totally behind the light volume end plane
|
|
if (j >= p->winding->numpoints)
|
|
continue;
|
|
//distance from point light to portal
|
|
d = DotProduct(p->plane.normal, light->origin) - p->plane.dist;
|
|
// only check if a point light is Not *on* the portal
|
|
if (volume->type != VOLUME_NORMAL || fabs(d) > 0.1)
|
|
{
|
|
// check if the portal is partly or totally inside the light volume
|
|
memcpy(&winding, p->winding, sizeof(winding_t));
|
|
for (j = 0; j < volume->numplanes; j++)
|
|
{
|
|
res = VS_ChopWinding(&winding, &volume->planes[j], 0.01);
|
|
if (res == SIDE_BACK || res == SIDE_ON)
|
|
break;
|
|
}
|
|
// if the light volume does not go through this portal at all
|
|
if (j < volume->numplanes)
|
|
continue;
|
|
}
|
|
// chop the light volume with the portal
|
|
for (k = 0; k < p->winding->numpoints; k++)
|
|
{
|
|
if (volume->type == VOLUME_DIRECTED)
|
|
{
|
|
VectorSubtract(p->winding->points[(k+1) % p->winding->numpoints], p->winding->points[k], dir1);
|
|
CrossProduct(light->normal, dir1, plane.normal);
|
|
VectorNormalize(plane.normal, plane.normal);
|
|
plane.dist = DotProduct(plane.normal, p->winding->points[k]);
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract(p->winding->points[(k+1) % p->winding->numpoints], p->winding->points[k], dir1);
|
|
VectorSubtract(light->origin, p->winding->points[k], dir2);
|
|
CrossProduct(dir1, dir2, plane.normal);
|
|
VectorNormalize(plane.normal, plane.normal);
|
|
plane.dist = DotProduct(plane.normal, p->winding->points[k]);
|
|
}
|
|
res = VS_R_SplitLightVolume(light, volume, &plane, cluster, i+1);
|
|
if (res == 1)
|
|
break; //volume didn't really go through the portal
|
|
}
|
|
// if the light volume went through the portal
|
|
if (k >= p->winding->numpoints)
|
|
{
|
|
// flood through the portal
|
|
VS_R_FloodLight(light, volume, p->leaf, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_FloodAreaSpotLight
|
|
=============
|
|
*/
|
|
void VS_FloodAreaSpotLight(vsound_t *light, winding_t *w, int leafnum)
|
|
{
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_SubdivideAreaSpotLight
|
|
=============
|
|
*/
|
|
void VS_R_SubdivideAreaSpotLight(vsound_t *light, int nodenum, winding_t *w)
|
|
{
|
|
int leafnum, res;
|
|
dnode_t *node;
|
|
dplane_t *plane;
|
|
winding_t back;
|
|
plane_t split;
|
|
|
|
while(nodenum >= 0)
|
|
{
|
|
node = &dnodes[nodenum];
|
|
plane = &dplanes[node->planeNum];
|
|
|
|
VectorCopy(plane->normal, split.normal);
|
|
split.dist = plane->dist;
|
|
res = VS_SplitWinding (w, &back, &split, 0.1);
|
|
|
|
if (res == SIDE_FRONT)
|
|
{
|
|
nodenum = node->children[0];
|
|
}
|
|
else if (res == SIDE_BACK)
|
|
{
|
|
nodenum = node->children[1];
|
|
}
|
|
else if (res == SIDE_ON)
|
|
{
|
|
memcpy(&back, w, sizeof(winding_t));
|
|
VS_R_SubdivideAreaSpotLight(light, node->children[1], &back);
|
|
nodenum = node->children[0];
|
|
}
|
|
else
|
|
{
|
|
VS_R_SubdivideAreaSpotLight(light, node->children[1], &back);
|
|
nodenum = node->children[0];
|
|
}
|
|
}
|
|
leafnum = -nodenum - 1;
|
|
if (dleafs[leafnum].cluster != -1)
|
|
{
|
|
VS_FloodAreaSpotLight(light, w, leafnum);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_FloodRadialAreaLight
|
|
=============
|
|
*/
|
|
void VS_FloodRadialAreaLight(vsound_t *light, winding_t *w, int leafnum)
|
|
{
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_SubdivideRadialAreaLight
|
|
=============
|
|
*/
|
|
void VS_R_SubdivideRadialAreaLight(vsound_t *light, int nodenum, winding_t *w)
|
|
{
|
|
int leafnum, res;
|
|
dnode_t *node;
|
|
dplane_t *plane;
|
|
winding_t back;
|
|
plane_t split;
|
|
|
|
while(nodenum >= 0)
|
|
{
|
|
node = &dnodes[nodenum];
|
|
plane = &dplanes[node->planeNum];
|
|
|
|
VectorCopy(plane->normal, split.normal);
|
|
split.dist = plane->dist;
|
|
res = VS_SplitWinding (w, &back, &split, 0.1);
|
|
|
|
if (res == SIDE_FRONT)
|
|
{
|
|
nodenum = node->children[0];
|
|
}
|
|
else if (res == SIDE_BACK)
|
|
{
|
|
nodenum = node->children[1];
|
|
}
|
|
else if (res == SIDE_ON)
|
|
{
|
|
memcpy(&back, w, sizeof(winding_t));
|
|
VS_R_SubdivideRadialAreaLight(light, node->children[1], &back);
|
|
nodenum = node->children[0];
|
|
}
|
|
else
|
|
{
|
|
VS_R_SubdivideRadialAreaLight(light, node->children[1], &back);
|
|
nodenum = node->children[0];
|
|
}
|
|
}
|
|
leafnum = -nodenum - 1;
|
|
if (dleafs[leafnum].cluster != -1)
|
|
{
|
|
VS_FloodRadialAreaLight(light, w, leafnum);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_FloodDirectedLight
|
|
=============
|
|
*/
|
|
void VS_FloodDirectedLight(vsound_t *light, winding_t *w, int leafnum)
|
|
{
|
|
int i;
|
|
float dist;
|
|
lightvolume_t volume;
|
|
vec3_t dir;
|
|
|
|
if (light->atten_disttype == LDAT_NOSCALE)
|
|
{
|
|
// light travels without decrease in intensity over distance
|
|
dist = MAX_WORLD_COORD;
|
|
}
|
|
else
|
|
{
|
|
if ( light->atten_disttype == LDAT_LINEAR )
|
|
dist = light->photons * lightLinearScale;
|
|
else
|
|
dist = sqrt(light->photons);
|
|
}
|
|
|
|
memset(&volume, 0, sizeof(lightvolume_t));
|
|
for (i = 0; i < w->numpoints; i++)
|
|
{
|
|
VectorMA(w->points[i], dist, light->normal, volume.points[i]);
|
|
VectorSubtract(w->points[(i+1)%w->numpoints], w->points[i], dir);
|
|
CrossProduct(light->normal, dir, volume.planes[i].normal);
|
|
VectorNormalize(volume.planes[i].normal, volume.planes[i].normal);
|
|
volume.planes[i].dist = DotProduct(volume.planes[i].normal, w->points[i]);
|
|
}
|
|
volume.numplanes = w->numpoints;
|
|
VectorCopy(light->normal, volume.endplane.normal);
|
|
VectorInverse(volume.endplane.normal);
|
|
volume.endplane.dist = DotProduct(volume.endplane.normal, volume.points[0]);
|
|
volume.farplane = volume.endplane;
|
|
volume.surfaceNum = -1;
|
|
volume.type = VOLUME_DIRECTED;
|
|
volume.cluster = dleafs[leafnum].cluster;
|
|
VS_R_FloodLight(light, &volume, volume.cluster, 0);
|
|
if (volume.surfaceNum >= 0)
|
|
{
|
|
VS_R_CastLightAtSurface(light, &volume);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_R_SubdivideDirectedAreaLight
|
|
=============
|
|
*/
|
|
void VS_R_SubdivideDirectedAreaLight(vsound_t *light, int nodenum, winding_t *w)
|
|
{
|
|
int leafnum, res;
|
|
dnode_t *node;
|
|
dplane_t *plane;
|
|
winding_t back;
|
|
plane_t split;
|
|
|
|
while(nodenum >= 0)
|
|
{
|
|
node = &dnodes[nodenum];
|
|
plane = &dplanes[node->planeNum];
|
|
|
|
VectorCopy(plane->normal, split.normal);
|
|
split.dist = plane->dist;
|
|
res = VS_SplitWinding (w, &back, &split, 0.1);
|
|
|
|
if (res == SIDE_FRONT)
|
|
{
|
|
nodenum = node->children[0];
|
|
}
|
|
else if (res == SIDE_BACK)
|
|
{
|
|
nodenum = node->children[1];
|
|
}
|
|
else if (res == SIDE_ON)
|
|
{
|
|
memcpy(&back, w, sizeof(winding_t));
|
|
VS_R_SubdivideDirectedAreaLight(light, node->children[1], &back);
|
|
nodenum = node->children[0];
|
|
}
|
|
else
|
|
{
|
|
VS_R_SubdivideDirectedAreaLight(light, node->children[1], &back);
|
|
nodenum = node->children[0];
|
|
}
|
|
}
|
|
leafnum = -nodenum - 1;
|
|
if (dleafs[leafnum].cluster != -1)
|
|
{
|
|
VS_FloodDirectedLight(light, w, leafnum);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_FloodLight
|
|
=============
|
|
*/
|
|
void VS_FloodLight(vsound_t *light)
|
|
{
|
|
lightvolume_t volume;
|
|
dleaf_t *leaf;
|
|
int leafnum, i, j, k, dir[2][4] = {{1, 1, -1, -1}, {1, -1, -1, 1}};
|
|
float a, step, dist, radius, windingdist;
|
|
vec3_t vec, r, p, temp;
|
|
winding_t winding;
|
|
|
|
switch(light->type)
|
|
{
|
|
case LIGHT_POINTRADIAL:
|
|
{
|
|
// source is a point
|
|
// light radiates in all directions
|
|
// creates sharp shadows
|
|
//
|
|
// create 6 volumes shining in the axis directions
|
|
// what about: 4 tetrahedrons instead?
|
|
//
|
|
if ( light->atten_disttype == LDAT_LINEAR )
|
|
dist = light->photons * lightLinearScale;
|
|
else
|
|
dist = sqrt(light->photons);
|
|
//always put the winding at a large distance to avoid epsilon issues
|
|
windingdist = MAX_WORLD_COORD;
|
|
if (dist > windingdist)
|
|
windingdist = dist;
|
|
//
|
|
leafnum = VS_LightLeafnum(light->origin);
|
|
leaf = &dleafs[leafnum];
|
|
if (leaf->cluster == -1)
|
|
{
|
|
light->insolid = qtrue;
|
|
break;
|
|
}
|
|
// for each axis
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
// for both directions on the axis
|
|
for (j = -1; j <= 1; j += 2)
|
|
{
|
|
memset(&volume, 0, sizeof(lightvolume_t));
|
|
volume.numplanes = 0;
|
|
for (k = 0; k < 4; k ++)
|
|
{
|
|
volume.points[volume.numplanes][i] = light->origin[i] + j * windingdist;
|
|
volume.points[volume.numplanes][(i+1)%3] = light->origin[(i+1)%3] + dir[0][k] * windingdist;
|
|
volume.points[volume.numplanes][(i+2)%3] = light->origin[(i+2)%3] + dir[1][k] * windingdist;
|
|
volume.numplanes++;
|
|
}
|
|
if (j >= 0)
|
|
{
|
|
VectorCopy(volume.points[0], temp);
|
|
VectorCopy(volume.points[2], volume.points[0]);
|
|
VectorCopy(temp, volume.points[2]);
|
|
}
|
|
for (k = 0; k < volume.numplanes; k++)
|
|
{
|
|
VS_PlaneFromPoints(&volume.planes[k], light->origin, volume.points[(k+1)%volume.numplanes], volume.points[k]);
|
|
}
|
|
VectorCopy(light->origin, temp);
|
|
temp[i] += (float) j * dist;
|
|
VectorClear(volume.endplane.normal);
|
|
volume.endplane.normal[i] = -j;
|
|
volume.endplane.dist = DotProduct(volume.endplane.normal, temp); //DotProduct(volume.endplane.normal, volume.points[0]);
|
|
volume.farplane = volume.endplane;
|
|
volume.cluster = leaf->cluster;
|
|
volume.surfaceNum = -1;
|
|
volume.type = VOLUME_NORMAL;
|
|
//
|
|
memset(volume.facetTested, 0, sizeof(volume.facetTested));
|
|
memset(volume.clusterTested, 0, sizeof(volume.clusterTested));
|
|
VS_R_FloodLight(light, &volume, leaf->cluster, 0);
|
|
if (volume.surfaceNum >= 0)
|
|
{
|
|
VS_R_CastLightAtSurface(light, &volume);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case LIGHT_POINTSPOT:
|
|
{
|
|
// source is a point
|
|
// light is targetted
|
|
// creates sharp shadows
|
|
//
|
|
// what about using brushes to shape spot lights? that'd be pretty cool
|
|
//
|
|
if ( light->atten_disttype == LDAT_LINEAR )
|
|
dist = light->photons * lightLinearScale;
|
|
else
|
|
dist = sqrt(light->photons);
|
|
dist *= 2;
|
|
//
|
|
windingdist = 4096;
|
|
if (dist > windingdist)
|
|
windingdist = dist;
|
|
//take 8 times the cone radius because the spotlight also lights outside the cone
|
|
radius = 8 * windingdist * light->radiusByDist;
|
|
//
|
|
memset(&volume, 0, sizeof(lightvolume_t));
|
|
leafnum = VS_LightLeafnum(light->origin);
|
|
leaf = &dleafs[leafnum];
|
|
if (leaf->cluster == -1)
|
|
{
|
|
light->insolid = qtrue;
|
|
break;
|
|
}
|
|
//
|
|
VectorClear(vec);
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
if (light->normal[i] > -0.9 && light->normal[i] < 0.9)
|
|
{
|
|
vec[i] = 1;
|
|
break;
|
|
}
|
|
}
|
|
CrossProduct(light->normal, vec, r);
|
|
VectorScale(r, radius, p);
|
|
volume.numplanes = 0;
|
|
step = 45;
|
|
for (a = step / 2; a < 360 + step / 2; a += step)
|
|
{
|
|
RotatePointAroundVector(volume.points[volume.numplanes], light->normal, p, a);
|
|
VectorAdd(light->origin, volume.points[volume.numplanes], volume.points[volume.numplanes]);
|
|
VectorMA(volume.points[volume.numplanes], windingdist, light->normal, volume.points[volume.numplanes]);
|
|
volume.numplanes++;
|
|
}
|
|
for (i = 0; i < volume.numplanes; i++)
|
|
{
|
|
VS_PlaneFromPoints(&volume.planes[i], light->origin, volume.points[(i+1)%volume.numplanes], volume.points[i]);
|
|
}
|
|
VectorMA(light->origin, dist, light->normal, temp);
|
|
VectorCopy(light->normal, volume.endplane.normal);
|
|
VectorInverse(volume.endplane.normal);
|
|
volume.endplane.dist = DotProduct(volume.endplane.normal, temp);//DotProduct(volume.endplane.normal, volume.points[0]);
|
|
volume.farplane = volume.endplane;
|
|
volume.cluster = leaf->cluster;
|
|
volume.surfaceNum = -1;
|
|
volume.type = VOLUME_NORMAL;
|
|
//
|
|
memset(volume.facetTested, 0, sizeof(volume.facetTested));
|
|
memset(volume.clusterTested, 0, sizeof(volume.clusterTested));
|
|
VS_R_FloodLight(light, &volume, leaf->cluster, 0);
|
|
if (volume.surfaceNum >= 0)
|
|
{
|
|
VS_R_CastLightAtSurface(light, &volume);
|
|
}
|
|
break;
|
|
}
|
|
case LIGHT_POINTFAKESURFACE:
|
|
{
|
|
float value;
|
|
int n, axis;
|
|
vec3_t v, vecs[2];
|
|
|
|
if ( light->atten_disttype == LDAT_LINEAR )
|
|
dist = light->photons * lightLinearScale;
|
|
else
|
|
dist = sqrt(light->photons);
|
|
//always put the winding at a large distance to avoid epsilon issues
|
|
windingdist = 4096;
|
|
if (dist > windingdist)
|
|
windingdist = dist;
|
|
//
|
|
VectorMA(light->origin, 0.1, light->normal, light->origin);
|
|
//
|
|
leafnum = VS_LightLeafnum(light->origin);
|
|
leaf = &dleafs[leafnum];
|
|
if (leaf->cluster == -1)
|
|
{
|
|
light->insolid = qtrue;
|
|
break;
|
|
}
|
|
value = 0;
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
if (fabs(light->normal[i]) > value)
|
|
{
|
|
value = fabs(light->normal[i]);
|
|
axis = i;
|
|
}
|
|
}
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
VectorClear(v);
|
|
v[(axis + 1 + i) % 3] = 1;
|
|
CrossProduct(light->normal, v, vecs[i]);
|
|
}
|
|
//cast 4 volumes at the front of the surface
|
|
for (i = -1; i <= 1; i += 2)
|
|
{
|
|
for (j = -1; j <= 1; j += 2)
|
|
{
|
|
for (n = 0; n < 2; n++)
|
|
{
|
|
memset(&volume, 0, sizeof(lightvolume_t));
|
|
volume.numplanes = 3;
|
|
VectorMA(light->origin, i * windingdist, vecs[0], volume.points[(i == j) == n]);
|
|
VectorMA(light->origin, j * windingdist, vecs[1], volume.points[(i != j) == n]);
|
|
VectorMA(light->origin, windingdist, light->normal, volume.points[2]);
|
|
for (k = 0; k < volume.numplanes; k++)
|
|
{
|
|
VS_PlaneFromPoints(&volume.planes[k], light->origin, volume.points[(k+1)%volume.numplanes], volume.points[k]);
|
|
}
|
|
VS_PlaneFromPoints(&volume.endplane, volume.points[0], volume.points[1], volume.points[2]);
|
|
VectorMA(light->origin, dist, light->normal, temp);
|
|
volume.endplane.dist = DotProduct(volume.endplane.normal, temp);
|
|
if (DotProduct(light->origin, volume.endplane.normal) - volume.endplane.dist > 0)
|
|
break;
|
|
}
|
|
volume.farplane = volume.endplane;
|
|
volume.cluster = leaf->cluster;
|
|
volume.surfaceNum = -1;
|
|
volume.type = VOLUME_NORMAL;
|
|
//
|
|
memset(volume.facetTested, 0, sizeof(volume.facetTested));
|
|
memset(volume.clusterTested, 0, sizeof(volume.clusterTested));
|
|
|
|
VS_R_FloodLight(light, &volume, leaf->cluster, 0);
|
|
if (volume.surfaceNum >= 0)
|
|
{
|
|
VS_R_CastLightAtSurface(light, &volume);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case LIGHT_SURFACEDIRECTED:
|
|
{
|
|
// source is an area defined by a winding
|
|
// the light is unidirectional
|
|
// creates sharp shadows
|
|
// for instance sun light or laser light
|
|
//
|
|
memcpy(&winding, &light->w, sizeof(winding_t));
|
|
VS_R_SubdivideDirectedAreaLight(light, 0, &winding);
|
|
break;
|
|
}
|
|
case LIGHT_SURFACERADIAL:
|
|
{
|
|
// source is an area defined by a winding
|
|
// the light radiates in all directions at the front of the winding plane
|
|
//
|
|
memcpy(&winding, &light->w, sizeof(winding_t));
|
|
VS_R_SubdivideRadialAreaLight(light, 0, &winding);
|
|
break;
|
|
}
|
|
case LIGHT_SURFACESPOT:
|
|
{
|
|
// source is an area defined by a winding
|
|
// light is targetted but not unidirectional
|
|
//
|
|
memcpy(&winding, &light->w, sizeof(winding_t));
|
|
VS_R_SubdivideAreaSpotLight(light, 0, &winding);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_FloodLightThread
|
|
=============
|
|
*/
|
|
void VS_FloodLightThread(int num)
|
|
{
|
|
VS_FloodLight(vsounds[num]);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_TestLightLeafs
|
|
=============
|
|
*/
|
|
void VS_TestLightLeafs(void)
|
|
{
|
|
int leafnum, i;
|
|
vsound_t *light;
|
|
dleaf_t *leaf;
|
|
|
|
for (i = 0; i < numvsounds; i++)
|
|
{
|
|
light = vsounds[i];
|
|
if (light->type != LIGHT_POINTRADIAL &&
|
|
light->type != LIGHT_POINTSPOT)
|
|
continue;
|
|
leafnum = VS_LightLeafnum(light->origin);
|
|
leaf = &dleafs[leafnum];
|
|
if (leaf->cluster == -1)
|
|
if (light->type == LIGHT_POINTRADIAL)
|
|
qprintf("light in solid at %1.1f %1.1f %1.1f\n", light->origin[0], light->origin[1], light->origin[2]);
|
|
else if (light->type == LIGHT_POINTSPOT)
|
|
qprintf("spot light in solid at %1.1f %1.1f %1.1f\n", light->origin[0], light->origin[1], light->origin[2]);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
VS_DoForcedTraceLight
|
|
=============
|
|
*/
|
|
// from light.c
|
|
void TraceLtm( int num );
|
|
|
|
void VS_DoForcedTraceLight(int num)
|
|
{
|
|
dsurface_t *ds;
|
|
shaderInfo_t *si;
|
|
|
|
ds = &drawSurfaces[num];
|
|
|
|
if ( ds->surfaceType == MST_TRIANGLE_SOUP )
|
|
return;
|
|
|
|
if ( ds->lightmapNum < 0 )
|
|
return;
|
|
|
|
// always light entity surfaces with the old light algorithm
|
|
if ( !entitySurface[num] )
|
|
{
|
|
si = ShaderInfoForShader( dshaders[ ds->shaderNum].shader );
|
|
|
|
if (defaulttracelight)
|
|
{
|
|
if (si->forceVLight)
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (!si->forceTraceLight)
|
|
return;
|
|
}
|
|
}
|
|
|
|
TraceLtm(num);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_DoForcedTraceLightSurfaces
|
|
=============
|
|
*/
|
|
void VS_DoForcedTraceLightSurfaces(void)
|
|
{
|
|
_printf( "forced trace light\n" );
|
|
RunThreadsOnIndividual( numDrawSurfaces, qtrue, VS_DoForcedTraceLight );
|
|
}
|
|
|
|
float *oldLightFloats;
|
|
|
|
/*
|
|
=============
|
|
VS_SurfaceRadiosity
|
|
=============
|
|
*/
|
|
void VS_SurfaceRadiosity( int num ) {
|
|
dsurface_t *ds;
|
|
mesh_t *mesh;
|
|
shaderInfo_t *si;
|
|
lsurfaceTest_t *test;
|
|
int x, y, k;
|
|
vec3_t base, normal;
|
|
float *color, area;
|
|
vsound_t vsound;
|
|
|
|
ds = &drawSurfaces[num];
|
|
|
|
if ( ds->lightmapNum < 0 ) {
|
|
return; // doesn't have a lightmap
|
|
}
|
|
|
|
// vertex-lit triangle model
|
|
if ( ds->surfaceType == MST_TRIANGLE_SOUP ) {
|
|
return;
|
|
}
|
|
|
|
si = ShaderInfoForShader( dshaders[ ds->shaderNum].shader );
|
|
test = lsurfaceTest[ num ];
|
|
|
|
if (!test) {
|
|
return;
|
|
}
|
|
|
|
for (x = 0; x < ds->lightmapWidth; x++) {
|
|
for (y = 0; y < ds->lightmapHeight; y++) {
|
|
//
|
|
k = ( ds->lightmapNum * LIGHTMAP_HEIGHT + ds->lightmapY + y)
|
|
* LIGHTMAP_WIDTH + ds->lightmapX + x;
|
|
area = lightmappixelarea[k];
|
|
if (area <= 0)
|
|
continue;
|
|
//
|
|
if (ds->surfaceType == MST_PATCH)
|
|
{
|
|
mesh = test->detailMesh;
|
|
VectorCopy( mesh->verts[y*mesh->width+x].xyz, base);
|
|
VectorCopy( mesh->verts[y*mesh->width+x].normal, normal);
|
|
}
|
|
else
|
|
{
|
|
VectorMA(ds->lightmapOrigin, (float) x, ds->lightmapVecs[0], base);
|
|
VectorMA(base, (float) y, ds->lightmapVecs[1], base);
|
|
VectorCopy(test->facets[0].plane.normal, normal);
|
|
}
|
|
// create ligth from base
|
|
memset(&vsound, 0, sizeof(vsound_t));
|
|
color = &oldLightFloats[k*3];
|
|
// a few units away from the surface
|
|
VectorMA(base, 5, normal, vsound.origin);
|
|
ColorNormalize(color, vsound.color);
|
|
// ok this is crap
|
|
vsound.photons = VectorLength(color) * 0.05 * lightPointScale / (area * radiosity_scale);
|
|
// what about using a front facing light only ?
|
|
vsound.type = LIGHT_POINTRADIAL;
|
|
// flood the light from this lightmap pixel
|
|
VS_FloodLight(&vsound);
|
|
// only one thread at a time may write to the lightmap of this surface
|
|
MutexLock(test->mutex);
|
|
// don't light the lightmap pixel itself
|
|
lightFloats[k*3] = oldLightFloats[k*3];
|
|
lightFloats[k*3+1] = oldLightFloats[k*3+1];
|
|
lightFloats[k*3+2] = oldLightFloats[k*3+2];
|
|
//
|
|
MutexUnlock(test->mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_Radiosity
|
|
|
|
this aint working real well but it's fun to play with.
|
|
=============
|
|
*/
|
|
void VS_Radiosity(void) {
|
|
|
|
oldLightFloats = lightFloats;
|
|
lightFloats = (float *) malloc(numLightBytes * sizeof(float));
|
|
memcpy(lightFloats, oldLightFloats, numLightBytes * sizeof(float));
|
|
_printf("%7i surfaces\n", numDrawSurfaces);
|
|
RunThreadsOnIndividual( numDrawSurfaces, qtrue, VS_SurfaceRadiosity );
|
|
free(oldLightFloats);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_LightWorld
|
|
=============
|
|
*/
|
|
void VS_LightWorld(void)
|
|
{
|
|
int i, numcastedvolumes, numvsoundsinsolid;
|
|
float f;
|
|
|
|
// find the optional world ambient
|
|
GetVectorForKey( &entities[0], "_color", lightAmbientColor );
|
|
f = FloatForKey( &entities[0], "ambient" );
|
|
VectorScale( lightAmbientColor, f, lightAmbientColor );
|
|
/*
|
|
_printf("\r%6d lights out of %d", 0, numvsounds);
|
|
for (i = 0; i < numvsounds; i++)
|
|
{
|
|
_printf("\r%6d", i);
|
|
VS_FloodLight(vsounds[i]);
|
|
}
|
|
_printf("\r%6d lights out of %d\n", i, numvsounds);
|
|
*/
|
|
_printf("%7i lights\n", numvsounds);
|
|
RunThreadsOnIndividual( numvsounds, qtrue, VS_FloodLightThread );
|
|
|
|
numcastedvolumes = 0;
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ ) {
|
|
if (lsurfaceTest[i])
|
|
numcastedvolumes += lsurfaceTest[i]->numvolumes;
|
|
}
|
|
_printf("%7i light volumes casted\n", numcastedvolumes);
|
|
numvsoundsinsolid = 0;
|
|
for (i = 0; i < numvsounds; i++)
|
|
{
|
|
if (vsounds[i]->insolid)
|
|
numvsoundsinsolid++;
|
|
}
|
|
_printf("%7i lights in solid\n", numvsoundsinsolid);
|
|
//
|
|
radiosity_scale = 1;
|
|
for (i = 0; i < radiosity; i++) {
|
|
VS_Radiosity();
|
|
radiosity_scale <<= 1;
|
|
}
|
|
//
|
|
VS_StoreLightmap();
|
|
// redo surfaces with the old light algorithm when needed
|
|
VS_DoForcedTraceLightSurfaces();
|
|
}
|
|
|
|
/*
|
|
=============
|
|
VS_CreateEntitySpeakers
|
|
=============
|
|
*/
|
|
entity_t *FindTargetEntity( const char *target );
|
|
|
|
void VS_CreateEntitySpeakers (void)
|
|
{
|
|
int i, c_entityLights;
|
|
vsound_t *dl;
|
|
entity_t *e, *e2;
|
|
const char *name;
|
|
const char *target;
|
|
vec3_t dest;
|
|
const char *_color;
|
|
float intensity;
|
|
int spawnflags;
|
|
|
|
//
|
|
c_entityLights = 0;
|
|
_printf("Creating entity lights...\n");
|
|
//
|
|
for ( i = 0 ; i < num_entities ; i++ ) {
|
|
e = &entities[i];
|
|
name = ValueForKey (e, "classname");
|
|
if (strncmp (name, "speaker", 7))
|
|
continue;
|
|
|
|
dl = malloc(sizeof(*dl));
|
|
memset (dl, 0, sizeof(*dl));
|
|
|
|
spawnflags = FloatForKey (e, "spawnflags");
|
|
if ( spawnflags & 1 ) {
|
|
dl->atten_disttype = LDAT_LINEAR;
|
|
}
|
|
if ( spawnflags & 2 ) {
|
|
dl->atten_disttype = LDAT_NOSCALE;
|
|
}
|
|
if ( spawnflags & 4 ) {
|
|
dl->atten_angletype = LAAT_QUADRATIC;
|
|
}
|
|
if ( spawnflags & 8 ) {
|
|
dl->atten_angletype = LAAT_DOUBLEQUADRATIC;
|
|
}
|
|
|
|
dl->atten_distscale = FloatForKey(e, "atten_distscale");
|
|
dl->atten_anglescale = FloatForKey(e, "atten_anglescale");
|
|
|
|
GetVectorForKey (e, "origin", dl->origin);
|
|
dl->style = FloatForKey (e, "_style");
|
|
if (!dl->style)
|
|
dl->style = FloatForKey (e, "style");
|
|
if (dl->style < 0)
|
|
dl->style = 0;
|
|
|
|
intensity = FloatForKey (e, "light");
|
|
if (!intensity)
|
|
intensity = FloatForKey (e, "_light");
|
|
if (!intensity)
|
|
intensity = 300;
|
|
_color = ValueForKey (e, "_color");
|
|
if (_color && _color[0])
|
|
{
|
|
sscanf (_color, "%f %f %f", &dl->color[0],&dl->color[1],&dl->color[2]);
|
|
ColorNormalize (dl->color, dl->color);
|
|
}
|
|
else
|
|
dl->color[0] = dl->color[1] = dl->color[2] = 1.0;
|
|
|
|
intensity = intensity * lightPointScale;
|
|
dl->photons = intensity;
|
|
|
|
dl->type = LIGHT_POINTRADIAL;
|
|
|
|
// lights with a target will be spotlights
|
|
target = ValueForKey (e, "target");
|
|
|
|
if ( target[0] ) {
|
|
float radius;
|
|
float dist;
|
|
|
|
e2 = FindTargetEntity (target);
|
|
if (!e2) {
|
|
_printf ("WARNING: light at (%i %i %i) has missing target\n",
|
|
(int)dl->origin[0], (int)dl->origin[1], (int)dl->origin[2]);
|
|
} else {
|
|
GetVectorForKey (e2, "origin", dest);
|
|
VectorSubtract (dest, dl->origin, dl->normal);
|
|
dist = VectorNormalize (dl->normal, dl->normal);
|
|
radius = FloatForKey (e, "radius");
|
|
if ( !radius ) {
|
|
radius = 64;
|
|
}
|
|
if ( !dist ) {
|
|
dist = 64;
|
|
}
|
|
dl->radiusByDist = (radius + 16) / dist;
|
|
dl->type = LIGHT_POINTSPOT;
|
|
}
|
|
}
|
|
vsounds[numvsounds++] = dl;
|
|
c_entityLights++;
|
|
}
|
|
_printf("%7i entity lights\n", c_entityLights);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
VS_SubdivideAreaLight
|
|
==================
|
|
*/
|
|
void VS_SubdivideAreaLight( shaderInfo_t *ls, winding_t *w, vec3_t normal,
|
|
float areaSubdivide, qboolean backsplash ) {
|
|
float area, value, intensity;
|
|
vsound_t *dl, *dl2;
|
|
vec3_t mins, maxs;
|
|
int axis;
|
|
winding_t *front, *back;
|
|
vec3_t planeNormal;
|
|
float planeDist;
|
|
|
|
if ( !w ) {
|
|
return;
|
|
}
|
|
|
|
WindingBounds( w, mins, maxs );
|
|
|
|
// check for subdivision
|
|
for ( axis = 0 ; axis < 3 ; axis++ ) {
|
|
if ( maxs[axis] - mins[axis] > areaSubdivide ) {
|
|
VectorClear( planeNormal );
|
|
planeNormal[axis] = 1;
|
|
planeDist = ( maxs[axis] + mins[axis] ) * 0.5;
|
|
ClipWindingEpsilon ( w, planeNormal, planeDist, ON_EPSILON, &front, &back );
|
|
VS_SubdivideAreaLight( ls, front, normal, areaSubdivide, qfalse );
|
|
VS_SubdivideAreaLight( ls, back, normal, areaSubdivide, qfalse );
|
|
FreeWinding( w );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// create a light from this
|
|
area = WindingArea (w);
|
|
if ( area <= 0 || area > 20000000 ) {
|
|
return;
|
|
}
|
|
|
|
dl = malloc(sizeof(*dl));
|
|
memset (dl, 0, sizeof(*dl));
|
|
dl->type = LIGHT_POINTFAKESURFACE;
|
|
|
|
WindingCenter( w, dl->origin );
|
|
memcpy(dl->w.points, w->points, sizeof(vec3_t) * w->numpoints);
|
|
dl->w.numpoints = w->numpoints;
|
|
VectorCopy ( normal, dl->normal);
|
|
VectorCopy ( normal, dl->plane);
|
|
dl->plane[3] = DotProduct( dl->origin, normal );
|
|
|
|
value = ls->value;
|
|
intensity = value * area * lightAreaScale;
|
|
VectorAdd( dl->origin, dl->normal, dl->origin );
|
|
|
|
VectorCopy( ls->color, dl->color );
|
|
|
|
dl->photons = intensity;
|
|
|
|
// emitColor is irrespective of the area
|
|
VectorScale( ls->color, value*lightFormFactorValueScale*lightAreaScale, dl->emitColor );
|
|
//
|
|
VectorCopy(dl->emitColor, dl->color);
|
|
|
|
dl->si = ls;
|
|
|
|
if ( ls->contents & CONTENTS_FOG ) {
|
|
dl->twosided = qtrue;
|
|
}
|
|
|
|
vsounds[numvsounds++] = dl;
|
|
|
|
// optionally create a point backsplash light
|
|
if ( backsplash && ls->backsplashFraction > 0 ) {
|
|
|
|
dl2 = malloc(sizeof(*dl));
|
|
memset (dl2, 0, sizeof(*dl2));
|
|
dl2->type = LIGHT_POINTRADIAL;
|
|
|
|
VectorMA( dl->origin, ls->backsplashDistance, normal, dl2->origin );
|
|
|
|
VectorCopy( ls->color, dl2->color );
|
|
|
|
dl2->photons = dl->photons * ls->backsplashFraction;
|
|
dl2->si = ls;
|
|
|
|
vsounds[numvsounds++] = dl2;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
VS_CreateFakeSurfaceLights
|
|
==================
|
|
*/
|
|
void VS_CreateFakeSurfaceLights( void ) {
|
|
int i, j, side;
|
|
dsurface_t *ds;
|
|
shaderInfo_t *ls;
|
|
winding_t *w;
|
|
lFacet_t *f;
|
|
vsound_t *dl;
|
|
vec3_t origin;
|
|
drawVert_t *dv;
|
|
int c_surfaceLights;
|
|
float lightSubdivide;
|
|
vec3_t normal;
|
|
|
|
|
|
c_surfaceLights = 0;
|
|
_printf ("Creating surface lights...\n");
|
|
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ ) {
|
|
// see if this surface is light emiting
|
|
ds = &drawSurfaces[i];
|
|
|
|
ls = ShaderInfoForShader( dshaders[ ds->shaderNum].shader );
|
|
if ( ls->value == 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// determine how much we need to chop up the surface
|
|
if ( ls->lightSubdivide ) {
|
|
lightSubdivide = ls->lightSubdivide;
|
|
} else {
|
|
lightSubdivide = lightDefaultSubdivide;
|
|
}
|
|
|
|
c_surfaceLights++;
|
|
|
|
// an autosprite shader will become
|
|
// a point light instead of an area light
|
|
if ( ls->autosprite ) {
|
|
// autosprite geometry should only have four vertexes
|
|
if ( lsurfaceTest[i] ) {
|
|
// curve or misc_model
|
|
f = lsurfaceTest[i]->facets;
|
|
if ( lsurfaceTest[i]->numFacets != 1 || f->numpoints != 4 ) {
|
|
_printf( "WARNING: surface at (%i %i %i) has autosprite shader but isn't a quad\n",
|
|
(int)f->points[0], (int)f->points[1], (int)f->points[2] );
|
|
}
|
|
VectorAdd( f->points[0], f->points[1], origin );
|
|
VectorAdd( f->points[2], origin, origin );
|
|
VectorAdd( f->points[3], origin, origin );
|
|
VectorScale( origin, 0.25, origin );
|
|
} else {
|
|
// normal polygon
|
|
dv = &drawVerts[ ds->firstVert ];
|
|
if ( ds->numVerts != 4 ) {
|
|
_printf( "WARNING: surface at (%i %i %i) has autosprite shader but %i verts\n",
|
|
(int)dv->xyz[0], (int)dv->xyz[1], (int)dv->xyz[2] );
|
|
continue;
|
|
}
|
|
|
|
VectorAdd( dv[0].xyz, dv[1].xyz, origin );
|
|
VectorAdd( dv[2].xyz, origin, origin );
|
|
VectorAdd( dv[3].xyz, origin, origin );
|
|
VectorScale( origin, 0.25, origin );
|
|
}
|
|
|
|
dl = malloc(sizeof(*dl));
|
|
memset (dl, 0, sizeof(*dl));
|
|
VectorCopy( origin, dl->origin );
|
|
VectorCopy( ls->color, dl->color );
|
|
dl->photons = ls->value * lightPointScale;
|
|
dl->type = LIGHT_POINTRADIAL;
|
|
vsounds[numvsounds++] = dl;
|
|
continue;
|
|
}
|
|
|
|
// possibly create for both sides of the polygon
|
|
for ( side = 0 ; side <= ls->twoSided ; side++ ) {
|
|
// create area lights
|
|
if ( lsurfaceTest[i] ) {
|
|
// curve or misc_model
|
|
for ( j = 0 ; j < lsurfaceTest[i]->numFacets ; j++ ) {
|
|
f = lsurfaceTest[i]->facets + j;
|
|
w = AllocWinding( f->numpoints );
|
|
w->numpoints = f->numpoints;
|
|
memcpy( w->points, f->points, f->numpoints * 12 );
|
|
|
|
VectorCopy( f->plane.normal, normal );
|
|
if ( side ) {
|
|
winding_t *t;
|
|
|
|
t = w;
|
|
w = ReverseWinding( t );
|
|
FreeWinding( t );
|
|
VectorSubtract( vec3_origin, normal, normal );
|
|
}
|
|
VS_SubdivideAreaLight( ls, w, normal, lightSubdivide, qtrue );
|
|
}
|
|
} else {
|
|
// normal polygon
|
|
|
|
w = AllocWinding( ds->numVerts );
|
|
w->numpoints = ds->numVerts;
|
|
for ( j = 0 ; j < ds->numVerts ; j++ ) {
|
|
VectorCopy( drawVerts[ds->firstVert+j].xyz, w->points[j] );
|
|
}
|
|
VectorCopy( ds->lightmapVecs[2], normal );
|
|
if ( side ) {
|
|
winding_t *t;
|
|
|
|
t = w;
|
|
w = ReverseWinding( t );
|
|
FreeWinding( t );
|
|
VectorSubtract( vec3_origin, normal, normal );
|
|
}
|
|
VS_SubdivideAreaLight( ls, w, normal, lightSubdivide, qtrue );
|
|
}
|
|
}
|
|
}
|
|
|
|
_printf( "%7i light emitting surfaces\n", c_surfaceLights );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
VS_WindingForBrushSide
|
|
==================
|
|
*/
|
|
winding_t *VS_WindingForBrushSide(dbrush_t *brush, int side, winding_t *w)
|
|
{
|
|
int i, res;
|
|
winding_t *tmpw;
|
|
plane_t plane;
|
|
|
|
VectorCopy(dplanes[ dbrushsides[ brush->firstSide + side ].planeNum ].normal, plane.normal);
|
|
VectorInverse(plane.normal);
|
|
plane.dist = -dplanes[ dbrushsides[ brush->firstSide + side ].planeNum ].dist;
|
|
tmpw = BaseWindingForPlane( plane.normal, plane.dist );
|
|
memcpy(w->points, tmpw->points, sizeof(vec3_t) * tmpw->numpoints);
|
|
w->numpoints = tmpw->numpoints;
|
|
|
|
for (i = 0; i < brush->numSides; i++)
|
|
{
|
|
if (i == side)
|
|
continue;
|
|
VectorCopy(dplanes[ dbrushsides[ brush->firstSide + i ].planeNum ].normal, plane.normal);
|
|
VectorInverse(plane.normal);
|
|
plane.dist = -dplanes[ dbrushsides[ brush->firstSide + i ].planeNum ].dist;
|
|
res = VS_ChopWinding(w, &plane, 0.1);
|
|
if (res == SIDE_BACK)
|
|
return NULL;
|
|
}
|
|
return w;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
VS_CreateSkyLights
|
|
==================
|
|
*/
|
|
void VS_CreateSkyLights(void)
|
|
{
|
|
int i, j, c_skyLights;
|
|
dbrush_t *b;
|
|
shaderInfo_t *si;
|
|
dbrushside_t *s;
|
|
vsound_t *dl;
|
|
vec3_t sunColor, sunDir = { 0.45, 0.3, 0.9 };
|
|
float d;
|
|
|
|
VectorNormalize(sunDir, sunDir);
|
|
VectorInverse(sunDir);
|
|
|
|
c_skyLights = 0;
|
|
_printf("Creating sky lights...\n");
|
|
// find the sky shader
|
|
for ( i = 0 ; i < numDrawSurfaces ; i++ ) {
|
|
si = ShaderInfoForShader( dshaders[ drawSurfaces[i].shaderNum ].shader );
|
|
if ( si->surfaceFlags & SURF_SKY ) {
|
|
VectorCopy( si->sunLight, sunColor );
|
|
VectorCopy( si->sunDirection, sunDir );
|
|
VectorInverse(sunDir);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// find the brushes
|
|
for ( i = 0 ; i < numbrushes ; i++ ) {
|
|
b = &dbrushes[i];
|
|
for ( j = 0 ; j < b->numSides ; j++ ) {
|
|
s = &dbrushsides[ b->firstSide + j ];
|
|
if ( dshaders[ s->shaderNum ].surfaceFlags & SURF_SKY ) {
|
|
//if this surface doesn't face in the same direction as the sun
|
|
d = DotProduct(dplanes[ s->planeNum ].normal, sunDir);
|
|
if (d <= 0)
|
|
continue;
|
|
//
|
|
dl = malloc(sizeof(*dl));
|
|
memset (dl, 0, sizeof(*dl));
|
|
VectorCopy(sunColor, dl->color);
|
|
VectorCopy(sunDir, dl->normal);
|
|
VectorCopy(dplanes[ s->planeNum ].normal, dl->plane);
|
|
dl->plane[3] = dplanes[ s->planeNum ].dist;
|
|
dl->type = LIGHT_SURFACEDIRECTED;
|
|
dl->atten_disttype = LDAT_NOSCALE;
|
|
VS_WindingForBrushSide(b, j, &dl->w);
|
|
// DebugNet_DrawWinding(&dl->w, 2);
|
|
//
|
|
vsounds[numvsounds++] = dl;
|
|
c_skyLights++;
|
|
}
|
|
}
|
|
}
|
|
_printf("%7i light emitting sky surfaces\n", c_skyLights);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
VS_SetPortalSphere
|
|
==================
|
|
*/
|
|
void VS_SetPortalSphere (lportal_t *p)
|
|
{
|
|
int i;
|
|
vec3_t total, dist;
|
|
winding_t *w;
|
|
float r, bestr;
|
|
|
|
w = p->winding;
|
|
VectorCopy (vec3_origin, total);
|
|
for (i=0 ; i<w->numpoints ; i++)
|
|
{
|
|
VectorAdd (total, w->points[i], total);
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
total[i] /= w->numpoints;
|
|
|
|
bestr = 0;
|
|
for (i=0 ; i<w->numpoints ; i++)
|
|
{
|
|
VectorSubtract (w->points[i], total, dist);
|
|
r = VectorLength (dist);
|
|
if (r > bestr)
|
|
bestr = r;
|
|
}
|
|
VectorCopy (total, p->origin);
|
|
p->radius = bestr;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
VS_PlaneFromWinding
|
|
==================
|
|
*/
|
|
void VS_PlaneFromWinding (winding_t *w, plane_t *plane)
|
|
{
|
|
vec3_t v1, v2;
|
|
|
|
//calc plane
|
|
VectorSubtract (w->points[2], w->points[1], v1);
|
|
VectorSubtract (w->points[0], w->points[1], v2);
|
|
CrossProduct (v2, v1, plane->normal);
|
|
VectorNormalize (plane->normal, plane->normal);
|
|
plane->dist = DotProduct (w->points[0], plane->normal);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
VS_AllocWinding
|
|
==================
|
|
*/
|
|
winding_t *VS_AllocWinding (int points)
|
|
{
|
|
winding_t *w;
|
|
int size;
|
|
|
|
if (points > MAX_POINTS_ON_WINDING)
|
|
Error ("NewWinding: %i points", points);
|
|
|
|
size = (int)((winding_t *)0)->points[points];
|
|
w = malloc (size);
|
|
memset (w, 0, size);
|
|
|
|
return w;
|
|
}
|
|
|
|
/*
|
|
============
|
|
VS_LoadPortals
|
|
============
|
|
*/
|
|
void VS_LoadPortals (char *name)
|
|
{
|
|
int i, j, hint;
|
|
lportal_t *p;
|
|
lleaf_t *l;
|
|
char magic[80];
|
|
FILE *f;
|
|
int numpoints;
|
|
winding_t *w;
|
|
int leafnums[2];
|
|
plane_t plane;
|
|
//
|
|
|
|
if (!strcmp(name,"-"))
|
|
f = stdin;
|
|
else
|
|
{
|
|
f = fopen(name, "r");
|
|
if (!f)
|
|
Error ("LoadPortals: couldn't read %s\n",name);
|
|
}
|
|
|
|
if (fscanf (f,"%79s\n%i\n%i\n%i\n",magic, &portalclusters, &numportals, &numfaces) != 4)
|
|
Error ("LoadPortals: failed to read header");
|
|
if (strcmp(magic, PORTALFILE))
|
|
Error ("LoadPortals: not a portal file");
|
|
|
|
_printf ("%6i portalclusters\n", portalclusters);
|
|
_printf ("%6i numportals\n", numportals);
|
|
_printf ("%6i numfaces\n", numfaces);
|
|
|
|
if (portalclusters >= MAX_CLUSTERS)
|
|
Error ("more than %d clusters in portal file\n", MAX_CLUSTERS);
|
|
|
|
// each file portal is split into two memory portals
|
|
portals = malloc(2*numportals*sizeof(lportal_t));
|
|
memset (portals, 0, 2*numportals*sizeof(lportal_t));
|
|
|
|
leafs = malloc(portalclusters*sizeof(lleaf_t));
|
|
memset (leafs, 0, portalclusters*sizeof(lleaf_t));
|
|
|
|
for (i=0, p=portals ; i<numportals ; i++)
|
|
{
|
|
if (fscanf (f, "%i %i %i ", &numpoints, &leafnums[0], &leafnums[1]) != 3)
|
|
Error ("LoadPortals: reading portal %i", i);
|
|
if (numpoints > MAX_POINTS_ON_WINDING)
|
|
Error ("LoadPortals: portal %i has too many points", i);
|
|
if ( (unsigned)leafnums[0] > portalclusters
|
|
|| (unsigned)leafnums[1] > portalclusters)
|
|
Error ("LoadPortals: reading portal %i", i);
|
|
if (fscanf (f, "%i ", &hint) != 1)
|
|
Error ("LoadPortals: reading hint state");
|
|
|
|
w = p->winding = VS_AllocWinding (numpoints);
|
|
w->numpoints = numpoints;
|
|
|
|
for (j=0 ; j<numpoints ; j++)
|
|
{
|
|
double v[3];
|
|
int k;
|
|
|
|
// scanf into double, then assign to vec_t
|
|
// so we don't care what size vec_t is
|
|
if (fscanf (f, "(%lf %lf %lf ) "
|
|
, &v[0], &v[1], &v[2]) != 3)
|
|
Error ("LoadPortals: reading portal %i", i);
|
|
for (k=0 ; k<3 ; k++)
|
|
w->points[j][k] = v[k];
|
|
}
|
|
fscanf (f, "\n");
|
|
|
|
// calc plane
|
|
VS_PlaneFromWinding (w, &plane);
|
|
|
|
// create forward portal
|
|
l = &leafs[leafnums[0]];
|
|
if (l->numportals == MAX_PORTALS_ON_LEAF)
|
|
Error ("Leaf with too many portals");
|
|
l->portals[l->numportals] = p;
|
|
l->numportals++;
|
|
|
|
p->winding = w;
|
|
VectorSubtract (vec3_origin, plane.normal, p->plane.normal);
|
|
p->plane.dist = -plane.dist;
|
|
p->leaf = leafnums[1];
|
|
VS_SetPortalSphere (p);
|
|
p++;
|
|
|
|
// create backwards portal
|
|
l = &leafs[leafnums[1]];
|
|
if (l->numportals == MAX_PORTALS_ON_LEAF)
|
|
Error ("Leaf with too many portals");
|
|
l->portals[l->numportals] = p;
|
|
l->numportals++;
|
|
|
|
p->winding = VS_AllocWinding(w->numpoints);
|
|
p->winding->numpoints = w->numpoints;
|
|
for (j=0 ; j<w->numpoints ; j++)
|
|
{
|
|
VectorCopy (w->points[w->numpoints-1-j], p->winding->points[j]);
|
|
}
|
|
|
|
p->plane = plane;
|
|
p->leaf = leafnums[0];
|
|
VS_SetPortalSphere (p);
|
|
p++;
|
|
|
|
}
|
|
|
|
fclose (f);
|
|
}
|
|
|
|
/*
|
|
============
|
|
VLightMain
|
|
============
|
|
*/
|
|
int VSoundMain (int argc, char **argv) {
|
|
int i;
|
|
double start, end;
|
|
const char *value;
|
|
|
|
_printf ("----- VLighting ----\n");
|
|
|
|
for (i=1 ; i<argc ; i++) {
|
|
if (!strcmp(argv[i],"-v")) {
|
|
verbose = qtrue;
|
|
} else if (!strcmp(argv[i],"-threads")) {
|
|
numthreads = atoi (argv[i+1]);
|
|
_printf("num threads = %d\n", numthreads);
|
|
i++;
|
|
} else if (!strcmp(argv[i],"-area")) {
|
|
lightAreaScale *= atof(argv[i+1]);
|
|
_printf ("area light scaling at %f\n", lightAreaScale);
|
|
i++;
|
|
} else if (!strcmp(argv[i],"-point")) {
|
|
lightPointScale *= atof(argv[i+1]);
|
|
_printf ("point light scaling at %f\n", lightPointScale);
|
|
i++;
|
|
} else if (!strcmp(argv[i], "-samplesize")) {
|
|
samplesize = atoi(argv[i+1]);
|
|
if (samplesize < 1) samplesize = 1;
|
|
i++;
|
|
_printf("lightmap sample size is %dx%d units\n", samplesize, samplesize);
|
|
} else if (!strcmp(argv[i], "-nostitching")) {
|
|
nostitching = qtrue;
|
|
_printf("no stitching = true\n");
|
|
} else if (!strcmp(argv[i], "-noalphashading")) {
|
|
noalphashading = qtrue;
|
|
_printf("no alpha shading = true\n");
|
|
} else if (!strcmp(argv[i], "-nocolorshading")) {
|
|
nocolorshading = qtrue;
|
|
_printf("old style alpha shading = true\n");
|
|
} else if (!strcmp(argv[i], "-nobackfaceculling")) {
|
|
nobackfaceculling = qtrue;
|
|
_printf("no backface culling = true\n");
|
|
} else if (!strcmp(argv[i], "-tracelight")) {
|
|
defaulttracelight = qtrue;
|
|
_printf("default trace light = true\n");
|
|
} else if (!strcmp(argv[i], "-radiosity")) {
|
|
radiosity = atoi(argv[i+1]);
|
|
_printf("radiosity = %d\n", radiosity);
|
|
i++;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
ThreadSetDefault ();
|
|
|
|
if (i != argc - 1) {
|
|
_printf("usage: q3map -vsound [-<switch> [-<switch> ...]] <mapname>\n"
|
|
"\n"
|
|
"Switches:\n"
|
|
" v = verbose output\n"
|
|
" threads <X> = set number of threads to X\n"
|
|
" area <V> = set the area light scale to V\n"
|
|
" point <W> = set the point light scale to W\n"
|
|
" novertex = don't calculate vertex lighting\n"
|
|
" nogrid = don't calculate light grid for dynamic model lighting\n"
|
|
" nostitching = no polygon stitching before lighting\n"
|
|
" noalphashading = don't use alpha shading\n"
|
|
" nocolorshading = don't use color alpha shading\n"
|
|
" tracelight = use old light algorithm by default\n"
|
|
" samplesize <N> = set the lightmap pixel size to NxN units\n");
|
|
exit(0);
|
|
}
|
|
|
|
SetQdirFromPath (argv[i]);
|
|
|
|
#ifdef _WIN32
|
|
InitPakFile(gamedir, NULL);
|
|
#endif
|
|
|
|
strcpy (source, ExpandArg(argv[i]));
|
|
StripExtension (source);
|
|
DefaultExtension (source, ".bsp");
|
|
|
|
LoadShaderInfo();
|
|
|
|
_printf ("reading %s\n", source);
|
|
|
|
LoadBSPFile (source);
|
|
ParseEntities();
|
|
|
|
value = ValueForKey( &entities[0], "gridsize" );
|
|
if (strlen(value)) {
|
|
sscanf( value, "%f %f %f", &gridSize[0], &gridSize[1], &gridSize[2] );
|
|
_printf("grid size = {%1.1f, %1.1f, %1.1f}\n", gridSize[0], gridSize[1], gridSize[2]);
|
|
}
|
|
|
|
CountLightmaps();
|
|
|
|
StripExtension (source);
|
|
DefaultExtension (source, ".prt");
|
|
|
|
VS_LoadPortals(source);
|
|
|
|
// set surfaceOrigin
|
|
SetEntityOrigins();
|
|
|
|
// grid and vertex lighting
|
|
GridAndVertexLighting();
|
|
|
|
#ifdef DEBUGNET
|
|
DebugNet_Setup();
|
|
#endif
|
|
|
|
start = clock();
|
|
|
|
lightFloats = (float *) malloc(numLightBytes * sizeof(float));
|
|
memset(lightFloats, 0, numLightBytes * sizeof(float));
|
|
|
|
VS_InitSurfacesForTesting();
|
|
|
|
VS_CalcVisibleLightmapPixelArea();
|
|
|
|
numvsounds = 0;
|
|
VS_CreateEntitySpeakers();
|
|
VS_CreateFakeSurfaceLights();
|
|
VS_CreateSkyLights();
|
|
|
|
VS_TestLightLeafs();
|
|
|
|
VS_LightWorld();
|
|
|
|
#ifndef LIGHTPOLYS
|
|
StripExtension (source);
|
|
DefaultExtension (source, ".bsp");
|
|
_printf ("writing %s\n", source);
|
|
WriteBSPFile (source);
|
|
#endif
|
|
|
|
end = clock();
|
|
|
|
_printf ("%5.2f seconds elapsed\n", (end-start) / CLK_TCK);
|
|
|
|
#ifdef LIGHTPOLYS
|
|
VS_DrawLightWindings();
|
|
#endif
|
|
|
|
#ifdef DEBUGNET
|
|
DebugNet_Shutdown();
|
|
#endif
|
|
return 0;
|
|
}
|