/* trace.c (description) Copyright (C) 2002 Colin Thompson This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ static const char rcsid[] = "$Id$"; #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_UNISTD_H # include #endif #ifdef HAVE_IO_H # include #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/qtypes.h" #include "QF/sys.h" #include "QF/dstring.h" #include "QF/vfile.h" #include "QF/vfs.h" #include "QF/bspfile.h" #include "QF/mathlib.h" #include "light.h" #include "entities.h" #include "options.h" #define SINGLEMAP (18*18*4) typedef struct { vec_t lightmaps[MAXLIGHTMAPS][SINGLEMAP]; int numlightstyles; vec_t *light; vec_t facedist; vec3_t facenormal; int numsurfpt; vec3_t surfpt[SINGLEMAP]; vec3_t texorg; vec3_t worldtotex[2]; // s = (world - texorg) . worldtotex[0] vec3_t textoworld[2]; // world = texorg + s * textoworld[0] vec_t exactmins[2], exactmaxs[2]; int texmins[2], texsize[2]; int lightstyles[256]; int surfnum; dface_t *face; } lightinfo_t; int c_bad; int c_culldistplane, c_proper; /* CastRay Returns the distance between the points, or -1 if blocked */ vec_t CastRay (vec3_t p1, vec3_t p2) { int i; vec_t t; qboolean trace; trace = TestLine (p1, p2); if (!trace) return -1; // ray was blocked t = 0; for (i = 0; i < 3; i++) t += (p2[i] - p1[i]) * (p2[i] - p1[i]); if (t == 0) t = 1; // don't blow up... return sqrt (t); } /* SAMPLE POINT DETERMINATION void SetupBlock (dface_t *f) Returns with surfpt[] set This is a little tricky because the lightmap covers more area than the face. If done in the straightforward fashion, some of the sample points will be inside walls or on the other side of walls, causing false shadows and light bleeds. To solve this, I only consider a sample point valid if a line can be drawn between it and the exact midpoint of the face. If invalid, it is adjusted towards the center until it is valid. (this doesn't completely work) */ /* CalcFaceVectors Fills in texorg, worldtotex. and textoworld */ void CalcFaceVectors (lightinfo_t *l) { texinfo_t *tex; int i, j; vec3_t texnormal; float distscale; vec_t dist, len; tex = &texinfo[l->face->texinfo]; // convert from float to vec_t for (i = 0; i < 2; i++) for (j = 0; j < 3; j++) l->worldtotex[i][j] = tex->vecs[i][j]; // calculate a normal to the texture axis. points can // be moved along this without changing their S/T texnormal[0] = tex->vecs[1][1] * tex->vecs[0][2] - tex->vecs[1][2] * tex->vecs[0][1]; texnormal[1] = tex->vecs[1][2] * tex->vecs[0][0] - tex->vecs[1][0] * tex->vecs[0][2]; texnormal[2] = tex->vecs[1][0] * tex->vecs[0][1] - tex->vecs[1][1] * tex->vecs[0][0]; VectorNormalize (texnormal); // flip it towards plane normal distscale = DotProduct (texnormal, l->facenormal); if (!distscale) fprintf (stderr, "Texture axis perpendicular to face"); if (distscale < 0) { distscale = -distscale; VectorSubtract (vec3_origin, texnormal, texnormal); } // distscale is the ratio of the distance along the // texture normal to the distance along the plane normal distscale = 1 / distscale; for (i = 0; i < 2; i++) { len = VectorLength (l->worldtotex[i]); dist = DotProduct (l->worldtotex[i], l->facenormal); dist *= distscale; VectorMA (l->worldtotex[i], -dist, texnormal, l->textoworld[i]); VectorScale (l->textoworld[i], (1 / len) * (1 / len), l->textoworld[i]); } // calculate texorg on the texture plane for (i = 0; i < 3; i++) l->texorg[i] = -tex->vecs[0][3] * l->textoworld[0][i] - tex->vecs[1][3] * l->textoworld[1][i]; // project back to the face plane dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1; dist *= distscale; VectorMA (l->texorg, -dist, texnormal, l->texorg); } /* CalcFaceExtents Fills in s->texmins[] and s->texsize[] also sets exactmins[] and exactmaxs[] */ void CalcFaceExtents (lightinfo_t *l) { dface_t *s; vec_t mins[2], maxs[2], val; int i, j, e; dvertex_t *v; texinfo_t *tex; s = l->face; mins[0] = mins[1] = 999999; maxs[0] = maxs[1] = -99999; tex = &texinfo[s->texinfo]; for (i = 0; i < s->numedges; i++) { e = dsurfedges[s->firstedge + i]; if (e >= 0) v = dvertexes + dedges[e].v[0]; else v = dvertexes + dedges[-e].v[1]; for (j = 0; j < 2; j++) { val = v->point[0] * tex->vecs[j][0] + v->point[1] * tex->vecs[j][1] + v->point[2] * tex->vecs[j][2] + tex->vecs[j][3]; if (val < mins[j]) mins[j] = val; if (val > maxs[j]) maxs[j] = val; } } for (i = 0; i < 2; i++) { l->exactmins[i] = mins[i]; l->exactmaxs[i] = maxs[i]; mins[i] = floor (mins[i] / 16); maxs[i] = ceil (maxs[i] / 16); l->texmins[i] = mins[i]; l->texsize[i] = maxs[i] - mins[i]; if (l->texsize[i] > 17) fprintf (stderr, "Bad surface extents"); } } /* CalcPoints For each texture aligned grid point, back project onto the plane to get the world xyz value of the sample point */ void CalcPoints (lightinfo_t *l) { int i; int s, t, j; int w, h, step; vec_t starts, startt, us, ut; vec_t *surf; vec_t mids, midt; vec3_t facemid, move; // fill in surforg // the points are biased towards the center of the surface // to help avoid edge cases just inside walls surf = l->surfpt[0]; mids = (l->exactmaxs[0] + l->exactmins[0]) / 2; midt = (l->exactmaxs[1] + l->exactmins[1]) / 2; for (j = 0; j < 3; j++) facemid[j] = l->texorg[j] + l->textoworld[0][j] * mids + l->textoworld[1][j] * midt; if (extrasamples) { // extra filtering h = (l->texsize[1] + 1) * 2; w = (l->texsize[0] + 1) * 2; starts = (l->texmins[0] - 0.5) * 16; startt = (l->texmins[1] - 0.5) * 16; step = 8; } else { h = l->texsize[1] + 1; w = l->texsize[0] + 1; starts = l->texmins[0] * 16; startt = l->texmins[1] * 16; step = 16; } l->numsurfpt = w * h; for (t = 0; t < h; t++) { for (s = 0; s < w; s++, surf += 3) { us = starts + s * step; ut = startt + t * step; // if a line can be traced from surf to facemid, // the point is good for (i = 0; i < 6; i++) { // calculate texture point for (j = 0; j < 3; j++) surf[j] = l->texorg[j] + l->textoworld[0][j] * us + l->textoworld[1][j] * ut; if (CastRay (facemid, surf) != -1) break; // got it if (i & 1) { if (us > mids) { us -= 8; if (us < mids) us = mids; } else { us += 8; if (us > mids) us = mids; } } else { if (ut > midt) { ut -= 8; if (ut < midt) ut = midt; } else { ut += 8; if (ut > midt) ut = midt; } } // move surf 8 pixels towards the center VectorSubtract (facemid, surf, move); VectorNormalize (move); VectorMA (surf, 8, move, surf); } if (i == 2) c_bad++; } } } void SingleLightFace (entity_t *light, lightinfo_t *l) { vec_t dist; vec3_t incoming; vec_t angle; vec_t add; vec_t *surf; qboolean hit; int mapnum; int size; int c, i; vec3_t rel; vec3_t spotvec; vec_t falloff; vec_t *lightsamp; VectorSubtract (light->origin, bsp_origin, rel); dist = options.distance * (DotProduct (rel, l->facenormal) - l->facedist); // don't bother with lights behind the surface if (dist <= 0) return; // don't bother with light too far away if (dist > light->light) { c_culldistplane++; return; } if (light->targetent) { VectorSubtract (light->targetent->origin, light->origin, spotvec); VectorNormalize (spotvec); if (!light->angle) falloff = -cos (20 * M_PI / 180); else falloff = -cos (light->angle / 2 * M_PI / 180); } else falloff = 0; mapnum = 0; for (mapnum = 0; mapnum < l->numlightstyles; mapnum++) if (l->lightstyles[mapnum] == light->style) break; lightsamp = l->lightmaps[mapnum]; if (mapnum == l->numlightstyles) { // init a new light map if (mapnum == MAXLIGHTMAPS) { printf ("WARNING: Too many light styles on a face\n"); return; } size = (l->texsize[1] + 1) * (l->texsize[0] + 1); for (i = 0; i < size; i++) lightsamp[i] = 0; } // check it for real hit = false; c_proper++; surf = l->surfpt[0]; for (c = 0; c < l->numsurfpt; c++, surf += 3) { dist = CastRay (light->origin, surf) * options.distance; if (dist < 0) continue; // light doesn't reach VectorSubtract (light->origin, surf, incoming); VectorNormalize (incoming); angle = DotProduct (incoming, l->facenormal); if (light->targetent) { // spotlight cutoff if (DotProduct (spotvec, incoming) > falloff) continue; } angle = (1.0 - scalecos) + scalecos * angle; add = light->light - dist; add *= angle; if (add < 0) continue; lightsamp[c] += add; if (lightsamp[c] > 1) // ignore real tiny lights hit = true; } if (mapnum == l->numlightstyles && hit) { l->lightstyles[mapnum] = light->style; l->numlightstyles++; // the style has some real data now } } void FixMinlight (lightinfo_t *l) { int i, j; float minlight; minlight = minlights[l->surfnum]; // if minlight is set, there must be a style 0 light map if (!minlight) return; for (i = 0; i < l->numlightstyles; i++) { if (l->lightstyles[i] == 0) break; } if (i == l->numlightstyles) { if (l->numlightstyles == MAXLIGHTMAPS) return; // oh well.. for (j = 0; j < l->numsurfpt; j++) l->lightmaps[i][j] = minlight; l->lightstyles[i] = 0; l->numlightstyles++; } else { for (j = 0; j < l->numsurfpt; j++) if (l->lightmaps[i][j] < minlight) l->lightmaps[i][j] = minlight; } } void LightFace (int surfnum) { dface_t *f; lightinfo_t l; int s, t; int i, j, c; vec_t total; int size; int lightmapwidth, lightmapsize; byte *out; vec_t *light; int w, h; f = dfaces + surfnum; // some surfaces don't need lightmaps f->lightofs = -1; for (j = 0; j < MAXLIGHTMAPS; j++) f->styles[j] = 255; if (texinfo[f->texinfo].flags & TEX_SPECIAL) // non-lit texture return; memset(&l, 0, sizeof (l)); l.surfnum = surfnum; l.face = f; // rotate plane VectorCopy (dplanes[f->planenum].normal, l.facenormal); l.facedist = dplanes[f->planenum].dist; if (f->side) { VectorSubtract (vec3_origin, l.facenormal, l.facenormal); l.facedist = -l.facedist; } CalcFaceVectors (&l); CalcFaceExtents (&l); CalcPoints (&l); lightmapwidth = l.texsize[0] + 1; size = lightmapwidth * (l.texsize[1] + 1); if (size > SINGLEMAP) fprintf (stderr, "Bad lightmap size"); for (i = 0; i < MAXLIGHTMAPS; i++) l.lightstyles[i] = 255; // cast all lights l.numlightstyles = 0; for (i = 0; i < num_entities; i++) { if (entities[i].light) SingleLightFace (&entities[i], &l); } FixMinlight (&l); if (!l.numlightstyles) // no light hitting it return; // save out the values for (i = 0; i < MAXLIGHTMAPS; i++) f->styles[i] = l.lightstyles[i]; lightmapsize = size * l.numlightstyles; out = GetFileSpace (lightmapsize); f->lightofs = out - filebase; // extra filtering h = (l.texsize[1] + 1) * 2; w = (l.texsize[0] + 1) * 2; for (i = 0; i < l.numlightstyles; i++) { if (l.lightstyles[i] == 0xff) fprintf (stderr, "Wrote empty lightmap"); light = l.lightmaps[i]; c = 0; for (t = 0; t <= l.texsize[1]; t++) for (s = 0; s <= l.texsize[0]; s++, c++) { if (extrasamples) { // filtered sample total = light[t * 2 * w + s * 2] + light[t * 2 * w + s * 2 + 1] + light[(t * 2 + 1) * w + s * 2] + light[(t * 2 + 1) * w + s * 2 + 1]; total *= 0.25; } else total = light[c]; total *= options.range; // scale before clamping if (total > 255) total = 255; if (total < 0) fprintf (stderr, "light < 0"); *out++ = total; } } }