/* trace.c (description) Copyright (C) 1996-1997 Id Software, Inc. 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 */ #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/bspfile.h" #include "QF/dstring.h" #include "QF/mathlib.h" #include "QF/qtypes.h" #include "QF/quakefs.h" #include "QF/sys.h" #include "compat.h" #include "light.h" #include "entities.h" #include "noise.h" #include "options.h" #include "threads.h" int c_bad; int c_culldistplane, c_proper; const char * get_tex_name (int texindex) { dmiptexlump_t *mtl; miptex_t *mt; int miptex; if (bsp->texdatasize) { mtl = (dmiptexlump_t *) bsp->texdata; miptex = bsp->texinfo[texindex].miptex; if (mtl->dataofs[miptex] != -1) { mt = (miptex_t *) (bsp->texdata + mtl->dataofs[miptex]); return mt->name; } } return "notex"; } /* 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 consider a sample point valid only 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 */ static void CalcFaceVectors (lightinfo_t *l, vec3_t faceorg) { int i, j; float distscale; vec3_t texnormal; vec_t dist, len; texinfo_t *tex; tex = &bsp->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; VectorNegate (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; VectorMultSub (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]; VectorAdd (l->texorg, faceorg, l->texorg); // project back to the face plane dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1; dist *= distscale; VectorMultSub (l->texorg, dist, texnormal, l->texorg); } /* CalcFaceExtents Fills in s->texmins[] and s->texsize[] also sets exactmins[] and exactmaxs[] */ static void CalcFaceExtents (lightinfo_t *l) { int i, j, e; vec_t mins[2], maxs[2], val; dface_t *s; dvertex_t *v; texinfo_t *tex; s = l->face; mins[0] = mins[1] = BOGUS_RANGE; maxs[0] = maxs[1] = -BOGUS_RANGE; tex = &bsp->texinfo[s->texinfo]; for (i = 0; i < s->numedges; i++) { e = bsp->surfedges[s->firstedge + i]; if (e >= 0) v = bsp->vertexes + bsp->edges[e].v[0]; else v = bsp->vertexes + bsp->edges[-e].v[1]; for (j = 0; j < 2; j++) { val = DotProduct (v->point, tex->vecs[j]) + 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] + 1; if (l->texsize[i] > 256) fprintf (stderr, "Bad surface extents"); } } static inline void CalcSamples (lightinfo_t *l) { l->numsamples = l->texsize[0] * l->texsize[1]; } /* CalcPoints For each texture aligned grid point, back project onto the plane to get the world xyz value of the sample point */ static void CalcPoints (lightinfo_t *l) { int realw, realh, stepbit, j, s, t, w, h; vec_t mids, midt, starts, startt, us, ut; vec3_t facemid, v; lightpoint_t *point; // fill in surforg // the points are biased towards the center of the surface // to help avoid edge cases just inside walls 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; realw = l->texsize[0]; realh = l->texsize[1]; starts = l->texmins[0] * 16; startt = l->texmins[1] * 16; stepbit = 4 - options.extrabit; w = realw << options.extrabit; h = realh << options.extrabit; if (stepbit < 4) { starts -= 1 << stepbit; startt -= 1 << stepbit; } point = l->point; l->numpoints = w * h; for (t = 0; t < h; t++) { for (s = 0; s < w; s++, point++) { us = starts + (s << stepbit); ut = startt + (t << stepbit); point->samplepos = ((t >> options.extrabit) * realw + (s >> options.extrabit)); // calculate texture point for (j = 0; j < 3; j++) point->v[j] = l->texorg[j] + l->textoworld[0][j] * us + l->textoworld[1][j] * ut; if (!TestLine (l, facemid, point->v)) { VectorCopy(l->testlineimpact, point->v); VectorSubtract(facemid, point->v, v); VectorNormalize(v); VectorMultAdd (point->v, 0.25, v, point->v); } } } } static void SingleLightFace (entity_t *light, lightinfo_t *l) { int mapnum, i; qboolean hit; vec3_t incoming, spotvec; vec_t angle, dist, idist, lightfalloff, lightsubtract, spotcone; vec_t add = 0.0; lightpoint_t *point; lightsample_t *sample; dist = DotProduct (light->origin, l->facenormal) - l->facedist; dist *= options.distance; // don't bother with lights behind the surface if (dist <= -0.25) return; lightfalloff = light->falloff; lightsubtract = light->subbrightness; // don't bother with light too far away if (light->radius && dist > light->radius) { c_culldistplane++; return; } if (lightsubtract > (1.0 / (dist * dist * lightfalloff + LIGHTDISTBIAS))) { c_culldistplane++; return; } for (mapnum = 0; mapnum < MAXLIGHTMAPS; mapnum++) { if (l->lightstyles[mapnum] == light->style) break; if (l->lightstyles[mapnum] == 255) { memset (l->sample[mapnum], 0, sizeof (lightsample_t) * l->numsamples); break; } } if (mapnum == MAXLIGHTMAPS) { printf ("WARNING: Too many light styles on a face\n"); return; } spotcone = light->spotcone; VectorCopy(light->spotdir, spotvec); // check it for real hit = false; c_proper++; for (i = 0, point = l->point; i < l->numpoints; i++, point++) { VectorSubtract (light->origin, point->v, incoming); // avoid float roundoff dist = sqrt (DotProduct(incoming, incoming)); idist = 1.0 / dist; VectorScale (incoming, idist, incoming); if (light->radius && dist > light->radius) continue; // spotlight cutoff if (spotcone && DotProduct (spotvec, incoming) > spotcone) continue; angle = DotProduct (incoming, l->facenormal); switch (light->attenuation) { case LIGHT_LINEAR: add = fabs (light->light) - dist; break; case LIGHT_RADIUS: add = fabs (light->light) * (light->radius - dist); add /= light->radius; break; case LIGHT_INVERSE: add = fabs (light->light) / dist; break; case LIGHT_REALISTIC: add = fabs (light->light) / (dist * dist); break; case LIGHT_NO_ATTEN: add = fabs (light->light); break; case LIGHT_LH: add = 1 / (dist * dist * lightfalloff + LIGHTDISTBIAS); // LordHavoc: changed to be more realistic (entirely different // lighting model) // LordHavoc: use subbrightness on all lights, simply to have // some distance culling add -= lightsubtract; break; } if (light->noise) { int seed = light - entities; vec3_t snap; vec_t intensity = 0.0; lightpoint_t *noise_point = point; if (options.extrascale) { // FIXME not correct for extrascale > 2 // We don't want to oversample noise because that just // waters it down. So we "undersample" noise by using // the same surf coord for every group of 4 lightmap pixels // ("undersampling", "pixelation", "anti-interpolation" :-) int width = (l->texsize[0] + 1) * 2; int x = i % width; int y = i / width; if (x % 2 && y % 2) noise_point -= width * 3 + 3; else if (y % 2) noise_point -= width * 3; else if (x % 2) noise_point -= 3; } if (light->noisetype == NOISE_SMOOTH) { snap_vector (noise_point->v, snap, 0); intensity = noise_scaled (snap, light->resolution, seed); } else snap_vector (noise_point->v, snap, light->resolution); if (light->noisetype == NOISE_RANDOM) intensity = noise3d (snap, seed); if (light->noisetype == NOISE_PERLIN) intensity = noise_perlin (snap, light->persistence, seed); add *= intensity * light->noise + 1.0 - light->noise; } if (add <= 0) continue; if (!TestLine (l, point->v, light->origin)) continue; if (light->attenuation == LIGHT_LH) { // LordHavoc: FIXME: decide this 0.5 bias based on shader // properties (some are dull, some are shiny) add *= angle * 0.5 + 0.5; } else { add *= angle; } add *= options.extrascale; if (light->light < 0) add *= -1; // negative light sample = &l->sample[mapnum][point->samplepos]; VectorMultAdd (sample->c, add, light->color, sample->c); if (!hit && ((sample->c[0] + sample->c[1] + sample->c[2]) >= 1)) hit = true; } // if the style has some data now, make sure it is in the list if (hit) l->lightstyles[mapnum] = light->style; } static void SkyLightFace (entity_t *ent, int sun, lightinfo_t *l) { int sun_light = ent->sun_light[sun != 0]; const vec_t *sun_color = ent->sun_color[sun != 0]; const vec_t *sun_dir = ent->sun_dir[sun]; float dist; int i; int mapnum; float angle; float add; vec3_t incoming; lightpoint_t *point; lightsample_t *sample; if (sun_light <= 0) return; dist = DotProduct (sun_dir, l->facenormal); // don't bother with lights behind the surface if (dist <= -0.25) return; // if sunlight is set, use a style 0 light map for (mapnum = 0; mapnum < MAXLIGHTMAPS; mapnum++) { if (l->lightstyles[mapnum] == 0) break; if (l->lightstyles[mapnum] == 255) { memset (l->sample[mapnum], 0, sizeof (lightsample_t) * l->numsamples); break; } } if (mapnum == MAXLIGHTMAPS) { //printf ("WARNING: Too many light styles on a face\n"); return; } // Check each point... VectorCopy (sun_dir, incoming); VectorNormalize (incoming); //anglesense = 0.5; //FIXME // FIXME global for (i = 0, point = l->point; i < l->numpoints; i++, point++) { angle = DotProduct (incoming, l->facenormal); if (!TestSky (l, point->v, sun_dir)) continue; add = sun_light; add *= angle; add *= options.extrascale; sample = &l->sample[mapnum][point->samplepos]; VectorMultAdd (sample->c, add, sun_color, sample->c); } } #if 0 static void FixMinlight (lightinfo_t *l) { float minlight; int i, j; 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; } } #endif void LightFace (lightinfo_t *l, int surfnum) { byte *lit, *out, *outdata, *rgbdata; int ofs, size, red, green, blue, white, i, j; dface_t *f; lightchain_t *lightchain; lightsample_t *sample; f = bsp->faces + surfnum; l->face = f; // some surfaces don't need lightmaps f->lightofs = -1; for (i = 0; i < MAXLIGHTMAPS; i++) f->styles[i] = l->lightstyles[i] = 255; if (bsp->texinfo[f->texinfo].flags & TEX_SPECIAL) return; // non-lit texture // rotate plane VectorCopy (bsp->planes[f->planenum].normal, l->facenormal); l->facedist = bsp->planes[f->planenum].dist; if (f->side) { VectorNegate (l->facenormal, l->facenormal); l->facedist = -l->facedist; } CalcFaceVectors (l, surfaceorgs[surfnum]); CalcFaceExtents (l); CalcSamples (l); CalcPoints (l); if (l->numsamples > SINGLEMAP) fprintf (stderr, "Bad lightmap size"); // cast all lights for (lightchain = surfacelightchain[surfnum]; lightchain; lightchain = lightchain->next) { SingleLightFace (lightchain->light, l); } for (i = 0; i < num_novislights; i++) { SingleLightFace (novislights[i], l); } if (world_entity && world_entity->num_suns) { for (i = 0; i < world_entity->num_suns; i++) SkyLightFace (world_entity, i, l); } // FixMinlight (&l); for (i = 0; i < MAXLIGHTMAPS; i++) if (l->lightstyles[i] == 255) break; size = l->numsamples * i; if (!size) { // no light styles return; } // save out the values for (i = 0; i < MAXLIGHTMAPS; i++) f->styles[i] = l->lightstyles[i]; LOCK; outdata = out = malloc (size * 4); UNLOCK; rgbdata = lit = outdata + size; ofs = GetFileSpace (size); f->lightofs = ofs; for (i = 0; i < MAXLIGHTMAPS && f->styles[i] != 255; i++) { for (j = 0, sample = l->sample[i]; j < l->numsamples; j++, sample++) { red = (int) sample->c[0]; green = (int) sample->c[1]; blue = (int) sample->c[2]; white = (int) ((sample->c[0] + sample->c[1] + sample->c[2]) * (1.0 / 3.0)); red = bound (0, red, 255); green = bound (0, green, 255); blue = bound (0, blue, 255); white = bound (0, white, 255); *lit++ = red; *lit++ = green; *lit++ = blue; *out++ = white; } } LOCK; memcpy (lightdata->str + ofs, outdata, size); memcpy (rgblightdata->str + ofs * 3, rgbdata, size * 3); free (outdata); UNLOCK; }