/* =========================================================================== Copyright (C) 1997-2006 Id Software, Inc. This file is part of Quake 2 Tools source code. Quake 2 Tools source code 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. Quake 2 Tools source code 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 Quake 2 Tools source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "qrad.h" #define MAX_LSTYLES 256 typedef struct { dface_t *faces[2]; qboolean coplanar; } edgeshare_t; edgeshare_t edgeshare[MAX_MAP_EDGES]; int facelinks[MAX_MAP_FACES]; int planelinks[2][MAX_MAP_PLANES]; /* ============ LinkPlaneFaces ============ */ void LinkPlaneFaces (void) { int i; dface_t *f; f = dfaces; for (i=0 ; iside][f->planenum]; planelinks[f->side][f->planenum] = i; } } /* ============ PairEdges ============ */ void PairEdges (void) { int i, j, k; dface_t *f; edgeshare_t *e; f = dfaces; for (i=0 ; inumedges ; j++) { k = dsurfedges[f->firstedge + j]; if (k < 0) { e = &edgeshare[-k]; e->faces[1] = f; } else { e = &edgeshare[k]; e->faces[0] = f; } if (e->faces[0] && e->faces[1]) { // determine if coplanar if (e->faces[0]->planenum == e->faces[1]->planenum) e->coplanar = true; } } } } /* ================================================================= POINT TRIANGULATION ================================================================= */ typedef struct triedge_s { int p0, p1; vec3_t normal; vec_t dist; struct triangle_s *tri; } triedge_t; typedef struct triangle_s { triedge_t *edges[3]; } triangle_t; #define MAX_TRI_POINTS 1024 #define MAX_TRI_EDGES (MAX_TRI_POINTS*6) #define MAX_TRI_TRIS (MAX_TRI_POINTS*2) typedef struct { int numpoints; int numedges; int numtris; dplane_t *plane; triedge_t *edgematrix[MAX_TRI_POINTS][MAX_TRI_POINTS]; patch_t *points[MAX_TRI_POINTS]; triedge_t edges[MAX_TRI_EDGES]; triangle_t tris[MAX_TRI_TRIS]; } triangulation_t; /* =============== AllocTriangulation =============== */ triangulation_t *AllocTriangulation (dplane_t *plane) { triangulation_t *t; t = malloc(sizeof(triangulation_t)); t->numpoints = 0; t->numedges = 0; t->numtris = 0; t->plane = plane; // memset (t->edgematrix, 0, sizeof(t->edgematrix)); return t; } /* =============== FreeTriangulation =============== */ void FreeTriangulation (triangulation_t *tr) { free (tr); } triedge_t *FindEdge (triangulation_t *trian, int p0, int p1) { triedge_t *e, *be; vec3_t v1; vec3_t normal; vec_t dist; if (trian->edgematrix[p0][p1]) return trian->edgematrix[p0][p1]; if (trian->numedges > MAX_TRI_EDGES-2) Error ("trian->numedges > MAX_TRI_EDGES-2"); VectorSubtract (trian->points[p1]->origin, trian->points[p0]->origin, v1); VectorNormalize (v1, v1); CrossProduct (v1, trian->plane->normal, normal); dist = DotProduct (trian->points[p0]->origin, normal); e = &trian->edges[trian->numedges]; e->p0 = p0; e->p1 = p1; e->tri = NULL; VectorCopy (normal, e->normal); e->dist = dist; trian->numedges++; trian->edgematrix[p0][p1] = e; be = &trian->edges[trian->numedges]; be->p0 = p1; be->p1 = p0; be->tri = NULL; VectorSubtract (vec3_origin, normal, be->normal); be->dist = -dist; trian->numedges++; trian->edgematrix[p1][p0] = be; return e; } triangle_t *AllocTriangle (triangulation_t *trian) { triangle_t *t; if (trian->numtris >= MAX_TRI_TRIS) Error ("trian->numtris >= MAX_TRI_TRIS"); t = &trian->tris[trian->numtris]; trian->numtris++; return t; } /* ============ TriEdge_r ============ */ void TriEdge_r (triangulation_t *trian, triedge_t *e) { int i, bestp; vec3_t v1, v2; vec_t *p0, *p1, *p; vec_t best, ang; triangle_t *nt; if (e->tri) return; // allready connected by someone // find the point with the best angle p0 = trian->points[e->p0]->origin; p1 = trian->points[e->p1]->origin; best = 1.1; for (i=0 ; i< trian->numpoints ; i++) { p = trian->points[i]->origin; // a 0 dist will form a degenerate triangle if (DotProduct(p, e->normal) - e->dist < 0) continue; // behind edge VectorSubtract (p0, p, v1); VectorSubtract (p1, p, v2); if (!VectorNormalize (v1,v1)) continue; if (!VectorNormalize (v2,v2)) continue; ang = DotProduct (v1, v2); if (ang < best) { best = ang; bestp = i; } } if (best >= 1) return; // edge doesn't match anything // make a new triangle nt = AllocTriangle (trian); nt->edges[0] = e; nt->edges[1] = FindEdge (trian, e->p1, bestp); nt->edges[2] = FindEdge (trian, bestp, e->p0); for (i=0 ; i<3 ; i++) nt->edges[i]->tri = nt; TriEdge_r (trian, FindEdge (trian, bestp, e->p1)); TriEdge_r (trian, FindEdge (trian, e->p0, bestp)); } /* ============ TriangulatePoints ============ */ void TriangulatePoints (triangulation_t *trian) { vec_t d, bestd; vec3_t v1; int bp1, bp2, i, j; vec_t *p1, *p2; triedge_t *e, *e2; if (trian->numpoints < 2) return; // find the two closest points bestd = 9999; for (i=0 ; inumpoints ; i++) { p1 = trian->points[i]->origin; for (j=i+1 ; jnumpoints ; j++) { p2 = trian->points[j]->origin; VectorSubtract (p2, p1, v1); d = VectorLength (v1); if (d < bestd) { bestd = d; bp1 = i; bp2 = j; } } } e = FindEdge (trian, bp1, bp2); e2 = FindEdge (trian, bp2, bp1); TriEdge_r (trian, e); TriEdge_r (trian, e2); } /* =============== AddPointToTriangulation =============== */ void AddPointToTriangulation (patch_t *patch, triangulation_t *trian) { int pnum; pnum = trian->numpoints; if (pnum == MAX_TRI_POINTS) Error ("trian->numpoints == MAX_TRI_POINTS"); trian->points[pnum] = patch; trian->numpoints++; } /* =============== LerpTriangle =============== */ void LerpTriangle (triangulation_t *trian, triangle_t *t, vec3_t point, vec3_t color) { patch_t *p1, *p2, *p3; vec3_t base, d1, d2; float x, y, x1, y1, x2, y2; p1 = trian->points[t->edges[0]->p0]; p2 = trian->points[t->edges[1]->p0]; p3 = trian->points[t->edges[2]->p0]; VectorCopy (p1->totallight, base); VectorSubtract (p2->totallight, base, d1); VectorSubtract (p3->totallight, base, d2); x = DotProduct (point, t->edges[0]->normal) - t->edges[0]->dist; y = DotProduct (point, t->edges[2]->normal) - t->edges[2]->dist; x1 = 0; y1 = DotProduct (p2->origin, t->edges[2]->normal) - t->edges[2]->dist; x2 = DotProduct (p3->origin, t->edges[0]->normal) - t->edges[0]->dist; y2 = 0; if (fabs(y1)edges[i]; d = DotProduct (e->normal, point) - e->dist; if (d < 0) return false; // not inside } return true; } /* =============== SampleTriangulation =============== */ void SampleTriangulation (vec3_t point, triangulation_t *trian, vec3_t color) { triangle_t *t; triedge_t *e; vec_t d, best; patch_t *p0, *p1; vec3_t v1, v2; int i, j; if (trian->numpoints == 0) { VectorClear (color); return; } if (trian->numpoints == 1) { VectorCopy (trian->points[0]->totallight, color); return; } // search for triangles for (t = trian->tris, j=0 ; j < trian->numtris ; t++, j++) { if (!PointInTriangle (point, t)) continue; // this is it LerpTriangle (trian, t, point, color); return; } // search for exterior edge for (e=trian->edges, j=0 ; j< trian->numedges ; e++, j++) { if (e->tri) continue; // not an exterior edge d = DotProduct (point, e->normal) - e->dist; if (d < 0) continue; // not in front of edge p0 = trian->points[e->p0]; p1 = trian->points[e->p1]; VectorSubtract (p1->origin, p0->origin, v1); VectorNormalize (v1, v1); VectorSubtract (point, p0->origin, v2); d = DotProduct (v2, v1); if (d < 0) continue; if (d > 1) continue; for (i=0 ; i<3 ; i++) color[i] = p0->totallight[i] + d * (p1->totallight[i] - p0->totallight[i]); return; } // search for nearest point best = 99999; p1 = NULL; for (j=0 ; jnumpoints ; j++) { p0 = trian->points[j]; VectorSubtract (point, p0->origin, v1); d = VectorLength (v1); if (d < best) { best = d; p1 = p0; } } if (!p1) Error ("SampleTriangulation: no points"); VectorCopy (p1->totallight, color); } /* ================================================================= LIGHTMAP SAMPLE GENERATION ================================================================= */ #define SINGLEMAP (64*64*4) typedef struct { vec_t facedist; vec3_t facenormal; int numsurfpt; vec3_t surfpt[SINGLEMAP]; vec3_t modelorg; // for origined bmodels 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 surfnum; dface_t *face; } lightinfo_t; /* ================ 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; vec3_t vt; s = l->face; mins[0] = mins[1] = 999999; maxs[0] = maxs[1] = -99999; tex = &texinfo[s->texinfo]; for (i=0 ; inumedges ; i++) { e = dsurfedges[s->firstedge+i]; if (e >= 0) v = dvertexes + dedges[e].v[0]; else v = dvertexes + dedges[-e].v[1]; // VectorAdd (v->point, l->modelorg, vt); VectorCopy (v->point, vt); for (j=0 ; j<2 ; j++) { val = DotProduct (vt, 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]; if (l->texsize[0] * l->texsize[1] > SINGLEMAP/4) // div 4 for extrasamples Error ("Surface to large to map"); } } /* ================ CalcFaceVectors Fills in texorg, worldtotex. and textoworld ================ */ void CalcFaceVectors (lightinfo_t *l) { texinfo_t *tex; int i, j; vec3_t texnormal; vec_t distscale; vec_t dist, len; int w, h; tex = &texinfo[l->face->texinfo]; // convert from float to double 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, texnormal); // flip it towards plane normal distscale = DotProduct (texnormal, l->facenormal); if (!distscale) { qprintf ("WARNING: Texture axis perpendicular to face\n"); distscale = 1; } 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); // compensate for org'd bmodels VectorAdd (l->texorg, l->modelorg, l->texorg); // total sample count h = l->texsize[1]+1; w = l->texsize[0]+1; l->numsurfpt = w * h; } /* ================= 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, float sofs, float tofs) { 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; dleaf_t *leaf; 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; h = l->texsize[1]+1; w = l->texsize[0]+1; l->numsurfpt = w * h; starts = l->texmins[0]*16; startt = l->texmins[1]*16; step = 16; for (t=0 ; ttexorg[j] + l->textoworld[0][j]*us + l->textoworld[1][j]*ut; leaf = PointInLeaf (surf); if (leaf->contents != CONTENTS_SOLID) { if (!TestLine_r (0, facemid, surf)) break; // got it } // nudge 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; } } } } } } //============================================================== #define MAX_STYLES 32 typedef struct { int numsamples; float *origins; int numstyles; int stylenums[MAX_STYLES]; float *samples[MAX_STYLES]; } facelight_t; directlight_t *directlights[MAX_MAP_LEAFS]; facelight_t facelight[MAX_MAP_FACES]; int numdlights; /* ================== FindTargetEntity ================== */ entity_t *FindTargetEntity (char *target) { int i; char *n; for (i=0 ; itotallight[0] < DIRECT_LIGHT && p->totallight[1] < DIRECT_LIGHT && p->totallight[2] < DIRECT_LIGHT) continue; numdlights++; dl = malloc(sizeof(directlight_t)); memset (dl, 0, sizeof(*dl)); VectorCopy (p->origin, dl->origin); leaf = PointInLeaf (dl->origin); cluster = leaf->cluster; dl->next = directlights[cluster]; directlights[cluster] = dl; dl->type = emit_surface; VectorCopy (p->plane->normal, dl->normal); dl->intensity = ColorNormalize (p->totallight, dl->color); dl->intensity *= p->area * direct_scale; VectorClear (p->totallight); // all sent now } // // entities // for (i=0 ; iorigin); dl->style = FloatForKey (e, "_style"); if (!dl->style) dl->style = FloatForKey (e, "style"); if (dl->style < 0 || dl->style >= MAX_LSTYLES) dl->style = 0; leaf = PointInLeaf (dl->origin); cluster = leaf->cluster; dl->next = directlights[cluster]; directlights[cluster] = dl; intensity = FloatForKey (e, "light"); if (!intensity) intensity = FloatForKey (e, "_light"); if (!intensity) intensity = 300; _color = ValueForKey (e, "_color"); if (_color && _color[1]) { 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; dl->intensity = intensity*entity_scale; dl->type = emit_point; target = ValueForKey (e, "target"); if (!strcmp (name, "light_spot") || target[0]) { dl->type = emit_spotlight; dl->stopdot = FloatForKey (e, "_cone"); if (!dl->stopdot) dl->stopdot = 10; dl->stopdot = cos(dl->stopdot/180*3.14159); if (target[0]) { // point towards target 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); VectorNormalize (dl->normal, dl->normal); } } else { // point down angle angle = FloatForKey (e, "angle"); if (angle == ANGLE_UP) { dl->normal[0] = dl->normal[1] = 0; dl->normal[2] = 1; } else if (angle == ANGLE_DOWN) { dl->normal[0] = dl->normal[1] = 0; dl->normal[2] = -1; } else { dl->normal[2] = 0; dl->normal[0] = cos (angle/180*3.14159); dl->normal[1] = sin (angle/180*3.14159); } } } } qprintf ("%i direct lights\n", numdlights); } /* ============= GatherSampleLight Lightscale is the normalizer for multisampling ============= */ void GatherSampleLight (vec3_t pos, vec3_t normal, float **styletable, int offset, int mapsize, float lightscale) { int i; directlight_t *l; byte pvs[(MAX_MAP_LEAFS+7)/8]; vec3_t delta; float dot, dot2; float dist; float scale; float *dest; // get the PVS for the pos to limit the number of checks if (!PvsForOrigin (pos, pvs)) { return; } for (i = 0 ; inumclusters ; i++) { if ( ! (pvs[ i>>3] & (1<<(i&7))) ) continue; for (l=directlights[i] ; l ; l=l->next) { VectorSubtract (l->origin, pos, delta); dist = VectorNormalize (delta, delta); dot = DotProduct (delta, normal); if (dot <= 0.001) continue; // behind sample surface switch (l->type) { case emit_point: // linear falloff scale = (l->intensity - dist) * dot; break; case emit_surface: dot2 = -DotProduct (delta, l->normal); if (dot2 <= 0.001) goto skipadd; // behind light surface scale = (l->intensity / (dist*dist) ) * dot * dot2; break; case emit_spotlight: // linear falloff dot2 = -DotProduct (delta, l->normal); if (dot2 <= l->stopdot) goto skipadd; // outside light cone scale = (l->intensity - dist) * dot; break; default: Error ("Bad l->type"); } if (TestLine_r (0, pos, l->origin)) continue; // occluded if (scale <= 0) continue; // if this style doesn't have a table yet, allocate one if (!styletable[l->style]) { styletable[l->style] = malloc (mapsize); memset (styletable[l->style], 0, mapsize); } dest = styletable[l->style] + offset; // add some light to it VectorMA (dest, scale*lightscale, l->color, dest); skipadd: ; } } } /* ============= AddSampleToPatch Take the sample's collected light and add it back into the apropriate patch for the radiosity pass. The sample is added to all patches that might include any part of it. They are counted and averaged, so it doesn't generate extra light. ============= */ void AddSampleToPatch (vec3_t pos, vec3_t color, int facenum) { patch_t *patch; vec3_t mins, maxs; int i; if (numbounce == 0) return; if (color[0] + color[1] + color[2] < 3) return; for (patch = face_patches[facenum] ; patch ; patch=patch->next) { // see if the point is in this patch (roughly) WindingBounds (patch->winding, mins, maxs); for (i=0 ; i<3 ; i++) { if (mins[i] > pos[i] + 16) goto nextpatch; if (maxs[i] < pos[i] - 16) goto nextpatch; } // add the sample to the patch patch->samples++; VectorAdd (patch->samplelight, color, patch->samplelight); nextpatch:; } } /* ============= BuildFacelights ============= */ float sampleofs[5][2] = { {0,0}, {-0.25, -0.25}, {0.25, -0.25}, {0.25, 0.25}, {-0.25, 0.25} }; void BuildFacelights (int facenum) { dface_t *f; lightinfo_t l[5]; float *styletable[MAX_LSTYLES]; int i, j; float *spot; patch_t *patch; int numsamples; int tablesize; facelight_t *fl; f = &dfaces[facenum]; if ( texinfo[f->texinfo].flags & (SURF_WARP|SURF_SKY) ) return; // non-lit texture memset (styletable,0, sizeof(styletable)); if (extrasamples) numsamples = 5; else numsamples = 1; for (i=0 ; iplanenum].normal, l[i].facenormal); l[i].facedist = dplanes[f->planenum].dist; if (f->side) { VectorSubtract (vec3_origin, l[i].facenormal, l[i].facenormal); l[i].facedist = -l[i].facedist; } // get the origin offset for rotating bmodels VectorCopy (face_offset[facenum], l[i].modelorg); CalcFaceVectors (&l[i]); CalcFaceExtents (&l[i]); CalcPoints (&l[i], sampleofs[i][0], sampleofs[i][1]); } tablesize = l[0].numsurfpt * sizeof(vec3_t); styletable[0] = malloc(tablesize); memset (styletable[0], 0, tablesize); fl = &facelight[facenum]; fl->numsamples = l[0].numsurfpt; fl->origins = malloc (tablesize); memcpy (fl->origins, l[0].surfpt, tablesize); for (i=0 ; inext) { if (patch->samples) { VectorScale (patch->samplelight, 1.0/patch->samples, patch->samplelight); } else { // printf ("patch with no samples\n"); } } for (i=0 ; inumstyles == MAX_STYLES) break; fl->samples[fl->numstyles] = styletable[i]; fl->stylenums[fl->numstyles] = i; fl->numstyles++; } // the light from DIRECT_LIGHTS is sent out, but the // texture itself should still be full bright if (face_patches[facenum]->baselight[0] >= DIRECT_LIGHT || face_patches[facenum]->baselight[1] >= DIRECT_LIGHT || face_patches[facenum]->baselight[2] >= DIRECT_LIGHT ) { spot = fl->samples[0]; for (i=0 ; ibaselight, spot); } } } /* ============= FinalLightFace Add the indirect lighting on top of the direct lighting and save into final map format ============= */ void FinalLightFace (int facenum) { dface_t *f; int i, j, k, st; vec3_t lb; patch_t *patch; triangulation_t *trian; facelight_t *fl; float minlight; float max, newmax; byte *dest; int pfacenum; vec3_t facemins, facemaxs; f = &dfaces[facenum]; fl = &facelight[facenum]; if ( texinfo[f->texinfo].flags & (SURF_WARP|SURF_SKY) ) return; // non-lit texture ThreadLock (); f->lightofs = lightdatasize; lightdatasize += fl->numstyles*(fl->numsamples*3); // add green sentinals between lightmaps #if 0 lightdatasize += 64*3; for (i=0 ; i<64 ; i++) dlightdata[lightdatasize-(i+1)*3 + 1] = 255; #endif if (lightdatasize > MAX_MAP_LIGHTING) Error ("MAX_MAP_LIGHTING"); ThreadUnlock (); f->styles[0] = 0; f->styles[1] = f->styles[2] = f->styles[3] = 0xff; // // set up the triangulation // if (numbounce > 0) { ClearBounds (facemins, facemaxs); for (i=0 ; inumedges ; i++) { int ednum; ednum = dsurfedges[f->firstedge+i]; if (ednum >= 0) AddPointToBounds (dvertexes[dedges[ednum].v[0]].point, facemins, facemaxs); else AddPointToBounds (dvertexes[dedges[-ednum].v[1]].point, facemins, facemaxs); } trian = AllocTriangulation (&dplanes[f->planenum]); // for all faces on the plane, add the nearby patches // to the triangulation for (pfacenum = planelinks[f->side][f->planenum] ; pfacenum ; pfacenum = facelinks[pfacenum]) { for (patch = face_patches[pfacenum] ; patch ; patch=patch->next) { for (i=0 ; i < 3 ; i++) { if (facemins[i] - patch->origin[i] > subdiv*2) break; if (patch->origin[i] - facemaxs[i] > subdiv*2) break; } if (i != 3) continue; // not needed for this face AddPointToTriangulation (patch, trian); } } for (i=0 ; inumpoints ; i++) memset (trian->edgematrix[i], 0, trian->numpoints*sizeof(trian->edgematrix[0][0]) ); TriangulatePoints (trian); } // // sample the triangulation // // _minlight allows models that have faces that would not be // illuminated to receive a mottled light pattern instead of // black minlight = FloatForKey (face_entity[facenum], "_minlight") * 128; dest = &dlightdata[f->lightofs]; if (fl->numstyles > MAXLIGHTMAPS) { fl->numstyles = MAXLIGHTMAPS; printf ("face with too many lightstyles: (%f %f %f)\n", face_patches[facenum]->origin[0], face_patches[facenum]->origin[1], face_patches[facenum]->origin[2] ); } for (st=0 ; stnumstyles ; st++) { f->styles[st] = fl->stylenums[st]; for (j=0 ; jnumsamples ; j++) { VectorCopy ( (fl->samples[st]+j*3), lb); if (numbounce > 0 && st == 0) { vec3_t add; SampleTriangulation (fl->origins + j*3, trian, add); VectorAdd (lb, add, lb); } // add an ambient term if desired lb[0] += ambient; lb[1] += ambient; lb[2] += ambient; VectorScale (lb, lightscale, lb); // we need to clamp without allowing hue to change for (k=0 ; k<3 ; k++) if (lb[k] < 1) lb[k] = 1; max = lb[0]; if (lb[1] > max) max = lb[1]; if (lb[2] > max) max = lb[2]; newmax = max; if (newmax < 0) newmax = 0; // roundoff problems if (newmax < minlight) { newmax = minlight + (rand()%48); } if (newmax > maxlight) newmax = maxlight; for (k=0 ; k<3 ; k++) { *dest++ = lb[k]*newmax/max; } } } if (numbounce > 0) FreeTriangulation (trian); }