mirror of
https://github.com/UberGames/GtkRadiant.git
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2def0428da
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant.ab@308 8a3a26a2-13c4-0310-b231-cf6edde360e5
2186 lines
54 KiB
C
2186 lines
54 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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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 GtkRadiant; 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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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define LIGHT_C
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/* dependencies */
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#include "q3map2.h"
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/*
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CreateSunLight() - ydnar
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this creates a sun light
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*/
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static void CreateSunLight( sun_t *sun )
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{
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int i;
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float photons, d, angle, elevation, da, de;
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vec3_t direction;
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light_t *light;
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/* dummy check */
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if( sun == NULL )
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return;
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/* fixup */
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if( sun->numSamples < 1 )
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sun->numSamples = 1;
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/* set photons */
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photons = sun->photons / sun->numSamples;
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/* create the right number of suns */
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for( i = 0; i < sun->numSamples; i++ )
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{
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/* calculate sun direction */
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if( i == 0 )
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VectorCopy( sun->direction, direction );
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else
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{
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/*
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sun->direction[ 0 ] = cos( angle ) * cos( elevation );
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sun->direction[ 1 ] = sin( angle ) * cos( elevation );
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sun->direction[ 2 ] = sin( elevation );
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xz_dist = sqrt( x*x + z*z )
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latitude = atan2( xz_dist, y ) * RADIANS
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longitude = atan2( x, z ) * RADIANS
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*/
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d = sqrt( sun->direction[ 0 ] * sun->direction[ 0 ] + sun->direction[ 1 ] * sun->direction[ 1 ] );
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angle = atan2( sun->direction[ 1 ], sun->direction[ 0 ] );
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elevation = atan2( sun->direction[ 2 ], d );
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/* jitter the angles (loop to keep random sample within sun->deviance steridians) */
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do
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{
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da = (Random() * 2.0f - 1.0f) * sun->deviance;
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de = (Random() * 2.0f - 1.0f) * sun->deviance;
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}
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while( (da * da + de * de) > (sun->deviance * sun->deviance) );
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angle += da;
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elevation += de;
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/* debug code */
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//% Sys_Printf( "%d: Angle: %3.4f Elevation: %3.3f\n", sun->numSamples, (angle / Q_PI * 180.0f), (elevation / Q_PI * 180.0f) );
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/* create new vector */
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direction[ 0 ] = cos( angle ) * cos( elevation );
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direction[ 1 ] = sin( angle ) * cos( elevation );
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direction[ 2 ] = sin( elevation );
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}
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/* create a light */
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numSunLights++;
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light = safe_malloc( sizeof( *light ) );
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memset( light, 0, sizeof( *light ) );
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light->next = lights;
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lights = light;
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/* initialize the light */
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light->flags = LIGHT_SUN_DEFAULT;
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light->type = EMIT_SUN;
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light->fade = 1.0f;
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light->falloffTolerance = falloffTolerance;
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light->filterRadius = sun->filterRadius / sun->numSamples;
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/* set the light's position out to infinity */
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VectorMA( vec3_origin, (MAX_WORLD_COORD * 8.0f), direction, light->origin ); /* MAX_WORLD_COORD * 2.0f */
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/* set the facing to be the inverse of the sun direction */
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VectorScale( direction, -1.0, light->normal );
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light->dist = DotProduct( light->origin, light->normal );
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/* set color and photons */
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VectorCopy( sun->color, light->color );
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light->photons = photons * skyScale;
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}
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/* another sun? */
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if( sun->next != NULL )
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CreateSunLight( sun->next );
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}
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/*
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CreateSkyLights() - ydnar
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simulates sky light with multiple suns
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*/
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static void CreateSkyLights( vec3_t color, float value, int iterations, float filterRadius )
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{
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int c, i, j, k, numSuns;
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float step, start;
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vec3_t in;
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sun_t sun;
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/* dummy check */
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if( value <= 0.0f || iterations < 2 )
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return;
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/* calculate some stuff */
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step = 2.0f / (iterations - 1);
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start = -1.0f;
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/* basic sun setup */
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VectorCopy( color, sun.color );
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sun.deviance = 0.0f;
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sun.filterRadius = filterRadius;
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sun.numSamples = 1;
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sun.next = NULL;
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/* iterate */
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numSuns = 0;
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for( c = 0; c < 2; c++ )
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{
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for( k = 0, in[ 2 ] = start; k < iterations; k++, in[ 2 ] += step )
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{
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/* don't create sky light below the horizon */
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if( in[ 2 ] <= 0.0f )
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continue;
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for( j = 0, in[ 1 ] = start; j < iterations; j++, in[ 1 ] += step )
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{
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for( i = 0, in[ 0 ] = start; i < iterations; i++, in[ 0 ] += step )
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{
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if( VectorNormalize( in, sun.direction ) )
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{
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if( c > 0 && numSuns > 0 )
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{
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sun.photons = value / numSuns;
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CreateSunLight( &sun );
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}
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else
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numSuns++;
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}
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}
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}
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}
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}
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}
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/*
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CreateEntityLights()
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creates lights from light entities
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*/
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void CreateEntityLights( void )
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{
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int i, j;
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light_t *light, *light2;
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entity_t *e, *e2;
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const char *name;
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const char *target;
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vec3_t dest;
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const char *_color;
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float intensity, scale, deviance, filterRadius;
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int spawnflags, flags, numSamples;
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qboolean junior;
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/* go throught entity list and find lights */
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for( i = 0; i < numEntities; i++ )
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{
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/* get entity */
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e = &entities[ i ];
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name = ValueForKey( e, "classname" );
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/* ydnar: check for lightJunior */
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if( Q_strncasecmp( name, "lightJunior", 11 ) == 0 )
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junior = qtrue;
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else if( Q_strncasecmp( name, "light", 5 ) == 0 )
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junior = qfalse;
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else
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continue;
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/* lights with target names (and therefore styles) are only parsed from BSP */
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target = ValueForKey( e, "targetname" );
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if( target[ 0 ] != '\0' && i >= numBSPEntities )
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continue;
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/* create a light */
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numPointLights++;
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light = safe_malloc( sizeof( *light ) );
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memset( light, 0, sizeof( *light ) );
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light->next = lights;
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lights = light;
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/* handle spawnflags */
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spawnflags = IntForKey( e, "spawnflags" );
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/* ydnar: quake 3+ light behavior */
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if( game->wolfLight == qfalse )
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{
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/* set default flags */
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flags = LIGHT_Q3A_DEFAULT;
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/* linear attenuation? */
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if( spawnflags & 1 )
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{
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flags |= LIGHT_ATTEN_LINEAR;
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flags &= ~LIGHT_ATTEN_ANGLE;
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}
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/* no angle attenuate? */
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if( spawnflags & 2 )
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flags &= ~LIGHT_ATTEN_ANGLE;
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}
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/* ydnar: wolf light behavior */
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else
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{
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/* set default flags */
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flags = LIGHT_WOLF_DEFAULT;
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/* inverse distance squared attenuation? */
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if( spawnflags & 1 )
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{
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flags &= ~LIGHT_ATTEN_LINEAR;
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flags |= LIGHT_ATTEN_ANGLE;
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}
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/* angle attenuate? */
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if( spawnflags & 2 )
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flags |= LIGHT_ATTEN_ANGLE;
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}
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/* other flags (borrowed from wolf) */
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/* wolf dark light? */
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if( (spawnflags & 4) || (spawnflags & 8) )
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flags |= LIGHT_DARK;
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/* nogrid? */
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if( spawnflags & 16 )
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flags &= ~LIGHT_GRID;
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/* junior? */
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if( junior )
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{
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flags |= LIGHT_GRID;
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flags &= ~LIGHT_SURFACES;
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}
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/* store the flags */
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light->flags = flags;
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/* ydnar: set fade key (from wolf) */
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light->fade = 1.0f;
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if( light->flags & LIGHT_ATTEN_LINEAR )
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{
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light->fade = FloatForKey( e, "fade" );
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if( light->fade == 0.0f )
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light->fade = 1.0f;
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}
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/* ydnar: set angle scaling (from vlight) */
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light->angleScale = FloatForKey( e, "_anglescale" );
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if( light->angleScale != 0.0f )
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light->flags |= LIGHT_ATTEN_ANGLE;
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/* set origin */
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GetVectorForKey( e, "origin", light->origin);
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light->style = IntForKey( e, "_style" );
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if( light->style == 0 )
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light->style = IntForKey( e, "style" );
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if( light->style < LS_NORMAL || light->style >= LS_NONE )
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Error( "Invalid lightstyle (%d) on entity %d", light->style, i );
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if( light->style != LS_NORMAL ) {
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Sys_FPrintf (SYS_WRN, "WARNING: Styled light found targeting %s\n **", target );
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}
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/* set light intensity */
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intensity = FloatForKey( e, "_light" );
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if( intensity == 0.0f )
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intensity = FloatForKey( e, "light" );
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if( intensity == 0.0f)
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intensity = 300.0f;
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/* ydnar: set light scale (sof2) */
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scale = FloatForKey( e, "scale" );
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if( scale == 0.0f )
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scale = 1.0f;
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intensity *= scale;
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/* ydnar: get deviance and samples */
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deviance = FloatForKey( e, "_deviance" );
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if( deviance == 0.0f )
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deviance = FloatForKey( e, "_deviation" );
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if( deviance == 0.0f )
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deviance = FloatForKey( e, "_jitter" );
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numSamples = IntForKey( e, "_samples" );
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if( deviance < 0.0f || numSamples < 1 )
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{
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deviance = 0.0f;
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numSamples = 1;
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}
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intensity /= numSamples;
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/* ydnar: get filter radius */
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filterRadius = FloatForKey( e, "_filterradius" );
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if( filterRadius == 0.0f )
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filterRadius = FloatForKey( e, "_filteradius" );
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if( filterRadius == 0.0f )
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filterRadius = FloatForKey( e, "_filter" );
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if( filterRadius < 0.0f )
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filterRadius = 0.0f;
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light->filterRadius = filterRadius;
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/* set light color */
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_color = ValueForKey( e, "_color" );
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if( _color && _color[ 0 ] )
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{
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sscanf( _color, "%f %f %f", &light->color[ 0 ], &light->color[ 1 ], &light->color[ 2 ] );
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ColorNormalize( light->color, light->color );
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}
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else
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light->color[ 0 ] = light->color[ 1 ] = light->color[ 2 ] = 1.0f;
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intensity = intensity * pointScale;
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light->photons = intensity;
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light->type = EMIT_POINT;
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/* set falloff threshold */
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light->falloffTolerance = falloffTolerance / numSamples;
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/* lights with a target will be spotlights */
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target = ValueForKey( e, "target" );
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if( target[ 0 ] )
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{
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float radius;
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float dist;
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sun_t sun;
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const char *_sun;
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/* get target */
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e2 = FindTargetEntity( target );
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if( e2 == NULL )
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{
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Sys_Printf( "WARNING: light at (%i %i %i) has missing target\n",
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(int) light->origin[ 0 ], (int) light->origin[ 1 ], (int) light->origin[ 2 ] );
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}
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else
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{
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/* not a point light */
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numPointLights--;
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numSpotLights++;
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/* make a spotlight */
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GetVectorForKey( e2, "origin", dest );
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VectorSubtract( dest, light->origin, light->normal );
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dist = VectorNormalize( light->normal, light->normal );
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radius = FloatForKey( e, "radius" );
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if( !radius )
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radius = 64;
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if( !dist )
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dist = 64;
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light->radiusByDist = (radius + 16) / dist;
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light->type = EMIT_SPOT;
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/* ydnar: wolf mods: spotlights always use nonlinear + angle attenuation */
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light->flags &= ~LIGHT_ATTEN_LINEAR;
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light->flags |= LIGHT_ATTEN_ANGLE;
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light->fade = 1.0f;
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/* ydnar: is this a sun? */
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_sun = ValueForKey( e, "_sun" );
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if( _sun[ 0 ] == '1' )
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{
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/* not a spot light */
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numSpotLights--;
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/* unlink this light */
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lights = light->next;
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/* make a sun */
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VectorScale( light->normal, -1.0f, sun.direction );
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VectorCopy( light->color, sun.color );
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sun.photons = (intensity / pointScale);
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sun.deviance = deviance / 180.0f * Q_PI;
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sun.numSamples = numSamples;
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sun.next = NULL;
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/* make a sun light */
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CreateSunLight( &sun );
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/* free original light */
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free( light );
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light = NULL;
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/* skip the rest of this love story */
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continue;
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}
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}
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}
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/* jitter the light */
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for( j = 1; j < numSamples; j++ )
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{
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/* create a light */
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light2 = safe_malloc( sizeof( *light ) );
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memcpy( light2, light, sizeof( *light ) );
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light2->next = lights;
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lights = light2;
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/* add to counts */
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if( light->type == EMIT_SPOT )
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numSpotLights++;
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else
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numPointLights++;
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/* jitter it */
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light2->origin[ 0 ] = light->origin[ 0 ] + (Random() * 2.0f - 1.0f) * deviance;
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light2->origin[ 1 ] = light->origin[ 1 ] + (Random() * 2.0f - 1.0f) * deviance;
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light2->origin[ 2 ] = light->origin[ 2 ] + (Random() * 2.0f - 1.0f) * deviance;
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}
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}
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}
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/*
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CreateSurfaceLights() - ydnar
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this hijacks the radiosity code to generate surface lights for first pass
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*/
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#define APPROX_BOUNCE 1.0f
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void CreateSurfaceLights( void )
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{
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int i;
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bspDrawSurface_t *ds;
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surfaceInfo_t *info;
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shaderInfo_t *si;
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light_t *light;
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float subdivide;
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vec3_t origin;
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clipWork_t cw;
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const char *nss;
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/* get sun shader supressor */
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nss = ValueForKey( &entities[ 0 ], "_noshadersun" );
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/* walk the list of surfaces */
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for( i = 0; i < numBSPDrawSurfaces; i++ )
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{
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/* get surface and other bits */
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ds = &bspDrawSurfaces[ i ];
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info = &surfaceInfos[ i ];
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si = info->si;
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/* sunlight? */
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if( si->sun != NULL && nss[ 0 ] != '1' )
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{
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Sys_FPrintf( SYS_VRB, "Sun: %s\n", si->shader );
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CreateSunLight( si->sun );
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si->sun = NULL; /* FIXME: leak! */
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}
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/* sky light? */
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if( si->skyLightValue > 0.0f )
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{
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Sys_FPrintf( SYS_VRB, "Sky: %s\n", si->shader );
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CreateSkyLights( si->color, si->skyLightValue, si->skyLightIterations, si->lightFilterRadius );
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si->skyLightValue = 0.0f; /* FIXME: hack! */
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}
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/* try to early out */
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if( si->value <= 0 )
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continue;
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/* autosprite shaders become point lights */
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if( si->autosprite )
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{
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/* create an average xyz */
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VectorAdd( info->mins, info->maxs, origin );
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VectorScale( origin, 0.5f, origin );
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|
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/* create a light */
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light = safe_malloc( sizeof( *light ) );
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memset( light, 0, sizeof( *light ) );
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light->next = lights;
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lights = light;
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/* set it up */
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light->flags = LIGHT_Q3A_DEFAULT;
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light->type = EMIT_POINT;
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light->photons = si->value * pointScale;
|
|
light->fade = 1.0f;
|
|
light->si = si;
|
|
VectorCopy( origin, light->origin );
|
|
VectorCopy( si->color, light->color );
|
|
light->falloffTolerance = falloffTolerance;
|
|
light->style = light->style;
|
|
|
|
/* add to point light count and continue */
|
|
numPointLights++;
|
|
continue;
|
|
}
|
|
|
|
/* get subdivision amount */
|
|
if( si->lightSubdivide > 0 )
|
|
subdivide = si->lightSubdivide;
|
|
else
|
|
subdivide = defaultLightSubdivide;
|
|
|
|
/* switch on type */
|
|
switch( ds->surfaceType )
|
|
{
|
|
case MST_PLANAR:
|
|
case MST_TRIANGLE_SOUP:
|
|
RadLightForTriangles( i, 0, info->lm, si, APPROX_BOUNCE, subdivide, &cw );
|
|
break;
|
|
|
|
case MST_PATCH:
|
|
RadLightForPatch( i, 0, info->lm, si, APPROX_BOUNCE, subdivide, &cw );
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
SetEntityOrigins()
|
|
find the offset values for inline models
|
|
*/
|
|
|
|
void SetEntityOrigins( void )
|
|
{
|
|
int i, j, k, f;
|
|
entity_t *e;
|
|
vec3_t origin;
|
|
const char *key;
|
|
int modelnum;
|
|
bspModel_t *dm;
|
|
bspDrawSurface_t *ds;
|
|
|
|
|
|
/* ydnar: copy drawverts into private storage for nefarious purposes */
|
|
yDrawVerts = safe_malloc( numBSPDrawVerts * sizeof( bspDrawVert_t ) );
|
|
memcpy( yDrawVerts, bspDrawVerts, numBSPDrawVerts * sizeof( bspDrawVert_t ) );
|
|
|
|
/* set the entity origins */
|
|
for( i = 0; i < numEntities; i++ )
|
|
{
|
|
/* get entity and model */
|
|
e = &entities[ i ];
|
|
key = ValueForKey( e, "model" );
|
|
if( key[ 0 ] != '*' )
|
|
continue;
|
|
modelnum = atoi( key + 1 );
|
|
dm = &bspModels[ modelnum ];
|
|
|
|
/* get entity origin */
|
|
key = ValueForKey( e, "origin" );
|
|
if( key[ 0 ] == '\0' )
|
|
continue;
|
|
GetVectorForKey( e, "origin", origin );
|
|
|
|
/* set origin for all surfaces for this model */
|
|
for( j = 0; j < dm->numBSPSurfaces; j++ )
|
|
{
|
|
/* get drawsurf */
|
|
ds = &bspDrawSurfaces[ dm->firstBSPSurface + j ];
|
|
|
|
/* set its verts */
|
|
for( k = 0; k < ds->numVerts; k++ )
|
|
{
|
|
f = ds->firstVert + k;
|
|
VectorAdd( origin, bspDrawVerts[ f ].xyz, yDrawVerts[ f ].xyz );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
PointToPolygonFormFactor()
|
|
calculates the area over a point/normal hemisphere a winding covers
|
|
ydnar: fixme: there has to be a faster way to calculate this
|
|
without the expensive per-vert sqrts and transcendental functions
|
|
ydnar 2002-09-30: added -faster switch because only 19% deviance > 10%
|
|
between this and the approximation
|
|
*/
|
|
|
|
#define ONE_OVER_2PI 0.159154942f //% (1.0f / (2.0f * 3.141592657f))
|
|
|
|
float PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w )
|
|
{
|
|
vec3_t triVector, triNormal;
|
|
int i, j;
|
|
vec3_t dirs[ MAX_POINTS_ON_WINDING ];
|
|
float total;
|
|
float dot, angle, facing;
|
|
|
|
|
|
/* this is expensive */
|
|
for( i = 0; i < w->numpoints; i++ )
|
|
{
|
|
VectorSubtract( w->p[ i ], point, dirs[ i ] );
|
|
VectorNormalize( dirs[ i ], dirs[ i ] );
|
|
}
|
|
|
|
/* duplicate first vertex to avoid mod operation */
|
|
VectorCopy( dirs[ 0 ], dirs[ i ] );
|
|
|
|
/* calculcate relative area */
|
|
total = 0.0f;
|
|
for( i = 0; i < w->numpoints; i++ )
|
|
{
|
|
/* get a triangle */
|
|
j = i + 1;
|
|
dot = DotProduct( dirs[ i ], dirs[ j ] );
|
|
|
|
/* roundoff can cause slight creep, which gives an IND from acos */
|
|
if( dot > 1.0f )
|
|
dot = 1.0f;
|
|
else if( dot < -1.0f )
|
|
dot = -1.0f;
|
|
|
|
/* get the angle */
|
|
angle = acos( dot );
|
|
|
|
CrossProduct( dirs[ i ], dirs[ j ], triVector );
|
|
if( VectorNormalize( triVector, triNormal ) < 0.0001f )
|
|
continue;
|
|
|
|
facing = DotProduct( normal, triNormal );
|
|
total += facing * angle;
|
|
|
|
/* ydnar: this was throwing too many errors with radiosity + crappy maps. ignoring it. */
|
|
if( total > 6.3f || total < -6.3f )
|
|
return 0.0f;
|
|
}
|
|
|
|
/* now in the range of 0 to 1 over the entire incoming hemisphere */
|
|
//% total /= (2.0f * 3.141592657f);
|
|
total *= ONE_OVER_2PI;
|
|
return total;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
LightContributionTosample()
|
|
determines the amount of light reaching a sample (luxel or vertex) from a given light
|
|
*/
|
|
|
|
int LightContributionToSample( trace_t *trace )
|
|
{
|
|
light_t *light;
|
|
float angle;
|
|
float add;
|
|
float dist;
|
|
|
|
|
|
/* get light */
|
|
light = trace->light;
|
|
|
|
/* clear color */
|
|
VectorClear( trace->color );
|
|
|
|
/* ydnar: early out */
|
|
if( !(light->flags & LIGHT_SURFACES) || light->envelope <= 0.0f )
|
|
return 0;
|
|
|
|
/* do some culling checks */
|
|
if( light->type != EMIT_SUN )
|
|
{
|
|
/* MrE: if the light is behind the surface */
|
|
if( trace->twoSided == qfalse )
|
|
if( DotProduct( light->origin, trace->normal ) - DotProduct( trace->origin, trace->normal ) < 0.0f )
|
|
return 0;
|
|
|
|
/* ydnar: test pvs */
|
|
if( !ClusterVisible( trace->cluster, light->cluster ) )
|
|
return 0;
|
|
}
|
|
|
|
/* ptpff approximation */
|
|
if( light->type == EMIT_AREA && faster )
|
|
{
|
|
/* get direction and distance */
|
|
VectorCopy( light->origin, trace->end );
|
|
dist = SetupTrace( trace );
|
|
if( dist >= light->envelope )
|
|
return 0;
|
|
|
|
/* clamp the distance to prevent super hot spots */
|
|
if( dist < 16.0f )
|
|
dist = 16.0f;
|
|
|
|
/* angle attenuation */
|
|
angle = DotProduct( trace->normal, trace->direction );
|
|
|
|
/* twosided lighting */
|
|
if( trace->twoSided )
|
|
angle = fabs( angle );
|
|
|
|
/* attenuate */
|
|
angle *= -DotProduct( light->normal, trace->direction );
|
|
if( angle <= 0.0f )
|
|
return 0;
|
|
add = light->photons / (dist * dist) * angle;
|
|
}
|
|
|
|
/* exact point to polygon form factor */
|
|
else if( light->type == EMIT_AREA )
|
|
{
|
|
float factor;
|
|
float d;
|
|
vec3_t pushedOrigin;
|
|
|
|
|
|
/* project sample point into light plane */
|
|
d = DotProduct( trace->origin, light->normal ) - light->dist;
|
|
//% if( !(light->flags & LIGHT_TWOSIDED) && d < -1.0f )
|
|
//% return 0;
|
|
if( d < 3.0f )
|
|
{
|
|
/* sample point behind plane? */
|
|
if( !(light->flags & LIGHT_TWOSIDED) && d < -1.0f )
|
|
return 0;
|
|
|
|
/* sample plane coincident? */
|
|
if( d > -3.0f && DotProduct( trace->normal, light->normal ) > 0.9f )
|
|
return 0;
|
|
}
|
|
|
|
/* nudge the point so that it is clearly forward of the light */
|
|
/* so that surfaces meeting a light emiter don't get black edges */
|
|
if( d > -8.0f && d < 8.0f )
|
|
VectorMA( trace->origin, (8.0f - d), light->normal, pushedOrigin );
|
|
else
|
|
VectorCopy( trace->origin, pushedOrigin );
|
|
|
|
/* get direction and distance */
|
|
VectorCopy( light->origin, trace->end );
|
|
dist = SetupTrace( trace );
|
|
if( dist >= light->envelope )
|
|
return 0;
|
|
|
|
/* calculate the contribution */
|
|
factor = PointToPolygonFormFactor( pushedOrigin, trace->normal, light->w );
|
|
if( factor == 0.0f )
|
|
return 0;
|
|
else if( factor < 0.0f )
|
|
{
|
|
/* twosided lighting */
|
|
if( trace->twoSided || (light->flags & LIGHT_TWOSIDED) )
|
|
{
|
|
factor = -factor;
|
|
|
|
/* push light origin to other side of the plane */
|
|
VectorMA( light->origin, -2.0f, light->normal, trace->end );
|
|
dist = SetupTrace( trace );
|
|
if( dist >= light->envelope )
|
|
return 0;
|
|
}
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
/* ydnar: moved to here */
|
|
add = factor * light->add;
|
|
}
|
|
|
|
/* point/spot lights */
|
|
else if( light->type == EMIT_POINT || light->type == EMIT_SPOT )
|
|
{
|
|
/* get direction and distance */
|
|
VectorCopy( light->origin, trace->end );
|
|
dist = SetupTrace( trace );
|
|
if( dist >= light->envelope )
|
|
return 0;
|
|
|
|
/* clamp the distance to prevent super hot spots */
|
|
if( dist < 16.0f )
|
|
dist = 16.0f;
|
|
|
|
/* angle attenuation */
|
|
angle = (light->flags & LIGHT_ATTEN_ANGLE) ? DotProduct( trace->normal, trace->direction ) : 1.0f;
|
|
if( light->angleScale != 0.0f )
|
|
{
|
|
angle /= light->angleScale;
|
|
if( angle > 1.0f )
|
|
angle = 1.0f;
|
|
}
|
|
|
|
/* twosided lighting */
|
|
if( trace->twoSided )
|
|
angle = fabs( angle );
|
|
|
|
/* attenuate */
|
|
if( light->flags & LIGHT_ATTEN_LINEAR )
|
|
{
|
|
add = angle * light->photons * linearScale - (dist * light->fade);
|
|
if( add < 0.0f )
|
|
add = 0.0f;
|
|
}
|
|
else
|
|
add = light->photons / (dist * dist) * angle;
|
|
|
|
/* handle spotlights */
|
|
if( light->type == EMIT_SPOT )
|
|
{
|
|
float distByNormal, radiusAtDist, sampleRadius;
|
|
vec3_t pointAtDist, distToSample;
|
|
|
|
|
|
/* do cone calculation */
|
|
distByNormal = -DotProduct( trace->displacement, light->normal );
|
|
if( distByNormal < 0.0f )
|
|
return 0;
|
|
VectorMA( light->origin, distByNormal, light->normal, pointAtDist );
|
|
radiusAtDist = light->radiusByDist * distByNormal;
|
|
VectorSubtract( trace->origin, pointAtDist, distToSample );
|
|
sampleRadius = VectorLength( distToSample );
|
|
|
|
/* outside the cone */
|
|
if( sampleRadius >= radiusAtDist )
|
|
return 0;
|
|
|
|
/* attenuate */
|
|
if( sampleRadius > (radiusAtDist - 32.0f) )
|
|
add *= ((radiusAtDist - sampleRadius) / 32.0f);
|
|
}
|
|
}
|
|
|
|
/* ydnar: sunlight */
|
|
else if( light->type == EMIT_SUN )
|
|
{
|
|
/* get origin and direction */
|
|
VectorAdd( trace->origin, light->origin, trace->end );
|
|
dist = SetupTrace( trace );
|
|
|
|
/* angle attenuation */
|
|
angle = (light->flags & LIGHT_ATTEN_ANGLE)
|
|
? DotProduct( trace->normal, trace->direction )
|
|
: 1.0f;
|
|
|
|
/* twosided lighting */
|
|
if( trace->twoSided )
|
|
angle = fabs( angle );
|
|
|
|
/* attenuate */
|
|
add = light->photons * angle;
|
|
if( add <= 0.0f )
|
|
return 0;
|
|
|
|
/* setup trace */
|
|
trace->testAll = qtrue;
|
|
VectorScale( light->color, add, trace->color );
|
|
|
|
/* trace to point */
|
|
if( trace->testOcclusion && !trace->forceSunlight )
|
|
{
|
|
/* trace */
|
|
TraceLine( trace );
|
|
if( !(trace->compileFlags & C_SKY) || trace->opaque )
|
|
{
|
|
VectorClear( trace->color );
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/* return to sender */
|
|
return 1;
|
|
}
|
|
|
|
/* ydnar: changed to a variable number */
|
|
if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
|
|
return 0;
|
|
|
|
/* setup trace */
|
|
trace->testAll = qfalse;
|
|
VectorScale( light->color, add, trace->color );
|
|
|
|
/* raytrace */
|
|
TraceLine( trace );
|
|
if( trace->passSolid || trace->opaque )
|
|
{
|
|
VectorClear( trace->color );
|
|
return -1;
|
|
}
|
|
|
|
/* return to sender */
|
|
return 1;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
LightingAtSample()
|
|
determines the amount of light reaching a sample (luxel or vertex)
|
|
*/
|
|
|
|
void LightingAtSample( trace_t *trace, byte styles[ MAX_LIGHTMAPS ], vec3_t colors[ MAX_LIGHTMAPS ] )
|
|
{
|
|
int i, lightmapNum;
|
|
|
|
|
|
/* clear colors */
|
|
for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
VectorClear( colors[ lightmapNum ] );
|
|
|
|
/* ydnar: normalmap */
|
|
if( normalmap )
|
|
{
|
|
colors[ 0 ][ 0 ] = (trace->normal[ 0 ] + 1.0f) * 127.5f;
|
|
colors[ 0 ][ 1 ] = (trace->normal[ 1 ] + 1.0f) * 127.5f;
|
|
colors[ 0 ][ 2 ] = (trace->normal[ 2 ] + 1.0f) * 127.5f;
|
|
return;
|
|
}
|
|
|
|
/* ydnar: don't bounce ambient all the time */
|
|
if( !bouncing )
|
|
VectorCopy( ambientColor, colors[ 0 ] );
|
|
|
|
/* ydnar: trace to all the list of lights pre-stored in tw */
|
|
for( i = 0; i < trace->numLights && trace->lights[ i ] != NULL; i++ )
|
|
{
|
|
/* set light */
|
|
trace->light = trace->lights[ i ];
|
|
|
|
/* style check */
|
|
for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
{
|
|
if( styles[ lightmapNum ] == trace->light->style ||
|
|
styles[ lightmapNum ] == LS_NONE )
|
|
break;
|
|
}
|
|
|
|
/* max of MAX_LIGHTMAPS (4) styles allowed to hit a sample */
|
|
if( lightmapNum >= MAX_LIGHTMAPS )
|
|
continue;
|
|
|
|
/* sample light */
|
|
LightContributionToSample( trace );
|
|
if( trace->color[ 0 ] == 0.0f && trace->color[ 1 ] == 0.0f && trace->color[ 2 ] == 0.0f )
|
|
continue;
|
|
|
|
/* handle negative light */
|
|
if( trace->light->flags & LIGHT_NEGATIVE )
|
|
VectorScale( trace->color, -1.0f, trace->color );
|
|
|
|
/* set style */
|
|
styles[ lightmapNum ] = trace->light->style;
|
|
|
|
/* add it */
|
|
VectorAdd( colors[ lightmapNum ], trace->color, colors[ lightmapNum ] );
|
|
|
|
/* cheap mode */
|
|
if( cheap &&
|
|
colors[ 0 ][ 0 ] >= 255.0f &&
|
|
colors[ 0 ][ 1 ] >= 255.0f &&
|
|
colors[ 0 ][ 2 ] >= 255.0f )
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
LightContributionToPoint()
|
|
for a given light, how much light/color reaches a given point in space (with no facing)
|
|
note: this is similar to LightContributionToSample() but optimized for omnidirectional sampling
|
|
*/
|
|
|
|
int LightContributionToPoint( trace_t *trace )
|
|
{
|
|
light_t *light;
|
|
float add, dist;
|
|
|
|
|
|
/* get light */
|
|
light = trace->light;
|
|
|
|
/* clear color */
|
|
VectorClear( trace->color );
|
|
|
|
/* ydnar: early out */
|
|
if( !(light->flags & LIGHT_GRID) || light->envelope <= 0.0f )
|
|
return qfalse;
|
|
|
|
/* is this a sun? */
|
|
if( light->type != EMIT_SUN )
|
|
{
|
|
/* sun only? */
|
|
if( sunOnly )
|
|
return qfalse;
|
|
|
|
/* test pvs */
|
|
if( !ClusterVisible( trace->cluster, light->cluster ) )
|
|
return qfalse;
|
|
}
|
|
|
|
/* ydnar: check origin against light's pvs envelope */
|
|
if( trace->origin[ 0 ] > light->maxs[ 0 ] || trace->origin[ 0 ] < light->mins[ 0 ] ||
|
|
trace->origin[ 1 ] > light->maxs[ 1 ] || trace->origin[ 1 ] < light->mins[ 1 ] ||
|
|
trace->origin[ 2 ] > light->maxs[ 2 ] || trace->origin[ 2 ] < light->mins[ 2 ] )
|
|
{
|
|
gridBoundsCulled++;
|
|
return qfalse;
|
|
}
|
|
|
|
/* set light origin */
|
|
if( light->type == EMIT_SUN )
|
|
VectorAdd( trace->origin, light->origin, trace->end );
|
|
else
|
|
VectorCopy( light->origin, trace->end );
|
|
|
|
/* set direction */
|
|
dist = SetupTrace( trace );
|
|
|
|
/* test envelope */
|
|
if( dist > light->envelope )
|
|
{
|
|
gridEnvelopeCulled++;
|
|
return qfalse;
|
|
}
|
|
|
|
/* ptpff approximation */
|
|
if( light->type == EMIT_AREA && faster )
|
|
{
|
|
/* clamp the distance to prevent super hot spots */
|
|
if( dist < 16.0f )
|
|
dist = 16.0f;
|
|
|
|
/* attenuate */
|
|
add = light->photons / (dist * dist);
|
|
}
|
|
|
|
/* exact point to polygon form factor */
|
|
else if( light->type == EMIT_AREA )
|
|
{
|
|
float factor, d;
|
|
vec3_t pushedOrigin;
|
|
|
|
|
|
/* see if the point is behind the light */
|
|
d = DotProduct( trace->origin, light->normal ) - light->dist;
|
|
if( !(light->flags & LIGHT_TWOSIDED) && d < -1.0f )
|
|
return qfalse;
|
|
|
|
/* nudge the point so that it is clearly forward of the light */
|
|
/* so that surfaces meeting a light emiter don't get black edges */
|
|
if( d > -8.0f && d < 8.0f )
|
|
VectorMA( trace->origin, (8.0f - d), light->normal, pushedOrigin );
|
|
else
|
|
VectorCopy( trace->origin, pushedOrigin );
|
|
|
|
/* calculate the contribution (ydnar 2002-10-21: [bug 642] bad normal calc) */
|
|
factor = PointToPolygonFormFactor( pushedOrigin, trace->direction, light->w );
|
|
if( factor == 0.0f )
|
|
return qfalse;
|
|
else if( factor < 0.0f )
|
|
{
|
|
if( light->flags & LIGHT_TWOSIDED )
|
|
factor = -factor;
|
|
else
|
|
return qfalse;
|
|
}
|
|
|
|
/* ydnar: moved to here */
|
|
add = factor * light->add;
|
|
}
|
|
|
|
/* point/spot lights */
|
|
else if( light->type == EMIT_POINT || light->type == EMIT_SPOT )
|
|
{
|
|
/* clamp the distance to prevent super hot spots */
|
|
if( dist < 16.0f )
|
|
dist = 16.0f;
|
|
|
|
/* attenuate */
|
|
if( light->flags & LIGHT_ATTEN_LINEAR )
|
|
{
|
|
add = light->photons * linearScale - (dist * light->fade);
|
|
if( add < 0.0f )
|
|
add = 0.0f;
|
|
}
|
|
else
|
|
add = light->photons / (dist * dist);
|
|
|
|
/* handle spotlights */
|
|
if( light->type == EMIT_SPOT )
|
|
{
|
|
float distByNormal, radiusAtDist, sampleRadius;
|
|
vec3_t pointAtDist, distToSample;
|
|
|
|
|
|
/* do cone calculation */
|
|
distByNormal = -DotProduct( trace->displacement, light->normal );
|
|
if( distByNormal < 0.0f )
|
|
return qfalse;
|
|
VectorMA( light->origin, distByNormal, light->normal, pointAtDist );
|
|
radiusAtDist = light->radiusByDist * distByNormal;
|
|
VectorSubtract( trace->origin, pointAtDist, distToSample );
|
|
sampleRadius = VectorLength( distToSample );
|
|
|
|
/* outside the cone */
|
|
if( sampleRadius >= radiusAtDist )
|
|
return qfalse;
|
|
|
|
/* attenuate */
|
|
if( sampleRadius > (radiusAtDist - 32.0f) )
|
|
add *= ((radiusAtDist - sampleRadius) / 32.0f);
|
|
}
|
|
}
|
|
|
|
/* ydnar: sunlight */
|
|
else if( light->type == EMIT_SUN )
|
|
{
|
|
/* attenuate */
|
|
add = light->photons;
|
|
if( add <= 0.0f )
|
|
return qfalse;
|
|
|
|
/* setup trace */
|
|
trace->testAll = qtrue;
|
|
VectorScale( light->color, add, trace->color );
|
|
|
|
/* trace to point */
|
|
if( trace->testOcclusion && !trace->forceSunlight )
|
|
{
|
|
/* trace */
|
|
TraceLine( trace );
|
|
if( !(trace->compileFlags & C_SKY) || trace->opaque )
|
|
{
|
|
VectorClear( trace->color );
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/* return to sender */
|
|
return qtrue;
|
|
}
|
|
|
|
/* unknown light type */
|
|
else
|
|
return qfalse;
|
|
|
|
/* ydnar: changed to a variable number */
|
|
if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
|
|
return qfalse;
|
|
|
|
/* setup trace */
|
|
trace->testAll = qfalse;
|
|
VectorScale( light->color, add, trace->color );
|
|
|
|
/* trace */
|
|
TraceLine( trace );
|
|
if( trace->passSolid )
|
|
{
|
|
VectorClear( trace->color );
|
|
return qfalse;
|
|
}
|
|
|
|
/* we have a valid sample */
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
TraceGrid()
|
|
grid samples are for quickly determining the lighting
|
|
of dynamically placed entities in the world
|
|
*/
|
|
|
|
#define MAX_CONTRIBUTIONS 1024
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t dir;
|
|
vec3_t color;
|
|
int style;
|
|
}
|
|
contribution_t;
|
|
|
|
void TraceGrid( int num )
|
|
{
|
|
int i, j, x, y, z, mod, step, numCon, numStyles;
|
|
float d;
|
|
vec3_t baseOrigin, cheapColor, color;
|
|
rawGridPoint_t *gp;
|
|
bspGridPoint_t *bgp;
|
|
contribution_t contributions[ MAX_CONTRIBUTIONS ];
|
|
trace_t trace;
|
|
|
|
|
|
/* get grid points */
|
|
gp = &rawGridPoints[ num ];
|
|
bgp = &bspGridPoints[ num ];
|
|
|
|
/* get grid origin */
|
|
mod = num;
|
|
z = mod / (gridBounds[ 0 ] * gridBounds[ 1 ]);
|
|
mod -= z * (gridBounds[ 0 ] * gridBounds[ 1 ]);
|
|
y = mod / gridBounds[ 0 ];
|
|
mod -= y * gridBounds[ 0 ];
|
|
x = mod;
|
|
|
|
trace.origin[ 0 ] = gridMins[ 0 ] + x * gridSize[ 0 ];
|
|
trace.origin[ 1 ] = gridMins[ 1 ] + y * gridSize[ 1 ];
|
|
trace.origin[ 2 ] = gridMins[ 2 ] + z * gridSize[ 2 ];
|
|
|
|
/* set inhibit sphere */
|
|
if( gridSize[ 0 ] > gridSize[ 1 ] && gridSize[ 0 ] > gridSize[ 2 ] )
|
|
trace.inhibitRadius = gridSize[ 0 ] * 0.5f;
|
|
else if( gridSize[ 1 ] > gridSize[ 0 ] && gridSize[ 1 ] > gridSize[ 2 ] )
|
|
trace.inhibitRadius = gridSize[ 1 ] * 0.5f;
|
|
else
|
|
trace.inhibitRadius = gridSize[ 2 ] * 0.5f;
|
|
|
|
/* find point cluster */
|
|
trace.cluster = ClusterForPointExt( trace.origin, GRID_EPSILON );
|
|
if( trace.cluster < 0 )
|
|
{
|
|
/* try to nudge the origin around to find a valid point */
|
|
VectorCopy( trace.origin, baseOrigin );
|
|
for( step = 9; step <= 18; step += 9 )
|
|
{
|
|
for( i = 0; i < 8; i++ )
|
|
{
|
|
VectorCopy( baseOrigin, trace.origin );
|
|
if( i & 1 )
|
|
trace.origin[ 0 ] += step;
|
|
else
|
|
trace.origin[ 0 ] -= step;
|
|
|
|
if( i & 2 )
|
|
trace.origin[ 1 ] += step;
|
|
else
|
|
trace.origin[ 1 ] -= step;
|
|
|
|
if( i & 4 )
|
|
trace.origin[ 2 ] += step;
|
|
else
|
|
trace.origin[ 2 ] -= step;
|
|
|
|
/* ydnar: changed to find cluster num */
|
|
trace.cluster = ClusterForPointExt( trace.origin, VERTEX_EPSILON );
|
|
if( trace.cluster >= 0 )
|
|
break;
|
|
}
|
|
|
|
if( i != 8 )
|
|
break;
|
|
}
|
|
|
|
/* can't find a valid point at all */
|
|
if( step > 18 )
|
|
return;
|
|
}
|
|
|
|
/* setup trace */
|
|
trace.testOcclusion = !noTrace;
|
|
trace.forceSunlight = qfalse;
|
|
trace.recvShadows = WORLDSPAWN_RECV_SHADOWS;
|
|
trace.numSurfaces = 0;
|
|
trace.surfaces = NULL;
|
|
trace.numLights = 0;
|
|
trace.lights = NULL;
|
|
|
|
/* clear */
|
|
numCon = 0;
|
|
VectorClear( cheapColor );
|
|
|
|
/* trace to all the lights, find the major light direction, and divide the
|
|
total light between that along the direction and the remaining in the ambient */
|
|
for( trace.light = lights; trace.light != NULL; trace.light = trace.light->next )
|
|
{
|
|
float addSize;
|
|
|
|
|
|
/* sample light */
|
|
if( !LightContributionToPoint( &trace ) )
|
|
continue;
|
|
|
|
/* handle negative light */
|
|
if( trace.light->flags & LIGHT_NEGATIVE )
|
|
VectorScale( trace.color, -1.0f, trace.color );
|
|
|
|
/* add a contribution */
|
|
VectorCopy( trace.color, contributions[ numCon ].color );
|
|
VectorCopy( trace.direction, contributions[ numCon ].dir );
|
|
contributions[ numCon ].style = trace.light->style;
|
|
numCon++;
|
|
|
|
/* push average direction around */
|
|
addSize = VectorLength( trace.color );
|
|
VectorMA( gp->dir, addSize, trace.direction, gp->dir );
|
|
|
|
/* stop after a while */
|
|
if( numCon >= (MAX_CONTRIBUTIONS - 1) )
|
|
break;
|
|
|
|
/* ydnar: cheap mode */
|
|
VectorAdd( cheapColor, trace.color, cheapColor );
|
|
if( cheapgrid && cheapColor[ 0 ] >= 255.0f && cheapColor[ 1 ] >= 255.0f && cheapColor[ 2 ] >= 255.0f )
|
|
break;
|
|
}
|
|
|
|
/* normalize to get primary light direction */
|
|
VectorNormalize( gp->dir, gp->dir );
|
|
|
|
/* now that we have identified the primary light direction,
|
|
go back and separate all the light into directed and ambient */
|
|
numStyles = 1;
|
|
for( i = 0; i < numCon; i++ )
|
|
{
|
|
/* get relative directed strength */
|
|
d = DotProduct( contributions[ i ].dir, gp->dir );
|
|
if( d < 0.0f )
|
|
d = 0.0f;
|
|
|
|
/* find appropriate style */
|
|
for( j = 0; j < numStyles; j++ )
|
|
{
|
|
if( gp->styles[ j ] == contributions[ i ].style )
|
|
break;
|
|
}
|
|
|
|
/* style not found? */
|
|
if( j >= numStyles )
|
|
{
|
|
/* add a new style */
|
|
if( numStyles < MAX_LIGHTMAPS )
|
|
{
|
|
gp->styles[ numStyles ] = contributions[ i ].style;
|
|
bgp->styles[ numStyles ] = contributions[ i ].style;
|
|
numStyles++;
|
|
//% Sys_Printf( "(%d, %d) ", num, contributions[ i ].style );
|
|
}
|
|
|
|
/* fallback */
|
|
else
|
|
j = 0;
|
|
}
|
|
|
|
/* add the directed color */
|
|
VectorMA( gp->directed[ j ], d, contributions[ i ].color, gp->directed[ j ] );
|
|
|
|
/* ambient light will be at 1/4 the value of directed light */
|
|
/* (ydnar: nuke this in favor of more dramatic lighting?) */
|
|
d = 0.25f * (1.0f - d);
|
|
VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );
|
|
}
|
|
|
|
|
|
/* store off sample */
|
|
for( i = 0; i < MAX_LIGHTMAPS; i++ )
|
|
{
|
|
/* do some fudging to keep the ambient from being too low (2003-07-05: 0.25 -> 0.125) */
|
|
if( !bouncing )
|
|
VectorMA( gp->ambient[ i ], 0.125f, gp->directed[ i ], gp->ambient[ i ] );
|
|
|
|
/* set minimum light and copy off to bytes */
|
|
VectorCopy( gp->ambient[ i ], color );
|
|
for( j = 0; j < 3; j++ )
|
|
if( color[ j ] < minGridLight[ j ] )
|
|
color[ j ] = minGridLight[ j ];
|
|
ColorToBytes( color, bgp->ambient[ i ], 1.0f );
|
|
ColorToBytes( gp->directed[ i ], bgp->directed[ i ], 1.0f );
|
|
}
|
|
|
|
/* debug code */
|
|
#if 0
|
|
//% Sys_FPrintf( SYS_VRB, "%10d %10d %10d ", &gp->ambient[ 0 ][ 0 ], &gp->ambient[ 0 ][ 1 ], &gp->ambient[ 0 ][ 2 ] );
|
|
Sys_FPrintf( SYS_VRB, "%9d Amb: (%03.1f %03.1f %03.1f) Dir: (%03.1f %03.1f %03.1f)\n",
|
|
num,
|
|
gp->ambient[ 0 ][ 0 ], gp->ambient[ 0 ][ 1 ], gp->ambient[ 0 ][ 2 ],
|
|
gp->directed[ 0 ][ 0 ], gp->directed[ 0 ][ 1 ], gp->directed[ 0 ][ 2 ] );
|
|
#endif
|
|
|
|
/* store direction */
|
|
NormalToLatLong( gp->dir, bgp->latLong );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
SetupGrid()
|
|
calculates the size of the lightgrid and allocates memory
|
|
*/
|
|
|
|
void SetupGrid( void )
|
|
{
|
|
int i, j;
|
|
vec3_t maxs, oldGridSize;
|
|
const char *value;
|
|
char temp[ 64 ];
|
|
|
|
|
|
/* don't do this if not grid lighting */
|
|
if( noGridLighting )
|
|
return;
|
|
|
|
/* ydnar: set grid size */
|
|
value = ValueForKey( &entities[ 0 ], "gridsize" );
|
|
if( value[ 0 ] != '\0' )
|
|
sscanf( value, "%f %f %f", &gridSize[ 0 ], &gridSize[ 1 ], &gridSize[ 2 ] );
|
|
|
|
/* quantize it */
|
|
VectorCopy( gridSize, oldGridSize );
|
|
for( i = 0; i < 3; i++ )
|
|
gridSize[ i ] = gridSize[ i ] >= 8.0f ? floor( gridSize[ i ] ) : 8.0f;
|
|
|
|
/* ydnar: increase gridSize until grid count is smaller than max allowed */
|
|
numRawGridPoints = MAX_MAP_LIGHTGRID + 1;
|
|
j = 0;
|
|
while( numRawGridPoints > MAX_MAP_LIGHTGRID )
|
|
{
|
|
/* get world bounds */
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
gridMins[ i ] = gridSize[ i ] * ceil( bspModels[ 0 ].mins[ i ] / gridSize[ i ] );
|
|
maxs[ i ] = gridSize[ i ] * floor( bspModels[ 0 ].maxs[ i ] / gridSize[ i ] );
|
|
gridBounds[ i ] = (maxs[ i ] - gridMins[ i ]) / gridSize[ i ] + 1;
|
|
}
|
|
|
|
/* set grid size */
|
|
numRawGridPoints = gridBounds[ 0 ] * gridBounds[ 1 ] * gridBounds[ 2 ];
|
|
|
|
/* increase grid size a bit */
|
|
if( numRawGridPoints > MAX_MAP_LIGHTGRID )
|
|
gridSize[ j++ % 3 ] += 16.0f;
|
|
}
|
|
|
|
/* print it */
|
|
Sys_Printf( "Grid size = { %1.0f, %1.0f, %1.0f }\n", gridSize[ 0 ], gridSize[ 1 ], gridSize[ 2 ] );
|
|
|
|
/* different? */
|
|
if( !VectorCompare( gridSize, oldGridSize ) )
|
|
{
|
|
sprintf( temp, "%.0f %.0f %.0f", gridSize[ 0 ], gridSize[ 1 ], gridSize[ 2 ] );
|
|
SetKeyValue( &entities[ 0 ], "gridsize", (const char*) temp );
|
|
Sys_FPrintf( SYS_VRB, "Storing adjusted grid size\n" );
|
|
}
|
|
|
|
/* 2nd variable. fixme: is this silly? */
|
|
numBSPGridPoints = numRawGridPoints;
|
|
|
|
/* allocate lightgrid */
|
|
rawGridPoints = safe_malloc( numRawGridPoints * sizeof( *rawGridPoints ) );
|
|
memset( rawGridPoints, 0, numRawGridPoints * sizeof( *rawGridPoints ) );
|
|
|
|
if( bspGridPoints != NULL )
|
|
free( bspGridPoints );
|
|
bspGridPoints = safe_malloc( numBSPGridPoints * sizeof( *bspGridPoints ) );
|
|
memset( bspGridPoints, 0, numBSPGridPoints * sizeof( *bspGridPoints ) );
|
|
|
|
/* clear lightgrid */
|
|
for( i = 0; i < numRawGridPoints; i++ )
|
|
{
|
|
VectorCopy( ambientColor, rawGridPoints[ i ].ambient[ j ] );
|
|
rawGridPoints[ i ].styles[ 0 ] = LS_NORMAL;
|
|
bspGridPoints[ i ].styles[ 0 ] = LS_NORMAL;
|
|
for( j = 1; j < MAX_LIGHTMAPS; j++ )
|
|
{
|
|
rawGridPoints[ i ].styles[ j ] = LS_NONE;
|
|
bspGridPoints[ i ].styles[ j ] = LS_NONE;
|
|
}
|
|
}
|
|
|
|
/* note it */
|
|
Sys_Printf( "%9d grid points\n", numRawGridPoints );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
LightWorld()
|
|
does what it says...
|
|
*/
|
|
|
|
void LightWorld( void )
|
|
{
|
|
vec3_t color;
|
|
float f;
|
|
int b, bt;
|
|
qboolean minVertex, minGrid;
|
|
const char *value;
|
|
|
|
|
|
/* ydnar: smooth normals */
|
|
if( shade )
|
|
{
|
|
Sys_Printf( "--- SmoothNormals ---\n" );
|
|
SmoothNormals();
|
|
}
|
|
|
|
/* determine the number of grid points */
|
|
Sys_Printf( "--- SetupGrid ---\n" );
|
|
SetupGrid();
|
|
|
|
/* find the optional minimum lighting values */
|
|
GetVectorForKey( &entities[ 0 ], "_color", color );
|
|
if( VectorLength( color ) == 0.0f )
|
|
VectorSet( color, 1.0, 1.0, 1.0 );
|
|
|
|
/* ambient */
|
|
f = FloatForKey( &entities[ 0 ], "_ambient" );
|
|
if( f == 0.0f )
|
|
f = FloatForKey( &entities[ 0 ], "ambient" );
|
|
VectorScale( color, f, ambientColor );
|
|
|
|
/* minvertexlight */
|
|
minVertex = qfalse;
|
|
value = ValueForKey( &entities[ 0 ], "_minvertexlight" );
|
|
if( value[ 0 ] != '\0' )
|
|
{
|
|
minVertex = qtrue;
|
|
f = atof( value );
|
|
VectorScale( color, f, minVertexLight );
|
|
}
|
|
|
|
/* mingridlight */
|
|
minGrid = qfalse;
|
|
value = ValueForKey( &entities[ 0 ], "_mingridlight" );
|
|
if( value[ 0 ] != '\0' )
|
|
{
|
|
minGrid = qtrue;
|
|
f = atof( value );
|
|
VectorScale( color, f, minGridLight );
|
|
}
|
|
|
|
/* minlight */
|
|
value = ValueForKey( &entities[ 0 ], "_minlight" );
|
|
if( value[ 0 ] != '\0' )
|
|
{
|
|
f = atof( value );
|
|
VectorScale( color, f, minLight );
|
|
if( minVertex == qfalse )
|
|
VectorScale( color, f, minVertexLight );
|
|
if( minGrid == qfalse )
|
|
VectorScale( color, f, minGridLight );
|
|
}
|
|
|
|
/* create world lights */
|
|
Sys_FPrintf( SYS_VRB, "--- CreateLights ---\n" );
|
|
CreateEntityLights();
|
|
CreateSurfaceLights();
|
|
Sys_Printf( "%9d point lights\n", numPointLights );
|
|
Sys_Printf( "%9d spotlights\n", numSpotLights );
|
|
Sys_Printf( "%9d diffuse (area) lights\n", numDiffuseLights );
|
|
Sys_Printf( "%9d sun/sky lights\n", numSunLights );
|
|
|
|
/* calculate lightgrid */
|
|
if( !noGridLighting )
|
|
{
|
|
/* ydnar: set up light envelopes */
|
|
SetupEnvelopes( qtrue, fastgrid );
|
|
|
|
Sys_Printf( "--- TraceGrid ---\n" );
|
|
RunThreadsOnIndividual( numRawGridPoints, qtrue, TraceGrid );
|
|
Sys_Printf( "%d x %d x %d = %d grid\n",
|
|
gridBounds[ 0 ], gridBounds[ 1 ], gridBounds[ 2 ], numBSPGridPoints );
|
|
|
|
/* ydnar: emit statistics on light culling */
|
|
Sys_FPrintf( SYS_VRB, "%9d grid points envelope culled\n", gridEnvelopeCulled );
|
|
Sys_FPrintf( SYS_VRB, "%9d grid points bounds culled\n", gridBoundsCulled );
|
|
}
|
|
|
|
/* slight optimization to remove a sqrt */
|
|
subdivideThreshold *= subdivideThreshold;
|
|
|
|
/* map the world luxels */
|
|
Sys_Printf( "--- MapRawLightmap ---\n" );
|
|
RunThreadsOnIndividual( numRawLightmaps, qtrue, MapRawLightmap );
|
|
Sys_Printf( "%9d luxels\n", numLuxels );
|
|
Sys_Printf( "%9d luxels mapped\n", numLuxelsMapped );
|
|
Sys_Printf( "%9d luxels occluded\n", numLuxelsOccluded );
|
|
|
|
/* ydnar: set up light envelopes */
|
|
SetupEnvelopes( qfalse, fast );
|
|
|
|
/* light up my world */
|
|
lightsPlaneCulled = 0;
|
|
lightsEnvelopeCulled = 0;
|
|
lightsBoundsCulled = 0;
|
|
lightsClusterCulled = 0;
|
|
|
|
Sys_Printf( "--- IlluminateRawLightmap ---\n" );
|
|
RunThreadsOnIndividual( numRawLightmaps, qtrue, IlluminateRawLightmap );
|
|
Sys_Printf( "%9d luxels illuminated\n", numLuxelsIlluminated );
|
|
|
|
StitchSurfaceLightmaps();
|
|
|
|
Sys_Printf( "--- IlluminateVertexes ---\n" );
|
|
RunThreadsOnIndividual( numBSPDrawSurfaces, qtrue, IlluminateVertexes );
|
|
Sys_Printf( "%9d vertexes illuminated\n", numVertsIlluminated );
|
|
|
|
/* ydnar: emit statistics on light culling */
|
|
Sys_FPrintf( SYS_VRB, "%9d lights plane culled\n", lightsPlaneCulled );
|
|
Sys_FPrintf( SYS_VRB, "%9d lights envelope culled\n", lightsEnvelopeCulled );
|
|
Sys_FPrintf( SYS_VRB, "%9d lights bounds culled\n", lightsBoundsCulled );
|
|
Sys_FPrintf( SYS_VRB, "%9d lights cluster culled\n", lightsClusterCulled );
|
|
|
|
/* radiosity */
|
|
b = 1;
|
|
bt = bounce;
|
|
while( bounce > 0 )
|
|
{
|
|
/* store off the bsp between bounces */
|
|
StoreSurfaceLightmaps();
|
|
Sys_Printf( "Writing %s\n", source );
|
|
WriteBSPFile( source );
|
|
|
|
/* note it */
|
|
Sys_Printf( "\n--- Radiosity (bounce %d of %d) ---\n", b, bt );
|
|
|
|
/* flag bouncing */
|
|
bouncing = qtrue;
|
|
VectorClear( ambientColor );
|
|
|
|
/* generate diffuse lights */
|
|
RadFreeLights();
|
|
RadCreateDiffuseLights();
|
|
|
|
/* setup light envelopes */
|
|
SetupEnvelopes( qfalse, fastbounce );
|
|
if( numLights == 0 )
|
|
{
|
|
Sys_Printf( "No diffuse light to calculate, ending radiosity.\n" );
|
|
break;
|
|
}
|
|
|
|
/* add to lightgrid */
|
|
if( bouncegrid )
|
|
{
|
|
gridEnvelopeCulled = 0;
|
|
gridBoundsCulled = 0;
|
|
|
|
Sys_Printf( "--- BounceGrid ---\n" );
|
|
RunThreadsOnIndividual( numRawGridPoints, qtrue, TraceGrid );
|
|
Sys_FPrintf( SYS_VRB, "%9d grid points envelope culled\n", gridEnvelopeCulled );
|
|
Sys_FPrintf( SYS_VRB, "%9d grid points bounds culled\n", gridBoundsCulled );
|
|
}
|
|
|
|
/* light up my world */
|
|
lightsPlaneCulled = 0;
|
|
lightsEnvelopeCulled = 0;
|
|
lightsBoundsCulled = 0;
|
|
lightsClusterCulled = 0;
|
|
|
|
Sys_Printf( "--- IlluminateRawLightmap ---\n" );
|
|
RunThreadsOnIndividual( numRawLightmaps, qtrue, IlluminateRawLightmap );
|
|
Sys_Printf( "%9d luxels illuminated\n", numLuxelsIlluminated );
|
|
Sys_Printf( "%9d vertexes illuminated\n", numVertsIlluminated );
|
|
|
|
StitchSurfaceLightmaps();
|
|
|
|
Sys_Printf( "--- IlluminateVertexes ---\n" );
|
|
RunThreadsOnIndividual( numBSPDrawSurfaces, qtrue, IlluminateVertexes );
|
|
Sys_Printf( "%9d vertexes illuminated\n", numVertsIlluminated );
|
|
|
|
/* ydnar: emit statistics on light culling */
|
|
Sys_FPrintf( SYS_VRB, "%9d lights plane culled\n", lightsPlaneCulled );
|
|
Sys_FPrintf( SYS_VRB, "%9d lights envelope culled\n", lightsEnvelopeCulled );
|
|
Sys_FPrintf( SYS_VRB, "%9d lights bounds culled\n", lightsBoundsCulled );
|
|
Sys_FPrintf( SYS_VRB, "%9d lights cluster culled\n", lightsClusterCulled );
|
|
|
|
/* interate */
|
|
bounce--;
|
|
b++;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
LightMain()
|
|
main routine for light processing
|
|
*/
|
|
|
|
int LightMain( int argc, char **argv )
|
|
{
|
|
int i;
|
|
float f;
|
|
char mapSource[ 1024 ];
|
|
const char *value;
|
|
|
|
|
|
/* note it */
|
|
Sys_Printf( "--- Light ---\n" );
|
|
|
|
/* process commandline arguments */
|
|
for( i = 1; i < (argc - 1); i++ )
|
|
{
|
|
/* lightsource scaling */
|
|
if( !strcmp( argv[ i ], "-point" ) || !strcmp( argv[ i ], "-pointscale" ) )
|
|
{
|
|
f = atof( argv[ i + 1 ] );
|
|
pointScale *= f;
|
|
Sys_Printf( "Point (entity) light scaled by %f to %f\n", f, pointScale );
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-area" ) || !strcmp( argv[ i ], "-areascale" ) )
|
|
{
|
|
f = atof( argv[ i + 1 ] );
|
|
areaScale *= f;
|
|
Sys_Printf( "Area (shader) light scaled by %f to %f\n", f, areaScale );
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-sky" ) || !strcmp( argv[ i ], "-skyscale" ) )
|
|
{
|
|
f = atof( argv[ i + 1 ] );
|
|
skyScale *= f;
|
|
Sys_Printf( "Sky/sun light scaled by %f to %f\n", f, skyScale );
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-bouncescale" ) )
|
|
{
|
|
f = atof( argv[ i + 1 ] );
|
|
bounceScale *= f;
|
|
Sys_Printf( "Bounce (radiosity) light scaled by %f to %f\n", f, bounceScale );
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-scale" ) )
|
|
{
|
|
f = atof( argv[ i + 1 ] );
|
|
pointScale *= f;
|
|
areaScale *= f;
|
|
skyScale *= f;
|
|
bounceScale *= f;
|
|
Sys_Printf( "All light scaled by %f\n", f );
|
|
i++;
|
|
}
|
|
|
|
/* ydnar switches */
|
|
else if( !strcmp( argv[ i ], "-bounce" ) )
|
|
{
|
|
bounce = atoi( argv[ i + 1 ] );
|
|
if( bounce < 0 )
|
|
bounce = 0;
|
|
else if( bounce > 0 )
|
|
Sys_Printf( "Radiosity enabled with %d bounce(s)\n", bounce );
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-supersample" ) || !strcmp( argv[ i ], "-super" ) )
|
|
{
|
|
superSample = atoi( argv[ i + 1 ] );
|
|
if( superSample < 1 )
|
|
superSample = 1;
|
|
else if( superSample > 1 )
|
|
Sys_Printf( "Ordered-grid supersampling enabled with %d sample(s) per lightmap texel\n", (superSample * superSample) );
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-samples" ) )
|
|
{
|
|
lightSamples = atoi( argv[ i + 1 ] );
|
|
if( lightSamples < 1 )
|
|
lightSamples = 1;
|
|
else if( lightSamples > 1 )
|
|
Sys_Printf( "Adaptive supersampling enabled with %d sample(s) per lightmap texel\n", lightSamples );
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-filter" ) )
|
|
{
|
|
filter = qtrue;
|
|
Sys_Printf( "Lightmap filtering enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-shadeangle" ) )
|
|
{
|
|
shadeAngleDegrees = atof( argv[ i + 1 ] );
|
|
if( shadeAngleDegrees < 0.0f )
|
|
shadeAngleDegrees = 0.0f;
|
|
else if( shadeAngleDegrees > 0.0f )
|
|
{
|
|
shade = qtrue;
|
|
Sys_Printf( "Phong shading enabled with a breaking angle of %f degrees\n", shadeAngleDegrees );
|
|
}
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-thresh" ) )
|
|
{
|
|
subdivideThreshold = atof( argv[ i + 1 ] );
|
|
if( subdivideThreshold < 0 )
|
|
subdivideThreshold = DEFAULT_SUBDIVIDE_THRESHOLD;
|
|
else
|
|
Sys_Printf( "Subdivision threshold set at %.3f\n", subdivideThreshold );
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-approx" ) )
|
|
{
|
|
approximateTolerance = atoi( argv[ i + 1 ] );
|
|
if( approximateTolerance < 0 )
|
|
approximateTolerance = 0;
|
|
else if( approximateTolerance > 0 )
|
|
Sys_Printf( "Approximating lightmaps within a byte tolerance of %d\n", approximateTolerance );
|
|
i++;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-deluxe" ) || !strcmp( argv[ i ], "-deluxemap" ) )
|
|
{
|
|
deluxemap = qtrue;
|
|
Sys_Printf( "Generating deluxemaps for average light direction\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-external" ) )
|
|
{
|
|
externalLightmaps = qtrue;
|
|
Sys_Printf( "Storing all lightmaps externally\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-lightmapsize" ) )
|
|
{
|
|
lmCustomSize = atoi( argv[ i + 1 ] );
|
|
|
|
/* must be a power of 2 and greater than 2 */
|
|
if( ((lmCustomSize - 1) & lmCustomSize) || lmCustomSize < 2 )
|
|
{
|
|
Sys_Printf( "WARNING: Lightmap size must be a power of 2, greater or equal to 2 pixels.\n" );
|
|
lmCustomSize = LIGHTMAP_WIDTH;
|
|
}
|
|
i++;
|
|
Sys_Printf( "Default lightmap size set to %d x %d pixels\n", lmCustomSize, lmCustomSize );
|
|
|
|
/* enable external lightmaps */
|
|
if( lmCustomSize != LIGHTMAP_WIDTH )
|
|
{
|
|
externalLightmaps = qtrue;
|
|
Sys_Printf( "Storing all lightmaps externally\n" );
|
|
}
|
|
}
|
|
|
|
/* ydnar: add this to suppress warnings */
|
|
else if( !strcmp( argv[ i ], "-custinfoparms") )
|
|
{
|
|
Sys_Printf( "Custom info parms enabled\n" );
|
|
useCustomInfoParms = qtrue;
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-wolf" ) )
|
|
{
|
|
/* -game should already be set */
|
|
game->wolfLight = qtrue;
|
|
Sys_Printf( "Enabling Wolf lighting model\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-sunonly" ) )
|
|
{
|
|
sunOnly = qtrue;
|
|
Sys_Printf( "Only computing sunlight\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-bounceonly" ) )
|
|
{
|
|
bounceOnly = qtrue;
|
|
Sys_Printf( "Storing bounced light (radiosity) only\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-nocollapse" ) )
|
|
{
|
|
noCollapse = qtrue;
|
|
Sys_Printf( "Identical lightmap collapsing disabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-shade" ) )
|
|
{
|
|
shade = qtrue;
|
|
Sys_Printf( "Phong shading enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-bouncegrid") )
|
|
{
|
|
bouncegrid = qtrue;
|
|
if( bounce > 0 )
|
|
Sys_Printf( "Grid lighting with radiosity enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-smooth" ) )
|
|
{
|
|
smooth = qtrue;
|
|
lightSamples = EXTRA_SCALE;
|
|
Sys_Printf( "The -smooth argument is deprecated, use \"-samples 2\" instead\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-fast" ) )
|
|
{
|
|
fast = qtrue;
|
|
fastgrid = qtrue;
|
|
fastbounce = qtrue;
|
|
Sys_Printf( "Fast mode enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-faster" ) )
|
|
{
|
|
faster = qtrue;
|
|
fast = qtrue;
|
|
fastgrid = qtrue;
|
|
fastbounce = qtrue;
|
|
Sys_Printf( "Faster mode enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-fastgrid" ) )
|
|
{
|
|
fastgrid = qtrue;
|
|
Sys_Printf( "Fast grid lighting enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-fastbounce" ) )
|
|
{
|
|
fastbounce = qtrue;
|
|
Sys_Printf( "Fast bounce mode enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-cheap" ) )
|
|
{
|
|
cheap = qtrue;
|
|
cheapgrid = qtrue;
|
|
Sys_Printf( "Cheap mode enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-cheapgrid" ) )
|
|
{
|
|
cheapgrid = qtrue;
|
|
Sys_Printf( "Cheap grid mode enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-normalmap" ) )
|
|
{
|
|
normalmap = qtrue;
|
|
Sys_Printf( "Storing normal map instead of lightmap\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-trisoup" ) )
|
|
{
|
|
trisoup = qtrue;
|
|
Sys_Printf( "Converting brush faces to triangle soup\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-debug" ) )
|
|
{
|
|
debug = qtrue;
|
|
Sys_Printf( "Lightmap debugging enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-debugsurfaces" ) || !strcmp( argv[ i ], "-debugsurface" ) )
|
|
{
|
|
debugSurfaces = qtrue;
|
|
Sys_Printf( "Lightmap surface debugging enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-debugunused" ) )
|
|
{
|
|
debugUnused = qtrue;
|
|
Sys_Printf( "Unused luxel debugging enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-debugaxis" ) )
|
|
{
|
|
debugAxis = qtrue;
|
|
Sys_Printf( "Lightmap axis debugging enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-debugcluster" ) )
|
|
{
|
|
debugCluster = qtrue;
|
|
Sys_Printf( "Luxel cluster debugging enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-debugorigin" ) )
|
|
{
|
|
debugOrigin = qtrue;
|
|
Sys_Printf( "Luxel origin debugging enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-debugdeluxe" ) )
|
|
{
|
|
deluxemap = qtrue;
|
|
debugDeluxemap = qtrue;
|
|
Sys_Printf( "Deluxemap debugging enabled\n" );
|
|
}
|
|
|
|
else if( !strcmp( argv[ i ], "-export" ) )
|
|
{
|
|
exportLightmaps = qtrue;
|
|
Sys_Printf( "Exporting lightmaps\n" );
|
|
}
|
|
|
|
else if( !strcmp(argv[ i ], "-notrace" ))
|
|
{
|
|
noTrace = qtrue;
|
|
Sys_Printf( "Shadow occlusion disabled\n" );
|
|
}
|
|
else if( !strcmp(argv[ i ], "-patchshadows" ) )
|
|
{
|
|
patchShadows = qtrue;
|
|
Sys_Printf( "Patch shadow casting enabled\n" );
|
|
}
|
|
else if( !strcmp( argv[ i ], "-extra" ) )
|
|
{
|
|
extra = qtrue;
|
|
superSample = EXTRA_SCALE; /* ydnar */
|
|
Sys_Printf( "The -extra argument is deprecated, use \"-super 2\" instead\n" );
|
|
}
|
|
else if( !strcmp( argv[ i ], "-extrawide" ) )
|
|
{
|
|
extra = qtrue;
|
|
extraWide = qtrue;
|
|
superSample = EXTRAWIDE_SCALE; /* ydnar */
|
|
filter = qtrue; /* ydnar */
|
|
Sys_Printf( "The -extrawide argument is deprecated, use \"-filter [-super 2]\" instead\n");
|
|
}
|
|
else if( !strcmp( argv[ i ], "-samplesize" ) )
|
|
{
|
|
sampleSize = atoi( argv[ i + 1 ] );
|
|
if( sampleSize < 1 )
|
|
sampleSize = 1;
|
|
i++;
|
|
Sys_Printf( "Default lightmap sample size set to %dx%d units\n", sampleSize, sampleSize );
|
|
}
|
|
else if( !strcmp( argv[ i ], "-novertex" ) )
|
|
{
|
|
noVertexLighting = qtrue;
|
|
Sys_Printf( "Disabling vertex lighting\n" );
|
|
}
|
|
else if( !strcmp( argv[ i ], "-nogrid" ) )
|
|
{
|
|
noGridLighting = qtrue;
|
|
Sys_Printf( "Disabling grid lighting\n" );
|
|
}
|
|
else if( !strcmp( argv[ i ], "-border" ) )
|
|
{
|
|
lightmapBorder = qtrue;
|
|
Sys_Printf( "Adding debug border to lightmaps\n" );
|
|
}
|
|
else if( !strcmp( argv[ i ], "-nosurf" ) )
|
|
{
|
|
noSurfaces = qtrue;
|
|
Sys_Printf( "Not tracing against surfaces\n" );
|
|
}
|
|
else if( !strcmp( argv[ i ], "-dump" ) )
|
|
{
|
|
dump = qtrue;
|
|
Sys_Printf( "Dumping radiosity lights into numbered prefabs\n" );
|
|
}
|
|
else if( !strcmp( argv[ i ], "-lomem" ) )
|
|
{
|
|
loMem = qtrue;
|
|
Sys_Printf( "Enabling low-memory (potentially slower) lighting mode\n" );
|
|
}
|
|
|
|
else
|
|
Sys_Printf( "WARNING: Unknown option \"%s\"\n", argv[ i ] );
|
|
}
|
|
|
|
/* clean up map name */
|
|
strcpy( source, ExpandArg( argv[ i ] ) );
|
|
StripExtension( source );
|
|
DefaultExtension( source, ".bsp" );
|
|
strcpy( mapSource, ExpandArg( argv[ i ] ) );
|
|
StripExtension( mapSource );
|
|
DefaultExtension( mapSource, ".map" );
|
|
|
|
/* ydnar: set default sample size */
|
|
SetDefaultSampleSize( sampleSize );
|
|
|
|
/* ydnar: handle shaders */
|
|
BeginMapShaderFile( source );
|
|
LoadShaderInfo();
|
|
|
|
/* note loading */
|
|
Sys_Printf( "Loading %s\n", source );
|
|
|
|
/* ydnar: load surface file */
|
|
LoadSurfaceExtraFile( source );
|
|
|
|
/* load bsp file */
|
|
LoadBSPFile( source );
|
|
|
|
/* parse bsp entities */
|
|
ParseEntities();
|
|
|
|
/* load map file */
|
|
value = ValueForKey( &entities[ 0 ], "_keepLights" );
|
|
if( value[ 0 ] != '1' )
|
|
LoadMapFile( mapSource, qtrue );
|
|
|
|
/* set the entity/model origins and init yDrawVerts */
|
|
SetEntityOrigins();
|
|
|
|
/* ydnar: set up optimization */
|
|
SetupBrushes();
|
|
SetupSurfaceLightmaps();
|
|
|
|
/* initialize the surface facet tracing */
|
|
SetupTraceNodes();
|
|
|
|
/* light the world */
|
|
LightWorld();
|
|
|
|
/* ydnar: store off lightmaps */
|
|
StoreSurfaceLightmaps();
|
|
|
|
/* write out the bsp */
|
|
UnparseEntities();
|
|
Sys_Printf( "Writing %s\n", source );
|
|
WriteBSPFile( source );
|
|
|
|
/* ydnar: export lightmaps */
|
|
if( exportLightmaps && !externalLightmaps )
|
|
ExportLightmaps();
|
|
|
|
/* return to sender */
|
|
return 0;
|
|
}
|
|
|