mirror of
https://github.com/shawns-valve/halflife.git
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689 lines
14 KiB
C
689 lines
14 KiB
C
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//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "light.h"
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extern qboolean hicolor;
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extern qboolean clamp192;
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/*
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============
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CastRay
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Returns the distance between the points, or -1 if blocked
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=============
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*/
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vec_t CastRay (vec3_t p1, vec3_t p2)
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{
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int i;
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vec_t t;
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qboolean trace;
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trace = TestLine (p1, p2);
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if (!trace)
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return -1; // ray was blocked
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t = 0;
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for (i=0 ; i< 3 ; i++)
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t += (p2[i]-p1[i]) * (p2[i]-p1[i]);
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if (t == 0)
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t = 1; // don't blow up...
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return sqrt(t);
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}
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/*
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===============================================================================
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SAMPLE POINT DETERMINATION
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void SetupBlock (dface_t *f) Returns with surfpt[] set
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This is a little tricky because the lightmap covers more area than the face.
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If done in the straightforward fashion, some of the
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sample points will be inside walls or on the other side of walls, causing
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false shadows and light bleeds.
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To solve this, I only consider a sample point valid if a line can be drawn
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between it and the exact midpoint of the face. If invalid, it is adjusted
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towards the center until it is valid.
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(this doesn't completely work)
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===============================================================================
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*/
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#define SINGLEMAP (18*18*4)
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typedef struct
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{
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vec3_t lightmaps[MAXLIGHTMAPS][SINGLEMAP];
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int numlightstyles;
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vec_t *light;
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vec_t facedist;
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vec3_t facenormal;
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int numsurfpt;
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vec3_t surfpt[SINGLEMAP];
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vec3_t texorg;
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vec3_t worldtotex[2]; // s = (world - texorg) . worldtotex[0]
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vec3_t textoworld[2]; // world = texorg + s * textoworld[0]
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vec_t exactmins[2], exactmaxs[2];
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int texmins[2], texsize[2];
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int lightstyles[256];
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int surfnum;
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dface_t *face;
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} lightinfo_t;
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/*
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================
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CalcFaceVectors
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Fills in texorg, worldtotex. and textoworld
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================
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*/
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void CalcFaceVectors (lightinfo_t *l)
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{
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texinfo_t *tex;
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int i, j;
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vec3_t texnormal;
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float distscale;
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vec_t dist, len;
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tex = &texinfo[l->face->texinfo];
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// convert from float to vec_t
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for (i=0 ; i<2 ; i++)
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for (j=0 ; j<3 ; j++)
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l->worldtotex[i][j] = tex->vecs[i][j];
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// calculate a normal to the texture axis. points can be moved along this
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// without changing their S/T
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texnormal[0] = tex->vecs[1][1]*tex->vecs[0][2]
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- tex->vecs[1][2]*tex->vecs[0][1];
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texnormal[1] = tex->vecs[1][2]*tex->vecs[0][0]
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- tex->vecs[1][0]*tex->vecs[0][2];
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texnormal[2] = tex->vecs[1][0]*tex->vecs[0][1]
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- tex->vecs[1][1]*tex->vecs[0][0];
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VectorNormalize (texnormal);
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// flip it towards plane normal
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distscale = DotProduct (texnormal, l->facenormal);
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if (!distscale)
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Error ("Texture axis perpendicular to face");
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if (distscale < 0)
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{
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distscale = -distscale;
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VectorSubtract (vec3_origin, texnormal, texnormal);
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}
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// distscale is the ratio of the distance along the texture normal to
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// the distance along the plane normal
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distscale = 1/distscale;
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for (i=0 ; i<2 ; i++)
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{
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len = VectorLength (l->worldtotex[i]);
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dist = DotProduct (l->worldtotex[i], l->facenormal);
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dist *= distscale;
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VectorMA (l->worldtotex[i], -dist, texnormal, l->textoworld[i]);
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VectorScale (l->textoworld[i], (1/len)*(1/len), l->textoworld[i]);
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}
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// calculate texorg on the texture plane
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for (i=0 ; i<3 ; i++)
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l->texorg[i] = -tex->vecs[0][3]* l->textoworld[0][i] - tex->vecs[1][3] * l->textoworld[1][i];
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// project back to the face plane
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dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1;
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dist *= distscale;
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VectorMA (l->texorg, -dist, texnormal, l->texorg);
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}
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/*
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================
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CalcFaceExtents
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Fills in s->texmins[] and s->texsize[]
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also sets exactmins[] and exactmaxs[]
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================
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*/
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void CalcFaceExtents (lightinfo_t *l)
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{
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dface_t *s;
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vec_t mins[2], maxs[2], val;
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int i,j, e;
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dvertex_t *v;
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texinfo_t *tex;
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s = l->face;
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mins[0] = mins[1] = 999999;
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maxs[0] = maxs[1] = -99999;
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tex = &texinfo[s->texinfo];
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for (i=0 ; i<s->numedges ; i++)
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{
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e = dsurfedges[s->firstedge+i];
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if (e >= 0)
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v = dvertexes + dedges[e].v[0];
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else
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v = dvertexes + dedges[-e].v[1];
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for (j=0 ; j<2 ; j++)
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{
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val = v->point[0] * tex->vecs[j][0] +
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v->point[1] * tex->vecs[j][1] +
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v->point[2] * tex->vecs[j][2] +
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tex->vecs[j][3];
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if (val < mins[j])
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mins[j] = val;
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if (val > maxs[j])
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maxs[j] = val;
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}
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}
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for (i=0 ; i<2 ; i++)
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{
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l->exactmins[i] = mins[i];
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l->exactmaxs[i] = maxs[i];
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mins[i] = floor(mins[i]/16);
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maxs[i] = ceil(maxs[i]/16);
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l->texmins[i] = mins[i];
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l->texsize[i] = maxs[i] - mins[i];
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if (l->texsize[i] > 17)
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Error ("Bad surface extents");
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}
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}
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/*
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=================
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CalcPoints
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For each texture aligned grid point, back project onto the plane
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to get the world xyz value of the sample point
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=================
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*/
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int c_bad;
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void CalcPoints (lightinfo_t *l)
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{
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int i;
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int s, t, j;
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int w, h, step;
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vec_t starts, startt, us, ut;
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vec_t *surf;
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vec_t mids, midt;
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vec3_t facemid, move;
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//
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// fill in surforg
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// the points are biased towards the center of the surface
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// to help avoid edge cases just inside walls
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//
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surf = l->surfpt[0];
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mids = (l->exactmaxs[0] + l->exactmins[0])/2;
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midt = (l->exactmaxs[1] + l->exactmins[1])/2;
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for (j=0 ; j<3 ; j++)
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facemid[j] = l->texorg[j] + l->textoworld[0][j]*mids + l->textoworld[1][j]*midt;
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if (extrasamples)
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{ // extra filtering
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h = (l->texsize[1]+1)*2;
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w = (l->texsize[0]+1)*2;
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starts = (l->texmins[0]-0.5)*16;
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startt = (l->texmins[1]-0.5)*16;
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step = 8;
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}
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else
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{
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h = l->texsize[1]+1;
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w = l->texsize[0]+1;
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starts = l->texmins[0]*16;
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startt = l->texmins[1]*16;
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step = 16;
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}
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l->numsurfpt = w * h;
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for (t=0 ; t<h ; t++)
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{
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for (s=0 ; s<w ; s++, surf+=3)
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{
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us = starts + s*step;
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ut = startt + t*step;
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// if a line can be traced from surf to facemid, the point is good
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for (i=0 ; i<6 ; i++)
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{
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// calculate texture point
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for (j=0 ; j<3 ; j++)
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surf[j] = l->texorg[j] + l->textoworld[0][j]*us
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+ l->textoworld[1][j]*ut;
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if (CastRay (facemid, surf) != -1)
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break; // got it
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if (i & 1)
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{
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if (us > mids)
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{
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us -= 8;
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if (us < mids)
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us = mids;
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}
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else
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{
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us += 8;
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if (us > mids)
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us = mids;
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}
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}
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else
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{
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if (ut > midt)
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{
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ut -= 8;
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if (ut < midt)
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ut = midt;
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}
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else
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{
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ut += 8;
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if (ut > midt)
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ut = midt;
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}
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}
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// move surf 8 pixels towards the center
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VectorSubtract (facemid, surf, move);
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VectorNormalize (move);
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VectorMA (surf, 8, move, surf);
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}
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if (i == 2)
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c_bad++;
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}
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}
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}
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/*
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===============================================================================
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FACE LIGHTING
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===============================================================================
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*/
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int c_culldistplane, c_proper;
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/*
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================
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SingleLightFace
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================
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*/
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void SingleLightFace (lightentity_t *light, lightinfo_t *l)
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{
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vec_t dist;
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vec3_t incoming;
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vec_t angle;
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vec_t add;
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vec_t *surf;
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qboolean hit;
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int mapnum;
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int size;
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int c, i;
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vec3_t rel;
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vec3_t spotvec;
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vec_t falloff;
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vec3_t *lightsamp;
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float intensity;
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VectorSubtract (light->origin, bsp_origin, rel);
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dist = scaledist * (DotProduct (rel, l->facenormal) - l->facedist);
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// don't bother with lights behind the surface
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if (dist <= 0)
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return;
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// don't bother with light too far away
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intensity = ( light->light[ 0 ] + light->light[ 1 ] + light->light[ 2 ] ) / 3.0;
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if( dist > intensity )
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{
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c_culldistplane++;
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return;
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}
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if (light->targetent)
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{
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VectorSubtract (light->targetorigin, light->origin, spotvec);
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VectorNormalize (spotvec);
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if (!light->angle)
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falloff = -cos(20*Q_PI/180);
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else
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falloff = -cos(light->angle/2*Q_PI/180);
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}
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else
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falloff = 0; // shut up compiler warnings
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mapnum = 0;
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for (mapnum=0 ; mapnum<l->numlightstyles ; mapnum++)
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if (l->lightstyles[mapnum] == light->style)
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break;
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lightsamp = l->lightmaps[mapnum];
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if (mapnum == l->numlightstyles)
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{ // init a new light map
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if (mapnum == MAXLIGHTMAPS)
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{
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printf ("WARNING: Too many light styles on a face\n");
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return;
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}
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size = (l->texsize[1]+1)*(l->texsize[0]+1);
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for (i=0 ; i<size ; i++)
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{
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lightsamp[i][0] = 0;
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lightsamp[i][1] = 0;
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lightsamp[i][2] = 0;
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}
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}
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//
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// check it for real
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//
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hit = false;
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c_proper++;
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surf = l->surfpt[0];
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for (c=0 ; c<l->numsurfpt ; c++, surf+=3)
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{
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dist = CastRay(light->origin, surf)*scaledist;
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if (dist < 0)
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continue; // light doesn't reach
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VectorSubtract (light->origin, surf, incoming);
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VectorNormalize (incoming);
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angle = DotProduct (incoming, l->facenormal);
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if (light->targetent)
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{ // spotlight cutoff
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if (DotProduct (spotvec, incoming) > falloff)
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continue;
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}
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angle = (1.0-scalecos) + scalecos*angle;
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for( i=0; i<3; i++ )
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{
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add = light->light[i] - dist;
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add *= angle;
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if (add < 0)
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continue;
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lightsamp[c][i] += add;
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}
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// check intensity
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intensity = ( lightsamp[ c ][ 0 ] + lightsamp[ c ][ 1 ] + lightsamp[ c ][ 2 ] ) / 3.0;
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if( intensity > 1 ) // ignore real tiny lights
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hit = true;
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}
|
|||
|
|
|||
|
if (mapnum == l->numlightstyles && hit)
|
|||
|
{
|
|||
|
l->lightstyles[mapnum] = light->style;
|
|||
|
l->numlightstyles++; // the style has some real data now
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/*
|
|||
|
============
|
|||
|
FixMinlight
|
|||
|
============
|
|||
|
*/
|
|||
|
void FixMinlight (lightinfo_t *l)
|
|||
|
{
|
|||
|
int i, j;
|
|||
|
float minlight;
|
|||
|
|
|||
|
minlight = minlights[l->surfnum];
|
|||
|
|
|||
|
// if minlight is set, there must be a style 0 light map
|
|||
|
if (!minlight)
|
|||
|
return;
|
|||
|
|
|||
|
for (i=0 ; i< l->numlightstyles ; i++)
|
|||
|
{
|
|||
|
if (l->lightstyles[i] == 0)
|
|||
|
break;
|
|||
|
}
|
|||
|
if (i == l->numlightstyles)
|
|||
|
{
|
|||
|
if (l->numlightstyles == MAXLIGHTMAPS)
|
|||
|
return; // oh well..
|
|||
|
|
|||
|
for (j=0 ; j<l->numsurfpt ; j++)
|
|||
|
{
|
|||
|
l->lightmaps[i][j][0] = minlight;
|
|||
|
l->lightmaps[i][j][1] = minlight;
|
|||
|
l->lightmaps[i][j][2] = minlight;
|
|||
|
}
|
|||
|
|
|||
|
l->lightstyles[i] = 0;
|
|||
|
l->numlightstyles++;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
for (j=0 ; j<l->numsurfpt ; j++)
|
|||
|
{
|
|||
|
float intensity = ( l->lightmaps[i][j][0] + l->lightmaps[i][j][1] + l->lightmaps[i][j][2] ) / 3.0;
|
|||
|
|
|||
|
if ( intensity < minlight )
|
|||
|
{
|
|||
|
l->lightmaps[i][j][0] = minlight;
|
|||
|
l->lightmaps[i][j][1] = minlight;
|
|||
|
l->lightmaps[i][j][2] = minlight;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/*
|
|||
|
============
|
|||
|
LightFace
|
|||
|
============
|
|||
|
*/
|
|||
|
void LightFace (int surfnum)
|
|||
|
{
|
|||
|
dface_t *f;
|
|||
|
lightinfo_t l;
|
|||
|
int s, t;
|
|||
|
int i,j,c;
|
|||
|
vec3_t total;
|
|||
|
int size;
|
|||
|
int lightmapwidth, lightmapsize;
|
|||
|
byte *out;
|
|||
|
vec3_t *light;
|
|||
|
int w, h;
|
|||
|
int clamp = 192;
|
|||
|
float clampfactor = 0.75;
|
|||
|
|
|||
|
if ( !clamp192 )
|
|||
|
{
|
|||
|
clamp = 255;
|
|||
|
clampfactor = 1.0;
|
|||
|
}
|
|||
|
|
|||
|
f = dfaces + surfnum;
|
|||
|
|
|||
|
//
|
|||
|
// some surfaces don't need lightmaps
|
|||
|
//
|
|||
|
f->lightofs = -1;
|
|||
|
for (j=0 ; j<MAXLIGHTMAPS ; j++)
|
|||
|
f->styles[j] = 255;
|
|||
|
|
|||
|
if ( texinfo[f->texinfo].flags & TEX_SPECIAL)
|
|||
|
{ // non-lit texture
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
memset (&l, 0, sizeof(l));
|
|||
|
l.surfnum = surfnum;
|
|||
|
l.face = f;
|
|||
|
|
|||
|
//
|
|||
|
// rotate plane
|
|||
|
//
|
|||
|
VectorCopy (dplanes[f->planenum].normal, l.facenormal);
|
|||
|
l.facedist = dplanes[f->planenum].dist;
|
|||
|
if (f->side)
|
|||
|
{
|
|||
|
VectorSubtract (vec3_origin, l.facenormal, l.facenormal);
|
|||
|
l.facedist = -l.facedist;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
CalcFaceVectors (&l);
|
|||
|
CalcFaceExtents (&l);
|
|||
|
CalcPoints (&l);
|
|||
|
|
|||
|
lightmapwidth = l.texsize[0]+1;
|
|||
|
|
|||
|
size = lightmapwidth*(l.texsize[1]+1);
|
|||
|
if (size > SINGLEMAP)
|
|||
|
Error ("Bad lightmap size");
|
|||
|
|
|||
|
for (i=0 ; i<MAXLIGHTMAPS ; i++)
|
|||
|
l.lightstyles[i] = 255;
|
|||
|
|
|||
|
//
|
|||
|
// cast all lights
|
|||
|
//
|
|||
|
l.numlightstyles = 0;
|
|||
|
for (i=0 ; i<numlightentities ; i++)
|
|||
|
SingleLightFace (&lightentities[i], &l);
|
|||
|
|
|||
|
FixMinlight (&l);
|
|||
|
|
|||
|
if (!l.numlightstyles)
|
|||
|
{ // no light hitting it
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
//
|
|||
|
// save out the values
|
|||
|
//
|
|||
|
for (i=0 ; i <MAXLIGHTMAPS ; i++)
|
|||
|
f->styles[i] = l.lightstyles[i];
|
|||
|
|
|||
|
if( hicolor )
|
|||
|
lightmapsize = size*l.numlightstyles*3;
|
|||
|
else
|
|||
|
lightmapsize = size * l.numlightstyles;
|
|||
|
|
|||
|
out = GetFileSpace (lightmapsize);
|
|||
|
f->lightofs = out - filebase;
|
|||
|
|
|||
|
// extra filtering
|
|||
|
h = (l.texsize[1]+1)*2;
|
|||
|
w = (l.texsize[0]+1)*2;
|
|||
|
|
|||
|
for (i=0 ; i< l.numlightstyles ; i++)
|
|||
|
{
|
|||
|
if (l.lightstyles[i] == 0xff)
|
|||
|
Error ("Wrote empty lightmap");
|
|||
|
light = l.lightmaps[i];
|
|||
|
c = 0;
|
|||
|
for (t=0 ; t<=l.texsize[1] ; t++)
|
|||
|
{
|
|||
|
for (s=0 ; s<=l.texsize[0] ; s++, c++)
|
|||
|
{
|
|||
|
if (extrasamples)
|
|||
|
{
|
|||
|
#ifdef OLD_CODE
|
|||
|
// filtered sample
|
|||
|
VectorCopy( light[t*2*w+s*2], total );
|
|||
|
VectorAdd( total, light[t*2*w+s*2+1], total );
|
|||
|
VectorAdd( total, light[(t*2+1)*w+s*2], total );
|
|||
|
VectorAdd( total, light[(t*2+1)*w+s*2+1], total );
|
|||
|
VectorScale( total, 0.25, total );
|
|||
|
#else
|
|||
|
int u, v;
|
|||
|
float weight[3][3] =
|
|||
|
{
|
|||
|
{ 5, 9, 5 },
|
|||
|
{ 9, 16, 9 },
|
|||
|
{ 5, 9, 5 },
|
|||
|
};
|
|||
|
float divisor = 0.0;
|
|||
|
VectorFill(total,0);
|
|||
|
for ( u = 0; u < 3; u++ )
|
|||
|
{
|
|||
|
for ( v = 0; v < 3; v++ )
|
|||
|
{
|
|||
|
if ( s+u-2>=0 && t+v-1>=0 && s+u-1 <= w && t+v-1 <= h)
|
|||
|
{
|
|||
|
vec3_t sample;
|
|||
|
VectorScale( light[((t*2)+(v-1))*w + ((s*2)+(u-1))], weight[u][v], sample );
|
|||
|
divisor += weight[u][v];
|
|||
|
VectorAdd( total, sample, total );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
if ( divisor > 1.0 )
|
|||
|
VectorScale( total, 1/divisor, total );
|
|||
|
total[0] = max(total[0],0.0);
|
|||
|
total[1] = max(total[1],0.0);
|
|||
|
total[2] = max(total[2],0.0);
|
|||
|
}
|
|||
|
else
|
|||
|
VectorCopy( light[ c ], total );
|
|||
|
|
|||
|
// Scale
|
|||
|
VectorScale( total, rangescale, total );
|
|||
|
|
|||
|
// Clamp
|
|||
|
if( hicolor )
|
|||
|
{
|
|||
|
for( j=0; j<3; j++ )
|
|||
|
{
|
|||
|
total[ j ] *= clampfactor;
|
|||
|
|
|||
|
if( total[j] > clamp)
|
|||
|
total[j] = clamp;
|
|||
|
else if (total[j] < 0)
|
|||
|
Error ("light < 0");
|
|||
|
|
|||
|
*out++ = (byte) total[j];
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
int intensity = total[ 0 ] + total[ 1 ] + total[ 2 ];
|
|||
|
if( intensity > 255 )
|
|||
|
intensity = 255;
|
|||
|
else if( intensity < 0 )
|
|||
|
Error( "light < 0" );
|
|||
|
|
|||
|
*out++ = (byte) intensity;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|