2020-11-17 11:16:16 +00:00
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/* -------------------------------------------------------------------------------
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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_YDNAR_C
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/* dependencies */
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#include "vmap.h"
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/*
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ColorToBytes()
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ydnar: moved to here 2001-02-04
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*/
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void ColorToBytes( const float *color, byte *colorBytes, float scale ){
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int i;
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float max, gamma;
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vec3_t sample;
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float inv, dif;
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/* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
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if ( scale <= 0.0f ) {
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scale = 1.0f;
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}
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/* make a local copy */
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VectorScale( color, scale, sample );
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/* muck with it */
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gamma = 1.0f / lightmapGamma;
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for ( i = 0; i < 3; i++ )
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{
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/* handle negative light */
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if ( sample[ i ] < 0.0f ) {
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sample[ i ] = 0.0f;
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continue;
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}
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/* gamma */
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sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
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}
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if ( lightmapExposure == 0 ) {
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/* clamp with color normalization */
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max = sample[ 0 ];
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if ( sample[ 1 ] > max ) {
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max = sample[ 1 ];
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}
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if ( sample[ 2 ] > max ) {
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max = sample[ 2 ];
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}
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if ( max > 255.0f ) {
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VectorScale( sample, ( 255.0f / max ), sample );
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}
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}
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else
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{
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inv = 1.f / lightmapExposure;
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//Exposure
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max = sample[ 0 ];
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if ( sample[ 1 ] > max ) {
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max = sample[ 1 ];
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}
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if ( sample[ 2 ] > max ) {
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max = sample[ 2 ];
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}
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dif = ( 1 - exp( -max * inv ) ) * 255;
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if ( max > 0 ) {
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dif = dif / max;
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}
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else
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{
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dif = 0;
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}
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for ( i = 0; i < 3; i++ )
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{
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sample[i] *= dif;
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}
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}
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/* compensate for ingame overbrighting/bitshifting */
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VectorScale( sample, ( 1.0f / lightmapCompensate ), sample );
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/* sRGB lightmaps */
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if ( lightmapsRGB ) {
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sample[0] = floor( Image_sRGBFloatFromLinearFloat( sample[0] * ( 1.0 / 255.0 ) ) * 255.0 + 0.5 );
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sample[1] = floor( Image_sRGBFloatFromLinearFloat( sample[1] * ( 1.0 / 255.0 ) ) * 255.0 + 0.5 );
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sample[2] = floor( Image_sRGBFloatFromLinearFloat( sample[2] * ( 1.0 / 255.0 ) ) * 255.0 + 0.5 );
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}
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/* store it off */
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colorBytes[ 0 ] = sample[ 0 ];
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colorBytes[ 1 ] = sample[ 1 ];
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colorBytes[ 2 ] = sample[ 2 ];
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}
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void ColorToHDR( const float *color, float *colorBytes ){
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int i;
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float max, gamma;
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vec3_t sample;
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float inv, dif;
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float scale = 1.0;
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/* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
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if ( scale <= 0.0f ) {
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scale = 1.0f;
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}
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/* make a local copy */
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VectorScale( color, scale, sample );
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/* muck with it */
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gamma = 1.0f / lightmapGamma;
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for ( i = 0; i < 3; i++ )
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{
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/* handle negative light */
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if ( sample[ i ] < 0.0f ) {
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sample[ i ] = 0.0f;
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continue;
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}
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/* gamma */
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sample[ i ] = pow( sample[ i ] / 255.0f, gamma );
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}
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if ( lightmapExposure == 0 ) {
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/* clamp with color normalization */
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max = sample[ 0 ];
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if ( sample[ 1 ] > max ) {
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max = sample[ 1 ];
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}
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if ( sample[ 2 ] > max ) {
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max = sample[ 2 ];
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}
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}
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else
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{
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inv = 1.f / lightmapExposure;
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//Exposure
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max = sample[ 0 ];
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if ( sample[ 1 ] > max ) {
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max = sample[ 1 ];
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}
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if ( sample[ 2 ] > max ) {
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max = sample[ 2 ];
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}
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dif = ( 1 - exp( -max * inv ) ) * 255;
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if ( max > 0 ) {
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dif = dif / max;
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}
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else
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{
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dif = 0;
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}
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for ( i = 0; i < 3; i++ )
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{
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sample[i] *= dif;
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}
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}
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/* compensate for ingame overbrighting/bitshifting */
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VectorScale( sample, ( 1.0f / lightmapCompensate ), sample );
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/* sRGB lightmaps */
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if ( lightmapsRGB ) {
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sample[0] = Image_sRGBFloatFromLinearFloat( sample[0] );
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sample[1] = Image_sRGBFloatFromLinearFloat( sample[1] );
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sample[2] = Image_sRGBFloatFromLinearFloat( sample[2] );
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}
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/* store it off */
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colorBytes[ 0 ] = sample[ 0 ];
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colorBytes[ 1 ] = sample[ 1 ];
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colorBytes[ 2 ] = sample[ 2 ];
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}
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/* -------------------------------------------------------------------------------
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this section deals with phong shading (normal interpolation across brush faces)
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------------------------------------------------------------------------------- */
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/*
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SmoothNormals()
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smooths together coincident vertex normals across the bsp
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*/
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#define MAX_SAMPLES 256
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#define THETA_EPSILON 0.000001
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#define EQUAL_NORMAL_EPSILON 0.01
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void SmoothNormals( void ){
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int i, j, k, f, cs, numVerts, numVotes, fOld, start;
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float shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
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bspDrawSurface_t *ds;
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shaderInfo_t *si;
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float *shadeAngles;
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byte *smoothed;
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vec3_t average, diff;
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int indexes[ MAX_SAMPLES ];
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vec3_t votes[ MAX_SAMPLES ];
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/* allocate shade angle table */
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shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
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memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
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/* allocate smoothed table */
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cs = ( numBSPDrawVerts / 8 ) + 1;
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smoothed = safe_malloc( cs );
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memset( smoothed, 0, cs );
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/* set default shade angle */
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defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
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maxShadeAngle = 0;
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/* run through every surface and flag verts belonging to non-lightmapped surfaces
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and set per-vertex smoothing angle */
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for ( i = 0; i < numBSPDrawSurfaces; i++ )
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{
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/* get drawsurf */
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ds = &bspDrawSurfaces[ i ];
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/* get shader for shade angle */
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si = surfaceInfos[ i ].si;
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if ( si->shadeAngleDegrees ) {
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shadeAngle = DEG2RAD( si->shadeAngleDegrees );
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}
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else{
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shadeAngle = defaultShadeAngle;
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}
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if ( shadeAngle > maxShadeAngle ) {
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maxShadeAngle = shadeAngle;
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}
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/* flag its verts */
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for ( j = 0; j < ds->numVerts; j++ )
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{
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f = ds->firstVert + j;
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shadeAngles[ f ] = shadeAngle;
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if ( ds->surfaceType == MST_TRIANGLE_SOUP ) {
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smoothed[ f >> 3 ] |= ( 1 << ( f & 7 ) );
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}
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}
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/* ydnar: optional force-to-trisoup */
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if ( trisoup && ds->surfaceType == MST_PLANAR ) {
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ds->surfaceType = MST_TRIANGLE_SOUP;
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ds->lightmapNum[ 0 ] = -3;
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}
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}
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/* bail if no surfaces have a shade angle */
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if ( maxShadeAngle == 0 ) {
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free( shadeAngles );
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free( smoothed );
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return;
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}
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/* init pacifier */
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fOld = -1;
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start = I_FloatTime();
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/* go through the list of vertexes */
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for ( i = 0; i < numBSPDrawVerts; i++ )
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{
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/* print pacifier */
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f = 10 * i / numBSPDrawVerts;
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if ( f != fOld ) {
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fOld = f;
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Sys_Printf( "%i...", f );
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}
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/* already smoothed? */
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if ( smoothed[ i >> 3 ] & ( 1 << ( i & 7 ) ) ) {
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continue;
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}
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/* clear */
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VectorClear( average );
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numVerts = 0;
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numVotes = 0;
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/* build a table of coincident vertexes */
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for ( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
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{
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/* already smoothed? */
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if ( smoothed[ j >> 3 ] & ( 1 << ( j & 7 ) ) ) {
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continue;
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}
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/* test vertexes */
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if ( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse ) {
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continue;
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}
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/* use smallest shade angle */
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shadeAngle = ( shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ] );
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/* check shade angle */
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dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
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if ( dot > 1.0 ) {
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dot = 1.0;
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}
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else if ( dot < -1.0 ) {
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dot = -1.0;
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}
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testAngle = acos( dot ) + THETA_EPSILON;
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if ( testAngle >= shadeAngle ) {
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//Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
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continue;
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}
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//Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
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/* add to the list */
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indexes[ numVerts++ ] = j;
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/* flag vertex */
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smoothed[ j >> 3 ] |= ( 1 << ( j & 7 ) );
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/* see if this normal has already been voted */
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for ( k = 0; k < numVotes; k++ )
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{
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VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
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if ( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
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fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
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fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON ) {
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break;
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}
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}
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/* add a new vote? */
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if ( k == numVotes && numVotes < MAX_SAMPLES ) {
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VectorAdd( average, bspDrawVerts[ j ].normal, average );
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VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
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numVotes++;
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}
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}
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/* don't average for less than 2 verts */
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if ( numVerts < 2 ) {
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continue;
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}
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/* average normal */
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if ( VectorNormalize( average, average ) > 0 ) {
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/* smooth */
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for ( j = 0; j < numVerts; j++ )
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VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
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}
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}
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/* free the tables */
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free( shadeAngles );
|
|
|
|
free( smoothed );
|
|
|
|
|
|
|
|
/* print time */
|
|
|
|
Sys_Printf( " (%i)\n", (int) ( I_FloatTime() - start ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* -------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
this section deals with phong shaded lightmap tracing
|
|
|
|
|
|
|
|
------------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* 9th rewrite (recursive subdivision of a lightmap triangle) */
|
|
|
|
|
|
|
|
/*
|
|
|
|
CalcTangentVectors()
|
|
|
|
calculates the st tangent vectors for normalmapping
|
|
|
|
*/
|
|
|
|
|
|
|
|
static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv ){
|
|
|
|
int i;
|
|
|
|
float bb, s, t;
|
|
|
|
vec3_t bary;
|
|
|
|
|
|
|
|
|
|
|
|
/* calculate barycentric basis for the triangle */
|
|
|
|
bb = ( dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ] ) * ( dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ] ) - ( dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ] ) * ( dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ] );
|
|
|
|
if ( fabs( bb ) < 0.00000001f ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* do each vertex */
|
|
|
|
for ( i = 0; i < numVerts; i++ )
|
|
|
|
{
|
|
|
|
/* calculate s tangent vector */
|
|
|
|
s = dv[ i ]->st[ 0 ] + 10.0f;
|
|
|
|
t = dv[ i ]->st[ 1 ];
|
|
|
|
bary[ 0 ] = ( ( dv[ 1 ]->st[ 0 ] - s ) * ( dv[ 2 ]->st[ 1 ] - t ) - ( dv[ 2 ]->st[ 0 ] - s ) * ( dv[ 1 ]->st[ 1 ] - t ) ) / bb;
|
|
|
|
bary[ 1 ] = ( ( dv[ 2 ]->st[ 0 ] - s ) * ( dv[ 0 ]->st[ 1 ] - t ) - ( dv[ 0 ]->st[ 0 ] - s ) * ( dv[ 2 ]->st[ 1 ] - t ) ) / bb;
|
|
|
|
bary[ 2 ] = ( ( dv[ 0 ]->st[ 0 ] - s ) * ( dv[ 1 ]->st[ 1 ] - t ) - ( dv[ 1 ]->st[ 0 ] - s ) * ( dv[ 0 ]->st[ 1 ] - t ) ) / bb;
|
|
|
|
|
|
|
|
stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
|
|
|
|
stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
|
|
|
|
stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
|
|
|
|
|
|
|
|
VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
|
|
|
|
VectorNormalize( stv[ i ], stv[ i ] );
|
|
|
|
|
|
|
|
/* calculate t tangent vector */
|
|
|
|
s = dv[ i ]->st[ 0 ];
|
|
|
|
t = dv[ i ]->st[ 1 ] + 10.0f;
|
|
|
|
bary[ 0 ] = ( ( dv[ 1 ]->st[ 0 ] - s ) * ( dv[ 2 ]->st[ 1 ] - t ) - ( dv[ 2 ]->st[ 0 ] - s ) * ( dv[ 1 ]->st[ 1 ] - t ) ) / bb;
|
|
|
|
bary[ 1 ] = ( ( dv[ 2 ]->st[ 0 ] - s ) * ( dv[ 0 ]->st[ 1 ] - t ) - ( dv[ 0 ]->st[ 0 ] - s ) * ( dv[ 2 ]->st[ 1 ] - t ) ) / bb;
|
|
|
|
bary[ 2 ] = ( ( dv[ 0 ]->st[ 0 ] - s ) * ( dv[ 1 ]->st[ 1 ] - t ) - ( dv[ 1 ]->st[ 0 ] - s ) * ( dv[ 0 ]->st[ 1 ] - t ) ) / bb;
|
|
|
|
|
|
|
|
ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
|
|
|
|
ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
|
|
|
|
ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
|
|
|
|
|
|
|
|
VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
|
|
|
|
VectorNormalize( ttv[ i ], ttv[ i ] );
|
|
|
|
|
|
|
|
/* debug code */
|
|
|
|
//% Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
|
|
|
|
//% stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* return to caller */
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
PerturbNormal()
|
|
|
|
perterbs the normal by the shader's normalmap in tangent space
|
|
|
|
*/
|
|
|
|
|
|
|
|
static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] ){
|
|
|
|
int i;
|
|
|
|
vec4_t bump;
|
|
|
|
|
|
|
|
|
|
|
|
/* passthrough */
|
|
|
|
VectorCopy( dv->normal, pNormal );
|
|
|
|
|
|
|
|
/* sample normalmap */
|
|
|
|
if ( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* remap sampled normal from [0,255] to [-1,-1] */
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
|
|
bump[ i ] = ( bump[ i ] - 127.0f ) * ( 1.0f / 127.5f );
|
|
|
|
|
|
|
|
/* scale tangent vectors and add to original normal */
|
|
|
|
VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
|
|
|
|
VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
|
|
|
|
VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
|
|
|
|
|
|
|
|
/* renormalize and return */
|
|
|
|
VectorNormalize( pNormal, pNormal );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
MapSingleLuxel()
|
|
|
|
maps a luxel for triangle bv at
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define NUDGE 0.5f
|
|
|
|
#define BOGUS_NUDGE -99999.0f
|
|
|
|
|
|
|
|
static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] ){
|
|
|
|
int i, x, y, numClusters, *clusters, pointCluster, *cluster;
|
|
|
|
float *luxel, *origin, *normal, d, lightmapSampleOffset;
|
|
|
|
shaderInfo_t *si;
|
|
|
|
vec3_t pNormal;
|
|
|
|
vec3_t vecs[ 3 ];
|
|
|
|
vec3_t nudged;
|
|
|
|
vec3_t cverts[ 3 ];
|
|
|
|
vec3_t temp;
|
|
|
|
vec4_t sideplane, hostplane;
|
|
|
|
vec3_t origintwo;
|
|
|
|
int j, next;
|
|
|
|
float e;
|
|
|
|
float *nudge;
|
|
|
|
static float nudges[][ 2 ] =
|
|
|
|
{
|
|
|
|
//%{ 0, 0 }, /* try center first */
|
|
|
|
{ -NUDGE, 0 }, /* left */
|
|
|
|
{ NUDGE, 0 }, /* right */
|
|
|
|
{ 0, NUDGE }, /* up */
|
|
|
|
{ 0, -NUDGE }, /* down */
|
|
|
|
{ -NUDGE, NUDGE }, /* left/up */
|
|
|
|
{ NUDGE, -NUDGE }, /* right/down */
|
|
|
|
{ NUDGE, NUDGE }, /* right/up */
|
|
|
|
{ -NUDGE, -NUDGE }, /* left/down */
|
|
|
|
{ BOGUS_NUDGE, BOGUS_NUDGE }
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/* find luxel xy coords (fixme: subtract 0.5?) */
|
|
|
|
x = dv->lightmap[ 0 ][ 0 ];
|
|
|
|
y = dv->lightmap[ 0 ][ 1 ];
|
|
|
|
if ( x < 0 ) {
|
|
|
|
x = 0;
|
|
|
|
}
|
|
|
|
else if ( x >= lm->sw ) {
|
|
|
|
x = lm->sw - 1;
|
|
|
|
}
|
|
|
|
if ( y < 0 ) {
|
|
|
|
y = 0;
|
|
|
|
}
|
|
|
|
else if ( y >= lm->sh ) {
|
|
|
|
y = lm->sh - 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* set shader and cluster list */
|
|
|
|
if ( info != NULL ) {
|
|
|
|
si = info->si;
|
|
|
|
numClusters = info->numSurfaceClusters;
|
|
|
|
clusters = &surfaceClusters[ info->firstSurfaceCluster ];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
si = NULL;
|
|
|
|
numClusters = 0;
|
|
|
|
clusters = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get luxel, origin, cluster, and normal */
|
|
|
|
luxel = SUPER_LUXEL( 0, x, y );
|
|
|
|
origin = SUPER_ORIGIN( x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
|
|
|
|
/* don't attempt to remap occluded luxels for planar surfaces */
|
|
|
|
if ( ( *cluster ) == CLUSTER_OCCLUDED && lm->plane != NULL ) {
|
|
|
|
return ( *cluster );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* only average the normal for premapped luxels */
|
|
|
|
else if ( ( *cluster ) >= 0 ) {
|
|
|
|
/* do bumpmap calculations */
|
|
|
|
if ( stv != NULL ) {
|
|
|
|
PerturbNormal( dv, si, pNormal, stv, ttv );
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
VectorCopy( dv->normal, pNormal );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add the additional normal data */
|
|
|
|
VectorAdd( normal, pNormal, normal );
|
|
|
|
luxel[ 3 ] += 1.0f;
|
|
|
|
return ( *cluster );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
|
|
|
|
|
|
|
|
/* get origin */
|
|
|
|
|
|
|
|
/* axial lightmap projection */
|
|
|
|
if ( lm->vecs != NULL ) {
|
|
|
|
/* calculate an origin for the sample from the lightmap vectors */
|
|
|
|
VectorCopy( lm->origin, origin );
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
/* add unless it's the axis, which is taken care of later */
|
|
|
|
if ( i == lm->axisNum ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
origin[ i ] += ( x * lm->vecs[ 0 ][ i ] ) + ( y * lm->vecs[ 1 ][ i ] );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* project the origin onto the plane */
|
|
|
|
d = DotProduct( origin, plane ) - plane[ 3 ];
|
|
|
|
d /= plane[ lm->axisNum ];
|
|
|
|
origin[ lm->axisNum ] -= d;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* non axial lightmap projection (explicit xyz) */
|
|
|
|
else{
|
|
|
|
VectorCopy( dv->xyz, origin );
|
|
|
|
}
|
|
|
|
|
|
|
|
//////////////////////
|
|
|
|
//27's test to make sure samples stay within the triangle boundaries
|
|
|
|
//1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
|
|
|
|
//2) if it does, nudge it onto the correct side.
|
|
|
|
|
|
|
|
if ( worldverts != NULL && lightmapTriangleCheck ) {
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
{
|
|
|
|
VectorCopy( worldverts[j],cverts[j] );
|
|
|
|
}
|
|
|
|
PlaneFromPoints( hostplane,cverts[0],cverts[1],cverts[2] );
|
|
|
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
{
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
//build plane using 2 edges and a normal
|
|
|
|
next = ( i + 1 ) % 3;
|
|
|
|
|
|
|
|
VectorCopy( cverts[next],temp );
|
|
|
|
VectorAdd( temp,hostplane,temp );
|
|
|
|
PlaneFromPoints( sideplane,cverts[i],cverts[ next ], temp );
|
|
|
|
|
|
|
|
//planetest sample point
|
|
|
|
e = DotProduct( origin,sideplane );
|
|
|
|
e = e - sideplane[3];
|
|
|
|
if ( e > 0 ) {
|
|
|
|
//we're bad.
|
|
|
|
//VectorClear(origin);
|
|
|
|
//Move the sample point back inside triangle bounds
|
|
|
|
origin[0] -= sideplane[0] * ( e + 1 );
|
|
|
|
origin[1] -= sideplane[1] * ( e + 1 );
|
|
|
|
origin[2] -= sideplane[2] * ( e + 1 );
|
|
|
|
#ifdef DEBUG_27_1
|
|
|
|
VectorClear( origin );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
////////////////////////
|
|
|
|
|
|
|
|
/* planar surfaces have precalculated lightmap vectors for nudging */
|
|
|
|
if ( lm->plane != NULL ) {
|
|
|
|
VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
|
|
|
|
VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
|
|
|
|
VectorCopy( lm->plane, vecs[ 2 ] );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* non-planar surfaces must calculate them */
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( plane != NULL ) {
|
|
|
|
VectorCopy( plane, vecs[ 2 ] );
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
VectorCopy( dv->normal, vecs[ 2 ] );
|
|
|
|
}
|
|
|
|
MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* push the origin off the surface a bit */
|
|
|
|
if ( si != NULL ) {
|
|
|
|
lightmapSampleOffset = si->lightmapSampleOffset;
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
|
|
|
|
}
|
|
|
|
if ( lm->axisNum < 0 ) {
|
|
|
|
VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
|
|
|
|
}
|
|
|
|
else if ( vecs[ 2 ][ lm->axisNum ] < 0.0f ) {
|
|
|
|
origin[ lm->axisNum ] -= lightmapSampleOffset;
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
origin[ lm->axisNum ] += lightmapSampleOffset;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy( origin,origintwo );
|
|
|
|
if ( lightmapExtraVisClusterNudge ) {
|
|
|
|
origintwo[0] += vecs[2][0];
|
|
|
|
origintwo[1] += vecs[2][1];
|
|
|
|
origintwo[2] += vecs[2][2];
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get cluster */
|
|
|
|
pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
|
|
|
|
|
|
|
|
/* another retarded hack, storing nudge count in luxel[ 1 ] */
|
|
|
|
luxel[ 1 ] = 0.0f;
|
|
|
|
|
|
|
|
/* point in solid? (except in dark mode) */
|
|
|
|
if ( pointCluster < 0 && dark == qfalse ) {
|
|
|
|
/* nudge the the location around */
|
|
|
|
nudge = nudges[ 0 ];
|
|
|
|
while ( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
|
|
|
|
{
|
|
|
|
/* nudge the vector around a bit */
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
/* set nudged point*/
|
|
|
|
nudged[ i ] = origintwo[ i ] + ( nudge[ 0 ] * vecs[ 0 ][ i ] ) + ( nudge[ 1 ] * vecs[ 1 ][ i ] );
|
|
|
|
}
|
|
|
|
nudge += 2;
|
|
|
|
|
|
|
|
/* get pvs cluster */
|
|
|
|
pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
|
|
|
|
if ( pointCluster >= 0 ) {
|
|
|
|
VectorCopy( nudged, origin );
|
|
|
|
}
|
|
|
|
luxel[ 1 ] += 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
|
|
|
|
if ( pointCluster < 0 && si != NULL && dark == qfalse ) {
|
|
|
|
VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
|
|
|
|
pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
|
|
|
|
if ( pointCluster >= 0 ) {
|
|
|
|
VectorCopy( nudged, origin );
|
|
|
|
}
|
|
|
|
luxel[ 1 ] += 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* valid? */
|
|
|
|
if ( pointCluster < 0 ) {
|
|
|
|
( *cluster ) = CLUSTER_OCCLUDED;
|
|
|
|
VectorClear( origin );
|
|
|
|
VectorClear( normal );
|
|
|
|
numLuxelsOccluded++;
|
|
|
|
return ( *cluster );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* debug code */
|
|
|
|
//% Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
|
|
|
|
|
|
|
|
/* do bumpmap calculations */
|
|
|
|
if ( stv ) {
|
|
|
|
PerturbNormal( dv, si, pNormal, stv, ttv );
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
VectorCopy( dv->normal, pNormal );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* store the cluster and normal */
|
|
|
|
( *cluster ) = pointCluster;
|
|
|
|
VectorCopy( pNormal, normal );
|
|
|
|
|
|
|
|
/* store explicit mapping pass and implicit mapping pass */
|
|
|
|
luxel[ 0 ] = pass;
|
|
|
|
luxel[ 3 ] = 1.0f;
|
|
|
|
|
|
|
|
/* add to count */
|
|
|
|
numLuxelsMapped++;
|
|
|
|
|
|
|
|
/* return ok */
|
|
|
|
return ( *cluster );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
MapTriangle_r()
|
|
|
|
recursively subdivides a triangle until its edges are shorter
|
|
|
|
than the distance between two luxels (thanks jc :)
|
|
|
|
*/
|
|
|
|
|
|
|
|
static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] ){
|
|
|
|
bspDrawVert_t mid, *dv2[ 3 ];
|
|
|
|
int max;
|
|
|
|
|
|
|
|
|
|
|
|
/* map the vertexes */
|
|
|
|
#if 0
|
|
|
|
MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
|
|
|
|
MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
|
|
|
|
MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/* subdivide calc */
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
float *a, *b, dx, dy, dist, maxDist;
|
|
|
|
|
|
|
|
|
|
|
|
/* find the longest edge and split it */
|
|
|
|
max = -1;
|
|
|
|
maxDist = 0;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
/* get verts */
|
|
|
|
a = dv[ i ]->lightmap[ 0 ];
|
|
|
|
b = dv[ ( i + 1 ) % 3 ]->lightmap[ 0 ];
|
|
|
|
|
|
|
|
/* get dists */
|
|
|
|
dx = a[ 0 ] - b[ 0 ];
|
|
|
|
dy = a[ 1 ] - b[ 1 ];
|
|
|
|
dist = ( dx * dx ) + ( dy * dy ); //% sqrt( (dx * dx) + (dy * dy) );
|
|
|
|
|
|
|
|
/* longer? */
|
|
|
|
if ( dist > maxDist ) {
|
|
|
|
maxDist = dist;
|
|
|
|
max = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* try to early out */
|
|
|
|
if ( max < 0 || maxDist <= subdivideThreshold ) { /* ydnar: was i < 0 instead of max < 0 (?) */
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* split the longest edge and map it */
|
|
|
|
LerpDrawVert( dv[ max ], dv[ ( max + 1 ) % 3 ], &mid );
|
|
|
|
MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
|
|
|
|
|
|
|
|
/* push the point up a little bit to account for fp creep (fixme: revisit this) */
|
|
|
|
//% VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
|
|
|
|
|
|
|
|
/* recurse to first triangle */
|
|
|
|
VectorCopy( dv, dv2 );
|
|
|
|
dv2[ max ] = ∣
|
|
|
|
MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
|
|
|
|
|
|
|
|
/* recurse to second triangle */
|
|
|
|
VectorCopy( dv, dv2 );
|
|
|
|
dv2[ ( max + 1 ) % 3 ] = ∣
|
|
|
|
MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
MapTriangle()
|
|
|
|
seed function for MapTriangle_r()
|
|
|
|
requires a cw ordered triangle
|
|
|
|
*/
|
|
|
|
|
|
|
|
static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial ){
|
|
|
|
int i;
|
|
|
|
vec4_t plane;
|
|
|
|
vec3_t *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
|
|
|
|
vec3_t worldverts[ 3 ];
|
|
|
|
|
|
|
|
|
|
|
|
/* get plane if possible */
|
|
|
|
if ( lm->plane != NULL ) {
|
|
|
|
VectorCopy( lm->plane, plane );
|
|
|
|
plane[ 3 ] = lm->plane[ 3 ];
|
|
|
|
}
|
|
|
|
|
|
|
|
/* otherwise make one from the points */
|
|
|
|
else if ( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check to see if we need to calculate texture->world tangent vectors */
|
|
|
|
if ( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) ) {
|
|
|
|
stv = stvStatic;
|
|
|
|
ttv = ttvStatic;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
stv = NULL;
|
|
|
|
ttv = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
|
|
|
|
VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
|
|
|
|
VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
|
|
|
|
|
|
|
|
/* map the vertexes */
|
|
|
|
MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
|
|
|
|
MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
|
|
|
|
MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
|
|
|
|
|
|
|
|
/* 2002-11-20: prefer axial triangle edges */
|
|
|
|
if ( mapNonAxial ) {
|
|
|
|
/* subdivide the triangle */
|
|
|
|
MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
float *a, *b;
|
|
|
|
bspDrawVert_t *dv2[ 3 ];
|
|
|
|
|
|
|
|
|
|
|
|
/* get verts */
|
|
|
|
a = dv[ i ]->lightmap[ 0 ];
|
|
|
|
b = dv[ ( i + 1 ) % 3 ]->lightmap[ 0 ];
|
|
|
|
|
|
|
|
/* make degenerate triangles for mapping edges */
|
|
|
|
if ( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f ) {
|
|
|
|
dv2[ 0 ] = dv[ i ];
|
|
|
|
dv2[ 1 ] = dv[ ( i + 1 ) % 3 ];
|
|
|
|
dv2[ 2 ] = dv[ ( i + 1 ) % 3 ];
|
|
|
|
|
|
|
|
/* map the degenerate triangle */
|
|
|
|
MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
MapQuad_r()
|
|
|
|
recursively subdivides a quad until its edges are shorter
|
|
|
|
than the distance between two luxels
|
|
|
|
*/
|
|
|
|
|
|
|
|
static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] ){
|
|
|
|
bspDrawVert_t mid[ 2 ], *dv2[ 4 ];
|
|
|
|
int max;
|
|
|
|
|
|
|
|
|
|
|
|
/* subdivide calc */
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
float *a, *b, dx, dy, dist, maxDist;
|
|
|
|
|
|
|
|
|
|
|
|
/* find the longest edge and split it */
|
|
|
|
max = -1;
|
|
|
|
maxDist = 0;
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
|
|
{
|
|
|
|
/* get verts */
|
|
|
|
a = dv[ i ]->lightmap[ 0 ];
|
|
|
|
b = dv[ ( i + 1 ) % 4 ]->lightmap[ 0 ];
|
|
|
|
|
|
|
|
/* get dists */
|
|
|
|
dx = a[ 0 ] - b[ 0 ];
|
|
|
|
dy = a[ 1 ] - b[ 1 ];
|
|
|
|
dist = ( dx * dx ) + ( dy * dy ); //% sqrt( (dx * dx) + (dy * dy) );
|
|
|
|
|
|
|
|
/* longer? */
|
|
|
|
if ( dist > maxDist ) {
|
|
|
|
maxDist = dist;
|
|
|
|
max = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* try to early out */
|
|
|
|
if ( max < 0 || maxDist <= subdivideThreshold ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* we only care about even/odd edges */
|
|
|
|
max &= 1;
|
|
|
|
|
|
|
|
/* split the longest edges */
|
|
|
|
LerpDrawVert( dv[ max ], dv[ ( max + 1 ) % 4 ], &mid[ 0 ] );
|
|
|
|
LerpDrawVert( dv[ max + 2 ], dv[ ( max + 3 ) % 4 ], &mid[ 1 ] );
|
|
|
|
|
|
|
|
/* map the vertexes */
|
|
|
|
MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
|
|
|
|
MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
|
|
|
|
|
|
|
|
/* 0 and 2 */
|
|
|
|
if ( max == 0 ) {
|
|
|
|
/* recurse to first quad */
|
|
|
|
dv2[ 0 ] = dv[ 0 ];
|
|
|
|
dv2[ 1 ] = &mid[ 0 ];
|
|
|
|
dv2[ 2 ] = &mid[ 1 ];
|
|
|
|
dv2[ 3 ] = dv[ 3 ];
|
|
|
|
MapQuad_r( lm, info, dv2, plane, stv, ttv );
|
|
|
|
|
|
|
|
/* recurse to second quad */
|
|
|
|
dv2[ 0 ] = &mid[ 0 ];
|
|
|
|
dv2[ 1 ] = dv[ 1 ];
|
|
|
|
dv2[ 2 ] = dv[ 2 ];
|
|
|
|
dv2[ 3 ] = &mid[ 1 ];
|
|
|
|
MapQuad_r( lm, info, dv2, plane, stv, ttv );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 1 and 3 */
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* recurse to first quad */
|
|
|
|
dv2[ 0 ] = dv[ 0 ];
|
|
|
|
dv2[ 1 ] = dv[ 1 ];
|
|
|
|
dv2[ 2 ] = &mid[ 0 ];
|
|
|
|
dv2[ 3 ] = &mid[ 1 ];
|
|
|
|
MapQuad_r( lm, info, dv2, plane, stv, ttv );
|
|
|
|
|
|
|
|
/* recurse to second quad */
|
|
|
|
dv2[ 0 ] = &mid[ 1 ];
|
|
|
|
dv2[ 1 ] = &mid[ 0 ];
|
|
|
|
dv2[ 2 ] = dv[ 2 ];
|
|
|
|
dv2[ 3 ] = dv[ 3 ];
|
|
|
|
MapQuad_r( lm, info, dv2, plane, stv, ttv );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
MapQuad()
|
|
|
|
seed function for MapQuad_r()
|
|
|
|
requires a cw ordered triangle quad
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define QUAD_PLANAR_EPSILON 0.5f
|
|
|
|
|
|
|
|
static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] ){
|
|
|
|
float dist;
|
|
|
|
vec4_t plane;
|
|
|
|
vec3_t *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
|
|
|
|
|
|
|
|
|
|
|
|
/* get plane if possible */
|
|
|
|
if ( lm->plane != NULL ) {
|
|
|
|
VectorCopy( lm->plane, plane );
|
|
|
|
plane[ 3 ] = lm->plane[ 3 ];
|
|
|
|
}
|
|
|
|
|
|
|
|
/* otherwise make one from the points */
|
|
|
|
else if ( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* 4th point must fall on the plane */
|
|
|
|
dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
|
|
|
|
if ( fabs( dist ) > QUAD_PLANAR_EPSILON ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check to see if we need to calculate texture->world tangent vectors */
|
|
|
|
if ( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) ) {
|
|
|
|
stv = stvStatic;
|
|
|
|
ttv = ttvStatic;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
stv = NULL;
|
|
|
|
ttv = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* map the vertexes */
|
|
|
|
MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
|
|
|
|
MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
|
|
|
|
MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
|
|
|
|
MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
|
|
|
|
|
|
|
|
/* subdivide the quad */
|
|
|
|
MapQuad_r( lm, info, dv, plane, stv, ttv );
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
MapRawLightmap()
|
|
|
|
maps the locations, normals, and pvs clusters for a raw lightmap
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define VectorDivide( in, d, out ) VectorScale( in, ( 1.0f / ( d ) ), out ) //% (out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)
|
|
|
|
|
|
|
|
void MapRawLightmap( int rawLightmapNum ){
|
|
|
|
int n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
|
|
|
|
float *luxel, *origin, *normal, samples, radius, pass;
|
|
|
|
rawLightmap_t *lm;
|
|
|
|
bspDrawSurface_t *ds;
|
|
|
|
surfaceInfo_t *info;
|
|
|
|
mesh_t src, *subdivided, *mesh;
|
|
|
|
bspDrawVert_t *verts, *dv[ 4 ], fake;
|
|
|
|
|
|
|
|
|
|
|
|
/* bail if this number exceeds the number of raw lightmaps */
|
|
|
|
if ( rawLightmapNum >= numRawLightmaps ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get lightmap */
|
|
|
|
lm = &rawLightmaps[ rawLightmapNum ];
|
|
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
|
|
map referenced surfaces onto the raw lightmap
|
|
|
|
----------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* walk the list of surfaces on this raw lightmap */
|
|
|
|
for ( n = 0; n < lm->numLightSurfaces; n++ )
|
|
|
|
{
|
|
|
|
/* with > 1 surface per raw lightmap, clear occluded */
|
|
|
|
if ( n > 0 ) {
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get cluster */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
*cluster = CLUSTER_UNMAPPED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get surface */
|
|
|
|
num = lightSurfaces[ lm->firstLightSurface + n ];
|
|
|
|
ds = &bspDrawSurfaces[ num ];
|
|
|
|
info = &surfaceInfos[ num ];
|
|
|
|
|
|
|
|
/* bail if no lightmap to calculate */
|
|
|
|
if ( info->lm != lm ) {
|
|
|
|
Sys_Printf( "!" );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* map the surface onto the lightmap origin/cluster/normal buffers */
|
|
|
|
switch ( ds->surfaceType )
|
|
|
|
{
|
|
|
|
case MST_PLANAR:
|
|
|
|
/* get verts */
|
|
|
|
verts = yDrawVerts + ds->firstVert;
|
|
|
|
|
|
|
|
/* map the triangles */
|
|
|
|
for ( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
|
|
|
|
{
|
|
|
|
for ( i = 0; i < ds->numIndexes; i += 3 )
|
|
|
|
{
|
|
|
|
dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
|
|
|
|
dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
|
|
|
|
dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
|
|
|
|
MapTriangle( lm, info, dv, mapNonAxial );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case MST_PATCH:
|
|
|
|
case MST_PATCHFIXED:
|
|
|
|
/* make a mesh from the drawsurf */
|
|
|
|
if (ds->surfaceType == MST_PATCHFIXED)
|
|
|
|
{
|
|
|
|
src.width = ds->patchWidth&0xffff;
|
|
|
|
src.height = ds->patchHeight&0xffff;
|
|
|
|
src.subdiv_x = ds->patchWidth>>16;
|
|
|
|
src.subdiv_y = ds->patchHeight>>16;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
src.width = ds->patchWidth;
|
|
|
|
src.height = ds->patchHeight;
|
|
|
|
src.subdiv_x = src.subdiv_y = -1;
|
|
|
|
}
|
|
|
|
src.verts = &yDrawVerts[ ds->firstVert ];
|
|
|
|
//% subdivided = SubdivideMesh( src, 8, 512 );
|
|
|
|
subdivided = SubdivideMesh2( src, info->patchIterations );
|
|
|
|
|
|
|
|
/* fit it to the curve and remove colinear verts on rows/columns */
|
|
|
|
PutMeshOnCurve( *subdivided );
|
|
|
|
mesh = RemoveLinearMeshColumnsRows( subdivided );
|
|
|
|
FreeMesh( subdivided );
|
|
|
|
|
|
|
|
/* get verts */
|
|
|
|
verts = mesh->verts;
|
|
|
|
|
|
|
|
/* debug code */
|
|
|
|
#if 0
|
|
|
|
if ( lm->plane ) {
|
|
|
|
Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
|
|
|
|
lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
|
|
|
|
lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
|
|
|
|
lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/* map the mesh quads */
|
|
|
|
#if 0
|
|
|
|
|
|
|
|
for ( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
|
|
|
|
{
|
|
|
|
for ( y = 0; y < ( mesh->height - 1 ); y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < ( mesh->width - 1 ); x++ )
|
|
|
|
{
|
|
|
|
/* set indexes */
|
|
|
|
pw[ 0 ] = x + ( y * mesh->width );
|
|
|
|
pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
|
|
|
|
pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
|
|
|
|
pw[ 3 ] = x + 1 + ( y * mesh->width );
|
|
|
|
pw[ 4 ] = x + ( y * mesh->width ); /* same as pw[ 0 ] */
|
|
|
|
|
|
|
|
/* set radix */
|
|
|
|
r = ( x + y ) & 1;
|
|
|
|
|
|
|
|
/* get drawverts and map first triangle */
|
|
|
|
dv[ 0 ] = &verts[ pw[ r + 0 ] ];
|
|
|
|
dv[ 1 ] = &verts[ pw[ r + 1 ] ];
|
|
|
|
dv[ 2 ] = &verts[ pw[ r + 2 ] ];
|
|
|
|
MapTriangle( lm, info, dv, mapNonAxial );
|
|
|
|
|
|
|
|
/* get drawverts and map second triangle */
|
|
|
|
dv[ 0 ] = &verts[ pw[ r + 0 ] ];
|
|
|
|
dv[ 1 ] = &verts[ pw[ r + 2 ] ];
|
|
|
|
dv[ 2 ] = &verts[ pw[ r + 3 ] ];
|
|
|
|
MapTriangle( lm, info, dv, mapNonAxial );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
for ( y = 0; y < ( mesh->height - 1 ); y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < ( mesh->width - 1 ); x++ )
|
|
|
|
{
|
|
|
|
/* set indexes */
|
|
|
|
pw[ 0 ] = x + ( y * mesh->width );
|
|
|
|
pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
|
|
|
|
pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
|
|
|
|
pw[ 3 ] = x + 1 + ( y * mesh->width );
|
|
|
|
pw[ 4 ] = pw[ 0 ];
|
|
|
|
|
|
|
|
/* set radix */
|
|
|
|
r = ( x + y ) & 1;
|
|
|
|
|
|
|
|
/* attempt to map quad first */
|
|
|
|
dv[ 0 ] = &verts[ pw[ r + 0 ] ];
|
|
|
|
dv[ 1 ] = &verts[ pw[ r + 1 ] ];
|
|
|
|
dv[ 2 ] = &verts[ pw[ r + 2 ] ];
|
|
|
|
dv[ 3 ] = &verts[ pw[ r + 3 ] ];
|
|
|
|
if ( MapQuad( lm, info, dv ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
|
|
|
|
{
|
|
|
|
/* get drawverts and map first triangle */
|
|
|
|
dv[ 1 ] = &verts[ pw[ r + 1 ] ];
|
|
|
|
dv[ 2 ] = &verts[ pw[ r + 2 ] ];
|
|
|
|
MapTriangle( lm, info, dv, mapNonAxial );
|
|
|
|
|
|
|
|
/* get drawverts and map second triangle */
|
|
|
|
dv[ 1 ] = &verts[ pw[ r + 2 ] ];
|
|
|
|
dv[ 2 ] = &verts[ pw[ r + 3 ] ];
|
|
|
|
MapTriangle( lm, info, dv, mapNonAxial );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/* free the mesh */
|
|
|
|
FreeMesh( mesh );
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
|
|
average and clean up luxel normals
|
|
|
|
----------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* walk the luxels */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get luxel */
|
|
|
|
luxel = SUPER_LUXEL( 0, x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
|
|
|
|
/* only look at mapped luxels */
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* the normal data could be the sum of multiple samples */
|
|
|
|
if ( luxel[ 3 ] > 1.0f ) {
|
|
|
|
VectorNormalize( normal, normal );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* mark this luxel as having only one normal */
|
|
|
|
luxel[ 3 ] = 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* non-planar surfaces stop here */
|
|
|
|
if ( lm->plane == NULL ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
|
|
map occluded or unuxed luxels
|
|
|
|
----------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* walk the luxels */
|
|
|
|
radius = floor( superSample / 2 );
|
|
|
|
radius = radius > 0 ? radius : 1.0f;
|
|
|
|
radius += 1.0f;
|
|
|
|
for ( pass = 2.0f; pass <= radius; pass += 1.0f )
|
|
|
|
{
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get luxel */
|
|
|
|
luxel = SUPER_LUXEL( 0, x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
|
|
|
|
/* only look at unmapped luxels */
|
|
|
|
if ( *cluster != CLUSTER_UNMAPPED ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* divine a normal and origin from neighboring luxels */
|
|
|
|
VectorClear( fake.xyz );
|
|
|
|
VectorClear( fake.normal );
|
|
|
|
fake.lightmap[ 0 ][ 0 ] = x; //% 0.0001 + x;
|
|
|
|
fake.lightmap[ 0 ][ 1 ] = y; //% 0.0001 + y;
|
|
|
|
samples = 0.0f;
|
|
|
|
for ( sy = ( y - 1 ); sy <= ( y + 1 ); sy++ )
|
|
|
|
{
|
|
|
|
if ( sy < 0 || sy >= lm->sh ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( sx = ( x - 1 ); sx <= ( x + 1 ); sx++ )
|
|
|
|
{
|
|
|
|
if ( sx < 0 || sx >= lm->sw || ( sx == x && sy == y ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get neighboring luxel */
|
|
|
|
luxel = SUPER_LUXEL( 0, sx, sy );
|
|
|
|
origin = SUPER_ORIGIN( sx, sy );
|
|
|
|
normal = SUPER_NORMAL( sx, sy );
|
|
|
|
cluster = SUPER_CLUSTER( sx, sy );
|
|
|
|
|
|
|
|
/* only consider luxels mapped in previous passes */
|
|
|
|
if ( *cluster < 0 || luxel[ 0 ] >= pass ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add its distinctiveness to our own */
|
|
|
|
VectorAdd( fake.xyz, origin, fake.xyz );
|
|
|
|
VectorAdd( fake.normal, normal, fake.normal );
|
|
|
|
samples += luxel[ 3 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* any samples? */
|
|
|
|
if ( samples == 0.0f ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* average */
|
|
|
|
VectorDivide( fake.xyz, samples, fake.xyz );
|
|
|
|
//% VectorDivide( fake.normal, samples, fake.normal );
|
|
|
|
if ( VectorNormalize( fake.normal, fake.normal ) == 0.0f ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* map the fake vert */
|
|
|
|
MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
|
|
average and clean up luxel normals
|
|
|
|
----------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* walk the luxels */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get luxel */
|
|
|
|
luxel = SUPER_LUXEL( 0, x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
|
|
|
|
/* only look at mapped luxels */
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* the normal data could be the sum of multiple samples */
|
|
|
|
if ( luxel[ 3 ] > 1.0f ) {
|
|
|
|
VectorNormalize( normal, normal );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* mark this luxel as having only one normal */
|
|
|
|
luxel[ 3 ] = 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* debug code */
|
|
|
|
#if 0
|
|
|
|
Sys_Printf( "\n" );
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
|
|
|
|
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
origin = SUPER_ORIGIN( x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
luxel = SUPER_LUXEL( x, y );
|
|
|
|
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check if within the bounding boxes of all surfaces referenced */
|
|
|
|
ClearBounds( mins, maxs );
|
|
|
|
for ( n = 0; n < lm->numLightSurfaces; n++ )
|
|
|
|
{
|
|
|
|
int TOL;
|
|
|
|
info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
|
|
|
|
TOL = info->sampleSize + 2;
|
|
|
|
AddPointToBounds( info->mins, mins, maxs );
|
|
|
|
AddPointToBounds( info->maxs, mins, maxs );
|
|
|
|
if ( origin[ 0 ] > ( info->mins[ 0 ] - TOL ) && origin[ 0 ] < ( info->maxs[ 0 ] + TOL ) &&
|
|
|
|
origin[ 1 ] > ( info->mins[ 1 ] - TOL ) && origin[ 1 ] < ( info->maxs[ 1 ] + TOL ) &&
|
|
|
|
origin[ 2 ] > ( info->mins[ 2 ] - TOL ) && origin[ 2 ] < ( info->maxs[ 2 ] + TOL ) ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* inside? */
|
|
|
|
if ( n < lm->numLightSurfaces ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* report bogus origin */
|
|
|
|
Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
|
|
|
|
rawLightmapNum, x, y, *cluster,
|
|
|
|
origin[ 0 ], origin[ 1 ], origin[ 2 ],
|
|
|
|
mins[ 0 ], mins[ 1 ], mins[ 2 ],
|
|
|
|
maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
|
|
|
|
luxel[ 3 ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
SetupDirt()
|
|
|
|
sets up dirtmap (ambient occlusion)
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define DIRT_CONE_ANGLE 88 /* degrees */
|
|
|
|
#define DIRT_NUM_ANGLE_STEPS 16
|
|
|
|
#define DIRT_NUM_ELEVATION_STEPS 3
|
|
|
|
#define DIRT_NUM_VECTORS ( DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS )
|
|
|
|
|
|
|
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static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
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static int numDirtVectors = 0;
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void SetupDirt( void ){
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int i, j;
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float angle, elevation, angleStep, elevationStep;
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/* note it */
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Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
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/* calculate angular steps */
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angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
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elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
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/* iterate angle */
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angle = 0.0f;
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for ( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
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{
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/* iterate elevation */
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for ( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
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{
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dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
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dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
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dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
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numDirtVectors++;
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}
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}
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/* emit some statistics */
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Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
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}
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/*
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DirtForSample()
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calculates dirt value for a given sample
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*/
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float DirtForSample( trace_t *trace ){
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int i;
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float gatherDirt, outDirt, angle, elevation, ooDepth;
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vec3_t normal, worldUp, myUp, myRt, temp, direction, displacement;
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/* dummy check */
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if ( !dirty ) {
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return 1.0f;
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}
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if ( trace == NULL || trace->cluster < 0 ) {
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return 0.0f;
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}
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/* setup */
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gatherDirt = 0.0f;
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ooDepth = 1.0f / dirtDepth;
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VectorCopy( trace->normal, normal );
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/* check if the normal is aligned to the world-up */
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if ( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) ) {
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if ( normal[ 2 ] == 1.0f ) {
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VectorSet( myRt, 1.0f, 0.0f, 0.0f );
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VectorSet( myUp, 0.0f, 1.0f, 0.0f );
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}
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else if ( normal[ 2 ] == -1.0f ) {
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VectorSet( myRt, -1.0f, 0.0f, 0.0f );
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VectorSet( myUp, 0.0f, 1.0f, 0.0f );
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}
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}
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else
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{
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VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
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CrossProduct( normal, worldUp, myRt );
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VectorNormalize( myRt, myRt );
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CrossProduct( myRt, normal, myUp );
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VectorNormalize( myUp, myUp );
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}
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/* 1 = random mode, 0 (well everything else) = non-random mode */
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if ( dirtMode == 1 ) {
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/* iterate */
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for ( i = 0; i < numDirtVectors; i++ )
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{
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/* get random vector */
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angle = Random() * DEG2RAD( 360.0f );
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elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
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temp[ 0 ] = cos( angle ) * sin( elevation );
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temp[ 1 ] = sin( angle ) * sin( elevation );
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temp[ 2 ] = cos( elevation );
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/* transform into tangent space */
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direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
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direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
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direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
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|
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/* set endpoint */
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|
|
VectorMA( trace->origin, dirtDepth, direction, trace->end );
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|
SetupTrace( trace );
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|
VectorSet(trace->color, 1.0f, 1.0f, 1.0f);
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|
/* trace */
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|
|
TraceLine( trace );
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|
if ( trace->opaque && !( trace->compileFlags & C_SKY ) ) {
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|
VectorSubtract( trace->hit, trace->origin, displacement );
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|
|
gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
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|
/* iterate through ordered vectors */
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|
for ( i = 0; i < numDirtVectors; i++ )
|
|
|
|
{
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|
|
/* transform vector into tangent space */
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|
direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
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direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
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direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
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|
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|
|
/* set endpoint */
|
|
|
|
VectorMA( trace->origin, dirtDepth, direction, trace->end );
|
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|
|
SetupTrace( trace );
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|
|
VectorSet(trace->color, 1.0f, 1.0f, 1.0f);
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|
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|
|
/* trace */
|
|
|
|
TraceLine( trace );
|
|
|
|
if ( trace->opaque ) {
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|
|
|
VectorSubtract( trace->hit, trace->origin, displacement );
|
|
|
|
gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
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|
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|
|
/* direct ray */
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|
|
|
VectorMA( trace->origin, dirtDepth, normal, trace->end );
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|
|
SetupTrace( trace );
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|
|
VectorSet(trace->color, 1.0f, 1.0f, 1.0f);
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|
|
|
|
|
|
|
/* trace */
|
|
|
|
TraceLine( trace );
|
|
|
|
if ( trace->opaque ) {
|
|
|
|
VectorSubtract( trace->hit, trace->origin, displacement );
|
|
|
|
gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* early out */
|
|
|
|
if ( gatherDirt <= 0.0f ) {
|
|
|
|
return 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* apply gain (does this even do much? heh) */
|
|
|
|
outDirt = pow( gatherDirt / ( numDirtVectors + 1 ), dirtGain );
|
|
|
|
if ( outDirt > 1.0f ) {
|
|
|
|
outDirt = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* apply scale */
|
|
|
|
outDirt *= dirtScale;
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|
|
|
if ( outDirt > 1.0f ) {
|
|
|
|
outDirt = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* return to sender */
|
|
|
|
return 1.0f - outDirt;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
DirtyRawLightmap()
|
|
|
|
calculates dirty fraction for each luxel
|
|
|
|
*/
|
|
|
|
|
|
|
|
void DirtyRawLightmap( int rawLightmapNum ){
|
|
|
|
int i, x, y, sx, sy, *cluster;
|
|
|
|
float *origin, *normal, *dirt, *dirt2, average, samples;
|
|
|
|
rawLightmap_t *lm;
|
|
|
|
surfaceInfo_t *info;
|
|
|
|
trace_t trace;
|
|
|
|
qboolean noDirty;
|
|
|
|
|
|
|
|
|
|
|
|
/* bail if this number exceeds the number of raw lightmaps */
|
|
|
|
if ( rawLightmapNum >= numRawLightmaps ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get lightmap */
|
|
|
|
lm = &rawLightmaps[ rawLightmapNum ];
|
|
|
|
|
|
|
|
/* setup trace */
|
|
|
|
trace.testOcclusion = qtrue;
|
|
|
|
trace.forceSunlight = qfalse;
|
|
|
|
trace.recvShadows = lm->recvShadows;
|
|
|
|
trace.numSurfaces = lm->numLightSurfaces;
|
|
|
|
trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
|
|
|
|
trace.inhibitRadius = 0.0f;
|
|
|
|
trace.testAll = qfalse;
|
|
|
|
|
|
|
|
/* twosided lighting (may or may not be a good idea for lightmapped stuff) */
|
|
|
|
trace.twoSided = qfalse;
|
|
|
|
for ( i = 0; i < trace.numSurfaces; i++ )
|
|
|
|
{
|
|
|
|
/* get surface */
|
|
|
|
info = &surfaceInfos[ trace.surfaces[ i ] ];
|
|
|
|
|
|
|
|
/* check twosidedness */
|
|
|
|
if ( info->si->twoSided ) {
|
|
|
|
trace.twoSided = qtrue;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
noDirty = qfalse;
|
|
|
|
for ( i = 0; i < trace.numSurfaces; i++ )
|
|
|
|
{
|
|
|
|
/* get surface */
|
|
|
|
info = &surfaceInfos[ trace.surfaces[ i ] ];
|
|
|
|
|
|
|
|
/* check twosidedness */
|
|
|
|
if ( info->si->noDirty ) {
|
|
|
|
noDirty = qtrue;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* gather dirt */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get luxel */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
origin = SUPER_ORIGIN( x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
dirt = SUPER_DIRT( x, y );
|
|
|
|
|
|
|
|
/* set default dirt */
|
|
|
|
*dirt = 0.0f;
|
|
|
|
|
|
|
|
/* only look at mapped luxels */
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* don't apply dirty on this surface */
|
|
|
|
if ( noDirty ) {
|
|
|
|
*dirt = 1.0f;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* copy to trace */
|
|
|
|
trace.cluster = *cluster;
|
|
|
|
VectorCopy( origin, trace.origin );
|
|
|
|
VectorCopy( normal, trace.normal );
|
|
|
|
|
|
|
|
/* get dirt */
|
|
|
|
*dirt = DirtForSample( &trace );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* testing no filtering */
|
|
|
|
//% return;
|
|
|
|
|
|
|
|
/* filter dirt */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get luxel */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
dirt = SUPER_DIRT( x, y );
|
|
|
|
|
|
|
|
/* filter dirt by adjacency to unmapped luxels */
|
|
|
|
average = *dirt;
|
|
|
|
samples = 1.0f;
|
|
|
|
for ( sy = ( y - 1 ); sy <= ( y + 1 ); sy++ )
|
|
|
|
{
|
|
|
|
if ( sy < 0 || sy >= lm->sh ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( sx = ( x - 1 ); sx <= ( x + 1 ); sx++ )
|
|
|
|
{
|
|
|
|
if ( sx < 0 || sx >= lm->sw || ( sx == x && sy == y ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get neighboring luxel */
|
|
|
|
cluster = SUPER_CLUSTER( sx, sy );
|
|
|
|
dirt2 = SUPER_DIRT( sx, sy );
|
|
|
|
if ( *cluster < 0 || *dirt2 <= 0.0f ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add it */
|
|
|
|
average += *dirt2;
|
|
|
|
samples += 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* bail */
|
|
|
|
if ( samples <= 0.0f ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* bail */
|
|
|
|
if ( samples <= 0.0f ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* scale dirt */
|
|
|
|
*dirt = average / samples;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
SubmapRawLuxel()
|
|
|
|
calculates the pvs cluster, origin, normal of a sub-luxel
|
|
|
|
*/
|
|
|
|
|
|
|
|
static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal ){
|
|
|
|
int i, *cluster, *cluster2;
|
|
|
|
float *origin, *origin2, *normal; //% , *normal2;
|
|
|
|
vec3_t originVecs[ 2 ]; //% , normalVecs[ 2 ];
|
|
|
|
|
|
|
|
|
|
|
|
/* calulate x vector */
|
|
|
|
if ( ( x < ( lm->sw - 1 ) && bx >= 0.0f ) || ( x == 0 && bx <= 0.0f ) ) {
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
origin = SUPER_ORIGIN( x, y );
|
|
|
|
//% normal = SUPER_NORMAL( x, y );
|
|
|
|
cluster2 = SUPER_CLUSTER( x + 1, y );
|
|
|
|
origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
|
|
|
|
//% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
|
|
|
|
}
|
|
|
|
else if ( ( x > 0 && bx <= 0.0f ) || ( x == ( lm->sw - 1 ) && bx >= 0.0f ) ) {
|
|
|
|
cluster = SUPER_CLUSTER( x - 1, y );
|
|
|
|
origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
|
|
|
|
//% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
|
|
|
|
cluster2 = SUPER_CLUSTER( x, y );
|
|
|
|
origin2 = SUPER_ORIGIN( x, y );
|
|
|
|
//% normal2 = SUPER_NORMAL( x, y );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Sys_FPrintf( SYS_WRN, "WARNING: Spurious lightmap S vector\n" );
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorSubtract( origin2, origin, originVecs[ 0 ] );
|
|
|
|
//% VectorSubtract( normal2, normal, normalVecs[ 0 ] );
|
|
|
|
|
|
|
|
/* calulate y vector */
|
|
|
|
if ( ( y < ( lm->sh - 1 ) && bx >= 0.0f ) || ( y == 0 && bx <= 0.0f ) ) {
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
origin = SUPER_ORIGIN( x, y );
|
|
|
|
//% normal = SUPER_NORMAL( x, y );
|
|
|
|
cluster2 = SUPER_CLUSTER( x, y + 1 );
|
|
|
|
origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
|
|
|
|
//% normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
|
|
|
|
}
|
|
|
|
else if ( ( y > 0 && bx <= 0.0f ) || ( y == ( lm->sh - 1 ) && bx >= 0.0f ) ) {
|
|
|
|
cluster = SUPER_CLUSTER( x, y - 1 );
|
|
|
|
origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
|
|
|
|
//% normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
|
|
|
|
cluster2 = SUPER_CLUSTER( x, y );
|
|
|
|
origin2 = SUPER_ORIGIN( x, y );
|
|
|
|
//% normal2 = SUPER_NORMAL( x, y );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Sys_FPrintf( SYS_WRN, "WARNING: Spurious lightmap T vector\n" );
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorSubtract( origin2, origin, originVecs[ 1 ] );
|
|
|
|
|
|
|
|
/* calculate new origin */
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
|
|
sampleOrigin[ i ] = sampleOrigin[ i ] + ( bx * originVecs[ 0 ][ i ] ) + ( by * originVecs[ 1 ][ i ] );
|
|
|
|
|
|
|
|
/* get cluster */
|
|
|
|
*sampleCluster = ClusterForPointExtFilter( sampleOrigin, ( LUXEL_EPSILON * 2 ), lm->numLightClusters, lm->lightClusters );
|
|
|
|
if ( *sampleCluster < 0 ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* calculate new normal */
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
VectorCopy( normal, sampleNormal );
|
|
|
|
|
|
|
|
/* return ok */
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
SubsampleRawLuxel_r()
|
|
|
|
recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
|
|
|
|
*/
|
|
|
|
|
|
|
|
static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel ){
|
|
|
|
int b, samples, mapped, lighted;
|
|
|
|
int cluster[ 4 ];
|
|
|
|
vec4_t luxel[ 4 ];
|
|
|
|
vec3_t deluxel[ 3 ];
|
|
|
|
vec3_t origin[ 4 ], normal[ 4 ];
|
|
|
|
float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
|
|
|
|
vec3_t color, direction = { 0, 0, 0 }, total;
|
|
|
|
|
|
|
|
|
|
|
|
/* limit check */
|
|
|
|
if ( lightLuxel[ 3 ] >= lightSamples ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* setup */
|
|
|
|
VectorClear( total );
|
|
|
|
mapped = 0;
|
|
|
|
lighted = 0;
|
|
|
|
|
|
|
|
/* make 2x2 subsample stamp */
|
|
|
|
for ( b = 0; b < 4; b++ )
|
|
|
|
{
|
|
|
|
/* set origin */
|
|
|
|
VectorCopy( sampleOrigin, origin[ b ] );
|
|
|
|
|
|
|
|
/* calculate position */
|
|
|
|
if ( !SubmapRawLuxel( lm, x, y, ( bias * biasDirs[ b ][ 0 ] ), ( bias * biasDirs[ b ][ 1 ] ), &cluster[ b ], origin[ b ], normal[ b ] ) ) {
|
|
|
|
cluster[ b ] = -1;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
mapped++;
|
|
|
|
|
|
|
|
/* increment sample count */
|
|
|
|
luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
|
|
|
|
|
|
|
|
/* setup trace */
|
|
|
|
trace->cluster = *cluster;
|
|
|
|
VectorCopy( origin[ b ], trace->origin );
|
|
|
|
VectorCopy( normal[ b ], trace->normal );
|
|
|
|
|
|
|
|
/* sample light */
|
|
|
|
|
|
|
|
LightContributionToSample( trace );
|
|
|
|
if ( trace->forceSubsampling > 1.0f ) {
|
|
|
|
/* alphashadow: we subsample as deep as we can */
|
|
|
|
++lighted;
|
|
|
|
++mapped;
|
|
|
|
++mapped;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add to totals (fixme: make contrast function) */
|
|
|
|
VectorCopy( trace->color, luxel[ b ] );
|
|
|
|
if ( lightDeluxel ) {
|
|
|
|
VectorCopy( trace->directionContribution, deluxel[ b ] );
|
|
|
|
}
|
|
|
|
VectorAdd( total, trace->color, total );
|
|
|
|
if ( ( luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ] ) > 0.0f ) {
|
|
|
|
lighted++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* subsample further? */
|
|
|
|
if ( ( lightLuxel[ 3 ] + 1.0f ) < lightSamples &&
|
|
|
|
( total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f ) &&
|
|
|
|
lighted != 0 && lighted != mapped ) {
|
|
|
|
for ( b = 0; b < 4; b++ )
|
|
|
|
{
|
|
|
|
if ( cluster[ b ] < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, ( bias * 0.5f ), luxel[ b ], lightDeluxel ? deluxel[ b ] : NULL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* average */
|
|
|
|
//% VectorClear( color );
|
|
|
|
//% samples = 0;
|
|
|
|
VectorCopy( lightLuxel, color );
|
|
|
|
if ( lightDeluxel ) {
|
|
|
|
VectorCopy( lightDeluxel, direction );
|
|
|
|
}
|
|
|
|
samples = 1;
|
|
|
|
for ( b = 0; b < 4; b++ )
|
|
|
|
{
|
|
|
|
if ( cluster[ b ] < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
VectorAdd( color, luxel[ b ], color );
|
|
|
|
if ( lightDeluxel ) {
|
|
|
|
VectorAdd( direction, deluxel[ b ], direction );
|
|
|
|
}
|
|
|
|
samples++;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add to luxel */
|
|
|
|
if ( samples > 0 ) {
|
|
|
|
/* average */
|
|
|
|
color[ 0 ] /= samples;
|
|
|
|
color[ 1 ] /= samples;
|
|
|
|
color[ 2 ] /= samples;
|
|
|
|
|
|
|
|
/* add to color */
|
|
|
|
VectorCopy( color, lightLuxel );
|
|
|
|
lightLuxel[ 3 ] += 1.0f;
|
|
|
|
|
|
|
|
if ( lightDeluxel ) {
|
|
|
|
direction[ 0 ] /= samples;
|
|
|
|
direction[ 1 ] /= samples;
|
|
|
|
direction[ 2 ] /= samples;
|
|
|
|
VectorCopy( direction, lightDeluxel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* A mostly Gaussian-like bounded random distribution (sigma is expected standard deviation) */
|
|
|
|
static void GaussLikeRandom( float sigma, float *x, float *y ){
|
|
|
|
float r;
|
|
|
|
r = Random() * 2 * Q_PI;
|
|
|
|
*x = sigma * 2.73861278752581783822 * cos( r );
|
|
|
|
*y = sigma * 2.73861278752581783822 * sin( r );
|
|
|
|
r = Random();
|
|
|
|
r = 1 - sqrt( r );
|
|
|
|
r = 1 - sqrt( r );
|
|
|
|
*x *= r;
|
|
|
|
*y *= r;
|
|
|
|
}
|
|
|
|
static void RandomSubsampleRawLuxel( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel ){
|
|
|
|
int b, mapped;
|
|
|
|
int cluster;
|
|
|
|
vec3_t origin, normal;
|
|
|
|
vec3_t total, totaldirection;
|
|
|
|
float dx, dy;
|
|
|
|
|
|
|
|
VectorClear( total );
|
|
|
|
VectorClear( totaldirection );
|
|
|
|
mapped = 0;
|
|
|
|
for ( b = 0; b < lightSamples; ++b )
|
|
|
|
{
|
|
|
|
/* set origin */
|
|
|
|
VectorCopy( sampleOrigin, origin );
|
|
|
|
GaussLikeRandom( bias, &dx, &dy );
|
|
|
|
|
|
|
|
/* calculate position */
|
|
|
|
if ( !SubmapRawLuxel( lm, x, y, dx, dy, &cluster, origin, normal ) ) {
|
|
|
|
cluster = -1;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
mapped++;
|
|
|
|
|
|
|
|
trace->cluster = cluster;
|
|
|
|
VectorCopy( origin, trace->origin );
|
|
|
|
VectorCopy( normal, trace->normal );
|
|
|
|
|
|
|
|
LightContributionToSample( trace );
|
|
|
|
VectorAdd( total, trace->color, total );
|
|
|
|
if ( lightDeluxel ) {
|
|
|
|
VectorAdd( totaldirection, trace->directionContribution, totaldirection );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add to luxel */
|
|
|
|
if ( mapped > 0 ) {
|
|
|
|
/* average */
|
|
|
|
lightLuxel[ 0 ] = total[ 0 ] / mapped;
|
|
|
|
lightLuxel[ 1 ] = total[ 1 ] / mapped;
|
|
|
|
lightLuxel[ 2 ] = total[ 2 ] / mapped;
|
|
|
|
|
|
|
|
if ( lightDeluxel ) {
|
|
|
|
lightDeluxel[ 0 ] = totaldirection[ 0 ] / mapped;
|
|
|
|
lightDeluxel[ 1 ] = totaldirection[ 1 ] / mapped;
|
|
|
|
lightDeluxel[ 2 ] = totaldirection[ 2 ] / mapped;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
IlluminateRawLightmap()
|
|
|
|
illuminates the luxels
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define STACK_LL_SIZE ( SUPER_LUXEL_SIZE * 64 * 64 )
|
|
|
|
#define LIGHT_LUXEL( x, y ) ( lightLuxels + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_LUXEL_SIZE ) )
|
|
|
|
#define LIGHT_DELUXEL( x, y ) ( lightDeluxels + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_DELUXEL_SIZE ) )
|
|
|
|
|
|
|
|
void IlluminateRawLightmap( int rawLightmapNum ){
|
|
|
|
int i, t, x, y, sx, sy, size, luxelFilterRadius, lightmapNum;
|
|
|
|
int *cluster, *cluster2, mapped, lighted, totalLighted;
|
|
|
|
size_t llSize, ldSize;
|
|
|
|
rawLightmap_t *lm;
|
|
|
|
surfaceInfo_t *info;
|
|
|
|
qboolean filterColor, filterDir;
|
|
|
|
float brightness;
|
|
|
|
float *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
|
|
|
|
unsigned char *flag;
|
|
|
|
float *lightLuxels, *lightDeluxels, *lightLuxel, *lightDeluxel, samples, filterRadius, weight;
|
|
|
|
vec3_t color, direction, averageColor, averageDir, total, temp, temp2;
|
|
|
|
float tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
|
|
|
|
trace_t trace;
|
|
|
|
float stackLightLuxels[ STACK_LL_SIZE ];
|
|
|
|
|
|
|
|
|
|
|
|
/* bail if this number exceeds the number of raw lightmaps */
|
|
|
|
if ( rawLightmapNum >= numRawLightmaps ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get lightmap */
|
|
|
|
lm = &rawLightmaps[ rawLightmapNum ];
|
|
|
|
|
|
|
|
/* setup trace */
|
2021-06-02 08:49:27 +00:00
|
|
|
trace.testOcclusion = (qboolean)(!noTrace);
|
2020-11-17 11:16:16 +00:00
|
|
|
trace.forceSunlight = qfalse;
|
|
|
|
trace.recvShadows = lm->recvShadows;
|
|
|
|
trace.numSurfaces = lm->numLightSurfaces;
|
|
|
|
trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
|
|
|
|
trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
|
|
|
|
|
|
|
|
/* twosided lighting (may or may not be a good idea for lightmapped stuff) */
|
|
|
|
trace.twoSided = qfalse;
|
|
|
|
for ( i = 0; i < trace.numSurfaces; i++ )
|
|
|
|
{
|
|
|
|
/* get surface */
|
|
|
|
info = &surfaceInfos[ trace.surfaces[ i ] ];
|
|
|
|
|
|
|
|
/* check twosidedness */
|
|
|
|
if ( info->si->twoSided ) {
|
|
|
|
trace.twoSided = qtrue;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* create a culled light list for this raw lightmap */
|
|
|
|
CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
|
|
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
|
|
fill pass
|
|
|
|
----------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* set counts */
|
|
|
|
numLuxelsIlluminated += ( lm->sw * lm->sh );
|
|
|
|
|
|
|
|
/* test debugging state */
|
|
|
|
if ( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap ) {
|
|
|
|
/* debug fill the luxels */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get cluster */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
|
|
|
|
/* only fill mapped luxels */
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get particulars */
|
|
|
|
luxel = SUPER_LUXEL( 0, x, y );
|
|
|
|
origin = SUPER_ORIGIN( x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
|
|
|
|
/* color the luxel with raw lightmap num? */
|
|
|
|
if ( debugSurfaces ) {
|
|
|
|
VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* color the luxel with lightmap axis? */
|
|
|
|
else if ( debugAxis ) {
|
|
|
|
luxel[ 0 ] = ( lm->axis[ 0 ] + 1.0f ) * 127.5f;
|
|
|
|
luxel[ 1 ] = ( lm->axis[ 1 ] + 1.0f ) * 127.5f;
|
|
|
|
luxel[ 2 ] = ( lm->axis[ 2 ] + 1.0f ) * 127.5f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* color the luxel with luxel cluster? */
|
|
|
|
else if ( debugCluster ) {
|
|
|
|
VectorCopy( debugColors[ *cluster % 12 ], luxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* color the luxel with luxel origin? */
|
|
|
|
else if ( debugOrigin ) {
|
|
|
|
VectorSubtract( lm->maxs, lm->mins, temp );
|
|
|
|
VectorScale( temp, ( 1.0f / 255.0f ), temp );
|
|
|
|
VectorSubtract( origin, lm->mins, temp2 );
|
|
|
|
luxel[ 0 ] = lm->mins[ 0 ] + ( temp[ 0 ] * temp2[ 0 ] );
|
|
|
|
luxel[ 1 ] = lm->mins[ 1 ] + ( temp[ 1 ] * temp2[ 1 ] );
|
|
|
|
luxel[ 2 ] = lm->mins[ 2 ] + ( temp[ 2 ] * temp2[ 2 ] );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* color the luxel with the normal */
|
|
|
|
else if ( normalmap ) {
|
|
|
|
luxel[ 0 ] = ( normal[ 0 ] + 1.0f ) * 127.5f;
|
|
|
|
luxel[ 1 ] = ( normal[ 1 ] + 1.0f ) * 127.5f;
|
|
|
|
luxel[ 2 ] = ( normal[ 2 ] + 1.0f ) * 127.5f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* otherwise clear it */
|
|
|
|
else{
|
|
|
|
VectorClear( luxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add to counts */
|
|
|
|
luxel[ 3 ] = 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* allocate temporary per-light luxel storage */
|
|
|
|
llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
|
|
|
|
ldSize = lm->sw * lm->sh * SUPER_DELUXEL_SIZE * sizeof( float );
|
|
|
|
if ( llSize <= ( STACK_LL_SIZE * sizeof( float ) ) ) {
|
|
|
|
lightLuxels = stackLightLuxels;
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
lightLuxels = safe_malloc( llSize );
|
|
|
|
}
|
|
|
|
if ( deluxemap ) {
|
|
|
|
lightDeluxels = safe_malloc( ldSize );
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
lightDeluxels = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* clear luxels */
|
|
|
|
//% memset( lm->superLuxels[ 0 ], 0, llSize );
|
|
|
|
|
|
|
|
/* set ambient color */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get cluster */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
luxel = SUPER_LUXEL( 0, x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
deluxel = SUPER_DELUXEL( x, y );
|
|
|
|
|
|
|
|
/* blacken unmapped clusters */
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
VectorClear( luxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* set ambient */
|
|
|
|
else
|
|
|
|
{
|
|
|
|
VectorCopy( ambientColor, luxel );
|
|
|
|
if ( deluxemap ) {
|
|
|
|
brightness = RGBTOGRAY( ambientColor ) * ( 1.0f / 255.0f );
|
|
|
|
|
|
|
|
// use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
|
|
|
|
if ( brightness < 0.00390625f ) {
|
|
|
|
brightness = 0.00390625f;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorScale( normal, brightness, deluxel );
|
|
|
|
}
|
|
|
|
luxel[ 3 ] = 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* clear styled lightmaps */
|
|
|
|
size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
|
|
|
|
for ( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
if ( lm->superLuxels[ lightmapNum ] != NULL ) {
|
|
|
|
memset( lm->superLuxels[ lightmapNum ], 0, size );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* debugging code */
|
|
|
|
//% if( trace.numLights <= 0 )
|
|
|
|
//% Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
|
|
|
|
|
|
|
|
/* walk light list */
|
|
|
|
for ( i = 0; i < trace.numLights; i++ )
|
|
|
|
{
|
|
|
|
/* setup trace */
|
|
|
|
trace.light = trace.lights[ i ];
|
|
|
|
|
|
|
|
/* style check */
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
if ( lm->styles[ lightmapNum ] == trace.light->style ||
|
|
|
|
lm->styles[ lightmapNum ] == LS_NONE ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
|
|
|
|
if ( lightmapNum >= MAX_LIGHTMAPS ) {
|
|
|
|
Sys_FPrintf( SYS_WRN, "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* setup */
|
|
|
|
memset( lightLuxels, 0, llSize );
|
|
|
|
if ( deluxemap ) {
|
|
|
|
memset( lightDeluxels, 0, ldSize );
|
|
|
|
}
|
|
|
|
totalLighted = 0;
|
|
|
|
|
|
|
|
/* determine filter radius */
|
|
|
|
filterRadius = lm->filterRadius > trace.light->filterRadius
|
|
|
|
? lm->filterRadius
|
|
|
|
: trace.light->filterRadius;
|
|
|
|
if ( filterRadius < 0.0f ) {
|
|
|
|
filterRadius = 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* set luxel filter radius */
|
|
|
|
luxelFilterRadius = lm->sampleSize != 0 ? superSample * filterRadius / lm->sampleSize : 0;
|
|
|
|
if ( luxelFilterRadius == 0 && ( filterRadius > 0.0f || filter ) ) {
|
|
|
|
luxelFilterRadius = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* allocate sampling flags storage */
|
|
|
|
if ( ( lightSamples > 1 || lightRandomSamples ) && luxelFilterRadius == 0 ) {
|
|
|
|
size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( unsigned char );
|
|
|
|
if ( lm->superFlags == NULL ) {
|
|
|
|
lm->superFlags = safe_malloc( size );
|
|
|
|
}
|
|
|
|
memset( (void *) lm->superFlags, 0, size );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* initial pass, one sample per luxel */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get cluster */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get particulars */
|
|
|
|
lightLuxel = LIGHT_LUXEL( x, y );
|
|
|
|
lightDeluxel = LIGHT_DELUXEL( x, y );
|
|
|
|
origin = SUPER_ORIGIN( x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
flag = SUPER_FLAG( x, y );
|
|
|
|
|
|
|
|
/* set contribution count */
|
|
|
|
lightLuxel[ 3 ] = 1.0f;
|
|
|
|
|
|
|
|
/* setup trace */
|
|
|
|
trace.cluster = *cluster;
|
|
|
|
VectorCopy( origin, trace.origin );
|
|
|
|
VectorCopy( normal, trace.normal );
|
|
|
|
|
|
|
|
/* get light for this sample */
|
|
|
|
LightContributionToSample( &trace );
|
|
|
|
VectorCopy( trace.color, lightLuxel );
|
|
|
|
|
|
|
|
/* add the contribution to the deluxemap */
|
|
|
|
if ( deluxemap ) {
|
|
|
|
VectorCopy( trace.directionContribution, lightDeluxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check for evilness */
|
|
|
|
if ( trace.forceSubsampling > 1.0f && ( lightSamples > 1 || lightRandomSamples ) && luxelFilterRadius == 0 ) {
|
|
|
|
totalLighted++;
|
|
|
|
*flag |= FLAG_FORCE_SUBSAMPLING; /* force */
|
|
|
|
}
|
|
|
|
/* add to count */
|
|
|
|
else if ( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] ) {
|
|
|
|
totalLighted++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* don't even bother with everything else if nothing was lit */
|
|
|
|
if ( totalLighted == 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
|
|
|
|
/* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
|
|
|
|
if ( ( lightSamples > 1 || lightRandomSamples ) && luxelFilterRadius == 0 ) {
|
|
|
|
/* walk luxels */
|
|
|
|
for ( y = 0; y < ( lm->sh - 1 ); y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < ( lm->sw - 1 ); x++ )
|
|
|
|
{
|
|
|
|
/* setup */
|
|
|
|
mapped = 0;
|
|
|
|
lighted = 0;
|
|
|
|
VectorClear( total );
|
|
|
|
|
|
|
|
/* test 2x2 stamp */
|
|
|
|
for ( t = 0; t < 4; t++ )
|
|
|
|
{
|
|
|
|
/* set sample coords */
|
|
|
|
sx = x + tests[ t ][ 0 ];
|
|
|
|
sy = y + tests[ t ][ 1 ];
|
|
|
|
|
|
|
|
/* get cluster */
|
|
|
|
cluster = SUPER_CLUSTER( sx, sy );
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
mapped++;
|
|
|
|
|
|
|
|
/* get luxel */
|
|
|
|
flag = SUPER_FLAG( sx, sy );
|
|
|
|
if ( *flag & FLAG_FORCE_SUBSAMPLING ) {
|
|
|
|
/* force a lighted/mapped discrepancy so we subsample */
|
|
|
|
++lighted;
|
|
|
|
++mapped;
|
|
|
|
++mapped;
|
|
|
|
}
|
|
|
|
lightLuxel = LIGHT_LUXEL( sx, sy );
|
|
|
|
VectorAdd( total, lightLuxel, total );
|
|
|
|
if ( ( lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ] ) > 0.0f ) {
|
|
|
|
lighted++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if total color is under a certain amount, then don't bother subsampling */
|
|
|
|
if ( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if all 4 pixels are either in shadow or light, then don't subsample */
|
|
|
|
if ( lighted != 0 && lighted != mapped ) {
|
|
|
|
for ( t = 0; t < 4; t++ )
|
|
|
|
{
|
|
|
|
/* set sample coords */
|
|
|
|
sx = x + tests[ t ][ 0 ];
|
|
|
|
sy = y + tests[ t ][ 1 ];
|
|
|
|
|
|
|
|
/* get luxel */
|
|
|
|
cluster = SUPER_CLUSTER( sx, sy );
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
flag = SUPER_FLAG( sx, sy );
|
|
|
|
if ( *flag & FLAG_ALREADY_SUBSAMPLED ) { // already subsampled
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
lightLuxel = LIGHT_LUXEL( sx, sy );
|
|
|
|
lightDeluxel = LIGHT_DELUXEL( sx, sy );
|
|
|
|
origin = SUPER_ORIGIN( sx, sy );
|
|
|
|
|
|
|
|
/* only subsample shadowed luxels */
|
|
|
|
//% if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
|
|
|
|
//% continue;
|
|
|
|
|
|
|
|
/* subsample it */
|
|
|
|
if ( lightRandomSamples ) {
|
|
|
|
RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
|
|
|
|
}
|
|
|
|
|
|
|
|
*flag |= FLAG_ALREADY_SUBSAMPLED;
|
|
|
|
|
|
|
|
/* debug code to colorize subsampled areas to yellow */
|
|
|
|
//% luxel = SUPER_LUXEL( lightmapNum, sx, sy );
|
|
|
|
//% VectorSet( luxel, 255, 204, 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* tertiary pass, apply dirt map (ambient occlusion) */
|
|
|
|
if ( 0 && dirty ) {
|
|
|
|
/* walk luxels */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get cluster */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get particulars */
|
|
|
|
lightLuxel = LIGHT_LUXEL( x, y );
|
|
|
|
dirt = SUPER_DIRT( x, y );
|
|
|
|
|
|
|
|
/* scale light value */
|
|
|
|
VectorScale( lightLuxel, *dirt, lightLuxel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* allocate sampling lightmap storage */
|
|
|
|
if ( lm->superLuxels[ lightmapNum ] == NULL ) {
|
|
|
|
/* allocate sampling lightmap storage */
|
|
|
|
size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
|
|
|
|
lm->superLuxels[ lightmapNum ] = safe_malloc( size );
|
|
|
|
memset( lm->superLuxels[ lightmapNum ], 0, size );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* set style */
|
|
|
|
if ( lightmapNum > 0 ) {
|
|
|
|
lm->styles[ lightmapNum ] = trace.light->style;
|
|
|
|
//% Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* copy to permanent luxels */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get cluster and origin */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
origin = SUPER_ORIGIN( x, y );
|
|
|
|
|
|
|
|
/* filter? */
|
|
|
|
if ( luxelFilterRadius ) {
|
|
|
|
/* setup */
|
|
|
|
VectorClear( averageColor );
|
|
|
|
VectorClear( averageDir );
|
|
|
|
samples = 0.0f;
|
|
|
|
|
|
|
|
/* cheaper distance-based filtering */
|
|
|
|
for ( sy = ( y - luxelFilterRadius ); sy <= ( y + luxelFilterRadius ); sy++ )
|
|
|
|
{
|
|
|
|
if ( sy < 0 || sy >= lm->sh ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( sx = ( x - luxelFilterRadius ); sx <= ( x + luxelFilterRadius ); sx++ )
|
|
|
|
{
|
|
|
|
if ( sx < 0 || sx >= lm->sw ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get particulars */
|
|
|
|
cluster = SUPER_CLUSTER( sx, sy );
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
lightLuxel = LIGHT_LUXEL( sx, sy );
|
|
|
|
lightDeluxel = LIGHT_DELUXEL( sx, sy );
|
|
|
|
|
|
|
|
/* create weight */
|
|
|
|
weight = ( abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f );
|
|
|
|
weight *= ( abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f );
|
|
|
|
|
|
|
|
/* scale luxel by filter weight */
|
|
|
|
VectorScale( lightLuxel, weight, color );
|
|
|
|
VectorAdd( averageColor, color, averageColor );
|
|
|
|
if ( deluxemap ) {
|
|
|
|
VectorScale( lightDeluxel, weight, direction );
|
|
|
|
VectorAdd( averageDir, direction, averageDir );
|
|
|
|
}
|
|
|
|
samples += weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* any samples? */
|
|
|
|
if ( samples <= 0.0f ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* scale into luxel */
|
|
|
|
luxel = SUPER_LUXEL( lightmapNum, x, y );
|
|
|
|
luxel[ 3 ] = 1.0f;
|
|
|
|
|
|
|
|
/* handle negative light */
|
|
|
|
if ( trace.light->flags & LIGHT_NEGATIVE ) {
|
|
|
|
luxel[ 0 ] -= averageColor[ 0 ] / samples;
|
|
|
|
luxel[ 1 ] -= averageColor[ 1 ] / samples;
|
|
|
|
luxel[ 2 ] -= averageColor[ 2 ] / samples;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* handle normal light */
|
|
|
|
else
|
|
|
|
{
|
|
|
|
luxel[ 0 ] += averageColor[ 0 ] / samples;
|
|
|
|
luxel[ 1 ] += averageColor[ 1 ] / samples;
|
|
|
|
luxel[ 2 ] += averageColor[ 2 ] / samples;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( deluxemap ) {
|
|
|
|
/* scale into luxel */
|
|
|
|
deluxel = SUPER_DELUXEL( x, y );
|
|
|
|
deluxel[ 0 ] += averageDir[ 0 ] / samples;
|
|
|
|
deluxel[ 1 ] += averageDir[ 1 ] / samples;
|
|
|
|
deluxel[ 2 ] += averageDir[ 2 ] / samples;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* single sample */
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* get particulars */
|
|
|
|
lightLuxel = LIGHT_LUXEL( x, y );
|
|
|
|
lightDeluxel = LIGHT_DELUXEL( x, y );
|
|
|
|
luxel = SUPER_LUXEL( lightmapNum, x, y );
|
|
|
|
deluxel = SUPER_DELUXEL( x, y );
|
|
|
|
|
|
|
|
/* handle negative light */
|
|
|
|
if ( trace.light->flags & LIGHT_NEGATIVE ) {
|
|
|
|
VectorScale( averageColor, -1.0f, averageColor );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add color */
|
|
|
|
luxel[ 3 ] = 1.0f;
|
|
|
|
|
|
|
|
/* handle negative light */
|
|
|
|
if ( trace.light->flags & LIGHT_NEGATIVE ) {
|
|
|
|
VectorSubtract( luxel, lightLuxel, luxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* handle normal light */
|
|
|
|
else{
|
|
|
|
VectorAdd( luxel, lightLuxel, luxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( deluxemap ) {
|
|
|
|
VectorAdd( deluxel, lightDeluxel, deluxel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* free temporary luxels */
|
|
|
|
if ( lightLuxels != stackLightLuxels ) {
|
|
|
|
free( lightLuxels );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( deluxemap ) {
|
|
|
|
free( lightDeluxels );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* free light list */
|
|
|
|
FreeTraceLights( &trace );
|
|
|
|
|
|
|
|
/* floodlight pass */
|
|
|
|
if ( floodlighty ) {
|
|
|
|
FloodlightIlluminateLightmap( lm );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( debugnormals ) {
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
/* early out */
|
|
|
|
if ( lm->superLuxels[ lightmapNum ] == NULL ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get cluster */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
//% if( *cluster < 0 )
|
|
|
|
//% continue;
|
|
|
|
|
|
|
|
/* get particulars */
|
|
|
|
luxel = SUPER_LUXEL( lightmapNum, x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
|
|
|
|
luxel[0] = ( normal[0] * 127 ) + 127;
|
|
|
|
luxel[1] = ( normal[1] * 127 ) + 127;
|
|
|
|
luxel[2] = ( normal[2] * 127 ) + 127;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
|
|
dirt pass
|
|
|
|
----------------------------------------------------------------- */
|
|
|
|
|
|
|
|
if ( dirty ) {
|
|
|
|
/* walk lightmaps */
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
/* early out */
|
|
|
|
if ( lm->superLuxels[ lightmapNum ] == NULL ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* apply dirt to each luxel */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get cluster */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
|
|
|
|
/* get particulars */
|
|
|
|
luxel = SUPER_LUXEL( lightmapNum, x, y );
|
|
|
|
dirt = SUPER_DIRT( x, y );
|
|
|
|
|
|
|
|
/* apply dirt */
|
|
|
|
VectorScale( luxel, *dirt, luxel );
|
|
|
|
|
|
|
|
/* debugging */
|
|
|
|
if ( dirtDebug ) {
|
|
|
|
VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
|
|
filter pass
|
|
|
|
----------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* walk lightmaps */
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
/* early out */
|
|
|
|
if ( lm->superLuxels[ lightmapNum ] == NULL ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* average occluded luxels from neighbors */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get particulars */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
luxel = SUPER_LUXEL( lightmapNum, x, y );
|
|
|
|
deluxel = SUPER_DELUXEL( x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
|
|
|
|
/* determine if filtering is necessary */
|
|
|
|
filterColor = qfalse;
|
|
|
|
filterDir = qfalse;
|
|
|
|
if ( *cluster < 0 ||
|
|
|
|
( lm->splotchFix && ( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] ) ) ) {
|
|
|
|
filterColor = qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( deluxemap && lightmapNum == 0 && ( *cluster < 0 || filter ) ) {
|
|
|
|
filterDir = qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !filterColor && !filterDir ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* choose seed amount */
|
|
|
|
VectorClear( averageColor );
|
|
|
|
VectorClear( averageDir );
|
|
|
|
samples = 0.0f;
|
|
|
|
|
|
|
|
/* walk 3x3 matrix */
|
|
|
|
for ( sy = ( y - 1 ); sy <= ( y + 1 ); sy++ )
|
|
|
|
{
|
|
|
|
if ( sy < 0 || sy >= lm->sh ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( sx = ( x - 1 ); sx <= ( x + 1 ); sx++ )
|
|
|
|
{
|
|
|
|
if ( sx < 0 || sx >= lm->sw || ( sx == x && sy == y ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get neighbor's particulars */
|
|
|
|
cluster2 = SUPER_CLUSTER( sx, sy );
|
|
|
|
luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
|
|
|
|
deluxel2 = SUPER_DELUXEL( sx, sy );
|
|
|
|
|
|
|
|
/* ignore unmapped/unlit luxels */
|
|
|
|
if ( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
|
|
|
|
( lm->splotchFix && VectorCompare( luxel2, ambientColor ) ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add its distinctiveness to our own */
|
|
|
|
VectorAdd( averageColor, luxel2, averageColor );
|
|
|
|
samples += luxel2[ 3 ];
|
|
|
|
if ( filterDir ) {
|
|
|
|
VectorAdd( averageDir, deluxel2, averageDir );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* fall through */
|
|
|
|
if ( samples <= 0.0f ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* dark lightmap seams */
|
|
|
|
if ( dark ) {
|
|
|
|
if ( lightmapNum == 0 ) {
|
|
|
|
VectorMA( averageColor, 2.0f, ambientColor, averageColor );
|
|
|
|
}
|
|
|
|
samples += 2.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* average it */
|
|
|
|
if ( filterColor ) {
|
|
|
|
VectorDivide( averageColor, samples, luxel );
|
|
|
|
luxel[ 3 ] = 1.0f;
|
|
|
|
}
|
|
|
|
if ( filterDir ) {
|
|
|
|
VectorDivide( averageDir, samples, deluxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* set cluster to -3 */
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
*cluster = CLUSTER_FLOODED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef VERTEXLIGHT
|
|
|
|
|
|
|
|
/*
|
|
|
|
IlluminateVertexes()
|
|
|
|
light the surface vertexes
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define VERTEX_NUDGE 4.0f
|
|
|
|
|
|
|
|
void IlluminateVertexes( int num ){
|
|
|
|
int i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
|
|
|
|
int lightmapNum, numAvg;
|
|
|
|
float samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
|
|
|
|
vec3_t origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
|
|
|
|
bspDrawSurface_t *ds;
|
|
|
|
surfaceInfo_t *info;
|
|
|
|
rawLightmap_t *lm;
|
|
|
|
bspDrawVert_t *verts;
|
|
|
|
trace_t trace;
|
|
|
|
float floodLightAmount;
|
|
|
|
vec3_t floodColor;
|
|
|
|
|
|
|
|
|
|
|
|
/* get surface, info, and raw lightmap */
|
|
|
|
ds = &bspDrawSurfaces[ num ];
|
|
|
|
info = &surfaceInfos[ num ];
|
|
|
|
lm = info->lm;
|
|
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
|
|
illuminate the vertexes
|
|
|
|
----------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* calculate vertex lighting for surfaces without lightmaps */
|
2020-12-07 16:02:57 +00:00
|
|
|
if ( lm == NULL ) {
|
2020-11-17 11:16:16 +00:00
|
|
|
/* setup trace */
|
2020-12-07 16:02:57 +00:00
|
|
|
trace.testOcclusion = ( lm != NULL ) ? qfalse : !noTrace;
|
2020-11-17 11:16:16 +00:00
|
|
|
trace.forceSunlight = info->si->forceSunlight;
|
|
|
|
trace.recvShadows = info->recvShadows;
|
|
|
|
trace.numSurfaces = 1;
|
|
|
|
trace.surfaces = #
|
|
|
|
trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
|
|
|
|
|
|
|
|
/* twosided lighting */
|
|
|
|
trace.twoSided = info->si->twoSided;
|
|
|
|
|
|
|
|
/* make light list for this surface */
|
|
|
|
CreateTraceLightsForSurface( num, &trace );
|
|
|
|
|
|
|
|
/* setup */
|
|
|
|
verts = yDrawVerts + ds->firstVert;
|
|
|
|
numAvg = 0;
|
|
|
|
memset( avgColors, 0, sizeof( avgColors ) );
|
|
|
|
|
|
|
|
/* walk the surface verts */
|
|
|
|
for ( i = 0; i < ds->numVerts; i++ )
|
|
|
|
{
|
|
|
|
/* get vertex luxel */
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
|
|
|
|
|
|
|
|
/* color the luxel with raw lightmap num? */
|
|
|
|
if ( debugSurfaces ) {
|
|
|
|
VectorCopy( debugColors[ num % 12 ], radVertLuxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* color the luxel with luxel origin? */
|
|
|
|
else if ( debugOrigin ) {
|
|
|
|
VectorSubtract( info->maxs, info->mins, temp );
|
|
|
|
VectorScale( temp, ( 1.0f / 255.0f ), temp );
|
|
|
|
VectorSubtract( origin, lm->mins, temp2 );
|
|
|
|
radVertLuxel[ 0 ] = info->mins[ 0 ] + ( temp[ 0 ] * temp2[ 0 ] );
|
|
|
|
radVertLuxel[ 1 ] = info->mins[ 1 ] + ( temp[ 1 ] * temp2[ 1 ] );
|
|
|
|
radVertLuxel[ 2 ] = info->mins[ 2 ] + ( temp[ 2 ] * temp2[ 2 ] );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* color the luxel with the normal */
|
|
|
|
else if ( normalmap ) {
|
|
|
|
radVertLuxel[ 0 ] = ( verts[ i ].normal[ 0 ] + 1.0f ) * 127.5f;
|
|
|
|
radVertLuxel[ 1 ] = ( verts[ i ].normal[ 1 ] + 1.0f ) * 127.5f;
|
|
|
|
radVertLuxel[ 2 ] = ( verts[ i ].normal[ 2 ] + 1.0f ) * 127.5f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* illuminate the vertex */
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* clear vertex luxel */
|
|
|
|
VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
|
|
|
|
|
|
|
|
/* try at initial origin */
|
|
|
|
trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
|
|
|
|
if ( trace.cluster >= 0 ) {
|
|
|
|
/* setup trace */
|
|
|
|
VectorCopy( verts[ i ].xyz, trace.origin );
|
|
|
|
VectorCopy( verts[ i ].normal, trace.normal );
|
|
|
|
|
|
|
|
/* r7 dirt */
|
|
|
|
if ( dirty && !bouncing ) {
|
|
|
|
dirt = DirtForSample( &trace );
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
dirt = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* jal: floodlight */
|
|
|
|
floodLightAmount = 0.0f;
|
|
|
|
VectorClear( floodColor );
|
|
|
|
if ( floodlighty && !bouncing ) {
|
|
|
|
floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
|
|
|
|
VectorScale( floodlightRGB, floodLightAmount, floodColor );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* trace */
|
|
|
|
LightingAtSample( &trace, ds->vertexStyles, colors );
|
|
|
|
|
|
|
|
/* store */
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
/* r7 dirt */
|
|
|
|
VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
|
|
|
|
|
|
|
|
/* jal: floodlight */
|
|
|
|
VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
|
|
|
|
|
|
|
|
/* store */
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
|
|
|
|
VectorCopy( colors[ lightmapNum ], radVertLuxel );
|
|
|
|
VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* is this sample bright enough? */
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
|
|
|
|
if ( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
|
|
|
|
radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
|
|
|
|
radVertLuxel[ 2 ] <= ambientColor[ 2 ] ) {
|
|
|
|
/* nudge the sample point around a bit */
|
|
|
|
for ( x = 0; x < 5; x++ )
|
|
|
|
{
|
|
|
|
/* two's complement 0, 1, -1, 2, -2, etc */
|
|
|
|
x1 = ( ( x >> 1 ) ^ ( x & 1 ? -1 : 0 ) ) + ( x & 1 );
|
|
|
|
|
|
|
|
for ( y = 0; y < 5; y++ )
|
|
|
|
{
|
|
|
|
y1 = ( ( y >> 1 ) ^ ( y & 1 ? -1 : 0 ) ) + ( y & 1 );
|
|
|
|
|
|
|
|
for ( z = 0; z < 5; z++ )
|
|
|
|
{
|
|
|
|
z1 = ( ( z >> 1 ) ^ ( z & 1 ? -1 : 0 ) ) + ( z & 1 );
|
|
|
|
|
|
|
|
/* nudge origin */
|
|
|
|
trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + ( VERTEX_NUDGE * x1 );
|
|
|
|
trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + ( VERTEX_NUDGE * y1 );
|
|
|
|
trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + ( VERTEX_NUDGE * z1 );
|
|
|
|
|
|
|
|
/* try at nudged origin */
|
|
|
|
trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
|
|
|
|
if ( trace.cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* r7 dirt */
|
|
|
|
if ( dirty && !bouncing ) {
|
|
|
|
dirt = DirtForSample( &trace );
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
dirt = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* jal: floodlight */
|
|
|
|
floodLightAmount = 0.0f;
|
|
|
|
VectorClear( floodColor );
|
|
|
|
if ( floodlighty && !bouncing ) {
|
|
|
|
floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
|
|
|
|
VectorScale( floodlightRGB, floodLightAmount, floodColor );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* trace */
|
|
|
|
LightingAtSample( &trace, ds->vertexStyles, colors );
|
|
|
|
|
|
|
|
/* store */
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
/* r7 dirt */
|
|
|
|
VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
|
|
|
|
|
|
|
|
/* jal: floodlight */
|
|
|
|
VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
|
|
|
|
|
|
|
|
/* store */
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
|
|
|
|
VectorCopy( colors[ lightmapNum ], radVertLuxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* bright enough? */
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
|
|
|
|
if ( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
|
|
|
|
radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
|
|
|
|
radVertLuxel[ 2 ] > ambientColor[ 2 ] ) {
|
|
|
|
x = y = z = 1000;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add to average? */
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
|
|
|
|
if ( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
|
|
|
|
radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
|
|
|
|
radVertLuxel[ 2 ] > ambientColor[ 2 ] ) {
|
|
|
|
numAvg++;
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
|
|
|
|
VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* another happy customer */
|
|
|
|
numVertsIlluminated++;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* set average color */
|
|
|
|
if ( numAvg > 0 ) {
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
VectorScale( avgColors[ lightmapNum ], ( 1.0f / numAvg ), avgColors[ lightmapNum ] );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
VectorCopy( ambientColor, avgColors[ 0 ] );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* clean up and store vertex color */
|
|
|
|
for ( i = 0; i < ds->numVerts; i++ )
|
|
|
|
{
|
|
|
|
/* get vertex luxel */
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
|
|
|
|
|
|
|
|
/* store average in occluded vertexes */
|
|
|
|
if ( radVertLuxel[ 0 ] < 0.0f ) {
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
|
|
|
|
VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
|
|
|
|
|
|
|
|
/* debug code */
|
|
|
|
//% VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* store it */
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
/* get luxels */
|
|
|
|
vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
|
|
|
|
|
|
|
|
/* store */
|
|
|
|
if ( bouncing || bounce == 0 || !bounceOnly ) {
|
|
|
|
VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
|
|
|
|
}
|
|
|
|
if ( !info->si->noVertexLight ) {
|
|
|
|
ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* free light list */
|
|
|
|
FreeTraceLights( &trace );
|
|
|
|
|
|
|
|
/* return to sender */
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* -----------------------------------------------------------------
|
|
|
|
reconstitute vertex lighting from the luxels
|
|
|
|
----------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* set styles from lightmap */
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
|
|
|
|
|
|
|
|
/* get max search radius */
|
|
|
|
maxRadius = lm->sw;
|
|
|
|
maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
|
|
|
|
|
|
|
|
/* walk the surface verts */
|
|
|
|
verts = yDrawVerts + ds->firstVert;
|
|
|
|
for ( i = 0; i < ds->numVerts; i++ )
|
|
|
|
{
|
|
|
|
/* do each lightmap */
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
/* early out */
|
|
|
|
if ( lm->superLuxels[ lightmapNum ] == NULL ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get luxel coords */
|
|
|
|
x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
|
|
|
|
y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
|
|
|
|
if ( x < 0 ) {
|
|
|
|
x = 0;
|
|
|
|
}
|
|
|
|
else if ( x >= lm->sw ) {
|
|
|
|
x = lm->sw - 1;
|
|
|
|
}
|
|
|
|
if ( y < 0 ) {
|
|
|
|
y = 0;
|
|
|
|
}
|
|
|
|
else if ( y >= lm->sh ) {
|
|
|
|
y = lm->sh - 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get vertex luxels */
|
|
|
|
vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
|
|
|
|
radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
|
|
|
|
|
|
|
|
/* color the luxel with the normal? */
|
|
|
|
if ( normalmap ) {
|
|
|
|
radVertLuxel[ 0 ] = ( verts[ i ].normal[ 0 ] + 1.0f ) * 127.5f;
|
|
|
|
radVertLuxel[ 1 ] = ( verts[ i ].normal[ 1 ] + 1.0f ) * 127.5f;
|
|
|
|
radVertLuxel[ 2 ] = ( verts[ i ].normal[ 2 ] + 1.0f ) * 127.5f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* color the luxel with surface num? */
|
|
|
|
else if ( debugSurfaces ) {
|
|
|
|
VectorCopy( debugColors[ num % 12 ], radVertLuxel );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* divine color from the superluxels */
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* increasing radius */
|
|
|
|
VectorClear( radVertLuxel );
|
|
|
|
samples = 0.0f;
|
|
|
|
for ( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
|
|
|
|
{
|
|
|
|
/* sample within radius */
|
|
|
|
for ( sy = ( y - radius ); sy <= ( y + radius ); sy++ )
|
|
|
|
{
|
|
|
|
if ( sy < 0 || sy >= lm->sh ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( sx = ( x - radius ); sx <= ( x + radius ); sx++ )
|
|
|
|
{
|
|
|
|
if ( sx < 0 || sx >= lm->sw ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get luxel particulars */
|
|
|
|
luxel = SUPER_LUXEL( lightmapNum, sx, sy );
|
|
|
|
cluster = SUPER_CLUSTER( sx, sy );
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* testing: must be brigher than ambient color */
|
|
|
|
//% if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
|
|
|
|
//% continue;
|
|
|
|
|
|
|
|
/* add its distinctiveness to our own */
|
|
|
|
VectorAdd( radVertLuxel, luxel, radVertLuxel );
|
|
|
|
samples += luxel[ 3 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* any color? */
|
|
|
|
if ( samples > 0.0f ) {
|
|
|
|
VectorDivide( radVertLuxel, samples, radVertLuxel );
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
VectorCopy( ambientColor, radVertLuxel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* store into floating point storage */
|
|
|
|
VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
|
|
|
|
numVertsIlluminated++;
|
|
|
|
|
|
|
|
/* store into bytes (for vertex approximation) */
|
|
|
|
if ( !info->si->noVertexLight ) {
|
|
|
|
ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
/* -------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
light optimization (-fast)
|
|
|
|
|
|
|
|
creates a list of lights that will affect a surface and stores it in tw
|
|
|
|
this is to optimize surface lighting by culling out as many of the
|
|
|
|
lights in the world as possible from further calculation
|
|
|
|
|
|
|
|
------------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/*
|
|
|
|
SetupBrushes()
|
|
|
|
determines opaque brushes in the world and find sky shaders for sunlight calculations
|
|
|
|
*/
|
|
|
|
|
|
|
|
void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned int mask_all, unsigned int test_all ){
|
|
|
|
int i, j, b;
|
|
|
|
unsigned int compileFlags, allCompileFlags;
|
|
|
|
qboolean inside;
|
|
|
|
bspBrush_t *brush;
|
|
|
|
bspBrushSide_t *side;
|
|
|
|
bspShader_t *shader;
|
|
|
|
shaderInfo_t *si;
|
|
|
|
|
|
|
|
|
|
|
|
/* note it */
|
|
|
|
Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
|
|
|
|
|
|
|
|
/* allocate */
|
|
|
|
if ( opaqueBrushes == NULL ) {
|
|
|
|
opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* clear */
|
|
|
|
memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
|
|
|
|
numOpaqueBrushes = 0;
|
|
|
|
|
|
|
|
/* walk the list of worldspawn brushes */
|
|
|
|
for ( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
|
|
|
|
{
|
|
|
|
/* get brush */
|
|
|
|
b = bspModels[ 0 ].firstBSPBrush + i;
|
|
|
|
brush = &bspBrushes[ b ];
|
|
|
|
|
|
|
|
/* check all sides */
|
|
|
|
inside = qtrue;
|
|
|
|
compileFlags = 0;
|
|
|
|
allCompileFlags = ~( 0u );
|
|
|
|
for ( j = 0; j < brush->numSides && inside; j++ )
|
|
|
|
{
|
|
|
|
/* do bsp shader calculations */
|
|
|
|
side = &bspBrushSides[ brush->firstSide + j ];
|
|
|
|
shader = &bspShaders[ side->shaderNum ];
|
|
|
|
|
|
|
|
/* get shader info */
|
|
|
|
si = ShaderInfoForShaderNull( shader->shader );
|
|
|
|
if ( si == NULL ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* or together compile flags */
|
|
|
|
compileFlags |= si->compileFlags;
|
|
|
|
allCompileFlags &= si->compileFlags;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* determine if this brush is opaque to light */
|
|
|
|
if ( ( compileFlags & mask_any ) == test_any && ( allCompileFlags & mask_all ) == test_all ) {
|
|
|
|
opaqueBrushes[ b >> 3 ] |= ( 1 << ( b & 7 ) );
|
|
|
|
numOpaqueBrushes++;
|
|
|
|
maxOpaqueBrush = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* emit some statistics */
|
|
|
|
Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
|
|
|
|
}
|
|
|
|
void SetupBrushes( void ){
|
|
|
|
SetupBrushesFlags( C_TRANSLUCENT, 0, 0, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
ClusterVisible()
|
|
|
|
determines if two clusters are visible to each other using the PVS
|
|
|
|
*/
|
|
|
|
|
|
|
|
qboolean ClusterVisible( int a, int b ){
|
|
|
|
int leafBytes;
|
|
|
|
byte *pvs;
|
|
|
|
|
|
|
|
|
|
|
|
/* dummy check */
|
|
|
|
if ( a < 0 || b < 0 ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* early out */
|
|
|
|
if ( a == b ) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* not vised? */
|
|
|
|
if ( numBSPVisBytes <= 8 ) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get pvs data */
|
|
|
|
/* portalClusters = ((int *) bspVisBytes)[ 0 ]; */
|
|
|
|
leafBytes = ( (int*) bspVisBytes )[ 1 ];
|
|
|
|
pvs = bspVisBytes + VIS_HEADER_SIZE + ( a * leafBytes );
|
|
|
|
|
|
|
|
/* check */
|
|
|
|
if ( ( pvs[ b >> 3 ] & ( 1 << ( b & 7 ) ) ) ) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
PointInLeafNum_r()
|
|
|
|
borrowed from vlight.c
|
|
|
|
*/
|
|
|
|
|
|
|
|
int PointInLeafNum_r( vec3_t point, int nodenum ){
|
|
|
|
int leafnum;
|
|
|
|
vec_t dist;
|
|
|
|
bspNode_t *node;
|
|
|
|
bspPlane_t *plane;
|
|
|
|
|
|
|
|
|
|
|
|
while ( nodenum >= 0 )
|
|
|
|
{
|
|
|
|
node = &bspNodes[ nodenum ];
|
|
|
|
plane = &bspPlanes[ node->planeNum ];
|
|
|
|
dist = DotProduct( point, plane->normal ) - plane->dist;
|
|
|
|
if ( dist > 0.1 ) {
|
|
|
|
nodenum = node->children[ 0 ];
|
|
|
|
}
|
|
|
|
else if ( dist < -0.1 ) {
|
|
|
|
nodenum = node->children[ 1 ];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
|
|
|
|
if ( bspLeafs[ leafnum ].cluster != -1 ) {
|
|
|
|
return leafnum;
|
|
|
|
}
|
|
|
|
nodenum = node->children[ 1 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
leafnum = -nodenum - 1;
|
|
|
|
return leafnum;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
PointInLeafnum()
|
|
|
|
borrowed from vlight.c
|
|
|
|
*/
|
|
|
|
|
|
|
|
int PointInLeafNum( vec3_t point ){
|
|
|
|
return PointInLeafNum_r( point, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
ClusterVisibleToPoint() - ydnar
|
|
|
|
returns qtrue if point can "see" cluster
|
|
|
|
*/
|
|
|
|
|
|
|
|
qboolean ClusterVisibleToPoint( vec3_t point, int cluster ){
|
|
|
|
int pointCluster;
|
|
|
|
|
|
|
|
|
|
|
|
/* get leafNum for point */
|
|
|
|
pointCluster = ClusterForPoint( point );
|
|
|
|
if ( pointCluster < 0 ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check pvs */
|
|
|
|
return ClusterVisible( pointCluster, cluster );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
ClusterForPoint() - ydnar
|
|
|
|
returns the pvs cluster for point
|
|
|
|
*/
|
|
|
|
|
|
|
|
int ClusterForPoint( vec3_t point ){
|
|
|
|
int leafNum;
|
|
|
|
|
|
|
|
|
|
|
|
/* get leafNum for point */
|
|
|
|
leafNum = PointInLeafNum( point );
|
|
|
|
if ( leafNum < 0 ) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* return the cluster */
|
|
|
|
return bspLeafs[ leafNum ].cluster;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
ClusterForPointExt() - ydnar
|
|
|
|
also takes brushes into account for occlusion testing
|
|
|
|
*/
|
|
|
|
|
|
|
|
int ClusterForPointExt( vec3_t point, float epsilon ){
|
|
|
|
int i, j, b, leafNum, cluster;
|
|
|
|
float dot;
|
|
|
|
qboolean inside;
|
|
|
|
int *brushes, numBSPBrushes;
|
|
|
|
bspLeaf_t *leaf;
|
|
|
|
bspBrush_t *brush;
|
|
|
|
bspPlane_t *plane;
|
|
|
|
|
|
|
|
|
|
|
|
/* get leaf for point */
|
|
|
|
leafNum = PointInLeafNum( point );
|
|
|
|
if ( leafNum < 0 ) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
leaf = &bspLeafs[ leafNum ];
|
|
|
|
|
|
|
|
/* get the cluster */
|
|
|
|
cluster = leaf->cluster;
|
|
|
|
if ( cluster < 0 ) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* transparent leaf, so check point against all brushes in the leaf */
|
|
|
|
brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
|
|
|
|
numBSPBrushes = leaf->numBSPLeafBrushes;
|
|
|
|
for ( i = 0; i < numBSPBrushes; i++ )
|
|
|
|
{
|
|
|
|
/* get parts */
|
|
|
|
b = brushes[ i ];
|
|
|
|
if ( b > maxOpaqueBrush ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
brush = &bspBrushes[ b ];
|
|
|
|
if ( !( opaqueBrushes[ b >> 3 ] & ( 1 << ( b & 7 ) ) ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check point against all planes */
|
|
|
|
inside = qtrue;
|
|
|
|
for ( j = 0; j < brush->numSides && inside; j++ )
|
|
|
|
{
|
|
|
|
plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
|
|
|
|
dot = DotProduct( point, plane->normal );
|
|
|
|
dot -= plane->dist;
|
|
|
|
if ( dot > epsilon ) {
|
|
|
|
inside = qfalse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if inside, return bogus cluster */
|
|
|
|
if ( inside ) {
|
|
|
|
return -1 - b;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if the point made it this far, it's not inside any opaque brushes */
|
|
|
|
return cluster;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
ClusterForPointExtFilter() - ydnar
|
|
|
|
adds cluster checking against a list of known valid clusters
|
|
|
|
*/
|
|
|
|
|
|
|
|
int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters ){
|
|
|
|
int i, cluster;
|
|
|
|
|
|
|
|
|
|
|
|
/* get cluster for point */
|
|
|
|
cluster = ClusterForPointExt( point, epsilon );
|
|
|
|
|
|
|
|
/* check if filtering is necessary */
|
|
|
|
if ( cluster < 0 || numClusters <= 0 || clusters == NULL ) {
|
|
|
|
return cluster;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* filter */
|
|
|
|
for ( i = 0; i < numClusters; i++ )
|
|
|
|
{
|
|
|
|
if ( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) ) {
|
|
|
|
return cluster;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* failed */
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
ShaderForPointInLeaf() - ydnar
|
|
|
|
checks a point against all brushes in a leaf, returning the shader of the brush
|
|
|
|
also sets the cumulative surface and content flags for the brush hit
|
|
|
|
*/
|
|
|
|
|
|
|
|
int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags ){
|
|
|
|
int i, j;
|
|
|
|
float dot;
|
|
|
|
qboolean inside;
|
|
|
|
int *brushes, numBSPBrushes;
|
|
|
|
bspLeaf_t *leaf;
|
|
|
|
bspBrush_t *brush;
|
|
|
|
bspBrushSide_t *side;
|
|
|
|
bspPlane_t *plane;
|
|
|
|
bspShader_t *shader;
|
|
|
|
int allSurfaceFlags, allContentFlags;
|
|
|
|
|
|
|
|
|
|
|
|
/* clear things out first */
|
|
|
|
*surfaceFlags = 0;
|
|
|
|
*contentFlags = 0;
|
|
|
|
|
|
|
|
/* get leaf */
|
|
|
|
if ( leafNum < 0 ) {
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
leaf = &bspLeafs[ leafNum ];
|
|
|
|
|
|
|
|
/* transparent leaf, so check point against all brushes in the leaf */
|
|
|
|
brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
|
|
|
|
numBSPBrushes = leaf->numBSPLeafBrushes;
|
|
|
|
for ( i = 0; i < numBSPBrushes; i++ )
|
|
|
|
{
|
|
|
|
/* get parts */
|
|
|
|
brush = &bspBrushes[ brushes[ i ] ];
|
|
|
|
|
|
|
|
/* check point against all planes */
|
|
|
|
inside = qtrue;
|
|
|
|
allSurfaceFlags = 0;
|
|
|
|
allContentFlags = 0;
|
|
|
|
for ( j = 0; j < brush->numSides && inside; j++ )
|
|
|
|
{
|
|
|
|
side = &bspBrushSides[ brush->firstSide + j ];
|
|
|
|
plane = &bspPlanes[ side->planeNum ];
|
|
|
|
dot = DotProduct( point, plane->normal );
|
|
|
|
dot -= plane->dist;
|
|
|
|
if ( dot > epsilon ) {
|
|
|
|
inside = qfalse;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
shader = &bspShaders[ side->shaderNum ];
|
|
|
|
allSurfaceFlags |= shader->surfaceFlags;
|
|
|
|
allContentFlags |= shader->contentFlags;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* handle if inside */
|
|
|
|
if ( inside ) {
|
|
|
|
/* if there are desired flags, check for same and continue if they aren't matched */
|
|
|
|
if ( wantContentFlags && !( wantContentFlags & allContentFlags ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( wantSurfaceFlags && !( wantSurfaceFlags & allSurfaceFlags ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* store the cumulative flags and return the brush shader (which is mostly useless) */
|
|
|
|
*surfaceFlags = allSurfaceFlags;
|
|
|
|
*contentFlags = allContentFlags;
|
|
|
|
return brush->shaderNum;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if the point made it this far, it's not inside any brushes */
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
ChopBounds()
|
|
|
|
chops a bounding box by the plane defined by origin and normal
|
|
|
|
returns qfalse if the bounds is entirely clipped away
|
|
|
|
|
|
|
|
this is not exactly the fastest way to do this...
|
|
|
|
*/
|
|
|
|
|
|
|
|
qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal ){
|
|
|
|
/* FIXME: rewrite this so it doesn't use bloody brushes */
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
SetupEnvelopes()
|
|
|
|
calculates each light's effective envelope,
|
|
|
|
taking into account brightness, type, and pvs.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#define LIGHT_EPSILON 0.125f
|
|
|
|
#define LIGHT_NUDGE 2.0f
|
|
|
|
|
|
|
|
void SetupEnvelopes( qboolean forGrid, qboolean fastFlag ){
|
|
|
|
int i, x, y, z, x1, y1, z1;
|
|
|
|
light_t *light, *light2, **owner;
|
|
|
|
bspLeaf_t *leaf;
|
|
|
|
vec3_t origin, dir, mins, maxs;
|
|
|
|
float radius, intensity;
|
|
|
|
light_t *buckets[ 256 ];
|
|
|
|
|
|
|
|
|
|
|
|
/* early out for weird cases where there are no lights */
|
|
|
|
if ( lights == NULL ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* note it */
|
|
|
|
Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
|
|
|
|
|
|
|
|
/* count lights */
|
|
|
|
numLights = 0;
|
|
|
|
numCulledLights = 0;
|
|
|
|
owner = &lights;
|
|
|
|
while ( *owner != NULL )
|
|
|
|
{
|
|
|
|
/* get light */
|
|
|
|
light = *owner;
|
|
|
|
|
|
|
|
/* handle negative lights */
|
|
|
|
if ( light->photons < 0.0f || light->add < 0.0f ) {
|
|
|
|
light->photons *= -1.0f;
|
|
|
|
light->add *= -1.0f;
|
|
|
|
light->flags |= LIGHT_NEGATIVE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* sunlight? */
|
|
|
|
if ( light->type == EMIT_SUN ) {
|
|
|
|
/* special cased */
|
|
|
|
light->cluster = 0;
|
|
|
|
light->envelope = MAX_WORLD_COORD * 8.0f;
|
|
|
|
VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
|
|
|
|
VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* everything else */
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* get pvs cluster for light */
|
|
|
|
light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
|
|
|
|
|
|
|
|
/* invalid cluster? */
|
|
|
|
if ( light->cluster < 0 ) {
|
|
|
|
/* nudge the sample point around a bit */
|
|
|
|
for ( x = 0; x < 4; x++ )
|
|
|
|
{
|
|
|
|
/* two's complement 0, 1, -1, 2, -2, etc */
|
|
|
|
x1 = ( ( x >> 1 ) ^ ( x & 1 ? -1 : 0 ) ) + ( x & 1 );
|
|
|
|
|
|
|
|
for ( y = 0; y < 4; y++ )
|
|
|
|
{
|
|
|
|
y1 = ( ( y >> 1 ) ^ ( y & 1 ? -1 : 0 ) ) + ( y & 1 );
|
|
|
|
|
|
|
|
for ( z = 0; z < 4; z++ )
|
|
|
|
{
|
|
|
|
z1 = ( ( z >> 1 ) ^ ( z & 1 ? -1 : 0 ) ) + ( z & 1 );
|
|
|
|
|
|
|
|
/* nudge origin */
|
|
|
|
origin[ 0 ] = light->origin[ 0 ] + ( LIGHT_NUDGE * x1 );
|
|
|
|
origin[ 1 ] = light->origin[ 1 ] + ( LIGHT_NUDGE * y1 );
|
|
|
|
origin[ 2 ] = light->origin[ 2 ] + ( LIGHT_NUDGE * z1 );
|
|
|
|
|
|
|
|
/* try at nudged origin */
|
|
|
|
light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
|
|
|
|
if ( light->cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* set origin */
|
|
|
|
VectorCopy( origin, light->origin );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* only calculate for lights in pvs and outside of opaque brushes */
|
|
|
|
if ( light->cluster >= 0 ) {
|
|
|
|
/* set light fast flag */
|
|
|
|
if ( fastFlag ) {
|
|
|
|
light->flags |= LIGHT_FAST_TEMP;
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
light->flags &= ~LIGHT_FAST_TEMP;
|
|
|
|
}
|
|
|
|
if ( fastpoint && ( light->type != EMIT_AREA ) ) {
|
|
|
|
light->flags |= LIGHT_FAST_TEMP;
|
|
|
|
}
|
|
|
|
if ( light->si && light->si->noFast ) {
|
|
|
|
light->flags &= ~( LIGHT_FAST | LIGHT_FAST_TEMP );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* clear light envelope */
|
|
|
|
light->envelope = 0;
|
|
|
|
|
|
|
|
/* handle area lights */
|
|
|
|
if ( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL ) {
|
|
|
|
light->envelope = MAX_WORLD_COORD * 8.0f;
|
|
|
|
|
|
|
|
/* check for fast mode */
|
|
|
|
if ( ( light->flags & LIGHT_FAST ) || ( light->flags & LIGHT_FAST_TEMP ) ) {
|
|
|
|
/* ugly hack to calculate extent for area lights, but only done once */
|
|
|
|
VectorScale( light->normal, -1.0f, dir );
|
|
|
|
for ( radius = 100.0f; radius < MAX_WORLD_COORD * 8.0f; radius += 10.0f )
|
|
|
|
{
|
|
|
|
float factor;
|
|
|
|
|
|
|
|
VectorMA( light->origin, radius, light->normal, origin );
|
|
|
|
factor = PointToPolygonFormFactor( origin, dir, light->w );
|
|
|
|
if ( factor < 0.0f ) {
|
|
|
|
factor *= -1.0f;
|
|
|
|
}
|
|
|
|
if ( ( factor * light->add ) <= light->falloffTolerance ) {
|
|
|
|
light->envelope = radius;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
intensity = light->photons; /* hopefully not used */
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
radius = 0.0f;
|
|
|
|
intensity = light->photons;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* other calcs */
|
|
|
|
if ( light->envelope <= 0.0f ) {
|
|
|
|
/* solve distance for non-distance lights */
|
|
|
|
if ( !( light->flags & LIGHT_ATTEN_DISTANCE ) ) {
|
|
|
|
light->envelope = MAX_WORLD_COORD * 8.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
else if ( ( light->flags & LIGHT_FAST ) || ( light->flags & LIGHT_FAST_TEMP ) ) {
|
|
|
|
/* solve distance for linear lights */
|
|
|
|
if ( ( light->flags & LIGHT_ATTEN_LINEAR ) ) {
|
|
|
|
light->envelope = ( ( intensity * linearScale ) - light->falloffTolerance ) / light->fade;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
add = angle * light->photons * linearScale - (dist * light->fade);
|
|
|
|
T = (light->photons * linearScale) - (dist * light->fade);
|
|
|
|
T + (dist * light->fade) = (light->photons * linearScale);
|
|
|
|
dist * light->fade = (light->photons * linearScale) - T;
|
|
|
|
dist = ((light->photons * linearScale) - T) / light->fade;
|
|
|
|
*/
|
|
|
|
|
|
|
|
/* solve for inverse square falloff */
|
|
|
|
else{
|
|
|
|
light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
add = light->photons / (dist * dist);
|
|
|
|
T = light->photons / (dist * dist);
|
|
|
|
T * (dist * dist) = light->photons;
|
|
|
|
dist = sqrt( light->photons / T );
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* solve distance for linear lights */
|
|
|
|
if ( ( light->flags & LIGHT_ATTEN_LINEAR ) ) {
|
|
|
|
light->envelope = ( intensity * linearScale ) / light->fade;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* can't cull these */
|
|
|
|
else{
|
|
|
|
light->envelope = MAX_WORLD_COORD * 8.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* chop radius against pvs */
|
|
|
|
{
|
|
|
|
/* clear bounds */
|
|
|
|
ClearBounds( mins, maxs );
|
|
|
|
|
|
|
|
/* check all leaves */
|
|
|
|
for ( i = 0; i < numBSPLeafs; i++ )
|
|
|
|
{
|
|
|
|
/* get test leaf */
|
|
|
|
leaf = &bspLeafs[ i ];
|
|
|
|
|
|
|
|
/* in pvs? */
|
|
|
|
if ( leaf->cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) { /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add this leafs bbox to the bounds */
|
|
|
|
VectorCopy( leaf->mins, origin );
|
|
|
|
AddPointToBounds( origin, mins, maxs );
|
|
|
|
VectorCopy( leaf->maxs, origin );
|
|
|
|
AddPointToBounds( origin, mins, maxs );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* test to see if bounds encompass light */
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
if ( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] ) {
|
|
|
|
//% Sys_FPrintf( SYS_WRN, "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
|
|
|
|
//% mins[ 0 ], mins[ 1 ], mins[ 2 ],
|
|
|
|
//% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
|
|
|
|
//% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
|
|
|
|
AddPointToBounds( light->origin, mins, maxs );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* chop the bounds by a plane for area lights and spotlights */
|
|
|
|
if ( light->type == EMIT_AREA || light->type == EMIT_SPOT ) {
|
|
|
|
ChopBounds( mins, maxs, light->origin, light->normal );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* copy bounds */
|
|
|
|
VectorCopy( mins, light->mins );
|
|
|
|
VectorCopy( maxs, light->maxs );
|
|
|
|
|
|
|
|
/* reflect bounds around light origin */
|
|
|
|
//% VectorMA( light->origin, -1.0f, origin, origin );
|
|
|
|
VectorScale( light->origin, 2, origin );
|
|
|
|
VectorSubtract( origin, maxs, origin );
|
|
|
|
AddPointToBounds( origin, mins, maxs );
|
|
|
|
//% VectorMA( light->origin, -1.0f, mins, origin );
|
|
|
|
VectorScale( light->origin, 2, origin );
|
|
|
|
VectorSubtract( origin, mins, origin );
|
|
|
|
AddPointToBounds( origin, mins, maxs );
|
|
|
|
|
|
|
|
/* calculate spherical bounds */
|
|
|
|
VectorSubtract( maxs, light->origin, dir );
|
|
|
|
radius = (float) VectorLength( dir );
|
|
|
|
|
|
|
|
/* if this radius is smaller than the envelope, then set the envelope to it */
|
|
|
|
if ( radius < light->envelope ) {
|
|
|
|
light->envelope = radius;
|
|
|
|
//% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
|
|
|
|
}
|
|
|
|
//% else
|
|
|
|
//% Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add grid/surface only check */
|
|
|
|
if ( forGrid ) {
|
|
|
|
if ( !( light->flags & LIGHT_GRID ) ) {
|
|
|
|
light->envelope = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if ( !( light->flags & LIGHT_SURFACES ) ) {
|
|
|
|
light->envelope = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* culled? */
|
|
|
|
if ( light->cluster < 0 || light->envelope <= 0.0f ) {
|
|
|
|
/* debug code */
|
|
|
|
//% Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
|
|
|
|
|
|
|
|
/* delete the light */
|
|
|
|
numCulledLights++;
|
|
|
|
*owner = light->next;
|
|
|
|
if ( light->w != NULL ) {
|
|
|
|
free( light->w );
|
|
|
|
}
|
|
|
|
free( light );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* square envelope */
|
|
|
|
light->envelope2 = ( light->envelope * light->envelope );
|
|
|
|
|
|
|
|
/* increment light count */
|
|
|
|
numLights++;
|
|
|
|
|
|
|
|
/* set next light */
|
|
|
|
owner = &( ( **owner ).next );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* bucket sort lights by style */
|
|
|
|
memset( buckets, 0, sizeof( buckets ) );
|
|
|
|
light2 = NULL;
|
|
|
|
for ( light = lights; light != NULL; light = light2 )
|
|
|
|
{
|
|
|
|
/* get next light */
|
|
|
|
light2 = light->next;
|
|
|
|
|
|
|
|
/* filter into correct bucket */
|
|
|
|
light->next = buckets[ light->style ];
|
|
|
|
buckets[ light->style ] = light;
|
|
|
|
|
|
|
|
/* if any styled light is present, automatically set nocollapse */
|
|
|
|
if ( light->style != LS_NORMAL ) {
|
|
|
|
noCollapse = qtrue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* filter back into light list */
|
|
|
|
lights = NULL;
|
|
|
|
for ( i = 255; i >= 0; i-- )
|
|
|
|
{
|
|
|
|
light2 = NULL;
|
|
|
|
for ( light = buckets[ i ]; light != NULL; light = light2 )
|
|
|
|
{
|
|
|
|
light2 = light->next;
|
|
|
|
light->next = lights;
|
|
|
|
lights = light;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* emit some statistics */
|
|
|
|
Sys_Printf( "%9d total lights\n", numLights );
|
|
|
|
Sys_Printf( "%9d culled lights\n", numCulledLights );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
CreateTraceLightsForBounds()
|
|
|
|
creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
|
|
|
|
*/
|
|
|
|
|
|
|
|
void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace ){
|
|
|
|
int i;
|
|
|
|
light_t *light;
|
|
|
|
vec3_t origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
|
|
|
|
float radius, dist, length;
|
|
|
|
|
|
|
|
|
|
|
|
/* potential pre-setup */
|
|
|
|
if ( numLights == 0 ) {
|
|
|
|
SetupEnvelopes( qfalse, fast );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* debug code */
|
|
|
|
//% Sys_Printf( "CTWLFB: (%4.1f %4.1f %4.1f) (%4.1f %4.1f %4.1f)\n", mins[ 0 ], mins[ 1 ], mins[ 2 ], maxs[ 0 ], maxs[ 1 ], maxs[ 2 ] );
|
|
|
|
|
|
|
|
/* allocate the light list */
|
|
|
|
trace->lights = safe_malloc( sizeof( light_t* ) * ( numLights + 1 ) );
|
|
|
|
trace->numLights = 0;
|
|
|
|
|
|
|
|
/* calculate spherical bounds */
|
|
|
|
VectorAdd( mins, maxs, origin );
|
|
|
|
VectorScale( origin, 0.5f, origin );
|
|
|
|
VectorSubtract( maxs, origin, dir );
|
|
|
|
radius = (float) VectorLength( dir );
|
|
|
|
|
|
|
|
/* get length of normal vector */
|
|
|
|
if ( normal != NULL ) {
|
|
|
|
length = VectorLength( normal );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
normal = nullVector;
|
|
|
|
length = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* test each light and see if it reaches the sphere */
|
|
|
|
/* note: the attenuation code MUST match LightingAtSample() */
|
|
|
|
for ( light = lights; light; light = light->next )
|
|
|
|
{
|
|
|
|
/* check zero sized envelope */
|
|
|
|
if ( light->envelope <= 0 ) {
|
|
|
|
lightsEnvelopeCulled++;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check flags */
|
|
|
|
if ( !( light->flags & flags ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* sunlight skips all this nonsense */
|
|
|
|
if ( light->type != EMIT_SUN ) {
|
|
|
|
/* sun only? */
|
|
|
|
if ( sunOnly ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check against pvs cluster */
|
|
|
|
if ( numClusters > 0 && clusters != NULL ) {
|
|
|
|
for ( i = 0; i < numClusters; i++ )
|
|
|
|
{
|
|
|
|
if ( ClusterVisible( light->cluster, clusters[ i ] ) ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* fixme! */
|
|
|
|
if ( i == numClusters ) {
|
|
|
|
lightsClusterCulled++;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
|
|
|
|
VectorSubtract( light->origin, origin, dir );
|
|
|
|
dist = VectorLength( dir );
|
|
|
|
dist -= light->envelope;
|
|
|
|
dist -= radius;
|
|
|
|
if ( dist > 0 ) {
|
|
|
|
lightsEnvelopeCulled++;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
|
|
|
|
#if 0
|
|
|
|
skip = qfalse;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
|
|
{
|
|
|
|
if ( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] ) {
|
|
|
|
skip = qtrue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( skip ) {
|
|
|
|
lightsBoundsCulled++;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/* planar surfaces (except twosided surfaces) have a couple more checks */
|
|
|
|
if ( length > 0.0f && trace->twoSided == qfalse ) {
|
|
|
|
/* lights coplanar with a surface won't light it */
|
|
|
|
if ( !( light->flags & LIGHT_TWOSIDED ) && DotProduct( light->normal, normal ) > 0.999f ) {
|
|
|
|
lightsPlaneCulled++;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check to see if light is behind the plane */
|
|
|
|
if ( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f ) {
|
|
|
|
lightsPlaneCulled++;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add this light */
|
|
|
|
trace->lights[ trace->numLights++ ] = light;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* make last night null */
|
|
|
|
trace->lights[ trace->numLights ] = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void FreeTraceLights( trace_t *trace ){
|
|
|
|
if ( trace->lights != NULL ) {
|
|
|
|
free( trace->lights );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
CreateTraceLightsForSurface()
|
|
|
|
creates a list of lights that can potentially affect a drawsurface
|
|
|
|
*/
|
|
|
|
|
|
|
|
void CreateTraceLightsForSurface( int num, trace_t *trace ){
|
|
|
|
int i;
|
|
|
|
vec3_t mins, maxs, normal;
|
|
|
|
bspDrawVert_t *dv;
|
|
|
|
bspDrawSurface_t *ds;
|
|
|
|
surfaceInfo_t *info;
|
|
|
|
|
|
|
|
|
|
|
|
/* dummy check */
|
|
|
|
if ( num < 0 ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get drawsurface and info */
|
|
|
|
ds = &bspDrawSurfaces[ num ];
|
|
|
|
info = &surfaceInfos[ num ];
|
|
|
|
|
|
|
|
/* get the mins/maxs for the dsurf */
|
|
|
|
ClearBounds( mins, maxs );
|
|
|
|
VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
|
|
|
|
for ( i = 0; i < ds->numVerts; i++ )
|
|
|
|
{
|
|
|
|
dv = &yDrawVerts[ ds->firstVert + i ];
|
|
|
|
AddPointToBounds( dv->xyz, mins, maxs );
|
|
|
|
if ( !VectorCompare( dv->normal, normal ) ) {
|
|
|
|
VectorClear( normal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* create the lights for the bounding box */
|
|
|
|
CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
|
|
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
#define FLOODLIGHT_CONE_ANGLE 88 /* degrees */
|
|
|
|
#define FLOODLIGHT_NUM_ANGLE_STEPS 16
|
|
|
|
#define FLOODLIGHT_NUM_ELEVATION_STEPS 4
|
|
|
|
#define FLOODLIGHT_NUM_VECTORS ( FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS )
|
|
|
|
|
|
|
|
static vec3_t floodVectors[ FLOODLIGHT_NUM_VECTORS ];
|
|
|
|
static int numFloodVectors = 0;
|
|
|
|
|
|
|
|
void SetupFloodLight( void ){
|
|
|
|
int i, j;
|
|
|
|
float angle, elevation, angleStep, elevationStep;
|
|
|
|
const char *value;
|
|
|
|
double v1,v2,v3,v4,v5,v6;
|
|
|
|
|
|
|
|
/* note it */
|
|
|
|
Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
|
|
|
|
|
|
|
|
/* calculate angular steps */
|
|
|
|
angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
|
|
|
|
elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
|
|
|
|
|
|
|
|
/* iterate angle */
|
|
|
|
angle = 0.0f;
|
|
|
|
for ( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
|
|
|
|
{
|
|
|
|
/* iterate elevation */
|
|
|
|
for ( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
|
|
|
|
{
|
|
|
|
floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
|
|
|
|
floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
|
|
|
|
floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
|
|
|
|
numFloodVectors++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* emit some statistics */
|
|
|
|
Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
|
|
|
|
|
|
|
|
/* floodlight */
|
|
|
|
value = ValueForKey( &entities[ 0 ], "_floodlight" );
|
|
|
|
|
|
|
|
if ( value[ 0 ] != '\0' ) {
|
|
|
|
v1 = v2 = v3 = 0;
|
|
|
|
v4 = floodlightDistance;
|
|
|
|
v5 = floodlightIntensity;
|
|
|
|
v6 = floodlightDirectionScale;
|
|
|
|
|
|
|
|
sscanf( value, "%lf %lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5, &v6 );
|
|
|
|
|
|
|
|
floodlightRGB[0] = v1;
|
|
|
|
floodlightRGB[1] = v2;
|
|
|
|
floodlightRGB[2] = v3;
|
|
|
|
|
|
|
|
if ( VectorLength( floodlightRGB ) == 0 ) {
|
|
|
|
VectorSet( floodlightRGB,0.94,0.94,1.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( v4 < 1 ) {
|
|
|
|
v4 = 1024;
|
|
|
|
}
|
|
|
|
if ( v5 < 1 ) {
|
|
|
|
v5 = 128;
|
|
|
|
}
|
|
|
|
if ( v6 < 0 ) {
|
|
|
|
v6 = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
floodlightDistance = v4;
|
|
|
|
floodlightIntensity = v5;
|
|
|
|
floodlightDirectionScale = v6;
|
|
|
|
|
|
|
|
floodlighty = qtrue;
|
|
|
|
Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
VectorSet( floodlightRGB,0.94,0.94,1.0 );
|
|
|
|
}
|
|
|
|
if ( colorsRGB ) {
|
|
|
|
floodlightRGB[0] = Image_LinearFloatFromsRGBFloat( floodlightRGB[0] );
|
|
|
|
floodlightRGB[1] = Image_LinearFloatFromsRGBFloat( floodlightRGB[1] );
|
|
|
|
floodlightRGB[2] = Image_LinearFloatFromsRGBFloat( floodlightRGB[2] );
|
|
|
|
}
|
|
|
|
ColorNormalize( floodlightRGB,floodlightRGB );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
FloodLightForSample()
|
|
|
|
calculates floodlight value for a given sample
|
|
|
|
once again, kudos to the dirtmapping coder
|
|
|
|
*/
|
|
|
|
|
|
|
|
float FloodLightForSample( trace_t *trace, float floodLightDistance, qboolean floodLightLowQuality ){
|
|
|
|
int i;
|
|
|
|
float d;
|
|
|
|
float contribution;
|
|
|
|
int sub = 0;
|
|
|
|
float gatherLight, outLight;
|
|
|
|
vec3_t normal, worldUp, myUp, myRt, direction, displacement;
|
|
|
|
float dd;
|
|
|
|
int vecs = 0;
|
|
|
|
|
|
|
|
gatherLight = 0;
|
|
|
|
/* dummy check */
|
|
|
|
//if( !dirty )
|
|
|
|
// return 1.0f;
|
|
|
|
if ( trace == NULL || trace->cluster < 0 ) {
|
|
|
|
return 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* setup */
|
|
|
|
dd = floodLightDistance;
|
|
|
|
VectorCopy( trace->normal, normal );
|
|
|
|
|
|
|
|
/* check if the normal is aligned to the world-up */
|
|
|
|
if ( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) ) {
|
|
|
|
if ( normal[ 2 ] == 1.0f ) {
|
|
|
|
VectorSet( myRt, 1.0f, 0.0f, 0.0f );
|
|
|
|
VectorSet( myUp, 0.0f, 1.0f, 0.0f );
|
|
|
|
}
|
|
|
|
else if ( normal[ 2 ] == -1.0f ) {
|
|
|
|
VectorSet( myRt, -1.0f, 0.0f, 0.0f );
|
|
|
|
VectorSet( myUp, 0.0f, 1.0f, 0.0f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
|
|
|
|
CrossProduct( normal, worldUp, myRt );
|
|
|
|
VectorNormalize( myRt, myRt );
|
|
|
|
CrossProduct( myRt, normal, myUp );
|
|
|
|
VectorNormalize( myUp, myUp );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* vortex: optimise floodLightLowQuality a bit */
|
|
|
|
if ( floodLightLowQuality == qtrue ) {
|
|
|
|
/* iterate through ordered vectors */
|
|
|
|
for ( i = 0; i < numFloodVectors; i++ )
|
|
|
|
if ( rand() % 10 != 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* iterate through ordered vectors */
|
|
|
|
for ( i = 0; i < numFloodVectors; i++ )
|
|
|
|
{
|
|
|
|
vecs++;
|
|
|
|
|
|
|
|
/* transform vector into tangent space */
|
|
|
|
direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
|
|
|
|
direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
|
|
|
|
direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
|
|
|
|
|
|
|
|
/* set endpoint */
|
|
|
|
VectorMA( trace->origin, dd, direction, trace->end );
|
|
|
|
|
|
|
|
//VectorMA( trace->origin, 1, direction, trace->origin );
|
|
|
|
|
|
|
|
SetupTrace( trace );
|
|
|
|
VectorSet(trace->color, 1.0f, 1.0f, 1.0f);
|
|
|
|
/* trace */
|
|
|
|
TraceLine( trace );
|
|
|
|
contribution = 1;
|
|
|
|
|
|
|
|
if ( trace->compileFlags & C_SKY || trace->compileFlags & C_TRANSLUCENT ) {
|
|
|
|
contribution = 1.0f;
|
|
|
|
}
|
|
|
|
else if ( trace->opaque ) {
|
|
|
|
VectorSubtract( trace->hit, trace->origin, displacement );
|
|
|
|
d = VectorLength( displacement );
|
|
|
|
|
|
|
|
// d=trace->distance;
|
|
|
|
//if (d>256) gatherDirt+=1;
|
|
|
|
contribution = d / dd;
|
|
|
|
if ( contribution > 1 ) {
|
|
|
|
contribution = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
//gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
|
|
|
|
}
|
|
|
|
|
|
|
|
gatherLight += contribution;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* early out */
|
|
|
|
if ( gatherLight <= 0.0f ) {
|
|
|
|
return 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
sub = vecs;
|
|
|
|
|
|
|
|
if ( sub < 1 ) {
|
|
|
|
sub = 1;
|
|
|
|
}
|
|
|
|
gatherLight /= ( sub );
|
|
|
|
|
|
|
|
outLight = gatherLight;
|
|
|
|
if ( outLight > 1.0f ) {
|
|
|
|
outLight = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* return to sender */
|
|
|
|
return outLight;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
FloodLightRawLightmap
|
|
|
|
lighttracer style ambient occlusion light hack.
|
|
|
|
Kudos to the dirtmapping author for most of this source.
|
|
|
|
VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
|
|
|
|
VorteX: fixed problems with deluxemapping
|
|
|
|
*/
|
|
|
|
|
|
|
|
// floodlight pass on a lightmap
|
|
|
|
void FloodLightRawLightmapPass( rawLightmap_t *lm, vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale ){
|
|
|
|
int i, x, y, *cluster;
|
|
|
|
float *origin, *normal, *floodlight, floodLightAmount;
|
|
|
|
surfaceInfo_t *info;
|
|
|
|
trace_t trace;
|
|
|
|
// int sx, sy;
|
|
|
|
// float samples, average, *floodlight2;
|
|
|
|
|
|
|
|
memset( &trace,0,sizeof( trace_t ) );
|
|
|
|
|
|
|
|
/* setup trace */
|
|
|
|
trace.testOcclusion = qtrue;
|
|
|
|
trace.forceSunlight = qfalse;
|
|
|
|
trace.twoSided = qtrue;
|
|
|
|
trace.recvShadows = lm->recvShadows;
|
|
|
|
trace.numSurfaces = lm->numLightSurfaces;
|
|
|
|
trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
|
|
|
|
trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
|
|
|
|
trace.testAll = qfalse;
|
|
|
|
trace.distance = 1024;
|
|
|
|
|
|
|
|
/* twosided lighting (may or may not be a good idea for lightmapped stuff) */
|
|
|
|
//trace.twoSided = qfalse;
|
|
|
|
for ( i = 0; i < trace.numSurfaces; i++ )
|
|
|
|
{
|
|
|
|
/* get surface */
|
|
|
|
info = &surfaceInfos[ trace.surfaces[ i ] ];
|
|
|
|
|
|
|
|
/* check twosidedness */
|
|
|
|
if ( info->si->twoSided ) {
|
|
|
|
trace.twoSided = qtrue;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* gather floodlight */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get luxel */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
origin = SUPER_ORIGIN( x, y );
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
floodlight = SUPER_FLOODLIGHT( x, y );
|
|
|
|
|
|
|
|
/* set default dirt */
|
|
|
|
*floodlight = 0.0f;
|
|
|
|
|
|
|
|
/* only look at mapped luxels */
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* copy to trace */
|
|
|
|
trace.cluster = *cluster;
|
|
|
|
VectorCopy( origin, trace.origin );
|
|
|
|
VectorCopy( normal, trace.normal );
|
|
|
|
|
|
|
|
/* get floodlight */
|
|
|
|
floodLightAmount = FloodLightForSample( &trace, lmFloodLightDistance, lmFloodLightLowQuality ) * lmFloodLightIntensity;
|
|
|
|
|
|
|
|
/* add floodlight */
|
|
|
|
floodlight[0] += lmFloodLightRGB[0] * floodLightAmount;
|
|
|
|
floodlight[1] += lmFloodLightRGB[1] * floodLightAmount;
|
|
|
|
floodlight[2] += lmFloodLightRGB[2] * floodLightAmount;
|
|
|
|
floodlight[3] += floodlightDirectionScale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* testing no filtering */
|
|
|
|
return;
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
|
|
|
|
/* filter "dirt" */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get luxel */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
floodlight = SUPER_FLOODLIGHT( x, y );
|
|
|
|
|
|
|
|
/* filter dirt by adjacency to unmapped luxels */
|
|
|
|
average = *floodlight;
|
|
|
|
samples = 1.0f;
|
|
|
|
for ( sy = ( y - 1 ); sy <= ( y + 1 ); sy++ )
|
|
|
|
{
|
|
|
|
if ( sy < 0 || sy >= lm->sh ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( sx = ( x - 1 ); sx <= ( x + 1 ); sx++ )
|
|
|
|
{
|
|
|
|
if ( sx < 0 || sx >= lm->sw || ( sx == x && sy == y ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get neighboring luxel */
|
|
|
|
cluster = SUPER_CLUSTER( sx, sy );
|
|
|
|
floodlight2 = SUPER_FLOODLIGHT( sx, sy );
|
|
|
|
if ( *cluster < 0 || *floodlight2 <= 0.0f ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add it */
|
|
|
|
average += *floodlight2;
|
|
|
|
samples += 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* bail */
|
|
|
|
if ( samples <= 0.0f ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* bail */
|
|
|
|
if ( samples <= 0.0f ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* scale dirt */
|
|
|
|
*floodlight = average / samples;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void FloodLightRawLightmap( int rawLightmapNum ){
|
|
|
|
rawLightmap_t *lm;
|
|
|
|
|
|
|
|
/* bail if this number exceeds the number of raw lightmaps */
|
|
|
|
if ( rawLightmapNum >= numRawLightmaps ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
/* get lightmap */
|
|
|
|
lm = &rawLightmaps[ rawLightmapNum ];
|
|
|
|
|
|
|
|
/* global pass */
|
|
|
|
if ( floodlighty && floodlightIntensity ) {
|
|
|
|
FloodLightRawLightmapPass( lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, floodlightDirectionScale );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* custom pass */
|
|
|
|
if ( lm->floodlightIntensity ) {
|
|
|
|
FloodLightRawLightmapPass( lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale );
|
|
|
|
numSurfacesFloodlighten += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FloodlightRawLightmaps(){
|
|
|
|
Sys_Printf( "--- FloodlightRawLightmap ---\n" );
|
|
|
|
numSurfacesFloodlighten = 0;
|
|
|
|
RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
|
|
|
|
Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
FloodLightIlluminate()
|
|
|
|
illuminate floodlight into lightmap luxels
|
|
|
|
*/
|
|
|
|
|
|
|
|
void FloodlightIlluminateLightmap( rawLightmap_t *lm ){
|
|
|
|
float *luxel, *floodlight, *deluxel, *normal;
|
|
|
|
int *cluster;
|
|
|
|
float brightness;
|
|
|
|
int x, y, lightmapNum;
|
|
|
|
|
|
|
|
/* walk lightmaps */
|
|
|
|
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
|
|
|
|
{
|
|
|
|
/* early out */
|
|
|
|
if ( lm->superLuxels[ lightmapNum ] == NULL ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* apply floodlight to each luxel */
|
|
|
|
for ( y = 0; y < lm->sh; y++ )
|
|
|
|
{
|
|
|
|
for ( x = 0; x < lm->sw; x++ )
|
|
|
|
{
|
|
|
|
/* get floodlight */
|
|
|
|
floodlight = SUPER_FLOODLIGHT( x, y );
|
|
|
|
if ( !floodlight[0] && !floodlight[1] && !floodlight[2] ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get cluster */
|
|
|
|
cluster = SUPER_CLUSTER( x, y );
|
|
|
|
|
|
|
|
/* only process mapped luxels */
|
|
|
|
if ( *cluster < 0 ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* get particulars */
|
|
|
|
luxel = SUPER_LUXEL( lightmapNum, x, y );
|
|
|
|
deluxel = SUPER_DELUXEL( x, y );
|
|
|
|
|
|
|
|
/* add to lightmap */
|
|
|
|
luxel[0] += floodlight[0];
|
|
|
|
luxel[1] += floodlight[1];
|
|
|
|
luxel[2] += floodlight[2];
|
|
|
|
|
|
|
|
if ( luxel[3] == 0 ) {
|
|
|
|
luxel[3] = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* add to deluxemap */
|
|
|
|
if ( deluxemap && floodlight[3] > 0 ) {
|
|
|
|
vec3_t lightvector;
|
|
|
|
|
|
|
|
normal = SUPER_NORMAL( x, y );
|
|
|
|
brightness = RGBTOGRAY( floodlight ) * ( 1.0f / 255.0f ) * floodlight[3];
|
|
|
|
|
|
|
|
// use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
|
|
|
|
if ( brightness < 0.00390625f ) {
|
|
|
|
brightness = 0.00390625f;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorScale( normal, brightness, lightvector );
|
|
|
|
VectorAdd( deluxel, lightvector, deluxel );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|