worldspawn/tools/vmap/light_ydnar.c

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2020-11-17 11:16:16 +00:00
/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define LIGHT_YDNAR_C
/* dependencies */
#include "vmap.h"
/*
ColorToBytes()
ydnar: moved to here 2001-02-04
*/
void ColorToBytes( const float *color, byte *colorBytes, float scale ){
int i;
float max, gamma;
vec3_t sample;
float inv, dif;
/* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
if ( scale <= 0.0f ) {
scale = 1.0f;
}
/* make a local copy */
VectorScale( color, scale, sample );
/* muck with it */
gamma = 1.0f / lightmapGamma;
for ( i = 0; i < 3; i++ )
{
/* handle negative light */
if ( sample[ i ] < 0.0f ) {
sample[ i ] = 0.0f;
continue;
}
/* gamma */
sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
}
if ( lightmapExposure == 0 ) {
/* clamp with color normalization */
max = sample[ 0 ];
if ( sample[ 1 ] > max ) {
max = sample[ 1 ];
}
if ( sample[ 2 ] > max ) {
max = sample[ 2 ];
}
if ( max > 255.0f ) {
VectorScale( sample, ( 255.0f / max ), sample );
}
}
else
{
inv = 1.f / lightmapExposure;
//Exposure
max = sample[ 0 ];
if ( sample[ 1 ] > max ) {
max = sample[ 1 ];
}
if ( sample[ 2 ] > max ) {
max = sample[ 2 ];
}
dif = ( 1 - exp( -max * inv ) ) * 255;
if ( max > 0 ) {
dif = dif / max;
}
else
{
dif = 0;
}
for ( i = 0; i < 3; i++ )
{
sample[i] *= dif;
}
}
/* compensate for ingame overbrighting/bitshifting */
VectorScale( sample, ( 1.0f / lightmapCompensate ), sample );
/* sRGB lightmaps */
if ( lightmapsRGB ) {
sample[0] = floor( Image_sRGBFloatFromLinearFloat( sample[0] * ( 1.0 / 255.0 ) ) * 255.0 + 0.5 );
sample[1] = floor( Image_sRGBFloatFromLinearFloat( sample[1] * ( 1.0 / 255.0 ) ) * 255.0 + 0.5 );
sample[2] = floor( Image_sRGBFloatFromLinearFloat( sample[2] * ( 1.0 / 255.0 ) ) * 255.0 + 0.5 );
}
/* store it off */
colorBytes[ 0 ] = sample[ 0 ];
colorBytes[ 1 ] = sample[ 1 ];
colorBytes[ 2 ] = sample[ 2 ];
}
void ColorToHDR( const float *color, float *colorBytes ){
int i;
float max, gamma;
vec3_t sample;
float inv, dif;
float scale = 1.0;
/* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
if ( scale <= 0.0f ) {
scale = 1.0f;
}
/* make a local copy */
VectorScale( color, scale, sample );
/* muck with it */
gamma = 1.0f / lightmapGamma;
for ( i = 0; i < 3; i++ )
{
/* handle negative light */
if ( sample[ i ] < 0.0f ) {
sample[ i ] = 0.0f;
continue;
}
/* gamma */
sample[ i ] = pow( sample[ i ] / 255.0f, gamma );
}
if ( lightmapExposure == 0 ) {
/* clamp with color normalization */
max = sample[ 0 ];
if ( sample[ 1 ] > max ) {
max = sample[ 1 ];
}
if ( sample[ 2 ] > max ) {
max = sample[ 2 ];
}
}
else
{
inv = 1.f / lightmapExposure;
//Exposure
max = sample[ 0 ];
if ( sample[ 1 ] > max ) {
max = sample[ 1 ];
}
if ( sample[ 2 ] > max ) {
max = sample[ 2 ];
}
dif = ( 1 - exp( -max * inv ) ) * 255;
if ( max > 0 ) {
dif = dif / max;
}
else
{
dif = 0;
}
for ( i = 0; i < 3; i++ )
{
sample[i] *= dif;
}
}
/* compensate for ingame overbrighting/bitshifting */
VectorScale( sample, ( 1.0f / lightmapCompensate ), sample );
/* sRGB lightmaps */
if ( lightmapsRGB ) {
sample[0] = Image_sRGBFloatFromLinearFloat( sample[0] );
sample[1] = Image_sRGBFloatFromLinearFloat( sample[1] );
sample[2] = Image_sRGBFloatFromLinearFloat( sample[2] );
}
/* store it off */
colorBytes[ 0 ] = sample[ 0 ];
colorBytes[ 1 ] = sample[ 1 ];
colorBytes[ 2 ] = sample[ 2 ];
}
/* -------------------------------------------------------------------------------
this section deals with phong shading (normal interpolation across brush faces)
------------------------------------------------------------------------------- */
/*
SmoothNormals()
smooths together coincident vertex normals across the bsp
*/
#define MAX_SAMPLES 256
#define THETA_EPSILON 0.000001
#define EQUAL_NORMAL_EPSILON 0.01
void SmoothNormals( void ){
int i, j, k, f, cs, numVerts, numVotes, fOld, start;
float shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
bspDrawSurface_t *ds;
shaderInfo_t *si;
float *shadeAngles;
byte *smoothed;
vec3_t average, diff;
int indexes[ MAX_SAMPLES ];
vec3_t votes[ MAX_SAMPLES ];
/* allocate shade angle table */
shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
/* allocate smoothed table */
cs = ( numBSPDrawVerts / 8 ) + 1;
smoothed = safe_malloc( cs );
memset( smoothed, 0, cs );
/* set default shade angle */
defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
maxShadeAngle = 0;
/* run through every surface and flag verts belonging to non-lightmapped surfaces
and set per-vertex smoothing angle */
for ( i = 0; i < numBSPDrawSurfaces; i++ )
{
/* get drawsurf */
ds = &bspDrawSurfaces[ i ];
/* get shader for shade angle */
si = surfaceInfos[ i ].si;
if ( si->shadeAngleDegrees ) {
shadeAngle = DEG2RAD( si->shadeAngleDegrees );
}
else{
shadeAngle = defaultShadeAngle;
}
if ( shadeAngle > maxShadeAngle ) {
maxShadeAngle = shadeAngle;
}
/* flag its verts */
for ( j = 0; j < ds->numVerts; j++ )
{
f = ds->firstVert + j;
shadeAngles[ f ] = shadeAngle;
if ( ds->surfaceType == MST_TRIANGLE_SOUP ) {
smoothed[ f >> 3 ] |= ( 1 << ( f & 7 ) );
}
}
/* ydnar: optional force-to-trisoup */
if ( trisoup && ds->surfaceType == MST_PLANAR ) {
ds->surfaceType = MST_TRIANGLE_SOUP;
ds->lightmapNum[ 0 ] = -3;
}
}
/* bail if no surfaces have a shade angle */
if ( maxShadeAngle == 0 ) {
free( shadeAngles );
free( smoothed );
return;
}
/* init pacifier */
fOld = -1;
start = I_FloatTime();
/* go through the list of vertexes */
for ( i = 0; i < numBSPDrawVerts; i++ )
{
/* print pacifier */
f = 10 * i / numBSPDrawVerts;
if ( f != fOld ) {
fOld = f;
Sys_Printf( "%i...", f );
}
/* already smoothed? */
if ( smoothed[ i >> 3 ] & ( 1 << ( i & 7 ) ) ) {
continue;
}
/* clear */
VectorClear( average );
numVerts = 0;
numVotes = 0;
/* build a table of coincident vertexes */
for ( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
{
/* already smoothed? */
if ( smoothed[ j >> 3 ] & ( 1 << ( j & 7 ) ) ) {
continue;
}
/* test vertexes */
if ( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse ) {
continue;
}
/* use smallest shade angle */
shadeAngle = ( shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ] );
/* check shade angle */
dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
if ( dot > 1.0 ) {
dot = 1.0;
}
else if ( dot < -1.0 ) {
dot = -1.0;
}
testAngle = acos( dot ) + THETA_EPSILON;
if ( testAngle >= shadeAngle ) {
//Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
continue;
}
//Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
/* add to the list */
indexes[ numVerts++ ] = j;
/* flag vertex */
smoothed[ j >> 3 ] |= ( 1 << ( j & 7 ) );
/* see if this normal has already been voted */
for ( k = 0; k < numVotes; k++ )
{
VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
if ( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON ) {
break;
}
}
/* add a new vote? */
if ( k == numVotes && numVotes < MAX_SAMPLES ) {
VectorAdd( average, bspDrawVerts[ j ].normal, average );
VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
numVotes++;
}
}
/* don't average for less than 2 verts */
if ( numVerts < 2 ) {
continue;
}
/* average normal */
if ( VectorNormalize( average, average ) > 0 ) {
/* smooth */
for ( j = 0; j < numVerts; j++ )
VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
}
}
/* free the tables */
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 ] = &mid;
MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
/* recurse to second triangle */
VectorCopy( dv, dv2 );
dv2[ ( max + 1 ) % 3 ] = &mid;
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 )
static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
static int numDirtVectors = 0;
void SetupDirt( void ){
int i, j;
float angle, elevation, angleStep, elevationStep;
/* note it */
Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
/* calculate angular steps */
angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
/* iterate angle */
angle = 0.0f;
for ( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
{
/* iterate elevation */
for ( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
{
dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
numDirtVectors++;
}
}
/* emit some statistics */
Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
}
/*
DirtForSample()
calculates dirt value for a given sample
*/
float DirtForSample( trace_t *trace ){
int i;
float gatherDirt, outDirt, angle, elevation, ooDepth;
vec3_t normal, worldUp, myUp, myRt, temp, direction, displacement;
/* dummy check */
if ( !dirty ) {
return 1.0f;
}
if ( trace == NULL || trace->cluster < 0 ) {
return 0.0f;
}
/* setup */
gatherDirt = 0.0f;
ooDepth = 1.0f / dirtDepth;
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 );
}
/* 1 = random mode, 0 (well everything else) = non-random mode */
if ( dirtMode == 1 ) {
/* iterate */
for ( i = 0; i < numDirtVectors; i++ )
{
/* get random vector */
angle = Random() * DEG2RAD( 360.0f );
elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
temp[ 0 ] = cos( angle ) * sin( elevation );
temp[ 1 ] = sin( angle ) * sin( elevation );
temp[ 2 ] = cos( elevation );
/* transform into tangent space */
direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
/* set endpoint */
VectorMA( trace->origin, dirtDepth, direction, trace->end );
SetupTrace( trace );
VectorSet(trace->color, 1.0f, 1.0f, 1.0f);
/* trace */
TraceLine( trace );
if ( trace->opaque && !( trace->compileFlags & C_SKY ) ) {
VectorSubtract( trace->hit, trace->origin, displacement );
gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
}
}
}
else
{
/* iterate through ordered vectors */
for ( i = 0; i < numDirtVectors; i++ )
{
/* transform vector into tangent space */
direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
/* set endpoint */
VectorMA( trace->origin, dirtDepth, direction, trace->end );
SetupTrace( trace );
VectorSet(trace->color, 1.0f, 1.0f, 1.0f);
/* trace */
TraceLine( trace );
if ( trace->opaque ) {
VectorSubtract( trace->hit, trace->origin, displacement );
gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
}
}
}
/* direct ray */
VectorMA( trace->origin, dirtDepth, normal, trace->end );
SetupTrace( trace );
VectorSet(trace->color, 1.0f, 1.0f, 1.0f);
/* 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;
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 */
trace.testOcclusion = !noTrace;
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 */
if ( lm == NULL ) {
2020-11-17 11:16:16 +00:00
/* setup trace */
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 = &num;
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 );
}
}
}
}
}