1724 lines
39 KiB
C
1724 lines
39 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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****/
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#include "qrad.h"
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typedef struct
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{
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dface_t *faces[2];
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vec3_t interface_normal;
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qboolean coplanar;
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} edgeshare_t;
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edgeshare_t edgeshare[MAX_MAP_EDGES];
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vec3_t face_centroids[MAX_MAP_EDGES];
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#ifdef OBSOLETE_CODE
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int facelinks[MAX_MAP_FACES];
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int planelinks[2][MAX_MAP_PLANES];
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/*
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============
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LinkPlaneFaces
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============
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*/
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void LinkPlaneFaces (void)
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{
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int i;
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dface_t *f;
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f = dfaces;
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for (i=0 ; i<numfaces ; i++, f++)
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{
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facelinks[i] = planelinks[f->side][f->planenum];
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planelinks[f->side][f->planenum] = i;
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}
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}
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#endif
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/*
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============
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PairEdges
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============
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*/
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void PairEdges (void)
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{
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int i, j, k, n;
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dface_t *f;
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edgeshare_t *e;
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f = dfaces;
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for (i=0 ; i<numfaces ; i++, f++)
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{
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for (j=0 ; j<f->numedges ; j++)
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{
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k = dsurfedges[f->firstedge + j];
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if (k < 0)
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{
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e = &edgeshare[-k];
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e->faces[1] = f;
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}
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else
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{
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e = &edgeshare[k];
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e->faces[0] = f;
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}
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if (e->faces[0] && e->faces[1])
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{
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// determine if coplanar
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if (e->faces[0]->planenum == e->faces[1]->planenum)
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e->coplanar = true;
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else if ( smoothing_threshold > 0 )
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{
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// see if they fall into a "smoothing group" based on angle of the normals
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vec3_t normals[2];
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double cos_normals_angle;
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for(n=0; n<2; n++)
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{
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VectorCopy( dplanes[e->faces[n]->planenum].normal, normals[n] );
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if ( e->faces[n]->side )
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VectorSubtract( vec3_origin, normals[n], normals[n] );
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}
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cos_normals_angle = DotProduct( normals[0], normals[1] );
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if ( cos_normals_angle >= smoothing_threshold )
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{
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VectorAdd( normals[0], normals[1], e->interface_normal );
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VectorNormalize( e->interface_normal );
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}
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}
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}
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}
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}
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}
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/*
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=================================================================
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POINT TRIANGULATION
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=================================================================
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*/
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typedef struct triedge_s
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{
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int p0, p1;
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vec3_t normal;
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vec_t dist;
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struct triangle_s *tri;
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} triedge_t;
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typedef struct triangle_s
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{
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triedge_t *edges[3];
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} triangle_t;
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#define MAX_TRI_POINTS 2048 // Was 1024 originally.
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#define MAX_TRI_EDGES (MAX_TRI_POINTS*6)
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#define MAX_TRI_TRIS (MAX_TRI_POINTS*2)
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typedef struct
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{
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int numpoints;
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int numedges;
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int numtris;
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dplane_t *plane;
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triedge_t *edgematrix[MAX_TRI_POINTS][MAX_TRI_POINTS];
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patch_t *points[MAX_TRI_POINTS];
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triedge_t edges[MAX_TRI_EDGES];
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triangle_t tris[MAX_TRI_TRIS];
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} triangulation_t;
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/*
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===============
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AllocTriangulation
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===============
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*/
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triangulation_t *AllocTriangulation (dplane_t *plane)
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{
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triangulation_t *t = NULL;
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HANDLE h;
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if ( h = GlobalAlloc( GMEM_FIXED | GMEM_ZEROINIT, sizeof(triangulation_t) ) )
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{
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t = GlobalLock( h );
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t->numpoints = 0;
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t->numedges = 0;
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t->numtris = 0;
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t->plane = plane;
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}
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else
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Error("Cannot alloc triangulation memory!");
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return t;
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}
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/*
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===============
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FreeTriangulation
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===============
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*/
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void FreeTriangulation (triangulation_t *tr)
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{
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HANDLE h = GlobalHandle(tr);
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if ( h )
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{
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GlobalUnlock(h);
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GlobalFree(h);
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}
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else
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Error("Cannot free triangulation memory!");
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}
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triedge_t *FindEdge (triangulation_t *trian, int p0, int p1)
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{
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triedge_t *e, *be;
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vec3_t v1;
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vec3_t normal;
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vec_t dist;
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if (trian->edgematrix[p0][p1])
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return trian->edgematrix[p0][p1];
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if (trian->numedges > MAX_TRI_EDGES-2)
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Error ("trian->numedges > MAX_TRI_EDGES-2");
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VectorSubtract (trian->points[p1]->origin, trian->points[p0]->origin, v1);
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VectorNormalize (v1);
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CrossProduct (v1, trian->plane->normal, normal);
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dist = DotProduct (trian->points[p0]->origin, normal);
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e = &trian->edges[trian->numedges];
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e->p0 = p0;
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e->p1 = p1;
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e->tri = NULL;
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VectorCopy (normal, e->normal);
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e->dist = dist;
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trian->numedges++;
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trian->edgematrix[p0][p1] = e;
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be = &trian->edges[trian->numedges];
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be->p0 = p1;
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be->p1 = p0;
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be->tri = NULL;
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VectorSubtract (vec3_origin, normal, be->normal);
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be->dist = -dist;
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trian->numedges++;
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trian->edgematrix[p1][p0] = be;
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return e;
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}
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triangle_t *AllocTriangle (triangulation_t *trian)
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{
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triangle_t *t;
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if (trian->numtris >= MAX_TRI_TRIS)
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Error ("trian->numtris >= MAX_TRI_TRIS");
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t = &trian->tris[trian->numtris];
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trian->numtris++;
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return t;
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}
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/*
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============
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TriEdge_r
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============
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*/
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void TriEdge_r (triangulation_t *trian, triedge_t *e)
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{
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int i, bestp;
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vec3_t v1, v2;
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vec_t *p0, *p1, *p;
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vec_t best, ang;
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triangle_t *nt;
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if (e->tri)
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return; // allready connected by someone
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// find the point with the best angle
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p0 = trian->points[e->p0]->origin;
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p1 = trian->points[e->p1]->origin;
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best = 1.1f;
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for (i=0 ; i< trian->numpoints ; i++)
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{
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p = trian->points[i]->origin;
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// a 0 dist will form a degenerate triangle
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if (DotProduct(p, e->normal) - e->dist < 0)
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continue; // behind edge
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VectorSubtract (p0, p, v1);
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VectorSubtract (p1, p, v2);
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if (!VectorNormalize (v1))
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continue;
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if (!VectorNormalize (v2))
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continue;
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ang = DotProduct (v1, v2);
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if (ang < best)
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{
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best = ang;
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bestp = i;
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}
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}
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if (best >= 1)
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return; // edge doesn't match anything
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// make a new triangle
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nt = AllocTriangle (trian);
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nt->edges[0] = e;
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nt->edges[1] = FindEdge (trian, e->p1, bestp);
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nt->edges[2] = FindEdge (trian, bestp, e->p0);
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for (i=0 ; i<3 ; i++)
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nt->edges[i]->tri = nt;
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TriEdge_r (trian, FindEdge (trian, bestp, e->p1));
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TriEdge_r (trian, FindEdge (trian, e->p0, bestp));
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}
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/*
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============
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TriangulatePoints
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============
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*/
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void TriangulatePoints (triangulation_t *trian)
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{
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vec_t d, bestd;
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vec3_t v1;
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int bp1, bp2, i, j;
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vec_t *p1, *p2;
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triedge_t *e, *e2;
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if (trian->numpoints < 2)
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return;
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// find the two closest points
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bestd = 9999;
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for (i=0 ; i<trian->numpoints ; i++)
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{
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p1 = trian->points[i]->origin;
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for (j=i+1 ; j<trian->numpoints ; j++)
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{
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p2 = trian->points[j]->origin;
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VectorSubtract (p2, p1, v1);
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d = (float)VectorLength (v1);
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if (d < bestd)
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{
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bestd = d;
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bp1 = i;
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bp2 = j;
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}
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}
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}
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e = FindEdge (trian, bp1, bp2);
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e2 = FindEdge (trian, bp2, bp1);
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TriEdge_r (trian, e);
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TriEdge_r (trian, e2);
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}
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/*
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===============
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AddPatchToTriangulation
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===============
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*/
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void AddPatchToTriangulation (patch_t *patch, triangulation_t *trian)
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{
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int pnum;
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pnum = trian->numpoints;
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if (pnum == MAX_TRI_POINTS)
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Error ("trian->numpoints == MAX_TRI_POINTS");
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trian->points[pnum] = patch;
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trian->numpoints++;
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}
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/*
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===============
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LerpTriangle
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===============
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*/
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void LerpTriangle (triangulation_t *trian, triangle_t *t, vec3_t point, vec3_t result)
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{
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patch_t *p1, *p2, *p3;
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vec3_t base, d1, d2;
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vec_t x, y, x1, y1, x2, y2;
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int i;
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p1 = trian->points[t->edges[0]->p0];
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p2 = trian->points[t->edges[1]->p0];
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p3 = trian->points[t->edges[2]->p0];
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VectorCopy( p1->totallight, base );
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VectorSubtract( p2->totallight, base, d1 );
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VectorSubtract( p3->totallight, base, d2 );
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x = DotProduct (point, t->edges[0]->normal) - t->edges[0]->dist;
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y = DotProduct (point, t->edges[2]->normal) - t->edges[2]->dist;
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x1 = 0;
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y1 = DotProduct (p2->origin, t->edges[2]->normal) - t->edges[2]->dist;
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x2 = DotProduct (p3->origin, t->edges[0]->normal) - t->edges[0]->dist;
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y2 = 0;
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#ifdef BROKEN_CODE
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if (fabs(y1)<ON_EPSILON || fabs(x2)<ON_EPSILON)
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{
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VectorCopy( base, result );
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}
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else
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{
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for( i=0; i<3; i++ )
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result[i] = base[i] + x*d2[i]/x2 + y*d1[i]/y1;
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}
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#else
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VectorCopy( base, result );
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if ( fabs(x2) >= ON_EPSILON )
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for( i=0; i<3; i++)
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result[i] += x*d2[i]/x2;
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if ( fabs(y1) >= ON_EPSILON )
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for( i=0; i<3; i++)
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result[i] += y*d1[i]/y1;
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#endif
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}
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qboolean PointInTriangle (vec3_t point, triangle_t *t)
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{
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int i;
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triedge_t *e;
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vec_t d;
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for (i=0 ; i<3 ; i++)
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{
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e = t->edges[i];
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d = DotProduct (e->normal, point) - e->dist;
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if (d < 0)
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return false; // not inside
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}
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return true;
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}
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/*
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===============
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SampleTriangulation
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===============
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*/
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void SampleTriangulation (vec3_t point, triangulation_t *trian, triangle_t **last_tri, vec3_t result)
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{
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triangle_t *t;
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triedge_t *e;
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vec_t d, best;
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patch_t *p0, *p1;
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vec3_t v1, v2;
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int i, j;
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if (trian->numpoints == 0)
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{
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VectorFill( result, 0 );
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return;
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}
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if (trian->numpoints == 1)
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{
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VectorCopy( trian->points[0]->totallight, result );
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return;
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}
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// try the last one that worked first
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if (*last_tri)
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{
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if (PointInTriangle (point, *last_tri))
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{
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LerpTriangle (trian, *last_tri, point, result);
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return;
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}
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}
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// search for triangles
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for (t = trian->tris, j=0 ; j < trian->numtris ; t++, j++)
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{
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if (t == *last_tri)
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continue;
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if (!PointInTriangle (point, t))
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continue;
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// this is it
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*last_tri = t;
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LerpTriangle (trian, t, point, result);
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return;
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}
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// search for exterior edge
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for (e=trian->edges, j=0 ; j< trian->numedges ; e++, j++)
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{
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if (e->tri)
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continue; // not an exterior edge
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d = DotProduct (point, e->normal) - e->dist;
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if (d < 0)
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continue; // not in front of edge
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p0 = trian->points[e->p0];
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p1 = trian->points[e->p1];
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VectorSubtract (p1->origin, p0->origin, v1);
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VectorNormalize (v1);
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VectorSubtract (point, p0->origin, v2);
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d = DotProduct (v2, v1);
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if (d < 0)
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continue;
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if (d > 1)
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continue;
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for( i=0; i<3; i++ )
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result[i] = p0->totallight[i] + d * (p1->totallight[i] - p0->totallight[i]);
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return;
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}
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// search for nearest point
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best = 99999;
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p1 = NULL;
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for (j=0 ; j<trian->numpoints ; j++)
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{
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p0 = trian->points[j];
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VectorSubtract (point, p0->origin, v1);
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d = (float)VectorLength (v1);
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if (d < best)
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{
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best = d;
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p1 = p0;
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}
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}
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if (!p1)
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Error ("SampleTriangulation: no points");
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VectorCopy( p1->totallight, result );
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}
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/*
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=================================================================
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LIGHTMAP SAMPLE GENERATION
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=================================================================
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*/
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#define SINGLEMAP (18*18*4)
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typedef struct
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{
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vec3_t lightmaps[MAXLIGHTMAPS][SINGLEMAP];
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int numlightstyles;
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vec_t *light;
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vec_t facedist;
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vec3_t facenormal;
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int numsurfpt;
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vec3_t surfpt[SINGLEMAP];
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vec3_t facemid; // world coordinates of center
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vec3_t texorg;
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vec3_t worldtotex[2]; // s = (world - texorg) . worldtotex[0]
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vec3_t textoworld[2]; // world = texorg + s * textoworld[0]
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vec_t exactmins[2], exactmaxs[2];
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int texmins[2], texsize[2];
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int lightstyles[256];
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int surfnum;
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dface_t *face;
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} lightinfo_t;
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/*
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================
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CalcFaceExtents
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Fills in s->texmins[] and s->texsize[]
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also sets exactmins[] and exactmaxs[]
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================
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*/
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void CalcFaceExtents (lightinfo_t *l)
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{
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dface_t *s;
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vec_t mins[2], maxs[2], val;
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int i,j, e;
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dvertex_t *v;
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texinfo_t *tex;
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s = l->face;
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|
|
mins[0] = mins[1] = 999999;
|
|
maxs[0] = maxs[1] = -99999;
|
|
|
|
tex = &texinfo[s->texinfo];
|
|
|
|
for (i=0 ; i<s->numedges ; i++)
|
|
{
|
|
e = dsurfedges[s->firstedge+i];
|
|
if (e >= 0)
|
|
v = dvertexes + dedges[e].v[0];
|
|
else
|
|
v = dvertexes + dedges[-e].v[1];
|
|
|
|
for (j=0 ; j<2 ; j++)
|
|
{
|
|
val = v->point[0] * tex->vecs[j][0] +
|
|
v->point[1] * tex->vecs[j][1] +
|
|
v->point[2] * tex->vecs[j][2] +
|
|
tex->vecs[j][3];
|
|
if (val < mins[j])
|
|
mins[j] = val;
|
|
if (val > maxs[j])
|
|
maxs[j] = val;
|
|
}
|
|
}
|
|
|
|
for (i=0 ; i<2 ; i++)
|
|
{
|
|
l->exactmins[i] = mins[i];
|
|
l->exactmaxs[i] = maxs[i];
|
|
|
|
mins[i] = (float)floor(mins[i]/16);
|
|
maxs[i] = (float)ceil(maxs[i]/16);
|
|
|
|
l->texmins[i] = (int)mins[i];
|
|
l->texsize[i] = (int)(maxs[i] - mins[i]);
|
|
if (l->texsize[i] > 17)
|
|
Error ("Bad surface extents");
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
CalcFaceVectors
|
|
|
|
Fills in texorg, worldtotex. and textoworld
|
|
================
|
|
*/
|
|
void CalcFaceVectors (lightinfo_t *l)
|
|
{
|
|
texinfo_t *tex;
|
|
int i, j;
|
|
vec3_t texnormal;
|
|
vec_t distscale;
|
|
vec_t dist, len;
|
|
|
|
tex = &texinfo[l->face->texinfo];
|
|
|
|
// convert from float to double
|
|
for (i=0 ; i<2 ; i++)
|
|
for (j=0 ; j<3 ; j++)
|
|
l->worldtotex[i][j] = tex->vecs[i][j];
|
|
|
|
// calculate a normal to the texture axis. points can be moved along this
|
|
// without changing their S/T
|
|
texnormal[0] = tex->vecs[1][1]*tex->vecs[0][2]
|
|
- tex->vecs[1][2]*tex->vecs[0][1];
|
|
texnormal[1] = tex->vecs[1][2]*tex->vecs[0][0]
|
|
- tex->vecs[1][0]*tex->vecs[0][2];
|
|
texnormal[2] = tex->vecs[1][0]*tex->vecs[0][1]
|
|
- tex->vecs[1][1]*tex->vecs[0][0];
|
|
VectorNormalize (texnormal);
|
|
|
|
// flip it towards plane normal
|
|
distscale = DotProduct (texnormal, l->facenormal);
|
|
if (!distscale)
|
|
Error ("Texture axis perpendicular to face");
|
|
if (distscale < 0)
|
|
{
|
|
distscale = -distscale;
|
|
VectorSubtract (vec3_origin, texnormal, texnormal);
|
|
}
|
|
|
|
// distscale is the ratio of the distance along the texture normal to
|
|
// the distance along the plane normal
|
|
distscale = 1/distscale;
|
|
|
|
for (i=0 ; i<2 ; i++)
|
|
{
|
|
len = (float)VectorLength (l->worldtotex[i]);
|
|
dist = DotProduct (l->worldtotex[i], l->facenormal);
|
|
dist *= distscale;
|
|
VectorMA (l->worldtotex[i], -dist, texnormal, l->textoworld[i]);
|
|
VectorScale (l->textoworld[i], (1/len)*(1/len), l->textoworld[i]);
|
|
}
|
|
|
|
|
|
// calculate texorg on the texture plane
|
|
for (i=0 ; i<3 ; i++)
|
|
l->texorg[i] = -tex->vecs[0][3]* l->textoworld[0][i] - tex->vecs[1][3] * l->textoworld[1][i];
|
|
|
|
// project back to the face plane
|
|
dist = DotProduct (l->texorg, l->facenormal) - l->facedist - 1;
|
|
dist *= distscale;
|
|
VectorMA (l->texorg, -dist, texnormal, l->texorg);
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CalcPoints
|
|
|
|
For each texture aligned grid point, back project onto the plane
|
|
to get the world xyz value of the sample point
|
|
=================
|
|
*/
|
|
void CalcPoints (lightinfo_t *l)
|
|
{
|
|
int i;
|
|
int s, t, j;
|
|
int w, h, step;
|
|
vec_t starts, startt, us, ut;
|
|
vec_t *surf;
|
|
vec_t mids, midt;
|
|
vec3_t origin;
|
|
|
|
surf = l->surfpt[0];
|
|
mids = (l->exactmaxs[0] + l->exactmins[0])/2;
|
|
midt = (l->exactmaxs[1] + l->exactmins[1])/2;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
l->facemid[j] = l->texorg[j] + l->textoworld[0][j]*mids + l->textoworld[1][j]*midt;
|
|
|
|
h = l->texsize[1]+1;
|
|
w = l->texsize[0]+1;
|
|
starts = (float)l->texmins[0]*16;
|
|
startt = (float)l->texmins[1]*16;
|
|
step = 16;
|
|
|
|
l->numsurfpt = w * h;
|
|
|
|
// get the origin offset for rotating bmodels
|
|
VectorCopy (face_offset[l->surfnum], origin);
|
|
|
|
for (t=0 ; t<h ; t++)
|
|
{
|
|
for (s=0 ; s<w ; s++, surf+=3)
|
|
{
|
|
us = starts + s*step;
|
|
ut = startt + t*step;
|
|
|
|
|
|
// if a line can be traced from surf to facemid, the point is good
|
|
for (i=0 ; i<64; i++)
|
|
{
|
|
// calculate texture point
|
|
dleaf_t *luxelleaf;
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
surf[j] = l->texorg[j] + l->textoworld[0][j]*us
|
|
+ l->textoworld[1][j]*ut;
|
|
VectorAdd (surf, origin, surf);
|
|
|
|
luxelleaf = PointInLeaf(surf);
|
|
|
|
// Make sure we are "in the world"(Not the zero leaf)
|
|
if ( luxelleaf != dleafs )
|
|
{
|
|
#if defined(BUGGY_TEST)
|
|
if (TestLine_r (0, l->facemid, surf) == CONTENTS_EMPTY)
|
|
#endif
|
|
break; // got it
|
|
}
|
|
// nudge it
|
|
if (i & 1)
|
|
{
|
|
if (us > mids)
|
|
{
|
|
us -= 8;
|
|
if (us < mids)
|
|
us = mids;
|
|
}
|
|
else
|
|
{
|
|
us += 8;
|
|
if (us > mids)
|
|
us = mids;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (ut > midt)
|
|
{
|
|
ut -= 8;
|
|
if (ut < midt)
|
|
ut = midt;
|
|
}
|
|
else
|
|
{
|
|
ut += 8;
|
|
if (ut > midt)
|
|
ut = midt;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//==============================================================
|
|
|
|
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t pos;
|
|
vec3_t light;
|
|
} sample_t;
|
|
|
|
typedef struct
|
|
{
|
|
int numsamples;
|
|
sample_t *samples[MAXLIGHTMAPS];
|
|
} facelight_t;
|
|
|
|
directlight_t *directlights[MAX_MAP_LEAFS];
|
|
facelight_t facelight[MAX_MAP_FACES];
|
|
int numdlights;
|
|
|
|
/*
|
|
==================
|
|
FindTargetEntity
|
|
==================
|
|
*/
|
|
entity_t *FindTargetEntity (char *target)
|
|
{
|
|
int i;
|
|
char *n;
|
|
|
|
for (i=0 ; i<num_entities ; i++)
|
|
{
|
|
n = ValueForKey (&entities[i], "targetname");
|
|
if (!strcmp (n, target))
|
|
return &entities[i];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
CreateDirectLights
|
|
=============
|
|
*/
|
|
#define DIRECT_SCALE 0.1f
|
|
void CreateDirectLights (void)
|
|
{
|
|
unsigned i;
|
|
patch_t *p;
|
|
directlight_t *dl;
|
|
dleaf_t *leaf;
|
|
int leafnum;
|
|
entity_t *e, *e2;
|
|
char *name;
|
|
char *target;
|
|
float angle;
|
|
vec3_t dest;
|
|
|
|
numdlights = 0;
|
|
|
|
//
|
|
// surfaces
|
|
//
|
|
for (i=0, p=patches ; i<num_patches ; i++, p++)
|
|
{
|
|
if( VectorAvg( p->totallight ) >= dlight_threshold )
|
|
{
|
|
numdlights++;
|
|
dl = calloc(1, sizeof(directlight_t));
|
|
|
|
VectorCopy (p->origin, dl->origin);
|
|
|
|
leaf = PointInLeaf (dl->origin);
|
|
leafnum = leaf - dleafs;
|
|
|
|
dl->next = directlights[leafnum];
|
|
directlights[leafnum] = dl;
|
|
|
|
dl->type = emit_surface;
|
|
VectorCopy (p->normal, dl->normal);
|
|
VectorCopy( p->totallight, dl->intensity );
|
|
VectorScale( dl->intensity, p->area, dl->intensity );
|
|
VectorScale( dl->intensity, DIRECT_SCALE, dl->intensity );
|
|
}
|
|
|
|
VectorFill( p->totallight, 0 ); // all sent now // BUGBUG for progressive refinement runs
|
|
}
|
|
|
|
//
|
|
// entities
|
|
//
|
|
for (i=0 ; i<(unsigned)num_entities ; i++)
|
|
{
|
|
char *pLight;
|
|
double r, g, b, scaler;
|
|
float l1;
|
|
int argCnt;
|
|
|
|
e = &entities[i];
|
|
name = ValueForKey (e, "classname");
|
|
if (strncmp (name, "light", 5))
|
|
continue;
|
|
|
|
numdlights++;
|
|
dl = calloc(1, sizeof(directlight_t));
|
|
|
|
GetVectorForKey (e, "origin", dl->origin);
|
|
|
|
leaf = PointInLeaf (dl->origin);
|
|
leafnum = leaf - dleafs;
|
|
|
|
dl->next = directlights[leafnum];
|
|
directlights[leafnum] = dl;
|
|
|
|
dl->style = (int)FloatForKey (e, "style");
|
|
|
|
pLight = ValueForKey( e, "_light" );
|
|
// scanf into doubles, then assign, so it is vec_t size independent
|
|
r = g = b = scaler = 0;
|
|
argCnt = sscanf ( pLight, "%lf %lf %lf %lf", &r, &g, &b, &scaler );
|
|
dl->intensity[0] = (float)r;
|
|
if( argCnt == 1 )
|
|
{
|
|
// The R,G,B values are all equal.
|
|
dl->intensity[1] = dl->intensity[2] = (float)r;
|
|
}
|
|
else if ( argCnt == 3 || argCnt == 4 )
|
|
{
|
|
// Save the other two G,B values.
|
|
dl->intensity[1] = (float)g;
|
|
dl->intensity[2] = (float)b;
|
|
|
|
// Did we also get an "intensity" scaler value too?
|
|
if ( argCnt == 4 )
|
|
{
|
|
// Scale the normalized 0-255 R,G,B values by the intensity scaler
|
|
dl->intensity[0] = dl->intensity[0] / 255 * (float)scaler;
|
|
dl->intensity[1] = dl->intensity[1] / 255 * (float)scaler;
|
|
dl->intensity[2] = dl->intensity[2] / 255 * (float)scaler;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
printf( "entity at (%f,%f,%f) has bad '_light' value : '%s'\n",
|
|
dl->origin[0], dl->origin[1], dl->origin[2], pLight);
|
|
continue;
|
|
}
|
|
|
|
target = ValueForKey (e, "target");
|
|
|
|
if (!strcmp (name, "light_spot") || !strcmp(name, "light_environment") || target[0])
|
|
{
|
|
if (!VectorAvg( dl->intensity ))
|
|
VectorFill( dl->intensity, 500 );
|
|
dl->type = emit_spotlight;
|
|
dl->stopdot = FloatForKey (e, "_cone");
|
|
if (!dl->stopdot)
|
|
dl->stopdot = 10;
|
|
dl->stopdot2 = FloatForKey (e, "_cone2");
|
|
if (!dl->stopdot2)
|
|
dl->stopdot2 = dl->stopdot;
|
|
if (dl->stopdot2 < dl->stopdot)
|
|
dl->stopdot2 = dl->stopdot;
|
|
dl->stopdot2 = (float)cos(dl->stopdot2/180*Q_PI);
|
|
dl->stopdot = (float)cos(dl->stopdot/180*Q_PI);
|
|
|
|
if (target[0])
|
|
{ // point towards target
|
|
e2 = FindTargetEntity (target);
|
|
if (!e2)
|
|
printf ("WARNING: light at (%i %i %i) has missing target\n",
|
|
(int)dl->origin[0], (int)dl->origin[1], (int)dl->origin[2]);
|
|
else
|
|
{
|
|
GetVectorForKey (e2, "origin", dest);
|
|
VectorSubtract (dest, dl->origin, dl->normal);
|
|
VectorNormalize (dl->normal);
|
|
}
|
|
}
|
|
else
|
|
{ // point down angle
|
|
vec3_t vAngles;
|
|
GetVectorForKey( e, "angles", vAngles );
|
|
|
|
angle = (float)FloatForKey (e, "angle");
|
|
if (angle == ANGLE_UP)
|
|
{
|
|
dl->normal[0] = dl->normal[1] = 0;
|
|
dl->normal[2] = 1;
|
|
}
|
|
else if (angle == ANGLE_DOWN)
|
|
{
|
|
dl->normal[0] = dl->normal[1] = 0;
|
|
dl->normal[2] = -1;
|
|
}
|
|
else
|
|
{
|
|
// if we don't have a specific "angle" use the "angles" YAW
|
|
if ( !angle )
|
|
{
|
|
angle = vAngles[1];
|
|
}
|
|
|
|
dl->normal[2] = 0;
|
|
dl->normal[0] = (float)cos (angle/180*Q_PI);
|
|
dl->normal[1] = (float)sin (angle/180*Q_PI);
|
|
}
|
|
|
|
angle = FloatForKey (e, "pitch");
|
|
if ( !angle )
|
|
{
|
|
// if we don't have a specific "pitch" use the "angles" PITCH
|
|
angle = vAngles[0];
|
|
}
|
|
|
|
dl->normal[2] = (float)sin(angle/180*Q_PI);
|
|
dl->normal[0] *= (float)cos(angle/180*Q_PI);
|
|
dl->normal[1] *= (float)cos(angle/180*Q_PI);
|
|
}
|
|
if (FloatForKey( e, "_sky" ) || !strcmp(name, "light_environment"))
|
|
{
|
|
dl->type = emit_skylight;
|
|
dl->stopdot2 = FloatForKey( e, "_sky" ); // hack stopdot2 to a sky key number
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!VectorAvg( dl->intensity ))
|
|
VectorFill( dl->intensity, 300 );
|
|
dl->type = emit_point;
|
|
}
|
|
|
|
if (dl->type != emit_skylight)
|
|
{
|
|
l1 = max( dl->intensity[0], max( dl->intensity[1], dl->intensity[2] ) );
|
|
l1 = l1 * l1 / 10;
|
|
|
|
dl->intensity[0] *= l1;
|
|
dl->intensity[1] *= l1;
|
|
dl->intensity[2] *= l1;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
qprintf ("%i direct lights\n", numdlights);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
DeleteDirectLights
|
|
=============
|
|
*/
|
|
|
|
void DeleteDirectLights(void)
|
|
{
|
|
int l;
|
|
directlight_t *dl;
|
|
|
|
for ( l = 0; l < numleafs; l++ )
|
|
while ( dl = directlights[l] )
|
|
{
|
|
directlights[l] = dl->next;
|
|
free(dl);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
GatherSampleLight
|
|
=============
|
|
*/
|
|
#define NUMVERTEXNORMALS 162
|
|
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
|
|
#include "..\..\engine\anorms.h"
|
|
};
|
|
|
|
#define VectorMaximum(a) ( max( (a)[0], max( (a)[1], (a)[2] ) ) )
|
|
|
|
void GatherSampleLight (vec3_t pos, byte *pvs, vec3_t normal, vec3_t *sample, byte *styles)
|
|
{
|
|
int i;
|
|
directlight_t *l;
|
|
vec3_t add;
|
|
vec3_t delta;
|
|
float dot, dot2;
|
|
float dist;
|
|
float ratio;
|
|
int style_index;
|
|
directlight_t *sky_used = NULL;
|
|
|
|
for (i = 1 ; i<numleafs ; i++)
|
|
{
|
|
if ( (l = directlights[i]) && (pvs[ (i-1)>>3] & (1<<((i-1)&7))) )
|
|
{
|
|
for (; l ; l=l->next)
|
|
{
|
|
// skylights work fundamentally differently than normal lights
|
|
if (l->type == emit_skylight)
|
|
{
|
|
// only allow one of each sky type to hit any given point
|
|
if (sky_used)
|
|
continue;
|
|
sky_used = l;
|
|
|
|
// make sure the angle is okay
|
|
dot = -DotProduct( normal, l->normal );
|
|
if (dot <= ON_EPSILON/10)
|
|
continue;
|
|
|
|
// search back to see if we can hit a sky brush
|
|
VectorScale( l->normal, -10000, delta );
|
|
VectorAdd( pos, delta, delta );
|
|
if (TestLine_r (0, pos, delta) != CONTENTS_SKY)
|
|
continue; // occluded
|
|
|
|
VectorScale(l->intensity, dot, add);
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract (l->origin, pos, delta);
|
|
dist = VectorNormalize (delta);
|
|
dot = DotProduct (delta, normal);
|
|
if (dot <= ON_EPSILON/10)
|
|
continue; // behind sample surface
|
|
|
|
if (dist < 1.0)
|
|
dist = 1.0;
|
|
|
|
switch (l->type)
|
|
{
|
|
case emit_point:
|
|
ratio = dot / (dist * dist);
|
|
VectorScale(l->intensity, ratio, add);
|
|
break;
|
|
|
|
case emit_surface:
|
|
dot2 = -DotProduct (delta, l->normal);
|
|
if (dot2 <= ON_EPSILON/10)
|
|
continue; // behind light surface
|
|
ratio = dot * dot2 / (dist * dist);
|
|
VectorScale(l->intensity, ratio, add);
|
|
break;
|
|
|
|
case emit_spotlight:
|
|
dot2 = -DotProduct (delta, l->normal);
|
|
if (dot2 <= l->stopdot2)
|
|
continue; // outside light cone
|
|
ratio = dot * dot2 / (dist * dist);
|
|
if (dot2 <= l->stopdot)
|
|
ratio *= (dot2 - l->stopdot2) / (l->stopdot - l->stopdot2);
|
|
VectorScale(l->intensity, ratio, add);
|
|
break;
|
|
default:
|
|
Error ("Bad l->type");
|
|
}
|
|
}
|
|
|
|
if( VectorMaximum( add ) > ( l->style ? coring : 0 ) )
|
|
{
|
|
if ( l->type != emit_skylight && TestLine_r (0, pos, l->origin) != CONTENTS_EMPTY )
|
|
continue; // occluded
|
|
|
|
|
|
for( style_index = 0; style_index < MAXLIGHTMAPS; style_index++ )
|
|
if ( styles[style_index] == l->style || styles[style_index] == 255 )
|
|
break;
|
|
|
|
if ( style_index == MAXLIGHTMAPS )
|
|
{
|
|
printf ("WARNING: Too many direct light styles on a face(%f,%f,%f)\n",
|
|
pos[0], pos[1], pos[2] );
|
|
continue;
|
|
}
|
|
|
|
if ( styles[style_index] == 255 )
|
|
styles[style_index] = l->style;
|
|
|
|
VectorAdd( sample[style_index], add, sample[style_index] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (sky_used && indirect_sun != 0.0)
|
|
{
|
|
vec3_t total;
|
|
int j;
|
|
vec3_t sky_intensity;
|
|
|
|
VectorScale( sky_used->intensity, indirect_sun / (NUMVERTEXNORMALS * 2), sky_intensity );
|
|
|
|
total[0] = total[1] = total[2] = 0.0;
|
|
for (j = 0; j < NUMVERTEXNORMALS; j++)
|
|
{
|
|
// make sure the angle is okay
|
|
dot = -DotProduct( normal, r_avertexnormals[j] );
|
|
if (dot <= ON_EPSILON/10)
|
|
continue;
|
|
|
|
// search back to see if we can hit a sky brush
|
|
VectorScale( r_avertexnormals[j], -10000, delta );
|
|
VectorAdd( pos, delta, delta );
|
|
if (TestLine_r (0, pos, delta) != CONTENTS_SKY)
|
|
continue; // occluded
|
|
|
|
VectorScale(sky_intensity, dot, add);
|
|
VectorAdd(total, add, total);
|
|
}
|
|
if( VectorMaximum( total ) > 0 )
|
|
{
|
|
for( style_index = 0; style_index < MAXLIGHTMAPS; style_index++ )
|
|
if ( styles[style_index] == sky_used->style || styles[style_index] == 255 )
|
|
break;
|
|
|
|
if ( style_index == MAXLIGHTMAPS )
|
|
{
|
|
printf ("WARNING: Too many direct light styles on a face(%f,%f,%f)\n",
|
|
pos[0], pos[1], pos[2] );
|
|
return;
|
|
}
|
|
|
|
if ( styles[style_index] == 255 )
|
|
styles[style_index] = sky_used->style;
|
|
|
|
VectorAdd( sample[style_index], total, sample[style_index] );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
AddSampleToPatch
|
|
|
|
Take the sample's collected light and
|
|
add it back into the apropriate patch
|
|
for the radiosity pass.
|
|
=============
|
|
*/
|
|
void AddSampleToPatch (sample_t *s, int facenum)
|
|
{
|
|
patch_t *patch;
|
|
vec3_t mins, maxs;
|
|
int i;
|
|
|
|
if (numbounce == 0)
|
|
return;
|
|
if( VectorAvg( s->light ) < 1)
|
|
return;
|
|
|
|
for (patch = face_patches[facenum] ; patch ; patch=patch->next)
|
|
{
|
|
// see if the point is in this patch (roughly)
|
|
WindingBounds (patch->winding, mins, maxs);
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (mins[i] > s->pos[i] + 16)
|
|
goto nextpatch;
|
|
if (maxs[i] < s->pos[i] - 16)
|
|
goto nextpatch;
|
|
}
|
|
|
|
// add the sample to the patch
|
|
patch->samples++;
|
|
VectorAdd( patch->samplelight, s->light, patch->samplelight );
|
|
//return;
|
|
|
|
nextpatch:;
|
|
}
|
|
|
|
// don't worry if some samples don't find a patch
|
|
}
|
|
|
|
void
|
|
GetPhongNormal( int facenum, vec3_t spot, vec3_t phongnormal )
|
|
{
|
|
int j;
|
|
dface_t *f = dfaces + facenum;
|
|
dplane_t *p = dplanes + f->planenum;
|
|
vec3_t facenormal;
|
|
|
|
VectorCopy( p->normal, facenormal );
|
|
if ( f->side )
|
|
VectorSubtract( vec3_origin, facenormal, facenormal );
|
|
VectorCopy( facenormal, phongnormal );
|
|
|
|
if ( smoothing_threshold != 0 )
|
|
{
|
|
// Calculate modified point normal for surface
|
|
// Use the edge normals iff they are defined. Bend the surface towards the edge normal(s)
|
|
// Crude first attempt: find nearest edge normal and do a simple interpolation with facenormal.
|
|
// Second attempt: find edge points+center that bound the point and do a three-point triangulation(baricentric)
|
|
// Better third attempt: generate the point normals for all vertices and do baricentric triangulation.
|
|
|
|
for (j=0 ; j<f->numedges ; j++)
|
|
{
|
|
vec3_t p1, p2, v1, v2, vspot;
|
|
int e = dsurfedges[f->firstedge + j];
|
|
int e1 = dsurfedges[f->firstedge + ((j-1)%f->numedges)];
|
|
int e2 = dsurfedges[f->firstedge + ((j+1)%f->numedges)];
|
|
vec3_t n1, n2;
|
|
edgeshare_t *es = &edgeshare[abs(e)];
|
|
edgeshare_t *es1 = &edgeshare[abs(e1)];
|
|
edgeshare_t *es2 = &edgeshare[abs(e2)];
|
|
dface_t *f2;
|
|
float a, a1, a2, d1, d2, aa, bb, ab;
|
|
|
|
if ( es->coplanar && es1->coplanar && es2->coplanar
|
|
|| VectorCompare(es->interface_normal, vec3_origin)
|
|
&& VectorCompare(es1->interface_normal, vec3_origin)
|
|
&& VectorCompare(es2->interface_normal, vec3_origin) )
|
|
continue;
|
|
|
|
if (e > 0)
|
|
{
|
|
f2 = es->faces[1];
|
|
VectorCopy( dvertexes[dedges[e].v[0]].point, p1 );
|
|
VectorCopy( dvertexes[dedges[e].v[1]].point, p2 );
|
|
}
|
|
else
|
|
{
|
|
f2 = es->faces[0];
|
|
VectorCopy( dvertexes[dedges[-e].v[1]].point, p1 );
|
|
VectorCopy( dvertexes[dedges[-e].v[0]].point, p2 );
|
|
}
|
|
|
|
|
|
// Build vectors from the middle of the face to the edge vertexes and the sample pos.
|
|
VectorSubtract( p1, face_centroids[facenum], v1 );
|
|
VectorSubtract( p2, face_centroids[facenum], v2 );
|
|
VectorSubtract( spot, face_centroids[facenum], vspot );
|
|
aa = DotProduct( v1, v1 );
|
|
bb = DotProduct( v2, v2 );
|
|
ab = DotProduct( v1, v2 );
|
|
a1 = (bb * DotProduct( v1, vspot ) - ab * DotProduct( vspot, v2 )) / (aa * bb - ab * ab);
|
|
a2 = (DotProduct( vspot, v2 ) - a1 * ab) / bb;
|
|
|
|
// Test center to sample vector for inclusion between center to vertex vectors (Use dot product of vectors)
|
|
if ( a1 >= 0.0 && a2 >= 0.0)
|
|
{
|
|
// calculate distance from edge to pos
|
|
vec3_t temp;
|
|
VectorAdd( es->interface_normal, es1->interface_normal, n1 );
|
|
|
|
if ( VectorCompare( n1, vec3_origin ) )
|
|
VectorCopy( facenormal, n1 );
|
|
VectorNormalize(n1);
|
|
|
|
VectorAdd( es->interface_normal, es2->interface_normal, n2 );
|
|
|
|
if ( VectorCompare( n2, vec3_origin ) )
|
|
VectorCopy( facenormal, n2 );
|
|
VectorNormalize(n2);
|
|
|
|
// Interpolate between the center and edge normals based on sample position
|
|
VectorScale( facenormal, 1.0 - a1 - a2, phongnormal );
|
|
VectorScale( n1, a1, temp );
|
|
VectorAdd( phongnormal, temp, phongnormal );
|
|
VectorScale( n2, a2, temp );
|
|
VectorAdd( phongnormal, temp, phongnormal );
|
|
VectorNormalize( phongnormal );
|
|
break;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
BuildFacelights
|
|
=============
|
|
*/
|
|
void BuildFacelights (int facenum)
|
|
{
|
|
dface_t *f;
|
|
vec3_t sampled[MAXLIGHTMAPS];
|
|
lightinfo_t l;
|
|
int i, j, k;
|
|
sample_t *s;
|
|
float *spot;
|
|
patch_t *patch;
|
|
byte pvs[(MAX_MAP_LEAFS+7)/8];
|
|
int thisoffset = -1, lastoffset = -1;
|
|
int lightmapwidth, lightmapheight, size;
|
|
vec3_t centroid = { 0, 0, 0 };
|
|
|
|
f = &dfaces[facenum];
|
|
|
|
//
|
|
// some surfaces don't need lightmaps
|
|
//
|
|
f->lightofs = -1;
|
|
for (j=0 ; j<MAXLIGHTMAPS ; j++)
|
|
f->styles[j] = 255;
|
|
|
|
if ( texinfo[f->texinfo].flags & TEX_SPECIAL)
|
|
return; // non-lit texture
|
|
|
|
f->styles[0] = 0; // Everyone gets the style zero map.
|
|
|
|
memset (&l, 0, sizeof(l));
|
|
l.surfnum = facenum;
|
|
l.face = f;
|
|
|
|
//
|
|
// rotate plane
|
|
//
|
|
VectorCopy (dplanes[f->planenum].normal, l.facenormal);
|
|
l.facedist = dplanes[f->planenum].dist;
|
|
if (f->side)
|
|
{
|
|
VectorSubtract (vec3_origin, l.facenormal, l.facenormal);
|
|
l.facedist = -l.facedist;
|
|
}
|
|
|
|
CalcFaceVectors (&l);
|
|
CalcFaceExtents (&l);
|
|
CalcPoints (&l);
|
|
|
|
lightmapwidth = l.texsize[0]+1;
|
|
lightmapheight = l.texsize[1]+1;
|
|
|
|
size = lightmapwidth*lightmapheight;
|
|
if (size > SINGLEMAP)
|
|
Error ("Bad lightmap size");
|
|
|
|
facelight[facenum].numsamples = l.numsurfpt;
|
|
|
|
for (k=0 ; k<MAXLIGHTMAPS; k++)
|
|
facelight[facenum].samples[k] = calloc(l.numsurfpt, sizeof(sample_t));
|
|
|
|
spot = l.surfpt[0];
|
|
for (i=0 ; i<l.numsurfpt ; i++, spot += 3)
|
|
{
|
|
vec3_t pointnormal = {0,0,0};
|
|
|
|
for (k=0 ; k<MAXLIGHTMAPS; k++)
|
|
VectorCopy (spot, facelight[facenum].samples[k][i].pos);
|
|
|
|
// get the PVS for the pos to limit the number of checks
|
|
if (!visdatasize)
|
|
{
|
|
memset (pvs, 255, (numleafs+7)/8 );
|
|
lastoffset = -1;
|
|
}
|
|
else
|
|
{
|
|
dleaf_t *leaf = PointInLeaf( spot );
|
|
thisoffset = leaf->visofs;
|
|
if ( i == 0 || thisoffset != lastoffset )
|
|
{
|
|
if (thisoffset == -1)
|
|
Error ("leaf->visofs == -1");
|
|
|
|
DecompressVis (&dvisdata[leaf->visofs], pvs);
|
|
}
|
|
lastoffset = thisoffset;
|
|
}
|
|
|
|
for( j = 0; j < MAXLIGHTMAPS; j++)
|
|
VectorFill( sampled[j], 0 );
|
|
|
|
// If we are doing "extra" samples, oversample the direct light around the point.
|
|
if ( extra )
|
|
{
|
|
int weighting[3][3] = { { 5, 9, 5 }, { 9, 16, 9 }, { 5, 9, 5 } };
|
|
vec3_t pos;
|
|
int s, t, subsamples = 0;
|
|
for ( t = -1; t <= 1; t ++ )
|
|
{
|
|
for ( s = -1; s <= 1; s++ )
|
|
{
|
|
int subsample = i + t * lightmapwidth + s;
|
|
int sample_s = i % lightmapwidth;
|
|
int sample_t = i / lightmapwidth;
|
|
if ( (0 <= s+sample_s) && (s+sample_s < lightmapwidth)
|
|
&& (0 <= t+sample_t) && (t+sample_t < lightmapheight) )
|
|
{
|
|
vec3_t subsampled[MAXLIGHTMAPS];
|
|
for( j = 0; j < MAXLIGHTMAPS; j++)
|
|
VectorFill( subsampled[j], 0 );
|
|
// Calculate the point one third of the way toward the "subsample point"
|
|
VectorCopy( l.surfpt[i], pos );
|
|
VectorAdd( pos, l.surfpt[i], pos );
|
|
VectorAdd( pos, l.surfpt[subsample], pos );
|
|
VectorScale( pos, 1.0/3.0, pos );
|
|
|
|
GetPhongNormal( facenum, pos, pointnormal );
|
|
GatherSampleLight( pos, pvs, pointnormal, subsampled, f->styles );
|
|
for( j = 0; j < MAXLIGHTMAPS && (f->styles[j] != 255); j++)
|
|
{
|
|
VectorScale( subsampled[j], weighting[s+1][t+1], subsampled[j] );
|
|
VectorAdd( sampled[j], subsampled[j], sampled[j] );
|
|
}
|
|
subsamples += weighting[s+1][t+1];
|
|
}
|
|
}
|
|
}
|
|
for( j=0; j < MAXLIGHTMAPS && (f->styles[j] != 255); j++ )
|
|
VectorScale( sampled[j], 1.0/subsamples, sampled[j] );
|
|
}
|
|
else
|
|
{
|
|
GetPhongNormal( facenum, spot, pointnormal );
|
|
GatherSampleLight( spot, pvs, pointnormal, sampled, f->styles );
|
|
}
|
|
|
|
for( j=0; j < MAXLIGHTMAPS && (f->styles[j] != 255); j++ )
|
|
{
|
|
VectorCopy (sampled[j], facelight[facenum].samples[j][i].light );
|
|
if ( f->styles[j] == 0 )
|
|
{
|
|
AddSampleToPatch ( &facelight[facenum].samples[j][i], facenum);
|
|
}
|
|
}
|
|
}
|
|
|
|
// average up the direct light on each patch for radiosity
|
|
if (numbounce > 0)
|
|
{
|
|
for (patch = face_patches[facenum] ; patch ; patch=patch->next)
|
|
{
|
|
if (patch->samples)
|
|
{
|
|
vec3_t v; // BUGBUG: Use a weighted average instead?
|
|
VectorScale( patch->samplelight, (1.0f/patch->samples), v );
|
|
VectorAdd( patch->totallight, v, patch->totallight );
|
|
VectorAdd( patch->directlight, v, patch->directlight );
|
|
}
|
|
}
|
|
}
|
|
|
|
// add an ambient term if desired
|
|
if (ambient[0] || ambient[1] || ambient[2])
|
|
{
|
|
for( j=0; j < MAXLIGHTMAPS && f->styles[j] != 255; j++ )
|
|
{
|
|
if ( f->styles[j] == 0 )
|
|
{
|
|
s = facelight[facenum].samples[j];
|
|
for (i=0 ; i<l.numsurfpt ; i++, s++)
|
|
VectorAdd(s->light, ambient, s->light);
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// light from dlight_threshold and above is sent out, but the
|
|
// texture itself should still be full bright
|
|
|
|
// if( VectorAvg( face_patches[facenum]->baselight ) >= dlight_threshold) // Now all lighted surfaces glow
|
|
{
|
|
for( j=0; j < MAXLIGHTMAPS && f->styles[j] != 255; j++ )
|
|
{
|
|
if ( f->styles[j] == 0 )
|
|
{
|
|
s = facelight[facenum].samples[j];
|
|
for (i=0 ; i<l.numsurfpt ; i++, s++)
|
|
VectorAdd( s->light, face_patches[facenum]->baselight, s->light );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
ProgressiveRefinement
|
|
|
|
Progressive mesh refinement of the patches
|
|
=============
|
|
*/
|
|
|
|
int
|
|
ProgressiveRefinement()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PrecompLightmapOffsets
|
|
=============
|
|
*/
|
|
|
|
void
|
|
PrecompLightmapOffsets()
|
|
{
|
|
int facenum;
|
|
dface_t *f;
|
|
patch_t *patch;
|
|
facelight_t *fl;
|
|
int lightstyles;
|
|
|
|
lightdatasize = 0;
|
|
|
|
for( facenum = 0; facenum < numfaces; facenum++ )
|
|
{
|
|
f = &dfaces[facenum];
|
|
fl = &facelight[facenum];
|
|
|
|
if ( texinfo[f->texinfo].flags & TEX_SPECIAL)
|
|
continue; // non-lit texture
|
|
|
|
for (lightstyles=0; lightstyles < MAXLIGHTMAPS; lightstyles++ )
|
|
if ( f->styles[lightstyles] == 255 )
|
|
break;
|
|
|
|
if ( !lightstyles )
|
|
continue;
|
|
|
|
f->lightofs = lightdatasize;
|
|
lightdatasize += fl->numsamples * 3 * lightstyles;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
FinalLightFace
|
|
|
|
Add the indirect lighting on top of the direct
|
|
lighting and save into final map format
|
|
=============
|
|
*/
|
|
void FinalLightFace (int facenum)
|
|
{
|
|
dface_t *f, *f2;
|
|
int i, j, k;
|
|
vec3_t lb, v;
|
|
patch_t *patch;
|
|
triangulation_t *trian;
|
|
edgeshare_t *es;
|
|
int edgenum;
|
|
facelight_t *fl;
|
|
sample_t *samp;
|
|
triangle_t *last_tri;
|
|
float minlight;
|
|
int lightstyles;
|
|
|
|
f = &dfaces[facenum];
|
|
fl = &facelight[facenum];
|
|
|
|
if ( texinfo[f->texinfo].flags & TEX_SPECIAL)
|
|
return; // non-lit texture
|
|
|
|
for (lightstyles=0; lightstyles < MAXLIGHTMAPS; lightstyles++ )
|
|
if ( f->styles[lightstyles] == 255 )
|
|
break;
|
|
|
|
if ( !lightstyles )
|
|
return;
|
|
|
|
//
|
|
// set up the triangulation
|
|
//
|
|
if (numbounce > 0)
|
|
{
|
|
trian = AllocTriangulation (&dplanes[f->planenum]);
|
|
|
|
for (patch = face_patches[facenum] ; patch ; patch=patch->next)
|
|
AddPatchToTriangulation (patch, trian);
|
|
for (j=0 ; j<f->numedges ; j++)
|
|
{
|
|
edgenum = dsurfedges[f->firstedge + j];
|
|
if (edgenum > 0)
|
|
{
|
|
es = &edgeshare[edgenum];
|
|
f2 = es->faces[1];
|
|
}
|
|
else
|
|
{
|
|
es = &edgeshare[-edgenum];
|
|
f2 = es->faces[0];
|
|
}
|
|
|
|
if (!es->coplanar && VectorCompare(vec3_origin, es->interface_normal) )
|
|
continue;
|
|
for (patch = face_patches[f2-dfaces] ; patch ; patch=patch->next)
|
|
AddPatchToTriangulation (patch, trian);
|
|
}
|
|
|
|
TriangulatePoints (trian);
|
|
}
|
|
//
|
|
// sample the triangulation
|
|
//
|
|
minlight = FloatForKey (face_entity[facenum], "_minlight") * 128;
|
|
|
|
for (k=0 ; k < lightstyles; k++ )
|
|
{
|
|
last_tri = NULL;
|
|
samp = fl->samples[k];
|
|
for (j=0 ; j<fl->numsamples ; j++, samp++)
|
|
{
|
|
// Should be a VectorCopy, but we scale by 2 to compensate for an earlier lighting flaw
|
|
// Specifically, the directlight contribution was included in the bounced light AND the directlight
|
|
// Since many of the levels were built with this assumption, this "fudge factor" compensates for it.
|
|
VectorScale( samp->light, 2.0, lb );
|
|
|
|
if (numbounce > 0 && k == 0 )
|
|
{
|
|
SampleTriangulation (samp->pos, trian, &last_tri, v);
|
|
VectorAdd( lb, v, lb );
|
|
}
|
|
|
|
VectorScale( lb, lightscale, lb );
|
|
|
|
// clip from the bottom first
|
|
for( i=0; i<3; i++ )
|
|
if( lb[i] < minlight )
|
|
lb[i] = minlight;
|
|
|
|
// clip from the top
|
|
if( lb[0]>maxlight || lb[1]>maxlight || lb[2]>maxlight )
|
|
{
|
|
// find max value and scale the whole color down;
|
|
float max = lb[0] > lb[1] ? lb[0] : lb[1];
|
|
max = max > lb[2] ? max : lb[2];
|
|
|
|
for( i=0; i<3; i++ )
|
|
lb[i] = ( lb[i] * maxlight ) / max;
|
|
}
|
|
|
|
// gamma adjust
|
|
if (gamma != 1.0)
|
|
for( i=0; i<3; i++ )
|
|
lb[i] = (float)pow( lb[i] / 256.0f, gamma ) * 256.0f;
|
|
|
|
dlightdata[f->lightofs + k*fl->numsamples*3 + j*3] = (unsigned char)lb[0];
|
|
dlightdata[f->lightofs + k*fl->numsamples*3 + j*3 + 1] = (unsigned char)lb[1];
|
|
dlightdata[f->lightofs + k*fl->numsamples*3 + j*3 + 2] = (unsigned char)lb[2];
|
|
}
|
|
}
|
|
|
|
if (numbounce > 0)
|
|
FreeTriangulation (trian);
|
|
}
|