netradiant-custom/tools/quake3/q3map2/light_bounce.cpp
2021-03-02 22:01:09 +03:00

960 lines
27 KiB
C++

/* -------------------------------------------------------------------------------
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."
------------------------------------------------------------------------------- */
/* dependencies */
#include "q3map2.h"
/* functions */
/*
RadFreeLights()
deletes any existing lights, freeing up memory for the next bounce
*/
void RadFreeLights( void ){
light_t *light, *next;
/* delete lights */
for ( light = lights; light; light = next )
{
next = light->next;
if ( light->w != NULL ) {
FreeWinding( light->w );
}
free( light );
}
numLights = 0;
lights = NULL;
}
/*
RadClipWindingEpsilon()
clips a rad winding by a plane
based off the regular clip winding code
*/
static void RadClipWindingEpsilon( radWinding_t *in, const Vector3& normal, float dist,
float epsilon, radWinding_t *front, radWinding_t *back, clipWork_t *cw ){
float *dists;
EPlaneSide *sides;
int counts[ 3 ];
float dot; /* ydnar: changed from static b/c of threading */ /* VC 4.2 optimizer bug if not static? */
int i, k;
radVert_t *v1, *v2, mid;
int maxPoints;
/* crutch */
dists = cw->dists;
sides = cw->sides;
/* clear counts */
counts[ 0 ] = counts[ 1 ] = counts[ 2 ] = 0;
/* determine sides for each point */
for ( i = 0; i < in->numVerts; i++ )
{
dists[ i ] = vector3_dot( in->verts[ i ].xyz, normal ) - dist;
if ( dists[ i ] > epsilon ) {
sides[ i ] = eSideFront;
}
else if ( dists[ i ] < -epsilon ) {
sides[ i ] = eSideBack;
}
else{
sides[ i ] = eSideOn;
}
counts[ sides[ i ] ]++;
}
sides[ i ] = sides[ 0 ];
dists[ i ] = dists[ 0 ];
/* clear front and back */
front->numVerts = back->numVerts = 0;
/* handle all on one side cases */
if ( counts[ 0 ] == 0 ) {
memcpy( back, in, sizeof( radWinding_t ) );
return;
}
if ( counts[ 1 ] == 0 ) {
memcpy( front, in, sizeof( radWinding_t ) );
return;
}
/* setup windings */
maxPoints = in->numVerts + 4;
/* do individual verts */
for ( i = 0; i < in->numVerts; i++ )
{
/* do simple vertex copies first */
v1 = &in->verts[ i ];
if ( sides[ i ] == eSideOn ) {
memcpy( &front->verts[ front->numVerts++ ], v1, sizeof( radVert_t ) );
memcpy( &back->verts[ back->numVerts++ ], v1, sizeof( radVert_t ) );
continue;
}
if ( sides[ i ] == eSideFront ) {
memcpy( &front->verts[ front->numVerts++ ], v1, sizeof( radVert_t ) );
}
if ( sides[ i ] == eSideBack ) {
memcpy( &back->verts[ back->numVerts++ ], v1, sizeof( radVert_t ) );
}
if ( sides[ i + 1 ] == eSideOn || sides[ i + 1 ] == sides[ i ] ) {
continue;
}
/* generate a split vertex */
v2 = &in->verts[ ( i + 1 ) % in->numVerts ];
dot = dists[ i ] / ( dists[ i ] - dists[ i + 1 ] );
/* average vertex values */
/* color */
for ( k = 0; k < MAX_LIGHTMAPS; k++ ){
mid.color[ k ] = v1->color[ k ] + ( v2->color[ k ] - v1->color[ k ] ) * dot;
}
/* xyz, normal */
mid.xyz = v1->xyz + ( v2->xyz - v1->xyz ) * dot;
mid.normal = v1->normal + ( v2->normal - v1->normal ) * dot;
/* st, lightmap */
mid.st = v1->st + ( v2->st - v1->st ) * dot;
for ( k = 0; k < MAX_LIGHTMAPS; k++ )
mid.lightmap[ k ] = v1->lightmap[ k ] + ( v2->lightmap[ k ] - v1->lightmap[ k ] ) * dot;
/* normalize the averaged normal */
VectorNormalize( mid.normal );
/* copy the midpoint to both windings */
memcpy( &front->verts[ front->numVerts++ ], &mid, sizeof( radVert_t ) );
memcpy( &back->verts[ back->numVerts++ ], &mid, sizeof( radVert_t ) );
}
/* error check */
if ( front->numVerts > maxPoints ) {
Error( "RadClipWindingEpsilon: points exceeded estimate" );
}
if ( front->numVerts > MAX_POINTS_ON_WINDING ) {
Error( "RadClipWindingEpsilon: MAX_POINTS_ON_WINDING" );
}
}
float Modulo1IfNegative( float f ){
return f < 0.0f ? f - floor( f ) : f;
}
/*
RadSampleImage()
samples a texture image for a given color
returns false if pixels are bad
*/
bool RadSampleImage( byte *pixels, int width, int height, const Vector2& st, Color4f& color ){
int x, y;
/* clear color first */
color.set( 255 );
/* dummy check */
if ( pixels == NULL || width < 1 || height < 1 ) {
return false;
}
/* get offsets */
x = ( (float) width * Modulo1IfNegative( st[ 0 ] ) ) + 0.5f;
x %= width;
y = ( (float) height * Modulo1IfNegative( st[ 1 ] ) ) + 0.5f;
y %= height;
/* get pixel */
pixels += ( y * width * 4 ) + ( x * 4 );
VectorCopy( pixels, color.rgb() );
color.alpha() = pixels[ 3 ];
if ( texturesRGB ) {
color[0] = Image_LinearFloatFromsRGBFloat( color[0] * ( 1.0 / 255.0 ) ) * 255.0;
color[1] = Image_LinearFloatFromsRGBFloat( color[1] * ( 1.0 / 255.0 ) ) * 255.0;
color[2] = Image_LinearFloatFromsRGBFloat( color[2] * ( 1.0 / 255.0 ) ) * 255.0;
}
return true;
}
/*
RadSample()
samples a fragment's lightmap or vertex color and returns an
average color and a color gradient for the sample
*/
#define MAX_SAMPLES 150
#define SAMPLE_GRANULARITY 6
static void RadSample( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si, radWinding_t *rw, Vector3& average, Vector3& gradient, int *style ){
int i, j, k, l, v, samples;
Vector3 color;
MinMax minmax;
Color4f textureColor;
float alpha, alphaI;
radVert_t *rv[ 3 ];
if ( !bouncing )
Sys_Printf( "BUG: RadSample: !bouncing shouldn't happen\n" );
/* initial setup */
average.set( 0 );
gradient.set( 0 );
alpha = 0;
/* dummy check */
if ( rw == NULL || rw->numVerts < 3 ) {
return;
}
/* start sampling */
samples = 0;
/* sample vertex colors if no lightmap or this is the initial pass */
if ( lm == NULL || lm->radLuxels[ lightmapNum ] == NULL || !bouncing ) {
for ( samples = 0; samples < rw->numVerts; samples++ )
{
/* multiply by texture color */
if ( !RadSampleImage( si->lightImage->pixels, si->lightImage->width, si->lightImage->height, rw->verts[ samples ].st, textureColor ) ) {
textureColor.rgb() = si->averageColor.rgb();
textureColor.alpha() = 255.0f;
}
const float avgcolor = ( textureColor[ 0 ] + textureColor[ 1 ] + textureColor[ 2 ] ) / 3;
color = ( ( textureColor.rgb() * bounceColorRatio + Vector3().set( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( rw->verts[ samples ].color[ lightmapNum ].rgb() / 255.0f );
// color = ( textureColor.rgb / 255 ) * ( rw->verts[ samples ].color[ lightmapNum ].rgb / 255.0f );
minmax.extend( color );
average += color;
/* get alpha */
alpha += ( textureColor.alpha() / 255.0f ) * ( rw->verts[ samples ].color[ lightmapNum ].alpha() / 255.0f );
}
/* set style */
*style = ds->vertexStyles[ lightmapNum ];
}
/* sample lightmap */
else
{
/* fracture the winding into a fan (including degenerate tris) */
for ( v = 1; v < ( rw->numVerts - 1 ) && samples < MAX_SAMPLES; v++ )
{
/* get a triangle */
rv[ 0 ] = &rw->verts[ 0 ];
rv[ 1 ] = &rw->verts[ v ];
rv[ 2 ] = &rw->verts[ v + 1 ];
/* this code is embarassing (really should just rasterize the triangle) */
for ( i = 1; i < SAMPLE_GRANULARITY && samples < MAX_SAMPLES; i++ )
{
for ( j = 1; j < SAMPLE_GRANULARITY && samples < MAX_SAMPLES; j++ )
{
for ( k = 1; k < SAMPLE_GRANULARITY && samples < MAX_SAMPLES; k++ )
{
/* create a blend vector (barycentric coordinates) */
DoubleVector3 blend( i, j, k );
blend *= 1.0 / ( blend[ 0 ] + blend[ 1 ] + blend[ 2 ] );
/* create a blended sample */
Vector2 st( 0, 0 );
Vector2 lightmap( 0, 0 );
alphaI = 0.0f;
for ( l = 0; l < 3; l++ )
{
st += rv[ l ]->st * blend[ l ];
lightmap += rv[ l ]->lightmap[ lightmapNum ] * blend[ l ];
alphaI += rv[ l ]->color[ lightmapNum ].alpha() * blend[ l ];
}
/* get lightmap xy coords */
const int x = std::clamp( int( lightmap[ 0 ] / superSample ), 0, lm->w - 1 );
const int y = std::clamp( int( lightmap[ 1 ] / superSample ), 0, lm->h - 1 );
/* get radiosity luxel */
const Vector3& radLuxel = lm->getRadLuxel( lightmapNum, x, y );
/* ignore unlit/unused luxels */
if ( radLuxel[ 0 ] < 0.0f ) {
continue;
}
/* inc samples */
samples++;
/* multiply by texture color */
if ( !RadSampleImage( si->lightImage->pixels, si->lightImage->width, si->lightImage->height, st, textureColor ) ) {
textureColor.rgb() = si->averageColor.rgb();
textureColor.alpha() = 255;
}
const float avgcolor = ( textureColor[ 0 ] + textureColor[ 1 ] + textureColor[ 2 ] ) / 3;
color = ( ( textureColor.rgb() * bounceColorRatio + Vector3().set( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( radLuxel / 255 );
//Sys_Printf( "%i %i %i %i %i \n", (int) textureColor.rgb[ 0 ], (int) textureColor.rgb[ 1 ], (int) textureColor.rgb[ 2 ], (int) avgcolor, (int) color[ i ] );
minmax.extend( color );
average += color;
/* get alpha */
alpha += ( textureColor.alpha() / 255 ) * ( alphaI / 255 );
}
}
}
}
/* set style */
*style = ds->lightmapStyles[ lightmapNum ];
}
/* any samples? */
if ( samples <= 0 ) {
return;
}
/* average the color */
average *= ( 1.0 / samples );
/* create the color gradient */
//% VectorSubtract( minmax.maxs, minmax.mins, delta );
/* new: color gradient will always be 0-1.0, expressed as the range of light relative to overall light */
//% gradient[ 0 ] = minmax.maxs[ 0 ] > 0.0f ? (minmax.maxs[ 0 ] - minmax.mins[ 0 ]) / minmax.maxs[ 0 ] : 0.0f;
//% gradient[ 1 ] = minmax.maxs[ 1 ] > 0.0f ? (minmax.maxs[ 1 ] - minmax.mins[ 1 ]) / minmax.maxs[ 1 ] : 0.0f;
//% gradient[ 2 ] = minmax.maxs[ 2 ] > 0.0f ? (minmax.maxs[ 2 ] - minmax.mins[ 2 ]) / minmax.maxs[ 2 ] : 0.0f;
/* newer: another contrast function */
gradient = ( minmax.maxs - minmax.mins ) * minmax.maxs;
}
/*
RadSubdivideDiffuseLight()
subdivides a radiosity winding until it is smaller than subdivide, then generates an area light
*/
#define RADIOSITY_MAX_GRADIENT 0.75f //% 0.25f
#define RADIOSITY_VALUE 500.0f
#define RADIOSITY_MIN 0.0001f
#define RADIOSITY_CLIP_EPSILON 0.125f
static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si,
float scale, float subdivide, radWinding_t *rw, clipWork_t *cw ){
int i, style = 0;
float dist, area, value;
Vector3 normal, color, gradient;
light_t *light, *splash;
winding_t *w, *splash_w;
/* dummy check */
if ( rw == NULL || rw->numVerts < 3 ) {
return;
}
/* get bounds for winding */
MinMax minmax;
for ( i = 0; i < rw->numVerts; i++ )
minmax.extend( rw->verts[ i ].xyz );
/* subdivide if necessary */
for ( i = 0; i < 3; i++ )
{
if ( minmax.maxs[ i ] - minmax.mins[ i ] > subdivide ) {
auto front = std::make_unique<radWinding_t>();
auto back = std::make_unique<radWinding_t>();
/* make axial plane */
dist = ( minmax.maxs[ i ] + minmax.mins[ i ] ) * 0.5f;
/* clip the winding */
RadClipWindingEpsilon( rw, g_vector3_axes[i], dist, RADIOSITY_CLIP_EPSILON, front.get(), back.get(), cw );
/* recurse */
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, front.get(), cw );
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, back.get(), cw );
return;
}
}
/* check area */
area = 0.0f;
for ( i = 2; i < rw->numVerts; i++ )
{
area += 0.5f * vector3_length( vector3_cross( rw->verts[ i - 1 ].xyz - rw->verts[ 0 ].xyz, rw->verts[ i ].xyz - rw->verts[ 0 ].xyz ) );
}
if ( area < 1.0f || area > 20000000.0f ) {
return;
}
/* more subdivision may be necessary */
if ( bouncing ) {
/* get color sample for the surface fragment */
RadSample( lightmapNum, ds, lm, si, rw, color, gradient, &style );
/* if color gradient is too high, subdivide again */
if ( subdivide > minDiffuseSubdivide &&
( gradient[ 0 ] > RADIOSITY_MAX_GRADIENT || gradient[ 1 ] > RADIOSITY_MAX_GRADIENT || gradient[ 2 ] > RADIOSITY_MAX_GRADIENT ) ) {
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), rw, cw );
return;
}
}
/* create a regular winding and an average normal */
w = AllocWinding( rw->numVerts );
w->numpoints = rw->numVerts;
normal.set( 0 );
for ( i = 0; i < rw->numVerts; i++ )
{
w->p[ i ] = rw->verts[ i ].xyz;
normal += rw->verts[ i ].normal;
}
normal /= rw->numVerts;
if ( VectorNormalize( normal ) == 0.0f ) {
return;
}
/* early out? */
if ( bouncing && vector3_length( color ) < RADIOSITY_MIN ) {
return;
}
/* debug code */
//% Sys_Printf( "Size: %d %d %d\n", (int) (minmax.maxs[ 0 ] - minmax.mins[ 0 ]), (int) (minmax.maxs[ 1 ] - minmax.mins[ 1 ]), (int) (minmax.maxs[ 2 ] - minmax.mins[ 2 ]) );
//% Sys_Printf( "Grad: %f %f %f\n", gradient[ 0 ], gradient[ 1 ], gradient[ 2 ] );
/* increment counts */
numDiffuseLights++;
switch ( ds->surfaceType )
{
case MST_PLANAR:
numBrushDiffuseLights++;
break;
case MST_TRIANGLE_SOUP:
numTriangleDiffuseLights++;
break;
case MST_PATCH:
numPatchDiffuseLights++;
break;
}
/* create a light */
light = safe_calloc( sizeof( *light ) );
/* attach it */
ThreadLock();
light->next = lights;
lights = light;
ThreadUnlock();
/* initialize the light */
light->flags = LightFlags::DefaultArea;
light->type = ELightType::Area;
light->si = si;
light->fade = 1.0f;
light->w = w;
/* set falloff threshold */
light->falloffTolerance = falloffTolerance;
/* bouncing light? */
if ( !bouncing ) {
/* This is weird. This actually handles surfacelight and not
* bounces. */
/* handle first-pass lights in normal q3a style */
value = si->value;
light->photons = value * area * areaScale;
light->add = value * formFactorValueScale * areaScale;
light->color = si->color;
light->emitColor = light->color * light->add;
light->style = noStyles ? LS_NORMAL : si->lightStyle;
if ( light->style < LS_NORMAL || light->style >= LS_NONE ) {
light->style = LS_NORMAL;
}
/* set origin */
light->origin = minmax.origin();
/* nudge it off the plane a bit */
light->normal = normal;
light->origin += light->normal;
light->dist = vector3_dot( light->origin, normal );
#if 0
/* optionally create a point backsplash light */
if ( si->backsplashFraction > 0 ) {
/* allocate a new point light */
splash = safe_calloc( sizeof( *splash ) );
splash->next = lights;
lights = splash;
/* set it up */
splash->flags = LightFlags::DefaultQ3A;
splash->type = ELightType::Point;
splash->photons = light->photons * si->backsplashFraction;
splash->fade = 1.0f;
splash->si = si;
splash->origin = normal * si->backsplashDistance + light->origin;
splash->color = si->color;
splash->falloffTolerance = falloffTolerance;
splash->style = noStyles ? LS_NORMAL : light->style;
/* add to counts */
numPointLights++;
}
#endif
#if 1
/* optionally create area backsplash light */
//if ( original && si->backsplashFraction > 0 ) {
if ( si->backsplashFraction > 0 && !( si->compileFlags & C_SKY ) ) {
/* allocate a new area light */
splash = safe_calloc( sizeof( *splash ) );
ThreadLock();
splash->next = lights;
lights = splash;
ThreadUnlock();
/* set it up */
splash->flags = LightFlags::DefaultArea;
splash->type = ELightType::Area;
splash->photons = light->photons * 7.0f * si->backsplashFraction;
splash->add = light->add * 7.0f * si->backsplashFraction;
splash->fade = 1.0f;
splash->si = si;
splash->color = si->color;
splash->emitColor = splash->color * splash->add;
splash->falloffTolerance = falloffTolerance;
splash->style = noStyles ? LS_NORMAL : si->lightStyle;
if ( splash->style < LS_NORMAL || splash->style >= LS_NONE ) {
splash->style = LS_NORMAL;
}
/* create a regular winding */
splash_w = AllocWinding( rw->numVerts );
splash_w->numpoints = rw->numVerts;
for ( i = 0; i < rw->numVerts; i++ )
splash_w->p[ i ] = normal * si->backsplashDistance + rw->verts[rw->numVerts - 1 - i].xyz;
splash->w = splash_w;
splash->origin = normal * si->backsplashDistance + light->origin;
splash->normal = -normal;
splash->dist = vector3_dot( splash->origin, splash->normal );
// splash->flags |= LightFlags::Twosided;
}
#endif
}
else
{
/* handle bounced light (radiosity) a little differently */
value = RADIOSITY_VALUE * si->bounceScale * 0.375f;
light->photons = value * area * bounceScale;
light->add = value * formFactorValueScale * bounceScale;
light->color = color;
light->emitColor = light->color * light->add;
light->style = noStyles ? LS_NORMAL : style;
if ( light->style < LS_NORMAL || light->style >= LS_NONE ) {
light->style = LS_NORMAL;
}
/* set origin */
light->origin = WindingCenter( w );
/* nudge it off the plane a bit */
light->normal = normal;
light->origin += light->normal;
light->dist = vector3_dot( light->origin, normal );
}
if (light->photons < 0 || light->add < 0 || light->color[0] < 0 || light->color[1] < 0 || light->color[2] < 0)
Sys_Printf( "BUG: RadSubdivideDiffuseLight created a darkbulb\n" );
/* emit light from both sides? */
if ( si->compileFlags & C_FOG || si->twoSided ) {
light->flags |= LightFlags::Twosided;
}
//% Sys_Printf( "\nAL: C: (%6f, %6f, %6f) [%6f] N: (%6f, %6f, %6f) %s\n",
//% light->color[ 0 ], light->color[ 1 ], light->color[ 2 ], light->add,
//% light->normal[ 0 ], light->normal[ 1 ], light->normal[ 2 ],
//% light->si->shader );
}
/*
RadLightForTriangles()
creates unbounced diffuse lights for triangle soup (misc_models, etc)
*/
void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw ){
int i, j, k, v;
bspDrawSurface_t *ds;
radWinding_t rw;
/* get surface */
ds = &bspDrawSurfaces[ num ];
/* each triangle is a potential emitter */
rw.numVerts = 3;
for ( i = 0; i < ds->numIndexes; i += 3 )
{
/* copy each vert */
for ( j = 0; j < 3; j++ )
{
/* get vertex index and rad vertex luxel */
v = ds->firstVert + bspDrawIndexes[ ds->firstIndex + i + j ];
/* get most everything */
memcpy( &rw.verts[ j ], &yDrawVerts[ v ], sizeof( bspDrawVert_t ) );
/* fix colors */
for ( k = 0; k < MAX_LIGHTMAPS; k++ )
{
rw.verts[ j ].color[ k ].rgb() = getRadVertexLuxel( k, ds->firstVert + bspDrawIndexes[ ds->firstIndex + i + j ] );
rw.verts[ j ].color[ k ].alpha() = yDrawVerts[ v ].color[ k ].alpha();
}
}
/* subdivide into area lights */
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
}
}
/*
RadLightForPatch()
creates unbounced diffuse lights for patches
*/
#define PLANAR_EPSILON 0.1f
void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw ){
int i, x, y, v, t, pw[ 5 ], r;
bspDrawSurface_t *ds;
surfaceInfo_t *info;
bspDrawVert_t *bogus;
bspDrawVert_t *dv[ 4 ];
mesh_t src, *subdivided, *mesh;
bool planar;
radWinding_t rw;
/* get surface */
ds = &bspDrawSurfaces[ num ];
info = &surfaceInfos[ num ];
/* construct a bogus vert list with color index stuffed into color[ 0 ] */
bogus = safe_malloc( ds->numVerts * sizeof( bspDrawVert_t ) );
memcpy( bogus, &yDrawVerts[ ds->firstVert ], ds->numVerts * sizeof( bspDrawVert_t ) );
for ( i = 0; i < ds->numVerts; i++ )
bogus[ i ].color[ 0 ][ 0 ] = i;
/* build a subdivided mesh identical to shadow facets for this patch */
/* this MUST MATCH FacetsForPatch() identically! */
src.width = ds->patchWidth;
src.height = ds->patchHeight;
src.verts = bogus;
//% subdivided = SubdivideMesh( src, 8, 512 );
subdivided = SubdivideMesh2( src, info->patchIterations );
PutMeshOnCurve( *subdivided );
//% MakeMeshNormals( *subdivided );
mesh = RemoveLinearMeshColumnsRows( subdivided );
FreeMesh( subdivided );
free( bogus );
/* FIXME: build interpolation table into color[ 1 ] */
/* fix up color indexes */
for ( i = 0; i < ( mesh->width * mesh->height ); i++ )
{
dv[ 0 ] = &mesh->verts[ i ];
if ( dv[ 0 ]->color[ 0 ][ 0 ] >= ds->numVerts ) {
dv[ 0 ]->color[ 0 ][ 0 ] = ds->numVerts - 1;
}
}
/* iterate through the mesh quads */
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 */
dv[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
dv[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
dv[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
dv[ 3 ] = &mesh->verts[ pw[ r + 3 ] ];
/* planar? */
Plane3f plane;
planar = PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz );
if ( planar ) {
if ( fabs( plane3_distance_to_point( plane, dv[ 1 ]->xyz ) ) > PLANAR_EPSILON ) {
planar = false;
}
}
/* generate a quad */
if ( planar ) {
rw.numVerts = 4;
for ( v = 0; v < 4; v++ )
{
/* get most everything */
memcpy( &rw.verts[ v ], dv[ v ], sizeof( bspDrawVert_t ) );
/* fix colors */
for ( i = 0; i < MAX_LIGHTMAPS; i++ )
{
rw.verts[ v ].color[ i ].rgb() = getRadVertexLuxel( i, ds->firstVert + dv[ v ]->color[ 0 ][ 0 ] );
rw.verts[ v ].color[ i ].alpha() = dv[ v ]->color[ i ].alpha();
}
}
/* subdivide into area lights */
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
}
/* generate 2 tris */
else
{
rw.numVerts = 3;
for ( t = 0; t < 2; t++ )
{
for ( v = 0; v < 3 + t; v++ )
{
/* get "other" triangle (stupid hacky logic, but whatevah) */
if ( v == 1 && t == 1 ) {
v++;
}
/* get most everything */
memcpy( &rw.verts[ v ], dv[ v ], sizeof( bspDrawVert_t ) );
/* fix colors */
for ( i = 0; i < MAX_LIGHTMAPS; i++ )
{
rw.verts[ v ].color[ i ].rgb() = getRadVertexLuxel( i, ds->firstVert + dv[ v ]->color[ 0 ][ 0 ] );
rw.verts[ v ].color[ i ].alpha() = dv[ v ]->color[ i ].alpha();
}
}
/* subdivide into area lights */
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
}
}
}
}
/* free the mesh */
FreeMesh( mesh );
}
/*
RadLight()
creates unbounced diffuse lights for a given surface
*/
void RadLight( int num ){
int lightmapNum;
float scale, subdivide;
int contentFlags, surfaceFlags, compileFlags;
bspDrawSurface_t *ds;
surfaceInfo_t *info;
rawLightmap_t *lm;
shaderInfo_t *si;
clipWork_t cw;
/* get drawsurface, lightmap, and shader info */
ds = &bspDrawSurfaces[ num ];
info = &surfaceInfos[ num ];
lm = info->lm;
si = info->si;
scale = si->bounceScale;
/* find nodraw bit */
contentFlags = surfaceFlags = compileFlags = 0;
ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, &compileFlags );
// jal : avoid bouncing on trans surfaces
ApplySurfaceParm( "trans", &contentFlags, &surfaceFlags, &compileFlags );
/* early outs? */
if ( scale <= 0.0f || ( si->compileFlags & C_SKY ) || si->autosprite ||
( bspShaders[ ds->shaderNum ].contentFlags & contentFlags ) || ( bspShaders[ ds->shaderNum ].surfaceFlags & surfaceFlags ) ||
( si->compileFlags & compileFlags ) ) {
return;
}
/* determine how much we need to chop up the surface */
if ( si->lightSubdivide ) {
subdivide = si->lightSubdivide;
}
else{
subdivide = diffuseSubdivide;
}
/* inc counts */
numDiffuseSurfaces++;
/* iterate through styles (this could be more efficient, yes) */
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
/* switch on type */
if ( ds->lightmapStyles[ lightmapNum ] != LS_NONE && ds->lightmapStyles[ lightmapNum ] != LS_UNUSED ) {
switch ( ds->surfaceType )
{
case MST_PLANAR:
case MST_TRIANGLE_SOUP:
RadLightForTriangles( num, lightmapNum, lm, si, scale, subdivide, &cw );
break;
case MST_PATCH:
RadLightForPatch( num, lightmapNum, lm, si, scale, subdivide, &cw );
break;
default:
break;
}
}
}
}
/*
RadCreateDiffuseLights()
creates lights for unbounced light on surfaces in the bsp
*/
int iterations = 0;
void RadCreateDiffuseLights( void ){
/* startup */
Sys_FPrintf( SYS_VRB, "--- RadCreateDiffuseLights ---\n" );
numDiffuseSurfaces = 0;
numDiffuseLights = 0;
numBrushDiffuseLights = 0;
numTriangleDiffuseLights = 0;
numPatchDiffuseLights = 0;
numAreaLights = 0;
/* hit every surface (threaded) */
RunThreadsOnIndividual( numBSPDrawSurfaces, true, RadLight );
/* dump the lights generated to a file */
if ( dump ) {
char dumpName[ 1024 ], ext[ 64 ];
FILE *file;
light_t *light;
strcpy( dumpName, source );
sprintf( ext, "_bounce_%03d.map", iterations );
path_set_extension( dumpName, ext );
file = fopen( dumpName, "wb" );
Sys_Printf( "Writing %s...\n", dumpName );
if ( file ) {
for ( light = lights; light; light = light->next )
{
fprintf( file,
"{\n"
"\"classname\" \"light\"\n"
"\"light\" \"%d\"\n"
"\"origin\" \"%.0f %.0f %.0f\"\n"
"\"_color\" \"%.3f %.3f %.3f\"\n"
"}\n",
(int) light->add,
light->origin[ 0 ],
light->origin[ 1 ],
light->origin[ 2 ],
light->color[ 0 ],
light->color[ 1 ],
light->color[ 2 ] );
}
fclose( file );
}
}
/* increment */
iterations++;
/* print counts */
Sys_Printf( "%8d diffuse surfaces\n", numDiffuseSurfaces );
Sys_FPrintf( SYS_VRB, "%8d total diffuse lights\n", numDiffuseLights );
Sys_FPrintf( SYS_VRB, "%8d brush diffuse lights\n", numBrushDiffuseLights );
Sys_FPrintf( SYS_VRB, "%8d patch diffuse lights\n", numPatchDiffuseLights );
Sys_FPrintf( SYS_VRB, "%8d triangle diffuse lights\n", numTriangleDiffuseLights );
}