Files
netradiant-custom/tools/quake3/q3map2/light_bounce.cpp
T
2025-12-03 00:55:25 +05:00

855 lines
24 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"
/* must be identical to bspDrawVert_t except for float color! */
struct radVert_t
{
Vector3 xyz;
Vector2 st;
Array4<Vector2> lightmap;
Vector3 normal;
Array4<Color4f> color;
radVert_t() = default;
radVert_t( const bspDrawVert_t& dv )
: xyz( dv.xyz ),
st( dv.st ),
lightmap( dv.lightmap ),
normal( dv.normal )
{}
};
struct radWinding_t
{
int numVerts;
radVert_t verts[ MAX_POINTS_ON_WINDING ];
};
/* functions */
/*
RadClipWindingEpsilon()
clips a rad winding by a plane
based off the regular clip winding code
*/
static void RadClipWindingEpsilon( const radWinding_t& in, const Vector3& normal, float dist,
float epsilon, radWinding_t& front, radWinding_t& back ){
float dists[ MAX_POINTS_ON_WINDING + 4 ];
EPlaneSide sides[ MAX_POINTS_ON_WINDING + 4 ];
int counts[ 3 ] = { 0 };
/* determine sides for each point */
for ( int 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[ in.numVerts ] = sides[ 0 ];
dists[ in.numVerts ] = dists[ 0 ];
/* clear front and back */
front.numVerts = back.numVerts = 0;
/* handle all on one side cases */
if ( counts[ 0 ] == 0 ) {
back = in;
return;
}
if ( counts[ 1 ] == 0 ) {
front = in;
return;
}
/* setup windings */
const int maxPoints = in.numVerts + 4;
/* do individual verts */
for ( int i = 0; i < in.numVerts; ++i )
{
/* do simple vertex copies first */
const radVert_t& v1 = in.verts[ i ];
if ( sides[ i ] == eSideOn ) {
front.verts[ front.numVerts++ ] = v1;
back.verts[ back.numVerts++ ] = v1;
continue;
}
if ( sides[ i ] == eSideFront ) {
front.verts[ front.numVerts++ ] = v1;
}
if ( sides[ i ] == eSideBack ) {
back.verts[ back.numVerts++ ] = v1;
}
if ( sides[ i + 1 ] == eSideOn || sides[ i + 1 ] == sides[ i ] ) {
continue;
}
/* generate a split vertex */
const radVert_t& v2 = in.verts[ ( i + 1 ) % in.numVerts ];
const float dot = dists[ i ] / ( dists[ i ] - dists[ i + 1 ] );
/* average vertex values */
radVert_t mid;
/* color */
for ( int 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 ( int 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 */
front.verts[ front.numVerts++ ] = mid;
back.verts[ back.numVerts++ ] = mid;
}
/* error check */
if ( front.numVerts > maxPoints ) {
Error( "RadClipWindingEpsilon: points exceeded estimate" );
}
if ( front.numVerts > MAX_POINTS_ON_WINDING ) {
Error( "RadClipWindingEpsilon: MAX_POINTS_ON_WINDING" );
}
}
inline float Modulo1IfNegative( float f ){
return f < 0 ? f - floor( f ) : f;
}
/*
RadSampleImage()
samples a texture image for a given color
returns false if pixels are bad
*/
bool RadSampleImage( const byte *pixels, int width, int height, const Vector2& st, Color4f& color ){
int x, y;
/* clear color first */
color.set( 255 );
/* dummy check */
if ( pixels == nullptr || width < 1 || height < 1 ) {
return false;
}
/* get offsets */
x = width * Modulo1IfNegative( st[ 0 ] ) + 0.5f;
x %= width;
y = height * Modulo1IfNegative( st[ 1 ] ) + 0.5f;
y %= height;
/* get pixel */
pixels += ( y * width * 4 ) + ( x * 4 );
color = Color4f( pixels[ 0 ], pixels[ 1 ], pixels[ 2 ], 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, const bspDrawSurface_t& ds, const rawLightmap_t *lm, const shaderInfo_t& si, const 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;
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.numVerts < 3 ) {
return;
}
/* start sampling */
samples = 0;
/* sample vertex colors if no lightmap or this is the initial pass */
if ( lm == nullptr || lm->radLuxels[ lightmapNum ] == nullptr || !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( 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 */
const radVert_t *rv[ 3 ]{ &rw.verts[ 0 ],
&rw.verts[ v ],
&rw.verts[ v + 1 ] };
/* this code is embarrassing (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 );
Vector2 lightmap( 0 );
alphaI = 0;
for ( l = 0; l < 3; ++l )
{
st += rv[ l ]->st * blend[ l ];
lightmap += rv[ l ]->lightmap[ 0 ] * 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 ) {
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( 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, const bspDrawSurface_t& ds, const rawLightmap_t *lm, const shaderInfo_t& si,
float scale, float subdivide, const radWinding_t& rw ){
int style = 0;
float area, value;
Vector3 normal, color, gradient;
/* dummy check */
if ( rw.numVerts < 3 ) {
return;
}
/* get bounds for winding */
MinMax minmax;
for ( const radVert_t& vert : Span( rw.verts, rw.numVerts ) )
minmax.extend( vert.xyz );
/* subdivide if necessary */
for ( int i = 0; i < 3; ++i )
{
if ( minmax.maxs[ i ] - minmax.mins[ i ] > subdivide ) {
auto front = std::make_unique<radWinding_t>(); // prevent stack overflow
auto back = std::make_unique<radWinding_t>();
/* make axial plane */
const float dist = ( minmax.maxs[ i ] + minmax.mins[ i ] ) * 0.5f;
/* clip the winding */
RadClipWindingEpsilon( rw, g_vector3_axes[i], dist, RADIOSITY_CLIP_EPSILON, *front, *back );
/* recurse */
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, *front );
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, *back );
return;
}
}
/* check area */
area = 0;
for ( int 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 || 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 );
return;
}
}
/* create an average normal */
normal.set( 0 );
for ( const radVert_t& vert : Span( rw.verts, rw.numVerts ) )
{
normal += vert.normal;
}
normal /= rw.numVerts;
if ( VectorNormalize( normal ) == 0 ) {
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 */
ThreadLock();
light_t& light = lights.emplace_front();
ThreadUnlock();
/* initialize the light */
light.flags = LightFlags::DefaultArea;
light.type = ELightType::Area;
light.si = &si;
light.fade = 1;
/* create a regular winding */
light.w = AllocWinding( rw.numVerts );
for ( const radVert_t& vert : Span( rw.verts, rw.numVerts ) )
{
light.w.push_back( vert.xyz );
}
/* 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.style = noStyles || !style_is_valid( si.lightStyle )? LS_NORMAL : si.lightStyle;
/* 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 */
light_t& splash = lights.emplace_front();
/* set it up */
splash.flags = LightFlags::DefaultQ3A;
splash.type = ELightType::Point;
splash.photons = light.photons * si.backsplashFraction;
splash.fade = 1;
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 */
ThreadLock();
light_t& splash = lights.emplace_front();
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;
splash.si = &si;
splash.color = si.color;
splash.falloffTolerance = falloffTolerance;
splash.style = noStyles || !style_is_valid( si.lightStyle )? LS_NORMAL : si.lightStyle;
/* create a regular winding */
splash.w = AllocWinding( rw.numVerts );
for ( int i = rw.numVerts; i-- != 0; )
splash.w.push_back( rw.verts[i].xyz + normal * si.backsplashDistance );
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.style = noStyles || !style_is_valid( style )? LS_NORMAL : style;
/* set origin */
light.origin = WindingCenter( light.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, const rawLightmap_t *lm, const shaderInfo_t& si, float scale, float subdivide ){
radWinding_t rw;
/* get surface */
const bspDrawSurface_t& ds = bspDrawSurfaces[ num ];
/* each triangle is a potential emitter */
rw.numVerts = 3;
for ( int i = 0; i < ds.numIndexes; i += 3 )
{
/* copy each vert */
for ( int j = 0; j < 3; ++j )
{
/* get vertex index and rad vertex luxel */
const int v = ds.firstVert + bspDrawIndexes[ ds.firstIndex + i + j ];
/* get most everything */
rw.verts[ j ] = yDrawVerts[ v ];
/* fix colors */
for ( int 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 );
}
}
/*
RadLightForPatch()
creates unbounced diffuse lights for patches
*/
#define PLANAR_EPSILON 0.1f
void RadLightForPatch( int num, int lightmapNum, const rawLightmap_t *lm, const shaderInfo_t& si, float scale, float subdivide ){
/* get surface */
const bspDrawSurface_t& ds = bspDrawSurfaces[ num ];
const surfaceInfo_t& info = surfaceInfos[ num ];
/* construct a bogus vert list with color index stuffed into color[ 0 ] */
mesh_t bogus( ds.patchWidth, ds.patchHeight );
std::copy_n( &yDrawVerts[ ds.firstVert ], ds.numVerts, bogus.verts() );
for ( int i = 0; i < ds.numVerts; ++i )
bogus.verts()[ i ].color[ 0 ][ 0 ] = i;
/* build a subdivided mesh identical to shadow facets for this patch */
/* this MUST MATCH FacetsForPatch() identically! */
mesh_t mesh = TessellatedMesh( bogus, info.patchIterations );
/* FIXME: build interpolation table into color[ 1 ] */
/* fix up color indexes */
for ( bspDrawVert_t& vert : mesh )
{
if ( vert.color[ 0 ][ 0 ] >= ds.numVerts ) {
vert.color[ 0 ][ 0 ] = ds.numVerts - 1;
}
}
/* iterate through the mesh quads */
for( MeshQuadIterator it( mesh ); it; ++it )
{
const QuadRef quad( it.quad() );
/* planar? */
Plane3f plane;
const bool planar = PlaneFromPoints( plane, quad[ 0 ]->xyz, quad[ 1 ]->xyz, quad[ 2 ]->xyz )
&& std::fabs( plane3_distance_to_point( plane, quad[ 3 ]->xyz ) ) < PLANAR_EPSILON;
/* generate a quad */
if ( planar ) {
radWinding_t rw;
rw.numVerts = 4;
for ( int v = 0; v < 4; ++v )
{
/* get most everything */
rw.verts[ v ] = *quad[ v ];
/* fix colors */
for ( int i = 0; i < MAX_LIGHTMAPS; ++i )
{
rw.verts[ v ].color[ i ].rgb() = getRadVertexLuxel( i, ds.firstVert + quad[ v ]->color[ 0 ][ 0 ] );
rw.verts[ v ].color[ i ].alpha() = quad[ v ]->color[ i ].alpha();
}
}
/* subdivide into area lights */
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, rw );
}
/* generate 2 tris */
else
{
radWinding_t rw;
rw.numVerts = 3;
for ( const TriRef& tri : it.tris() )
{
for ( int v = 0; v < 3; ++v )
{
/* get most everything */
rw.verts[ v ] = *tri[ v ];
/* fix colors */
for ( int i = 0; i < MAX_LIGHTMAPS; ++i )
{
rw.verts[ v ].color[ i ].rgb() = getRadVertexLuxel( i, ds.firstVert + tri[ v ]->color[ 0 ][ 0 ] );
rw.verts[ v ].color[ i ].alpha() = tri[ v ]->color[ i ].alpha();
}
}
/* subdivide into area lights */
RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, rw );
}
}
}
}
/*
RadLight()
creates unbounced diffuse lights for a given surface
*/
static void RadLight( int num ){
/* get drawsurface, lightmap, and shader info */
const bspDrawSurface_t& ds = bspDrawSurfaces[ num ];
const surfaceInfo_t& info = surfaceInfos[ num ];
const rawLightmap_t *lm = info.lm;
const shaderInfo_t& si = *info.si;
const float scale = si.bounceScale;
/* find nodraw bit */
int contentFlags = 0, surfaceFlags = 0, compileFlags = 0;
ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, &compileFlags );
// jal : avoid bouncing on trans surfaces
ApplySurfaceParm( "trans", &contentFlags, &surfaceFlags, &compileFlags );
/* early outs? */
if ( scale <= 0 || ( 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 */
const float subdivide = si.lightSubdivide? si.lightSubdivide : diffuseSubdivide;
/* inc counts */
numDiffuseSurfaces++;
/* iterate through styles (this could be more efficient, yes) */
for ( int 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 );
break;
case MST_PATCH:
RadLightForPatch( num, lightmapNum, lm, si, scale, subdivide );
break;
default:
break;
}
}
}
}
/*
RadCreateDiffuseLights()
creates lights for unbounced light on surfaces in the bsp
*/
void RadCreateDiffuseLights(){
/* startup */
Sys_FPrintf( SYS_VRB, "--- RadCreateDiffuseLights ---\n" );
numDiffuseSurfaces = 0;
numDiffuseLights = 0;
numBrushDiffuseLights = 0;
numTriangleDiffuseLights = 0;
numPatchDiffuseLights = 0;
static int iterations = 0;
/* hit every surface (threaded) */
RunThreadsOnIndividual( bspDrawSurfaces.size(), true, RadLight );
/* dump the lights generated to a file */
if ( dump && !lights.empty() ) {
char dumpName[ 1024 ], ext[ 64 ];
strcpy( dumpName, source );
sprintf( ext, "_bounce_%03d.map", iterations );
path_set_extension( dumpName, ext );
FILE *file = fopen( dumpName, "wb" );
Sys_Printf( "Writing %s...\n", dumpName );
if ( file ) {
for ( const light_t& light : lights )
{
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 );
}