2544 lines
86 KiB
C++
2544 lines
86 KiB
C++
/* Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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#include <light/light.hh>
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#include <light/phong.hh>
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#include <light/bounce.hh>
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#include <light/entities.hh>
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#include <light/trace.hh>
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#include <light/ltface.hh>
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#include <common/bsputils.hh>
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#include <cassert>
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#include <cmath>
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#include <algorithm>
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std::atomic<uint32_t> total_light_rays, total_light_ray_hits, total_samplepoints;
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std::atomic<uint32_t> total_bounce_rays, total_bounce_ray_hits;
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static void
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PrintFaceInfo(const bsp2_dface_t *face, const bsp2_t *bsp);
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/* ======================================================================== */
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/*
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* To do arbitrary transformation of texture coordinates to world
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* coordinates requires solving for three simultaneous equations. We
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* set up the LU decomposed form of the transform matrix here.
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*/
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#define ZERO_EPSILON (0.001)
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static qboolean
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PMatrix3_LU_Decompose(pmatrix3_t *matrix)
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{
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int i, j, k, tmp;
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vec_t max;
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int max_r, max_c;
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/* Do gauss elimination */
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for (i = 0; i < 3; ++i) {
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max = 0;
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max_r = max_c = i;
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for (j = i; j < 3; ++j) {
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for (k = i; k < 3; ++k) {
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if (fabs(matrix->data[j][k]) > max) {
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max = fabs(matrix->data[j][k]);
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max_r = j;
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max_c = k;
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}
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}
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}
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/* Check for parallel planes */
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if (max < ZERO_EPSILON)
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return false;
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/* Swap rows/columns if necessary */
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if (max_r != i) {
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for (j = 0; j < 3; ++j) {
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max = matrix->data[i][j];
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matrix->data[i][j] = matrix->data[max_r][j];
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matrix->data[max_r][j] = max;
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}
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tmp = matrix->row[i];
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matrix->row[i] = matrix->row[max_r];
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matrix->row[max_r] = tmp;
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}
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if (max_c != i) {
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for (j = 0; j < 3; ++j) {
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max = matrix->data[j][i];
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matrix->data[j][i] = matrix->data[j][max_c];
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matrix->data[j][max_c] = max;
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}
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tmp = matrix->col[i];
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matrix->col[i] = matrix->col[max_c];
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matrix->col[max_c] = tmp;
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}
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/* Do pivot */
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for (j = i + 1; j < 3; ++j) {
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matrix->data[j][i] /= matrix->data[i][i];
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for (k = i + 1; k < 3; ++k)
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matrix->data[j][k] -= matrix->data[j][i] * matrix->data[i][k];
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}
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}
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return true;
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}
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static void
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Solve3(const pmatrix3_t *matrix, const vec3_t rhs, vec3_t out)
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{
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/* Use local short names just for readability (should optimize away) */
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const vec3_t *data = matrix->data;
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const int *r = matrix->row;
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const int *c = matrix->col;
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vec3_t tmp;
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/* forward-substitution */
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tmp[0] = rhs[r[0]];
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tmp[1] = rhs[r[1]] - data[1][0] * tmp[0];
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tmp[2] = rhs[r[2]] - data[2][0] * tmp[0] - data[2][1] * tmp[1];
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/* back-substitution */
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out[c[2]] = tmp[2] / data[2][2];
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out[c[1]] = (tmp[1] - data[1][2] * out[c[2]]) / data[1][1];
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out[c[0]] = (tmp[0] - data[0][1] * out[c[1]] - data[0][2] * out[c[2]])
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/ data[0][0];
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}
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/*
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* ============================================================================
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* SAMPLE POINT DETERMINATION
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* void SetupBlock (bsp2_dface_t *f) Returns with surfpt[] set
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*
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* This is a little tricky because the lightmap covers more area than the face.
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* If done in the straightforward fashion, some of the sample points will be
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* inside walls or on the other side of walls, causing false shadows and light
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* bleeds.
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*
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* To solve this, I only consider a sample point valid if a line can be drawn
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* between it and the exact midpoint of the face. If invalid, it is adjusted
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* towards the center until it is valid.
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*
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* FIXME: This doesn't completely work; I think what we really want is to move
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* the light point to the nearst sample point that is on the polygon;
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* ============================================================================
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*/
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/*
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* Functions to aid in calculation of polygon centroid
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*/
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static void
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TriCentroid(const dvertex_t *v0, const dvertex_t *v1, const dvertex_t *v2,
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vec3_t out)
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{
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for (int i = 0; i < 3; i++)
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out[i] = (v0->point[i] + v1->point[i] + v2->point[i]) / 3.0;
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}
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static vec_t
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TriArea(const dvertex_t *v0, const dvertex_t *v1, const dvertex_t *v2)
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{
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vec3_t edge0, edge1, cross;
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for (int i =0; i < 3; i++) {
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edge0[i] = v1->point[i] - v0->point[i];
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edge1[i] = v2->point[i] - v0->point[i];
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}
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CrossProduct(edge0, edge1, cross);
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return VectorLength(cross) * 0.5;
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}
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void
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FaceCentroid(const bsp2_dface_t *face, const bsp2_t *bsp, vec3_t out)
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{
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int edgenum;
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dvertex_t *v0, *v1, *v2;
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vec3_t centroid, poly_centroid;
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vec_t area, poly_area;
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VectorCopy(vec3_origin, poly_centroid);
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poly_area = 0;
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edgenum = bsp->dsurfedges[face->firstedge];
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if (edgenum >= 0)
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v0 = bsp->dvertexes + bsp->dedges[edgenum].v[0];
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else
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v0 = bsp->dvertexes + bsp->dedges[-edgenum].v[1];
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for (int i = 1; i < face->numedges - 1; i++) {
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edgenum = bsp->dsurfedges[face->firstedge + i];
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if (edgenum >= 0) {
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v1 = bsp->dvertexes + bsp->dedges[edgenum].v[0];
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v2 = bsp->dvertexes + bsp->dedges[edgenum].v[1];
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} else {
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v1 = bsp->dvertexes + bsp->dedges[-edgenum].v[1];
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v2 = bsp->dvertexes + bsp->dedges[-edgenum].v[0];
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}
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area = TriArea(v0, v1, v2);
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poly_area += area;
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TriCentroid(v0, v1, v2, centroid);
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VectorMA(poly_centroid, area, centroid, poly_centroid);
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}
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VectorScale(poly_centroid, 1.0 / poly_area, out);
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}
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/*
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* ================
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* CreateFaceTransform
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* Fills in the transform matrix for converting tex coord <-> world coord
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* ================
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*/
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static void
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CreateFaceTransform(const bsp2_dface_t *face, const bsp2_t *bsp,
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pmatrix3_t *transform)
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{
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/* Prepare the transform matrix and init row/column permutations */
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const dplane_t *plane = &bsp->dplanes[face->planenum];
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const texinfo_t *tex = &bsp->texinfo[face->texinfo];
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for (int i = 0; i < 3; i++) {
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transform->data[0][i] = tex->vecs[0][i];
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transform->data[1][i] = tex->vecs[1][i];
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transform->data[2][i] = plane->normal[i];
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transform->row[i] = transform->col[i] = i;
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}
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if (face->side)
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VectorSubtract(vec3_origin, transform->data[2], transform->data[2]);
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/* Decompose the matrix. If we can't, texture axes are invalid. */
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if (!PMatrix3_LU_Decompose(transform)) {
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logprint("Bad texture axes on face:\n");
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PrintFaceInfo(face, bsp);
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Error("CreateFaceTransform");
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}
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}
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static void
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TexCoordToWorld(vec_t s, vec_t t, const texorg_t *texorg, vec3_t world)
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{
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vec3_t rhs;
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rhs[0] = s - texorg->texinfo->vecs[0][3];
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rhs[1] = t - texorg->texinfo->vecs[1][3];
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// FIXME: This could be more or less than one unit in world space?
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rhs[2] = texorg->planedist + 1; /* one "unit" in front of surface */
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Solve3(&texorg->transform, rhs, world);
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}
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void
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WorldToTexCoord(const vec3_t world, const texinfo_t *tex, vec_t coord[2])
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{
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/*
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* The (long double) casts below are important: The original code
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* was written for x87 floating-point which uses 80-bit floats for
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* intermediate calculations. But if you compile it without the
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* casts for modern x86_64, the compiler will round each
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* intermediate result to a 32-bit float, which introduces extra
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* rounding error.
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*
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* This becomes a problem if the rounding error causes the light
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* utilities and the engine to disagree about the lightmap size
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* for some surfaces.
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*
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* Casting to (long double) keeps the intermediate values at at
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* least 64 bits of precision, probably 128.
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*/
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for (int i = 0; i < 2; i++)
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coord[i] =
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(long double)world[0] * tex->vecs[i][0] +
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(long double)world[1] * tex->vecs[i][1] +
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(long double)world[2] * tex->vecs[i][2] +
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tex->vecs[i][3];
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}
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/* Debug helper - move elsewhere? */
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static void
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PrintFaceInfo(const bsp2_dface_t *face, const bsp2_t *bsp)
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{
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const texinfo_t *tex = &bsp->texinfo[face->texinfo];
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const char *texname = Face_TextureName(bsp, face);
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logprint("face %d, texture %s, %d edges...\n"
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" vectors (%3.3f, %3.3f, %3.3f) (%3.3f)\n"
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" (%3.3f, %3.3f, %3.3f) (%3.3f)\n",
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(int)(face - bsp->dfaces), texname, face->numedges,
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tex->vecs[0][0], tex->vecs[0][1], tex->vecs[0][2], tex->vecs[0][3],
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tex->vecs[1][0], tex->vecs[1][1], tex->vecs[1][2], tex->vecs[1][3]);
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for (int i = 0; i < face->numedges; i++) {
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int edge = bsp->dsurfedges[face->firstedge + i];
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int vert = Face_VertexAtIndex(bsp, face, i);
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const vec_t *point = GetSurfaceVertexPoint(bsp, face, i);
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const glm::vec3 norm = GetSurfaceVertexNormal(bsp, face, i);
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logprint("%s %3d (%3.3f, %3.3f, %3.3f) :: normal (%3.3f, %3.3f, %3.3f) :: edge %d\n",
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i ? " " : " verts ", vert,
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point[0], point[1], point[2],
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norm[0], norm[1], norm[2],
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edge);
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}
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}
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/*
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* ================
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* CalcFaceExtents
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* Fills in surf->texmins[], surf->texsize[] and sets surf->exactmid[]
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* ================
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*/
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static void
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CalcFaceExtents(const bsp2_dface_t *face,
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const bsp2_t *bsp, lightsurf_t *surf)
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{
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vec_t mins[2], maxs[2], texcoord[2];
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vec3_t worldmaxs, worldmins;
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mins[0] = mins[1] = VECT_MAX;
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maxs[0] = maxs[1] = -VECT_MAX;
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worldmaxs[0] = worldmaxs[1] = worldmaxs[2] = -VECT_MAX;
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worldmins[0] = worldmins[1] = worldmins[2] = VECT_MAX;
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const texinfo_t *tex = &bsp->texinfo[face->texinfo];
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for (int i = 0; i < face->numedges; i++) {
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int edge = bsp->dsurfedges[face->firstedge + i];
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int vert = (edge >= 0) ? bsp->dedges[edge].v[0] : bsp->dedges[-edge].v[1];
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const dvertex_t *dvertex = &bsp->dvertexes[vert];
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vec3_t worldpoint;
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VectorCopy(dvertex->point, worldpoint);
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WorldToTexCoord(worldpoint, tex, texcoord);
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for (int j = 0; j < 2; j++) {
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if (texcoord[j] < mins[j])
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mins[j] = texcoord[j];
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if (texcoord[j] > maxs[j])
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maxs[j] = texcoord[j];
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}
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//ericw -- also save worldmaxs/worldmins, for calculating a bounding sphere
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for (int j = 0; j < 3; j++) {
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if (worldpoint[j] > worldmaxs[j])
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worldmaxs[j] = worldpoint[j];
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if (worldpoint[j] < worldmins[j])
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worldmins[j] = worldpoint[j];
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}
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}
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vec3_t worldpoint;
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FaceCentroid(face, bsp, worldpoint);
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WorldToTexCoord(worldpoint, tex, surf->exactmid);
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// calculate a bounding sphere for the face
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{
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vec3_t radius;
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VectorSubtract(worldmaxs, worldmins, radius);
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VectorScale(radius, 0.5, radius);
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VectorAdd(worldmins, radius, surf->origin);
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surf->radius = VectorLength(radius);
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VectorCopy(worldmaxs, surf->maxs);
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VectorCopy(worldmins, surf->mins);
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}
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for (int i = 0; i < 2; i++) {
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mins[i] = floor(mins[i] / surf->lightmapscale);
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maxs[i] = ceil(maxs[i] / surf->lightmapscale);
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surf->texmins[i] = mins[i];
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surf->texsize[i] = maxs[i] - mins[i];
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if (surf->texsize[i] >= MAXDIMENSION) {
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const dplane_t *plane = bsp->dplanes + face->planenum;
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const char *texname = Face_TextureName(bsp, face);
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Error("Bad surface extents:\n"
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" surface %d, %s extents = %d, scale = %g\n"
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" texture %s at (%s)\n"
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" surface normal (%s)\n",
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(int)(face - bsp->dfaces), i ? "t" : "s", surf->texsize[i], surf->lightmapscale,
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texname, VecStr(worldpoint), VecStrf(plane->normal));
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}
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}
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}
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/*
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* Print warning for CalcPoint where the midpoint of a polygon, one
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* unit above the surface is covered by a solid brush.
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*/
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static void
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WarnBadMidpoint(const vec3_t point)
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{
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#if 0
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static qboolean warned = false;
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if (warned)
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return;
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warned = true;
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logprint("WARNING: unable to lightmap surface near (%s)\n"
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" This is usually caused by an unintentional tiny gap between\n"
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" two solid brushes which doesn't leave enough room for the\n"
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" lightmap to fit (one world unit). Further instances of this\n"
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" warning during this compile will be supressed.\n",
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VecStr(point));
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#endif
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}
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static void CalcBarycentric(const vec_t *p, const vec_t *a, const vec_t *b, const vec_t *c, vec_t *res)
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{
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vec3_t v0,v1,v2;
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VectorSubtract(b, a, v0);
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VectorSubtract(c, a, v1);
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VectorSubtract(p, a, v2);
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float d00 = DotProduct(v0, v0);
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float d01 = DotProduct(v0, v1);
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float d11 = DotProduct(v1, v1);
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float d20 = DotProduct(v2, v0);
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float d21 = DotProduct(v2, v1);
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float invDenom = (d00 * d11 - d01 * d01);
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invDenom = 1.0/invDenom;
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res[1] = (d11 * d20 - d01 * d21) * invDenom;
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res[2] = (d00 * d21 - d01 * d20) * invDenom;
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res[0] = 1.0f - res[1] - res[2];
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}
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// from: http://stackoverflow.com/a/1501725
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// see also: http://mathworld.wolfram.com/Projection.html
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static vec_t
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FractionOfLine(const vec3_t v, const vec3_t w, const vec3_t p) {
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vec3_t vp, vw;
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VectorSubtract(p, v, vp);
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VectorSubtract(w, v, vw);
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const float l2 = DotProduct(vw, vw);
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if (l2 == 0) {
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return 0;
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}
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const vec_t t = DotProduct(vp, vw) / l2;
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return t;
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}
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static void CalcPointNormal(const bsp2_t *bsp, const bsp2_dface_t *face, vec_t *norm, const vec_t *point, int inside)
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{
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plane_t surfplane = Face_Plane(bsp, face);
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// project `point` onto the surface plane (it's hovering 1 unit above)
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vec3_t pointOnPlane;
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{
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vec_t dist = DotProduct(point, surfplane.normal) - surfplane.dist;
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VectorMA(point, -dist, surfplane.normal, pointOnPlane);
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}
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const vec_t *v1, *v2, *v3;
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/* now just walk around the surface as a triangle fan */
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v1 = GetSurfaceVertexPoint(bsp, face, 0);
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v2 = GetSurfaceVertexPoint(bsp, face, 1);
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for (int j = 2; j < face->numedges; j++)
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{
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v3 = GetSurfaceVertexPoint(bsp, face, j);
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vec3_t bary;
|
|
CalcBarycentric(pointOnPlane, v1, v2, v3, bary);
|
|
|
|
// N.B. need a small epsilon here because the barycentric coordinates are normalized to 0-1
|
|
const vec_t BARY_EPSILON = 0.001;
|
|
if ((bary[0] > -BARY_EPSILON) && (bary[1] > -BARY_EPSILON) && (bary[0] + bary[1] < 1+BARY_EPSILON))
|
|
{
|
|
// area test rejects the case when v1, v2, v3 are colinear
|
|
if (TriangleArea(v1, v2, v3) >= 1) {
|
|
|
|
const glm::vec3 v1 = GetSurfaceVertexNormal(bsp, face, 0);
|
|
const glm::vec3 v2 = GetSurfaceVertexNormal(bsp, face, j-1);
|
|
const glm::vec3 v3 = GetSurfaceVertexNormal(bsp, face, j);
|
|
|
|
const glm::vec3 glmnorm = normalize((bary[0] * v1) + (bary[1] * v2) + (bary[2] * v3));
|
|
|
|
VectorCopyFromGLM(glmnorm, norm);
|
|
return;
|
|
}
|
|
}
|
|
v2 = v3;
|
|
}
|
|
|
|
// not in any triangle. among the edges this point is _behind_,
|
|
// search for the one that the point is least past the endpoints of the edge
|
|
{
|
|
plane_t *edgeplanes = Face_AllocInwardFacingEdgePlanes(bsp, face);
|
|
|
|
int bestplane = -1;
|
|
vec_t bestdist = VECT_MAX;
|
|
|
|
for (int i=0; i<face->numedges; i++) {
|
|
vec_t planedist = DotProduct(point, edgeplanes[i].normal) - edgeplanes[i].dist;
|
|
if (planedist < ON_EPSILON) {
|
|
// behind this plane. check whether we're between the endpoints.
|
|
|
|
v1 = GetSurfaceVertexPoint(bsp, face, i);
|
|
v2 = GetSurfaceVertexPoint(bsp, face, (i+1)%face->numedges);
|
|
|
|
vec3_t v1v2;
|
|
VectorSubtract(v2, v1, v1v2);
|
|
const vec_t v1v2dist = VectorLength(v1v2);
|
|
|
|
const vec_t t = FractionOfLine(v1, v2, point); // t=0 for point=v1, t=1 for point=v2.
|
|
|
|
vec_t edgedist;
|
|
if (t < 0) edgedist = fabs(t) * v1v2dist;
|
|
else if (t > 1) edgedist = t * v1v2dist;
|
|
else edgedist = 0;
|
|
|
|
if (edgedist < bestdist) {
|
|
bestplane = i;
|
|
bestdist = edgedist;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (bestplane != -1) {
|
|
const bsp2_dface_t *smoothed = Face_EdgeIndexSmoothed(bsp, face, bestplane);
|
|
if (smoothed) {
|
|
// try recursive search
|
|
if (inside < 3) {
|
|
free(edgeplanes);
|
|
|
|
// call recursively to look up normal in the adjacent face
|
|
CalcPointNormal(bsp, smoothed, norm, point, inside + 1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
v1 = GetSurfaceVertexPoint(bsp, face, bestplane);
|
|
v2 = GetSurfaceVertexPoint(bsp, face, (bestplane+1)%face->numedges);
|
|
|
|
vec_t t = FractionOfLine(v1, v2, point);
|
|
t = qmax(qmin(t, 1.0f), 0.0f);
|
|
|
|
const glm::vec3 v1 = GetSurfaceVertexNormal(bsp, face, bestplane);
|
|
const glm::vec3 v2 = GetSurfaceVertexNormal(bsp, face, (bestplane+1)%face->numedges);
|
|
|
|
const glm::vec3 glmnorm = normalize((v2 * t) + (1-t)*v1);
|
|
VectorCopyFromGLM(glmnorm, norm);
|
|
|
|
free(edgeplanes);
|
|
return;
|
|
}
|
|
|
|
free(edgeplanes);
|
|
}
|
|
|
|
/*utterly crap, just for testing. just grab closest vertex*/
|
|
vec_t bestd = VECT_MAX;
|
|
int bestv = -1;
|
|
VectorSet(norm, 0, 0, 0);
|
|
for (int i = 0; i < face->numedges; i++)
|
|
{
|
|
vec3_t t;
|
|
int v = Face_VertexAtIndex(bsp, face, i);
|
|
VectorSubtract(point, bsp->dvertexes[v].point, t);
|
|
const vec_t dist = VectorLength(t);
|
|
if (dist < bestd)
|
|
{
|
|
bestd = dist;
|
|
bestv = v;
|
|
VectorCopyFromGLM(GetSurfaceVertexNormal(bsp, face, i), norm);
|
|
}
|
|
}
|
|
VectorNormalize(norm);
|
|
}
|
|
|
|
static bool
|
|
CheckObstructed(const lightsurf_t *surf, const vec3_t offset, const vec_t us, const vec_t ut, vec3_t corrected)
|
|
{
|
|
for (int x = -1; x <= 1; x += 2) {
|
|
for (int y = -1; y <= 1; y += 2) {
|
|
vec3_t testpoint;
|
|
TexCoordToWorld(us + (x/10.0), ut + (y/10.0), &surf->texorg, testpoint);
|
|
VectorAdd(testpoint, offset, testpoint);
|
|
|
|
vec3_t dirn;
|
|
VectorSubtract(testpoint, surf->midpoint, dirn);
|
|
vec_t dist = VectorNormalize(dirn);
|
|
if (dist == 0.0f) {
|
|
continue; // testpoint == surf->midpoint
|
|
}
|
|
|
|
// trace from surf->midpoint to testpoint
|
|
{
|
|
vec_t hitdist = 0;
|
|
if (IntersectSingleModel(surf->midpoint, dirn, dist, surf->modelinfo->model, &hitdist)) {
|
|
// make a corrected point
|
|
VectorMA(surf->midpoint, qmax(0.0f, hitdist - 0.25f), dirn, corrected);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// also check against the world, fixes https://github.com/ericwa/tyrutils-ericw/issues/115
|
|
if (surf->modelinfo->model != &surf->bsp->dmodels[0]) {
|
|
vec_t hitdist = 0;
|
|
if (IntersectSingleModel(surf->midpoint, dirn, dist, &surf->bsp->dmodels[0], &hitdist)) {
|
|
// make a corrected point
|
|
VectorMA(surf->midpoint, qmax(0.0f, hitdist - 0.25f), dirn, corrected);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Dump points to a .map file
|
|
static void
|
|
CalcPoints_Debug(const lightsurf_t *surf, const bsp2_t *bsp)
|
|
{
|
|
const int facenum = surf->face - bsp->dfaces;
|
|
FILE *f = fopen("calcpoints.map", "w");
|
|
|
|
for (int t = 0; t < surf->height; t++) {
|
|
for (int s = 0; s < surf->width; s++) {
|
|
const int i = t*surf->width + s;
|
|
const vec_t *point = surf->points[i];
|
|
|
|
fprintf(f, "{\n");
|
|
fprintf(f, "\"classname\" \"light\"\n");
|
|
fprintf(f, "\"origin\" \"%f %f %f\"\n", point[0], point[1], point[2]);
|
|
fprintf(f, "\"face\" \"%d\"\n", facenum);
|
|
fprintf(f, "\"s\" \"%d\"\n", s);
|
|
fprintf(f, "\"t\" \"%d\"\n", t);
|
|
fprintf(f, "}\n");
|
|
}
|
|
}
|
|
|
|
fclose(f);
|
|
|
|
logprint("wrote face %d's sample points (%dx%d) to calcpoints.map\n",
|
|
facenum, surf->width, surf->height);
|
|
|
|
PrintFaceInfo(surf->face, bsp);
|
|
}
|
|
|
|
/*
|
|
* =================
|
|
* CalcPoints
|
|
* For each texture aligned grid point, back project onto the plane
|
|
* to get the world xyz value of the sample point
|
|
* =================
|
|
*/
|
|
static void
|
|
CalcPoints(const modelinfo_t *modelinfo, const vec3_t offset, lightsurf_t *surf, const bsp2_t *bsp, const bsp2_dface_t *face)
|
|
{
|
|
const globalconfig_t &cfg = *surf->cfg;
|
|
|
|
/*
|
|
* Fill in the surface points. The points are biased towards the center of
|
|
* the surface to help avoid edge cases just inside walls
|
|
*/
|
|
TexCoordToWorld(surf->exactmid[0], surf->exactmid[1], &surf->texorg, surf->midpoint);
|
|
VectorAdd(surf->midpoint, offset, surf->midpoint);
|
|
|
|
surf->width = (surf->texsize[0] + 1) * oversample;
|
|
surf->height = (surf->texsize[1] + 1) * oversample;
|
|
surf->starts = (surf->texmins[0] - 0.5 + (0.5 / oversample)) * surf->lightmapscale;
|
|
surf->startt = (surf->texmins[1] - 0.5 + (0.5 / oversample)) * surf->lightmapscale;
|
|
surf->st_step = surf->lightmapscale / oversample;
|
|
|
|
/* Allocate surf->points */
|
|
surf->numpoints = surf->width * surf->height;
|
|
surf->points = (vec3_t *) calloc(surf->numpoints, sizeof(vec3_t));
|
|
surf->normals = (vec3_t *) calloc(surf->numpoints, sizeof(vec3_t));
|
|
surf->occluded = (bool *)calloc(surf->numpoints, sizeof(bool));
|
|
|
|
for (int t = 0; t < surf->height; t++) {
|
|
for (int s = 0; s < surf->width; s++) {
|
|
const int i = t*surf->width + s;
|
|
vec_t *point = surf->points[i];
|
|
vec_t *norm = surf->normals[i];
|
|
|
|
const vec_t us = surf->starts + s * surf->st_step;
|
|
const vec_t ut = surf->startt + t * surf->st_step;
|
|
|
|
TexCoordToWorld(us, ut, &surf->texorg, point);
|
|
|
|
// do this before correcting the point, so we can wrap around the inside of pipes
|
|
if (surf->curved && cfg.phongallowed.boolValue())
|
|
{
|
|
CalcPointNormal(bsp, face, norm, point, 0);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(surf->plane.normal, norm);
|
|
}
|
|
|
|
// apply model offset after calling CalcPointNormal
|
|
VectorAdd(point, offset, point);
|
|
|
|
// corrects point
|
|
CheckObstructed(surf, offset, us, ut, point);
|
|
}
|
|
}
|
|
|
|
const int facenum = (face - bsp->dfaces);
|
|
if (dump_facenum == facenum) {
|
|
CalcPoints_Debug(surf, bsp);
|
|
}
|
|
}
|
|
|
|
static bool
|
|
Face_IsLiquid(const bsp2_t *bsp, const bsp2_dface_t *face)
|
|
{
|
|
const char *name = Face_TextureName(bsp, face);
|
|
return name[0] == '*';
|
|
}
|
|
|
|
static void
|
|
Lightsurf_Init(const modelinfo_t *modelinfo, const bsp2_dface_t *face,
|
|
const bsp2_t *bsp, lightsurf_t *lightsurf, facesup_t *facesup)
|
|
{
|
|
/*FIXME: memset can be slow on large datasets*/
|
|
// memset(lightsurf, 0, sizeof(*lightsurf));
|
|
lightsurf->modelinfo = modelinfo;
|
|
lightsurf->bsp = bsp;
|
|
lightsurf->face = face;
|
|
|
|
if (facesup)
|
|
lightsurf->lightmapscale = facesup->lmscale;
|
|
else
|
|
lightsurf->lightmapscale = modelinfo->lightmapscale;
|
|
|
|
const uint64_t extended_flags = extended_texinfo_flags[face->texinfo];
|
|
lightsurf->curved = !!(extended_flags & TEX_PHONG_ANGLE_MASK);
|
|
|
|
// nodirt
|
|
if (modelinfo->dirt.isChanged()) {
|
|
lightsurf->nodirt = (modelinfo->dirt.intValue() == -1);
|
|
} else {
|
|
lightsurf->nodirt = !!(extended_flags & TEX_NODIRT);
|
|
}
|
|
|
|
// minlight
|
|
if (modelinfo->minlight.isChanged()) {
|
|
lightsurf->minlight = modelinfo->minlight.floatValue();
|
|
} else {
|
|
lightsurf->minlight = static_cast<vec_t>((extended_flags & TEX_MINLIGHT_MASK) >> TEX_MINLIGHT_SHIFT);
|
|
}
|
|
|
|
// minlight_color
|
|
if (modelinfo->minlight_color.isChanged()) {
|
|
VectorCopy(*modelinfo->minlight_color.vec3Value(), lightsurf->minlight_color);
|
|
} else {
|
|
// if modelinfo mincolor not set, use the one from the .texinfo file
|
|
vec3_t extended_mincolor {
|
|
static_cast<float>((extended_flags & TEX_MINLIGHT_COLOR_R_MASK) >> TEX_MINLIGHT_COLOR_R_SHIFT),
|
|
static_cast<float>((extended_flags & TEX_MINLIGHT_COLOR_G_MASK) >> TEX_MINLIGHT_COLOR_G_SHIFT),
|
|
static_cast<float>((extended_flags & TEX_MINLIGHT_COLOR_B_MASK) >> TEX_MINLIGHT_COLOR_B_SHIFT)};
|
|
if (lightsurf->minlight > 0 && VectorCompare(extended_mincolor, vec3_origin)) {
|
|
VectorSet(extended_mincolor, 255, 255, 255);
|
|
}
|
|
VectorCopy(extended_mincolor, lightsurf->minlight_color);
|
|
}
|
|
|
|
/* never receive dirtmapping on lit liquids */
|
|
if (Face_IsLiquid(bsp, face)) {
|
|
lightsurf->nodirt = true;
|
|
}
|
|
|
|
/* handle glass alpha */
|
|
if (modelinfo->alpha.floatValue() < 1) {
|
|
/* skip culling of rays coming from the back side of the face */
|
|
lightsurf->twosided = true;
|
|
}
|
|
|
|
/* Set up the plane, not including model offset */
|
|
plane_t *plane = &lightsurf->plane;
|
|
VectorCopy(bsp->dplanes[face->planenum].normal, plane->normal);
|
|
plane->dist = bsp->dplanes[face->planenum].dist;
|
|
if (face->side) {
|
|
VectorSubtract(vec3_origin, plane->normal, plane->normal);
|
|
plane->dist = -plane->dist;
|
|
}
|
|
|
|
/* Set up the texorg for coordinate transformation */
|
|
CreateFaceTransform(face, bsp, &lightsurf->texorg.transform);
|
|
lightsurf->texorg.texinfo = &bsp->texinfo[face->texinfo];
|
|
lightsurf->texorg.planedist = plane->dist;
|
|
|
|
const texinfo_t *tex = &bsp->texinfo[face->texinfo];
|
|
VectorCopy(tex->vecs[0], lightsurf->snormal);
|
|
VectorSubtract(vec3_origin, tex->vecs[1], lightsurf->tnormal);
|
|
VectorNormalize(lightsurf->snormal);
|
|
VectorNormalize(lightsurf->tnormal);
|
|
|
|
/* Set up the surface points */
|
|
CalcFaceExtents(face, bsp, lightsurf);
|
|
CalcPoints(modelinfo, modelinfo->offset, lightsurf, bsp, face);
|
|
|
|
/* Correct the plane for the model offset (must be done last,
|
|
calculation of face extents / points needs the uncorrected plane) */
|
|
vec3_t planepoint;
|
|
VectorScale(plane->normal, plane->dist, planepoint);
|
|
VectorAdd(planepoint, modelinfo->offset, planepoint);
|
|
plane->dist = DotProduct(plane->normal, planepoint);
|
|
|
|
/* Correct bounding sphere */
|
|
VectorAdd(lightsurf->origin, modelinfo->offset, lightsurf->origin);
|
|
VectorAdd(lightsurf->mins, modelinfo->offset, lightsurf->mins);
|
|
VectorAdd(lightsurf->maxs, modelinfo->offset, lightsurf->maxs);
|
|
|
|
/* Allocate occlusion array */
|
|
lightsurf->occlusion = (float *) calloc(lightsurf->numpoints, sizeof(float));
|
|
|
|
lightsurf->stream = MakeRayStream(lightsurf->numpoints);
|
|
}
|
|
|
|
static void
|
|
Lightmap_AllocOrClear(lightmap_t *lightmap, const lightsurf_t *lightsurf)
|
|
{
|
|
if (lightmap->samples == NULL) {
|
|
/* first use of this lightmap, allocate the storage for it. */
|
|
lightmap->samples = (lightsample_t *) calloc(lightsurf->numpoints, sizeof(lightsample_t));
|
|
} else {
|
|
/* clear only the data that is going to be merged to it. there's no point clearing more */
|
|
memset(lightmap->samples, 0, sizeof(*lightmap->samples)*lightsurf->numpoints);
|
|
}
|
|
}
|
|
|
|
static const lightmap_t *
|
|
Lightmap_ForStyle_ReadOnly(const lightsurf_t *lightsurf, const int style)
|
|
{
|
|
for (const auto &lm : lightsurf->lightmapsByStyle) {
|
|
if (lm.style == style)
|
|
return &lm;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
/*
|
|
* Lightmap_ForStyle
|
|
*
|
|
* If lightmap with given style has already been allocated, return it.
|
|
* Otherwise, return the next available map. A new map is not marked as
|
|
* allocated since it may not be kept if no lights hit.
|
|
*/
|
|
static lightmap_t *
|
|
Lightmap_ForStyle(lightmapdict_t *lightmaps, const int style, const lightsurf_t *lightsurf)
|
|
{
|
|
for (auto &lm : *lightmaps) {
|
|
if (lm.style == style)
|
|
return &lm;
|
|
}
|
|
|
|
// no exact match, check for an unsaved one
|
|
for (auto &lm : *lightmaps) {
|
|
if (lm.style == 255) {
|
|
Lightmap_AllocOrClear(&lm, lightsurf);
|
|
return &lm;
|
|
}
|
|
}
|
|
|
|
// add a new one to the vector (invalidates existing lightmap_t pointers)
|
|
lightmap_t newLightmap {};
|
|
newLightmap.style = 255;
|
|
Lightmap_AllocOrClear(&newLightmap, lightsurf);
|
|
lightmaps->push_back(newLightmap);
|
|
|
|
return &lightmaps->back();
|
|
}
|
|
|
|
/*
|
|
* Lightmap_Save
|
|
*
|
|
* As long as we have space for the style, mark as allocated,
|
|
* otherwise emit a warning.
|
|
*/
|
|
static void
|
|
Lightmap_Save(lightmapdict_t *lightmaps, const lightsurf_t *lightsurf,
|
|
lightmap_t *lightmap, const int style)
|
|
{
|
|
if (lightmap->style == 255) {
|
|
lightmap->style = style;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* ============================================================================
|
|
* FACE LIGHTING
|
|
* ============================================================================
|
|
*/
|
|
|
|
// returns the light contribution at a given distance, without regard for angle
|
|
vec_t
|
|
GetLightValue(const globalconfig_t &cfg, const light_t *entity, vec_t dist)
|
|
{
|
|
const float light = entity->light.floatValue();
|
|
vec_t value;
|
|
|
|
if (entity->getFormula() == LF_INFINITE || entity->getFormula() == LF_LOCALMIN)
|
|
return light;
|
|
|
|
value = cfg.scaledist.floatValue() * entity->atten.floatValue() * dist;
|
|
switch (entity->getFormula()) {
|
|
case LF_INVERSE:
|
|
return light / (value / LF_SCALE);
|
|
case LF_INVERSE2A:
|
|
value += LF_SCALE;
|
|
/* Fall through */
|
|
case LF_INVERSE2:
|
|
return light / ((value * value) / (LF_SCALE * LF_SCALE));
|
|
case LF_LINEAR:
|
|
if (light > 0)
|
|
return (light - value > 0) ? light - value : 0;
|
|
else
|
|
return (light + value < 0) ? light + value : 0;
|
|
default:
|
|
Error("Internal error: unknown light formula");
|
|
}
|
|
}
|
|
|
|
float
|
|
GetLightValueWithAngle(const globalconfig_t &cfg, const light_t *entity, const vec3_t surfnorm, const vec3_t surfpointToLightDir, float dist, bool twosided)
|
|
{
|
|
float angle = DotProduct(surfpointToLightDir, surfnorm);
|
|
if (entity->bleed.boolValue() || twosided) {
|
|
if (angle < 0) {
|
|
angle = -angle; // ericw -- support "_bleed" option
|
|
}
|
|
}
|
|
|
|
/* Light behind sample point? Zero contribution, period. */
|
|
if (angle < 0) {
|
|
return 0;
|
|
}
|
|
|
|
/* Apply anglescale */
|
|
angle = (1.0 - entity->anglescale.floatValue()) + (entity->anglescale.floatValue() * angle);
|
|
|
|
/* Check spotlight cone */
|
|
float spotscale = 1;
|
|
if (entity->spotlight) {
|
|
vec_t falloff = DotProduct(entity->spotvec, surfpointToLightDir);
|
|
if (falloff > entity->spotfalloff) {
|
|
return 0;
|
|
}
|
|
if (falloff > entity->spotfalloff2) {
|
|
/* Interpolate between the two spotlight falloffs */
|
|
spotscale = falloff - entity->spotfalloff2;
|
|
spotscale /= entity->spotfalloff - entity->spotfalloff2;
|
|
spotscale = 1.0 - spotscale;
|
|
}
|
|
}
|
|
|
|
float add = GetLightValue(cfg, entity, dist) * angle * spotscale;
|
|
return add;
|
|
}
|
|
|
|
static void LightFace_SampleMipTex(miptex_t *tex, const float *projectionmatrix, const vec3_t point, float *result);
|
|
|
|
void
|
|
GetLightContrib(const globalconfig_t &cfg, const light_t *entity, const vec3_t surfnorm, const vec3_t surfpoint, bool twosided,
|
|
vec3_t color_out, vec3_t surfpointToLightDir_out, vec3_t normalmap_addition_out, float *dist_out)
|
|
{
|
|
float dist = GetDir(surfpoint, *entity->origin.vec3Value(), surfpointToLightDir_out);
|
|
float add = GetLightValueWithAngle(cfg, entity, surfnorm, surfpointToLightDir_out, dist, twosided);
|
|
|
|
/* write out the final color */
|
|
if (entity->projectedmip) {
|
|
vec3_t col;
|
|
LightFace_SampleMipTex(entity->projectedmip, entity->projectionmatrix, surfpoint, col);
|
|
VectorScale(col, add * (1.0f / 255.0f), color_out);
|
|
} else {
|
|
VectorScale(*entity->color.vec3Value(), add * (1.0f / 255.0f), color_out);
|
|
}
|
|
|
|
// write normalmap contrib
|
|
VectorScale(surfpointToLightDir_out, add, normalmap_addition_out);
|
|
|
|
*dist_out = dist;
|
|
}
|
|
|
|
#define SQR(x) ((x)*(x))
|
|
|
|
// this is the inverse of GetLightValue
|
|
float
|
|
GetLightDist(const globalconfig_t &cfg, const light_t *entity, vec_t desiredLight)
|
|
{
|
|
float fadedist;
|
|
if (entity->getFormula() == LF_LINEAR) {
|
|
/* Linear formula always has a falloff point */
|
|
fadedist = fabs(entity->light.floatValue()) - desiredLight;
|
|
fadedist = fadedist / entity->atten.floatValue() / cfg.scaledist.floatValue();
|
|
fadedist = qmax(0.0f, fadedist);
|
|
} else {
|
|
/* Calculate the distance at which brightness falls to desiredLight */
|
|
switch (entity->getFormula()) {
|
|
case LF_INFINITE:
|
|
case LF_LOCALMIN:
|
|
fadedist = VECT_MAX;
|
|
break;
|
|
case LF_INVERSE:
|
|
fadedist = (LF_SCALE * fabs(entity->light.floatValue())) / (cfg.scaledist.floatValue() * entity->atten.floatValue() * desiredLight);
|
|
break;
|
|
case LF_INVERSE2:
|
|
case LF_INVERSE2A:
|
|
fadedist = sqrt(fabs(entity->light.floatValue() * SQR(LF_SCALE) / (SQR(cfg.scaledist.floatValue()) * SQR(entity->atten.floatValue()) * desiredLight)));
|
|
if (entity->getFormula() == LF_INVERSE2A) {
|
|
fadedist -= (LF_SCALE / (cfg.scaledist.floatValue() * entity->atten.floatValue()));
|
|
}
|
|
fadedist = qmax(0.0f, fadedist);
|
|
break;
|
|
default:
|
|
Error("Internal error: formula not handled in %s", __func__);
|
|
}
|
|
}
|
|
return fadedist;
|
|
}
|
|
|
|
static inline void
|
|
Light_Add(lightsample_t *sample, const vec_t light, const vec3_t color, const vec3_t direction)
|
|
{
|
|
VectorMA(sample->color, light / 255.0f, color, sample->color);
|
|
VectorMA(sample->direction, light, direction, sample->direction);
|
|
}
|
|
|
|
static inline void
|
|
Light_ClampMin(lightsample_t *sample, const vec_t light, const vec3_t color)
|
|
{
|
|
for (int i = 0; i < 3; i++) {
|
|
if (sample->color[i] < color[i] * light / 255.0f) {
|
|
sample->color[i] = color[i] * light / 255.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
static float fraction(float min, float val, float max) {
|
|
if (val >= max) return 1.0;
|
|
if (val <= min) return 0.0;
|
|
|
|
return (val - min) / (max - min);
|
|
}
|
|
|
|
/*
|
|
* ============
|
|
* Dirt_GetScaleFactor
|
|
*
|
|
* returns scale factor for dirt/ambient occlusion
|
|
* ============
|
|
*/
|
|
static inline vec_t
|
|
Dirt_GetScaleFactor(const globalconfig_t &cfg, vec_t occlusion, const light_t *entity, const vec_t entitydist, const lightsurf_t *surf)
|
|
{
|
|
vec_t light_dirtgain = cfg.dirtGain.floatValue();
|
|
vec_t light_dirtscale = cfg.dirtScale.floatValue();
|
|
bool usedirt;
|
|
|
|
/* is dirt processing disabled entirely? */
|
|
if (!dirt_in_use)
|
|
return 1.0f;
|
|
if (surf && surf->nodirt)
|
|
return 1.0f;
|
|
|
|
/* should this light be affected by dirt? */
|
|
if (entity) {
|
|
if (entity->dirt.intValue() == -1) {
|
|
usedirt = false;
|
|
} else if (entity->dirt.intValue() == 1) {
|
|
usedirt = true;
|
|
} else {
|
|
usedirt = cfg.globalDirt.boolValue();
|
|
}
|
|
} else {
|
|
/* no entity is provided, assume the caller wants dirt */
|
|
usedirt = true;
|
|
}
|
|
|
|
/* if not, quit */
|
|
if (!usedirt)
|
|
return 1.0;
|
|
|
|
/* override the global scale and gain values with the light-specific
|
|
values, if present */
|
|
if (entity) {
|
|
if (entity->dirtgain.floatValue())
|
|
light_dirtgain = entity->dirtgain.floatValue();
|
|
if (entity->dirtscale.floatValue())
|
|
light_dirtscale = entity->dirtscale.floatValue();
|
|
}
|
|
|
|
/* early out */
|
|
if ( occlusion <= 0.0f ) {
|
|
return 1.0f;
|
|
}
|
|
|
|
/* apply gain (does this even do much? heh) */
|
|
float outDirt = pow( occlusion, light_dirtgain );
|
|
if ( outDirt > 1.0f ) {
|
|
outDirt = 1.0f;
|
|
}
|
|
|
|
/* apply scale */
|
|
outDirt *= light_dirtscale;
|
|
if ( outDirt > 1.0f ) {
|
|
outDirt = 1.0f;
|
|
}
|
|
|
|
/* lerp based on distance to light */
|
|
if (entity) {
|
|
// From 0 to _dirt_off_radius units, no dirt.
|
|
// From _dirt_off_radius to _dirt_on_radius, the dirt linearly ramps from 0 to full, and after _dirt_on_radius, it's full dirt.
|
|
|
|
if (entity->dirt_on_radius.isChanged()
|
|
&& entity->dirt_off_radius.isChanged()) {
|
|
|
|
const float onRadius = entity->dirt_on_radius.floatValue();
|
|
const float offRadius = entity->dirt_off_radius.floatValue();
|
|
|
|
if (entitydist < offRadius) {
|
|
outDirt = 0.0;
|
|
} else if (entitydist >= offRadius && entitydist < onRadius) {
|
|
const float frac = fraction(offRadius, entitydist, onRadius);
|
|
outDirt = frac * outDirt;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* return to sender */
|
|
return 1.0f - outDirt;
|
|
}
|
|
|
|
/*
|
|
* ================
|
|
* CullLight
|
|
*
|
|
* Returns true if the given light doesn't reach lightsurf.
|
|
* ================
|
|
*/
|
|
static inline qboolean
|
|
CullLight(const light_t *entity, const lightsurf_t *lightsurf)
|
|
{
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
|
|
if (!novisapprox && AABBsDisjoint(entity->mins, entity->maxs, lightsurf->mins, lightsurf->maxs)) {
|
|
return true;
|
|
}
|
|
|
|
vec3_t distvec;
|
|
VectorSubtract(*entity->origin.vec3Value(), lightsurf->origin, distvec);
|
|
float dist = VectorLength(distvec) - lightsurf->radius;
|
|
|
|
/* light is inside surface bounding sphere => can't cull */
|
|
if (dist < 0) {
|
|
return false;
|
|
}
|
|
|
|
/* return true if the light level at the closest point on the
|
|
surface bounding sphere to the light source is <= fadegate.
|
|
need fabs to handle antilights. */
|
|
return fabs(GetLightValue(cfg, entity, dist)) <= fadegate;
|
|
}
|
|
|
|
byte thepalette[768] =
|
|
{
|
|
0,0,0,15,15,15,31,31,31,47,47,47,63,63,63,75,75,75,91,91,91,107,107,107,123,123,123,139,139,139,155,155,155,171,171,171,187,187,187,203,203,203,219,219,219,235,235,235,15,11,7,23,15,11,31,23,11,39,27,15,47,35,19,55,43,23,63,47,23,75,55,27,83,59,27,91,67,31,99,75,31,107,83,31,115,87,31,123,95,35,131,103,35,143,111,35,11,11,15,19,19,27,27,27,39,39,39,51,47,47,63,55,55,75,63,63,87,71,71,103,79,79,115,91,91,127,99,99,
|
|
139,107,107,151,115,115,163,123,123,175,131,131,187,139,139,203,0,0,0,7,7,0,11,11,0,19,19,0,27,27,0,35,35,0,43,43,7,47,47,7,55,55,7,63,63,7,71,71,7,75,75,11,83,83,11,91,91,11,99,99,11,107,107,15,7,0,0,15,0,0,23,0,0,31,0,0,39,0,0,47,0,0,55,0,0,63,0,0,71,0,0,79,0,0,87,0,0,95,0,0,103,0,0,111,0,0,119,0,0,127,0,0,19,19,0,27,27,0,35,35,0,47,43,0,55,47,0,67,
|
|
55,0,75,59,7,87,67,7,95,71,7,107,75,11,119,83,15,131,87,19,139,91,19,151,95,27,163,99,31,175,103,35,35,19,7,47,23,11,59,31,15,75,35,19,87,43,23,99,47,31,115,55,35,127,59,43,143,67,51,159,79,51,175,99,47,191,119,47,207,143,43,223,171,39,239,203,31,255,243,27,11,7,0,27,19,0,43,35,15,55,43,19,71,51,27,83,55,35,99,63,43,111,71,51,127,83,63,139,95,71,155,107,83,167,123,95,183,135,107,195,147,123,211,163,139,227,179,151,
|
|
171,139,163,159,127,151,147,115,135,139,103,123,127,91,111,119,83,99,107,75,87,95,63,75,87,55,67,75,47,55,67,39,47,55,31,35,43,23,27,35,19,19,23,11,11,15,7,7,187,115,159,175,107,143,163,95,131,151,87,119,139,79,107,127,75,95,115,67,83,107,59,75,95,51,63,83,43,55,71,35,43,59,31,35,47,23,27,35,19,19,23,11,11,15,7,7,219,195,187,203,179,167,191,163,155,175,151,139,163,135,123,151,123,111,135,111,95,123,99,83,107,87,71,95,75,59,83,63,
|
|
51,67,51,39,55,43,31,39,31,23,27,19,15,15,11,7,111,131,123,103,123,111,95,115,103,87,107,95,79,99,87,71,91,79,63,83,71,55,75,63,47,67,55,43,59,47,35,51,39,31,43,31,23,35,23,15,27,19,11,19,11,7,11,7,255,243,27,239,223,23,219,203,19,203,183,15,187,167,15,171,151,11,155,131,7,139,115,7,123,99,7,107,83,0,91,71,0,75,55,0,59,43,0,43,31,0,27,15,0,11,7,0,0,0,255,11,11,239,19,19,223,27,27,207,35,35,191,43,
|
|
43,175,47,47,159,47,47,143,47,47,127,47,47,111,47,47,95,43,43,79,35,35,63,27,27,47,19,19,31,11,11,15,43,0,0,59,0,0,75,7,0,95,7,0,111,15,0,127,23,7,147,31,7,163,39,11,183,51,15,195,75,27,207,99,43,219,127,59,227,151,79,231,171,95,239,191,119,247,211,139,167,123,59,183,155,55,199,195,55,231,227,87,127,191,255,171,231,255,215,255,255,103,0,0,139,0,0,179,0,0,215,0,0,255,0,0,255,243,147,255,247,199,255,255,255,159,91,83
|
|
};
|
|
static void Matrix4x4_CM_Transform4(const float *matrix, const float *vector, float *product)
|
|
{
|
|
product[0] = matrix[0]*vector[0] + matrix[4]*vector[1] + matrix[8]*vector[2] + matrix[12]*vector[3];
|
|
product[1] = matrix[1]*vector[0] + matrix[5]*vector[1] + matrix[9]*vector[2] + matrix[13]*vector[3];
|
|
product[2] = matrix[2]*vector[0] + matrix[6]*vector[1] + matrix[10]*vector[2] + matrix[14]*vector[3];
|
|
product[3] = matrix[3]*vector[0] + matrix[7]*vector[1] + matrix[11]*vector[2] + matrix[15]*vector[3];
|
|
}
|
|
static qboolean Matrix4x4_CM_Project (const vec3_t in, vec3_t out, const float *modelviewproj)
|
|
{
|
|
qboolean result = true;
|
|
|
|
float v[4], tempv[4];
|
|
tempv[0] = in[0];
|
|
tempv[1] = in[1];
|
|
tempv[2] = in[2];
|
|
tempv[3] = 1;
|
|
|
|
Matrix4x4_CM_Transform4(modelviewproj, tempv, v);
|
|
|
|
v[0] /= v[3];
|
|
v[1] /= v[3];
|
|
if (v[2] < 0)
|
|
result = false; //too close to the view
|
|
v[2] /= v[3];
|
|
|
|
out[0] = (1+v[0])/2;
|
|
out[1] = (1+v[1])/2;
|
|
out[2] = (1+v[2])/2;
|
|
if (out[2] > 1)
|
|
result = false; //beyond far clip plane
|
|
return result;
|
|
}
|
|
static void LightFace_SampleMipTex(miptex_t *tex, const float *projectionmatrix, const vec3_t point, float *result)
|
|
{
|
|
//okay, yes, this is weird, yes we're using a vec3_t for a coord...
|
|
//this is because we're treating it like a cubemap. why? no idea.
|
|
float sfrac, tfrac, weight[4];
|
|
int sbase, tbase;
|
|
byte *data = (byte*)tex + tex->offsets[0], *pi[4];
|
|
|
|
vec3_t coord;
|
|
if (!Matrix4x4_CM_Project(point, coord, projectionmatrix) || coord[0] <= 0 || coord[0] >= 1 || coord[1] <= 0 || coord[1] >= 1)
|
|
VectorSet(result, 0, 0, 0);
|
|
else
|
|
{
|
|
sfrac = (coord[0]) * tex->width;
|
|
sbase = sfrac;
|
|
sfrac -= sbase;
|
|
tfrac = (1-coord[1]) * tex->height;
|
|
tbase = tfrac;
|
|
tfrac -= tbase;
|
|
|
|
pi[0] = thepalette + 3*data[((sbase+0)%tex->width) + (tex->width*((tbase+0)%tex->height))]; weight[0] = (1-sfrac)*(1-tfrac);
|
|
pi[1] = thepalette + 3*data[((sbase+1)%tex->width) + (tex->width*((tbase+0)%tex->height))]; weight[1] = (sfrac)*(1-tfrac);
|
|
pi[2] = thepalette + 3*data[((sbase+0)%tex->width) + (tex->width*((tbase+1)%tex->height))]; weight[2] = (1-sfrac)*(tfrac);
|
|
pi[3] = thepalette + 3*data[((sbase+1)%tex->width) + (tex->width*((tbase+1)%tex->height))]; weight[3] = (sfrac)*(tfrac);
|
|
VectorSet(result, 0, 0, 0);
|
|
result[0] = weight[0] * pi[0][0];
|
|
result[1] = weight[0] * pi[0][1];
|
|
result[2] = weight[0] * pi[0][2];
|
|
result[0] += weight[1] * pi[1][0];
|
|
result[1] += weight[1] * pi[1][1];
|
|
result[2] += weight[1] * pi[1][2];
|
|
result[0] += weight[2] * pi[2][0];
|
|
result[1] += weight[2] * pi[2][1];
|
|
result[2] += weight[2] * pi[2][2];
|
|
result[0] += weight[3] * pi[3][0];
|
|
result[1] += weight[3] * pi[3][1];
|
|
result[2] += weight[3] * pi[3][2];
|
|
VectorScale(result, 2, result);
|
|
}
|
|
}
|
|
|
|
static void
|
|
ProjectPointOntoPlane(const vec3_t point, const plane_t *plane, vec3_t out)
|
|
{
|
|
vec_t dist = DotProduct(point, plane->normal) - plane->dist;
|
|
VectorMA(point, -dist, plane->normal, out);
|
|
}
|
|
|
|
// FIXME: factor out / merge with LightFace
|
|
void
|
|
GetDirectLighting(const globalconfig_t &cfg, raystream_t *rs, const vec3_t origin, const vec3_t normal, vec3_t colorout)
|
|
{
|
|
float occlusion = DirtAtPoint(cfg, rs, origin, normal, /* FIXME: pass selfshadow? */ nullptr);
|
|
if (std::isnan(occlusion)) {
|
|
// HACK: getting an invalid normal of (0, 0, 0).
|
|
occlusion = 0.0f;
|
|
}
|
|
|
|
VectorSet(colorout, 0, 0, 0);
|
|
|
|
for (const light_t &entity : GetLights()) {
|
|
vec3_t surfpointToLightDir;
|
|
float surfpointToLightDist;
|
|
vec3_t color, normalcontrib;
|
|
|
|
// NOTE: skip styled lights
|
|
if (entity.style.intValue() != 0) {
|
|
continue;
|
|
}
|
|
|
|
GetLightContrib(cfg, &entity, normal, origin, false, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
|
|
|
|
const float dirt = Dirt_GetScaleFactor(cfg, occlusion, &entity, surfpointToLightDist, /* FIXME: pass */ nullptr);
|
|
VectorScale(color, dirt, color);
|
|
|
|
// NOTE: Skip negative lights, which would make no sense to bounce!
|
|
if (LightSample_Brightness(color) <= fadegate) {
|
|
continue;
|
|
}
|
|
|
|
if (!TestLight(*entity.origin.vec3Value(), origin, NULL)) {
|
|
continue;
|
|
}
|
|
|
|
VectorAdd(colorout, color, colorout);
|
|
}
|
|
|
|
for (const sun_t &sun : GetSuns()) {
|
|
|
|
// NOTE: Skip negative lights, which would make no sense to bounce!
|
|
if (sun.sunlight < 0)
|
|
continue;
|
|
|
|
vec3_t originLightDir;
|
|
VectorCopy(sun.sunvec, originLightDir);
|
|
VectorNormalize(originLightDir);
|
|
|
|
vec_t cosangle = DotProduct(originLightDir, normal);
|
|
if (cosangle < 0) {
|
|
continue;
|
|
}
|
|
|
|
// apply anglescale
|
|
cosangle = (1.0 - sun.anglescale) + sun.anglescale * cosangle;
|
|
|
|
if (!TestSky(origin, sun.sunvec, NULL)) {
|
|
continue;
|
|
}
|
|
|
|
float dirt = 1;
|
|
if (sun.dirt) {
|
|
dirt = Dirt_GetScaleFactor(cfg, occlusion, nullptr, 0.0, /* FIXME: pass */ nullptr);
|
|
}
|
|
|
|
VectorMA(colorout, dirt * cosangle * sun.sunlight / 255.0f, sun.sunlight_color, colorout);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* ================
|
|
* LightFace_Entity
|
|
* ================
|
|
*/
|
|
static void
|
|
LightFace_Entity(const bsp2_t *bsp,
|
|
const light_t *entity,
|
|
lightsurf_t *lightsurf, lightmapdict_t *lightmaps)
|
|
{
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
const modelinfo_t *modelinfo = lightsurf->modelinfo;
|
|
const plane_t *plane = &lightsurf->plane;
|
|
|
|
const float planedist = DotProduct(*entity->origin.vec3Value(), plane->normal) - plane->dist;
|
|
|
|
/* don't bother with lights behind the surface.
|
|
|
|
if the surface is curved, the light may be behind the surface, but it may
|
|
still have a line of sight to a samplepoint, and that sample point's
|
|
normal may be facing such that it receives some light, so we can't use this
|
|
test in the curved case.
|
|
*/
|
|
if (planedist < 0 && !entity->bleed.boolValue() && !lightsurf->curved && !lightsurf->twosided) {
|
|
return;
|
|
}
|
|
|
|
/* sphere cull surface and light */
|
|
if (CullLight(entity, lightsurf)) {
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* Check it for real
|
|
*/
|
|
bool hit = false;
|
|
lightmap_t *lightmap = Lightmap_ForStyle(lightmaps, entity->style.intValue(), lightsurf);
|
|
const dmodel_t *shadowself = modelinfo->shadowself.boolValue() ? modelinfo->model : NULL;
|
|
|
|
raystream_t *rs = lightsurf->stream;
|
|
rs->clearPushedRays();
|
|
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
const vec_t *surfpoint = lightsurf->points[i];
|
|
const vec_t *surfnorm = lightsurf->normals[i];
|
|
|
|
vec3_t surfpointToLightDir;
|
|
float surfpointToLightDist;
|
|
vec3_t color, normalcontrib;
|
|
|
|
GetLightContrib(cfg, entity, surfnorm, surfpoint, lightsurf->twosided, color, surfpointToLightDir, normalcontrib, &surfpointToLightDist);
|
|
|
|
const float occlusion = Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], entity, surfpointToLightDist, lightsurf);
|
|
VectorScale(color, occlusion, color);
|
|
|
|
/* Quick distance check first */
|
|
if (fabs(LightSample_Brightness(color)) <= fadegate) {
|
|
continue;
|
|
}
|
|
|
|
rs->pushRay(i, surfpoint, surfpointToLightDir, surfpointToLightDist, shadowself, color, normalcontrib);
|
|
}
|
|
|
|
rs->tracePushedRaysOcclusion();
|
|
total_light_rays += rs->numPushedRays();
|
|
|
|
const int N = rs->numPushedRays();
|
|
for (int j = 0; j < N; j++) {
|
|
if (rs->getPushedRayOccluded(j)) {
|
|
continue;
|
|
}
|
|
|
|
total_light_ray_hits++;
|
|
|
|
int i = rs->getPushedRayPointIndex(j);
|
|
lightsample_t *sample = &lightmap->samples[i];
|
|
|
|
vec3_t color, normalcontrib;
|
|
rs->getPushedRayColor(j, color);
|
|
rs->getPushedRayNormalContrib(j, normalcontrib);
|
|
|
|
VectorAdd(sample->color, color, sample->color);
|
|
VectorAdd(sample->direction, normalcontrib, sample->direction);
|
|
|
|
hit = true;
|
|
}
|
|
|
|
if (hit)
|
|
Lightmap_Save(lightmaps, lightsurf, lightmap, entity->style.intValue());
|
|
}
|
|
|
|
/*
|
|
* =============
|
|
* LightFace_Sky
|
|
* =============
|
|
*/
|
|
static void
|
|
LightFace_Sky(const sun_t *sun, const lightsurf_t *lightsurf, lightmapdict_t *lightmaps)
|
|
{
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
const float MAX_SKY_DIST = 65536.0f;
|
|
const modelinfo_t *modelinfo = lightsurf->modelinfo;
|
|
const plane_t *plane = &lightsurf->plane;
|
|
|
|
/* Don't bother if surface facing away from sun */
|
|
if (DotProduct(sun->sunvec, plane->normal) < -ANGLE_EPSILON && !lightsurf->curved && !lightsurf->twosided) {
|
|
return;
|
|
}
|
|
|
|
/* if sunlight is set, use a style 0 light map */
|
|
lightmap_t *lightmap = Lightmap_ForStyle(lightmaps, 0, lightsurf);
|
|
|
|
vec3_t incoming;
|
|
VectorCopy(sun->sunvec, incoming);
|
|
VectorNormalize(incoming);
|
|
|
|
/* Check each point... */
|
|
bool hit = false;
|
|
const dmodel_t *shadowself = modelinfo->shadowself.boolValue() ? modelinfo->model : NULL;
|
|
|
|
raystream_t *rs = lightsurf->stream;
|
|
rs->clearPushedRays();
|
|
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
const vec_t *surfpoint = lightsurf->points[i];
|
|
const vec_t *surfnorm = lightsurf->normals[i];
|
|
|
|
float angle = DotProduct(incoming, surfnorm);
|
|
if (lightsurf->twosided) {
|
|
if (angle < 0) {
|
|
angle = -angle;
|
|
}
|
|
}
|
|
|
|
if (angle < 0) {
|
|
continue;
|
|
}
|
|
|
|
angle = (1.0 - sun->anglescale) + sun->anglescale * angle;
|
|
float value = angle * sun->sunlight;
|
|
if (sun->dirt) {
|
|
value *= Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], NULL, 0.0, lightsurf);
|
|
}
|
|
|
|
vec3_t color, normalcontrib;
|
|
VectorScale(sun->sunlight_color, value / 255.0, color);
|
|
VectorScale(sun->sunvec, value, normalcontrib);
|
|
|
|
/* Quick distance check first */
|
|
if (fabs(LightSample_Brightness(color)) <= fadegate) {
|
|
continue;
|
|
}
|
|
|
|
rs->pushRay(i, surfpoint, incoming, MAX_SKY_DIST, shadowself, color, normalcontrib);
|
|
}
|
|
|
|
rs->tracePushedRaysIntersection();
|
|
|
|
const int N = rs->numPushedRays();
|
|
for (int j = 0; j < N; j++) {
|
|
if (rs->getPushedRayHitType(j) != hittype_t::SKY) {
|
|
continue;
|
|
}
|
|
|
|
const int i = rs->getPushedRayPointIndex(j);
|
|
lightsample_t *sample = &lightmap->samples[i];
|
|
|
|
vec3_t color, normalcontrib;
|
|
rs->getPushedRayColor(j, color);
|
|
rs->getPushedRayNormalContrib(j, normalcontrib);
|
|
|
|
VectorAdd(sample->color, color, sample->color);
|
|
VectorAdd(sample->direction, normalcontrib, sample->direction);
|
|
|
|
hit = true;
|
|
}
|
|
|
|
if (hit)
|
|
Lightmap_Save(lightmaps, lightsurf, lightmap, 0);
|
|
}
|
|
|
|
/*
|
|
* ============
|
|
* LightFace_Min
|
|
* ============
|
|
*/
|
|
static void
|
|
LightFace_Min(const bsp2_t *bsp, const bsp2_dface_t *face,
|
|
const vec3_t color, vec_t light,
|
|
const lightsurf_t *lightsurf, lightmapdict_t *lightmaps)
|
|
{
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
const modelinfo_t *modelinfo = lightsurf->modelinfo;
|
|
|
|
const char *texname = Face_TextureName(bsp, face);
|
|
if (texname[0] != '\0' && modelinfo->minlight_exclude.stringValue() == std::string{ texname }) {
|
|
return; /* this texture is excluded from minlight */
|
|
}
|
|
|
|
/* Find a style 0 lightmap */
|
|
lightmap_t *lightmap = Lightmap_ForStyle(lightmaps, 0, lightsurf);
|
|
|
|
bool hit = false;
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
lightsample_t *sample = &lightmap->samples[i];
|
|
|
|
vec_t value = light;
|
|
if (cfg.minlightDirt.boolValue()) {
|
|
value *= Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], NULL, 0.0, lightsurf);
|
|
}
|
|
if (cfg.addminlight.boolValue()) {
|
|
Light_Add(sample, value, color, vec3_origin);
|
|
} else {
|
|
Light_ClampMin(sample, value, color);
|
|
}
|
|
|
|
hit = true;
|
|
}
|
|
|
|
if (hit) {
|
|
Lightmap_Save(lightmaps, lightsurf, lightmap, 0);
|
|
}
|
|
|
|
// FIXME: Refactor this?
|
|
if (lightsurf->modelinfo->lightignore.boolValue())
|
|
return;
|
|
|
|
/* Cast rays for local minlight entities */
|
|
const dmodel_t *shadowself = modelinfo->shadowself.boolValue() ? modelinfo->model : NULL;
|
|
for (const auto &entity : GetLights()) {
|
|
if (entity.getFormula() != LF_LOCALMIN) {
|
|
continue;
|
|
}
|
|
|
|
if (CullLight(&entity, lightsurf)) {
|
|
continue;
|
|
}
|
|
|
|
raystream_t *rs = lightsurf->stream;
|
|
rs->clearPushedRays();
|
|
|
|
lightmap = Lightmap_ForStyle(lightmaps, entity.style.intValue(), lightsurf);
|
|
|
|
hit = false;
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
const lightsample_t *sample = &lightmap->samples[i];
|
|
const vec_t *surfpoint = lightsurf->points[i];
|
|
if (cfg.addminlight.boolValue() || LightSample_Brightness(sample->color) < entity.light.floatValue()) {
|
|
vec3_t surfpointToLightDir;
|
|
vec_t surfpointToLightDist = GetDir(surfpoint, *entity.origin.vec3Value(), surfpointToLightDir);
|
|
|
|
rs->pushRay(i, surfpoint, surfpointToLightDir, surfpointToLightDist, shadowself);
|
|
}
|
|
}
|
|
|
|
rs->tracePushedRaysOcclusion();
|
|
total_light_rays += rs->numPushedRays();
|
|
|
|
const int N = rs->numPushedRays();
|
|
for (int j = 0; j < N; j++) {
|
|
if (rs->getPushedRayOccluded(j)) {
|
|
continue;
|
|
}
|
|
|
|
int i = rs->getPushedRayPointIndex(j);
|
|
vec_t value = entity.light.floatValue();
|
|
lightsample_t *sample = &lightmap->samples[i];
|
|
|
|
value *= Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], &entity, 0.0 /* TODO: pass distance */, lightsurf);
|
|
if (cfg.addminlight.boolValue()) {
|
|
Light_Add(sample, value, *entity.color.vec3Value(), vec3_origin);
|
|
} else {
|
|
Light_ClampMin(sample, value, *entity.color.vec3Value());
|
|
}
|
|
|
|
hit = true;
|
|
total_light_ray_hits++;
|
|
}
|
|
|
|
if (hit) {
|
|
Lightmap_Save(lightmaps, lightsurf, lightmap, entity.style.intValue());
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* =============
|
|
* LightFace_DirtDebug
|
|
* =============
|
|
*/
|
|
static void
|
|
LightFace_DirtDebug(const lightsurf_t *lightsurf, lightmapdict_t *lightmaps)
|
|
{
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
/* use a style 0 light map */
|
|
lightmap_t *lightmap = Lightmap_ForStyle(lightmaps, 0, lightsurf);
|
|
|
|
/* Overwrite each point with the dirt value for that sample... */
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
lightsample_t *sample = &lightmap->samples[i];
|
|
const float light = 255 * Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], NULL, 0.0, lightsurf);
|
|
VectorSet(sample->color, light, light, light);
|
|
}
|
|
|
|
Lightmap_Save(lightmaps, lightsurf, lightmap, 0);
|
|
}
|
|
|
|
/*
|
|
* =============
|
|
* LightFace_PhongDebug
|
|
* =============
|
|
*/
|
|
static void
|
|
LightFace_PhongDebug(const lightsurf_t *lightsurf, lightmapdict_t *lightmaps)
|
|
{
|
|
/* use a style 0 light map */
|
|
lightmap_t *lightmap = Lightmap_ForStyle(lightmaps, 0, lightsurf);
|
|
|
|
/* Overwrite each point with the normal for that sample... */
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
lightsample_t *sample = &lightmap->samples[i];
|
|
const vec3_t vec3_one = { 1.0f, 1.0f, 1.0f };
|
|
vec3_t normal_as_color;
|
|
// scale from [-1..1] to [0..1], then multiply by 255
|
|
VectorCopy(lightsurf->normals[i], normal_as_color);
|
|
VectorAdd(normal_as_color, vec3_one, normal_as_color);
|
|
VectorScale(normal_as_color, 0.5, normal_as_color);
|
|
VectorScale(normal_as_color, 255, normal_as_color);
|
|
|
|
VectorCopy(normal_as_color, sample->color);
|
|
}
|
|
|
|
Lightmap_Save(lightmaps, lightsurf, lightmap, 0);
|
|
}
|
|
|
|
static void
|
|
LightFace_BounceLightsDebug(const lightsurf_t *lightsurf, lightmapdict_t *lightmaps)
|
|
{
|
|
Q_assert(debugmode == debugmode_bouncelights);
|
|
|
|
/* use a style 0 light map */
|
|
lightmap_t *lightmap = Lightmap_ForStyle(lightmaps, 0, lightsurf);
|
|
|
|
vec3_t patch_color = {0,0,0};
|
|
std::vector<bouncelight_t> vpls = BounceLightsForFaceNum(Face_GetNum(lightsurf->bsp, lightsurf->face));
|
|
if (vpls.size()) {
|
|
Q_assert(vpls.size() == 1); // for now only 1 vpl per face
|
|
|
|
const auto &vpl = vpls.at(0);
|
|
VectorScale(vpl.color, 255, patch_color);
|
|
}
|
|
|
|
/* Overwrite each point with the emitted color... */
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
lightsample_t *sample = &lightmap->samples[i];
|
|
VectorCopy(patch_color, sample->color);
|
|
}
|
|
|
|
Lightmap_Save(lightmaps, lightsurf, lightmap, 0);
|
|
}
|
|
|
|
// returns color in [0,255]
|
|
static inline void
|
|
BounceLight_ColorAtDist(const globalconfig_t &cfg, const bouncelight_t *vpl, vec_t dist, vec3_t color)
|
|
{
|
|
// get light contribution
|
|
VectorScale(vpl->color, vpl->area, color);
|
|
|
|
// clamp away hotspots
|
|
if (dist < 128) {
|
|
dist = 128;
|
|
}
|
|
|
|
const vec_t dist2 = (dist * dist);
|
|
const vec_t scale = (1.0/dist2) * cfg.bouncescale.floatValue();
|
|
|
|
VectorScale(color, 255 * scale, color);
|
|
}
|
|
|
|
// dir: vpl -> sample point direction
|
|
// returns color in [0,255]
|
|
static inline void
|
|
GetIndirectLighting (const globalconfig_t &cfg, const bouncelight_t *vpl, const vec3_t dir, vec_t dist, const vec3_t origin, const vec3_t normal, vec3_t color)
|
|
{
|
|
VectorSet(color, 0, 0, 0);
|
|
|
|
#if 0
|
|
vec3_t dir;
|
|
VectorSubtract(origin, vpl->pos, dir); // vpl -> sample point
|
|
vec_t dist = VectorNormalize(dir);
|
|
#endif
|
|
|
|
const vec_t dp1 = DotProduct(vpl->surfnormal, dir);
|
|
if (dp1 < 0)
|
|
return; // sample point behind vpl
|
|
|
|
vec3_t sp_vpl;
|
|
VectorScale(dir, -1, sp_vpl);
|
|
|
|
const vec_t dp2 = DotProduct(sp_vpl, normal);
|
|
if (dp2 < 0)
|
|
return; // vpl behind sample face
|
|
|
|
// get light contribution
|
|
BounceLight_ColorAtDist(cfg, vpl, dist, color);
|
|
|
|
// apply angle scale
|
|
VectorScale(color, dp1 * dp2, color);
|
|
}
|
|
|
|
static inline bool
|
|
BounceLight_SphereCull(const bsp2_t *bsp, const bouncelight_t *vpl, const lightsurf_t *lightsurf)
|
|
{
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
|
|
if (!novisapprox && AABBsDisjoint(vpl->mins, vpl->maxs, lightsurf->mins, lightsurf->maxs))
|
|
return true;
|
|
|
|
vec3_t color = {0};
|
|
//GetIndirectLighting(bsp, vpl, lightsurf->face, lightsurf->pvs, lightsurf->origin, lightsurf->plane.normal, color);
|
|
|
|
vec3_t dir;
|
|
VectorSubtract(lightsurf->origin, vpl->pos, dir); // vpl -> sample point
|
|
vec_t dist = VectorLength(dir) + lightsurf->radius;
|
|
|
|
// get light contribution
|
|
BounceLight_ColorAtDist(cfg, vpl, dist, color);
|
|
|
|
if (LightSample_Brightness(color) < 0.25)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
static void
|
|
LightFace_Bounce(const bsp2_t *bsp, const bsp2_dface_t *face, const lightsurf_t *lightsurf, lightmapdict_t *lightmaps)
|
|
{
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
//const dmodel_t *shadowself = lightsurf->modelinfo->shadowself.boolValue() ? lightsurf->modelinfo->model : NULL;
|
|
lightmap_t *lightmap;
|
|
|
|
if (!cfg.bounce.boolValue())
|
|
return;
|
|
|
|
if (!(debugmode == debugmode_bounce
|
|
|| debugmode == debugmode_none))
|
|
return;
|
|
|
|
/* use a style 0 light map */
|
|
lightmap = Lightmap_ForStyle(lightmaps, 0, lightsurf);
|
|
|
|
bool hit = false;
|
|
|
|
for (const bouncelight_t &vpl : BounceLights()) {
|
|
if (BounceLight_SphereCull(bsp, &vpl, lightsurf))
|
|
continue;
|
|
|
|
raystream_t *rs = lightsurf->stream;
|
|
rs->clearPushedRays();
|
|
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
vec3_t dir; // vpl -> sample point
|
|
VectorSubtract(lightsurf->points[i], vpl.pos, dir);
|
|
vec_t dist = VectorNormalize(dir);
|
|
|
|
vec3_t indirect = {0};
|
|
GetIndirectLighting(cfg, &vpl, dir, dist, lightsurf->points[i], lightsurf->normals[i], indirect);
|
|
|
|
if (LightSample_Brightness(indirect) < 0.25)
|
|
continue;
|
|
|
|
rs->pushRay(i, vpl.pos, dir, dist, /*shadowself*/ nullptr, indirect);
|
|
}
|
|
|
|
total_bounce_rays += rs->numPushedRays();
|
|
rs->tracePushedRaysOcclusion();
|
|
|
|
const int N = rs->numPushedRays();
|
|
for (int j = 0; j < N; j++) {
|
|
if (rs->getPushedRayOccluded(j))
|
|
continue;
|
|
|
|
const int i = rs->getPushedRayPointIndex(j);
|
|
vec3_t indirect = {0};
|
|
rs->getPushedRayColor(j, indirect);
|
|
|
|
Q_assert(!std::isnan(indirect[0]));
|
|
|
|
/* Use dirt scaling on the indirect lighting.
|
|
* Except, not in bouncedebug mode.
|
|
*/
|
|
if (debugmode != debugmode_bounce) {
|
|
const vec_t dirtscale = Dirt_GetScaleFactor(cfg, lightsurf->occlusion[i], NULL, 0.0, lightsurf);
|
|
VectorScale(indirect, dirtscale, indirect);
|
|
}
|
|
|
|
lightsample_t *sample = &lightmap->samples[i];
|
|
VectorAdd(sample->color, indirect, sample->color);
|
|
|
|
hit = true;
|
|
total_bounce_ray_hits++;
|
|
}
|
|
}
|
|
|
|
if (hit)
|
|
Lightmap_Save(lightmaps, lightsurf, lightmap, 0);
|
|
}
|
|
|
|
|
|
/* Dirtmapping borrowed from q3map2, originally by RaP7oR */
|
|
|
|
#define DIRT_NUM_ANGLE_STEPS 16
|
|
#define DIRT_NUM_ELEVATION_STEPS 3
|
|
#define DIRT_NUM_VECTORS ( DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS )
|
|
|
|
static vec3_t dirtVectors[ DIRT_NUM_VECTORS ];
|
|
int numDirtVectors = 0;
|
|
|
|
/*
|
|
* ============
|
|
* SetupDirt
|
|
*
|
|
* sets up dirtmap (ambient occlusion)
|
|
* ============
|
|
*/
|
|
void SetupDirt(globalconfig_t &cfg) {
|
|
// check if needed
|
|
|
|
if (!cfg.globalDirt.boolValue()
|
|
&& cfg.globalDirt.isLocked()) {
|
|
// HACK: "-dirt 0" disables all dirtmapping even if we would otherwise use it.
|
|
dirt_in_use = false;
|
|
return;
|
|
}
|
|
|
|
if (cfg.globalDirt.boolValue()
|
|
|| cfg.minlightDirt.boolValue()
|
|
|| cfg.sunlight_dirt.boolValue()
|
|
|| cfg.sunlight2_dirt.boolValue()) {
|
|
dirt_in_use = true;
|
|
}
|
|
|
|
if (!dirt_in_use) {
|
|
// check entities, maybe only a few lights use it
|
|
for (const auto &light : GetLights()) {
|
|
if (light.dirt.boolValue()) {
|
|
dirt_in_use = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!dirt_in_use) {
|
|
// dirtmapping is not used by this map.
|
|
return;
|
|
}
|
|
|
|
/* note it */
|
|
logprint("--- SetupDirt ---\n" );
|
|
|
|
/* clamp dirtAngle */
|
|
if ( cfg.dirtAngle.floatValue() <= 1.0f ) {
|
|
cfg.dirtAngle.setFloatValueLocked(1.0f); // FIXME: add clamping API
|
|
}
|
|
if ( cfg.dirtAngle.floatValue() >= 90.0f) {
|
|
cfg.dirtAngle.setFloatValueLocked(90.0f);
|
|
}
|
|
|
|
/* calculate angular steps */
|
|
float angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
|
|
float elevationStep = DEG2RAD( cfg.dirtAngle.floatValue() / DIRT_NUM_ELEVATION_STEPS );
|
|
|
|
/* iterate angle */
|
|
float angle = 0.0f;
|
|
for ( int i = 0; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep ) {
|
|
/* iterate elevation */
|
|
float elevation = elevationStep * 0.5f;
|
|
for ( int j = 0; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep ) {
|
|
dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
|
|
dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
|
|
dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
|
|
numDirtVectors++;
|
|
}
|
|
}
|
|
|
|
/* emit some statistics */
|
|
logprint("%9d dirtmap vectors\n", numDirtVectors );
|
|
}
|
|
|
|
// from q3map2
|
|
static void
|
|
GetUpRtVecs(const vec3_t normal, vec3_t myUp, vec3_t myRt)
|
|
{
|
|
/* check if the normal is aligned to the world-up */
|
|
if ( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f ) {
|
|
if ( normal[ 2 ] == 1.0f ) {
|
|
VectorSet( myRt, 1.0f, 0.0f, 0.0f );
|
|
VectorSet( myUp, 0.0f, 1.0f, 0.0f );
|
|
} else if ( normal[ 2 ] == -1.0f ) {
|
|
VectorSet( myRt, -1.0f, 0.0f, 0.0f );
|
|
VectorSet( myUp, 0.0f, 1.0f, 0.0f );
|
|
}
|
|
} else {
|
|
vec3_t worldUp;
|
|
VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
|
|
CrossProduct( normal, worldUp, myRt );
|
|
VectorNormalize( myRt );
|
|
CrossProduct( myRt, normal, myUp );
|
|
VectorNormalize( myUp );
|
|
}
|
|
}
|
|
|
|
// from q3map2
|
|
static void
|
|
TransformToTangentSpace(const vec3_t normal, const vec3_t myUp, const vec3_t myRt, const vec3_t inputvec, vec3_t outputvec)
|
|
{
|
|
for (int i=0; i<3; i++)
|
|
outputvec[i] = myRt[i] * inputvec[0] + myUp[i] * inputvec[1] + normal[i] * inputvec[2];
|
|
}
|
|
|
|
// from q3map2
|
|
static inline void
|
|
GetDirtVector(const globalconfig_t &cfg, int i, vec3_t out)
|
|
{
|
|
Q_assert(i < numDirtVectors);
|
|
|
|
if (cfg.dirtMode.intValue() == 1) {
|
|
/* get random vector */
|
|
float angle = Random() * DEG2RAD( 360.0f );
|
|
float elevation = Random() * DEG2RAD( cfg.dirtAngle.floatValue() );
|
|
out[ 0 ] = cos( angle ) * sin( elevation );
|
|
out[ 1 ] = sin( angle ) * sin( elevation );
|
|
out[ 2 ] = cos( elevation );
|
|
} else {
|
|
VectorCopy(dirtVectors[i], out);
|
|
}
|
|
}
|
|
|
|
float
|
|
DirtAtPoint(const globalconfig_t &cfg, raystream_t *rs, const vec3_t point, const vec3_t normal, const dmodel_t *selfshadow)
|
|
{
|
|
if (!dirt_in_use) {
|
|
return 0.0f;
|
|
}
|
|
|
|
vec3_t myUp, myRt;
|
|
float occlusion = 0;
|
|
|
|
// this stuff is just per-point
|
|
|
|
GetUpRtVecs(normal, myUp, myRt);
|
|
|
|
rs->clearPushedRays();
|
|
|
|
for (int j=0; j<numDirtVectors; j++) {
|
|
|
|
// fill in input buffers
|
|
|
|
vec3_t dirtvec;
|
|
GetDirtVector(cfg, j, dirtvec);
|
|
|
|
vec3_t dir;
|
|
TransformToTangentSpace(normal, myUp, myRt, dirtvec, dir);
|
|
|
|
rs->pushRay(j, point, dir, cfg.dirtDepth.floatValue(), selfshadow);
|
|
}
|
|
|
|
Q_assert(rs->numPushedRays() == numDirtVectors);
|
|
|
|
// trace the batch
|
|
rs->tracePushedRaysIntersection();
|
|
|
|
// accumulate hitdists
|
|
for (int j=0; j<numDirtVectors; j++) {
|
|
if (rs->getPushedRayHitType(j) == hittype_t::SOLID) {
|
|
float dist = rs->getPushedRayHitDist(j);
|
|
occlusion += qmin(cfg.dirtDepth.floatValue(), dist);
|
|
} else {
|
|
occlusion += cfg.dirtDepth.floatValue();
|
|
}
|
|
}
|
|
|
|
// process the results.
|
|
|
|
vec_t avgHitdist = occlusion / (float)numDirtVectors;
|
|
occlusion = 1 - (avgHitdist / cfg.dirtDepth.floatValue());
|
|
return occlusion;
|
|
}
|
|
|
|
/*
|
|
* ============
|
|
* LightFace_CalculateDirt
|
|
* ============
|
|
*/
|
|
static void
|
|
LightFace_CalculateDirt(lightsurf_t *lightsurf)
|
|
{
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
|
|
Q_assert(dirt_in_use);
|
|
|
|
const dmodel_t *selfshadow = lightsurf->modelinfo->shadowself.boolValue() ? lightsurf->modelinfo->model : NULL;
|
|
|
|
// batch implementation:
|
|
|
|
vec3_t *myUps = (vec3_t *) calloc(lightsurf->numpoints, sizeof(vec3_t));
|
|
vec3_t *myRts = (vec3_t *) calloc(lightsurf->numpoints, sizeof(vec3_t));
|
|
|
|
// init
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
lightsurf->occlusion[i] = 0;
|
|
}
|
|
|
|
// this stuff is just per-point
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
GetUpRtVecs(lightsurf->normals[i], myUps[i], myRts[i]);
|
|
}
|
|
|
|
for (int j=0; j<numDirtVectors; j++) {
|
|
raystream_t *rs = lightsurf->stream;
|
|
rs->clearPushedRays();
|
|
|
|
// fill in input buffers
|
|
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
vec3_t dirtvec;
|
|
GetDirtVector(cfg, j, dirtvec);
|
|
|
|
vec3_t dir;
|
|
TransformToTangentSpace(lightsurf->normals[i], myUps[i], myRts[i], dirtvec, dir);
|
|
|
|
rs->pushRay(i, lightsurf->points[i], dir, cfg.dirtDepth.floatValue(), selfshadow);
|
|
}
|
|
|
|
Q_assert(rs->numPushedRays() == lightsurf->numpoints);
|
|
|
|
// trace the batch
|
|
rs->tracePushedRaysIntersection();
|
|
|
|
// accumulate hitdists
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
if (rs->getPushedRayHitType(i) == hittype_t::SOLID) {
|
|
float dist = rs->getPushedRayHitDist(i);
|
|
lightsurf->occlusion[i] += qmin(cfg.dirtDepth.floatValue(), dist);
|
|
} else {
|
|
lightsurf->occlusion[i] += cfg.dirtDepth.floatValue();
|
|
}
|
|
}
|
|
}
|
|
|
|
// process the results.
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
vec_t avgHitdist = lightsurf->occlusion[i] / (float)numDirtVectors;
|
|
lightsurf->occlusion[i] = 1 - (avgHitdist / cfg.dirtDepth.floatValue());
|
|
}
|
|
|
|
free(myUps);
|
|
free(myRts);
|
|
}
|
|
|
|
// clamps negative values. applies gamma and rangescale. clamps values over 255
|
|
// N.B. we want to do this before smoothing / downscaling, so huge values don't mess up the averaging.
|
|
static void
|
|
LightFace_ScaleAndClamp(const lightsurf_t *lightsurf, lightmapdict_t *lightmaps)
|
|
{
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
|
|
for (lightmap_t &lightmap : *lightmaps) {
|
|
for (int i = 0; i < lightsurf->numpoints; i++) {
|
|
vec_t *color = lightmap.samples[i].color;
|
|
|
|
/* Fix any negative values */
|
|
for (int k = 0; k < 3; k++) {
|
|
if (color[k] < 0) {
|
|
color[k] = 0;
|
|
}
|
|
}
|
|
|
|
/* Scale and clamp any out-of-range samples */
|
|
vec_t maxcolor = 0;
|
|
VectorScale(color, cfg.rangescale.floatValue(), color);
|
|
for (int i = 0; i < 3; i++) {
|
|
color[i] = pow( color[i] / 255.0f, 1.0 / cfg.lightmapgamma.floatValue() ) * 255.0f;
|
|
}
|
|
for (int i = 0; i < 3; i++) {
|
|
if (color[i] > maxcolor) {
|
|
maxcolor = color[i];
|
|
}
|
|
}
|
|
if (maxcolor > 255) {
|
|
VectorScale(color, 255.0f / maxcolor, color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static float
|
|
Lightmap_AvgBrightness(const lightmap_t *lm, const lightsurf_t *lightsurf) {
|
|
float avgb = 0;
|
|
for (int j=0; j<lightsurf->numpoints; j++) {
|
|
avgb += LightSample_Brightness(lm->samples[j].color);
|
|
}
|
|
avgb /= lightsurf->numpoints;
|
|
return avgb;
|
|
}
|
|
|
|
static float
|
|
Lightmap_MaxBrightness(const lightmap_t *lm, const lightsurf_t *lightsurf) {
|
|
float maxb = 0;
|
|
for (int j=0; j<lightsurf->numpoints; j++) {
|
|
const float b = LightSample_Brightness(lm->samples[j].color);
|
|
if (b > maxb) {
|
|
maxb = b;
|
|
}
|
|
}
|
|
return maxb;
|
|
}
|
|
|
|
static void
|
|
WritePPM(std::string fname, int width, int height, const uint8_t *rgbdata)
|
|
{
|
|
FILE *file = fopen(fname.c_str(), "wb");
|
|
|
|
// see: http://netpbm.sourceforge.net/doc/ppm.html
|
|
fprintf(file, "P6 %d %d 255 ", width, height);
|
|
int bytes = width*height*3;
|
|
Q_assert(bytes == fwrite(rgbdata, 1, bytes, file));
|
|
|
|
fclose(file);
|
|
}
|
|
|
|
static void
|
|
DumpFullSizeLightmap(const bsp2_t *bsp, const lightsurf_t *lightsurf)
|
|
{
|
|
const lightmap_t *lm = Lightmap_ForStyle_ReadOnly(lightsurf, 0);
|
|
if (lm != nullptr) {
|
|
int fnum = Face_GetNum(bsp, lightsurf->face);
|
|
|
|
char fname[1024];
|
|
sprintf(fname, "face%04d.ppm", fnum);
|
|
|
|
std::vector<uint8_t> rgbdata;
|
|
for (int i=0; i<lightsurf->numpoints; i++) {
|
|
const vec_t *color = lm->samples[i].color;
|
|
for (int j=0; j<3; j++) {
|
|
int intval = static_cast<int>(glm::clamp(color[j], 0.0f, 255.0f));
|
|
rgbdata.push_back(static_cast<uint8_t>(intval));
|
|
}
|
|
}
|
|
|
|
const int oversampled_width = (lightsurf->texsize[0] + 1) * oversample;
|
|
const int oversampled_height = (lightsurf->texsize[1] + 1) * oversample;
|
|
|
|
Q_assert(lightsurf->numpoints == (oversampled_height * oversampled_width));
|
|
|
|
WritePPM(std::string{fname}, oversampled_width, oversampled_height, rgbdata.data());
|
|
}
|
|
}
|
|
|
|
static void
|
|
DumpDownscaledLightmap(const bsp2_t *bsp, const bsp2_dface_t *face, int w, int h, const vec3_t *colors)
|
|
{
|
|
int fnum = Face_GetNum(bsp, face);
|
|
char fname[1024];
|
|
sprintf(fname, "face-small%04d.ppm", fnum);
|
|
|
|
std::vector<uint8_t> rgbdata;
|
|
for (int i=0; i<(w*h); i++) {
|
|
for (int j=0; j<3; j++) {
|
|
int intval = static_cast<int>(glm::clamp(colors[i][j], 0.0f, 255.0f));
|
|
rgbdata.push_back(static_cast<uint8_t>(intval));
|
|
}
|
|
}
|
|
|
|
WritePPM(std::string{fname}, w, h, rgbdata.data());
|
|
}
|
|
|
|
static void
|
|
WriteLightmaps(const bsp2_t *bsp, bsp2_dface_t *face, facesup_t *facesup, const lightsurf_t *lightsurf,
|
|
const lightmapdict_t *lightmaps)
|
|
{
|
|
// intermediate collection for sorting lightmaps
|
|
std::vector<std::pair<float, const lightmap_t *>> sortable;
|
|
|
|
for (const lightmap_t &lightmap : *lightmaps) {
|
|
// skip un-saved lightmaps
|
|
if (lightmap.style == 255)
|
|
continue;
|
|
|
|
// skip lightmaps where all samples have brightness below 1
|
|
const float maxb = Lightmap_MaxBrightness(&lightmap, lightsurf);
|
|
if (maxb < 1)
|
|
continue;
|
|
|
|
const float avgb = Lightmap_AvgBrightness(&lightmap, lightsurf);
|
|
sortable.push_back({ avgb, &lightmap });
|
|
}
|
|
|
|
// sort in descending order of average brightness
|
|
std::sort(sortable.begin(), sortable.end());
|
|
std::reverse(sortable.begin(), sortable.end());
|
|
|
|
std::vector<const lightmap_t *> sorted;
|
|
for (const auto &pair : sortable) {
|
|
if (sorted.size() == MAXLIGHTMAPS) {
|
|
logprint("WARNING: Too many light styles on a face\n"
|
|
" lightmap point near (%s)\n",
|
|
VecStr(lightsurf->points[0]));
|
|
break;
|
|
}
|
|
|
|
sorted.push_back(pair.second);
|
|
}
|
|
|
|
/* final number of lightmaps */
|
|
const int numstyles = static_cast<int>(sorted.size());
|
|
Q_assert(numstyles <= MAXLIGHTMAPS);
|
|
|
|
/* update face info (either core data or supplementary stuff) */
|
|
if (facesup)
|
|
{
|
|
facesup->extent[0] = lightsurf->texsize[0] + 1;
|
|
facesup->extent[1] = lightsurf->texsize[1] + 1;
|
|
int mapnum;
|
|
for (mapnum = 0; mapnum < numstyles; mapnum++) {
|
|
facesup->styles[mapnum] = sorted.at(mapnum)->style;
|
|
}
|
|
for (; mapnum < MAXLIGHTMAPS; mapnum++) {
|
|
facesup->styles[mapnum] = 255;
|
|
}
|
|
facesup->lmscale = lightsurf->lightmapscale;
|
|
}
|
|
else
|
|
{
|
|
int mapnum;
|
|
for (mapnum = 0; mapnum < numstyles; mapnum++) {
|
|
face->styles[mapnum] = sorted.at(mapnum)->style;
|
|
}
|
|
for (; mapnum < MAXLIGHTMAPS; mapnum++) {
|
|
face->styles[mapnum] = 255;
|
|
}
|
|
}
|
|
|
|
if (!numstyles)
|
|
return;
|
|
|
|
int size = (lightsurf->texsize[0] + 1) * (lightsurf->texsize[1] + 1);
|
|
byte *out, *lit, *lux;
|
|
GetFileSpace(&out, &lit, &lux, size * numstyles);
|
|
if (facesup) {
|
|
facesup->lightofs = out - filebase;
|
|
} else {
|
|
face->lightofs = out - filebase;
|
|
}
|
|
|
|
// sanity check that we don't save a lightmap for a non-lightmapped face
|
|
{
|
|
const char *texname = Face_TextureName(bsp, face);
|
|
Q_assert(!(bsp->texinfo[face->texinfo].flags & TEX_SPECIAL));
|
|
Q_assert(Q_strcasecmp(texname, "skip") != 0);
|
|
Q_assert(Q_strcasecmp(texname, "trigger") != 0);
|
|
}
|
|
|
|
const int actual_width = lightsurf->texsize[0] + 1;
|
|
const int actual_height = lightsurf->texsize[1] + 1;
|
|
|
|
const int oversampled_width = (lightsurf->texsize[0] + 1) * oversample;
|
|
const int oversampled_height = (lightsurf->texsize[1] + 1) * oversample;
|
|
|
|
for (int mapnum = 0; mapnum < numstyles; mapnum++) {
|
|
|
|
// allocate new float buffers for the output colors and directions
|
|
// these are the actual output width*height, without oversampling.
|
|
vec3_t *output_color = static_cast<vec3_t *>(calloc(size, sizeof(vec3_t)));
|
|
vec3_t *output_dir = static_cast<vec3_t *>(calloc(size, sizeof(vec3_t)));
|
|
|
|
for (int t = 0; t < actual_height; t++) {
|
|
for (int s = 0; s < actual_width; s++) {
|
|
|
|
/* Take the average of any oversampling */
|
|
vec3_t color, direction;
|
|
|
|
VectorCopy(vec3_origin, color);
|
|
VectorCopy(vec3_origin, direction);
|
|
|
|
float totalWeight = 0.0f;
|
|
|
|
for (int i = -softsamples; i < oversample + softsamples; i++) {
|
|
for (int j = -softsamples; j < oversample + softsamples; j++) {
|
|
const int col = (s*oversample) + j;
|
|
const int row = (t*oversample) + i;
|
|
|
|
if (col < 0 || col >= oversampled_width)
|
|
continue;
|
|
if (row < 0 || row >= oversampled_height)
|
|
continue;
|
|
|
|
const int sample_index = (row * oversampled_width) + col;
|
|
|
|
const lightsample_t *sample = &sorted.at(mapnum)->samples[sample_index];
|
|
|
|
|
|
float weight = 1.0f; // box filter
|
|
|
|
VectorMA(color, weight, sample->color, color);
|
|
VectorMA(direction, weight, sample->direction, direction);
|
|
|
|
totalWeight += weight;
|
|
}
|
|
}
|
|
|
|
VectorScale(color, 1.0 / totalWeight, color);
|
|
VectorScale(direction, 1.0 / totalWeight, direction);
|
|
|
|
// save in the temporary float buffers
|
|
const int actual_sampleindex = (t * actual_width) + s;
|
|
VectorCopy(color, output_color[actual_sampleindex]);
|
|
VectorCopy(direction, output_dir[actual_sampleindex]);
|
|
}
|
|
}
|
|
|
|
// copy from the float buffers to byte buffers in .bsp / .lit / .lux
|
|
|
|
for (int t = 0; t < actual_height; t++) {
|
|
for (int s = 0; s < actual_width; s++) {
|
|
const int sampleindex = (t * actual_width) + s;
|
|
const vec_t *color = static_cast<const vec_t *>(output_color[sampleindex]);
|
|
const vec_t *direction = static_cast<const vec_t *>(output_dir[sampleindex]);
|
|
|
|
*lit++ = color[0];
|
|
*lit++ = color[1];
|
|
*lit++ = color[2];
|
|
|
|
/* Average the color to get the value to write to the
|
|
.bsp lightmap. this avoids issues with some engines
|
|
that require the lit and internal lightmap to have the same
|
|
intensity. (MarkV, some QW engines)
|
|
*/
|
|
vec_t light = LightSample_Brightness(color);
|
|
if (light < 0) light = 0;
|
|
if (light > 255) light = 255;
|
|
*out++ = light;
|
|
|
|
if (lux) {
|
|
vec3_t temp;
|
|
int v;
|
|
temp[0] = DotProduct(direction, lightsurf->snormal);
|
|
temp[1] = DotProduct(direction, lightsurf->tnormal);
|
|
temp[2] = DotProduct(direction, lightsurf->plane.normal);
|
|
|
|
if (!temp[0] && !temp[1] && !temp[2])
|
|
VectorSet(temp, 0, 0, 1);
|
|
else
|
|
VectorNormalize(temp);
|
|
|
|
v = (temp[0]+1)*128; *lux++ = (v>255)?255:v;
|
|
v = (temp[1]+1)*128; *lux++ = (v>255)?255:v;
|
|
v = (temp[2]+1)*128; *lux++ = (v>255)?255:v;
|
|
}
|
|
}
|
|
}
|
|
|
|
free(output_color);
|
|
free(output_dir);
|
|
}
|
|
}
|
|
|
|
void LightFaceInit(const bsp2_t *bsp, struct ltface_ctx *ctx)
|
|
{
|
|
memset(ctx, 0, sizeof(*ctx));
|
|
|
|
ctx->bsp = bsp;
|
|
}
|
|
|
|
void LightFaceShutdown(struct ltface_ctx *ctx)
|
|
{
|
|
if (!ctx->lightsurf)
|
|
return;
|
|
|
|
for (auto &lm : ctx->lightsurf->lightmapsByStyle) {
|
|
free(lm.samples);
|
|
}
|
|
|
|
free(ctx->lightsurf->points);
|
|
free(ctx->lightsurf->normals);
|
|
free(ctx->lightsurf->occlusion);
|
|
free(ctx->lightsurf->occluded);
|
|
|
|
delete ctx->lightsurf->stream;
|
|
|
|
delete ctx->lightsurf;
|
|
}
|
|
|
|
/*
|
|
* ============
|
|
* LightFace
|
|
* ============
|
|
*/
|
|
void
|
|
LightFace(bsp2_dface_t *face, facesup_t *facesup, const modelinfo_t *modelinfo, struct ltface_ctx *ctx)
|
|
{
|
|
const bsp2_t *bsp = ctx->bsp;
|
|
const char *texname = Face_TextureName(bsp, face);
|
|
|
|
/* One extra lightmap is allocated to simplify handling overflow */
|
|
|
|
/* some surfaces don't need lightmaps */
|
|
if (facesup)
|
|
{
|
|
facesup->lightofs = -1;
|
|
for (int i = 0; i < MAXLIGHTMAPS; i++)
|
|
facesup->styles[i] = 255;
|
|
}
|
|
else
|
|
{
|
|
face->lightofs = -1;
|
|
for (int i = 0; i < MAXLIGHTMAPS; i++)
|
|
face->styles[i] = 255;
|
|
}
|
|
if (bsp->texinfo[face->texinfo].flags & TEX_SPECIAL)
|
|
return;
|
|
|
|
/* don't save lightmaps for "trigger" texture */
|
|
if (!Q_strcasecmp(texname, "trigger"))
|
|
return;
|
|
|
|
/* don't save lightmaps for "skip" texture */
|
|
if (!Q_strcasecmp(texname, "skip"))
|
|
return;
|
|
|
|
/* all good, this face is going to be lightmapped. */
|
|
ctx->lightsurf = new lightsurf_t {};
|
|
lightsurf_t *lightsurf = ctx->lightsurf;
|
|
lightsurf->cfg = ctx->cfg;
|
|
|
|
const globalconfig_t &cfg = *lightsurf->cfg;
|
|
|
|
/* if liquid doesn't have the TEX_SPECIAL flag set, the map was qbsp'ed with
|
|
* lit water in mind. In that case receive light from both top and bottom.
|
|
* (lit will only be rendered in compatible engines, but degrades gracefully.)
|
|
*/
|
|
if (texname[0] == '*') {
|
|
lightsurf->twosided = true;
|
|
}
|
|
|
|
Lightsurf_Init(modelinfo, face, bsp, lightsurf, facesup);
|
|
lightmapdict_t *lightmaps = &lightsurf->lightmapsByStyle;
|
|
|
|
/* calculate dirt (ambient occlusion) but don't use it yet */
|
|
if (dirt_in_use && (debugmode != debugmode_phong))
|
|
LightFace_CalculateDirt(lightsurf);
|
|
|
|
/*
|
|
* The lighting procedure is: cast all positive lights, fix
|
|
* minlight levels, then cast all negative lights. Finally, we
|
|
* clamp any values that may have gone negative.
|
|
*/
|
|
|
|
if (debugmode == debugmode_none) {
|
|
|
|
total_samplepoints += lightsurf->numpoints;
|
|
|
|
/* positive lights */
|
|
if (!modelinfo->lightignore.boolValue()) {
|
|
for (const auto &entity : GetLights())
|
|
{
|
|
if (entity.getFormula() == LF_LOCALMIN)
|
|
continue;
|
|
if (entity.light.floatValue() > 0)
|
|
LightFace_Entity(bsp, &entity, lightsurf, lightmaps);
|
|
}
|
|
for ( const sun_t &sun : GetSuns() )
|
|
if (sun.sunlight > 0)
|
|
LightFace_Sky (&sun, lightsurf, lightmaps);
|
|
|
|
/* add indirect lighting */
|
|
LightFace_Bounce(ctx->bsp, face, lightsurf, lightmaps);
|
|
}
|
|
|
|
/* minlight - Use the greater of global or model minlight. */
|
|
if (lightsurf->minlight > cfg.minlight.floatValue())
|
|
LightFace_Min(bsp, face, lightsurf->minlight_color, lightsurf->minlight, lightsurf, lightmaps);
|
|
else {
|
|
const float light = cfg.minlight.floatValue();
|
|
vec3_t color;
|
|
VectorCopy(*cfg.minlight_color.vec3Value(), color);
|
|
|
|
LightFace_Min(bsp, face, color, light, lightsurf, lightmaps);
|
|
}
|
|
|
|
/* negative lights */
|
|
if (!modelinfo->lightignore.boolValue()) {
|
|
for (const auto &entity : GetLights())
|
|
{
|
|
if (entity.getFormula() == LF_LOCALMIN)
|
|
continue;
|
|
if (entity.light.floatValue() < 0)
|
|
LightFace_Entity(bsp, &entity, lightsurf, lightmaps);
|
|
}
|
|
for (const sun_t &sun : GetSuns())
|
|
if (sun.sunlight < 0)
|
|
LightFace_Sky (&sun, lightsurf, lightmaps);
|
|
}
|
|
}
|
|
|
|
/* bounce debug */
|
|
// TODO: add a BounceDebug function that clear the lightmap to make the code more clear
|
|
if (debugmode == debugmode_bounce)
|
|
LightFace_Bounce(ctx->bsp, face, lightsurf, lightmaps);
|
|
|
|
/* replace lightmaps with AO for debugging */
|
|
if (debugmode == debugmode_dirt)
|
|
LightFace_DirtDebug(lightsurf, lightmaps);
|
|
|
|
if (debugmode == debugmode_phong)
|
|
LightFace_PhongDebug(lightsurf, lightmaps);
|
|
|
|
if (debugmode == debugmode_bouncelights)
|
|
LightFace_BounceLightsDebug(lightsurf, lightmaps);
|
|
|
|
/* Apply gamma, rangescale, and clamp */
|
|
LightFace_ScaleAndClamp(lightsurf, lightmaps);
|
|
|
|
WriteLightmaps(bsp, face, facesup, lightsurf, lightmaps);
|
|
}
|