float iradius;
float radius2;
float color[3];
+ svbsp_t svbsp;
}
lightmaplight_t;
static int mod_generatelightmaps_numlights;
static lightmaplight_t *mod_generatelightmaps_lightinfo;
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
+{
+ int surfaceindex;
+ int triangleindex;
+ const msurface_t *surface;
+ const float *vertex3f = model->surfmesh.data_vertex3f;
+ const int *element3i = model->surfmesh.data_element3i;
+ const int *e;
+ double v2[3][3];
+ for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
+ {
+ if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
+ continue;
+ if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+ {
+ VectorCopy(vertex3f + 3*e[0], v2[0]);
+ VectorCopy(vertex3f + 3*e[1], v2[1]);
+ VectorCopy(vertex3f + 3*e[2], v2[2]);
+ SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
+ }
+ }
+}
+
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
+{
+ int maxnodes = 1<<14;
+ svbsp_node_t *nodes;
+ double origin[3];
+ float mins[3];
+ float maxs[3];
+ svbsp_t svbsp;
+ VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
+ VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
+ VectorCopy(lightinfo->origin, origin);
+ nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+ for (;;)
+ {
+ SVBSP_Init(&svbsp, origin, maxnodes, nodes);
+ Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
+ if (svbsp.ranoutofnodes)
+ {
+ maxnodes *= 2;
+ if (maxnodes >= 1<<22)
+ {
+ Mem_Free(nodes);
+ return;
+ }
+ Mem_Free(nodes);
+ nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+ }
+ else
+ break;
+ }
+ if (svbsp.numnodes > 0)
+ {
+ svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
+ memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
+ lightinfo->svbsp = svbsp;
+ }
+ Mem_Free(nodes);
+}
+
extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
{
lightinfo->iradius = 1.0f / lightinfo->radius;
lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
// TODO: compute svbsp
+ Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
}
}
static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
{
+ int i;
if (mod_generatelightmaps_lightinfo)
+ {
+ for (i = 0;i < mod_generatelightmaps_numlights;i++)
+ if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
+ Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
Mem_Free(mod_generatelightmaps_lightinfo);
+ }
mod_generatelightmaps_lightinfo = NULL;
mod_generatelightmaps_numlights = 0;
}
+static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
+{
+ const svbsp_node_t *node;
+ const svbsp_node_t *nodes = svbsp->nodes;
+ int num = 0;
+ while (num >= 0)
+ {
+ node = nodes + num;
+ num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
+ }
+ return num == -1; // true if empty, false if solid (shadowed)
+}
+
extern cvar_t r_shadow_lightattenuationdividebias;
extern cvar_t r_shadow_lightattenuationlinearscale;
-static void Mod_GenerateLightmaps_SamplePoint(const float *pos, float *sample, int numoffsets, const float *offsets)
+static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
{
int i;
float relativepoint[3];
float dist;
float dist2;
float intensity;
- trace_t trace;
int offsetindex;
int hits;
int tests;
const lightmaplight_t *lightinfo;
+ trace_t trace;
for (i = 0;i < 5*3;i++)
sample[i] = 0.0f;
for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
{
hits = 0;
- tests = 0;
- for (offsetindex = 0;offsetindex < numoffsets;offsetindex++)
+ tests = 1;
+ if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
+ hits++;
+ for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
{
- // test line of sight through the collision system (slow)
VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
- cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
- // don't count samples that start in solid
- if (trace.startsolid || trace.fraction < 1)
- continue;
+ if (!normal)
+ {
+ // for light grid we'd better check visibility of the offset point
+ cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
+ if (trace.fraction < 1)
+ VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
+ }
tests++;
- cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, offsetpos, lightinfo->origin, SUPERCONTENTS_VISBLOCKERMASK);
- if (trace.fraction == 1)
+ if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
hits++;
}
if (!hits)
continue;
// scale intensity according to how many rays succeeded
+ // we know one test is valid, half of the rest will fail...
+ //if (normal && tests > 1)
+ // intensity *= (tests - 1.0f) / tests;
intensity *= (float)hits / tests;
}
// scale down intensity to add to both ambient and diffuse
- intensity *= 0.5f;
+ //intensity *= 0.5f;
VectorNormalize(relativepoint);
VectorScale(lightinfo->color, intensity, color);
- VectorMA(sample , 1.0f , color, sample );
+ VectorMA(sample , 0.5f , color, sample );
VectorMA(sample + 3, relativepoint[0], color, sample + 3);
VectorMA(sample + 6, relativepoint[1], color, sample + 6);
VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+ // calculate a weighted average light direction as well
intensity *= VectorLength(color);
VectorMA(sample + 12, intensity, relativepoint, sample + 12);
}
float color[3];
float dir[3];
float f;
- Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
+ Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
//VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
VectorCopy(sample + 12, dir);
VectorNormalize(dir);
- VectorAdd(dir, normal, dir);
- VectorNormalize(dir);
+ //VectorAdd(dir, normal, dir);
+ //VectorNormalize(dir);
f = DotProduct(dir, normal);
- f = max(0, f) * 127.5f;
+ f = max(0, f) * 255.0f;
VectorScale(sample, f, color);
//VectorCopy(normal, dir);
VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
{
float sample[5*3];
- Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
+ Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
VectorCopy(sample, vertex_color);
}
float ambient[3];
float diffuse[3];
float dir[3];
- Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
+ Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
// calculate the direction we'll use to reduce the sample to a directional light source
VectorCopy(sample + 12, dir);
//VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
VectorNormalize(dir);
- // scale the ambient from 0-2 to 0-255
- VectorScale(sample, 127.5f, ambient);
// extract the diffuse color along the chosen direction and scale it
- diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9]) * 127.5f;
- diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10]) * 127.5f;
- diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11]) * 127.5f;
+ diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
+ diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
+ diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
+ // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
+ VectorScale(sample, 127.5f, ambient);
+ VectorMA(ambient, -0.333f, diffuse, ambient);
// encode to the grid format
s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
- if (dir[2] >= 0.99f) {s->diffuseyaw = 0;s->diffusepitch = 0;}
- else if (dir[2] <= -0.99f) {s->diffuseyaw = 0;s->diffusepitch = 128;}
- else {s->diffuseyaw = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffusepitch = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
+ if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
+ else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
+ else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
}
static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)