Example #1
0
void TestLightFace (int surfnum, const vec3_t faceoffset)
{
	dface_t	*f;
	lightinfo_t	l;
	int		i;
//	int		j, c;
	vec3_t		point;

	f = dfaces + surfnum;

	memset (&l, 0, sizeof(l));

	strcpy (l.texname, miptex[texinfo[f->texinfo].miptex].name);

// we can speed up the checking process by ignoring any textures
// that give white light. this hasn't been done since version 0.2,
// we can get rid of it
//	FindTexlightColor (&i, &j, &c, miptex[texinfo[f->texinfo].miptex].name);
//	if (i == 255 && j == 255 && c == 255)
//		return;

	// don't even bother with sky - although we might later on if we can
	// get some kinda good sky textures going.
	if (!strncmp (l.texname, "sky", 3))
		return;

	l.surfnum = surfnum;
	l.face = f;

	/* rotate plane */

	VectorCopy (dplanes[f->planenum].normal, l.facenormal);
	l.facedist = dplanes[f->planenum].dist;
	VectorScale (l.facenormal, l.facedist, point);
	VectorAdd (point, faceoffset, point);
	l.facedist = DotProduct( point, l.facenormal );

	if (f->side)
	{
		VectorNegate (l.facenormal, l.facenormal);
		l.facedist = -l.facedist;
	}

	CalcFaceVectors (&l);

	// use the safe version here which will not give bad surface
	// extents on special textures
	CalcFaceExtents(&l, faceoffset, false);

	CalcPoints (&l);

	for (i = 0 ; i < num_entities ; i++)
	{
		if (!strcmp (entities[i].classname, "light"))
		{
			// don't test torches, flames and globes
			// they already have their own light
			TestSingleLightFace (&entities[i], &l, faceoffset);
		}
		else if (!strncmp (entities[i].classname, "light_fluor", 11))
		{
			// test fluoros as well
			TestSingleLightFace (&entities[i], &l, faceoffset);
		}
	}
}
Example #2
0
/*
============
LightFace
============
*/
void LightFace (int surfnum)
{
    dface_t *f;
    lightinfo_t	l;
    int		s, t;
    int		i,j,c;
    vec3_t	total;
    int		size;
    int		lightmapwidth, lightmapsize;
    byte	*out;
    vec3_t	*light;
    int		w, h;
    int		clamp = 192;
    float	clampfactor = 0.75;

    if ( !clamp192 )
    {
        clamp = 255;
        clampfactor = 1.0;
    }

    f = dfaces + surfnum;

//
// some surfaces don't need lightmaps
//
    f->lightofs = -1;
    for (j=0 ; j<MAXLIGHTMAPS ; j++)
        f->styles[j] = 255;

    if ( texinfo[f->texinfo].flags & TEX_SPECIAL)
    {   // non-lit texture
        return;
    }

    memset (&l, 0, sizeof(l));
    l.surfnum = surfnum;
    l.face = f;

//
// rotate plane
//
    VectorCopy (dplanes[f->planenum].normal, l.facenormal);
    l.facedist = dplanes[f->planenum].dist;
    if (f->side)
    {
        VectorSubtract (vec3_origin, l.facenormal, l.facenormal);
        l.facedist = -l.facedist;
    }



    CalcFaceVectors (&l);
    CalcFaceExtents (&l);
    CalcPoints (&l);

    lightmapwidth = l.texsize[0]+1;

    size = lightmapwidth*(l.texsize[1]+1);
    if (size > SINGLEMAP)
        Error ("Bad lightmap size");

    for (i=0 ; i<MAXLIGHTMAPS ; i++)
        l.lightstyles[i] = 255;

//
// cast all lights
//
    l.numlightstyles = 0;
    for (i=0 ; i<numlightentities ; i++)
        SingleLightFace (&lightentities[i], &l);

    FixMinlight (&l);

    if (!l.numlightstyles)
    {   // no light hitting it
        return;
    }

//
// save out the values
//
    for (i=0 ; i <MAXLIGHTMAPS ; i++)
        f->styles[i] = l.lightstyles[i];

    if( hicolor )
        lightmapsize = size*l.numlightstyles*3;
    else
        lightmapsize = size * l.numlightstyles;

    out = GetFileSpace (lightmapsize);
    f->lightofs = out - filebase;

// extra filtering
    h = (l.texsize[1]+1)*2;
    w = (l.texsize[0]+1)*2;

    for (i=0 ; i< l.numlightstyles ; i++)
    {
        if (l.lightstyles[i] == 0xff)
            Error ("Wrote empty lightmap");
        light = l.lightmaps[i];
        c = 0;
        for (t=0 ; t<=l.texsize[1] ; t++)
        {
            for (s=0 ; s<=l.texsize[0] ; s++, c++)
            {
                if (extrasamples)
                {
#ifdef OLD_CODE
                    // filtered sample
                    VectorCopy( light[t*2*w+s*2], total );
                    VectorAdd( total, light[t*2*w+s*2+1], total );
                    VectorAdd( total, light[(t*2+1)*w+s*2], total );
                    VectorAdd( total, light[(t*2+1)*w+s*2+1], total );
                    VectorScale( total, 0.25, total );
#else
                    int	u, v;
                    float	weight[3][3] =
                    {
                        {  5,  9,  5 },
                        {  9, 16,  9 },
                        {  5,  9,  5 },
                    };
                    float	divisor = 0.0;
                    VectorFill(total,0);
                    for ( u = 0; u < 3; u++ )
                    {
                        for ( v = 0; v < 3; v++ )
                        {
                            if ( s+u-2>=0 && t+v-1>=0 && s+u-1 <= w && t+v-1 <= h)
                            {
                                vec3_t	sample;
                                VectorScale( light[((t*2)+(v-1))*w + ((s*2)+(u-1))], weight[u][v], sample );
                                divisor += weight[u][v];
                                VectorAdd( total, sample, total );
                            }
                        }
                    }
#endif
                    if ( divisor > 1.0 )
                        VectorScale( total, 1/divisor, total );
                    total[0] = max(total[0],0.0);
                    total[1] = max(total[1],0.0);
                    total[2] = max(total[2],0.0);
                }
                else
                    VectorCopy( light[ c ], total );

                // Scale
                VectorScale( total, rangescale, total );

                // Clamp
                if( hicolor )
                {
                    for( j=0; j<3; j++ )
                    {
                        total[ j ] *= clampfactor;

                        if( total[j] > clamp)
                            total[j] = clamp;
                        else if (total[j] < 0)
                            Error ("light < 0");

                        *out++ = (byte) total[j];
                    }
                }
                else
                {
                    int intensity = total[ 0 ] + total[ 1 ] + total[ 2 ];
                    if( intensity > 255 )
                        intensity = 255;
                    else if( intensity < 0 )
                        Error( "light < 0" );

                    *out++ = (byte) intensity;
                }
            }
        }
    }
}
Example #3
0
/*
============
LightFace
============
*/
void LightFaceLIT (int surfnum, const vec3_t faceoffset)
{
	dface_t	*f;
	lightinfo_t	l;
	int		s, t;
	int		i, j, c;
	int		size;
	int		lightmapwidth;
	byte	*out;
	int	w;
	/* TYR - temp vars */
	vec_t		maxc;
	int		x1, x2, x3, x4;
	/* TYR - colored lights */
	vec3_t		*lightcolor;
	vec3_t		totalcolors;
	vec3_t		point;


	f = dfaces + surfnum;

	// this version already has the light offsets calculated from
	// the original lighting, so we will just reuse them.
	if (f->lightofs == -1)
		return;

	for (j = 0 ; j < MAXLIGHTMAPS ; j++)
		f->styles[j] = 255;

	if ( texinfo[f->texinfo].flags & TEX_SPECIAL)
	{	// non-lit texture
		return;
	}

	memset (&l, 0, sizeof(l));
	l.surfnum = surfnum;
	l.face = f;

//
// rotate plane
//
	VectorCopy (dplanes[f->planenum].normal, l.facenormal);
	l.facedist = dplanes[f->planenum].dist;
	VectorScale (l.facenormal, l.facedist, point);
	VectorAdd (point, faceoffset, point);
	l.facedist = DotProduct( point, l.facenormal );

	if (f->side)
	{
		VectorNegate (l.facenormal, l.facenormal);
		l.facedist = -l.facedist;
	}

	CalcFaceVectors (&l);
	CalcFaceExtents (&l, faceoffset, true);
	CalcPoints (&l);

	lightmapwidth = l.texsize[0]+1;

	size = lightmapwidth*(l.texsize[1]+1);
	if (size > SINGLEMAP)
		COM_Error ("Bad lightmap size");

	for (i = 0 ; i < MAXLIGHTMAPS ; i++)
		l.lightstyles[i] = 255;

	l.numlightstyles = 0;

	strcpy (l.texname, miptex[texinfo[f->texinfo].miptex].name);

	for (i = 0 ; i < num_entities ; i++)
	{
		if (entities[i].light)
			SingleLightFace (&entities[i], &l, faceoffset);
	}

// minimum lighting
	FixMinlight (&l);

	if (!l.numlightstyles)
	{	// no light hitting it
		return;
	}

//
// save out the values
//
	for (i = 0 ; i < MAXLIGHTMAPS ; i++)
		f->styles[i] = l.lightstyles[i];

	// we have to store the new light data at
	// the same offset as the old stuff...
	out = &newdlightdata[faces_ltoffset[surfnum]];

// extra filtering
	w = (l.texsize[0] + 1) * 2;

	for (i = 0 ; i < l.numlightstyles ; i++)
	{
		if (l.lightstyles[i] == 0xff)
			COM_Error ("Wrote empty lightmap");

		lightcolor = l.lightmapcolors[i];
		c = 0;

		for (t = 0 ; t <= l.texsize[1] ; t++)
		{
			for (s = 0 ; s <= l.texsize[0] ; s++, c++)
			{
				if (extrasamples)
				{
					x1 = t*2*w + s*2;
					x2 = x1 + 1;
					x3 = (t*2 + 1)*w + s*2;
					x4 = x3 + 1;

					// calculate the color
					totalcolors[0] = lightcolor[x1][0] + lightcolor[x2][0] + lightcolor[x3][0] + lightcolor[x4][0];
					totalcolors[0] *= 0.25;
					totalcolors[1] = lightcolor[x1][1] + lightcolor[x2][1] + lightcolor[x3][1] + lightcolor[x4][1];
					totalcolors[1] *= 0.25;
					totalcolors[2] = lightcolor[x1][2] + lightcolor[x2][2] + lightcolor[x3][2] + lightcolor[x4][2];
					totalcolors[2] *= 0.25;
				}
				else
				{
					VectorCopy (lightcolor[c], totalcolors);
				}

				// CSL - Scale back intensity, instead
				//	 of capping individual colors
				VectorScale (totalcolors, rangescale, totalcolors);
				maxc = 0;

				for (j = 0; j < 3; j++)
				{
					if (totalcolors[j] > maxc)
					{
						maxc = totalcolors[j];
					}
					else if (totalcolors[j] < 0)
					{
						totalcolors[j] = 0;	// this used to be an error!!!!
					}
				}
				if (maxc > 255.0)
					VectorScale (totalcolors, 255.0 / maxc, totalcolors);

				// write out the lightmap in RGBA format
				*out++ = totalcolors[0];
				*out++ = totalcolors[1];
				*out++ = totalcolors[2];
			}
		}
	}
}