/* -------------------------------------------------------------------------------

Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.

This file is part of GtkRadiant.

GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

----------------------------------------------------------------------------------

This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."

------------------------------------------------------------------------------- */



/* marker */
#define LIGHT_YDNAR_C



/* dependencies */
#include "q3map2.h"




/*
ColorToBytes()
ydnar: moved to here 2001-02-04
*/

void ColorToBytes( const float *color, byte *colorBytes, float scale )
{
	int		i;
	float	max, gamma;
	vec3_t	sample;
	float 	inv, dif;
	
	
	/* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
	if( scale <= 0.0f )
		scale = 1.0f;
	
	/* make a local copy */
	VectorScale( color, scale, sample );
	
	/* muck with it */
	gamma = 1.0f / lightmapGamma;
	for( i = 0; i < 3; i++ )
	{
		/* handle negative light */
		if( sample[ i ] < 0.0f )
		{
			sample[ i ] = 0.0f;
			continue;
		}
		
		/* gamma */
		sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
	}

	if (lightmapExposure == 1)
	{
		/* clamp with color normalization */
		max = sample[ 0 ];
		if( sample[ 1 ] > max )
			max = sample[ 1 ];
		if( sample[ 2 ] > max )
			max = sample[ 2 ];
		if( max > 255.0f )
			VectorScale( sample, (255.0f / max), sample );
	}
	else
	{
		if (lightmapExposure==0)
		{
			lightmapExposure=1.0f;
		}
		inv=1.f/lightmapExposure;
		//Exposure

		max = sample[ 0 ];
		if( sample[ 1 ] > max )
			max = sample[ 1 ];
		if( sample[ 2 ] > max )
			max = sample[ 2 ];

		dif = (1-  exp(-max * inv) )  *  255;

		if (max >0)
		{
			dif = dif / max;
		}
		else
		{
			dif = 0;
		}

		for (i=0;i<3;i++)
		{
			sample[i]*=dif;
		}
	}

	
	/* compensate for ingame overbrighting/bitshifting */
	VectorScale( sample, (1.0f / lightmapCompensate), sample );

	/* sRGB lightmaps */
	if(lightmapsRGB)
	{
		sample[0] = floor(Image_sRGBFloatFromLinearFloat(sample[0] * (1.0 / 255.0)) * 255.0 + 0.5);
		sample[1] = floor(Image_sRGBFloatFromLinearFloat(sample[1] * (1.0 / 255.0)) * 255.0 + 0.5);
		sample[2] = floor(Image_sRGBFloatFromLinearFloat(sample[2] * (1.0 / 255.0)) * 255.0 + 0.5);
	}
	
	/* store it off */
	colorBytes[ 0 ] = sample[ 0 ];
	colorBytes[ 1 ] = sample[ 1 ];
	colorBytes[ 2 ] = sample[ 2 ];
}



/* -------------------------------------------------------------------------------

this section deals with phong shading (normal interpolation across brush faces)

------------------------------------------------------------------------------- */

/*
SmoothNormals()
smooths together coincident vertex normals across the bsp
*/

#define MAX_SAMPLES				256
#define THETA_EPSILON			0.000001
#define EQUAL_NORMAL_EPSILON	0.01

void SmoothNormals( void )
{
	int					i, j, k, f, cs, numVerts, numVotes, fOld, start;
	float				shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
	bspDrawSurface_t	*ds;
	shaderInfo_t		*si;
	float				*shadeAngles;
	byte				*smoothed;
	vec3_t				average, diff;
	int					indexes[ MAX_SAMPLES ];
	vec3_t				votes[ MAX_SAMPLES ];
	
	
	/* allocate shade angle table */
	shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
	memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
	
	/* allocate smoothed table */
	cs = (numBSPDrawVerts / 8) + 1;
	smoothed = safe_malloc( cs );
	memset( smoothed, 0, cs );
	
	/* set default shade angle */
	defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
	maxShadeAngle = 0;
	
	/* run through every surface and flag verts belonging to non-lightmapped surfaces
	   and set per-vertex smoothing angle */
	for( i = 0; i < numBSPDrawSurfaces; i++ )
	{
		/* get drawsurf */
		ds = &bspDrawSurfaces[ i ];
		
		/* get shader for shade angle */
		si = surfaceInfos[ i ].si;
		if( si->shadeAngleDegrees )
			shadeAngle = DEG2RAD( si->shadeAngleDegrees );
		else
			shadeAngle = defaultShadeAngle;
		if( shadeAngle > maxShadeAngle )
			maxShadeAngle = shadeAngle;
		
		/* flag its verts */
		for( j = 0; j < ds->numVerts; j++ )
		{
			f = ds->firstVert + j;
			shadeAngles[ f ] = shadeAngle;
			if( ds->surfaceType == MST_TRIANGLE_SOUP )
				smoothed[ f >> 3 ] |= (1 << (f & 7));
		}
		
		/* ydnar: optional force-to-trisoup */
		if( trisoup && ds->surfaceType == MST_PLANAR )
		{
			ds->surfaceType = MST_TRIANGLE_SOUP;
			ds->lightmapNum[ 0 ] = -3;
		}
	}
	
	/* bail if no surfaces have a shade angle */
	if( maxShadeAngle == 0 )
	{
		free( shadeAngles );
		free( smoothed );
		return;
	}
	
	/* init pacifier */
	fOld = -1;
	start = I_FloatTime();
	
	/* go through the list of vertexes */
	for( i = 0; i < numBSPDrawVerts; i++ )
	{
		/* print pacifier */
		f = 10 * i / numBSPDrawVerts;
		if( f != fOld )
		{
			fOld = f;
			Sys_Printf( "%i...", f );
		}
		
		/* already smoothed? */
		if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
			continue;
		
		/* clear */
		VectorClear( average );
		numVerts = 0;
		numVotes = 0;
		
		/* build a table of coincident vertexes */
		for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
		{
			/* already smoothed? */
			if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
				continue;
			
			/* test vertexes */
			if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
				continue;
			
			/* use smallest shade angle */
			shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
			
			/* check shade angle */
			dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
			if( dot > 1.0 )
				dot = 1.0;
			else if( dot < -1.0 )
				dot = -1.0;
			testAngle = acos( dot ) + THETA_EPSILON;
			if( testAngle >= shadeAngle )
			{
				//Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
				continue;
			}
			//Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
			
			/* add to the list */
			indexes[ numVerts++ ] = j;
			
			/* flag vertex */
			smoothed[ j >> 3 ] |= (1 << (j & 7));
			
			/* see if this normal has already been voted */
			for( k = 0; k < numVotes; k++ )
			{
				VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
				if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
					fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
					fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
					break;
			}
			
			/* add a new vote? */
			if( k == numVotes && numVotes < MAX_SAMPLES )
			{
				VectorAdd( average, bspDrawVerts[ j ].normal, average );
				VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
				numVotes++;
			}
		}
		
		/* don't average for less than 2 verts */
		if( numVerts < 2 )
			continue;
		
		/* average normal */
		if( VectorNormalize( average, average ) > 0 )
		{
			/* smooth */
			for( j = 0; j < numVerts; j++ )
				VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
		}
	}
	
	/* free the tables */
	free( shadeAngles );
	free( smoothed );
	
	/* print time */
	Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
}



/* -------------------------------------------------------------------------------

this section deals with phong shaded lightmap tracing

------------------------------------------------------------------------------- */

/* 9th rewrite (recursive subdivision of a lightmap triangle) */

/*
CalcTangentVectors()
calculates the st tangent vectors for normalmapping
*/

static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
{
	int			i;
	float		bb, s, t;
	vec3_t		bary;
	
	
	/* calculate barycentric basis for the triangle */
	bb = (dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]) - (dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]);
	if( fabs( bb ) < 0.00000001f )
		return qfalse;
	
	/* do each vertex */
	for( i = 0; i < numVerts; i++ )
	{
		/* calculate s tangent vector */
		s = dv[ i ]->st[ 0 ] + 10.0f;
		t = dv[ i ]->st[ 1 ];
		bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
		bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
		bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
		
		stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
		stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
		stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
		
		VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
		VectorNormalize( stv[ i ], stv[ i ] );
		
		/* calculate t tangent vector */
		s = dv[ i ]->st[ 0 ];
		t = dv[ i ]->st[ 1 ] + 10.0f;
		bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
		bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
		bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
		
		ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
		ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
		ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
		
		VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
		VectorNormalize( ttv[ i ], ttv[ i ] );
		
		/* debug code */
		//%	Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
		//%		stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
	}
	
	/* return to caller */
	return qtrue;
}




/*
PerturbNormal()
perterbs the normal by the shader's normalmap in tangent space
*/

static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
{
	int			i;
	vec4_t		bump;
	
	
	/* passthrough */
	VectorCopy( dv->normal, pNormal );
	
	/* sample normalmap */
	if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
		return;
	
	/* remap sampled normal from [0,255] to [-1,-1] */
	for( i = 0; i < 3; i++ )
		bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
	
	/* scale tangent vectors and add to original normal */
	VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
	VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
	VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
	
	/* renormalize and return */
	VectorNormalize( pNormal, pNormal );
}



/*
MapSingleLuxel()
maps a luxel for triangle bv at
*/

#define NUDGE			0.5f
#define BOGUS_NUDGE		-99999.0f

static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
{
	int				i, x, y, numClusters, *clusters, pointCluster, *cluster;
	float			*luxel, *origin, *normal, d, lightmapSampleOffset;
	shaderInfo_t	*si;
	vec3_t			pNormal;
	vec3_t			vecs[ 3 ];
	vec3_t			nudged;
	vec3_t			cverts[ 3 ];
	vec3_t			temp;
	vec4_t			sideplane, hostplane;
	vec3_t			origintwo;
	int				j, next;
	float			e;
	float			*nudge;
	static float	nudges[][ 2 ] =
					{
						//%{ 0, 0 },		/* try center first */
						{ -NUDGE, 0 },		/* left */
						{ NUDGE, 0 },		/* right */
						{ 0, NUDGE },		/* up */
						{ 0, -NUDGE },		/* down */
						{ -NUDGE, NUDGE },	/* left/up */
						{ NUDGE, -NUDGE },	/* right/down */
						{ NUDGE, NUDGE },	/* right/up */
						{ -NUDGE, -NUDGE },	/* left/down */
						{ BOGUS_NUDGE, BOGUS_NUDGE }
					};
	
	
	/* find luxel xy coords (fixme: subtract 0.5?) */
	x = dv->lightmap[ 0 ][ 0 ];
	y = dv->lightmap[ 0 ][ 1 ];
	if( x < 0 )
		x = 0;
	else if( x >= lm->sw )
		x = lm->sw - 1;
	if( y < 0 )
		y = 0;
	else if( y >= lm->sh )
		y = lm->sh - 1;
	
	/* set shader and cluster list */
	if( info != NULL )
	{
		si = info->si;
		numClusters = info->numSurfaceClusters;
		clusters = &surfaceClusters[ info->firstSurfaceCluster ];
	}
	else
	{
		si = NULL;
		numClusters = 0;
		clusters = NULL;
	}
	
	/* get luxel, origin, cluster, and normal */
	luxel = SUPER_LUXEL( 0, x, y );
	origin = SUPER_ORIGIN( x, y );
	normal = SUPER_NORMAL( x, y );
	cluster = SUPER_CLUSTER( x, y );
	
	/* don't attempt to remap occluded luxels for planar surfaces */
	if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
		return (*cluster);
	
	/* only average the normal for premapped luxels */
	else if( (*cluster) >= 0 )
	{
		/* do bumpmap calculations */
		if( stv != NULL )
			PerturbNormal( dv, si, pNormal, stv, ttv );
		else
			VectorCopy( dv->normal, pNormal );
		
		/* add the additional normal data */
		VectorAdd( normal, pNormal, normal );
		luxel[ 3 ] += 1.0f;
		return (*cluster);
	}
	
	/* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
	
	/* get origin */
	
	/* axial lightmap projection */
	if( lm->vecs != NULL )
	{
		/* calculate an origin for the sample from the lightmap vectors */
		VectorCopy( lm->origin, origin );
		for( i = 0; i < 3; i++ )
		{
			/* add unless it's the axis, which is taken care of later */
			if( i == lm->axisNum )
				continue;
			origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
		}
		
		/* project the origin onto the plane */
		d = DotProduct( origin, plane ) - plane[ 3 ];
		d /= plane[ lm->axisNum ];
		origin[ lm->axisNum ] -= d;
	}
	
	/* non axial lightmap projection (explicit xyz) */
	else
		VectorCopy( dv->xyz, origin );

	//////////////////////
	//27's test to make sure samples stay within the triangle boundaries
	//1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
	//2) if it does, nudge it onto the correct side.

	if (worldverts!=NULL && lightmapTriangleCheck)
	{
		for (j=0;j<3;j++)
		{
			VectorCopy(worldverts[j],cverts[j]);
		}
		PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);

		for (j=0;j<3;j++)
		{
			for (i=0;i<3;i++)
			{
				//build plane using 2 edges and a normal
				next=(i+1)%3;

				VectorCopy(cverts[next],temp);
				VectorAdd(temp,hostplane,temp);
				PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);

				//planetest sample point
				e=DotProduct(origin,sideplane);
				e=e-sideplane[3];
				if (e>0)
				{
					//we're bad.
					//VectorClear(origin);
					//Move the sample point back inside triangle bounds
					origin[0]-=sideplane[0]*(e+1);
					origin[1]-=sideplane[1]*(e+1);
					origin[2]-=sideplane[2]*(e+1);
#ifdef DEBUG_27_1
					VectorClear(origin);
#endif
				}
			}
		}
	}

	////////////////////////
	
	/* planar surfaces have precalculated lightmap vectors for nudging */
	if( lm->plane != NULL )
	{
		VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
		VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
		VectorCopy( lm->plane, vecs[ 2 ] );
	}
	
	/* non-planar surfaces must calculate them */
	else
	{
		if( plane != NULL )
			VectorCopy( plane, vecs[ 2 ] );
		else
			VectorCopy( dv->normal, vecs[ 2 ] );
		MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
	}
	
	/* push the origin off the surface a bit */
	if( si != NULL )
		lightmapSampleOffset = si->lightmapSampleOffset;
	else
		lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
	if( lm->axisNum < 0 )
		VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
	else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
		origin[ lm->axisNum ] -= lightmapSampleOffset;
	else
		origin[ lm->axisNum ] += lightmapSampleOffset;
	
	VectorCopy(origin,origintwo);
	if(lightmapExtraVisClusterNudge)
	{
		origintwo[0]+=vecs[2][0];
		origintwo[1]+=vecs[2][1];
		origintwo[2]+=vecs[2][2];
	}

	/* get cluster */
	pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
	
	/* another retarded hack, storing nudge count in luxel[ 1 ] */
	luxel[ 1 ] = 0.0f;	
	
	/* point in solid? (except in dark mode) */
	if( pointCluster < 0 && dark == qfalse )
	{
		/* nudge the the location around */
		nudge = nudges[ 0 ];
		while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
		{
			/* nudge the vector around a bit */
			for( i = 0; i < 3; i++ )
			{
				/* set nudged point*/
				nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
			}
			nudge += 2;
			
			/* get pvs cluster */
			pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
			if( pointCluster >= 0 )
   				VectorCopy( nudged, origin );
			luxel[ 1 ] += 1.0f;
		}
	}
	
	/* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
	if( pointCluster < 0 && si != NULL && dark == qfalse )
	{
		VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
		pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
		if( pointCluster >= 0 )
			VectorCopy( nudged, origin );
		luxel[ 1 ] += 1.0f;
	}
	
	/* valid? */
	if( pointCluster < 0 )
	{
		(*cluster) = CLUSTER_OCCLUDED;
		VectorClear( origin );
		VectorClear( normal );
		numLuxelsOccluded++;
		return (*cluster);
	}
	
	/* debug code */
	//%	Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
	
	/* do bumpmap calculations */
	if( stv )
		PerturbNormal( dv, si, pNormal, stv, ttv );
	else
		VectorCopy( dv->normal, pNormal );
	
	/* store the cluster and normal */
	(*cluster) = pointCluster;
	VectorCopy( pNormal, normal );
	
	/* store explicit mapping pass and implicit mapping pass */
	luxel[ 0 ] = pass;
	luxel[ 3 ] = 1.0f;
	
	/* add to count */
	numLuxelsMapped++;
	
	/* return ok */
	return (*cluster);
}



/*
MapTriangle_r()
recursively subdivides a triangle until its edges are shorter
than the distance between two luxels (thanks jc :)
*/

static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
{
	bspDrawVert_t	mid, *dv2[ 3 ];
	int				max;
	
	
	/* map the vertexes */
	#if 0
	MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
	MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
	MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
	#endif
	
	/* subdivide calc */
	{
		int			i;
		float		*a, *b, dx, dy, dist, maxDist;
		
		
		/* find the longest edge and split it */
		max = -1;
		maxDist = 0;
		for( i = 0; i < 3; i++ )
		{
			/* get verts */
			a = dv[ i ]->lightmap[ 0 ];
			b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
			
			/* get dists */
			dx = a[ 0 ] - b[ 0 ];
			dy = a[ 1 ] - b[ 1 ];
			dist = (dx * dx) + (dy * dy);	//% sqrt( (dx * dx) + (dy * dy) );
			
			/* longer? */
			if( dist > maxDist )
			{
				maxDist = dist;
				max = i;
			}
		}
		
		/* try to early out */
		if( max < 0 || maxDist <= subdivideThreshold )	/* ydnar: was i < 0 instead of max < 0 (?) */
			return;
	}
	
	/* split the longest edge and map it */
	LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
	MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
	
	/* push the point up a little bit to account for fp creep (fixme: revisit this) */
	//%	VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
	
	/* recurse to first triangle */
	VectorCopy( dv, dv2 );
	dv2[ max ] = &mid;
	MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
	
	/* recurse to second triangle */
	VectorCopy( dv, dv2 );
	dv2[ (max + 1) % 3 ] = &mid;
	MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
}



/*
MapTriangle()
seed function for MapTriangle_r()
requires a cw ordered triangle
*/

static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
{
	int				i;
	vec4_t			plane;
	vec3_t			*stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
	vec3_t			worldverts[ 3 ];
	
	
	/* get plane if possible */
	if( lm->plane != NULL )
	{
		VectorCopy( lm->plane, plane );
		plane[ 3 ] = lm->plane[ 3 ];
	}
	
	/* otherwise make one from the points */
	else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
		return qfalse;
	
	/* check to see if we need to calculate texture->world tangent vectors */
	if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
	{
		stv = stvStatic;
		ttv = ttvStatic;
	}
	else
	{
		stv = NULL;
		ttv = NULL;
	}
	
	VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
	VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
	VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );

	/* map the vertexes */
	MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
	MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
	MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
	
	/* 2002-11-20: prefer axial triangle edges */
	if( mapNonAxial )
	{
		/* subdivide the triangle */
		MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
		return qtrue;
	}
	
	for( i = 0; i < 3; i++ )
	{
		float			*a, *b;
		bspDrawVert_t	*dv2[ 3 ];
		
		
		/* get verts */
		a = dv[ i ]->lightmap[ 0 ];
		b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
		
		/* make degenerate triangles for mapping edges */
		if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
		{
			dv2[ 0 ] = dv[ i ];
			dv2[ 1 ] = dv[ (i + 1) % 3 ];
			dv2[ 2 ] = dv[ (i + 1) % 3 ];
			
			/* map the degenerate triangle */
			MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
		}
	}
	
	return qtrue;
}



/*
MapQuad_r()
recursively subdivides a quad until its edges are shorter
than the distance between two luxels
*/

static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] )
{
	bspDrawVert_t	mid[ 2 ], *dv2[ 4 ];
	int				max;
	
	
	/* subdivide calc */
	{
		int			i;
		float		*a, *b, dx, dy, dist, maxDist;
		
		
		/* find the longest edge and split it */
		max = -1;
		maxDist = 0;
		for( i = 0; i < 4; i++ )
		{
			/* get verts */
			a = dv[ i ]->lightmap[ 0 ];
			b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
			
			/* get dists */
			dx = a[ 0 ] - b[ 0 ];
			dy = a[ 1 ] - b[ 1 ];
			dist = (dx * dx) + (dy * dy);	//% sqrt( (dx * dx) + (dy * dy) );
			
			/* longer? */
			if( dist > maxDist )
			{
				maxDist = dist;
				max = i;
			}
		}
		
		/* try to early out */
		if( max < 0 || maxDist <= subdivideThreshold )
			return;
	}
	
	/* we only care about even/odd edges */
	max &= 1;
	
	/* split the longest edges */
	LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
	LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
	
	/* map the vertexes */
	MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
	MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
	
	/* 0 and 2 */
	if( max == 0 )
	{
		/* recurse to first quad */
		dv2[ 0 ] = dv[ 0 ];
		dv2[ 1 ] = &mid[ 0 ];
		dv2[ 2 ] = &mid[ 1 ];
		dv2[ 3 ] = dv[ 3 ];
		MapQuad_r( lm, info, dv2, plane, stv, ttv );
		
		/* recurse to second quad */
		dv2[ 0 ] = &mid[ 0 ];
		dv2[ 1 ] = dv[ 1 ];
		dv2[ 2 ] = dv[ 2 ];
		dv2[ 3 ] = &mid[ 1 ];
		MapQuad_r( lm, info, dv2, plane, stv, ttv );
	}
	
	/* 1 and 3 */
	else
	{
		/* recurse to first quad */
		dv2[ 0 ] = dv[ 0 ];
		dv2[ 1 ] = dv[ 1 ];
		dv2[ 2 ] = &mid[ 0 ];
		dv2[ 3 ] = &mid[ 1 ];
		MapQuad_r( lm, info, dv2, plane, stv, ttv );
		
		/* recurse to second quad */
		dv2[ 0 ] = &mid[ 1 ];
		dv2[ 1 ] = &mid[ 0 ];
		dv2[ 2 ] = dv[ 2 ];
		dv2[ 3 ] = dv[ 3 ];
		MapQuad_r( lm, info, dv2, plane, stv, ttv );
	}
}



/*
MapQuad()
seed function for MapQuad_r()
requires a cw ordered triangle quad
*/

#define QUAD_PLANAR_EPSILON		0.5f

static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
{
	float			dist;
	vec4_t			plane;
	vec3_t			*stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
	
	
	/* get plane if possible */
	if( lm->plane != NULL )
	{
		VectorCopy( lm->plane, plane );
		plane[ 3 ] = lm->plane[ 3 ];
	}
	
	/* otherwise make one from the points */
	else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
		return qfalse;
	
	/* 4th point must fall on the plane */
	dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
	if( fabs( dist ) > QUAD_PLANAR_EPSILON )
		return qfalse;
	
	/* check to see if we need to calculate texture->world tangent vectors */
	if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
	{
		stv = stvStatic;
		ttv = ttvStatic;
	}
	else
	{
		stv = NULL;
		ttv = NULL;
	}
	
	/* map the vertexes */
	MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
	MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
	MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
	MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
	
	/* subdivide the quad */
	MapQuad_r( lm, info, dv, plane, stv, ttv );
	return qtrue;
}



/*
MapRawLightmap()
maps the locations, normals, and pvs clusters for a raw lightmap
*/

#define VectorDivide( in, d, out )	VectorScale( in, (1.0f / (d)), out )	//%	(out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)

void MapRawLightmap( int rawLightmapNum )
{
	int					n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
	float				*luxel, *origin, *normal, samples, radius, pass;
	rawLightmap_t		*lm;
	bspDrawSurface_t	*ds;
	surfaceInfo_t		*info;
	mesh_t				src, *subdivided, *mesh;
	bspDrawVert_t		*verts, *dv[ 4 ], fake;
	
	
	/* bail if this number exceeds the number of raw lightmaps */
	if( rawLightmapNum >= numRawLightmaps )
		return;
	
	/* get lightmap */
	lm = &rawLightmaps[ rawLightmapNum ];
	
	/* -----------------------------------------------------------------
	   map referenced surfaces onto the raw lightmap
	   ----------------------------------------------------------------- */
	
	/* walk the list of surfaces on this raw lightmap */
	for( n = 0; n < lm->numLightSurfaces; n++ )
	{
		/* with > 1 surface per raw lightmap, clear occluded */
		if( n > 0 )
		{
			for( y = 0; y < lm->sh; y++ )
			{
				for( x = 0; x < lm->sw; x++ )
				{
					/* get cluster */
					cluster = SUPER_CLUSTER( x, y );
					if( *cluster < 0 )
						*cluster = CLUSTER_UNMAPPED;
				}
			}
		}
		
		/* get surface */
		num = lightSurfaces[ lm->firstLightSurface + n ];
		ds = &bspDrawSurfaces[ num ];
		info = &surfaceInfos[ num ];
		
		/* bail if no lightmap to calculate */
		if( info->lm != lm )
		{
			Sys_Printf( "!" );
			continue;
		}
		
		/* map the surface onto the lightmap origin/cluster/normal buffers */
		switch( ds->surfaceType )
		{
			case MST_PLANAR:
				/* get verts */
				verts = yDrawVerts + ds->firstVert;
				
				/* map the triangles */
				for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
				{
					for( i = 0; i < ds->numIndexes; i += 3 )
					{
						dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
						dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
						dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
						MapTriangle( lm, info, dv, mapNonAxial );
					}
				}
				break;
			
			case MST_PATCH:
				/* make a mesh from the drawsurf */ 
				src.width = ds->patchWidth;
				src.height = ds->patchHeight;
				src.verts = &yDrawVerts[ ds->firstVert ];
				//%	subdivided = SubdivideMesh( src, 8, 512 );
				subdivided = SubdivideMesh2( src, info->patchIterations );
				
				/* fit it to the curve and remove colinear verts on rows/columns */
				PutMeshOnCurve( *subdivided );
				mesh = RemoveLinearMeshColumnsRows( subdivided );
				FreeMesh( subdivided );
				
				/* get verts */
				verts = mesh->verts;
				
				/* debug code */
				#if 0
					if( lm->plane )
					{
						Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
							lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
							lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
							lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
					}
				#endif
				
				/* map the mesh quads */
				#if 0

				for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
				{
					for( y = 0; y < (mesh->height - 1); y++ )
					{
						for( x = 0; x < (mesh->width - 1); x++ )
						{
							/* set indexes */
							pw[ 0 ] = x + (y * mesh->width);
							pw[ 1 ] = x + ((y + 1) * mesh->width);
							pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
							pw[ 3 ] = x + 1 + (y * mesh->width);
							pw[ 4 ] = x + (y * mesh->width);	/* same as pw[ 0 ] */
							
							/* set radix */
							r = (x + y) & 1;
							
							/* get drawverts and map first triangle */
							dv[ 0 ] = &verts[ pw[ r + 0 ] ];
							dv[ 1 ] = &verts[ pw[ r + 1 ] ];
							dv[ 2 ] = &verts[ pw[ r + 2 ] ];
							MapTriangle( lm, info, dv, mapNonAxial );
							
							/* get drawverts and map second triangle */
							dv[ 0 ] = &verts[ pw[ r + 0 ] ];
							dv[ 1 ] = &verts[ pw[ r + 2 ] ];
							dv[ 2 ] = &verts[ pw[ r + 3 ] ];
							MapTriangle( lm, info, dv, mapNonAxial );
						}
					}
				}
				
				#else
				
				for( y = 0; y < (mesh->height - 1); y++ )
				{
					for( x = 0; x < (mesh->width - 1); x++ )
					{
						/* set indexes */
						pw[ 0 ] = x + (y * mesh->width);
						pw[ 1 ] = x + ((y + 1) * mesh->width);
						pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
						pw[ 3 ] = x + 1 + (y * mesh->width);
						pw[ 4 ] = pw[ 0 ];
						
						/* set radix */
						r = (x + y) & 1;
						
						/* attempt to map quad first */
						dv[ 0 ] = &verts[ pw[ r + 0 ] ];
						dv[ 1 ] = &verts[ pw[ r + 1 ] ];
						dv[ 2 ] = &verts[ pw[ r + 2 ] ];
						dv[ 3 ] = &verts[ pw[ r + 3 ] ];
						if( MapQuad( lm, info, dv ) )
							continue;
						
						for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
						{
							/* get drawverts and map first triangle */
							dv[ 1 ] = &verts[ pw[ r + 1 ] ];
							dv[ 2 ] = &verts[ pw[ r + 2 ] ];
							MapTriangle( lm, info, dv, mapNonAxial );
							
							/* get drawverts and map second triangle */
							dv[ 1 ] = &verts[ pw[ r + 2 ] ];
							dv[ 2 ] = &verts[ pw[ r + 3 ] ];
							MapTriangle( lm, info, dv, mapNonAxial );
						}
					}
				}
				
				#endif
				
				/* free the mesh */
				FreeMesh( mesh );
				break;
			
			default:
				break;
		}
	}
	
	/* -----------------------------------------------------------------
	   average and clean up luxel normals
	   ----------------------------------------------------------------- */
	
	/* walk the luxels */
	for( y = 0; y < lm->sh; y++ )
	{
		for( x = 0; x < lm->sw; x++ )
		{
			/* get luxel */
			luxel = SUPER_LUXEL( 0, x, y );
			normal = SUPER_NORMAL( x, y );
			cluster = SUPER_CLUSTER( x, y );

			/* only look at mapped luxels */
			if( *cluster < 0 )
				continue;
			
			/* the normal data could be the sum of multiple samples */
			if( luxel[ 3 ] > 1.0f )
				VectorNormalize( normal, normal );
			
			/* mark this luxel as having only one normal */
			luxel[ 3 ] = 1.0f;
		}
	}
	
	/* non-planar surfaces stop here */
	if( lm->plane == NULL )
		return;
	
	/* -----------------------------------------------------------------
	   map occluded or unuxed luxels
	   ----------------------------------------------------------------- */
	
	/* walk the luxels */
	radius = floor( superSample / 2 );
	radius = radius > 0 ? radius : 1.0f;
	radius += 1.0f;
	for( pass = 2.0f; pass <= radius; pass += 1.0f )
	{
		for( y = 0; y < lm->sh; y++ )
		{
			for( x = 0; x < lm->sw; x++ )
			{
				/* get luxel */
				luxel = SUPER_LUXEL( 0, x, y );
				normal = SUPER_NORMAL( x, y );
				cluster = SUPER_CLUSTER( x, y );
				
				/* only look at unmapped luxels */
				if( *cluster != CLUSTER_UNMAPPED )
					continue;
				
				/* divine a normal and origin from neighboring luxels */
				VectorClear( fake.xyz );
				VectorClear( fake.normal );
				fake.lightmap[ 0 ][ 0 ] = x;	//% 0.0001 + x;
				fake.lightmap[ 0 ][ 1 ] = y;	//% 0.0001 + y;
				samples = 0.0f;
				for( sy = (y - 1); sy <= (y + 1); sy++ )
				{
					if( sy < 0 || sy >= lm->sh )
						continue;
					
					for( sx = (x - 1); sx <= (x + 1); sx++ )
					{
						if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
							continue;
						
						/* get neighboring luxel */
						luxel = SUPER_LUXEL( 0, sx, sy );
						origin = SUPER_ORIGIN( sx, sy );
						normal = SUPER_NORMAL( sx, sy );
						cluster = SUPER_CLUSTER( sx, sy );
						
						/* only consider luxels mapped in previous passes */
						if( *cluster < 0 || luxel[ 0 ] >= pass )
							continue;
						
						/* add its distinctiveness to our own */
						VectorAdd( fake.xyz, origin, fake.xyz );
						VectorAdd( fake.normal, normal, fake.normal );
						samples += luxel[ 3 ];
					}
				}
				
				/* any samples? */
				if( samples == 0.0f )
					continue;
				
				/* average */
				VectorDivide( fake.xyz, samples, fake.xyz );
				//%	VectorDivide( fake.normal, samples, fake.normal );
				if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
					continue;
				
				/* map the fake vert */
				MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
			}
		}
	}
	
	/* -----------------------------------------------------------------
	   average and clean up luxel normals
	   ----------------------------------------------------------------- */
	
	/* walk the luxels */
	for( y = 0; y < lm->sh; y++ )
	{
		for( x = 0; x < lm->sw; x++ )
		{
			/* get luxel */
			luxel = SUPER_LUXEL( 0, x, y );
			normal = SUPER_NORMAL( x, y );
			cluster = SUPER_CLUSTER( x, y );
			
			/* only look at mapped luxels */
			if( *cluster < 0 )
				continue;
			
			/* the normal data could be the sum of multiple samples */
			if( luxel[ 3 ] > 1.0f )
				VectorNormalize( normal, normal );
			
			/* mark this luxel as having only one normal */
			luxel[ 3 ] = 1.0f;
		}
	}
	
	/* debug code */
	#if 0
		Sys_Printf( "\n" );
		for( y = 0; y < lm->sh; y++ )
		{
			for( x = 0; x < lm->sw; x++ )
			{
				vec3_t	mins, maxs;
				

				cluster = SUPER_CLUSTER( x, y );
				origin = SUPER_ORIGIN( x, y );
				normal = SUPER_NORMAL( x, y );
				luxel = SUPER_LUXEL( x, y );
				
				if( *cluster < 0 )
					continue;
				
				/* check if within the bounding boxes of all surfaces referenced */
				ClearBounds( mins, maxs );
				for( n = 0; n < lm->numLightSurfaces; n++ )
				{
					int TOL;
					info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
					TOL = info->sampleSize + 2;
					AddPointToBounds( info->mins, mins, maxs );
					AddPointToBounds( info->maxs, mins, maxs );
					if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
						origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
						origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
						break;
				}
				
				/* inside? */
				if( n < lm->numLightSurfaces )
					continue;
				
				/* report bogus origin */
				Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
					rawLightmapNum, x, y, *cluster,
					origin[ 0 ], origin[ 1 ], origin[ 2 ],
					mins[ 0 ], mins[ 1 ], mins[ 2 ],
					maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
					luxel[ 3 ] );
			}
		}
	#endif
}



/*
SetupDirt()
sets up dirtmap (ambient occlusion)
*/

#define DIRT_CONE_ANGLE				88	/* degrees */
#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 ];
static int			numDirtVectors = 0;

void SetupDirt( void )
{
	int		i, j;
	float	angle, elevation, angleStep, elevationStep;
	
	
	/* note it */
	Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
	
	/* calculate angular steps */
	angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
	elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
	
	/* iterate angle */
	angle = 0.0f;
	for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
	{
		/* iterate elevation */
		for( j = 0, elevation = elevationStep * 0.5f; 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 */
	Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
}


/*
DirtForSample()
calculates dirt value for a given sample
*/

float DirtForSample( trace_t *trace )
{
	int		i;
	float	gatherDirt, outDirt, angle, elevation, ooDepth;
	vec3_t	normal, worldUp, myUp, myRt, temp, direction, displacement;
	
	
	/* dummy check */
	if( !dirty )
		return 1.0f;
	if( trace == NULL || trace->cluster < 0 )
		return 0.0f;
	
	/* setup */
	gatherDirt = 0.0f;
	ooDepth = 1.0f / dirtDepth;
	VectorCopy( trace->normal, normal );
	
	/* check if the normal is aligned to the world-up */
	if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
	{
		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
	{
		VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
		CrossProduct( normal, worldUp, myRt );
		VectorNormalize( myRt, myRt );
		CrossProduct( myRt, normal, myUp );
		VectorNormalize( myUp, myUp );
	}
	
	/* 1 = random mode, 0 (well everything else) = non-random mode */
	if( dirtMode == 1 )
	{
		/* iterate */
		for( i = 0; i < numDirtVectors; i++ )
		{
			/* get random vector */
			angle = Random() * DEG2RAD( 360.0f );
			elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
			temp[ 0 ] = cos( angle ) * sin( elevation );
			temp[ 1 ] = sin( angle ) * sin( elevation );
			temp[ 2 ] = cos( elevation );
			
			/* transform into tangent space */
			direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
			direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
			direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
			
			/* set endpoint */
			VectorMA( trace->origin, dirtDepth, direction, trace->end );
			SetupTrace( trace );
			
			/* trace */
			TraceLine( trace );
			if( trace->opaque && !(trace->compileFlags & C_SKY) )
			{
				VectorSubtract( trace->hit, trace->origin, displacement );
				gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
			}
		}
	}
	else
	{
		/* iterate through ordered vectors */
		for( i = 0; i < numDirtVectors; i++ )
		{
			/* transform vector into tangent space */
			direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
			direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
			direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
			
			/* set endpoint */
			VectorMA( trace->origin, dirtDepth, direction, trace->end );
			SetupTrace( trace );
			
			/* trace */
			TraceLine( trace );
			if( trace->opaque )
			{
				VectorSubtract( trace->hit, trace->origin, displacement );
				gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
			}
		}
	}
	
	/* direct ray */
	VectorMA( trace->origin, dirtDepth, normal, trace->end );
	SetupTrace( trace );
	
	/* trace */
	TraceLine( trace );
	if( trace->opaque )
	{
		VectorSubtract( trace->hit, trace->origin, displacement );
		gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
	}
	
	/* early out */
	if( gatherDirt <= 0.0f )
		return 1.0f;
	
	/* apply gain (does this even do much? heh) */
	outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
	if( outDirt > 1.0f )
		outDirt = 1.0f;
	
	/* apply scale */
	outDirt *= dirtScale;
	if( outDirt > 1.0f )
		outDirt = 1.0f;
	
	/* return to sender */
	return 1.0f - outDirt;
}



/*
DirtyRawLightmap()
calculates dirty fraction for each luxel
*/

void DirtyRawLightmap( int rawLightmapNum )
{
	int					i, x, y, sx, sy, *cluster;
	float				*origin, *normal, *dirt, *dirt2, average, samples;
	rawLightmap_t		*lm;
	surfaceInfo_t		*info;
	trace_t				trace;
	qboolean			noDirty;

	
	/* bail if this number exceeds the number of raw lightmaps */
	if( rawLightmapNum >= numRawLightmaps )
		return;
	
	/* get lightmap */
	lm = &rawLightmaps[ rawLightmapNum ];
	
	/* setup trace */
	trace.testOcclusion = qtrue;
	trace.forceSunlight = qfalse;
	trace.recvShadows = lm->recvShadows;
	trace.numSurfaces = lm->numLightSurfaces;
	trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
	trace.inhibitRadius = 0.0f;
	trace.testAll = qfalse;
	
	/* twosided lighting (may or may not be a good idea for lightmapped stuff) */
	trace.twoSided = qfalse;
	for( i = 0; i < trace.numSurfaces; i++ )
	{
		/* get surface */
		info = &surfaceInfos[ trace.surfaces[ i ] ];
		
		/* check twosidedness */
		if( info->si->twoSided )
		{
			trace.twoSided = qtrue;
			break;
		}
	}

	noDirty = qfalse;
	for( i = 0; i < trace.numSurfaces; i++ )
	{
		/* get surface */
		info = &surfaceInfos[ trace.surfaces[ i ] ];

		/* check twosidedness */
		if( info->si->noDirty )
		{
			noDirty = qtrue;
			break;
		}
	}
	
	/* gather dirt */
	for( y = 0; y < lm->sh; y++ )
	{
		for( x = 0; x < lm->sw; x++ )
		{
			/* get luxel */
			cluster = SUPER_CLUSTER( x, y );
			origin = SUPER_ORIGIN( x, y );
			normal = SUPER_NORMAL( x, y );
			dirt = SUPER_DIRT( x, y );
			
			/* set default dirt */
			*dirt = 0.0f;
			
			/* only look at mapped luxels */
			if( *cluster < 0 )
				continue;

			/* don't apply dirty on this surface */
			if( noDirty )
			{
				*dirt = 1.0f;
				continue;
			}
			
			/* copy to trace */
			trace.cluster = *cluster;
			VectorCopy( origin, trace.origin );
			VectorCopy( normal, trace.normal );
			
			/* get dirt */
			*dirt = DirtForSample( &trace );
		}
	}
	
	/* testing no filtering */
	//%	return;
	
	/* filter dirt */
	for( y = 0; y < lm->sh; y++ )
	{
		for( x = 0; x < lm->sw; x++ )
		{
			/* get luxel */
			cluster = SUPER_CLUSTER( x, y );
			dirt = SUPER_DIRT( x, y );
			
			/* filter dirt by adjacency to unmapped luxels */
			average = *dirt;
			samples = 1.0f;
			for( sy = (y - 1); sy <= (y + 1); sy++ )
			{
				if( sy < 0 || sy >= lm->sh )
					continue;
				
				for( sx = (x - 1); sx <= (x + 1); sx++ )
				{
					if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
						continue;
					
					/* get neighboring luxel */
					cluster = SUPER_CLUSTER( sx, sy );
					dirt2 = SUPER_DIRT( sx, sy );
					if( *cluster < 0 || *dirt2 <= 0.0f )
						continue;
					
					/* add it */
					average += *dirt2;
					samples += 1.0f;
				}
				
				/* bail */
				if( samples <= 0.0f )
					break;
			}
			
			/* bail */
			if( samples <= 0.0f )
				continue;
			
			/* scale dirt */
			*dirt = average / samples;
		}
	}
}



/*
SubmapRawLuxel()
calculates the pvs cluster, origin, normal of a sub-luxel
*/

static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
{
	int			i, *cluster, *cluster2;
	float		*origin, *origin2, *normal;	//%	, *normal2;
	vec3_t		originVecs[ 2 ];			//%	, normalVecs[ 2 ];
	
	
	/* calulate x vector */
	if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
	{
		cluster = SUPER_CLUSTER( x, y );
		origin = SUPER_ORIGIN( x, y );
		//%	normal = SUPER_NORMAL( x, y );
		cluster2 = SUPER_CLUSTER( x + 1, y );
		origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
		//%	normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
	}
	else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
	{
		cluster = SUPER_CLUSTER( x - 1, y );
		origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
		//%	normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
		cluster2 = SUPER_CLUSTER( x, y );
		origin2 = SUPER_ORIGIN( x, y );
		//%	normal2 = SUPER_NORMAL( x, y );
	}
	else
	{
		Error( "Spurious lightmap S vector\n" );
	}
	
	VectorSubtract( origin2, origin, originVecs[ 0 ] );
	//%	VectorSubtract( normal2, normal, normalVecs[ 0 ] );
	
	/* calulate y vector */
	if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
	{
		cluster = SUPER_CLUSTER( x, y );
		origin = SUPER_ORIGIN( x, y );
		//%	normal = SUPER_NORMAL( x, y );
		cluster2 = SUPER_CLUSTER( x, y + 1 );
		origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
		//%	normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
	}
	else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
	{
		cluster = SUPER_CLUSTER( x, y - 1 );
		origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
		//%	normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
		cluster2 = SUPER_CLUSTER( x, y );
		origin2 = SUPER_ORIGIN( x, y );
		//%	normal2 = SUPER_NORMAL( x, y );
	}
	else
		Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
	
	VectorSubtract( origin2, origin, originVecs[ 1 ] );
	//%	VectorSubtract( normal2, normal, normalVecs[ 1 ] );
	
	/* calculate new origin */
	//%	VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
	//%	VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
	for( i = 0; i < 3; i++ )
		sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
	
	/* get cluster */
	*sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
	if( *sampleCluster < 0 )
		return qfalse;
	
	/* calculate new normal */
	//%	VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
	//%	VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
	//%	if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
	//%		return qfalse;
	normal = SUPER_NORMAL( x, y );
	VectorCopy( normal, sampleNormal );
	
	/* return ok */
	return qtrue;
}


/*
SubsampleRawLuxel_r()
recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
*/

static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
{
	int			b, samples, mapped, lighted;
	int			cluster[ 4 ];
	vec4_t		luxel[ 4 ];
	vec3_t		deluxel[ 3 ];
	vec3_t		origin[ 4 ], normal[ 4 ];
	float		biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
	vec3_t		color, direction = { 0, 0, 0 }, total;
	
	
	/* limit check */
	if( lightLuxel[ 3 ] >= lightSamples )
		return;
	
	/* setup */
	VectorClear( total );
	mapped = 0;
	lighted = 0;
	
	/* make 2x2 subsample stamp */
	for( b = 0; b < 4; b++ )
	{
		/* set origin */
		VectorCopy( sampleOrigin, origin[ b ] );
		
		/* calculate position */
		if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
		{
			cluster[ b ] = -1;
			continue;
		}
		mapped++;
		
		/* increment sample count */
		luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
		
		/* setup trace */
		trace->cluster = *cluster;
		VectorCopy( origin[ b ], trace->origin );
		VectorCopy( normal[ b ], trace->normal );
		
		/* sample light */

		LightContributionToSample( trace );
		if(trace->forceSubsampling > 1.0f)
		{
			/* alphashadow: we subsample as deep as we can */
			++lighted;
			++mapped;
			++mapped;
		}
		
		/* add to totals (fixme: make contrast function) */
		VectorCopy( trace->color, luxel[ b ] );
		if(lightDeluxel)
		{
			VectorCopy( trace->directionContribution, deluxel[ b ] );
		}
		VectorAdd( total, trace->color, total );
		if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
			lighted++;
	}
	
	/* subsample further? */
	if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
		(total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
		lighted != 0 && lighted != mapped )
	{
		for( b = 0; b < 4; b++ )
		{
			if( cluster[ b ] < 0 )
				continue;
			SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.5f), luxel[ b ], lightDeluxel ? deluxel[ b ] : NULL );
		}
	}
	
	/* average */
	//%	VectorClear( color );
	//%	samples = 0;
	VectorCopy( lightLuxel, color );
	if(lightDeluxel)
	{
		VectorCopy( lightDeluxel, direction );
	}
	samples = 1;
	for( b = 0; b < 4; b++ )
	{
		if( cluster[ b ] < 0 )
			continue;
		VectorAdd( color, luxel[ b ], color );
		if(lightDeluxel)
		{
			VectorAdd( direction, deluxel[ b ], direction );
		}
		samples++;
	}
	
	/* add to luxel */
	if( samples > 0 )
	{
		/* average */
		color[ 0 ] /= samples;
		color[ 1 ] /= samples;
		color[ 2 ] /= samples;

		/* add to color */
		VectorCopy( color, lightLuxel );
		lightLuxel[ 3 ] += 1.0f;

		if(lightDeluxel)
		{
			direction[ 0 ] /= samples;
			direction[ 1 ] /= samples;
			direction[ 2 ] /= samples;
			VectorCopy( direction, lightDeluxel );
		}
	}
}

/* A mostly Gaussian-like bounded random distribution (sigma is expected standard deviation) */
static void GaussLikeRandom(float sigma, float *x, float *y)
{
	float r;
	r = Random() * 2 * Q_PI;
	*x = sigma * 2.73861278752581783822 * cos(r);
	*y = sigma * 2.73861278752581783822 * sin(r);
	r = Random();
	r = 1 - sqrt(r);
	r = 1 - sqrt(r);
	*x *= r;
	*y *= r;
}
static void RandomSubsampleRawLuxel( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
{
	int			b, mapped;
	int			cluster;
	vec3_t		origin, normal;
	vec3_t		total, totaldirection;
	float		dx, dy;
	
	VectorClear( total );
	VectorClear( totaldirection );
	mapped = 0;
	for(b = 0; b < lightSamples; ++b)
	{
		/* set origin */
		VectorCopy( sampleOrigin, origin );
		GaussLikeRandom(bias, &dx, &dy);

		/* calculate position */
		if( !SubmapRawLuxel( lm, x, y, dx, dy, &cluster, origin, normal ) )
		{
			cluster = -1;
			continue;
		}
		mapped++;

		trace->cluster = cluster;
		VectorCopy( origin, trace->origin );
		VectorCopy( normal, trace->normal );

		LightContributionToSample( trace );
		VectorAdd( total, trace->color, total );
		if(lightDeluxel)
		{
			VectorAdd( totaldirection, trace->directionContribution, totaldirection );
		}
	}

	/* add to luxel */
	if( mapped > 0 )
	{
		/* average */
		lightLuxel[ 0 ] = total[ 0 ] / mapped;
		lightLuxel[ 1 ] = total[ 1 ] / mapped;
		lightLuxel[ 2 ] = total[ 2 ] / mapped;

		if(lightDeluxel)
		{
			lightDeluxel[ 0 ] = totaldirection[ 0 ] / mapped;
			lightDeluxel[ 1 ] = totaldirection[ 1 ] / mapped;
			lightDeluxel[ 2 ] = totaldirection[ 2 ] / mapped;
		}
	}
}



/*
IlluminateRawLightmap()
illuminates the luxels
*/

#define STACK_LL_SIZE			(SUPER_LUXEL_SIZE * 64 * 64)
#define LIGHT_LUXEL( x, y )		(lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
#define LIGHT_DELUXEL( x, y )		(lightDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))

void IlluminateRawLightmap( int rawLightmapNum )
{
	int					i, t, x, y, sx, sy, size, luxelFilterRadius, lightmapNum;
	int					*cluster, *cluster2, mapped, lighted, totalLighted;
	size_t					llSize, ldSize;
	rawLightmap_t		*lm;
	surfaceInfo_t		*info;
	qboolean			filterColor, filterDir;
	float				brightness;
	float				*origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
	unsigned char			*flag;
	float				*lightLuxels, *lightDeluxels, *lightLuxel, *lightDeluxel, samples, filterRadius, weight;
	vec3_t				color, direction, averageColor, averageDir, total, temp, temp2;
	float				tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
	trace_t				trace;
	float				stackLightLuxels[ STACK_LL_SIZE ];
	
	
	/* bail if this number exceeds the number of raw lightmaps */
	if( rawLightmapNum >= numRawLightmaps )
		return;
	
	/* get lightmap */
	lm = &rawLightmaps[ rawLightmapNum ];
	
	/* setup trace */
	trace.testOcclusion = !noTrace;
	trace.forceSunlight = qfalse;
	trace.recvShadows = lm->recvShadows;
	trace.numSurfaces = lm->numLightSurfaces;
	trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
	trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
	
	/* twosided lighting (may or may not be a good idea for lightmapped stuff) */
	trace.twoSided = qfalse;
	for( i = 0; i < trace.numSurfaces; i++ )
	{
		/* get surface */
		info = &surfaceInfos[ trace.surfaces[ i ] ];
		
		/* check twosidedness */
		if( info->si->twoSided )
		{
			trace.twoSided = qtrue;
			break;
		}
	}
	
	/* create a culled light list for this raw lightmap */
	CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
	
	/* -----------------------------------------------------------------
	   fill pass
	   ----------------------------------------------------------------- */
	
	/* set counts */
	numLuxelsIlluminated += (lm->sw * lm->sh);
	
	/* test debugging state */
	if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
	{
		/* debug fill the luxels */
		for( y = 0; y < lm->sh; y++ )
		{
			for( x = 0; x < lm->sw; x++ )
			{
				/* get cluster */
				cluster = SUPER_CLUSTER( x, y );

				/* only fill mapped luxels */
				if( *cluster < 0 )
					continue;
				
				/* get particulars */
				luxel = SUPER_LUXEL( 0, x, y );
				origin = SUPER_ORIGIN( x, y );
				normal = SUPER_NORMAL( x, y );
				
				/* color the luxel with raw lightmap num? */
				if( debugSurfaces )
					VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
				
				/* color the luxel with lightmap axis? */
				else if( debugAxis )
				{
					luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
					luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
					luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
				}
				
				/* color the luxel with luxel cluster? */
				else if( debugCluster )
					VectorCopy( debugColors[ *cluster % 12 ], luxel );
				
				/* color the luxel with luxel origin? */
				else if( debugOrigin )
				{
					VectorSubtract( lm->maxs, lm->mins, temp );
					VectorScale( temp, (1.0f / 255.0f), temp );
					VectorSubtract( origin, lm->mins, temp2 );
					luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
					luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
					luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
				}
				
				/* color the luxel with the normal */
				else if( normalmap )
				{
					luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
					luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
					luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
				}
				
				/* otherwise clear it */
				else
					VectorClear( luxel );
				
				/* add to counts */
				luxel[ 3 ] = 1.0f;
			}
		}
	}
	else
	{
		/* allocate temporary per-light luxel storage */
		llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
		ldSize = lm->sw * lm->sh * SUPER_DELUXEL_SIZE * sizeof( float );
		if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
			lightLuxels = stackLightLuxels;
		else
			lightLuxels = safe_malloc( llSize );
		if(deluxemap)
			lightDeluxels = safe_malloc( ldSize );
		else
			lightDeluxels = NULL;
		
		/* clear luxels */
		//%	memset( lm->superLuxels[ 0 ], 0, llSize );
		
		/* set ambient color */
		for( y = 0; y < lm->sh; y++ )
		{
			for( x = 0; x < lm->sw; x++ )
			{
				/* get cluster */
				cluster = SUPER_CLUSTER( x, y );
				luxel = SUPER_LUXEL( 0, x, y );
				normal = SUPER_NORMAL( x, y );
				deluxel = SUPER_DELUXEL( x, y );
				
				/* blacken unmapped clusters */
				if( *cluster < 0 )
					VectorClear( luxel );
				
				/* set ambient */
				else
				{
					VectorCopy( ambientColor, luxel );
					if( deluxemap )
					{
						brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );

						// use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
						if(brightness < 0.00390625f)
							brightness = 0.00390625f;

						VectorScale( normal, brightness, deluxel );
					}
					luxel[ 3 ] = 1.0f;
				}
			}
		}
		
		/* clear styled lightmaps */
		size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
		for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
		{
			if( lm->superLuxels[ lightmapNum ] != NULL )
				memset( lm->superLuxels[ lightmapNum ], 0, size );
		}
		
		/* debugging code */
		//%	if( trace.numLights <= 0 )
		//%		Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
		
		/* walk light list */
		for( i = 0; i < trace.numLights; i++ )
		{
			/* setup trace */
			trace.light = trace.lights[ i ];
			
			/* style check */
			for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
			{
				if( lm->styles[ lightmapNum ] == trace.light->style ||
					lm->styles[ lightmapNum ] == LS_NONE )
					break;
			}
			
			/* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
			if( lightmapNum >= MAX_LIGHTMAPS )
			{
				Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
				continue;
			}
			
			/* setup */
			memset( lightLuxels, 0, llSize );
			if(deluxemap)
				memset( lightDeluxels, 0, ldSize );
			totalLighted = 0;
			
			/* determine filter radius */
			filterRadius = lm->filterRadius > trace.light->filterRadius
				? lm->filterRadius
				: trace.light->filterRadius;
			if( filterRadius < 0.0f )
				filterRadius = 0.0f;
			
			/* set luxel filter radius */
			luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
			if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
				luxelFilterRadius = 1;

			/* allocate sampling flags storage */
			if((lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0)
			{
				size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( unsigned char );
				if(lm->superFlags == NULL)
					lm->superFlags = safe_malloc( size );
				memset( (void *) lm->superFlags, 0, size );
			}

			/* initial pass, one sample per luxel */
			for( y = 0; y < lm->sh; y++ )
			{
				for( x = 0; x < lm->sw; x++ )
				{
					/* get cluster */
					cluster = SUPER_CLUSTER( x, y );
					if( *cluster < 0 )
						continue;
					
					/* get particulars */
					lightLuxel = LIGHT_LUXEL( x, y );
					lightDeluxel = LIGHT_DELUXEL( x, y );
					origin = SUPER_ORIGIN( x, y );
					normal = SUPER_NORMAL( x, y );
					flag = SUPER_FLAG( x, y );

#if 0
					////////// 27's temp hack for testing edge clipping ////
					if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
					{
						lightLuxel[ 1 ] = 255;
						lightLuxel[ 3 ] = 1.0f;
						totalLighted++;
					}
					else
#endif
					{
						/* set contribution count */
						lightLuxel[ 3 ] = 1.0f;

						/* setup trace */
						trace.cluster = *cluster;
						VectorCopy( origin, trace.origin );
						VectorCopy( normal, trace.normal );

						/* get light for this sample */
						LightContributionToSample( &trace );
						VectorCopy( trace.color, lightLuxel );

						/* add the contribution to the deluxemap */
						if( deluxemap )
						{
							VectorCopy( trace.directionContribution, lightDeluxel );
						}

						/* check for evilness */
						if(trace.forceSubsampling > 1.0f && (lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0)
						{
							totalLighted++;
							*flag |= FLAG_FORCE_SUBSAMPLING; /* force */
						}
						/* add to count */
						else if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
							totalLighted++;
					}
				}
			}
			
			/* don't even bother with everything else if nothing was lit */
			if( totalLighted == 0 )
				continue;
			
			/* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
			/* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
			if( (lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0 )
			{
				/* walk luxels */
				for( y = 0; y < (lm->sh - 1); y++ )
				{
					for( x = 0; x < (lm->sw - 1); x++ )
					{
						/* setup */
						mapped = 0;
						lighted = 0;
						VectorClear( total );
						
						/* test 2x2 stamp */
						for( t = 0; t < 4; t++ )
						{
							/* set sample coords */
							sx = x + tests[ t ][ 0 ];
							sy = y + tests[ t ][ 1 ];
							
							/* get cluster */
							cluster = SUPER_CLUSTER( sx, sy );
							if( *cluster < 0 )
								continue;
							mapped++;
							
							/* get luxel */
							flag = SUPER_FLAG( sx, sy );
							if(*flag & FLAG_FORCE_SUBSAMPLING)
							{
								/* force a lighted/mapped discrepancy so we subsample */
								++lighted;
								++mapped;
								++mapped;
							}
							lightLuxel = LIGHT_LUXEL( sx, sy );
							VectorAdd( total, lightLuxel, total );
							if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
								lighted++;
						}
						
						/* if total color is under a certain amount, then don't bother subsampling */
						if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
							continue;
						
						/* if all 4 pixels are either in shadow or light, then don't subsample */
						if( lighted != 0 && lighted != mapped )
						{
							for( t = 0; t < 4; t++ )
							{
								/* set sample coords */
								sx = x + tests[ t ][ 0 ];
								sy = y + tests[ t ][ 1 ];
								
								/* get luxel */
								cluster = SUPER_CLUSTER( sx, sy );
								if( *cluster < 0 )
									continue;
								flag = SUPER_FLAG( sx, sy );
								if(*flag & FLAG_ALREADY_SUBSAMPLED) // already subsampled
									continue;
								lightLuxel = LIGHT_LUXEL( sx, sy );
								lightDeluxel = LIGHT_DELUXEL( sx, sy );
								origin = SUPER_ORIGIN( sx, sy );
								
								/* only subsample shadowed luxels */
								//%	if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
								//%		continue;
								
								/* subsample it */
								if(lightRandomSamples)
									RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
								else
									SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );

								*flag |= FLAG_ALREADY_SUBSAMPLED;
								
								/* debug code to colorize subsampled areas to yellow */
								//%	luxel = SUPER_LUXEL( lightmapNum, sx, sy );
								//%	VectorSet( luxel, 255, 204, 0 );
							}
						}
					}
				}
			}
			
			/* tertiary pass, apply dirt map (ambient occlusion) */
			if( 0 && dirty )
			{
				/* walk luxels */
				for( y = 0; y < lm->sh; y++ )
				{
					for( x = 0; x < lm->sw; x++ )
					{
						/* get cluster  */
						cluster = SUPER_CLUSTER( x, y );
						if( *cluster < 0 )
							continue;
						
						/* get particulars */
						lightLuxel = LIGHT_LUXEL( x, y );
						dirt = SUPER_DIRT( x, y );
						
						/* scale light value */
						VectorScale( lightLuxel, *dirt, lightLuxel );
					}
				}
			}
			
			/* allocate sampling lightmap storage */
			if( lm->superLuxels[ lightmapNum ] == NULL )
			{
				/* allocate sampling lightmap storage */
				size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
				lm->superLuxels[ lightmapNum ] = safe_malloc( size );
				memset( lm->superLuxels[ lightmapNum ], 0, size );
			}

			/* set style */
			if( lightmapNum > 0 )
			{
				lm->styles[ lightmapNum ] = trace.light->style;
				//%	Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
			}
			
			/* copy to permanent luxels */
			for( y = 0; y < lm->sh; y++ )
			{
				for( x = 0; x < lm->sw; x++ )
				{
					/* get cluster and origin */
					cluster = SUPER_CLUSTER( x, y );
					if( *cluster < 0 )
						continue;
					origin = SUPER_ORIGIN( x, y );
					
					/* filter? */
					if( luxelFilterRadius )
					{
						/* setup */
						VectorClear( averageColor );
						VectorClear( averageDir );
						samples = 0.0f;
						
						/* cheaper distance-based filtering */
						for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
						{
							if( sy < 0 || sy >= lm->sh )
								continue;
							
							for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
							{
								if( sx < 0 || sx >= lm->sw )
									continue;
								
								/* get particulars */
								cluster = SUPER_CLUSTER( sx, sy );
								if( *cluster < 0 )
									continue;
								lightLuxel = LIGHT_LUXEL( sx, sy );
								lightDeluxel = LIGHT_DELUXEL( sx, sy );
								
								/* create weight */
								weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
								weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
								
								/* scale luxel by filter weight */
								VectorScale( lightLuxel, weight, color );
								VectorAdd( averageColor, color, averageColor );
								if(deluxemap)
								{
									VectorScale( lightDeluxel, weight, direction );
									VectorAdd( averageDir, direction, averageDir );
								}
								samples += weight;
							}
						}
						
						/* any samples? */
						if( samples <= 0.0f	)
							continue;
						
						/* scale into luxel */
						luxel = SUPER_LUXEL( lightmapNum, x, y );
						luxel[ 3 ] = 1.0f;
						
						/* handle negative light */
						if( trace.light->flags & LIGHT_NEGATIVE )
						{ 
							luxel[ 0 ] -= averageColor[ 0 ] / samples;
							luxel[ 1 ] -= averageColor[ 1 ] / samples;
							luxel[ 2 ] -= averageColor[ 2 ] / samples;
						}
						
						/* handle normal light */
						else
						{ 
							luxel[ 0 ] += averageColor[ 0 ] / samples;
							luxel[ 1 ] += averageColor[ 1 ] / samples;
							luxel[ 2 ] += averageColor[ 2 ] / samples;
						}
						
						if(deluxemap)
						{
							/* scale into luxel */
							deluxel = SUPER_DELUXEL( x, y );
							deluxel[ 0 ] += averageDir[ 0 ] / samples;
							deluxel[ 1 ] += averageDir[ 1 ] / samples;
							deluxel[ 2 ] += averageDir[ 2 ] / samples;
						}
					}
					
					/* single sample */
					else
					{
						/* get particulars */
						lightLuxel = LIGHT_LUXEL( x, y );
						lightDeluxel = LIGHT_DELUXEL( x, y );
						luxel = SUPER_LUXEL( lightmapNum, x, y );
						deluxel = SUPER_DELUXEL( x, y );
						
						/* handle negative light */
						if( trace.light->flags & LIGHT_NEGATIVE )
							VectorScale( averageColor, -1.0f, averageColor );

						/* add color */
						luxel[ 3 ] = 1.0f;
						
						/* handle negative light */
						if( trace.light->flags & LIGHT_NEGATIVE )
							VectorSubtract( luxel, lightLuxel, luxel );
						
						/* handle normal light */
						else
							VectorAdd( luxel, lightLuxel, luxel );

						if(deluxemap)
						{
							VectorAdd( deluxel, lightDeluxel, deluxel );
						}
					}
				}
			}
		}
		
		/* free temporary luxels */
		if( lightLuxels != stackLightLuxels )
			free( lightLuxels );
		
		if(deluxemap)
			free( lightDeluxels );
	}
	
	/* free light list */
	FreeTraceLights( &trace );
	
	/* floodlight pass */
	if( floodlighty )
		FloodlightIlluminateLightmap(lm);

	if (debugnormals)
	{
		for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
		{
			/* early out */
			if( lm->superLuxels[ lightmapNum ] == NULL )
				continue;
			
			for( y = 0; y < lm->sh; y++ )
			{
				for( x = 0; x < lm->sw; x++ )
				{
					/* get cluster */
					cluster	= SUPER_CLUSTER( x, y );
					//%	if( *cluster < 0 )
					//%		continue;
					
					/* get particulars */
					luxel = SUPER_LUXEL( lightmapNum, x, y );
					normal = SUPER_NORMAL (  x, y );
               
					luxel[0]=(normal[0]*127)+127;
					luxel[1]=(normal[1]*127)+127;
					luxel[2]=(normal[2]*127)+127;
				}
			}
		}
	}
	
	/*	-----------------------------------------------------------------
		dirt pass
		----------------------------------------------------------------- */
	
	if( dirty )
	{
		/* walk lightmaps */
		for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
		{
			/* early out */
			if( lm->superLuxels[ lightmapNum ] == NULL )
				continue;
			
			/* apply dirt to each luxel */
			for( y = 0; y < lm->sh; y++ )
			{
				for( x = 0; x < lm->sw; x++ )
				{
					/* get cluster */
					cluster	= SUPER_CLUSTER( x, y );
					//%	if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
					//%		continue;
					
					/* get particulars */
					luxel = SUPER_LUXEL( lightmapNum, x, y );
					dirt = SUPER_DIRT( x, y );
					
					/* apply dirt */
					VectorScale( luxel, *dirt, luxel );
					
					/* debugging */
					if( dirtDebug )
						VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
				}
			}
		}
	}
	
	/* -----------------------------------------------------------------
	   filter pass
	   ----------------------------------------------------------------- */
	
	/* walk lightmaps */
	for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
	{
		/* early out */
		if( lm->superLuxels[ lightmapNum ] == NULL )
			continue;
		
		/* average occluded luxels from neighbors */
		for( y = 0; y < lm->sh; y++ )
		{
			for( x = 0; x < lm->sw; x++ )
			{
				/* get particulars */
				cluster = SUPER_CLUSTER( x, y );
				luxel = SUPER_LUXEL( lightmapNum, x, y );
				deluxel = SUPER_DELUXEL( x, y );
				normal = SUPER_NORMAL( x, y );
				
				/* determine if filtering is necessary */
				filterColor = qfalse;
				filterDir = qfalse;
				if( *cluster < 0 ||
					(lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
					filterColor = qtrue;

				if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
					filterDir = qtrue;
				
				if( !filterColor && !filterDir )
					continue;
				
				/* choose seed amount */
				VectorClear( averageColor );
				VectorClear( averageDir );
				samples = 0.0f;
				
				/* walk 3x3 matrix */
				for( sy = (y - 1); sy <= (y + 1); sy++ )
				{
					if( sy < 0 || sy >= lm->sh )
						continue;
					
					for( sx = (x - 1); sx <= (x + 1); sx++ )
					{
						if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
							continue;
						
						/* get neighbor's particulars */
						cluster2 = SUPER_CLUSTER( sx, sy );
						luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
						deluxel2 = SUPER_DELUXEL( sx, sy );
						
						/* ignore unmapped/unlit luxels */
						if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
							(lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
							continue;
						
						/* add its distinctiveness to our own */
						VectorAdd( averageColor, luxel2, averageColor );
						samples += luxel2[ 3 ];
						if( filterDir )
							VectorAdd( averageDir, deluxel2, averageDir );
					}
				}
				
				/* fall through */
				if( samples <= 0.0f )
					continue;
				
				/* dark lightmap seams */
				if( dark )
				{
					if( lightmapNum == 0 )
						VectorMA( averageColor, 2.0f, ambientColor, averageColor );
					samples += 2.0f;
				}
				
				/* average it */
				if( filterColor )
				{
					VectorDivide( averageColor, samples, luxel );
					luxel[ 3 ] = 1.0f;
				}
				if( filterDir )
					VectorDivide( averageDir, samples, deluxel );
				
				/* set cluster to -3 */
				if( *cluster < 0 )
					*cluster = CLUSTER_FLOODED;
			}
		}
	}


#if 0
	// audit pass
	for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
	{
		/* early out */
		if( lm->superLuxels[ lightmapNum ] == NULL )
			continue;
		for( y = 0; y < lm->sh; y++ )
			for( x = 0; x < lm->sw; x++ )
			{
				/* get cluster */
				cluster	= SUPER_CLUSTER( x, y );
				luxel = SUPER_LUXEL( lightmapNum, x, y );
				deluxel = SUPER_DELUXEL( x, y );
				if(!luxel || !deluxel || !cluster)
				{
					Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
					continue;
				}
				else if(*cluster < 0)
				{
					// unmapped pixel
					// should have neither deluxemap nor lightmap
					if(deluxel[3])
						Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
				}
				else
				{
					// mapped pixel
					// should have both deluxemap and lightmap
					if(deluxel[3])
						Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
				}
			}
	}
#endif
}



/*
IlluminateVertexes()
light the surface vertexes
*/

#define VERTEX_NUDGE	4.0f

void IlluminateVertexes( int num )
{
	int					i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
	int					lightmapNum, numAvg;
	float				samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
	vec3_t				origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
	bspDrawSurface_t	*ds;
	surfaceInfo_t		*info;
	rawLightmap_t		*lm;
	bspDrawVert_t		*verts;
	trace_t				trace;
	float				floodLightAmount;
	vec3_t				floodColor;
	
	
	/* get surface, info, and raw lightmap */
	ds = &bspDrawSurfaces[ num ];
	info = &surfaceInfos[ num ];
	lm = info->lm;
	
	/* -----------------------------------------------------------------
	   illuminate the vertexes
	   ----------------------------------------------------------------- */
	
	/* calculate vertex lighting for surfaces without lightmaps */
	if( lm == NULL || cpmaHack )
	{
		/* setup trace */
		trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
		trace.forceSunlight = info->si->forceSunlight;
		trace.recvShadows = info->recvShadows;
		trace.numSurfaces = 1;
		trace.surfaces = &num;
		trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
		
		/* twosided lighting */
		trace.twoSided = info->si->twoSided;
		
		/* make light list for this surface */
		CreateTraceLightsForSurface( num, &trace );
		
		/* setup */
		verts = yDrawVerts + ds->firstVert;
		numAvg = 0;
		memset( avgColors, 0, sizeof( avgColors ) );
		
		/* walk the surface verts */
		for( i = 0; i < ds->numVerts; i++ )
		{
			/* get vertex luxel */
			radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
			
			/* color the luxel with raw lightmap num? */
			if( debugSurfaces )
				VectorCopy( debugColors[ num % 12 ], radVertLuxel );
			
			/* color the luxel with luxel origin? */
			else if( debugOrigin )
			{
				VectorSubtract( info->maxs, info->mins, temp );
				VectorScale( temp, (1.0f / 255.0f), temp );
				VectorSubtract( origin, lm->mins, temp2 );
				radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
				radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
				radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
			}
			
			/* color the luxel with the normal */
			else if( normalmap )
			{
				radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
				radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
				radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
			}
			
			/* illuminate the vertex */
			else
			{
				/* clear vertex luxel */
				VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
				
				/* try at initial origin */
				trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
				if( trace.cluster >= 0 )
				{
					/* setup trace */
					VectorCopy( verts[ i ].xyz, trace.origin );
					VectorCopy( verts[ i ].normal, trace.normal );
					
					/* r7 dirt */
					if( dirty && !bouncing )
						dirt = DirtForSample( &trace );
					else
						dirt = 1.0f;

					/* jal: floodlight */
					floodLightAmount = 0.0f;
					VectorClear( floodColor );
					if( floodlighty && !bouncing )
					{
						floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
						VectorScale( floodlightRGB, floodLightAmount, floodColor );
					}

					/* trace */
					LightingAtSample( &trace, ds->vertexStyles, colors );
					
					/* store */
					for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
					{
						/* r7 dirt */
						VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );

						/* jal: floodlight */
						VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
						
						/* store */
						radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
						VectorCopy( colors[ lightmapNum ], radVertLuxel );
						VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
					}
				}
				
				/* is this sample bright enough? */
				radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
				if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
					radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
					radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
				{
					/* nudge the sample point around a bit */
					for( x = 0; x < 5; x++ )
					{
						/* two's complement 0, 1, -1, 2, -2, etc */
						x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
						
						for( y = 0; y < 5; y++ )
						{
							y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
							
							for( z = 0; z < 5; z++ )
							{
								z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
								
								/* nudge origin */
								trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
								trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
								trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
								
								/* try at nudged origin */
								trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
								if( trace.cluster < 0 )
									continue;

								/* r7 dirt */
								if( dirty && !bouncing )
									dirt = DirtForSample( &trace );
								else
									dirt = 1.0f;

								/* jal: floodlight */
								floodLightAmount = 0.0f;
								VectorClear( floodColor );
								if( floodlighty && !bouncing )
								{
									floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
									VectorScale( floodlightRGB, floodLightAmount, floodColor );
								}
															
								/* trace */
								LightingAtSample( &trace, ds->vertexStyles, colors );
								
								/* store */
								for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
								{
									/* r7 dirt */
									VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );

									/* jal: floodlight */
									VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
									
									/* store */
									radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
									VectorCopy( colors[ lightmapNum ], radVertLuxel );
								}
								
								/* bright enough? */
								radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
								if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
									radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
									radVertLuxel[ 2 ] > ambientColor[ 2 ] )
									x = y = z = 1000;
							}
						}
					}
				}
				
				/* add to average? */
				radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
				if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
					radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
					radVertLuxel[ 2 ] > ambientColor[ 2 ] )
				{
					numAvg++;
					for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
					{
						radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
						VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
					}
				}
			}
			
			/* another happy customer */
			numVertsIlluminated++;
		}
		
		/* set average color */
		if( numAvg > 0 )
		{
			for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
				VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
		}
		else
		{
			VectorCopy( ambientColor, avgColors[ 0 ] );
		}
		
		/* clean up and store vertex color */
		for( i = 0; i < ds->numVerts; i++ )
		{
			/* get vertex luxel */
			radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
			
			/* store average in occluded vertexes */
			if( radVertLuxel[ 0 ] < 0.0f )
			{
				for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
				{
					radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
					VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
					
					/* debug code */
					//%	VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
				}
			}
			
			/* store it */
			for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
			{
				/* get luxels */
				vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
				radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
				
				/* store */
				if( bouncing || bounce == 0 || !bounceOnly )
					VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
				if( !info->si->noVertexLight )
					ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
			}
		}
		
		/* free light list */
		FreeTraceLights( &trace );
		
		/* return to sender */
		return;
	}
	
	/* -----------------------------------------------------------------
	   reconstitute vertex lighting from the luxels
	   ----------------------------------------------------------------- */
	
	/* set styles from lightmap */
	for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
		ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
	
	/* get max search radius */
	maxRadius = lm->sw;
	maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
	
	/* walk the surface verts */
	verts = yDrawVerts + ds->firstVert;
	for( i = 0; i < ds->numVerts; i++ )
	{
		/* do each lightmap */
		for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
		{
			/* early out */
			if( lm->superLuxels[ lightmapNum ] == NULL )
				continue;
			
			/* get luxel coords */
			x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
			y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
			if( x < 0 )
				x = 0;
			else if( x >= lm->sw )
				x = lm->sw - 1;
			if( y < 0 )
				y = 0;
			else if( y >= lm->sh )
				y = lm->sh - 1;
			
			/* get vertex luxels */
			vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
			radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
			
			/* color the luxel with the normal? */
			if( normalmap )
			{
				radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
				radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
				radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
			}
			
			/* color the luxel with surface num? */
			else if( debugSurfaces )
				VectorCopy( debugColors[ num % 12 ], radVertLuxel );
			
			/* divine color from the superluxels */
			else
			{
				/* increasing radius */
				VectorClear( radVertLuxel );
				samples = 0.0f;
				for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
				{
					/* sample within radius */
					for( sy = (y - radius); sy <= (y + radius); sy++ )
					{
						if( sy < 0 || sy >= lm->sh )
							continue;
						
						for( sx = (x - radius); sx <= (x + radius); sx++ )
						{
							if( sx < 0 || sx >= lm->sw )
								continue;
							
							/* get luxel particulars */
							luxel = SUPER_LUXEL( lightmapNum, sx, sy );
							cluster = SUPER_CLUSTER( sx, sy );
							if( *cluster < 0 )
								continue;
							
							/* testing: must be brigher than ambient color */
							//%	if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
							//%		continue;
							
							/* add its distinctiveness to our own */
							VectorAdd( radVertLuxel, luxel, radVertLuxel );
							samples += luxel[ 3 ];
						}
					}
				}
				
				/* any color? */
				if( samples > 0.0f )
					VectorDivide( radVertLuxel, samples, radVertLuxel );
				else
					VectorCopy( ambientColor, radVertLuxel );
			}
			
			/* store into floating point storage */
			VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
			numVertsIlluminated++;
			
			/* store into bytes (for vertex approximation) */
			if( !info->si->noVertexLight )
				ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
		}
	}
}



/* -------------------------------------------------------------------------------

light optimization (-fast)

creates a list of lights that will affect a surface and stores it in tw
this is to optimize surface lighting by culling out as many of the
lights in the world as possible from further calculation

------------------------------------------------------------------------------- */

/*
SetupBrushes()
determines opaque brushes in the world and find sky shaders for sunlight calculations
*/

void SetupBrushesFlags( int mask_any, int test_any, int mask_all, int test_all )
{
	int				i, j, b;
	unsigned int			compileFlags, allCompileFlags;
	qboolean		inside;
	bspBrush_t		*brush;
	bspBrushSide_t	*side;
	bspShader_t		*shader;
	shaderInfo_t	*si;
	
	
	/* note it */
	Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
	
	/* allocate */
	if( opaqueBrushes == NULL )
		opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
	
	/* clear */
	memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
	numOpaqueBrushes = 0;
	
	/* walk the list of worldspawn brushes */
	for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
	{
		/* get brush */
		b = bspModels[ 0 ].firstBSPBrush + i;
		brush = &bspBrushes[ b ];
		
		/* check all sides */
		inside = qtrue;
		compileFlags = 0;
		allCompileFlags = ~(0u);
		for( j = 0; j < brush->numSides && inside; j++ )
		{
			/* do bsp shader calculations */
			side = &bspBrushSides[ brush->firstSide + j ];
			shader = &bspShaders[ side->shaderNum ];

			/* get shader info */
			si = ShaderInfoForShaderNull( shader->shader );
			if( si == NULL )
				continue;
			
			/* or together compile flags */
			compileFlags |= si->compileFlags;
			allCompileFlags &= si->compileFlags;
		}

		/* determine if this brush is opaque to light */
		if( (compileFlags & mask_any) == test_any && (allCompileFlags & mask_all) == test_all )
		{
			opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
			numOpaqueBrushes++;
			maxOpaqueBrush = i;
		}
	}
	
	/* emit some statistics */
	Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
}
void SetupBrushes( void )
{
	SetupBrushesFlags(C_TRANSLUCENT, 0, 0, 0);
}



/*
ClusterVisible()
determines if two clusters are visible to each other using the PVS
*/

qboolean ClusterVisible( int a, int b )
{
	int			leafBytes;
	byte		*pvs;
	
	
	/* dummy check */
	if( a < 0 || b < 0 )
		return qfalse;
	
	/* early out */
	if( a == b )
		return qtrue;
	
	/* not vised? */
	if( numBSPVisBytes <=8 )
		return qtrue;
	
	/* get pvs data */
	/* portalClusters = ((int *) bspVisBytes)[ 0 ]; */
	leafBytes = ((int*) bspVisBytes)[ 1 ];
	pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
	
	/* check */
	if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
		return qtrue;
	return qfalse;
}



/*
PointInLeafNum_r()
borrowed from vlight.c
*/

int	PointInLeafNum_r( vec3_t point, int nodenum )
{
	int			leafnum;
	vec_t		dist;
	bspNode_t		*node;
	bspPlane_t	*plane;
	
	
	while( nodenum >= 0 )
	{
		node = &bspNodes[ nodenum ];
		plane = &bspPlanes[ node->planeNum ];
		dist = DotProduct( point, plane->normal ) - plane->dist;
		if( dist > 0.1 )
			nodenum = node->children[ 0 ];
		else if( dist < -0.1 )
			nodenum = node->children[ 1 ];
		else
		{
			leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
			if( bspLeafs[ leafnum ].cluster != -1 )
				return leafnum;
			nodenum = node->children[ 1 ];
		}
	}
	
	leafnum = -nodenum - 1;
	return leafnum;
}



/*
PointInLeafnum()
borrowed from vlight.c
*/

int	PointInLeafNum( vec3_t point )
{
	return PointInLeafNum_r( point, 0 );
}



/*
ClusterVisibleToPoint() - ydnar
returns qtrue if point can "see" cluster
*/

qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
{
	int		pointCluster;
	

	/* get leafNum for point */
	pointCluster = ClusterForPoint( point );
	if( pointCluster < 0 )
		return qfalse;
	
	/* check pvs */
	return ClusterVisible( pointCluster, cluster );
}



/*
ClusterForPoint() - ydnar
returns the pvs cluster for point
*/

int ClusterForPoint( vec3_t point )
{
	int		leafNum;
	

	/* get leafNum for point */
	leafNum = PointInLeafNum( point );
	if( leafNum < 0 )
		return -1;
	
	/* return the cluster */
	return bspLeafs[ leafNum ].cluster;
}



/*
ClusterForPointExt() - ydnar
also takes brushes into account for occlusion testing
*/

int ClusterForPointExt( vec3_t point, float epsilon )
{
	int				i, j, b, leafNum, cluster;
	float			dot;
	qboolean		inside;
	int				*brushes, numBSPBrushes;
	bspLeaf_t		*leaf;
	bspBrush_t		*brush;
	bspPlane_t		*plane;
	
	
	/* get leaf for point */
	leafNum = PointInLeafNum( point );
	if( leafNum < 0 )
		return -1;
	leaf = &bspLeafs[ leafNum ];
	
	/* get the cluster */
	cluster = leaf->cluster;
	if( cluster < 0 )
		return -1;
	
	/* transparent leaf, so check point against all brushes in the leaf */
	brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
	numBSPBrushes = leaf->numBSPLeafBrushes;
	for( i = 0; i < numBSPBrushes; i++ )
	{
		/* get parts */
		b = brushes[ i ];
		if( b > maxOpaqueBrush )
			continue;
		brush = &bspBrushes[ b ];
		if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
			continue;
		
		/* check point against all planes */
		inside = qtrue;
		for( j = 0; j < brush->numSides && inside; j++ )
		{
			plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
			dot = DotProduct( point, plane->normal );
			dot -= plane->dist;
			if( dot > epsilon )
				inside = qfalse;
		}
		
		/* if inside, return bogus cluster */
		if( inside )
			return -1 - b;
	}
	
	/* if the point made it this far, it's not inside any opaque brushes */
	return cluster;
}



/*
ClusterForPointExtFilter() - ydnar
adds cluster checking against a list of known valid clusters
*/

int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
{
	int		i, cluster;
	
	
	/* get cluster for point */
	cluster = ClusterForPointExt( point, epsilon );
	
	/* check if filtering is necessary */
	if( cluster < 0 || numClusters <= 0 || clusters == NULL )
		return cluster;
	
	/* filter */
	for( i = 0; i < numClusters; i++ )
	{
		if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
			return cluster;
	}
	
	/* failed */
	return -1;
}



/*
ShaderForPointInLeaf() - ydnar
checks a point against all brushes in a leaf, returning the shader of the brush
also sets the cumulative surface and content flags for the brush hit
*/

int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
{
	int				i, j;
	float			dot;
	qboolean		inside;
	int				*brushes, numBSPBrushes;
	bspLeaf_t			*leaf;
	bspBrush_t		*brush;
	bspBrushSide_t	*side;
	bspPlane_t		*plane;
	bspShader_t		*shader;
	int				allSurfaceFlags, allContentFlags;

	
	/* clear things out first */
	*surfaceFlags = 0;
	*contentFlags = 0;
	
	/* get leaf */
	if( leafNum < 0 )
		return -1;
	leaf = &bspLeafs[ leafNum ];
	
	/* transparent leaf, so check point against all brushes in the leaf */
	brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
	numBSPBrushes = leaf->numBSPLeafBrushes;
	for( i = 0; i < numBSPBrushes; i++ )
	{
		/* get parts */
		brush = &bspBrushes[ brushes[ i ] ];
		
		/* check point against all planes */
		inside = qtrue;
		allSurfaceFlags = 0;
		allContentFlags = 0;
		for( j = 0; j < brush->numSides && inside; j++ )
		{
			side = &bspBrushSides[ brush->firstSide + j ];
			plane = &bspPlanes[ side->planeNum ];
			dot = DotProduct( point, plane->normal );
			dot -= plane->dist;
			if( dot > epsilon )
				inside = qfalse;
			else
			{
				shader = &bspShaders[ side->shaderNum ];
				allSurfaceFlags |= shader->surfaceFlags;
				allContentFlags |= shader->contentFlags;
			}
		}
		
		/* handle if inside */
		if( inside )
		{
			/* if there are desired flags, check for same and continue if they aren't matched */
			if( wantContentFlags && !(wantContentFlags & allContentFlags) )
				continue;
			if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
				continue;
			
			/* store the cumulative flags and return the brush shader (which is mostly useless) */
			*surfaceFlags = allSurfaceFlags;
			*contentFlags = allContentFlags;
			return brush->shaderNum;
		}
	}
	
	/* if the point made it this far, it's not inside any brushes */
	return -1;
}



/*
ChopBounds()
chops a bounding box by the plane defined by origin and normal
returns qfalse if the bounds is entirely clipped away

this is not exactly the fastest way to do this...
*/

qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
{
	/* FIXME: rewrite this so it doesn't use bloody brushes */
	return qtrue;
}



/*
SetupEnvelopes()
calculates each light's effective envelope,
taking into account brightness, type, and pvs.
*/

#define LIGHT_EPSILON	0.125f
#define LIGHT_NUDGE		2.0f

void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
{
	int			i, x, y, z, x1, y1, z1;
	light_t		*light, *light2, **owner;
	bspLeaf_t	*leaf;
	vec3_t		origin, dir, mins, maxs;
	float		radius, intensity;
	light_t		*buckets[ 256 ];
	
	
	/* early out for weird cases where there are no lights */
	if( lights == NULL )
		return;
	
	/* note it */
	Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
	
	/* count lights */
	numLights = 0;
	numCulledLights = 0;
	owner = &lights;
	while( *owner != NULL )
	{
		/* get light */
		light = *owner;
		
		/* handle negative lights */
		if( light->photons < 0.0f || light->add < 0.0f )
		{
			light->photons *= -1.0f;
			light->add *= -1.0f;
			light->flags |= LIGHT_NEGATIVE;
		}
		
		/* sunlight? */
		if( light->type == EMIT_SUN )
		{
			/* special cased */
			light->cluster = 0;
			light->envelope = MAX_WORLD_COORD * 8.0f;
			VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
			VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
		}
		
		/* everything else */
		else
		{
			/* get pvs cluster for light */
			light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
			
			/* invalid cluster? */
			if( light->cluster < 0 )
			{
				/* nudge the sample point around a bit */
				for( x = 0; x < 4; x++ )
				{
					/* two's complement 0, 1, -1, 2, -2, etc */
					x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
					
					for( y = 0; y < 4; y++ )
					{
						y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
						
						for( z = 0; z < 4; z++ )
						{
							z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
							
							/* nudge origin */
							origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
							origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
							origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
							
							/* try at nudged origin */
							light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
							if( light->cluster < 0 )
								continue;
									
							/* set origin */
							VectorCopy( origin, light->origin );
						}
					}
				}
			}
			
			/* only calculate for lights in pvs and outside of opaque brushes */
			if( light->cluster >= 0 )
			{
				/* set light fast flag */
				if( fastFlag )
					light->flags |= LIGHT_FAST_TEMP;
				else
					light->flags &= ~LIGHT_FAST_TEMP;
				if( light->si && light->si->noFast )
					light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
				
				/* clear light envelope */
				light->envelope = 0;
				
				/* handle area lights */
				if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
				{
					/* ugly hack to calculate extent for area lights, but only done once */
					VectorScale( light->normal, -1.0f, dir );
					for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
					{
						float	factor;
						
						VectorMA( light->origin, radius, light->normal, origin );
						factor = PointToPolygonFormFactor( origin, dir, light->w );
						if( factor < 0.0f )
							factor *= -1.0f;
						if( (factor * light->add) <= light->falloffTolerance )
							light->envelope = radius;
					}
					
					/* check for fast mode */
					if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
						light->envelope = MAX_WORLD_COORD * 8.0f;
					intensity = light->photons; /* hopefully not used */
				}
				else
				{
					radius = 0.0f;
					intensity = light->photons;
				}
				
				/* other calcs */
				if( light->envelope <= 0.0f )
				{
					/* solve distance for non-distance lights */
					if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
						light->envelope = MAX_WORLD_COORD * 8.0f;
					
					/* solve distance for linear lights */
					else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
						//% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
						light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;

						/*
						add = angle * light->photons * linearScale - (dist * light->fade);
						T = (light->photons * linearScale) - (dist * light->fade);
						T + (dist * light->fade) = (light->photons * linearScale);
						dist * light->fade = (light->photons * linearScale) - T;
						dist = ((light->photons * linearScale) - T) / light->fade;
						*/
					
					/* solve for inverse square falloff */
					else
						light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
						
						/*
						add = light->photons / (dist * dist);
						T = light->photons / (dist * dist);
						T * (dist * dist) = light->photons;
						dist = sqrt( light->photons / T );
						*/
				}
				
				/* chop radius against pvs */
				{
					/* clear bounds */
					ClearBounds( mins, maxs );
					
					/* check all leaves */
					for( i = 0; i < numBSPLeafs; i++ )
					{
						/* get test leaf */
						leaf = &bspLeafs[ i ];
						
						/* in pvs? */
						if( leaf->cluster < 0 )
							continue;
						if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse )	/* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
							continue;
						
						/* add this leafs bbox to the bounds */
						VectorCopy( leaf->mins, origin );
						AddPointToBounds( origin, mins, maxs );
						VectorCopy( leaf->maxs, origin );
						AddPointToBounds( origin, mins, maxs );
					}
					
					/* test to see if bounds encompass light */
					for( i = 0; i < 3; i++ )
					{
						if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
						{
							//% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
							//% 	mins[ 0 ], mins[ 1 ], mins[ 2 ],
							//% 	maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
							//% 	numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
							AddPointToBounds( light->origin, mins, maxs );
						}
					}
					
					/* chop the bounds by a plane for area lights and spotlights */
					if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
						ChopBounds( mins, maxs, light->origin, light->normal );
					
					/* copy bounds */
					VectorCopy( mins, light->mins );
					VectorCopy( maxs, light->maxs );
					
					/* reflect bounds around light origin */
					//%	VectorMA( light->origin, -1.0f, origin, origin );
					VectorScale( light->origin, 2, origin );
					VectorSubtract( origin, maxs, origin );
					AddPointToBounds( origin, mins, maxs );
					//%	VectorMA( light->origin, -1.0f, mins, origin );
					VectorScale( light->origin, 2, origin );
					VectorSubtract( origin, mins, origin );
					AddPointToBounds( origin, mins, maxs );
					 
					/* calculate spherical bounds */
					VectorSubtract( maxs, light->origin, dir );
					radius = (float) VectorLength( dir );
					
					/* if this radius is smaller than the envelope, then set the envelope to it */
					if( radius < light->envelope )
					{
						light->envelope = radius;
						//%	Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
					}
					//%	else
					//%		Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
				}
				
				/* add grid/surface only check */
				if( forGrid )
				{
					if( !(light->flags & LIGHT_GRID) )
						light->envelope = 0.0f;
				}
				else
				{
					if( !(light->flags & LIGHT_SURFACES) )
						light->envelope = 0.0f;
				}
			}
			
			/* culled? */
			if( light->cluster < 0 || light->envelope <= 0.0f )
			{
				/* debug code */
				//%	Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
				
				/* delete the light */
				numCulledLights++;
				*owner = light->next;
				if( light->w != NULL )
					free( light->w );
				free( light );
				continue;
			}
		}
		
		/* square envelope */
		light->envelope2 = (light->envelope * light->envelope);
		
		/* increment light count */
		numLights++;
		
		/* set next light */
		owner = &((**owner).next);
	}
	
	/* bucket sort lights by style */
	memset( buckets, 0, sizeof( buckets ) );
	light2 = NULL;
	for( light = lights; light != NULL; light = light2 )
	{
		/* get next light */
		light2 = light->next;
		
		/* filter into correct bucket */
		light->next = buckets[ light->style ];
		buckets[ light->style ] = light;
		
		/* if any styled light is present, automatically set nocollapse */
		if( light->style != LS_NORMAL )
			noCollapse = qtrue;
	}
	
	/* filter back into light list */
	lights = NULL;
	for( i = 255; i >= 0; i-- )
	{
		light2 = NULL;
		for( light = buckets[ i ]; light != NULL; light = light2 )
		{
			light2 = light->next;
			light->next = lights;
			lights = light;
		}
	}
	
	/* emit some statistics */
	Sys_Printf( "%9d total lights\n", numLights );
	Sys_Printf( "%9d culled lights\n", numCulledLights );
}



/*
CreateTraceLightsForBounds()
creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
*/

void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
{
	int			i;
	light_t		*light;
	vec3_t		origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
	float		radius, dist, length;
	
	
	/* potential pre-setup  */
	if( numLights == 0 )
		SetupEnvelopes( qfalse, fast );
	
	/* debug code */
	//% Sys_Printf( "CTWLFB: (%4.1f %4.1f %4.1f) (%4.1f %4.1f %4.1f)\n", mins[ 0 ], mins[ 1 ], mins[ 2 ], maxs[ 0 ], maxs[ 1 ], maxs[ 2 ] );
	
	/* allocate the light list */
	trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
	trace->numLights = 0;
	
	/* calculate spherical bounds */
	VectorAdd( mins, maxs, origin );
	VectorScale( origin, 0.5f, origin );
	VectorSubtract( maxs, origin, dir );
	radius = (float) VectorLength( dir );
	
	/* get length of normal vector */
	if( normal != NULL )
		length = VectorLength( normal );
	else
	{
		normal = nullVector;
		length = 0;
	}
	
	/* test each light and see if it reaches the sphere */
	/* note: the attenuation code MUST match LightingAtSample() */
	for( light = lights; light; light = light->next )
	{
		/* check zero sized envelope */
		if( light->envelope <= 0 )
		{
			lightsEnvelopeCulled++;
			continue;
		}
		
		/* check flags */
		if( !(light->flags & flags) )
			continue;
		
		/* sunlight skips all this nonsense */
		if( light->type != EMIT_SUN )
		{
			/* sun only? */
			if( sunOnly )
				continue;
			
			/* check against pvs cluster */
			if( numClusters > 0 && clusters != NULL )
			{
				for( i = 0; i < numClusters; i++ )
				{
					if( ClusterVisible( light->cluster, clusters[ i ] ) )
						break;
				}
				
				/* fixme! */
				if( i == numClusters )
				{
					lightsClusterCulled++;
					continue;
				}
			}
			
			/* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
			VectorSubtract( light->origin, origin, dir );
			dist = VectorLength( dir );
			dist -= light->envelope;
			dist -= radius;
			if( dist > 0 )
			{
				lightsEnvelopeCulled++;
				continue;
			}
			
			/* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
			#if 0
			skip = qfalse;
			for( i = 0; i < 3; i++ )
			{
				if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
					skip = qtrue;
			}
			if( skip )
			{
				lightsBoundsCulled++;
				continue;
			}
			#endif
		}
		
		/* planar surfaces (except twosided surfaces) have a couple more checks */
		if( length > 0.0f && trace->twoSided == qfalse )
		{
			/* lights coplanar with a surface won't light it */
			if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
			{
				lightsPlaneCulled++;
				continue;
			}
			
			/* check to see if light is behind the plane */
			if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
			{
				lightsPlaneCulled++;
				continue;
			}
		}
		
		/* add this light */
		trace->lights[ trace->numLights++ ] = light;
	}
	
	/* make last night null */
	trace->lights[ trace->numLights ] = NULL;
}



void FreeTraceLights( trace_t *trace )
{
	if( trace->lights != NULL )
		free( trace->lights );
}



/*
CreateTraceLightsForSurface()
creates a list of lights that can potentially affect a drawsurface
*/

void CreateTraceLightsForSurface( int num, trace_t *trace )
{
	int					i;
	vec3_t				mins, maxs, normal;
	bspDrawVert_t		*dv;
	bspDrawSurface_t	*ds;
	surfaceInfo_t		*info;
	
	
	/* dummy check */
	if( num < 0 )
		return;
	
	/* get drawsurface and info */
	ds = &bspDrawSurfaces[ num ];
	info = &surfaceInfos[ num ];
	
	/* get the mins/maxs for the dsurf */
	ClearBounds( mins, maxs );
	VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
	for( i = 0; i < ds->numVerts; i++ )
	{
		dv = &yDrawVerts[ ds->firstVert + i ];
		AddPointToBounds( dv->xyz, mins, maxs );
		if( !VectorCompare( dv->normal, normal ) )
			VectorClear( normal );
	}
	
	/* create the lights for the bounding box */
	CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
}

/////////////////////////////////////////////////////////////

#define FLOODLIGHT_CONE_ANGLE			88	/* degrees */
#define FLOODLIGHT_NUM_ANGLE_STEPS		16
#define FLOODLIGHT_NUM_ELEVATION_STEPS	4
#define FLOODLIGHT_NUM_VECTORS			(FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)

static vec3_t	floodVectors[ FLOODLIGHT_NUM_VECTORS ];
static int		numFloodVectors = 0;

void SetupFloodLight( void )
{
	int		i, j;
	float	angle, elevation, angleStep, elevationStep;
	const char	*value;
	double v1,v2,v3,v4,v5,v6;

	/* note it */
	Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );

	/* calculate angular steps */
	angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
	elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );

	/* iterate angle */
	angle = 0.0f;
	for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
	{
		/* iterate elevation */
		for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
		{
			floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
			floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
			floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
			numFloodVectors++;
		}
	}

	/* emit some statistics */
	Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );

      /* floodlight */
	value = ValueForKey( &entities[ 0 ], "_floodlight" );

	if( value[ 0 ] != '\0' )
	{
		v1=v2=v3=0;
		v4=floodlightDistance;
		v5=floodlightIntensity;
		v6=floodlightDirectionScale;

		sscanf( value, "%lf %lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5, &v6);

		floodlightRGB[0]=v1;
		floodlightRGB[1]=v2;
		floodlightRGB[2]=v3;

		if (VectorLength(floodlightRGB)==0)
		{
			VectorSet(floodlightRGB,0.94,0.94,1.0);
		}

		if (v4<1) v4=1024;
		if (v5<1) v5=128;
		if (v6<0) v6=1;

		floodlightDistance=v4;
		floodlightIntensity=v5;
		floodlightDirectionScale=v6;

		floodlighty = qtrue;
		Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
	}
	else
	{
		VectorSet(floodlightRGB,0.94,0.94,1.0);
	}
	if(colorsRGB)
	{
		floodlightRGB[0] = Image_LinearFloatFromsRGBFloat(floodlightRGB[0]);
		floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(floodlightRGB[1]);
		floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(floodlightRGB[2]);
	}
	ColorNormalize(floodlightRGB,floodlightRGB);
}

/*
FloodLightForSample()
calculates floodlight value for a given sample
once again, kudos to the dirtmapping coder
*/

float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
{
	int		i;
	float 	d;
	float 	contribution;
	int 	sub = 0;
	float	gatherLight, outLight;
	vec3_t	normal, worldUp, myUp, myRt, direction, displacement;
	float 	dd;
	int 	vecs = 0;
 
	gatherLight=0;
	/* dummy check */
	//if( !dirty )
	//	return 1.0f;
	if( trace == NULL || trace->cluster < 0 )
		return 0.0f;
	

	/* setup */
	dd = floodLightDistance;
	VectorCopy( trace->normal, normal );
	
	/* check if the normal is aligned to the world-up */
	if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
	{
		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
	{
		VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
		CrossProduct( normal, worldUp, myRt );
		VectorNormalize( myRt, myRt );
		CrossProduct( myRt, normal, myUp );
		VectorNormalize( myUp, myUp );
	}

	/* vortex: optimise floodLightLowQuality a bit */
	if ( floodLightLowQuality == qtrue )
    {
		/* iterate through ordered vectors */
		for( i = 0; i < numFloodVectors; i++ )
			if (rand()%10 != 0 ) continue;
	}
	else
	{
		/* iterate through ordered vectors */
		for( i = 0; i < numFloodVectors; i++ )
		{
			vecs++;
	         
			/* transform vector into tangent space */
			direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
			direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
			direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];

			/* set endpoint */
			VectorMA( trace->origin, dd, direction, trace->end );

			//VectorMA( trace->origin, 1, direction, trace->origin );
				
			SetupTrace( trace );
			/* trace */
	  		TraceLine( trace );
			contribution=1;

			if ( trace->compileFlags & C_SKY || trace->compileFlags & C_TRANSLUCENT )
			{
				contribution=1.0f;
			}
			else if ( trace->opaque )
			{
				VectorSubtract( trace->hit, trace->origin, displacement );
				d=VectorLength( displacement );

				// d=trace->distance;            
				//if (d>256) gatherDirt+=1;
				contribution=d/dd;
				if (contribution>1) contribution=1.0f; 
	             
				//gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
			}
	         
			gatherLight+=contribution;
		}
	}
   
	/* early out */
	if( gatherLight <= 0.0f )
		return 0.0f;
   	
	sub=vecs;

	if (sub<1) sub=1;
	gatherLight/=(sub);

	outLight=gatherLight;
	if( outLight > 1.0f )
		outLight = 1.0f;
	
	/* return to sender */
	return outLight;
}

/*
FloodLightRawLightmap
lighttracer style ambient occlusion light hack.
Kudos to the dirtmapping author for most of this source.
VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
VorteX: fixed problems with deluxemapping
*/

// floodlight pass on a lightmap
void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
{
	int					i, x, y, *cluster;
	float				*origin, *normal, *floodlight, floodLightAmount;
	surfaceInfo_t		*info;
	trace_t				trace;
	// int sx, sy;
	// float samples, average, *floodlight2;
	
	memset(&trace,0,sizeof(trace_t));

	/* setup trace */
	trace.testOcclusion = qtrue;
	trace.forceSunlight = qfalse;
	trace.twoSided = qtrue;
	trace.recvShadows = lm->recvShadows;
	trace.numSurfaces = lm->numLightSurfaces;
	trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
	trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
	trace.testAll = qfalse;
	trace.distance = 1024;
	
	/* twosided lighting (may or may not be a good idea for lightmapped stuff) */
	//trace.twoSided = qfalse;
	for( i = 0; i < trace.numSurfaces; i++ )
	{
		/* get surface */
		info = &surfaceInfos[ trace.surfaces[ i ] ];
		
		/* check twosidedness */
		if( info->si->twoSided )
		{
			trace.twoSided = qtrue;
			break;
		}
	}
	
	/* gather floodlight */
	for( y = 0; y < lm->sh; y++ )
	{
		for( x = 0; x < lm->sw; x++ )
		{
			/* get luxel */
			cluster = SUPER_CLUSTER( x, y );
			origin = SUPER_ORIGIN( x, y );
			normal = SUPER_NORMAL( x, y );
			floodlight = SUPER_FLOODLIGHT( x, y );
			
			/* set default dirt */
			*floodlight = 0.0f;
			
			/* only look at mapped luxels */
			if( *cluster < 0 )
				continue;
			
			/* copy to trace */
			trace.cluster = *cluster;
			VectorCopy( origin, trace.origin );
			VectorCopy( normal, trace.normal );
   
			/* get floodlight */
			floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
			
			/* add floodlight */
			floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
			floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
			floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
			floodlight[3] += floodlightDirectionScale;
		}
	}
	
	/* testing no filtering */
	return;

#if 0
	
	/* filter "dirt" */
	for( y = 0; y < lm->sh; y++ )
	{
		for( x = 0; x < lm->sw; x++ )
		{
			/* get luxel */
			cluster = SUPER_CLUSTER( x, y );
			floodlight = SUPER_FLOODLIGHT(x, y );
			
			/* filter dirt by adjacency to unmapped luxels */
			average = *floodlight;
			samples = 1.0f;
			for( sy = (y - 1); sy <= (y + 1); sy++ )
			{
				if( sy < 0 || sy >= lm->sh )
					continue;
				
				for( sx = (x - 1); sx <= (x + 1); sx++ )
				{
					if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
						continue;
					
					/* get neighboring luxel */
					cluster = SUPER_CLUSTER( sx, sy );
					floodlight2 = SUPER_FLOODLIGHT( sx, sy );
					if( *cluster < 0 || *floodlight2 <= 0.0f )
						continue;
					
					/* add it */
					average += *floodlight2;
					samples += 1.0f;
				}
				
				/* bail */
				if( samples <= 0.0f )
					break;
			}
			
			/* bail */
			if( samples <= 0.0f )
				continue;
			
			/* scale dirt */
			*floodlight = average / samples;
		}
	}
#endif
}

void FloodLightRawLightmap( int rawLightmapNum )
{
	rawLightmap_t		*lm;

	/* bail if this number exceeds the number of raw lightmaps */
	if( rawLightmapNum >= numRawLightmaps )
		return;
	/* get lightmap */
	lm = &rawLightmaps[ rawLightmapNum ];

	/* global pass */
	if (floodlighty && floodlightIntensity)
		FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, floodlightDirectionScale);

	/* custom pass */
	if (lm->floodlightIntensity)
	{
		FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
		numSurfacesFloodlighten += 1;
	}
}

void FloodlightRawLightmaps()
{
	Sys_Printf( "--- FloodlightRawLightmap ---\n" );
	numSurfacesFloodlighten = 0;
	RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
	Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
}

/*
FloodLightIlluminate()
illuminate floodlight into lightmap luxels
*/

void FloodlightIlluminateLightmap( rawLightmap_t *lm )
{
	float				*luxel, *floodlight, *deluxel, *normal;
	int					*cluster;
	float				brightness;
	int					x, y, lightmapNum;

	/* walk lightmaps */
	for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
	{
		/* early out */
		if( lm->superLuxels[ lightmapNum ] == NULL )
			continue;

		/* apply floodlight to each luxel */
		for( y = 0; y < lm->sh; y++ )
		{
			for( x = 0; x < lm->sw; x++ )
			{
				/* get floodlight */
				floodlight = SUPER_FLOODLIGHT( x, y );
				if (!floodlight[0] && !floodlight[1] && !floodlight[2])
					continue;
						
				/* get cluster */
				cluster	= SUPER_CLUSTER( x, y );

				/* only process mapped luxels */
				if( *cluster < 0 )
					continue;

				/* get particulars */
				luxel = SUPER_LUXEL( lightmapNum, x, y );
				deluxel = SUPER_DELUXEL( x, y );

				/* add to lightmap */
				luxel[0]+=floodlight[0];
				luxel[1]+=floodlight[1];
				luxel[2]+=floodlight[2];

				if (luxel[3]==0) luxel[3]=1;

				/* add to deluxemap */
				if (deluxemap && floodlight[3] > 0)
				{
					vec3_t				lightvector;

					normal = SUPER_NORMAL( x, y );
					brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];

					// use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
					if(brightness < 0.00390625f)
						brightness = 0.00390625f;

					VectorScale( normal, brightness, lightvector );
					VectorAdd( deluxel, lightvector, deluxel );
				}
			}
		}
	}
}
