thirtyflightsofloving/renderer/r_lightmap.c
2019-03-13 15:20:07 -04:00

811 lines
No EOL
18 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_lightmap.c: lightmap loading and handling functions
#include "r_local.h"
#define DYNAMIC_LIGHT_WIDTH 128
#define DYNAMIC_LIGHT_HEIGHT 128
#define LIGHTMAP_BYTES 4
#define BLOCK_WIDTH 128
#define BLOCK_HEIGHT 128
#define MAX_LIGHTMAPS 128
int c_visible_lightmaps;
int c_visible_textures;
#define GL_LIGHTMAP_FORMAT GL_RGBA
typedef struct
{
int internal_format;
int current_lightmap_texture;
msurface_t *lightmap_surfaces[MAX_LIGHTMAPS];
int allocated[BLOCK_WIDTH];
// the lightmap texture data needs to be kept in
// main memory so texsubimage can update properly
byte lightmap_buffer[4*BLOCK_WIDTH*BLOCK_HEIGHT];
} gllightmapstate_t;
static gllightmapstate_t gl_lms;
static void LM_InitBlock( void );
static void LM_UploadBlock( qboolean dynamic );
static qboolean LM_AllocBlock (int w, int h, int *x, int *y);
extern void R_SetCacheState( msurface_t *surf );
extern void R_BuildLightMap (msurface_t *surf, byte *dest, int stride);
/*
=============================================================================
LIGHTMAP ALLOCATION
=============================================================================
*/
/*
================
LM_InitBlock
================
*/
static void LM_InitBlock (void)
{
memset( gl_lms.allocated, 0, sizeof( gl_lms.allocated ) );
}
/*
================
LM_UploadBlock
================
*/
static void LM_UploadBlock (qboolean dynamic)
{
int texture;
int height = 0;
if ( dynamic )
{
texture = 0;
}
else
{
texture = gl_lms.current_lightmap_texture;
}
GL_Bind( glState.lightmap_textures + texture );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if ( dynamic )
{
int i;
for ( i = 0; i < BLOCK_WIDTH; i++ )
{
if ( gl_lms.allocated[i] > height )
height = gl_lms.allocated[i];
}
qglTexSubImage2D( GL_TEXTURE_2D,
0,
0, 0,
BLOCK_WIDTH, height,
GL_LIGHTMAP_FORMAT,
GL_UNSIGNED_BYTE,
gl_lms.lightmap_buffer );
}
else
{
qglTexImage2D( GL_TEXTURE_2D,
0,
gl_lms.internal_format,
BLOCK_WIDTH, BLOCK_HEIGHT,
0,
GL_LIGHTMAP_FORMAT,
GL_UNSIGNED_BYTE,
gl_lms.lightmap_buffer );
if ( ++gl_lms.current_lightmap_texture == MAX_LIGHTMAPS )
VID_Error( ERR_DROP, "LM_UploadBlock() - MAX_LIGHTMAPS exceeded\n" );
}
}
/*
================
LM_AllocBlock
returns a texture number and the position inside it
================
*/
static qboolean LM_AllocBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
best = BLOCK_HEIGHT;
for (i=0 ; i<BLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (gl_lms.allocated[i+j] >= best)
break;
if (gl_lms.allocated[i+j] > best2)
best2 = gl_lms.allocated[i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > BLOCK_HEIGHT)
return false;
for (i=0 ; i<w ; i++)
gl_lms.allocated[*x + i] = best + h;
return true;
}
/*
================
R_BuildPolygonFromSurface
================
*/
void R_BuildPolygonFromSurface (msurface_t *fa)
{
int i, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
float s, t;
glpoly_t *poly;
vec3_t total;
// reconstruct the polygon
pedges = currentmodel->edges;
lnumverts = fa->numedges;
vertpage = 0;
VectorClear (total);
//
// draw texture
//
poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
poly->next = fa->polys;
poly->flags = fa->flags;
fa->polys = poly;
poly->numverts = lnumverts;
// alloc vertex light fields
if (fa->texinfo->flags & (SURF_TRANS33|SURF_TRANS66)) {
int size = lnumverts * 3*sizeof(byte);
poly->vertexlight = Hunk_Alloc(size);
poly->vertexlightbase = Hunk_Alloc(size);
memset(poly->vertexlight, 0, size);
memset(poly->vertexlightbase, 0, size);
poly->vertexlightset = false;
}
for (i=0 ; i<lnumverts ; i++)
{
lindex = currentmodel->surfedges[fa->firstedge + i];
if (lindex > 0)
{
r_pedge = &pedges[lindex];
vec = currentmodel->vertexes[r_pedge->v[0]].position;
}
else
{
r_pedge = &pedges[-lindex];
vec = currentmodel->vertexes[r_pedge->v[1]].position;
}
//
// texture coordinates
//
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
s /= fa->texinfo->texWidth; //fa->texinfo->image->width; changed to Q2E hack
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
t /= fa->texinfo->texHeight; //fa->texinfo->image->height; changed to Q2E hack
VectorAdd (total, vec, total);
VectorCopy (vec, poly->verts[i]);
poly->verts[i][3] = s;
poly->verts[i][4] = t;
//
// lightmap texture coordinates
//
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
s -= fa->texturemins[0];
s += fa->light_s*16;
s += 8;
s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
t -= fa->texturemins[1];
t += fa->light_t*16;
t += 8;
t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
poly->verts[i][5] = s;
poly->verts[i][6] = t;
}
VectorScale(total, 1.0/(float)lnumverts, poly->center); // for vertex lighting
poly->numverts = lnumverts;
}
/*
========================
R_CreateSurfaceLightmap
========================
*/
void R_CreateSurfaceLightmap (msurface_t *surf)
{
int smax, tmax;
byte *base;
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
return;
//if (surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP))
if (surf->texinfo->flags & (SURF_SKY|SURF_WARP))
return;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
if ( !LM_AllocBlock (smax, tmax, &surf->light_s, &surf->light_t) )
{
LM_UploadBlock (false);
LM_InitBlock();
if ( !LM_AllocBlock (smax, tmax, &surf->light_s, &surf->light_t) )
{
VID_Error (ERR_FATAL, "Consecutive calls to LM_AllocBlock(%d,%d) failed\n", smax, tmax);
}
}
surf->lightmaptexturenum = gl_lms.current_lightmap_texture;
base = gl_lms.lightmap_buffer;
base += (surf->light_t * BLOCK_WIDTH + surf->light_s) * LIGHTMAP_BYTES;
R_SetCacheState (surf);
R_BuildLightMap (surf, base, BLOCK_WIDTH*LIGHTMAP_BYTES);
}
/*
==================
R_BeginBuildingLightmaps
==================
*/
void R_BeginBuildingLightmaps (model_t *m)
{
static lightstyle_t lightstyles[MAX_LIGHTSTYLES];
int i;
unsigned dummy[128*128];
memset( gl_lms.allocated, 0, sizeof(gl_lms.allocated) );
r_framecount = 1; // no dlightcache
GL_EnableMultitexture (true);
GL_SelectTexture(1);
// setup the base lightstyles so the lightmaps won't have to be regenerated
// the first time they're seen
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
lightstyles[i].rgb[0] = 1;
lightstyles[i].rgb[1] = 1;
lightstyles[i].rgb[2] = 1;
lightstyles[i].white = 3;
}
r_newrefdef.lightstyles = lightstyles;
if (!glState.lightmap_textures)
{
glState.lightmap_textures = TEXNUM_LIGHTMAPS;
// glState.lightmap_textures = glState.texture_extension_number;
// glState.texture_extension_number = glState.lightmap_textures + MAX_LIGHTMAPS;
}
gl_lms.current_lightmap_texture = 1;
/*
** if mono lightmaps are enabled and we want to use alpha
** blending (a,1-a) then we're likely running on a 3DLabs
** Permedia2. In a perfect world we'd use a GL_ALPHA lightmap
** in order to conserve space and maximize bandwidth, however
** this isn't a perfect world.
**
** So we have to use alpha lightmaps, but stored in GL_RGBA format,
** which means we only get 1/16th the color resolution we should when
** using alpha lightmaps. If we find another board that supports
** only alpha lightmaps but that can at least support the GL_ALPHA
** format then we should change this code to use real alpha maps.
*/
if ( toupper( r_monolightmap->string[0] ) == 'A' )
{
gl_lms.internal_format = gl_tex_alpha_format;
}
// try to do hacked colored lighting with a blended texture
else if ( toupper( r_monolightmap->string[0] ) == 'C' )
{
gl_lms.internal_format = gl_tex_alpha_format;
}
else if ( toupper( r_monolightmap->string[0] ) == 'I' )
{
gl_lms.internal_format = GL_INTENSITY8;
}
else if ( toupper( r_monolightmap->string[0] ) == 'L' )
{
gl_lms.internal_format = GL_LUMINANCE8;
}
else
{
gl_lms.internal_format = gl_tex_solid_format;
}
// initialize the dynamic lightmap texture
GL_Bind( glState.lightmap_textures + 0 );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D( GL_TEXTURE_2D,
0,
gl_lms.internal_format,
BLOCK_WIDTH, BLOCK_HEIGHT,
0,
GL_LIGHTMAP_FORMAT,
GL_UNSIGNED_BYTE,
dummy );
}
/*
=======================
R_EndBuildingLightmaps
=======================
*/
void R_EndBuildingLightmaps (void)
{
LM_UploadBlock (false);
GL_EnableMultitexture (false);
}
/*
===============
R_BuildLightMap
Combine and scale multiple lightmaps into the floating format in blocklights
===============
*/
void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
{
int smax, tmax;
int r, g, b, a, max;
int i, j, size;
byte *lightmap;
float scale[4];
int nummaps;
float *bl;
lightstyle_t *style;
int monolightmap;
// if ( surf->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP) )
if ( surf->texinfo->flags & (SURF_SKY|SURF_WARP) )
VID_Error (ERR_DROP, "R_BuildLightMap called for non-lit surface");
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
// FIXME- can this limit be directly increased? Yep - Knightmare
if (size > (sizeof(s_blocklights)>>4) )
VID_Error (ERR_DROP, "Bad s_blocklights size: %d", size);
// set to full bright if no light data
if (!surf->samples)
{
int maps;
for (i=0 ; i<size*3 ; i++)
s_blocklights[i] = 255;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
style = &r_newrefdef.lightstyles[surf->styles[maps]];
}
goto store;
}
// count the # of maps
for ( nummaps = 0 ; nummaps < MAXLIGHTMAPS && surf->styles[nummaps] != 255 ;
nummaps++)
;
lightmap = surf->samples;
// add all the lightmaps
if ( nummaps == 1 )
{
int maps;
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
bl = s_blocklights;
for (i=0 ; i<3 ; i++)
scale[i] = r_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
if ( scale[0] == 1.0F &&
scale[1] == 1.0F &&
scale[2] == 1.0F )
{
for (i=0 ; i<size ; i++, bl+=3)
{
bl[0] = lightmap[i*3+0];
bl[1] = lightmap[i*3+1];
bl[2] = lightmap[i*3+2];
}
}
else
{
for (i=0 ; i<size ; i++, bl+=3)
{
bl[0] = lightmap[i*3+0] * scale[0];
bl[1] = lightmap[i*3+1] * scale[1];
bl[2] = lightmap[i*3+2] * scale[2];
}
}
lightmap += size*3; // skip to next lightmap
}
}
else
{
int maps;
memset( s_blocklights, 0, sizeof( s_blocklights[0] ) * size * 3 );
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
bl = s_blocklights;
for (i=0 ; i<3 ; i++)
scale[i] = r_modulate->value*r_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
if ( scale[0] == 1.0F &&
scale[1] == 1.0F &&
scale[2] == 1.0F )
{
for (i=0 ; i<size ; i++, bl+=3 )
{
bl[0] += lightmap[i*3+0];
bl[1] += lightmap[i*3+1];
bl[2] += lightmap[i*3+2];
}
}
else
{
for (i=0 ; i<size ; i++, bl+=3)
{
bl[0] += lightmap[i*3+0] * scale[0];
bl[1] += lightmap[i*3+1] * scale[1];
bl[2] += lightmap[i*3+2] * scale[2];
}
}
lightmap += size*3; // skip to next lightmap
}
}
// add all the dynamic lights
if (surf->dlightframe == r_framecount)
R_AddDynamicLights (surf);
// put into texture format
store:
stride -= (smax<<2);
bl = s_blocklights;
monolightmap = r_monolightmap->string[0];
if ( monolightmap == '0' )
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = Q_ftol( bl[0] );
g = Q_ftol( bl[1] );
b = Q_ftol( bl[2] );
// catch negative lights
if (r < 0)
r = 0;
if (g < 0)
g = 0;
if (b < 0)
b = 0;
//
// determine the brightest of the three color components
//
if (r > g)
max = r;
else
max = g;
if (b > max)
max = b;
//
// alpha is ONLY used for the mono lightmap case. For this reason
// we set it to the brightest of the color components so that
// things don't get too dim.
//
a = max;
//
// rescale all the color components if the intensity of the greatest
// channel exceeds 1.0
//
if (max > 255)
{
float t = 255.0F / max;
r = r*t;
g = g*t;
b = b*t;
a = a*t;
}
dest[0] = r;
dest[1] = g;
dest[2] = b;
dest[3] = a;
bl += 3;
dest += 4;
}
}
}
else
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
r = Q_ftol( bl[0] );
g = Q_ftol( bl[1] );
b = Q_ftol( bl[2] );
// catch negative lights
if (r < 0)
r = 0;
if (g < 0)
g = 0;
if (b < 0)
b = 0;
//
// determine the brightest of the three color components
//
if (r > g)
max = r;
else
max = g;
if (b > max)
max = b;
//
// alpha is ONLY used for the mono lightmap case. For this reason
// we set it to the brightest of the color components so that
// things don't get too dim.
//
a = max;
//
// rescale all the color components if the intensity of the greatest
// channel exceeds 1.0
//
if (max > 255)
{
float t = 255.0F / max;
r = r*t;
g = g*t;
b = b*t;
a = a*t;
}
//
// So if we are doing alpha lightmaps we need to set the R, G, and B
// components to 0 and we need to set alpha to 1-alpha.
//
switch ( monolightmap )
{
case 'L':
case 'I':
r = a;
g = b = 0;
break;
case 'C':
// try faking colored lighting
a = 255 - ((r+g+b)/3); //Knightmare changed
r *= a*0.003921568627450980392156862745098; // /255.0;
g *= a*0.003921568627450980392156862745098; // /255.0;
b *= a*0.003921568627450980392156862745098; // /255.0;
break;
case 'A':
default:
r = g = b = 0;
a = 255 - a;
break;
}
dest[0] = r;
dest[1] = g;
dest[2] = b;
dest[3] = a;
bl += 3;
dest += 4;
}
}
}
}
/*
=======================================================================
Quake2Max vertex lighting code
=======================================================================
*/
/*
=================
R_BuildVertexLightBase
=================
*/
void R_SurfLightPoint (msurface_t *surf, vec3_t p, vec3_t color, qboolean baselight);
void R_BuildVertexLightBase (msurface_t *surf, glpoly_t *poly)
{
vec3_t color, point;
int i;
float *v;
for (i=0, v=poly->verts[0]; i<poly->numverts; i++, v+=VERTEXSIZE)
{
VectorCopy(v, point); // lerp outward away from plane to avoid dark spots?
// lerp between each vertex and origin - use check for too dark?
// this messes up curved glass surfaces
//VectorSubtract (poly->center, v, point);
//VectorMA(v, 0.01, point, point);
R_SurfLightPoint (surf, point, color, true);
R_MaxColorVec (color);
poly->vertexlightbase[i*3+0] = (byte)(color[0]*255.0);
poly->vertexlightbase[i*3+1] = (byte)(color[1]*255.0);
poly->vertexlightbase[i*3+2] = (byte)(color[2]*255.0);
}
}
/*
=================
R_ResetVertextLight
=================
*/
void R_ResetVertextLight (msurface_t *surf)
{
glpoly_t *poly;
if (!surf->polys)
return;
for (poly=surf->polys; poly; poly=poly->next)
poly->vertexlightset = false;
}
/*
=================
R_BuildVertexLight
=================
*/
void R_BuildVertexLight (msurface_t *surf)
{
vec3_t color, point;
int i;
float *v;
glpoly_t *poly;
if (!r_trans_lighting->value)
return;
if (!surf->polys)
return;
for (poly=surf->polys; poly; poly=poly->next)
{
if (!poly->vertexlight || !poly->vertexlightbase)
continue;
if (!poly->vertexlightset)
{
R_BuildVertexLightBase(surf, poly);
poly->vertexlightset = true;
}
for (i=0, v=poly->verts[0]; i<poly->numverts; i++, v+=VERTEXSIZE)
{
VectorCopy(v, point); // lerp outward away from plane to avoid dark spots?
// lerp between each vertex and origin - use check for too dark?
// this messes up curved glass surfaces
//VectorSubtract (poly->center, v, point);
//VectorMA(v, 0.01, point, point);
R_SurfLightPoint (surf, point, color, false);
VectorSet(color,
(float)poly->vertexlightbase[i*3+0]/255.0 + color[0],
(float)poly->vertexlightbase[i*3+1]/255.0 + color[1],
(float)poly->vertexlightbase[i*3+2]/255.0 + color[2]);
R_MaxColorVec (color);
poly->vertexlight[i*3+0] = (byte)(color[0]*255.0);
poly->vertexlight[i*3+1] = (byte)(color[1]*255.0);
poly->vertexlight[i*3+2] = (byte)(color[2]*255.0);
}
}
}
/*
=======================================================================
end Quake2Max vertex lighting code
=======================================================================
*/