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fteqw/engine/d3d/d3d_rsurf.c

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#include "quakedef.h"
#ifdef D3DQUAKE
#include "d3dquake.h"
int numlightmaps;
mvertex_t *r_pcurrentvertbase;
#define LMBLOCK_WIDTH 128
#define LMBLOCK_HEIGHT LMBLOCK_WIDTH
LPDIRECTDRAWSURFACE7 *lightmap_d3dtextures;
LPDIRECTDRAWSURFACE7 *deluxmap_d3dtextures;
lightmapinfo_t **lightmap;
void D3D_BuildSurfaceDisplayList (msurface_t *fa)
{
int i, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
float s, t;
int lm;
int size;
mesh_t *mesh;
// reconstruct the polygon
pedges = currentmodel->edges;
lnumverts = fa->numedges;
vertpage = 0;
if (lnumverts<3)
return; //q3 map.
size = sizeof(mesh_t) + sizeof(index_t)*(lnumverts-2)*3 + (sizeof(vec3_t) + sizeof(vec3_t) + 2*sizeof(vec2_t) + sizeof(byte_vec4_t))*lnumverts;
fa->mesh = mesh = Hunk_Alloc(size);
mesh->xyz_array = (vec3_t*)(mesh + 1);
mesh->normals_array = (vec3_t*)(mesh->xyz_array + lnumverts);
mesh->st_array = (vec2_t*)(mesh->normals_array + lnumverts);
mesh->lmst_array = (vec2_t*)(mesh->st_array + lnumverts);
mesh->colors_array = (byte_vec4_t*)(mesh->lmst_array + lnumverts);
mesh->indexes = (index_t*)(mesh->colors_array + lnumverts);
mesh->numindexes = (lnumverts-2)*3;
mesh->numvertexes = lnumverts;
mesh->patchWidth = mesh->patchHeight = 1;
for (i=0 ; i<lnumverts-2 ; i++)
{
mesh->indexes[i*3] = 0;
mesh->indexes[i*3+1] = i+1;
mesh->indexes[i*3+2] = i+2;
}
for (i=0 ; i<lnumverts ; i++)
{
lindex = currentmodel->surfedges[fa->firstedge + i];
if (lindex > 0)
{
r_pedge = &pedges[lindex];
vec = r_pcurrentvertbase[r_pedge->v[0]].position;
}
else
{
r_pedge = &pedges[-lindex];
vec = r_pcurrentvertbase[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, mesh->xyz_array[i]);
mesh->xyz_array[i][3] = 1;
mesh->st_array[i][0] = s/fa->texinfo->texture->width;
mesh->st_array[i][1] = t/fa->texinfo->texture->height;
s -= fa->texturemins[0];
lm = s*fa->light_t;
s += fa->light_s*16;
s += 8;
s /= LMBLOCK_WIDTH*16;
t -= fa->texturemins[1];
lm += t;
t += fa->light_t*16;
t += 8;
t /= LMBLOCK_HEIGHT*16;
mesh->lmst_array[i][0] = s;
mesh->lmst_array[i][1] = t;
if (fa->flags & SURF_PLANEBACK)
VectorNegate(fa->plane->normal, mesh->normals_array[i]);
else
VectorCopy(fa->plane->normal, mesh->normals_array[i]);
mesh->colors_array[i][0] = 255;
mesh->colors_array[i][1] = 255;
mesh->colors_array[i][2] = 255;
mesh->colors_array[i][3] = 255;
}
}
#define MAX_LIGHTMAP_SIZE 18
vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned greenblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
unsigned blueblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
void D3DR_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift)
{
int smax, tmax;
int t;
int i, j, size;
qbyte *lightmap;
unsigned scale;
int maps;
unsigned *bl;
qboolean isstained;
extern cvar_t r_ambient;
extern cvar_t gl_lightmap_shift;
unsigned *blg;
unsigned *blb;
int r, g, b;
int cr, cg, cb;
int stride = LMBLOCK_WIDTH*lightmap_bytes;
shift += 7; // increase to base value
surf->cached_dlight = (surf->dlightframe == r_framecount);
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
size = smax*tmax;
lightmap = surf->samples;
if (size > MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE)
{ //fixme: fill in?
Con_Printf("Lightmap too large\n");
return;
}
// if (currentmodel->deluxdata)
// GLR_BuildDeluxMap(surf, deluxdest);
if (true)
{
// set to full bright if no light data
if (r_fullbright.value>0) //not qw
{
for (i=0 ; i<size ; i++)
{
blocklights[i] = r_fullbright.value*255*256;
greenblklights[i] = r_fullbright.value*255*256;
blueblklights[i] = r_fullbright.value*255*256;
}
// if (r_fullbright.value < 1)
{
// if (surf->dlightframe == r_framecount)
// GLR_AddDynamicLightsColours (surf);
}
goto store;
}
if (!currentmodel->lightdata)
{
for (i=0 ; i<size ; i++)
{
blocklights[i] = 255*256;
greenblklights[i] = 255*256;
blueblklights[i] = 255*256;
}
// if (surf->dlightframe == r_framecount)
// GLR_AddDynamicLightsColours (surf);
goto store;
}
// clear to no light
t = r_ambient.value*255;
for (i=0 ; i<size ; i++)
{
blocklights[i] = t;
greenblklights[i] = t;
blueblklights[i] = t;
}
// add all the lightmaps
if (lightmap)
{
if (currentmodel->fromgame == fg_quake3) //rgb
{
/* for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++) //no light styles in q3 apparently.
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
}
*/
for (i = 0; i < tmax; i++) //q3 maps store thier light in a block fashion, q1/q2/hl store it in a linear fashion.
{
for (j = 0; j < smax; j++)
{
blocklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3];
greenblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+1];
blueblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+2];
}
}
// memset(blocklights, 255, sizeof(blocklights));
}
else if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
{
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
{
for (i=0 ; i<size ; i++)
{
blocklights[i] += lightmap[i*3 ] * scale;
greenblklights[i] += lightmap[i*3+1] * scale;
blueblklights[i] += lightmap[i*3+2] * scale;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i*3 ] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0 ; i<size ; i++)
greenblklights[i] += lightmap[i*3+1] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0 ; i<size ; i++)
blueblklights[i] += lightmap[i*3+2] * scale;
}
lightmap += size*3; // skip to next lightmap
}
}
else
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
{
for (i=0 ; i<size ; i++)
{
blocklights[i] += lightmap[i] * scale;
greenblklights[i] += lightmap[i] * scale;
blueblklights[i] += lightmap[i] * scale;
}
}
else
{
if (cl_lightstyle[surf->styles[maps]].colour & 1)
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 2)
for (i=0 ; i<size ; i++)
greenblklights[i] += lightmap[i] * scale;
if (cl_lightstyle[surf->styles[maps]].colour & 4)
for (i=0 ; i<size ; i++)
blueblklights[i] += lightmap[i] * scale;
}
lightmap += size; // skip to next lightmap
}
}
// add all the dynamic lights
// if (surf->dlightframe == r_framecount)
// GLR_AddDynamicLightsColours (surf);
}
else
{
// set to full bright if no light data
if (r_fullbright.value || !currentmodel->lightdata)
{
for (i=0 ; i<size ; i++)
blocklights[i] = 255*256;
goto store;
}
// clear to no light
for (i=0 ; i<size ; i++)
blocklights[i] = 0;
// add all the lightmaps
if (lightmap)
{
if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]]/3;
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
for (i=0 ; i<size ; i++)
blocklights[i] += (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
lightmap += size*3; // skip to next lightmap
}
else
for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
maps++)
{
scale = d_lightstylevalue[surf->styles[maps]];
surf->cached_light[maps] = scale; // 8.8 fraction
surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
for (i=0 ; i<size ; i++)
blocklights[i] += lightmap[i] * scale;
lightmap += size; // skip to next lightmap
}
}
// add all the dynamic lights
// if (surf->dlightframe == r_framecount)
// GLR_AddDynamicLights (surf);
}
// bound, invert, and shift
store:
#define INVERTLIGHTMAPS
#ifdef INVERTLIGHTMAPS
switch (lightmap_bytes)
{
case 4:
stride -= (smax<<2);
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
// if (!r_stains.value)
isstained = false;
// else
// isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 0;
else if (t < 0)
dest[0] = 256;
else
dest[0] = (255-t);
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 0;
else if (t < 0)
dest[1] = 256;
else
dest[1] = (255-t);
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 0;
else if (t < 0)
dest[2] = 256;
else
dest[2] = (255-t);
dest[3] = 0;//(dest[0]+dest[1]+dest[2])/3;
dest += 4;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *blg++;
b = *blb++;
r >>= shift;
g >>= shift;
b >>= shift;
if (isstained) // merge in stain
{
r = (127+r*(*stain++)) >> 8;
g = (127+g*(*stain++)) >> 8;
b = (127+b*(*stain++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
/*
if ((r+cr) > 255)
dest[2] = 0; //inverse lighting
else if ((r+cr) < 0)
dest[2] = 255;
else
dest[2] = 255-(r+cr);
if ((g+cg) > 255)
dest[1] = 0;
else if ((g+cg) < 0)
dest[1] = 255;
else
dest[1] = 255-(g+cg);
if ((b+cb) > 255)
dest[0] = 0;
else if ((b+cb) < 0)
dest[0] = 255;
else
dest[0] = 255-(b+cb);
/*/
if ((r+cr) > 255)
dest[2] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[2] = 0;
else
dest[2] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[0] = 255;
else if ((b+cb) < 0)
dest[0] = 0;
else
dest[0] = (b+cb);
//*/
dest[3] = (dest[0]+dest[1]+dest[2])/3; //alpha?!?!
dest += 4;
}
}
}
break;
case 3:
stride -= smax*3;
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
// if (!r_stains.value)
isstained = false;
// else
// isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 0;
else if (t < 0)
dest[0] = 256;
else
dest[0] = (255-t);
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 0;
else if (t < 0)
dest[1] = 256;
else
dest[1] = (255-t);
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 0;
else if (t < 0)
dest[2] = 256;
else
dest[2] = (255-t);
dest += 3;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *blg++;
b = *blb++;
r >>= shift;
g >>= shift;
b >>= shift;
if (isstained) // merge in stain
{
r = (127+r*(*stain++)) >> 8;
g = (127+g*(*stain++)) >> 8;
b = (127+b*(*stain++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
/*
if ((r+cr) > 255)
dest[2] = 0; //inverse lighting
else if ((r+cr) < 0)
dest[2] = 255;
else
dest[2] = 255-(r+cr);
if ((g+cg) > 255)
dest[1] = 0;
else if ((g+cg) < 0)
dest[1] = 255;
else
dest[1] = 255-(g+cg);
if ((b+cb) > 255)
dest[0] = 0;
else if ((b+cb) < 0)
dest[0] = 255;
else
dest[0] = 255-(b+cb);
/*/
if ((r+cr) > 255)
dest[2] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[2] = 0;
else
dest[2] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[0] = 255;
else if ((b+cb) < 0)
dest[0] = 0;
else
dest[0] = (b+cb);
// */
dest += 3;
}
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
#else
switch (lightmap_bytes)
{
case 4:
stride -= (smax<<2);
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
// if (!r_stains.value)
isstained = false;
// else
// isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 0;
else if (t < 0)
dest[0] = 256;
else
dest[0] = (255-t);
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 0;
else if (t < 0)
dest[1] = 256;
else
dest[1] = (255-t);
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 0;
else if (t < 0)
dest[2] = 256;
else
dest[2] = (255-t);
dest[3] = 0;//(dest[0]+dest[1]+dest[2])/3;
dest += 4;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *blg++;
b = *blb++;
r >>= shift;
g >>= shift;
b >>= shift;
if (isstained) // merge in stain
{
r = (127+r*(*stain++)) >> 8;
g = (127+g*(*stain++)) >> 8;
b = (127+b*(*stain++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[2] = 0; //inverse lighting
else if ((r+cr) < 0)
dest[2] = 255;
else
dest[2] = 255-(r+cr);
if ((g+cg) > 255)
dest[1] = 0;
else if ((g+cg) < 0)
dest[1] = 255;
else
dest[1] = 255-(g+cg);
if ((b+cb) > 255)
dest[0] = 0;
else if ((b+cb) < 0)
dest[0] = 255;
else
dest[0] = 255-(b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
*/
dest[3] = (dest[0]+dest[1]+dest[2])/3; //alpha?!?!
dest += 4;
}
}
}
break;
case 3:
stride -= smax*3;
bl = blocklights;
blg = greenblklights;
blb = blueblklights;
// if (!r_stains.value)
isstained = false;
// else
// isstained = surf->stained;
/* if (!gl_lightcomponantreduction.value)
{
for (i=0 ; i<tmax ; i++, dest += stride)
{
for (j=0 ; j<smax ; j++)
{
t = *bl++;
t >>= 7;
if (t > 255)
dest[0] = 255;
else if (t < 0)
dest[0] = 0;
else
dest[0] = t;
t = *blg++;
t >>= 7;
if (t > 255)
dest[1] = 255;
else if (t < 0)
dest[1] = 0;
else
dest[1] = t;
t = *blb++;
t >>= 7;
if (t > 255)
dest[2] = 255;
else if (t < 0)
dest[2] = 0;
else
dest[2] = t;
dest += 3;
}
}
}
else
*/ {
stmap *stain;
for (i=0 ; i<tmax ; i++, dest += stride)
{
stain = stainsrc + i*LMBLOCK_WIDTH*3;
for (j=0 ; j<smax ; j++)
{
r = *bl++;
g = *blg++;
b = *blb++;
r >>= shift;
g >>= shift;
b >>= shift;
if (isstained) // merge in stain
{
r = (127+r*(*stain++)) >> 8;
g = (127+g*(*stain++)) >> 8;
b = (127+b*(*stain++)) >> 8;
}
cr = 0;
cg = 0;
cb = 0;
if (r > 255) //ak too much red
{
cr -= (255-r)/2;
cg += (255-r)/4; //reduce it, and indicate to drop the others too.
cb += (255-r)/4;
r = 255;
}
// else if (r < 0)
// r = 0;
if (g > 255)
{
cr += (255-g)/4;
cg -= (255-g)/2;
cb += (255-g)/4;
g = 255;
}
// else if (g < 0)
// g = 0;
if (b > 255)
{
cr += (255-b)/4;
cg += (255-b)/4;
cb -= (255-b)/2;
b = 255;
}
// else if (b < 0)
// b = 0;
//*
if ((r+cr) > 255)
dest[2] = 255; //inverse lighting
else if ((r+cr) < 0)
dest[2] = 0;
else
dest[2] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[0] = 255;
else if ((b+cb) < 0)
dest[0] = 0;
else
dest[0] = (b+cb);
/*/
if ((r+cr) > 255)
dest[0] = 255; //non-inverse lighting
else if ((r+cr) < 0)
dest[0] = 0;
else
dest[0] = (r+cr);
if ((g+cg) > 255)
dest[1] = 255;
else if ((g+cg) < 0)
dest[1] = 0;
else
dest[1] = (g+cg);
if ((b+cb) > 255)
dest[2] = 255;
else if ((b+cb) < 0)
dest[2] = 0;
else
dest[2] = (b+cb);
// */
dest += 3;
}
}
}
break;
default:
Sys_Error ("Bad lightmap format");
}
#endif
}
int D3DFillBlock (int texnum, int w, int h, int x, int y)
{
int i, l;
while (texnum >= numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap_d3dtextures = BZ_Realloc(lightmap_d3dtextures, sizeof(*lightmap_d3dtextures)*(numlightmaps+4));
// lightmap_textures[numlightmaps+0] = texture_extension_number++;
// lightmap_textures[numlightmaps+1] = texture_extension_number++;
// lightmap_textures[numlightmaps+2] = texture_extension_number++;
// lightmap_textures[numlightmaps+3] = texture_extension_number++;
deluxmap_d3dtextures = BZ_Realloc(deluxmap_d3dtextures, sizeof(*deluxmap_d3dtextures)*(numlightmaps+4));
// deluxmap_textures[numlightmaps+0] = texture_extension_number++;
// deluxmap_textures[numlightmaps+1] = texture_extension_number++;
// deluxmap_textures[numlightmaps+2] = texture_extension_number++;
// deluxmap_textures[numlightmaps+3] = texture_extension_number++;
numlightmaps+=4;
}
for (i = texnum; i >= 0; i--)
{
if (!lightmap[i])
{
lightmap[i] = BZ_Malloc(sizeof(*lightmap[i]));
for (l=0 ; l<LMBLOCK_HEIGHT ; l++)
{
lightmap[i]->allocated[l] = LMBLOCK_HEIGHT;
}
//maybe someone screwed with my lightmap...
memset(lightmap[i]->lightmaps, 255, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
if (cl.worldmodel->lightdata)
memcpy(lightmap[i]->lightmaps, cl.worldmodel->lightdata+3*LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*i, LMBLOCK_HEIGHT*LMBLOCK_HEIGHT*3);
}
else
break;
}
return texnum;
}
int D3D7_AllocBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
int texnum;
for (texnum=0 ; ; texnum++)
{
if (texnum == numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap_d3dtextures = BZ_Realloc(lightmap_d3dtextures, sizeof(*lightmap_d3dtextures)*(numlightmaps+4));
// lightmap_textures[numlightmaps+0] = texture_extension_number++;
// lightmap_textures[numlightmaps+1] = texture_extension_number++;
// lightmap_textures[numlightmaps+2] = texture_extension_number++;
// lightmap_textures[numlightmaps+3] = texture_extension_number++;
deluxmap_d3dtextures = BZ_Realloc(deluxmap_d3dtextures, sizeof(*deluxmap_d3dtextures)*(numlightmaps+4));
// deluxmap_textures[numlightmaps+0] = texture_extension_number++;
// deluxmap_textures[numlightmaps+1] = texture_extension_number++;
// deluxmap_textures[numlightmaps+2] = texture_extension_number++;
// deluxmap_textures[numlightmaps+3] = texture_extension_number++;
numlightmaps+=4;
}
if (!lightmap[texnum])
{
lightmap[texnum] = Z_Malloc(sizeof(*lightmap[texnum]));
// reset stainmap since it now starts at 255
memset(lightmap[texnum]->stainmaps, 255, sizeof(lightmap[texnum]->stainmaps));
}
best = LMBLOCK_HEIGHT;
for (i=0 ; i<LMBLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (lightmap[texnum]->allocated[i+j] >= best)
break;
if (lightmap[texnum]->allocated[i+j] > best2)
best2 = lightmap[texnum]->allocated[i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > LMBLOCK_HEIGHT)
continue;
for (i=0 ; i<w ; i++)
lightmap[texnum]->allocated[*x + i] = best + h;
return texnum;
}
Sys_Error ("AllocBlock: full");
return 0;
}
void D3D_CreateSurfaceLightmap (msurface_t *surf, int shift)
{
int smax, tmax;
qbyte *base, *luxbase; stmap *stainbase;
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
surf->lightmaptexturenum = -1;
if (surf->texinfo->flags & TEX_SPECIAL)
surf->lightmaptexturenum = -1;
if (surf->lightmaptexturenum<0)
return;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
if (smax > LMBLOCK_WIDTH || tmax > LMBLOCK_HEIGHT || smax < 0 || tmax < 0)
{ //whoa, buggy.
surf->lightmaptexturenum = -1;
return;
}
if (currentmodel->fromgame == fg_quake3)
D3DFillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t);
else
surf->lightmaptexturenum = D3D7_AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
base = lightmap[surf->lightmaptexturenum]->lightmaps;
base += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes;
luxbase = lightmap[surf->lightmaptexturenum]->deluxmaps;
luxbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
D3DR_BuildLightMap (surf, base, luxbase, stainbase, shift);
}
void D3DR_RenderDynamicLightmaps (msurface_t *fa, int shift)
{
qbyte *base, *luxbase;
stmap *stainbase;
int maps;
glRect_t *theRect;
int smax, tmax;
if (!fa->mesh)
return;
// c_brush_polys++;
if (fa->lightmaptexturenum<0)
return;
if (fa->flags & ( SURF_DRAWSKY | SURF_DRAWTURB) )
return;
if (fa->texinfo->flags & (SURF_SKY|SURF_TRANS33|SURF_TRANS66|SURF_WARP))
return;
if (fa->texinfo->flags & (TEX_SPECIAL))
{
if (cl.worldmodel->fromgame == fg_halflife)
return; //some textures do this.
}
// fa->polys->chain = lightmap[fa->lightmaptexturenum]->polys;
// lightmap[fa->lightmaptexturenum]->polys = fa->polys;
// check for lightmap modification
// if (cl.worldmodel->fromgame != fg_quake3) //no lightstyles on q3 maps
{
for (maps = 0 ; maps < MAXLIGHTMAPS && fa->styles[maps] != 255 ;
maps++)
if (d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]
#ifdef PEXT_LIGHTSTYLECOL
|| cl_lightstyle[fa->styles[maps]].colour != fa->cached_colour[maps]
#endif
)
{
goto dynamic;
}
}
if (fa->dlightframe == r_framecount // dynamic this frame
|| fa->cached_dlight) // dynamic previously
{
RSpeedLocals();
dynamic:
RSpeedRemark();
lightmap[fa->lightmaptexturenum]->modified = true;
smax = (fa->extents[0]>>4)+1;
tmax = (fa->extents[1]>>4)+1;
theRect = &lightmap[fa->lightmaptexturenum]->rectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
lightmap[fa->lightmaptexturenum]->deluxmodified = true;
theRect = &lightmap[fa->lightmaptexturenum]->deluxrectchange;
if (fa->light_t < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t;
theRect->t = fa->light_t;
}
if (fa->light_s < theRect->l) {
if (theRect->w)
theRect->w += theRect->l - fa->light_s;
theRect->l = fa->light_s;
}
if ((theRect->w + theRect->l) < (fa->light_s + smax))
theRect->w = (fa->light_s-theRect->l)+smax;
if ((theRect->h + theRect->t) < (fa->light_t + tmax))
theRect->h = (fa->light_t-theRect->t)+tmax;
base = lightmap[fa->lightmaptexturenum]->lightmaps;
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
luxbase = lightmap[fa->lightmaptexturenum]->deluxmaps;
luxbase += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
stainbase = lightmap[fa->lightmaptexturenum]->stainmaps;
stainbase += (fa->light_t * LMBLOCK_WIDTH + fa->light_s) * 3;
D3DR_BuildLightMap (fa, base, luxbase, stainbase, shift);
RSpeedEnd(RSPEED_DYNAMIC);
}
}
LPDIRECTDRAWSURFACE7 D3D_NewLightmap(void)
{
DWORD tflags = D3DX_TEXTURE_NOMIPMAP; //for now
DWORD twidth = LMBLOCK_WIDTH;
DWORD theight = LMBLOCK_HEIGHT;
D3DX_SURFACEFORMAT tformat = D3DX_SF_A8R8G8B8;
LPDIRECTDRAWSURFACE7 newsurf;
DWORD nummips;
DDSURFACEDESC2 desc;
D3DXCreateTexture(pD3DDev, &tflags, &twidth, &theight, &tformat, NULL, &newsurf, &nummips);
if (!newsurf)
return NULL;
return newsurf;
}
void D3D_BuildLightmaps (void)
{
DDSURFACEDESC2 desc;
int i, j;
model_t *m;
int shift;
r_framecount = 1; // no dlightcache
/*
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
break;
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
}
if (cl.worldmodel->fromgame == fg_doom)
return; //no lightmaps.
if ((cl.worldmodel->engineflags & MDLF_RGBLIGHTING) || cl.worldmodel->deluxdata || r_loadlits.value)
gl_lightmap_format = GL_RGB;
else
gl_lightmap_format = GL_LUMINANCE;
if (cl.worldmodel->fromgame == fg_quake3 && gl_lightmap_format != GL_RGB && gl_lightmap_format != GL_RGBA)
gl_lightmap_format = GL_RGB;
switch (gl_lightmap_format)
{
case GL_RGBA:
lightmap_bytes = 4;
break;
case GL_RGB:
lightmap_bytes = 3;
break;
case GL_LUMINANCE:
case GL_INTENSITY:
case GL_ALPHA:
lightmap_bytes = 1;
break;
}
*/
for (j=1 ; j<MAX_MODELS ; j++)
{
m = cl.model_precache[j];
if (!m)
break;
if (m->name[0] == '*')
continue;
r_pcurrentvertbase = m->vertexes;
currentmodel = m;
shift = 0;//GLR_LightmapShift(currentmodel);
for (i=0 ; i<m->numsurfaces ; i++)
{
D3D_CreateSurfaceLightmap (m->surfaces + i, shift);
P_EmitSkyEffectTris(m, &m->surfaces[i]);
if (m->surfaces[i].mesh) //there are some surfaces that have a display list already (the subdivided ones)
continue;
D3D_BuildSurfaceDisplayList (m->surfaces + i);
}
}
//
// upload all lightmaps that were filled
//
for (i=0 ; i<numlightmaps ; i++)
{
if (!lightmap[i])
break; // no more used
lightmap[i]->modified = false;
lightmap[i]->rectchange.l = LMBLOCK_WIDTH;
lightmap[i]->rectchange.t = LMBLOCK_HEIGHT;
lightmap[i]->rectchange.w = 0;
lightmap[i]->rectchange.h = 0;
if (!lightmap_d3dtextures[i])
{
lightmap_d3dtextures[i] = D3D_NewLightmap();
if (!lightmap_d3dtextures[i])
{
Con_Printf("Couldn't create new lightmap\n");
return;
}
}
desc.dwSize = sizeof(desc);
lightmap_d3dtextures[i]->lpVtbl->Lock(lightmap_d3dtextures[i], NULL, &desc, DDLOCK_NOSYSLOCK|DDLOCK_WAIT|DDLOCK_WRITEONLY|DDLOCK_DISCARDCONTENTS, NULL);
memcpy(desc.lpSurface, lightmap[i]->lightmaps, sizeof(lightmap[i]->lightmaps));
/* memset(desc.lpSurface, 0, sizeof(lightmap[i]->lightmaps));
{
int i;
unsigned char *c;
c = desc.lpSurface;
for (i = 0; i < sizeof(lightmap[i]->lightmaps); i++)
*c++ = rand();
}*/
lightmap_d3dtextures[i]->lpVtbl->Unlock(lightmap_d3dtextures[i], NULL);
if (deluxmap_d3dtextures[i])
{
deluxmap_d3dtextures[i]->lpVtbl->Lock(deluxmap_d3dtextures[i], NULL, &desc, DDLOCK_NOSYSLOCK|DDLOCK_WAIT|DDLOCK_WRITEONLY|DDLOCK_DISCARDCONTENTS, NULL);
memcpy(desc.lpSurface, lightmap[i]->lightmaps, sizeof(lightmap[i]->deluxmaps));
deluxmap_d3dtextures[i]->lpVtbl->Unlock(deluxmap_d3dtextures[i], NULL);
}
}
}
#endif