5172823341
tweaked cl_maxfps a little. now sticks much closer to the desired rate. also tweaked cl_netfps. clamps 77fps to 13ms frames (read: 76.9 fps) in an attempt to avoid tripping up any framerate checks (we had previously been using a lower net rate with occasional 14ms frames). viewspace particles are now a thing. greater control over spawning particles. its now possible to spawn particles only in slime, etc. fix soundlength builtin. preliminary version of r_dynamic -1, which can give some significant framerate boosts on certain maps. fix halflife bsp texture issues. rewrote worker thread logic. workers now work as a single pool, instead of independent pools. this means that you don't have to wait for a specific thread to finish before it can load new stuff, reducing overall load times some more. worker_count cvar allows reconfiguring the number of active workers. can be changed any time. updated mod_terrain_create command. should be more useful now and make more sense when first loaded. fix lit support. apparently its been broken for a while. brush editor now has csg subtraction. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4990 fc73d0e0-1445-4013-8a0c-d673dee63da5
574 lines
15 KiB
C
574 lines
15 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_surf.c: surface-related refresh code
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#include "quakedef.h"
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#if defined(GLQUAKE)
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#include "glquake.h"
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#include "shader.h"
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#include "renderque.h"
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#include <math.h>
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extern cvar_t gl_lightmap_nearest;
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void GLBE_ClearVBO(vbo_t *vbo)
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{
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int vboh[6 + MAXRLIGHTMAPS];
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int i, j;
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vboh[0] = vbo->indicies.gl.vbo;
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vboh[1] = vbo->coord.gl.vbo;
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vboh[2] = vbo->texcoord.gl.vbo;
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vboh[3] = vbo->normals.gl.vbo;
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vboh[4] = vbo->svector.gl.vbo;
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vboh[5] = vbo->tvector.gl.vbo;
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for (i = 0; i < MAXRLIGHTMAPS; i++)
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vboh[6+i] = vbo->lmcoord[i].gl.vbo;
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for (i = 0; i < 7; i++)
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{
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if (!vboh[i])
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continue;
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for (j = 0; j < 7; j++)
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{
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if (vboh[j] == vboh[i])
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break; //already freed by one of the other ones
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}
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if (j == 7)
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qglDeleteBuffersARB(1, &vboh[i]);
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}
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if (vbo->vertdata)
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BZ_Free(vbo->vertdata);
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BZ_Free(vbo->meshlist);
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BZ_Free(vbo);
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}
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void GLBE_SetupVAO(vbo_t *vbo, unsigned int vaodynamic, unsigned int vaostatic);
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static qboolean GL_BuildVBO(vbo_t *vbo, void *vdata, int vsize, void *edata, int elementsize, unsigned int vaodynamic)
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{
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unsigned int vbos[2];
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int s;
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unsigned int vaostatic = 0;
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if (!qglGenBuffersARB)
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return false;
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qglGenBuffersARB(1+(elementsize>0), vbos);
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//opengl ate our data, fixup the vbo arrays to point to the vbo instead of the raw data
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if (vbo->indicies.gl.addr && elementsize)
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{
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vbo->indicies.gl.vbo = vbos[1];
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vbo->indicies.gl.addr = (index_t*)((char*)vbo->indicies.gl.addr - (char*)edata);
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vaostatic |= 1u<<VATTR_LEG_ELEMENTS;
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}
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if (vbo->coord.gl.addr)
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{
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vbo->coord.gl.vbo = vbos[0];
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vbo->coord.gl.addr = (vecV_t*)((char*)vbo->coord.gl.addr - (char*)vdata);
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vaostatic |= 1u<<VATTR_VERTEX1;
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}
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if (vbo->texcoord.gl.addr)
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{
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vbo->texcoord.gl.vbo = vbos[0];
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vbo->texcoord.gl.addr = (vec2_t*)((char*)vbo->texcoord.gl.addr - (char*)vdata);
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vaostatic |= 1u<<VATTR_TEXCOORD;
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}
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for (s = 0; s < MAXRLIGHTMAPS; s++)
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{
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if (vbo->colours[s].gl.addr)
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{
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vbo->colours[s].gl.vbo = vbos[0];
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vbo->colours[s].gl.addr = (vec4_t*)((char*)vbo->colours[s].gl.addr - (char*)vdata);
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switch(s)
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{
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default: vaostatic |= 1u<<VATTR_COLOUR; break;
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#if MAXRLIGHTMAPS > 1
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case 1: vaostatic |= 1u<<VATTR_COLOUR2; break;
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case 2: vaostatic |= 1u<<VATTR_COLOUR3; break;
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case 3: vaostatic |= 1u<<VATTR_COLOUR4; break;
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#endif
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}
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}
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if (vbo->lmcoord[s].gl.addr)
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{
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vbo->lmcoord[s].gl.vbo = vbos[0];
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vbo->lmcoord[s].gl.addr = (vec2_t*)((char*)vbo->lmcoord[s].gl.addr - (char*)vdata);
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switch(s)
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{
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default: vaostatic |= 1u<<VATTR_LMCOORD; break;
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#if MAXRLIGHTMAPS > 1
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case 1: vaostatic |= 1u<<VATTR_LMCOORD2; break;
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case 2: vaostatic |= 1u<<VATTR_LMCOORD3; break;
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case 3: vaostatic |= 1u<<VATTR_LMCOORD4; break;
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#endif
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}
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}
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}
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if (vbo->normals.gl.addr)
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{
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vbo->normals.gl.vbo = vbos[0];
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vbo->normals.gl.addr = (vec3_t*)((char*)vbo->normals.gl.addr - (char*)vdata);
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vaostatic |= 1u<<VATTR_NORMALS;
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}
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if (vbo->svector.gl.addr)
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{
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vbo->svector.gl.vbo = vbos[0];
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vbo->svector.gl.addr = (vec3_t*)((char*)vbo->svector.gl.addr - (char*)vdata);
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vaostatic |= 1u<<VATTR_SNORMALS;
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}
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if (vbo->tvector.gl.addr)
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{
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vbo->tvector.gl.vbo = vbos[0];
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vbo->tvector.gl.addr = (vec3_t*)((char*)vbo->tvector.gl.addr - (char*)vdata);
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vaostatic |= 1u<<VATTR_TNORMALS;
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}
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GLBE_SetupVAO(vbo, vaodynamic, vaostatic);
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qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vsize, vdata, GL_STATIC_DRAW_ARB);
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if (elementsize>0)
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{
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qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, elementsize, edata, GL_STATIC_DRAW_ARB);
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}
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return true;
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}
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//allocates an aligned buffer. caller needs to make sure there's enough space.
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void *allocbuf(char **p, int elements, int elementsize)
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{
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void *ret;
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*p += elementsize - 1;
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*p -= (size_t)*p & (elementsize-1);
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ret = *p;
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*p += elements*elementsize;
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return ret;
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}
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void GLBE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch, int lightmaps)
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{
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unsigned int maxvboverts;
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unsigned int maxvboelements;
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unsigned int i, s;
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unsigned int v;
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unsigned int vcount, ecount;
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unsigned int pervertsize; //erm, that name wasn't intentional
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unsigned int meshes;
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vbo_t *vbo;
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mesh_t *m;
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char *p;
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vecV_t *coord;
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vec2_t *texcoord;
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vec2_t *lmcoord[MAXRLIGHTMAPS];
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vec3_t *normals;
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vec3_t *svector;
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vec3_t *tvector;
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vec4_t *colours[MAXRLIGHTMAPS];
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index_t *indicies;
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batch_t *batch;
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int vbosize;
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vbo = Z_Malloc(sizeof(*vbo));
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maxvboverts = 0;
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maxvboelements = 0;
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meshes = 0;
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for(batch = firstbatch; batch != stopbatch; batch = batch->next)
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{
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for (i=0 ; i<batch->maxmeshes ; i++)
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{
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m = batch->mesh[i];
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meshes++;
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maxvboelements += m->numindexes;
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maxvboverts += m->numvertexes;
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}
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}
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if (maxvboverts > MAX_INDICIES)
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Sys_Error("Building a vbo with too many verticies\n");
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vcount = 0;
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ecount = 0;
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pervertsize = sizeof(vecV_t)+ //coord
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sizeof(vec2_t)+ //tex
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sizeof(vec2_t)*lightmaps+ //lm
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sizeof(vec3_t)+ //normal
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sizeof(vec3_t)+ //sdir
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sizeof(vec3_t)+ //tdir
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sizeof(vec4_t)*lightmaps; //colours
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vbo->vertdata = BZ_Malloc((maxvboverts+1)*pervertsize + (maxvboelements+1)*sizeof(index_t));
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p = vbo->vertdata;
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vbo->coord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vecV_t));
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vbo->texcoord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t));
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for (s = 0; s < lightmaps; s++)
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vbo->lmcoord[s].gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t));
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for (; s < MAXRLIGHTMAPS; s++)
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vbo->lmcoord[s].gl.addr = NULL;
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vbo->normals.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
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vbo->svector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
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vbo->tvector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
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for (s = 0; s < lightmaps; s++)
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vbo->colours[s].gl.addr = allocbuf(&p, maxvboverts, sizeof(vec4_t));
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for (; s < MAXRLIGHTMAPS; s++)
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vbo->lmcoord[s].gl.addr = NULL;
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vbosize = (char*)p - (char*)vbo->coord.gl.addr;
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if ((char*)p - (char*)vbo->vertdata > (maxvboverts+1)*pervertsize)
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Sys_Error("GLBE_GenBatchVBOs: aligned overflow");
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vbo->indicies.gl.addr = allocbuf(&p, maxvboelements, sizeof(index_t));
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coord = vbo->coord.gl.addr;
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texcoord = vbo->texcoord.gl.addr;
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for (s = 0; s < MAXRLIGHTMAPS; s++)
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{
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lmcoord[s] = vbo->lmcoord[s].gl.addr;
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colours[s] = vbo->colours[s].gl.addr;
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}
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normals = vbo->normals.gl.addr;
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svector = vbo->svector.gl.addr;
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tvector = vbo->tvector.gl.addr;
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indicies = vbo->indicies.gl.addr;
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//vbo->meshcount = meshes;
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//vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist));
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meshes = 0;
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for(batch = firstbatch; batch != stopbatch; batch = batch->next)
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{
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batch->vbo = vbo;
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for (i=0 ; i<batch->maxmeshes ; i++)
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{
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m = batch->mesh[i];
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// surf->mark = &vbo->meshlist[meshes++];
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// *surf->mark = NULL;
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m->vbofirstvert = vcount;
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m->vbofirstelement = ecount;
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for (v = 0; v < m->numindexes; v++)
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indicies[ecount++] = vcount + m->indexes[v];
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for (v = 0; v < m->numvertexes; v++)
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{
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coord[vcount+v][0] = m->xyz_array[v][0];
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coord[vcount+v][1] = m->xyz_array[v][1];
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coord[vcount+v][2] = m->xyz_array[v][2];
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if (m->st_array)
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{
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texcoord[vcount+v][0] = m->st_array[v][0];
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texcoord[vcount+v][1] = m->st_array[v][1];
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}
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for (s = 0; s < lightmaps; s++)
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{
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if (m->lmst_array[s])
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{
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lmcoord[s][vcount+v][0] = m->lmst_array[s][v][0];
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lmcoord[s][vcount+v][1] = m->lmst_array[s][v][1];
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}
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if (m->colors4f_array[s])
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{
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colours[s][vcount+v][0] = m->colors4f_array[s][v][0];
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colours[s][vcount+v][1] = m->colors4f_array[s][v][1];
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colours[s][vcount+v][2] = m->colors4f_array[s][v][2];
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colours[s][vcount+v][3] = m->colors4f_array[s][v][3];
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}
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}
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if (m->normals_array)
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{
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normals[vcount+v][0] = m->normals_array[v][0];
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normals[vcount+v][1] = m->normals_array[v][1];
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normals[vcount+v][2] = m->normals_array[v][2];
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}
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if (m->snormals_array)
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{
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svector[vcount+v][0] = m->snormals_array[v][0];
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svector[vcount+v][1] = m->snormals_array[v][1];
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svector[vcount+v][2] = m->snormals_array[v][2];
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}
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if (m->tnormals_array)
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{
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tvector[vcount+v][0] = m->tnormals_array[v][0];
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tvector[vcount+v][1] = m->tnormals_array[v][1];
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tvector[vcount+v][2] = m->tnormals_array[v][2];
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}
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}
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vcount += v;
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}
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}
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if (GL_BuildVBO(vbo, vbo->coord.gl.addr, vbosize/*vcount*pervertsize*/, indicies, ecount*sizeof(index_t), 0))
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{
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BZ_Free(vbo->vertdata);
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vbo->vertdata = NULL;
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}
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vbo->vertcount = vcount;
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vbo->next = *vbochain;
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*vbochain = vbo;
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}
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void GLBE_GenBrushModelVBO(model_t *mod)
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{
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unsigned int vcount;
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unsigned int cvcount;
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batch_t *batch, *fbatch;
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int sortid;
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int i;
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fbatch = NULL;
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vcount = 0;
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for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
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{
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if (!mod->batches[sortid])
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continue;
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for (fbatch = batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
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{
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for (i = 0, cvcount = 0; i < batch->maxmeshes; i++)
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cvcount += batch->mesh[i]->numvertexes;
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//firstmesh got reused as the number of verticies in each batch
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if (vcount + cvcount > MAX_INDICIES)
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{
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GLBE_GenBatchVBOs(&mod->vbos, fbatch, batch, mod->lightmaps.surfstyles);
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fbatch = batch;
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vcount = 0;
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}
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vcount += cvcount;
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}
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GLBE_GenBatchVBOs(&mod->vbos, fbatch, batch, mod->lightmaps.surfstyles);
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}
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#if 0
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if (!mod->numsurfaces)
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return;
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for (t = 0; t < mod->numtextures; t++)
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{
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if (!mod->textures[t])
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continue;
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vbo = &mod->textures[t]->vbo;
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BE_ClearVBO(vbo);
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maxvboverts = 0;
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maxvboelements = 0;
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meshes = 0;
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for (i=0 ; i<mod->numsurfaces ; i++)
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{
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if (mod->surfaces[i].texinfo->texture != mod->textures[t])
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continue;
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m = mod->surfaces[i].mesh;
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if (!m)
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continue;
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meshes++;
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maxvboelements += m->numindexes;
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maxvboverts += m->numvertexes;
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}
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#if sizeof_index_t == 2
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if (maxvboverts > (1<<(sizeof(index_t)*8))-1)
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continue;
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#endif
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if (!maxvboverts)
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continue;
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//fixme: stop this from leaking!
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vcount = 0;
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ecount = 0;
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pervertsize = sizeof(vecV_t)+ //coord
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sizeof(vec2_t)+ //tex
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sizeof(vec2_t)+ //lm
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sizeof(vec3_t)+ //normal
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sizeof(vec3_t)+ //sdir
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sizeof(vec3_t)+ //tdir
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sizeof(vec4_t); //colours
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vbo->vertdata = BZ_Malloc((maxvboverts+1)*pervertsize + (maxvboelements+1)*sizeof(index_t));
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p = vbo->vertdata;
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vbo->coord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vecV_t));
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vbo->texcoord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t));
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vbo->lmcoord.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec2_t));
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vbo->normals.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
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vbo->svector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
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vbo->tvector.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec3_t));
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vbo->colours.gl.addr = allocbuf(&p, maxvboverts, sizeof(vec4_t));
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vbo->indicies.gl.addr = allocbuf(&p, maxvboelements, sizeof(index_t));
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coord = vbo->coord.gl.addr;
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texcoord = vbo->texcoord.gl.addr;
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lmcoord = vbo->lmcoord.gl.addr;
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normals = vbo->normals.gl.addr;
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svector = vbo->svector.gl.addr;
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tvector = vbo->tvector.gl.addr;
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colours = vbo->colours.gl.addr;
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indicies = vbo->indicies.gl.addr;
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vbo->meshcount = meshes;
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vbo->meshlist = BZ_Malloc(meshes*sizeof(*vbo->meshlist));
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meshes = 0;
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for (i=0 ; i<mod->numsurfaces ; i++)
|
|
{
|
|
if (mod->surfaces[i].texinfo->texture != mod->textures[t])
|
|
continue;
|
|
m = mod->surfaces[i].mesh;
|
|
if (!m)
|
|
continue;
|
|
|
|
mod->surfaces[i].mark = &vbo->meshlist[meshes++];
|
|
*mod->surfaces[i].mark = NULL;
|
|
|
|
m->vbofirstvert = vcount;
|
|
m->vbofirstelement = ecount;
|
|
for (v = 0; v < m->numindexes; v++)
|
|
indicies[ecount++] = vcount + m->indexes[v];
|
|
for (v = 0; v < m->numvertexes; v++)
|
|
{
|
|
coord[vcount+v][0] = m->xyz_array[v][0];
|
|
coord[vcount+v][1] = m->xyz_array[v][1];
|
|
coord[vcount+v][2] = m->xyz_array[v][2];
|
|
if (m->st_array)
|
|
{
|
|
texcoord[vcount+v][0] = m->st_array[v][0];
|
|
texcoord[vcount+v][1] = m->st_array[v][1];
|
|
}
|
|
if (m->lmst_array)
|
|
{
|
|
lmcoord[vcount+v][0] = m->lmst_array[v][0];
|
|
lmcoord[vcount+v][1] = m->lmst_array[v][1];
|
|
}
|
|
if (m->normals_array)
|
|
{
|
|
normals[vcount+v][0] = m->normals_array[v][0];
|
|
normals[vcount+v][1] = m->normals_array[v][1];
|
|
normals[vcount+v][2] = m->normals_array[v][2];
|
|
}
|
|
if (m->snormals_array)
|
|
{
|
|
svector[vcount+v][0] = m->snormals_array[v][0];
|
|
svector[vcount+v][1] = m->snormals_array[v][1];
|
|
svector[vcount+v][2] = m->snormals_array[v][2];
|
|
}
|
|
if (m->tnormals_array)
|
|
{
|
|
tvector[vcount+v][0] = m->tnormals_array[v][0];
|
|
tvector[vcount+v][1] = m->tnormals_array[v][1];
|
|
tvector[vcount+v][2] = m->tnormals_array[v][2];
|
|
}
|
|
if (m->colors4f_array)
|
|
{
|
|
colours[vcount+v][0] = m->colors4f_array[v][0];
|
|
colours[vcount+v][1] = m->colors4f_array[v][1];
|
|
colours[vcount+v][2] = m->colors4f_array[v][2];
|
|
colours[vcount+v][3] = m->colors4f_array[v][3];
|
|
}
|
|
}
|
|
vcount += v;
|
|
}
|
|
|
|
if (GL_BuildVBO(vbo, vbo->vertdata, vcount*pervertsize, indicies, ecount*sizeof(index_t), 0))
|
|
{
|
|
BZ_Free(vbo->vertdata);
|
|
vbo->vertdata = NULL;
|
|
}
|
|
vbo->vertcount = vcount;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void GLBE_UploadAllLightmaps(void)
|
|
{
|
|
lightmapinfo_t *lm;
|
|
int i;
|
|
//
|
|
// upload all lightmaps that were filled
|
|
//
|
|
for (i=0 ; i<numlightmaps ; i++)
|
|
{
|
|
if (!lightmap[i])
|
|
break; // no more used
|
|
lm = lightmap[i];
|
|
lm->rectchange.l = lm->width;
|
|
lm->rectchange.t = lm->height;
|
|
lm->rectchange.r = 0;
|
|
lm->rectchange.b = 0;
|
|
if (!lm->modified)
|
|
continue;
|
|
lm->modified = false;
|
|
if (!TEXVALID(lm->lightmap_texture))
|
|
TEXASSIGN(lm->lightmap_texture, Image_CreateTexture("***lightmap***", NULL, (gl_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)|IF_NOMIPMAP));
|
|
if (!lm->lightmap_texture->num)
|
|
qglGenTextures(1, &lm->lightmap_texture->num);
|
|
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
|
|
if (gl_lightmap_nearest.ival)
|
|
{
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
}
|
|
else
|
|
{
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
switch (lightmap_bytes)
|
|
{
|
|
case 4:
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
|
|
lm->width, lm->height, 0, (lightmap_bgra?GL_BGRA_EXT:GL_RGBA), GL_UNSIGNED_INT_8_8_8_8_REV,
|
|
lightmap[i]->lightmaps);
|
|
break;
|
|
case 3:
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
|
|
lm->width, lm->height, 0, (lightmap_bgra?GL_BGR_EXT:GL_RGB), GL_UNSIGNED_BYTE,
|
|
lightmap[i]->lightmaps);
|
|
break;
|
|
case 1:
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
|
|
lm->width, lm->height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
|
|
lightmap[i]->lightmaps);
|
|
break;
|
|
}
|
|
//for completeness.
|
|
lm->lightmap_texture->width = lm->width;
|
|
lm->lightmap_texture->height = lm->height;
|
|
lm->lightmap_texture->status = TEX_LOADED;
|
|
}
|
|
}
|
|
|
|
#endif
|