quake3/q3map/lightmaps.c

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2005-08-19 00:00:00 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "qbsp.h"
/*
Lightmap allocation has to be done after all flood filling and
visible surface determination.
*/
int numSortShaders;
mapDrawSurface_t *surfsOnShader[MAX_MAP_SHADERS];
int allocated[LIGHTMAP_WIDTH];
int numLightmaps = 1;
int c_exactLightmap;
void PrepareNewLightmap( void ) {
memset( allocated, 0, sizeof( allocated ) );
numLightmaps++;
}
/*
===============
AllocLMBlock
returns a texture number and the position inside it
===============
*/
qboolean AllocLMBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
best = LIGHTMAP_HEIGHT;
for ( i=0 ; i <= LIGHTMAP_WIDTH-w ; i++ ) {
best2 = 0;
for (j=0 ; j<w ; j++) {
if (allocated[i+j] >= best) {
break;
}
if (allocated[i+j] > best2) {
best2 = allocated[i+j];
}
}
if (j == w) { // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > LIGHTMAP_HEIGHT) {
return qfalse;
}
for (i=0 ; i<w ; i++) {
allocated[*x + i] = best + h;
}
return qtrue;
}
/*
===================
AllocateLightmapForPatch
===================
*/
//#define LIGHTMAP_PATCHSHIFT
void AllocateLightmapForPatch( mapDrawSurface_t *ds ) {
int i, j, k;
drawVert_t *verts;
int w, h;
int x, y;
float s, t;
mesh_t mesh, *subdividedMesh, *tempMesh, *newmesh;
int widthtable[LIGHTMAP_WIDTH], heighttable[LIGHTMAP_HEIGHT], ssize;
verts = ds->verts;
mesh.width = ds->patchWidth;
mesh.height = ds->patchHeight;
mesh.verts = verts;
newmesh = SubdivideMesh( mesh, 8, 999 );
PutMeshOnCurve( *newmesh );
tempMesh = RemoveLinearMeshColumnsRows( newmesh );
FreeMesh(newmesh);
ssize = samplesize;
if (ds->shaderInfo->lightmapSampleSize)
ssize = ds->shaderInfo->lightmapSampleSize;
#ifdef LIGHTMAP_PATCHSHIFT
subdividedMesh = SubdivideMeshQuads( tempMesh, ssize, LIGHTMAP_WIDTH-1, widthtable, heighttable);
#else
subdividedMesh = SubdivideMeshQuads( tempMesh, ssize, LIGHTMAP_WIDTH, widthtable, heighttable);
#endif
w = subdividedMesh->width;
h = subdividedMesh->height;
#ifdef LIGHTMAP_PATCHSHIFT
w++;
h++;
#endif
FreeMesh(subdividedMesh);
// allocate the lightmap
c_exactLightmap += w * h;
if ( !AllocLMBlock( w, h, &x, &y ) ) {
PrepareNewLightmap();
if ( !AllocLMBlock( w, h, &x, &y ) ) {
Error("Entity %i, brush %i: Lightmap allocation failed",
ds->mapBrush->entitynum, ds->mapBrush->brushnum );
}
}
#ifdef LIGHTMAP_PATCHSHIFT
w--;
h--;
#endif
// set the lightmap texture coordinates in the drawVerts
ds->lightmapNum = numLightmaps - 1;
ds->lightmapWidth = w;
ds->lightmapHeight = h;
ds->lightmapX = x;
ds->lightmapY = y;
for ( i = 0 ; i < ds->patchWidth ; i++ ) {
for ( k = 0 ; k < w ; k++ ) {
if ( originalWidths[k] >= i ) {
break;
}
}
if (k >= w)
k = w-1;
s = x + k;
for ( j = 0 ; j < ds->patchHeight ; j++ ) {
for ( k = 0 ; k < h ; k++ ) {
if ( originalHeights[k] >= j ) {
break;
}
}
if (k >= h)
k = h-1;
t = y + k;
verts[i + j * ds->patchWidth].lightmap[0] = ( s + 0.5 ) / LIGHTMAP_WIDTH;
verts[i + j * ds->patchWidth].lightmap[1] = ( t + 0.5 ) / LIGHTMAP_HEIGHT;
}
}
}
/*
===================
AllocateLightmapForSurface
===================
*/
//#define LIGHTMAP_BLOCK 16
void AllocateLightmapForSurface( mapDrawSurface_t *ds ) {
vec3_t mins, maxs, size, exactSize, delta;
int i;
drawVert_t *verts;
int w, h;
int x, y, ssize;
int axis;
vec3_t vecs[2];
float s, t;
vec3_t origin;
plane_t *plane;
float d;
vec3_t planeNormal;
if ( ds->patch ) {
AllocateLightmapForPatch( ds );
return;
}
ssize = samplesize;
if (ds->shaderInfo->lightmapSampleSize)
ssize = ds->shaderInfo->lightmapSampleSize;
plane = &mapplanes[ ds->side->planenum ];
// bound the surface
ClearBounds( mins, maxs );
verts = ds->verts;
for ( i = 0 ; i < ds->numVerts ; i++ ) {
AddPointToBounds( verts[i].xyz, mins, maxs );
}
// round to the lightmap resolution
for ( i = 0 ; i < 3 ; i++ ) {
exactSize[i] = maxs[i] - mins[i];
mins[i] = ssize * floor( mins[i] / ssize );
maxs[i] = ssize * ceil( maxs[i] / ssize );
size[i] = (maxs[i] - mins[i]) / ssize + 1;
}
// the two largest axis will be the lightmap size
memset( vecs, 0, sizeof( vecs ) );
planeNormal[0] = fabs( plane->normal[0] );
planeNormal[1] = fabs( plane->normal[1] );
planeNormal[2] = fabs( plane->normal[2] );
if ( planeNormal[0] >= planeNormal[1] && planeNormal[0] >= planeNormal[2] ) {
w = size[1];
h = size[2];
axis = 0;
vecs[0][1] = 1.0 / ssize;
vecs[1][2] = 1.0 / ssize;
} else if ( planeNormal[1] >= planeNormal[0] && planeNormal[1] >= planeNormal[2] ) {
w = size[0];
h = size[2];
axis = 1;
vecs[0][0] = 1.0 / ssize;
vecs[1][2] = 1.0 / ssize;
} else {
w = size[0];
h = size[1];
axis = 2;
vecs[0][0] = 1.0 / ssize;
vecs[1][1] = 1.0 / ssize;
}
if ( !plane->normal[axis] ) {
Error( "Chose a 0 valued axis" );
}
if ( w > LIGHTMAP_WIDTH ) {
VectorScale ( vecs[0], (float)LIGHTMAP_WIDTH/w, vecs[0] );
w = LIGHTMAP_WIDTH;
}
if ( h > LIGHTMAP_HEIGHT ) {
VectorScale ( vecs[1], (float)LIGHTMAP_HEIGHT/h, vecs[1] );
h = LIGHTMAP_HEIGHT;
}
c_exactLightmap += w * h;
if ( !AllocLMBlock( w, h, &x, &y ) ) {
PrepareNewLightmap();
if ( !AllocLMBlock( w, h, &x, &y ) ) {
Error("Entity %i, brush %i: Lightmap allocation failed",
ds->mapBrush->entitynum, ds->mapBrush->brushnum );
}
}
// set the lightmap texture coordinates in the drawVerts
ds->lightmapNum = numLightmaps - 1;
ds->lightmapWidth = w;
ds->lightmapHeight = h;
ds->lightmapX = x;
ds->lightmapY = y;
for ( i = 0 ; i < ds->numVerts ; i++ ) {
VectorSubtract( verts[i].xyz, mins, delta );
s = DotProduct( delta, vecs[0] ) + x + 0.5;
t = DotProduct( delta, vecs[1] ) + y + 0.5;
verts[i].lightmap[0] = s / LIGHTMAP_WIDTH;
verts[i].lightmap[1] = t / LIGHTMAP_HEIGHT;
}
// calculate the world coordinates of the lightmap samples
// project mins onto plane to get origin
d = DotProduct( mins, plane->normal ) - plane->dist;
d /= plane->normal[ axis ];
VectorCopy( mins, origin );
origin[axis] -= d;
// project stepped lightmap blocks and subtract to get planevecs
for ( i = 0 ; i < 2 ; i++ ) {
vec3_t normalized;
float len;
len = VectorNormalize( vecs[i], normalized );
VectorScale( normalized, (1.0/len), vecs[i] );
d = DotProduct( vecs[i], plane->normal );
d /= plane->normal[ axis ];
vecs[i][axis] -= d;
}
VectorCopy( origin, ds->lightmapOrigin );
VectorCopy( vecs[0], ds->lightmapVecs[0] );
VectorCopy( vecs[1], ds->lightmapVecs[1] );
VectorCopy( plane->normal, ds->lightmapVecs[2] );
}
/*
===================
AllocateLightmaps
===================
*/
void AllocateLightmaps( entity_t *e ) {
int i, j;
mapDrawSurface_t *ds;
shaderInfo_t *si;
qprintf ("--- AllocateLightmaps ---\n");
// sort all surfaces by shader so common shaders will usually
// be in the same lightmap
numSortShaders = 0;
for ( i = e->firstDrawSurf ; i < numMapDrawSurfs ; i++ ) {
ds = &mapDrawSurfs[i];
if ( !ds->numVerts ) {
continue; // leftover from a surface subdivision
}
if ( ds->miscModel ) {
continue;
}
if ( !ds->patch ) {
VectorCopy( mapplanes[ds->side->planenum].normal, ds->lightmapVecs[2] );
}
// search for this shader
for ( j = 0 ; j < numSortShaders ; j++ ) {
if ( ds->shaderInfo == surfsOnShader[j]->shaderInfo ) {
ds->nextOnShader = surfsOnShader[j];
surfsOnShader[j] = ds;
break;
}
}
if ( j == numSortShaders ) {
if ( numSortShaders >= MAX_MAP_SHADERS ) {
Error( "MAX_MAP_SHADERS" );
}
surfsOnShader[j] = ds;
numSortShaders++;
}
}
qprintf( "%5i unique shaders\n", numSortShaders );
// for each shader, allocate lightmaps for each surface
// numLightmaps = 0;
// PrepareNewLightmap();
for ( i = 0 ; i < numSortShaders ; i++ ) {
si = surfsOnShader[i]->shaderInfo;
for ( ds = surfsOnShader[i] ; ds ; ds = ds->nextOnShader ) {
// some surfaces don't need lightmaps allocated for them
if ( si->surfaceFlags & SURF_NOLIGHTMAP ) {
ds->lightmapNum = -1;
} else if ( si->surfaceFlags & SURF_POINTLIGHT ) {
ds->lightmapNum = -3;
} else {
AllocateLightmapForSurface( ds );
}
}
}
qprintf( "%7i exact lightmap texels\n", c_exactLightmap );
qprintf( "%7i block lightmap texels\n", numLightmaps * LIGHTMAP_WIDTH*LIGHTMAP_HEIGHT );
}