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https://github.com/nzp-team/fteqw.git
synced 2024-11-22 12:01:25 +00:00
Support for ericw-tools' lightgrid stuff.
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commit
0eeb410ce0
3 changed files with 249 additions and 12 deletions
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@ -1334,18 +1334,6 @@ static void Mod_LoadModelWorker (void *ctx, void *data, size_t a, size_t b)
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}
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}
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/*
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#ifdef MAP_PROC
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if (!strcmp(com_token, "CM")) //doom3 map.
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{
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TRACE(("Mod_LoadModel: doom3 CM\n"));
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if (!D3_LoadMap_CollisionMap (mod, (char*)buf))
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continue;
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break;
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}
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#endif
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*/
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TRACE(("Mod_LoadModel: Loaded\n"));
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BZ_Free(buf);
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@ -1635,6 +1623,11 @@ void Mod_LoadLighting (model_t *loadmodel, bspx_header_t *bspx, qbyte *mod_base,
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#endif
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extern cvar_t gl_overbright;
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#ifdef HAVE_CLIENT
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BSPX_LightGridLoad(loadmodel, bspx, mod_base);
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#endif
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loadmodel->lightmaps.fmt = LM_L8;
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//q3 maps have built in 4-fold overbright.
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@ -600,6 +600,7 @@ void Q1BSP_LoadBrushes(struct model_s *model, bspx_header_t *bspx, void *mod_bas
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void Q1BSP_Init(void);
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void Q1BSP_GenerateShadowMesh(struct model_s *model, struct dlight_s *dl, const qbyte *lightvis, qbyte *litvis, void (*callback)(msurface_t *surf));
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void BSPX_LightGridLoad(struct model_s *model, bspx_header_t *bspx, qbyte *mod_base); //for q1 or q2 models.
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void BSPX_LoadEnvmaps(struct model_s *mod, bspx_header_t *bspx, void *mod_base);
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void *BSPX_FindLump(bspx_header_t *bspxheader, void *mod_base, char *lumpname, int *lumpsize);
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bspx_header_t *BSPX_Setup(struct model_s *mod, char *filebase, size_t filelen, lump_t *lumps, size_t numlumps);
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@ -2925,6 +2925,246 @@ static float *GLRecursiveLightPoint3C (model_t *mod, mnode_t *node, const vec3_t
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#endif
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typedef struct
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{
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vec3_t gridscale;
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unsigned int count[3];
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vec3_t mins;
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unsigned int styles;
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unsigned int rootnode;
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unsigned int numnodes;
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struct bspxlgnode_s
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{ //this uses an octtree to trim samples.
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int mid[3];
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unsigned int child[8];
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#define LGNODE_LEAF (1u<<31)
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#define LGNODE_MISSING (1u<<30)
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} *nodes;
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unsigned int numleafs;
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struct bspxlgleaf_s
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{
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int mins[3];
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int size[3];
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struct bspxlgsamp_s
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{
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struct
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{
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qbyte style;
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qbyte rgb[3];
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} map[4];
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} *rgbvalues;
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} *leafs;
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} bspxlightgrid_t;
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struct rctx_s {qbyte *data; int ofs, size;};
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static qbyte ReadByte(struct rctx_s *ctx)
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{
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if (ctx->ofs >= ctx->size)
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{
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ctx->ofs++;
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return 0;
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}
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return ctx->data[ctx->ofs++];
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}
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static int ReadInt(struct rctx_s *ctx)
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{
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int r = (int)ReadByte(ctx)<<0;
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r|= (int)ReadByte(ctx)<<8;
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r|= (int)ReadByte(ctx)<<16;
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r|= (int)ReadByte(ctx)<<24;
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return r;
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}
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static float ReadFloat(struct rctx_s *ctx)
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{
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union {float f; int i;} u;
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u.i = ReadInt(ctx);
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return u.f;
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}
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void BSPX_LightGridLoad(model_t *model, bspx_header_t *bspx, qbyte *mod_base)
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{
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vec3_t step, mins;
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int size[3];
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bspxlightgrid_t *grid;
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unsigned int numstyles, numnodes, numleafs, rootnode;
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unsigned int nodestart, leafsamps = 0, i, j, k, s;
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struct bspxlgsamp_s *samp;
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struct rctx_s ctx = {0};
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ctx.data = BSPX_FindLump(bspx, mod_base, "LIGHTGRID_OCTREE", &ctx.size);
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model->lightgrid = NULL;
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if (!ctx.data)
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return;
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for (j = 0; j < 3; j++)
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step[j] = ReadFloat(&ctx);
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for (j = 0; j < 3; j++)
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size[j] = ReadInt(&ctx);
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for (j = 0; j < 3; j++)
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mins[j] = ReadFloat(&ctx);
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numstyles = ReadByte(&ctx); //urgh, misaligned the entire thing
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rootnode = ReadInt(&ctx);
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numnodes = ReadInt(&ctx);
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nodestart = ctx.ofs;
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ctx.ofs += (3+8)*4*numnodes;
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numleafs = ReadInt(&ctx);
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for (i = 0; i < numleafs; i++)
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{
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unsigned int lsz[3];
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ctx.ofs += 3*4;
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for (j = 0; j < 3; j++)
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lsz[j] = ReadInt(&ctx);
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j = lsz[0]*lsz[1]*lsz[2];
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leafsamps += j;
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while (j --> 0)
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{ //this loop is annonying, memcpy dreams...
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s = ReadByte(&ctx);
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if (s == 255)
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continue;
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ctx.ofs += s*4;
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}
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}
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grid = ZG_Malloc(&model->memgroup, sizeof(*grid) + sizeof(*grid->leafs)*numleafs + sizeof(*grid->nodes)*numnodes + sizeof(struct bspxlgsamp_s)*leafsamps);
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memset(grid, 0xcc, sizeof(*grid) + sizeof(*grid->leafs)*numleafs + sizeof(*grid->nodes)*numnodes + sizeof(struct bspxlgsamp_s)*leafsamps);
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grid->leafs = (void*)(grid+1);
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grid->nodes = (void*)(grid->leafs + numleafs);
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samp = (void*)(grid->nodes+numnodes);
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for (j = 0; j < 3; j++)
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grid->gridscale[j] = 1/step[j]; //prefer it as a multiply
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VectorCopy(mins, grid->mins);
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VectorCopy(size, grid->count);
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grid->numnodes = numnodes;
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grid->numleafs = numleafs;
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grid->rootnode = rootnode;
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(void)numstyles;
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//rewind to the nodes. *sigh*
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ctx.ofs = nodestart;
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for (i = 0; i < numnodes; i++)
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{
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for (j = 0; j < 3; j++)
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grid->nodes[i].mid[j] = ReadInt(&ctx);
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for (j = 0; j < 8; j++)
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grid->nodes[i].child[j] = ReadInt(&ctx);
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}
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ctx.ofs += 4;
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for (i = 0; i < numleafs; i++)
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{
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for (j = 0; j < 3; j++)
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grid->leafs[i].mins[j] = ReadInt(&ctx);
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for (j = 0; j < 3; j++)
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grid->leafs[i].size[j] = ReadInt(&ctx);
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grid->leafs[i].rgbvalues = samp;
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j = grid->leafs[i].size[0]*grid->leafs[i].size[1]*grid->leafs[i].size[2];
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while (j --> 0)
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{
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s = ReadByte(&ctx);
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if (s == 0xff)
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memset(samp, 0xff, sizeof(*samp));
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else
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{
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for (k = 0; k < s; k++)
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{
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if (k >= 4)
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ReadInt(&ctx);
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else
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{
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samp->map[k].style = ReadByte(&ctx);
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samp->map[k].rgb[0] = ReadByte(&ctx);
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samp->map[k].rgb[1] = ReadByte(&ctx);
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samp->map[k].rgb[2] = ReadByte(&ctx);
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}
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}
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for (; k < 4; k++)
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{
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samp->map[k].style = (qbyte)~0u;
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samp->map[k].rgb[0] =
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samp->map[k].rgb[1] =
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samp->map[k].rgb[2] = 0;
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}
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}
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samp++;
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}
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}
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if (ctx.ofs != ctx.size)
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grid = NULL;
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model->lightgrid = (void*)grid;
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}
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static int BSPX_LightGridSingleValue(bspxlightgrid_t *grid, int x, int y, int z, vec3_t res_diffuse)
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{
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int i;
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unsigned int node;
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struct bspxlgsamp_s *samp;
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float lev;
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node = grid->rootnode;
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while (!(node & LGNODE_LEAF))
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{
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struct bspxlgnode_s *n;
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if (node & LGNODE_MISSING)
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return 0; //failure
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n = grid->nodes + node;
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node = n->child[
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((x>=n->mid[0])<<2)|
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((y>=n->mid[1])<<1)|
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((z>=n->mid[2])<<0)];
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}
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{
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struct bspxlgleaf_s *leaf = &grid->leafs[node & ~LGNODE_LEAF];
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x -= leaf->mins[0];
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y -= leaf->mins[1];
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z -= leaf->mins[2];
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if (x >= leaf->size[0] ||
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y >= leaf->size[1] ||
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z >= leaf->size[2])
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return 0; //sample we're after is out of bounds...
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i = x + leaf->size[0]*(y + leaf->size[1]*z);
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samp = leaf->rgbvalues + i;
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//no hdr support
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for (i = 0; i < 4; i++)
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{
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if (samp->map[i].style == ((qbyte)(~0u)))
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break; //no more
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lev = d_lightstylevalue[samp->map[i].style]*(1/255.0);
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res_diffuse[0] += samp->map[i].rgb[0] * lev * cl_lightstyle[samp->map[i].style].colours[0];
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res_diffuse[1] += samp->map[i].rgb[1] * lev * cl_lightstyle[samp->map[i].style].colours[1];
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res_diffuse[2] += samp->map[i].rgb[2] * lev * cl_lightstyle[samp->map[i].style].colours[2];
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}
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}
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return 1;
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}
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static void BSPX_LightGridValue(void *lightgridinfo, const vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
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{
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bspxlightgrid_t *grid = lightgridinfo;
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int tile[3];
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int i;
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int s;
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VectorSet(res_diffuse, 0, 0, 0); //assume worst
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VectorSet(res_ambient, 0, 0, 0); //assume worst
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VectorSet(res_dir, 1, 0, 1); //super lame
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for (i = 0; i < 3; i++)
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tile[i] = (point[i] - grid->mins[i]) * grid->gridscale[i];
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for (i = 0, s = 0; i < 8; i++)
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s += BSPX_LightGridSingleValue(grid, tile[0]+!!(i&1),
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tile[1]+!!(i&2),
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tile[2]+!!(i&4), res_diffuse);
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VectorScale(res_diffuse, 1.0/s, res_diffuse); //average the successful ones
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VectorScale(res_diffuse, 0.5, res_ambient); //and fix up ambients.
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}
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void GLQ1BSP_LightPointValues(model_t *model, const vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
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{
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vec3_t end;
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@ -2952,6 +3192,9 @@ void GLQ1BSP_LightPointValues(model_t *model, const vec3_t point, vec3_t res_dif
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return;
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}
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if (model->lightgrid)
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return BSPX_LightGridValue(model->lightgrid, point, res_diffuse, res_ambient, res_dir);
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end[0] = point[0];
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end[1] = point[1];
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end[2] = point[2] - mod_lightpoint_distance.value;
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