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1f9484f93d
Wonder how much this breaks. Place your bets now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2501 fc73d0e0-1445-4013-8a0c-d673dee63da5
1410 lines
34 KiB
C
1410 lines
34 KiB
C
#include "quakedef.h"
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#ifdef D3DQUAKE
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#include "d3d9quake.h"
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int numlightmaps;
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mvertex_t *r_pcurrentvertbase;
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#define LMBLOCK_WIDTH 128
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#define LMBLOCK_HEIGHT LMBLOCK_WIDTH
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LPDIRECT3DTEXTURE9 *lightmap_d3d9textures;
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LPDIRECT3DTEXTURE9 *deluxmap_d3d9textures;
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lightmapinfo_t **lightmap;
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void D3D9_BuildSurfaceDisplayList (msurface_t *fa)
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{
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int i, lindex, lnumverts;
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medge_t *pedges, *r_pedge;
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int vertpage;
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float *vec;
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float s, t;
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int lm;
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int size;
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mesh_t *mesh;
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// reconstruct the polygon
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pedges = currentmodel->edges;
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lnumverts = fa->numedges;
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vertpage = 0;
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if (lnumverts<3)
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return; //q3 map.
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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;
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fa->mesh = mesh = Hunk_Alloc(size);
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mesh->xyz_array = (vec3_t*)(mesh + 1);
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mesh->normals_array = (vec3_t*)(mesh->xyz_array + lnumverts);
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mesh->st_array = (vec2_t*)(mesh->normals_array + lnumverts);
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mesh->lmst_array = (vec2_t*)(mesh->st_array + lnumverts);
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mesh->colors_array = (byte_vec4_t*)(mesh->lmst_array + lnumverts);
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mesh->indexes = (index_t*)(mesh->colors_array + lnumverts);
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mesh->numindexes = (lnumverts-2)*3;
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mesh->numvertexes = lnumverts;
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mesh->patchWidth = mesh->patchHeight = 1;
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for (i=0 ; i<lnumverts-2 ; i++)
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{
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mesh->indexes[i*3] = 0;
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mesh->indexes[i*3+1] = i+1;
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mesh->indexes[i*3+2] = i+2;
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}
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for (i=0 ; i<lnumverts ; i++)
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{
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lindex = currentmodel->surfedges[fa->firstedge + i];
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if (lindex > 0)
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{
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r_pedge = &pedges[lindex];
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vec = r_pcurrentvertbase[r_pedge->v[0]].position;
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}
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else
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{
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r_pedge = &pedges[-lindex];
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vec = r_pcurrentvertbase[r_pedge->v[1]].position;
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}
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s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
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t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
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VectorCopy (vec, mesh->xyz_array[i]);
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mesh->xyz_array[i][3] = 1;
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mesh->st_array[i][0] = s/fa->texinfo->texture->width;
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mesh->st_array[i][1] = t/fa->texinfo->texture->height;
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s -= fa->texturemins[0];
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lm = s*fa->light_t;
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s += fa->light_s*16;
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s += 8;
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s /= LMBLOCK_WIDTH*16;
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t -= fa->texturemins[1];
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lm += t;
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t += fa->light_t*16;
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t += 8;
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t /= LMBLOCK_HEIGHT*16;
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mesh->lmst_array[i][0] = s;
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mesh->lmst_array[i][1] = t;
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if (fa->flags & SURF_PLANEBACK)
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VectorNegate(fa->plane->normal, mesh->normals_array[i]);
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else
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VectorCopy(fa->plane->normal, mesh->normals_array[i]);
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mesh->colors_array[i][0] = 255;
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mesh->colors_array[i][1] = 255;
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mesh->colors_array[i][2] = 255;
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mesh->colors_array[i][3] = 255;
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}
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}
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#define MAX_LIGHTMAP_SIZE LMBLOCK_WIDTH
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vec3_t blocknormals[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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unsigned blocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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unsigned greenblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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unsigned blueblklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE];
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void D3D9R_BuildLightMap (msurface_t *surf, qbyte *dest, qbyte *deluxdest, stmap *stainsrc, int shift)
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{
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int smax, tmax;
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int t;
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int i, j, size;
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qbyte *lightmap;
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unsigned scale;
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int maps;
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unsigned *bl;
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qboolean isstained;
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extern cvar_t r_ambient;
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extern cvar_t gl_lightmap_shift;
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unsigned *blg;
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unsigned *blb;
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int r, g, b;
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int cr, cg, cb;
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int stride = LMBLOCK_WIDTH*lightmap_bytes;
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shift += 7; // increase to base value
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surf->cached_dlight = (surf->dlightframe == r_framecount);
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smax = (surf->extents[0]>>4)+1;
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tmax = (surf->extents[1]>>4)+1;
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size = smax*tmax;
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lightmap = surf->samples;
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if (size > MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE)
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{ //fixme: fill in?
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Con_Printf("Lightmap too large\n");
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return;
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}
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// if (currentmodel->deluxdata)
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// GLR_BuildDeluxMap(surf, deluxdest);
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if (true)
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{
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// set to full bright if no light data
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if (r_fullbright.value>0) //not qw
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{
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for (i=0 ; i<size ; i++)
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{
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blocklights[i] = r_fullbright.value*255*256;
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greenblklights[i] = r_fullbright.value*255*256;
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blueblklights[i] = r_fullbright.value*255*256;
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}
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// if (r_fullbright.value < 1)
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{
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// if (surf->dlightframe == r_framecount)
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// GLR_AddDynamicLightsColours (surf);
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}
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goto store;
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}
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if (!currentmodel->lightdata)
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{
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for (i=0 ; i<size ; i++)
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{
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blocklights[i] = 255*256;
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greenblklights[i] = 255*256;
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blueblklights[i] = 255*256;
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}
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// if (surf->dlightframe == r_framecount)
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// GLR_AddDynamicLightsColours (surf);
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goto store;
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}
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// clear to no light
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t = r_ambient.value*255;
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for (i=0 ; i<size ; i++)
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{
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blocklights[i] = t;
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greenblklights[i] = t;
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blueblklights[i] = t;
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}
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// add all the lightmaps
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if (lightmap)
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{
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if (currentmodel->fromgame == fg_quake3) //rgb
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{
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/* for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++) //no light styles in q3 apparently.
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{
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scale = d_lightstylevalue[surf->styles[maps]];
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surf->cached_light[maps] = scale; // 8.8 fraction
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surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
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}
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*/
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for (i = 0; i < tmax; i++) //q3 maps store thier light in a block fashion, q1/q2/hl store it in a linear fashion.
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{
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for (j = 0; j < smax; j++)
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{
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blocklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3];
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greenblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+1];
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blueblklights[i*smax+j] = 255*lightmap[(i*LMBLOCK_WIDTH+j)*3+2];
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}
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}
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// memset(blocklights, 255, sizeof(blocklights));
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}
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else if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
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{
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = d_lightstylevalue[surf->styles[maps]];
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surf->cached_light[maps] = scale; // 8.8 fraction
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surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
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if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
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{
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for (i=0 ; i<size ; i++)
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{
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blocklights[i] += lightmap[i*3 ] * scale;
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greenblklights[i] += lightmap[i*3+1] * scale;
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blueblklights[i] += lightmap[i*3+2] * scale;
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}
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}
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else
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{
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if (cl_lightstyle[surf->styles[maps]].colour & 1)
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for (i=0 ; i<size ; i++)
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blocklights[i] += lightmap[i*3 ] * scale;
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if (cl_lightstyle[surf->styles[maps]].colour & 2)
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for (i=0 ; i<size ; i++)
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greenblklights[i] += lightmap[i*3+1] * scale;
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if (cl_lightstyle[surf->styles[maps]].colour & 4)
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for (i=0 ; i<size ; i++)
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blueblklights[i] += lightmap[i*3+2] * scale;
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}
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lightmap += size*3; // skip to next lightmap
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}
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}
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else
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = d_lightstylevalue[surf->styles[maps]];
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surf->cached_light[maps] = scale; // 8.8 fraction
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surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
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if (cl_lightstyle[surf->styles[maps]].colour == 7) //hopefully a faster alternative.
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{
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for (i=0 ; i<size ; i++)
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{
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blocklights[i] += lightmap[i] * scale;
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greenblklights[i] += lightmap[i] * scale;
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blueblklights[i] += lightmap[i] * scale;
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}
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}
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else
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{
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if (cl_lightstyle[surf->styles[maps]].colour & 1)
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for (i=0 ; i<size ; i++)
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blocklights[i] += lightmap[i] * scale;
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if (cl_lightstyle[surf->styles[maps]].colour & 2)
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for (i=0 ; i<size ; i++)
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greenblklights[i] += lightmap[i] * scale;
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if (cl_lightstyle[surf->styles[maps]].colour & 4)
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for (i=0 ; i<size ; i++)
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blueblklights[i] += lightmap[i] * scale;
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}
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lightmap += size; // skip to next lightmap
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}
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}
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// add all the dynamic lights
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// if (surf->dlightframe == r_framecount)
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// GLR_AddDynamicLightsColours (surf);
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}
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else
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{
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// set to full bright if no light data
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if (r_fullbright.value || !currentmodel->lightdata)
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{
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for (i=0 ; i<size ; i++)
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blocklights[i] = 255*256;
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goto store;
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}
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// clear to no light
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for (i=0 ; i<size ; i++)
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blocklights[i] = 0;
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// add all the lightmaps
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if (lightmap)
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{
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if (currentmodel->engineflags & MDLF_RGBLIGHTING) //rgb
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = d_lightstylevalue[surf->styles[maps]]/3;
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surf->cached_light[maps] = scale; // 8.8 fraction
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surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
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for (i=0 ; i<size ; i++)
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blocklights[i] += (lightmap[i*3]+lightmap[i*3+1]+lightmap[i*3+2]) * scale;
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lightmap += size*3; // skip to next lightmap
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}
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else
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for (maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ;
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maps++)
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{
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scale = d_lightstylevalue[surf->styles[maps]];
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surf->cached_light[maps] = scale; // 8.8 fraction
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surf->cached_colour[maps] = cl_lightstyle[surf->styles[maps]].colour;
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for (i=0 ; i<size ; i++)
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blocklights[i] += lightmap[i] * scale;
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lightmap += size; // skip to next lightmap
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}
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}
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// add all the dynamic lights
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// if (surf->dlightframe == r_framecount)
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// GLR_AddDynamicLights (surf);
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}
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// bound, invert, and shift
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store:
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#define INVERTLIGHTMAPS
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#ifdef INVERTLIGHTMAPS
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switch (lightmap_bytes)
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{
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case 4:
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stride -= (smax<<2);
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bl = blocklights;
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blg = greenblklights;
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blb = blueblklights;
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// if (!r_stains.value)
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isstained = false;
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// else
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// isstained = surf->stained;
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/* if (!gl_lightcomponantreduction.value)
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{
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for (i=0 ; i<tmax ; i++, dest += stride)
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{
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for (j=0 ; j<smax ; j++)
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{
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t = *bl++;
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t >>= 7;
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if (t > 255)
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dest[0] = 0;
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else if (t < 0)
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dest[0] = 256;
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else
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dest[0] = (255-t);
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t = *blg++;
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t >>= 7;
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if (t > 255)
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dest[1] = 0;
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else if (t < 0)
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dest[1] = 256;
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else
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dest[1] = (255-t);
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t = *blb++;
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t >>= 7;
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if (t > 255)
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dest[2] = 0;
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else if (t < 0)
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dest[2] = 256;
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else
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dest[2] = (255-t);
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dest[3] = 0;//(dest[0]+dest[1]+dest[2])/3;
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dest += 4;
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}
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}
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}
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else
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*/ {
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stmap *stain;
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for (i=0 ; i<tmax ; i++, dest += stride)
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{
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stain = stainsrc + i*LMBLOCK_WIDTH*3;
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for (j=0 ; j<smax ; j++)
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{
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r = *bl++;
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g = *blg++;
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b = *blb++;
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r >>= shift;
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g >>= shift;
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b >>= shift;
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if (isstained) // merge in stain
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{
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r = (127+r*(*stain++)) >> 8;
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g = (127+g*(*stain++)) >> 8;
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b = (127+b*(*stain++)) >> 8;
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}
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cr = 0;
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cg = 0;
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cb = 0;
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if (r > 255) //ak too much red
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{
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cr -= (255-r)/2;
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cg += (255-r)/4; //reduce it, and indicate to drop the others too.
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cb += (255-r)/4;
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r = 255;
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}
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// else if (r < 0)
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// r = 0;
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if (g > 255)
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{
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cr += (255-g)/4;
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cg -= (255-g)/2;
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cb += (255-g)/4;
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g = 255;
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}
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// else if (g < 0)
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// g = 0;
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if (b > 255)
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{
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cr += (255-b)/4;
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cg += (255-b)/4;
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cb -= (255-b)/2;
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b = 255;
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}
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// else if (b < 0)
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// b = 0;
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/*
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if ((r+cr) > 255)
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dest[2] = 0; //inverse lighting
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else if ((r+cr) < 0)
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dest[2] = 255;
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else
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dest[2] = 255-(r+cr);
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if ((g+cg) > 255)
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dest[1] = 0;
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else if ((g+cg) < 0)
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dest[1] = 255;
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else
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dest[1] = 255-(g+cg);
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if ((b+cb) > 255)
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dest[0] = 0;
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else if ((b+cb) < 0)
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dest[0] = 255;
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else
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dest[0] = 255-(b+cb);
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/*/
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if ((r+cr) > 255)
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dest[2] = 255; //non-inverse lighting
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else if ((r+cr) < 0)
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dest[2] = 0;
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else
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dest[2] = (r+cr);
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if ((g+cg) > 255)
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dest[1] = 255;
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else if ((g+cg) < 0)
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dest[1] = 0;
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else
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dest[1] = (g+cg);
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if ((b+cb) > 255)
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dest[0] = 255;
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else if ((b+cb) < 0)
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dest[0] = 0;
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else
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dest[0] = (b+cb);
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//*/
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dest[3] = (dest[0]+dest[1]+dest[2])/3; //alpha?!?!
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dest += 4;
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}
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}
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}
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break;
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case 3:
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stride -= smax*3;
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bl = blocklights;
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blg = greenblklights;
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blb = blueblklights;
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|
|
// 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 D3D9_FillBlock (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_d3d9textures = BZ_Realloc(lightmap_d3d9textures, sizeof(*lightmap_d3d9textures)*(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_d3d9textures = BZ_Realloc(deluxmap_d3d9textures, sizeof(*deluxmap_d3d9textures)*(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 D3D9_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_d3d9textures = BZ_Realloc(lightmap_d3d9textures, sizeof(*lightmap_d3d9textures)*(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_d3d9textures = BZ_Realloc(deluxmap_d3d9textures, sizeof(*deluxmap_d3d9textures)*(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 D3D9_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)
|
|
D3D9_FillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t);
|
|
else
|
|
surf->lightmaptexturenum = D3D9_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;
|
|
|
|
D3D9R_BuildLightMap (surf, base, luxbase, stainbase, shift);
|
|
}
|
|
|
|
|
|
void D3D9R_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;
|
|
D3D9R_BuildLightMap (fa, base, luxbase, stainbase, shift);
|
|
|
|
RSpeedEnd(RSPEED_DYNAMIC);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
LPDIRECT3DTEXTURE9 D3D9_NewLightmap(void)
|
|
{
|
|
LPDIRECT3DTEXTURE9 newsurf;
|
|
IDirect3DDevice9_CreateTexture(pD3DDev9, LMBLOCK_WIDTH, LMBLOCK_WIDTH, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &newsurf, NULL);
|
|
|
|
if (!newsurf)
|
|
return NULL;
|
|
|
|
return newsurf;
|
|
}
|
|
|
|
void D3D9_BuildLightmaps (void)
|
|
{
|
|
D3DLOCKED_RECT 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++)
|
|
{
|
|
D3D9_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;
|
|
D3D9_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_d3d9textures[i])
|
|
{
|
|
lightmap_d3d9textures[i] = D3D9_NewLightmap();
|
|
|
|
if (!lightmap_d3d9textures[i])
|
|
{
|
|
Con_Printf("Couldn't create new lightmap\n");
|
|
return;
|
|
}
|
|
}
|
|
|
|
IDirect3DTexture9_LockRect(lightmap_d3d9textures[i], 0, &desc, NULL, DDLOCK_NOSYSLOCK|DDLOCK_WAIT|DDLOCK_WRITEONLY|DDLOCK_DISCARDCONTENTS);
|
|
memcpy(desc.pBits, 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();
|
|
}*/
|
|
IDirect3DTexture9_UnlockRect(lightmap_d3d9textures[i], 0);
|
|
|
|
if (deluxmap_d3d9textures[i])
|
|
{
|
|
IDirect3DTexture9_LockRect(deluxmap_d3d9textures[i], 0, &desc, NULL, DDLOCK_NOSYSLOCK|DDLOCK_WAIT|DDLOCK_WRITEONLY|DDLOCK_DISCARDCONTENTS);
|
|
memcpy(desc.pBits, lightmap[i]->lightmaps, sizeof(lightmap[i]->deluxmaps));
|
|
IDirect3DTexture9_UnlockRect(deluxmap_d3d9textures[i], 0);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void D3D9_DrawSkyMesh(int pass, int texture, void *verts, int numverts, void *indicies, int numelements)
|
|
{
|
|
if (pass == 0)
|
|
{
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHATESTENABLE, FALSE );
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
|
|
IDirect3DDevice9_SetTexture(pD3DDev9, 0, (LPDIRECT3DBASETEXTURE9)texture);
|
|
IDirect3DDevice9_SetFVF(pD3DDev9, D3DFVF_XYZ|D3DFVF_TEX1);
|
|
IDirect3DDevice9_DrawIndexedPrimitiveUP(pD3DDev9, D3DPT_TRIANGLELIST, 0, numverts, numelements, indicies, D3DFMT_QINDEX, verts, 20);
|
|
}
|
|
|
|
if (pass == 1)
|
|
{
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, TRUE);
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
|
|
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
|
|
IDirect3DDevice9_SetTextureStageState(pD3DDev9, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
|
|
IDirect3DDevice9_SetTexture(pD3DDev9, 0, (LPDIRECT3DBASETEXTURE9)texture);
|
|
IDirect3DDevice9_SetFVF(pD3DDev9, D3DFVF_XYZ|D3DFVF_TEX1);
|
|
IDirect3DDevice9_DrawIndexedPrimitiveUP(pD3DDev9, D3DPT_TRIANGLELIST, 0, numverts, numelements, indicies, D3DFMT_QINDEX, verts, 20);
|
|
|
|
|
|
|
|
|
|
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_ALPHABLENDENABLE, FALSE);
|
|
}
|
|
}
|
|
|
|
#endif
|