mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-17 22:50:51 +00:00
Another 0.657% speedup for greyscale lighting. Unfortunately, at a price of considerable code duplication. But this is necessary for other planned changes.
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1 changed files with 222 additions and 67 deletions
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@ -111,6 +111,9 @@ msurface_t **sky_chain_tail;
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# define CHAIN_SURF CHAIN_SURF_B2F
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#endif
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void (*R_AddDynamicLights) (msurface_t *surf);
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void (*R_BuildLightMap) (msurface_t *surf, byte *dest, int stride);
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// LordHavoc: place for gl_rsurf setup code
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void
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@ -140,7 +143,71 @@ R_RecursiveLightUpdate (mnode_t *node)
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}
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static void
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R_AddDynamicLights (msurface_t *surf)
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R_AddDynamicLights_1 (msurface_t *surf)
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{
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float dist;
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int lnum, maxdist, maxdist2, maxdist3, smax, smax_bytes, tmax,
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grey;
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unsigned int td, i, j, s, t;
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unsigned int sdtable[18];
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unsigned int *bl;
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vec3_t impact, local;
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smax = (surf->extents[0] >> 4) + 1;
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smax_bytes = smax * gl_internalformat;
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tmax = (surf->extents[1] >> 4) + 1;
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for (lnum = 0; lnum < r_maxdlights; lnum++) {
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if (!(surf->dlightbits & (1 << lnum)))
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continue; // not lit by this light
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VectorSubtract (r_dlights[lnum].origin, currententity->origin, local);
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dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
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VectorMA (r_dlights[lnum].origin, -dist, surf->plane->normal, impact);
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i = DotProduct (impact, surf->texinfo->vecs[0]) +
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surf->texinfo->vecs[0][3] - surf->texturemins[0];
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// reduce calculations
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t = dist * dist;
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for (s = 0; s < smax; s++, i -= 16)
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sdtable[s] = i * i + t;
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i = DotProduct (impact, surf->texinfo->vecs[1]) +
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surf->texinfo->vecs[1][3] - surf->texturemins[1];
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// for comparisons to minimum acceptable light
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maxdist = (int) ((r_dlights[lnum].radius * r_dlights[lnum].radius) *
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0.75);
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// clamp radius to avoid exceeding 8192 entry division table
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if (maxdist > 1048576)
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maxdist = 1048576;
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maxdist3 = maxdist - t;
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// convert to 8.8 blocklights format
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grey = (r_dlights[lnum].color[0] + r_dlights[lnum].color[1] +
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r_dlights[lnum].color[2]) * maxdist / 3.0;
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bl = blocklights;
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for (t = 0; t < tmax; t++, i -= 16) {
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td = i * i;
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if (td < maxdist3) { // ensure part is visible on this line
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maxdist2 = maxdist - td;
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for (s = 0; s < smax; s++) {
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if (sdtable[s] < maxdist2) {
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j = dlightdivtable[(sdtable[s] + td) >> 7];
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*bl++ += (grey * j) >> 7;
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} else
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bl++;
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}
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} else
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bl += smax_bytes; // skip line
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}
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}
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}
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static void
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R_AddDynamicLights_3 (msurface_t *surf)
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{
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float dist;
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int lnum, maxdist, maxdist2, maxdist3, smax, smax_bytes, tmax,
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@ -183,38 +250,22 @@ R_AddDynamicLights (msurface_t *surf)
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maxdist3 = maxdist - t;
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// convert to 8.8 blocklights format
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if (gl_internalformat > 1) {
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red = r_dlights[lnum].color[0] * maxdist;
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green = r_dlights[lnum].color[1] * maxdist;
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blue = r_dlights[lnum].color[2] * maxdist;
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} else {
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red = (r_dlights[lnum].color[0] + r_dlights[lnum].color[1] +
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r_dlights[lnum].color[2]) * maxdist / 3.0;
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green = blue = 0;
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}
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red = r_dlights[lnum].color[0] * maxdist;
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green = r_dlights[lnum].color[1] * maxdist;
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blue = r_dlights[lnum].color[2] * maxdist;
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bl = blocklights;
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for (t = 0; t < tmax; t++, i -= 16) {
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td = i * i;
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if (td < maxdist3) { // ensure part is visible on this line
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maxdist2 = maxdist - td;
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if (gl_internalformat > 1) {
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for (s = 0; s < smax; s++) {
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if (sdtable[s] < maxdist2) {
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j = dlightdivtable[(sdtable[s] + td) >> 7];
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*bl++ += (red * j) >> 7;
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*bl++ += (green * j) >> 7;
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*bl++ += (blue * j) >> 7;
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} else
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bl += 3;
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}
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} else {
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for (s = 0; s < smax; s++) {
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if (sdtable[s] < maxdist2) {
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j = dlightdivtable[(sdtable[s] + td) >> 7];
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*bl++ += (red * j) >> 7;
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} else
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bl++;
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}
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for (s = 0; s < smax; s++) {
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if (sdtable[s] < maxdist2) {
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j = dlightdivtable[(sdtable[s] + td) >> 7];
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*bl++ += (red * j) >> 7;
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*bl++ += (green * j) >> 7;
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*bl++ += (blue * j) >> 7;
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} else
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bl += 3;
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}
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} else
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bl += smax_bytes; // skip line
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@ -222,16 +273,8 @@ R_AddDynamicLights (msurface_t *surf)
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}
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}
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/*
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R_BuildLightMap
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Combine and scale multiple lightmaps.
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After talking it over with LordHavoc, I've decided to switch to using
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GL_RGB for colored lights and averaging them out for plain white
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lighting if needed. Much cleaner that way. --KB
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*/
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static void
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R_BuildLightMap (msurface_t *surf, byte * dest, int stride)
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R_BuildLightMap_1 (msurface_t *surf, byte *dest, int stride)
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{
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byte *lightmap;
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int maps, shift, size, smax, tmax, i, j;
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@ -285,41 +328,147 @@ R_BuildLightMap (msurface_t *surf, byte * dest, int stride)
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}
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#endif
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switch (lightmap_bytes) {
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case 4:
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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*dest++ = min (*bl >> shift, 255);
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bl++;
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*dest++ = min (*bl >> shift, 255);
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bl++;
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*dest++ = min (*bl >> shift, 255);
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bl++;
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dest++; // `*dest++ = 255;` for RGBA internal format
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// instead of RGB
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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*dest++ = min (*bl >> shift, 255);
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bl++;
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}
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}
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}
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static void
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R_BuildLightMap_3 (msurface_t *surf, byte *dest, int stride)
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{
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byte *lightmap;
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int maps, shift, size, smax, tmax, i, j;
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unsigned int scale;
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unsigned int *bl;
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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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// set to full bright if no light data
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if (!r_worldentity.model->lightdata) {
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memset (&blocklights[0], 0xff, gl_internalformat * size * sizeof(int));
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goto store;
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}
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// clear to no light
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memset (&blocklights[0], 0, gl_internalformat * size * sizeof(int));
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// add all the lightmaps
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if (lightmap) {
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for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255;
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maps++) {
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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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bl = blocklights;
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for (i = 0; i < (size * gl_internalformat); i++) {
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*bl++ += *lightmap++ * scale;
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}
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}
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break;
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case 3:
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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*dest++ = min (*bl >> shift, 255);
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bl++;
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*dest++ = min (*bl >> shift, 255);
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bl++;
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*dest++ = min (*bl >> shift, 255);
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bl++;
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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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R_AddDynamicLights (surf);
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store:
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// bound and shift
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stride -= smax * lightmap_bytes;
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bl = blocklights;
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#if 0
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if (gl_mtex_active) {
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shift = 7; // 0-1 lightmap range.
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} else {
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#endif
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shift = 8; // 0-2 lightmap range.
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#if 0
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}
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#endif
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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*dest++ = min (*bl >> shift, 255);
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bl++;
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*dest++ = min (*bl >> shift, 255);
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bl++;
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*dest++ = min (*bl >> shift, 255);
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bl++;
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}
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}
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}
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static void
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R_BuildLightMap_4 (msurface_t *surf, byte * dest, int stride)
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{
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byte *lightmap;
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int maps, shift, size, smax, tmax, i, j;
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unsigned int scale;
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unsigned int *bl;
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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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// set to full bright if no light data
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if (!r_worldentity.model->lightdata) {
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memset (&blocklights[0], 0xff, gl_internalformat * size * sizeof(int));
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goto store;
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}
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// clear to no light
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memset (&blocklights[0], 0, gl_internalformat * size * sizeof(int));
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// add all the lightmaps
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if (lightmap) {
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for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255;
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maps++) {
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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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bl = blocklights;
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for (i = 0; i < (size * gl_internalformat); i++) {
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*bl++ += *lightmap++ * scale;
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}
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}
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break;
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case 1:
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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*dest++ = min (*bl >> shift, 255);
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bl++;
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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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R_AddDynamicLights (surf);
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store:
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// bound and shift
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stride -= smax * lightmap_bytes;
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bl = blocklights;
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#if 0
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if (gl_mtex_active) {
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shift = 7; // 0-1 lightmap range.
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} else {
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#endif
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shift = 8; // 0-2 lightmap range.
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#if 0
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}
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#endif
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = 0; j < smax; j++) {
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*dest++ = min (*bl >> shift, 255);
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bl++;
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*dest++ = min (*bl >> shift, 255);
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bl++;
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*dest++ = min (*bl >> shift, 255);
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bl++;
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dest++; // `*dest++ = 255;` for RGBA internal format
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// instead of RGB
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}
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break;
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}
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}
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@ -1106,17 +1255,23 @@ GL_BuildLightmaps (model_t **models, int num_models)
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gl_internalformat = 1;
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gl_lightmap_format = GL_LUMINANCE;
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lightmap_bytes = 1;
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R_AddDynamicLights = R_AddDynamicLights_1;
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R_BuildLightMap = R_BuildLightMap_1;
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break;
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case 3:
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gl_internalformat = 3;
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gl_lightmap_format = GL_RGB;
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lightmap_bytes = 3;
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R_AddDynamicLights = R_AddDynamicLights_3;
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R_BuildLightMap = R_BuildLightMap_3;
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break;
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case 4:
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default:
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gl_internalformat = 3;
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gl_lightmap_format = GL_RGBA;
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lightmap_bytes = 4;
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R_AddDynamicLights = R_AddDynamicLights_3;
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R_BuildLightMap = R_BuildLightMap_4;
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break;
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}
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