/* gl_lightmap.c surface-related refresh code Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2000 Joseph Carter This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #define NH_DEFINE #include "namehack.h" #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include "QF/cvar.h" #include "QF/render.h" #include "QF/sys.h" #include "QF/scene/entity.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_lightmap.h" #include "QF/GL/qf_rmain.h" #include "QF/GL/qf_sky.h" #include "QF/GL/qf_textures.h" #include "QF/GL/qf_vid.h" #include "compat.h" #include "r_internal.h" static int dlightdivtable[8192]; static int gl_internalformat; // 1 or 3 static int lightmap_bytes; // 1, 3, or 4 int gl_lightmap_textures; // keep lightmap texture data in main memory so texsubimage can update properly // LordHavoc: changed to be allocated at runtime (typically lower memory usage) static byte *lightmaps[MAX_LIGHTMAPS]; static unsigned int blocklights[34 * 34 * 3]; //FIXME make dynamic static int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; qboolean gl_lightmap_modified[MAX_LIGHTMAPS]; instsurf_t *gl_lightmap_polys[MAX_LIGHTMAPS]; glRect_t gl_lightmap_rectchange[MAX_LIGHTMAPS]; static int lmshift = 7; void (*gl_R_BuildLightMap) (const transform_t *transform, mod_brush_t *brush, msurface_t *surf); extern void gl_multitexture_f (cvar_t *var); void gl_lightmap_init (void) { int s; memset (&lightmaps, 0, sizeof (lightmaps)); dlightdivtable[0] = 1048576 >> 7; for (s = 1; s < 8192; s++) dlightdivtable[s] = 1048576 / (s << 7); } /* static void R_RecursiveLightUpdate (mnode_t *node) { int c; msurface_t *surf; if (node->children[0]->contents >= 0) R_RecursiveLightUpdate (node->children[0]); if (node->children[1]->contents >= 0) R_RecursiveLightUpdate (node->children[1]); if ((c = node->numsurfaces)) for (surf = r_worldentity.model->surfaces + node->firstsurface; c; c--, surf++) surf->cached_dlight = true; } */ static inline void R_AddDynamicLights_1 (const transform_t *transform, msurface_t *surf) { float dist; unsigned int maxdist, maxdist2, maxdist3; int smax, smax_bytes, tmax, grey, s, t; unsigned int lnum, td, i, j; unsigned int sdtable[18]; unsigned int *bl; vec3_t impact, local; vec4f_t entorigin = { 0, 0, 0, 1 }; smax = (surf->extents[0] >> 4) + 1; smax_bytes = smax * gl_internalformat; tmax = (surf->extents[1] >> 4) + 1; if (transform) { //FIXME give world entity a transform entorigin = Transform_GetWorldPosition (transform); } for (lnum = 0; lnum < r_maxdlights; lnum++) { if (!(surf->dlightbits[lnum / 32] & (1 << (lnum % 32)))) continue; // not lit by this light VectorSubtract (r_dlights[lnum].origin, entorigin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; VectorMultSub (r_dlights[lnum].origin, dist, surf->plane->normal, impact); i = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; // reduce calculations t = dist * dist; for (s = 0; s < smax; s++, i -= 16) sdtable[s] = i * i + t; i = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; // for comparisons to minimum acceptable light maxdist = (int) (r_dlights[lnum].radius * r_dlights[lnum].radius); // clamp radius to avoid exceeding 8192 entry division table if (maxdist > 1048576) maxdist = 1048576; maxdist3 = maxdist - t; // convert to 8.8 blocklights format grey = (r_dlights[lnum].color[0] + r_dlights[lnum].color[1] + r_dlights[lnum].color[2]) * maxdist / 3.0; bl = blocklights; for (t = 0; t < tmax; t++, i -= 16) { td = i * i; if (td < maxdist3) { // ensure part is visible on this line maxdist2 = maxdist - td; for (s = 0; s < smax; s++) { if (sdtable[s] < maxdist2) { j = dlightdivtable[(sdtable[s] + td) >> 7]; *bl++ += (grey * j) >> 7; } else bl++; } } else bl += smax_bytes; // skip line } } } static inline void R_AddDynamicLights_3 (const transform_t *transform, msurface_t *surf) { float dist; unsigned int maxdist, maxdist2, maxdist3; int smax, smax_bytes, tmax, red, green, blue, s, t; unsigned int lnum, td, i, j; unsigned int sdtable[18]; unsigned int *bl; vec3_t impact, local; vec4f_t entorigin = { 0, 0, 0, 1 }; smax = (surf->extents[0] >> 4) + 1; smax_bytes = smax * gl_internalformat; tmax = (surf->extents[1] >> 4) + 1; if (transform) { entorigin = Transform_GetWorldPosition (transform); } for (lnum = 0; lnum < r_maxdlights; lnum++) { if (!(surf->dlightbits[lnum / 32] & (1 << (lnum % 32)))) continue; // not lit by this light VectorSubtract (r_dlights[lnum].origin, entorigin, local); dist = DotProduct (local, surf->plane->normal) - surf->plane->dist; VectorMultSub (r_dlights[lnum].origin, dist, surf->plane->normal, impact); i = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0]; // reduce calculations t = dist * dist; for (s = 0; s < smax; s++, i -= 16) sdtable[s] = i * i + t; i = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1]; // for comparisons to minimum acceptable light maxdist = (int) (r_dlights[lnum].radius * r_dlights[lnum].radius); // clamp radius to avoid exceeding 8192 entry division table if (maxdist > 1048576) maxdist = 1048576; maxdist3 = maxdist - t; // convert to 8.8 blocklights format red = r_dlights[lnum].color[0] * maxdist; green = r_dlights[lnum].color[1] * maxdist; blue = r_dlights[lnum].color[2] * maxdist; bl = blocklights; for (t = 0; t < tmax; t++, i -= 16) { td = i * i; if (td < maxdist3) { // ensure part is visible on this line maxdist2 = maxdist - td; for (s = 0; s < smax; s++) { if (sdtable[s] < maxdist2) { j = dlightdivtable[(sdtable[s] + td) >> 7]; *bl++ += (red * j) >> 7; *bl++ += (green * j) >> 7; *bl++ += (blue * j) >> 7; } else bl += 3; } } else bl += smax_bytes; // skip line } } } static void R_BuildLightMap_1 (const transform_t *transform, mod_brush_t *brush, msurface_t *surf) { byte *dest; int maps, size, stride, smax, tmax, i, j; unsigned int scale; unsigned int *bl; surf->cached_dlight = (surf->dlightframe == r_framecount); smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; size = smax * tmax * gl_internalformat; // set to full bright if no light data if (!brush->lightdata) { memset (&blocklights[0], 0xff, size * sizeof(int)); goto store; } // clear to no light memset (&blocklights[0], 0, size * sizeof(int)); // add all the lightmaps if (surf->samples) { byte *lightmap; lightmap = surf->samples; for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction bl = blocklights; for (i = 0; i < size; i++) { *bl++ += *lightmap++ * scale; } } } // add all the dynamic lights if (surf->dlightframe == r_framecount) R_AddDynamicLights_1 (transform, surf); store: // bound and shift // Also, invert because we're using a diff blendfunc now stride = (BLOCK_WIDTH - smax) * lightmap_bytes; bl = blocklights; dest = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes; for (i = 0; i < tmax; i++, dest += stride) { for (j = smax; j; j--) { *dest++ = min (*bl >> lmshift, 255); bl++; } } } static void R_BuildLightMap_3 (const transform_t *transform, mod_brush_t *brush, msurface_t *surf) { byte *dest; int maps, size, stride, smax, tmax, i, j; unsigned int scale; unsigned int *bl; surf->cached_dlight = (surf->dlightframe == r_framecount); smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; size = smax * tmax * gl_internalformat; // set to full bright if no light data if (!brush->lightdata) { memset (&blocklights[0], 0xff, size * sizeof(int)); goto store; } // clear to no light memset (&blocklights[0], 0, size * sizeof(int)); // add all the lightmaps if (surf->samples) { byte *lightmap; lightmap = surf->samples; for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction bl = blocklights; for (i = 0; i < smax * tmax; i++) { *bl++ += *lightmap++ * scale; *bl++ += *lightmap++ * scale; *bl++ += *lightmap++ * scale; } } } // add all the dynamic lights if (surf->dlightframe == r_framecount) R_AddDynamicLights_3 (transform, surf); store: // bound and shift // and invert too stride = (BLOCK_WIDTH - smax) * lightmap_bytes; bl = blocklights; dest = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes; for (i = 0; i < tmax; i++, dest += stride) { for (j = 0; j < smax; j++) { *dest++ = min (*bl >> lmshift, 255); bl++; *dest++ = min (*bl >> lmshift, 255); bl++; *dest++ = min (*bl >> lmshift, 255); bl++; } } } static void R_BuildLightMap_4 (const transform_t *transform, mod_brush_t *brush, msurface_t *surf) { byte *dest; int maps, size, smax, tmax, i, j, stride; unsigned int scale; unsigned int *bl; surf->cached_dlight = (surf->dlightframe == r_framecount); smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; size = smax * tmax * gl_internalformat; // set to full bright if no light data if (!brush->lightdata) { memset (&blocklights[0], 0xff, size * sizeof(int)); goto store; } // clear to no light memset (&blocklights[0], 0, size * sizeof(int)); // add all the lightmaps if (surf->samples) { byte *lightmap; lightmap = surf->samples; for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction bl = blocklights; for (i = 0; i < smax * tmax; i++) { *bl++ += *lightmap++ * scale; *bl++ += *lightmap++ * scale; *bl++ += *lightmap++ * scale; } } } // add all the dynamic lights if (surf->dlightframe == r_framecount) R_AddDynamicLights_3 (transform, surf); store: // bound and shift // and invert too stride = (BLOCK_WIDTH - smax) * lightmap_bytes; bl = blocklights; dest = lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes; for (i = 0; i < tmax; i++, dest += stride) { for (j = 0; j < smax; j++) { *dest++ = min (*bl >> lmshift, 255); bl++; *dest++ = min (*bl >> lmshift, 255); bl++; *dest++ = min (*bl >> lmshift, 255); bl++; *dest++ = 255; } } } // BRUSH MODELS =============================================================== static inline void do_subimage_2 (int i) { byte *block, *lm, *b; int stride, width; glRect_t *rect = &gl_lightmap_rectchange[i]; width = rect->w * lightmap_bytes; stride = BLOCK_WIDTH * lightmap_bytes; b = block = Hunk_TempAlloc (0, rect->h * width); lm = lightmaps[i] + (rect->t * BLOCK_WIDTH + rect->l) * lightmap_bytes; for (i = rect->h; i > 0; i--) { memcpy (b, lm, width); b += width; lm += stride; } qfglTexSubImage2D (GL_TEXTURE_2D, 0, rect->l, rect->t, rect->w, rect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, block); } static void GL_UploadLightmap (int i) { switch (gl_lightmap_subimage->int_val) { case 2: do_subimage_2 (i); break; case 1: qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, gl_lightmap_rectchange[i].t, BLOCK_WIDTH, gl_lightmap_rectchange[i].h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps[i] + (gl_lightmap_rectchange[i].t * BLOCK_WIDTH) * lightmap_bytes); break; default: case 0: qfglTexImage2D (GL_TEXTURE_2D, 0, gl_internalformat, BLOCK_WIDTH, BLOCK_HEIGHT, 0, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps[i]); break; } } void gl_R_CalcLightmaps (void) { int i; for (i = 0; i < MAX_LIGHTMAPS; i++) { if (!gl_lightmap_polys[i]) continue; if (gl_lightmap_modified[i]) { qfglBindTexture (GL_TEXTURE_2D, gl_lightmap_textures + i); GL_UploadLightmap (i); gl_lightmap_modified[i] = false; } } } void gl_R_BlendLightmaps (void) { float *v; int i, j; instsurf_t *sc; glpoly_t *p; qfglDepthMask (GL_FALSE); // don't bother writing Z qfglBlendFunc (lm_src_blend, lm_dest_blend); for (i = 0; i < MAX_LIGHTMAPS; i++) { for (sc = gl_lightmap_polys[i]; sc; sc = sc->lm_chain) { qfglBindTexture (GL_TEXTURE_2D, gl_lightmap_textures + i); if (sc->transform) { qfglPushMatrix (); qfglLoadMatrixf (sc->transform); } for (p = sc->surface->polys; p; p = p->next) { qfglBegin (GL_POLYGON); v = p->verts[0]; for (j = 0; j < p->numverts; j++, v += VERTEXSIZE) { qfglTexCoord2fv (&v[5]); qfglVertex3fv (v); } qfglEnd (); } if (sc->transform) qfglPopMatrix (); } } // Return to normal blending --KB qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qfglDepthMask (GL_TRUE); // back to normal Z buffering } void gl_overbright_f (cvar_t *var) { int num; model_t *m; entity_t *ent; mod_brush_t *brush; if (!var) return; if (var->int_val) { if (!gl_combine_capable && gl_mtex_capable) { Sys_Printf ("Warning: gl_overbright has no effect with " "gl_multitexture enabled if you don't have " "GL_COMBINE support in your driver.\n"); lm_src_blend = GL_ZERO; lm_dest_blend = GL_SRC_COLOR; lmshift = 7; gl_rgb_scale = 1.0; } else { lm_src_blend = GL_DST_COLOR; lm_dest_blend = GL_SRC_COLOR; switch (var->int_val) { case 2: lmshift = 9; gl_rgb_scale = 4.0; break; case 1: lmshift = 8; gl_rgb_scale = 2.0; break; default: lmshift = 7; gl_rgb_scale = 1.0; break; } } } else { lm_src_blend = GL_ZERO; lm_dest_blend = GL_SRC_COLOR; lmshift = 7; gl_rgb_scale = 1.0; } if (gl_multitexture) gl_multitexture_f (gl_multitexture); if (!gl_R_BuildLightMap) return; for (ent = r_ent_queue; ent; ent = ent->next) { m = ent->renderer.model; if (m->type != mod_brush) continue; if (m->path[0] == '*') continue; brush = &m->brush; for (unsigned j = 0; j < brush->numsurfaces; j++) { msurface_t *surf = brush->surfaces + j; if (surf->flags & (SURF_DRAWTURB | SURF_DRAWSKY)) continue; num = surf->lightmaptexturenum; gl_lightmap_modified[num] = true; gl_lightmap_rectchange[num].l = 0; gl_lightmap_rectchange[num].t = 0; gl_lightmap_rectchange[num].w = BLOCK_WIDTH; gl_lightmap_rectchange[num].h = BLOCK_HEIGHT; gl_R_BuildLightMap (0, brush, surf); } } brush = &r_worldentity.renderer.model->brush; for (unsigned i = 0; i < brush->numsurfaces; i++) { msurface_t *surf = brush->surfaces + i; if (surf->flags & (SURF_DRAWTURB | SURF_DRAWSKY)) continue; num = surf->lightmaptexturenum; gl_lightmap_modified[num] = true; gl_lightmap_rectchange[num].l = 0; gl_lightmap_rectchange[num].t = 0; gl_lightmap_rectchange[num].w = BLOCK_WIDTH; gl_lightmap_rectchange[num].h = BLOCK_HEIGHT; gl_R_BuildLightMap (0, brush, surf); } } // LIGHTMAP ALLOCATION ======================================================== // returns a texture number and the position inside it static int AllocBlock (int w, int h, int *x, int *y) { int best, best2, texnum, i, j; for (texnum = 0; texnum < MAX_LIGHTMAPS; texnum++) { best = BLOCK_HEIGHT; for (i = 0; i < BLOCK_WIDTH - w; i++) { best2 = 0; for (j = 0; j < w; j++) { if (allocated[texnum][i + j] >= best) break; if (allocated[texnum][i + j] > best2) best2 = allocated[texnum][i + j]; } if (j == w) { // this is a valid spot *x = i; *y = best = best2; } } if (best + h > BLOCK_HEIGHT) continue; // LordHavoc: allocate lightmaps only as needed if (!lightmaps[texnum]) lightmaps[texnum] = calloc (BLOCK_WIDTH * BLOCK_HEIGHT, lightmap_bytes); for (i = 0; i < w; i++) allocated[texnum][*x + i] = best + h; return texnum; } Sys_Error ("AllocBlock: full"); return 0; } static void GL_CreateSurfaceLightmap (mod_brush_t *brush, msurface_t *surf) { int smax, tmax; if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB)) return; smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t); gl_R_BuildLightMap (0, brush, surf); } /* GL_BuildLightmaps Builds the lightmap texture with all the surfaces from all brush models */ void GL_BuildLightmaps (model_t **models, int num_models) { model_t *m; mod_brush_t *brush; memset (allocated, 0, sizeof (allocated)); r_framecount = 1; // no dlightcache if (!gl_lightmap_textures) { gl_lightmap_textures = gl_texture_number; gl_texture_number += MAX_LIGHTMAPS; } switch (r_lightmap_components->int_val) { case 1: gl_internalformat = 1; gl_lightmap_format = GL_LUMINANCE; lightmap_bytes = 1; gl_R_BuildLightMap = R_BuildLightMap_1; break; case 3: gl_internalformat = 3; if (gl_use_bgra) gl_lightmap_format = GL_BGR; else gl_lightmap_format = GL_RGB; lightmap_bytes = 3; gl_R_BuildLightMap = R_BuildLightMap_3; break; case 4: default: gl_internalformat = 3; if (gl_use_bgra) gl_lightmap_format = GL_BGRA; else gl_lightmap_format = GL_RGBA; lightmap_bytes = 4; gl_R_BuildLightMap = R_BuildLightMap_4; break; } for (int j = 1; j < num_models; j++) { m = models[j]; if (!m) break; if (m->path[0] == '*' || m->type != mod_brush) { // sub model surfaces are processed as part of the main model continue; } brush = &m->brush; r_pcurrentvertbase = brush->vertexes; gl_currentmodel = m; // non-bsp models don't have surfaces. for (unsigned i = 0; i < brush->numsurfaces; i++) { if (brush->surfaces[i].flags & SURF_DRAWTURB) continue; if (gl_sky_divide->int_val && (brush->surfaces[i].flags & SURF_DRAWSKY)) continue; GL_CreateSurfaceLightmap (brush, brush->surfaces + i); GL_BuildSurfaceDisplayList (brush->surfaces + i); } } // upload all lightmaps that were filled for (int i = 0; i < MAX_LIGHTMAPS; i++) { if (!allocated[i][0]) break; // no more used gl_lightmap_modified[i] = false; gl_lightmap_rectchange[i].l = BLOCK_WIDTH; gl_lightmap_rectchange[i].t = BLOCK_HEIGHT; gl_lightmap_rectchange[i].w = 0; gl_lightmap_rectchange[i].h = 0; qfglBindTexture (GL_TEXTURE_2D, gl_lightmap_textures + i); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (gl_Anisotropy) qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_aniso); qfglTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes, BLOCK_WIDTH, BLOCK_HEIGHT, 0, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps[i]); } }