mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 08:00:51 +00:00
dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
643 lines
16 KiB
C
643 lines
16 KiB
C
/*
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gl_lightmap.c
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surface-related refresh code
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdio.h>
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_lightmap.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_sky.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_internal.h"
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static scrap_t *light_scrap;
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static int dlightdivtable[8192];
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static int gl_internalformat; // 1 or 3
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static int lightmap_bytes; // 1, 3, or 4
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GLuint gl_lightmap_textures[MAX_LIGHTMAPS];
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// keep lightmap texture data in main memory so texsubimage can update properly
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// LordHavoc: changed to be allocated at runtime (typically lower memory usage)
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static byte *lightmaps[MAX_LIGHTMAPS];
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static unsigned *blocklights;
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static int bl_extents[2];
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static int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
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bool gl_lightmap_modified[MAX_LIGHTMAPS];
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instsurf_t *gl_lightmap_polys;
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glRect_t gl_lightmap_rectchange[MAX_LIGHTMAPS];
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static int lmshift = 7;
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void (*gl_R_BuildLightMap) (const vec4f_t *transform, mod_brush_t *brush,
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msurface_t *surf);
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void
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gl_lightmap_init (void)
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{
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int s;
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memset (&lightmaps, 0, sizeof (lightmaps));
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dlightdivtable[0] = 1048576 >> 7;
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for (s = 1; s < 8192; s++)
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dlightdivtable[s] = 1048576 / (s << 7);
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}
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static inline void
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R_AddDynamicLights_1 (const vec4f_t *transform, msurface_t *surf)
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{
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float dist;
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unsigned int maxdist, maxdist2, maxdist3;
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int smax, smax_bytes, tmax,
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grey, s, t;
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unsigned int lnum, td, i, j;
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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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vec4f_t entorigin = { 0, 0, 0, 1 };
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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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if (transform) {
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//FIXME give world entity a transform
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entorigin = transform[3];
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}
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for (lnum = 0; lnum < r_maxdlights; lnum++) {
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if (!(surf->dlightbits[lnum / 32] & (1 << (lnum % 32))))
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continue; // not lit by this light
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VectorSubtract (r_dlights[lnum].origin, entorigin, local);
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dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
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if (dist > min (1024, r_dlights[lnum].radius))
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continue;
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VectorMultSub (r_dlights[lnum].origin, dist, surf->plane->normal,
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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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// 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] + td < 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 inline void
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R_AddDynamicLights_3 (const vec4f_t *transform, msurface_t *surf)
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{
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float dist;
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unsigned int maxdist, maxdist2, maxdist3;
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int smax, smax_bytes, tmax,
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red, green, blue, s, t;
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unsigned int lnum, td, i, j;
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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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vec4f_t entorigin = { 0, 0, 0, 1 };
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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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if (transform) {
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entorigin = transform[3];
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}
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for (lnum = 0; lnum < r_maxdlights; lnum++) {
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if (!(surf->dlightbits[lnum / 32] & (1 << (lnum % 32))))
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continue; // not lit by this light
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VectorSubtract (r_dlights[lnum].origin, entorigin, local);
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dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
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if (dist > min (1024, r_dlights[lnum].radius))
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continue;
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VectorMultSub (r_dlights[lnum].origin, dist, surf->plane->normal,
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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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// 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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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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for (s = 0; s < smax; s++) {
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if (sdtable[s] + td < 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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}
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}
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}
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static void
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R_BuildLightMap_1 (const vec4f_t *transform, mod_brush_t *brush,
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msurface_t *surf)
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{
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byte *dest;
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int maps, size, smax, tmax, i;
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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 * gl_internalformat;
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// set to full bright if no light data
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if (!brush->lightdata) {
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memset (&blocklights[0], 0xff, 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, size * sizeof(int));
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// add all the lightmaps
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if (surf->samples) {
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byte *lightmap;
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lightmap = surf->samples;
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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; i++) {
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*bl++ += *lightmap++ * scale;
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}
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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_1 (transform, surf);
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store:
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// bound and shift
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// Also, invert because we're using a diff blendfunc now
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bl = blocklights;
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dest = (byte *) blocklights;
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for (i = 0; i < tmax * smax; i++) {
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*dest++ = min (*bl >> lmshift, 255);
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bl++;
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}
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GL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
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}
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static void
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R_BuildLightMap_3 (const vec4f_t *transform, mod_brush_t *brush,
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msurface_t *surf)
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{
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byte *dest;
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int maps, size, smax, tmax, i;
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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 * gl_internalformat;
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// set to full bright if no light data
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if (!brush->lightdata) {
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memset (&blocklights[0], 0xff, 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, size * sizeof(int));
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// add all the lightmaps
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if (surf->samples) {
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byte *lightmap;
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lightmap = surf->samples;
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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 < smax * tmax; i++) {
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*bl++ += *lightmap++ * scale;
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*bl++ += *lightmap++ * scale;
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*bl++ += *lightmap++ * scale;
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}
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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_3 (transform, surf);
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store:
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// bound and shift
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// and invert too
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bl = blocklights;
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dest = (byte *) blocklights;
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for (i = 0; i < tmax * smax; i++) {
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*dest++ = min (*bl >> lmshift, 255);
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bl++;
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*dest++ = min (*bl >> lmshift, 255);
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bl++;
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*dest++ = min (*bl >> lmshift, 255);
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bl++;
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}
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GL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
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}
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static void
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R_BuildLightMap_4 (const vec4f_t *transform, mod_brush_t *brush,
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msurface_t *surf)
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{
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byte *dest;
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int maps, size, smax, tmax, i;
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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 * gl_internalformat;
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// set to full bright if no light data
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if (!brush->lightdata) {
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memset (&blocklights[0], 0xff, 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, size * sizeof(int));
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// add all the lightmaps
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if (surf->samples) {
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byte *lightmap;
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lightmap = surf->samples;
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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 < smax * tmax; i++) {
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*bl++ += *lightmap++ * scale;
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*bl++ += *lightmap++ * scale;
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*bl++ += *lightmap++ * scale;
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}
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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_3 (transform, surf);
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store:
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// bound and shift
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// and invert too
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bl = blocklights;
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dest = (byte *) blocklights;
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for (i = 0; i < tmax * smax; i++) {
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*dest++ = min (*bl >> lmshift, 255);
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bl++;
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*dest++ = min (*bl >> lmshift, 255);
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bl++;
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*dest++ = min (*bl >> lmshift, 255);
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bl++;
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*dest++ = 255;
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}
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GL_SubpicUpdate (surf->lightpic, (byte *) blocklights, 1);
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}
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// BRUSH MODELS ===============================================================
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void
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gl_R_BlendLightmaps (void)
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{
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float *v;
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instsurf_t *sc;
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glpoly_t *p;
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qfglDepthMask (GL_FALSE); // don't bother writing Z
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qfglBlendFunc (lm_src_blend, lm_dest_blend);
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qfglBindTexture (GL_TEXTURE_2D, gl_R_LightmapTexture ());
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for (sc = gl_lightmap_polys; sc; sc = sc->lm_chain) {
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if (sc->transform) {
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qfglPushMatrix ();
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qfglLoadMatrixf ((vec_t*)&sc->transform[0]);//FIXME
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}
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for (p = sc->surface->polys; p; p = p->next) {
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qfglBegin (GL_POLYGON);
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v = p->verts[0];
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for (int j = 0; j < p->numverts; j++, v += VERTEXSIZE) {
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qfglTexCoord2fv (&v[5]);
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qfglVertex3fv (v);
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}
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qfglEnd ();
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}
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if (sc->transform)
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qfglPopMatrix ();
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}
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// Return to normal blending --KB
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qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qfglDepthMask (GL_TRUE); // back to normal Z buffering
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}
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void
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gl_overbright_f (void *data, const cvar_t *cvar)
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{
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mod_brush_t *brush;
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if (!cvar)
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return;
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if (gl_overbright) {
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if (!gl_combine_capable && gl_mtex_capable) {
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Sys_Printf ("Warning: gl_overbright has no effect with "
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"gl_multitexture enabled if you don't have "
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"GL_COMBINE support in your driver.\n");
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lm_src_blend = GL_ZERO;
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lm_dest_blend = GL_SRC_COLOR;
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lmshift = 7;
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gl_rgb_scale = 1.0;
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} else {
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lm_src_blend = GL_DST_COLOR;
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lm_dest_blend = GL_SRC_COLOR;
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switch (gl_overbright) {
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case 2:
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lmshift = 9;
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gl_rgb_scale = 4.0;
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break;
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case 1:
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lmshift = 8;
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gl_rgb_scale = 2.0;
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break;
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default:
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lmshift = 7;
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gl_rgb_scale = 1.0;
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break;
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}
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}
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} else {
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lm_src_blend = GL_ZERO;
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lm_dest_blend = GL_SRC_COLOR;
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lmshift = 7;
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gl_rgb_scale = 1.0;
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}
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if (!gl_R_BuildLightMap)
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return;
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brush = &r_refdef.worldmodel->brush;
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|
|
|
for (unsigned i = 0; i < brush->numsurfaces; i++) {
|
|
msurface_t *surf = brush->surfaces + i;
|
|
if (surf->flags & (SURF_DRAWTURB | SURF_DRAWSKY))
|
|
continue;
|
|
|
|
gl_R_BuildLightMap (0, brush, surf);
|
|
}
|
|
}
|
|
|
|
// LIGHTMAP ALLOCATION ========================================================
|
|
|
|
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->lightpic = GL_ScrapSubpic (light_scrap, smax, tmax);
|
|
if (!surf->lightpic) {
|
|
Sys_Error ("FIXME taniwha is being lazy");
|
|
}
|
|
if (smax > bl_extents[0]) {
|
|
bl_extents[0] = smax;
|
|
}
|
|
if (tmax > bl_extents[1]) {
|
|
bl_extents[1] = tmax;
|
|
}
|
|
}
|
|
|
|
/*
|
|
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
|
|
|
|
switch (r_lightmap_components) {
|
|
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;
|
|
}
|
|
|
|
if (!light_scrap) {
|
|
light_scrap = GL_CreateScrap (4096, gl_lightmap_format, 1);
|
|
} else {
|
|
GL_ScrapClear (light_scrap);
|
|
}
|
|
|
|
bl_extents[1] = bl_extents[0] = 0;
|
|
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;
|
|
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 | SURF_DRAWSKY))
|
|
continue;
|
|
GL_CreateSurfaceLightmap (brush, brush->surfaces + i);
|
|
GL_BuildSurfaceDisplayList (brush, brush->surfaces + i);
|
|
}
|
|
}
|
|
|
|
int size = bl_extents[0] * bl_extents[1] * 3; // * 3 for rgb support
|
|
blocklights = realloc (blocklights, size * sizeof (blocklights[0]));
|
|
|
|
// upload all lightmaps that were filled
|
|
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;
|
|
// non-bsp models don't have surfaces.
|
|
for (unsigned i = 0; i < brush->numsurfaces; i++) {
|
|
msurface_t *surf = brush->surfaces + i;
|
|
if (surf->lightpic) {
|
|
gl_R_BuildLightMap (0, brush, surf);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int
|
|
gl_R_LightmapTexture (void)
|
|
{
|
|
return GL_ScrapTexture (light_scrap);
|
|
}
|
|
|
|
void
|
|
gl_R_FlushLightmaps (void)
|
|
{
|
|
GL_ScrapFlush (light_scrap);
|
|
}
|