quakeforge/libs/video/renderer/gl/gl_lightmap.c
2003-04-17 00:01:48 +00:00

681 lines
17 KiB
C

/*
gl_lightmap.c
surface-related refresh code
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2000 Joseph Carter <knghtbrd@debian.org>
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
static __attribute__ ((unused)) const char rcsid[] =
"$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include "QF/cvar.h"
#include "QF/render.h"
#include "QF/sys.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_cvar.h"
#include "r_local.h"
#include "r_shared.h"
int active_lightmaps;
int dlightdivtable[8192];
int gl_internalformat; // 1 or 3
int lightmap_bytes; // 1, 3, or 4
int 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)
byte *lightmaps[MAX_LIGHTMAPS];
unsigned int blocklights[34 * 34 * 3]; //FIXME make dynamic
int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
glpoly_t *lightmap_modified[MAX_GLTEXTURES];
glpoly_t *lightmap_polys[MAX_LIGHTMAPS];
glRect_t lightmap_rectchange[MAX_LIGHTMAPS];
void (*R_BuildLightMap) (msurface_t *surf);
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 void
R_AddDynamicLights_1 (msurface_t *surf)
{
float dist;
int maxdist, maxdist2, maxdist3, smax, smax_bytes, tmax,
grey, s, t, td;
unsigned int lnum, i, j;
int sdtable[18];
unsigned int *bl;
vec3_t impact, local;
smax = (surf->extents[0] >> 4) + 1;
smax_bytes = smax * gl_internalformat;
tmax = (surf->extents[1] >> 4) + 1;
for (lnum = 0; lnum < r_maxdlights; lnum++) {
if (!(surf->dlightbits & (1 << lnum)))
continue; // not lit by this light
VectorSubtract (r_dlights[lnum].origin, currententity->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
VectorMA (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) *
0.75);
// 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 void
R_AddDynamicLights_3 (msurface_t *surf)
{
float dist;
int maxdist, maxdist2, maxdist3, smax, smax_bytes, tmax,
red, green, blue, s, t, td;
unsigned int lnum, i, j;
int sdtable[18];
unsigned int *bl;
vec3_t impact, local;
smax = (surf->extents[0] >> 4) + 1;
smax_bytes = smax * gl_internalformat;
tmax = (surf->extents[1] >> 4) + 1;
for (lnum = 0; lnum < r_maxdlights; lnum++) {
if (!(surf->dlightbits & (1 << lnum)))
continue; // not lit by this light
VectorSubtract (r_dlights[lnum].origin, currententity->origin, local);
dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
VectorMA (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) *
0.75);
// 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 (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 (!r_worldentity.model->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 (surf);
store:
// bound and shift
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 >> 8, 255);
bl++;
}
}
}
static void
R_BuildLightMap_3 (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 (!r_worldentity.model->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_3 (surf);
store:
// bound and shift
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 >> 8, 255);
bl++;
*dest++ = min (*bl >> 8, 255);
bl++;
*dest++ = min (*bl >> 8, 255);
bl++;
}
}
}
static void
R_BuildLightMap_4 (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 (!r_worldentity.model->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_3 (surf);
store:
// bound and shift
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 >> 8, 255);
bl++;
*dest++ = min (*bl >> 8, 255);
bl++;
*dest++ = min (*bl >> 8, 255);
bl++;
dest++; // `*dest++ = 255;` for RGBA internal format
// instead of RGB
}
}
}
// BRUSH MODELS ===============================================================
static void
GL_UploadLightmap (int i)
{
switch (gl_lightmap_subimage->int_val) {
case 2:
qfglTexSubImage2D (GL_TEXTURE_2D, 0, lightmap_rectchange[i].l,
lightmap_rectchange[i].t, lightmap_rectchange[i].w,
lightmap_rectchange[i].h, gl_lightmap_format,
GL_UNSIGNED_BYTE, lightmaps[i] +
(lightmap_rectchange[i].t * BLOCK_WIDTH +
lightmap_rectchange[i].l) * lightmap_bytes);
break;
case 1:
qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, lightmap_rectchange[i].t,
BLOCK_WIDTH, lightmap_rectchange[i].h,
gl_lightmap_format, GL_UNSIGNED_BYTE,
lightmaps[i] + (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
R_CalcLightmaps (void)
{
int i;
glpoly_t *p;
for (i = 0; i < MAX_LIGHTMAPS; i++) {
p = lightmap_polys[i];
if (!p)
continue;
qfglBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
if (lightmap_modified[i]) {
GL_UploadLightmap (i);
lightmap_modified[i] = false;
}
}
}
void
R_BlendLightmaps (void)
{
float *v;
int i, j;
glpoly_t *p;
qfglDepthMask (GL_FALSE); // don't bother writing Z
qfglBlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
for (i = 0; i < MAX_LIGHTMAPS; i++) {
p = lightmap_polys[i];
if (!p)
continue;
qfglBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
for (; p; p = p->chain) {
qfglBegin (GL_POLYGON);
v = p->verts[0];
for (j = 0; j < p->numverts; j++, v += VERTEXSIZE) {
qfglTexCoord2fv (&v[5]);
qfglVertex3fv (v);
}
qfglEnd ();
}
}
// Return to normal blending --KB
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE); // back to normal Z buffering
}
void
R_CalcAndBlendLightmaps (void)
{
float *v;
int i, j;
glpoly_t *p;
qfglDepthMask (GL_FALSE); // don't bother writing Z
qfglBlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
for (i = 0; i < MAX_LIGHTMAPS; i++) {
p = lightmap_polys[i];
if (!p)
continue;
qfglBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
if (lightmap_modified[i]) {
GL_UploadLightmap (i);
lightmap_modified[i] = false;
}
for (; p; p = p->chain) {
qfglBegin (GL_POLYGON);
v = p->verts[0];
for (j = 0; j < p->numverts; j++, v += VERTEXSIZE) {
qfglTexCoord2fv (&v[5]);
qfglVertex3fv (v);
}
qfglEnd ();
}
}
// Return to normal blending --KB
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE); // back to normal Z buffering
}
// 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 (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);
R_BuildLightMap (surf);
}
/*
GL_BuildLightmaps
Builds the lightmap texture with all the surfaces from all brush models
*/
void
GL_BuildLightmaps (model_t **models, int num_models)
{
int i, j;
model_t *m;
memset (allocated, 0, sizeof (allocated));
r_framecount = 1; // no dlightcache
if (!lightmap_textures) {
lightmap_textures = texture_extension_number;
texture_extension_number += MAX_LIGHTMAPS;
}
switch (r_lightmap_components->int_val) {
case 1:
gl_internalformat = 1;
gl_lightmap_format = GL_LUMINANCE;
lightmap_bytes = 1;
R_BuildLightMap = R_BuildLightMap_1;
break;
case 3:
gl_internalformat = 3;
gl_lightmap_format = GL_RGB;
lightmap_bytes = 3;
R_BuildLightMap = R_BuildLightMap_3;
break;
case 4:
default:
gl_internalformat = 3;
gl_lightmap_format = GL_RGBA;
lightmap_bytes = 4;
R_BuildLightMap = R_BuildLightMap_4;
break;
}
for (j = 1; j < num_models; j++) {
m = models[j];
if (!m)
break;
if (m->name[0] == '*')
continue;
r_pcurrentvertbase = m->vertexes;
currentmodel = m;
for (i = 0; i < m->numsurfaces; i++) {
if (m->surfaces[i].flags & SURF_DRAWTURB)
continue;
if (gl_sky_divide->int_val && (m->surfaces[i].flags &
SURF_DRAWSKY))
continue;
GL_CreateSurfaceLightmap (m->surfaces + i);
BuildSurfaceDisplayList (m->surfaces + i);
}
}
#if 0
if (gl_mtex_active)
qglActiveTexture (gl_mtex_enum + 1);
#endif
// upload all lightmaps that were filled
for (i = 0; i < MAX_LIGHTMAPS; i++) {
if (!allocated[i][0])
break; // no more used
lightmap_modified[i] = false;
lightmap_rectchange[i].l = BLOCK_WIDTH;
lightmap_rectchange[i].t = BLOCK_HEIGHT;
lightmap_rectchange[i].w = 0;
lightmap_rectchange[i].h = 0;
qfglBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfglTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes, BLOCK_WIDTH,
BLOCK_HEIGHT, 0, gl_lightmap_format,
GL_UNSIGNED_BYTE, lightmaps[i]);
}
#if 0
if (gl_mtex_active)
qglActiveTexture (gl_mtex_enum + 0);
#endif
}