mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-21 01:50:53 +00:00
372defc1be
More or less as per MH's tut, but really just finishing something that should have been done years ago.
772 lines
19 KiB
C
772 lines
19 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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#define NH_DEFINE
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#include "namehack.h"
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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/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_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 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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int gl_lightmap_textures;
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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 int blocklights[34 * 34 * 3]; //FIXME make dynamic
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static int allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
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qboolean gl_lightmap_modified[MAX_LIGHTMAPS];
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instsurf_t *gl_lightmap_polys[MAX_LIGHTMAPS];
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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) (msurface_t *surf);
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extern void gl_multitexture_f (cvar_t *var);
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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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/*
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static void
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R_RecursiveLightUpdate (mnode_t *node)
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{
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int c;
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msurface_t *surf;
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if (node->children[0]->contents >= 0)
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R_RecursiveLightUpdate (node->children[0]);
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if (node->children[1]->contents >= 0)
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R_RecursiveLightUpdate (node->children[1]);
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if ((c = node->numsurfaces))
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for (surf = r_worldentity.model->surfaces + node->firstsurface; c;
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c--, surf++)
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surf->cached_dlight = true;
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}
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*/
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static inline void
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R_AddDynamicLights_1 (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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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[lnum / 32] & (1 << (lnum % 32))))
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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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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] < 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 (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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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[lnum / 32] & (1 << (lnum % 32))))
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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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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] < 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 (msurface_t *surf)
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{
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byte *dest;
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int maps, size, stride, 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 * gl_internalformat;
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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, 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 (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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stride = (BLOCK_WIDTH - smax) * lightmap_bytes;
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bl = blocklights;
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dest = lightmaps[surf->lightmaptexturenum]
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+ (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes;
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for (i = 0; i < tmax; i++, dest += stride) {
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for (j = smax; j; j--) {
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*dest++ = min (*bl >> lmshift, 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)
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{
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byte *dest;
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int maps, size, stride, 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 * gl_internalformat;
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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, 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 (surf);
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store:
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// bound and shift
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// and invert too
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stride = (BLOCK_WIDTH - smax) * lightmap_bytes;
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bl = blocklights;
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dest = lightmaps[surf->lightmaptexturenum]
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+ (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes;
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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 >> 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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}
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}
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static void
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R_BuildLightMap_4 (msurface_t *surf)
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{
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byte *dest;
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int maps, size, smax, tmax, i, j, stride;
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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 (!r_worldentity.model->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 (surf);
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store:
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// bound and shift
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// and invert too
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stride = (BLOCK_WIDTH - smax) * lightmap_bytes;
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bl = blocklights;
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dest = lightmaps[surf->lightmaptexturenum]
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+ (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes;
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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 >> 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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}
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}
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// BRUSH MODELS ===============================================================
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static inline void
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do_subimage_2 (int i)
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{
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byte *block, *lm, *b;
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int stride, width;
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glRect_t *rect = &gl_lightmap_rectchange[i];
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width = rect->w * lightmap_bytes;
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stride = BLOCK_WIDTH * lightmap_bytes;
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b = block = Hunk_TempAlloc (rect->h * width);
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lm = lightmaps[i] + (rect->t * BLOCK_WIDTH + rect->l) * lightmap_bytes;
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for (i = rect->h; i > 0; i--) {
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memcpy (b, lm, width);
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b += width;
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lm += stride;
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}
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, rect->l, rect->t, rect->w, rect->h,
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gl_lightmap_format, GL_UNSIGNED_BYTE, block);
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}
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static void
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GL_UploadLightmap (int i)
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{
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switch (gl_lightmap_subimage->int_val) {
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case 2:
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do_subimage_2 (i);
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break;
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case 1:
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, gl_lightmap_rectchange[i].t,
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BLOCK_WIDTH, gl_lightmap_rectchange[i].h,
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gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmaps[i] + (gl_lightmap_rectchange[i].t *
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BLOCK_WIDTH) * lightmap_bytes);
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break;
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default:
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case 0:
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qfglTexImage2D (GL_TEXTURE_2D, 0, gl_internalformat, BLOCK_WIDTH,
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BLOCK_HEIGHT, 0, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmaps[i]);
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break;
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}
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}
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void
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gl_R_CalcLightmaps (void)
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{
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int i;
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for (i = 0; i < MAX_LIGHTMAPS; i++) {
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if (!gl_lightmap_polys[i])
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continue;
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if (gl_lightmap_modified[i]) {
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qfglBindTexture (GL_TEXTURE_2D, gl_lightmap_textures + i);
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GL_UploadLightmap (i);
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gl_lightmap_modified[i] = false;
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}
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}
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}
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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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int i, j;
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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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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, i, j;
|
|
model_t *m;
|
|
msurface_t *fa;
|
|
entity_t *ent;
|
|
|
|
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->model;
|
|
|
|
if (m->type != mod_brush)
|
|
continue;
|
|
if (m->name[0] == '*')
|
|
continue;
|
|
|
|
for (j = 0, fa = m->surfaces; j < m->numsurfaces; j++, fa++) {
|
|
if (fa->flags & (SURF_DRAWTURB | SURF_DRAWSKY))
|
|
continue;
|
|
|
|
num = fa->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 (fa);
|
|
}
|
|
}
|
|
|
|
m = r_worldentity.model;
|
|
|
|
for (i = 0, fa = m->surfaces; i < m->numsurfaces; i++, fa++) {
|
|
if (fa->flags & (SURF_DRAWTURB | SURF_DRAWSKY))
|
|
continue;
|
|
|
|
num = fa->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 (fa);
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
gl_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 (!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 (j = 1; j < num_models; j++) {
|
|
m = models[j];
|
|
if (!m)
|
|
break;
|
|
if (m->name[0] == '*') {
|
|
// sub model surfaces are processed as part of the main model
|
|
continue;
|
|
}
|
|
r_pcurrentvertbase = m->vertexes;
|
|
gl_currentmodel = m;
|
|
// non-bsp models don't have surfaces.
|
|
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);
|
|
GL_BuildSurfaceDisplayList (m->surfaces + i);
|
|
}
|
|
}
|
|
|
|
// upload all lightmaps that were filled
|
|
for (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]);
|
|
}
|
|
}
|