gtkradiant/tools/quake3/q3map2/lightmaps.c
TTimo ab3a99dbbe eol style
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant.ab@184 8a3a26a2-13c4-0310-b231-cf6edde360e5
2007-11-04 03:47:06 +00:00

496 lines
12 KiB
C

/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "qbsp.h"
/*
Lightmap allocation has to be done after all flood filling and
visible surface determination.
*/
int numSortShaders;
mapDrawSurface_t *surfsOnShader[ MAX_MAP_SHADERS ];
int allocated[ LIGHTMAP_WIDTH ];
int numLightmaps = 1;
int c_exactLightmap = 0;
int c_planarPatch = 0;
int c_nonplanarLightmap = 0;
void PrepareNewLightmap( void ) {
memset( allocated, 0, sizeof( allocated ) );
numLightmaps++;
}
/*
===============
AllocLMBlock
returns a texture number and the position inside it
===============
*/
qboolean AllocLMBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
best = LIGHTMAP_HEIGHT;
for ( i=0 ; i <= LIGHTMAP_WIDTH-w ; i++ ) {
best2 = 0;
for (j=0 ; j<w ; j++) {
if (allocated[i+j] >= best) {
break;
}
if (allocated[i+j] > best2) {
best2 = allocated[i+j];
}
}
if (j == w) { // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > LIGHTMAP_HEIGHT) {
return qfalse;
}
for (i=0 ; i<w ; i++) {
allocated[*x + i] = best + h;
}
return qtrue;
}
/*
===================
AllocateLightmapForPatch
===================
*/
//#define LIGHTMAP_PATCHSHIFT
void AllocateLightmapForPatch( mapDrawSurface_t *ds )
{
int i, j, k;
drawVert_t *verts;
int w, h;
int x, y;
float s, t;
mesh_t mesh, *subdividedMesh, *tempMesh, *newmesh;
int widthtable[LIGHTMAP_WIDTH], heighttable[LIGHTMAP_HEIGHT], ssize;
verts = ds->verts;
mesh.width = ds->patchWidth;
mesh.height = ds->patchHeight;
mesh.verts = verts;
newmesh = SubdivideMesh( mesh, 8, 999 );
PutMeshOnCurve( *newmesh );
tempMesh = RemoveLinearMeshColumnsRows( newmesh );
FreeMesh(newmesh);
/* get sample size */
ssize = ds->sampleSize;
#ifdef LIGHTMAP_PATCHSHIFT
subdividedMesh = SubdivideMeshQuads( tempMesh, ssize, LIGHTMAP_WIDTH-1, widthtable, heighttable );
#else
subdividedMesh = SubdivideMeshQuads( tempMesh, ssize, LIGHTMAP_WIDTH, widthtable, heighttable );
#endif
w = subdividedMesh->width;
h = subdividedMesh->height;
#ifdef LIGHTMAP_PATCHSHIFT
w++;
h++;
#endif
FreeMesh(subdividedMesh);
// allocate the lightmap
c_exactLightmap += w * h;
if ( !AllocLMBlock( w, h, &x, &y ) ) {
PrepareNewLightmap();
if ( !AllocLMBlock( w, h, &x, &y ) )
{
Error("Entity %i, brush %i: Lightmap allocation failed",
ds->mapBrush->entitynum, ds->mapBrush->brushnum );
}
}
#ifdef LIGHTMAP_PATCHSHIFT
w--;
h--;
#endif
// set the lightmap texture coordinates in the drawVerts
ds->lightmapNum = numLightmaps - 1;
ds->lightmapWidth = w;
ds->lightmapHeight = h;
ds->lightmapX = x;
ds->lightmapY = y;
for ( i = 0 ; i < ds->patchWidth ; i++ ) {
for ( k = 0 ; k < w ; k++ ) {
if ( originalWidths[k] >= i ) {
break;
}
}
if (k >= w)
k = w-1;
s = x + k;
for ( j = 0 ; j < ds->patchHeight ; j++ ) {
for ( k = 0 ; k < h ; k++ ) {
if ( originalHeights[k] >= j ) {
break;
}
}
if (k >= h)
k = h-1;
t = y + k;
verts[i + j * ds->patchWidth].lightmap[0] = ( s + 0.5 ) / LIGHTMAP_WIDTH;
verts[i + j * ds->patchWidth].lightmap[1] = ( t + 0.5 ) / LIGHTMAP_HEIGHT;
}
}
}
/*
===================
AllocateLightmapForSurface
===================
*/
//#define LIGHTMAP_BLOCK 16
void AllocateLightmapForSurface( mapDrawSurface_t *ds )
{
vec3_t mins, maxs, size, exactSize, delta;
int i;
drawVert_t *verts;
int w, h;
int x, y, ssize;
int axis;
vec3_t vecs[ 2 ];
float s, t;
vec3_t origin;
vec4_t plane;
float d;
/* debug code */
#if 0
if( ds->type == SURF_META && ds->planar == qfalse )
Sys_Printf( "NPMS: %3d vertexes, %s\n", ds->numVerts, ds->shaderInfo->shader );
else if( ds->type == SURF_META && ds->planar == qtrue )
Sys_Printf( "PMS: %3d vertexes, %s\n", ds->numVerts, ds->shaderInfo->shader );
#endif
/* ydnar: handle planar patches */
if( noPatchFix == qtrue || (ds->type == SURF_PATCH && ds->planeNum < 0) )
{
AllocateLightmapForPatch( ds );
return;
}
/* get sample size */
ssize = ds->sampleSize;
/* bound the surface */
ClearBounds( mins, maxs );
verts = ds->verts;
for ( i = 0 ; i < ds->numVerts ; i++ )
AddPointToBounds( verts[i].xyz, mins, maxs );
/* round to the lightmap resolution */
for( i = 0; i < 3; i++ )
{
exactSize[i] = maxs[i] - mins[i];
mins[i] = ssize * floor( mins[i] / ssize );
maxs[i] = ssize * ceil( maxs[i] / ssize );
size[i] = (maxs[i] - mins[i]) / ssize + 1;
}
/* ydnar: lightmap projection axis is already stored */
memset( vecs, 0, sizeof( vecs ) );
/* classify the plane (x y or z major) (ydnar: biased to z axis projection) */
if( ds->lightmapAxis[ 2 ] >= ds->lightmapAxis[ 0 ] && ds->lightmapAxis[ 2 ] >= ds->lightmapAxis[ 1 ] )
{
w = size[ 0 ];
h = size[ 1 ];
axis = 2;
vecs[ 0 ][ 0 ] = 1.0 / ssize;
vecs[ 1 ][ 1 ] = 1.0 / ssize;
}
else if( ds->lightmapAxis[ 0 ] >= ds->lightmapAxis[ 1 ] && ds->lightmapAxis[ 0 ] >= ds->lightmapAxis[ 2 ] )
{
w = size[ 1 ];
h = size[ 2 ];
axis = 0;
vecs[ 0 ][ 1 ] = 1.0 / ssize;
vecs[ 1 ][ 2 ] = 1.0 / ssize;
}
else
{
w = size[ 0 ];
h = size[ 2 ];
axis = 1;
vecs[ 0 ][ 0 ] = 1.0 / ssize;
vecs[ 1 ][ 2 ] = 1.0 / ssize;
}
/* odd check, given projection is now precalculated */
if( ds->lightmapAxis[ axis ] == 0 )
Error( "Chose a 0 valued axis" );
/* clamp to lightmap texture resolution */
if( w > LIGHTMAP_WIDTH )
{
VectorScale ( vecs[0], (float) LIGHTMAP_WIDTH / w, vecs[0] );
w = LIGHTMAP_WIDTH;
}
if( h > LIGHTMAP_HEIGHT )
{
VectorScale ( vecs[1], (float) LIGHTMAP_HEIGHT / h, vecs[1] );
h = LIGHTMAP_HEIGHT;
}
/* ydnar */
if( ds->planar == qfalse )
c_nonplanarLightmap += w * h;
c_exactLightmap += w * h;
if( !AllocLMBlock( w, h, &x, &y ) )
{
PrepareNewLightmap();
if ( !AllocLMBlock( w, h, &x, &y ) )
{
Error( "Entity %i, brush %i: Lightmap allocation failed",
ds->mapBrush->entitynum, ds->mapBrush->brushnum );
}
}
/* set the lightmap texture coordinates in the drawVerts */
ds->lightmapNum = numLightmaps - 1;
ds->lightmapWidth = w;
ds->lightmapHeight = h;
ds->lightmapX = x;
ds->lightmapY = y;
for ( i = 0 ; i < ds->numVerts ; i++ )
{
VectorSubtract( verts[i].xyz, mins, delta );
s = DotProduct( delta, vecs[0] ) + x + 0.5;
t = DotProduct( delta, vecs[1] ) + y + 0.5;
verts[i].lightmap[0] = s / LIGHTMAP_WIDTH;
verts[i].lightmap[1] = t / LIGHTMAP_HEIGHT;
}
/* calculate the world coordinates of the lightmap samples */
/* construct a plane from the first vert and clear bounding box */
/* project mins onto plane to get origin */
VectorCopy( ds->lightmapVecs[ 2 ], plane );
plane[ 3 ] = DotProduct( ds->verts[ 0 ].xyz, plane );
d = DotProduct( mins, plane ) - plane[ 3 ];
d /= plane[ axis ];
//% d = DotProduct( mins, plane->normal ) - plane->dist;
//% d /= plane->normal[ axis ];
VectorCopy( mins, origin );
origin[ axis ] -= d;
/* project stepped lightmap blocks and subtract to get planevecs */
for( i = 0; i < 2; i++ )
{
vec3_t normalized;
float len;
len = VectorNormalize( vecs[i], normalized );
VectorScale( normalized, (1.0/len), vecs[i] );
d = DotProduct( vecs[i], plane );
d /= plane[ axis ];
//%d = DotProduct( vecs[i], plane->normal );
//%d /= plane->normal[ axis ];
vecs[i][axis] -= d;
}
/* store lightmap origin and vectors (fixme: make this work right) */
VectorCopy( origin, ds->lightmapOrigin );
//% VectorCopy( plane->normal, ds->lightmapVecs[ 2 ] );
/* ydnar: lightmap vectors 0 and 1 are used for lod bounds, so don't overwrite */
if( ds->type == SURF_PATCH )
c_planarPatch++;
/* store lightmap vectors */
VectorCopy( vecs[ 0 ], ds->lightmapVecs[ 0 ] );
VectorCopy( vecs[ 1 ], ds->lightmapVecs[ 1 ] );
/* ydnar: print some stats */
//Sys_FPrintf( SYS_VRB, "Lightmap block %3d (%3d, %3d) (%3d x %3d) emitted\n", (numLightmaps - 1), x, y, w, h );
}
/*
===================
AllocateLightmaps
===================
*/
void AllocateLightmaps( entity_t *e )
{
int i, j;
mapDrawSurface_t *ds;
shaderInfo_t *si;
/* note it */
Sys_FPrintf( SYS_VRB,"--- AllocateLightmaps ---\n" );
/* sort all surfaces by shader so common shaders will usually be in the same lightmap */
/* ydnar: this is done in two passes, because of an odd bug with lightmapped terrain */
numSortShaders = 0;
for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
{
/* get surface and early out if possible */
ds = &mapDrawSurfs[ i ];
si = ds->shaderInfo;
if( si->surfaceFlags & SURF_VERTEXLIT )
continue;
if( ds->numVerts <= 0 )
continue;
/* ydnar: handle brush faces and patches first */
if( ds->type != SURF_FACE && ds->type != SURF_PATCH )
continue;
/* ydnar: this is unecessary because it should already be set */
//% VectorCopy( ds->plane.normal, ds->lightmapVecs[ 2 ] );
/* search for this shader */
for( j = 0 ; j < numSortShaders; j++ )
{
if( ds->shaderInfo == surfsOnShader[ j ]->shaderInfo )
{
ds->nextOnShader = surfsOnShader[ j ];
surfsOnShader[ j ] = ds;
break;
}
}
/* new shader */
if( j == numSortShaders )
{
if( numSortShaders >= MAX_MAP_SHADERS )
Error( "MAX_MAP_SHADERS" );
surfsOnShader[ j ] = ds;
ds->nextOnShader = NULL;
numSortShaders++;
}
}
/* second pass, to allocate lightmapped terrain last */
for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
{
/* get surface and early out if possible */
ds = &mapDrawSurfs[ i ];
si = ds->shaderInfo;
if( si->surfaceFlags & SURF_VERTEXLIT )
continue;
if( ds->numVerts <= 0 )
continue;
/* ydnar: this only handles metasurfaces and terrain */
if( ds->type != SURF_TERRAIN && ds->type != SURF_META )
continue;
/* ydnar: a lightmap projection should be pre-stored for anything but excessively curved patches */
if( VectorLength( ds->lightmapAxis ) <= 0 )
continue;
/* search for this shader */
for( j = 0; j < numSortShaders; j++ )
{
if( ds->shaderInfo == surfsOnShader[ j ]->shaderInfo )
{
ds->nextOnShader = surfsOnShader[ j ];
surfsOnShader[ j ] = ds;
break;
}
}
/* new shader */
if( j == numSortShaders )
{
if( numSortShaders >= MAX_MAP_SHADERS )
Error( "MAX_MAP_SHADERS" );
surfsOnShader[ j ] = ds;
ds->nextOnShader = NULL;
numSortShaders++;
}
}
/* tot up shader count */
Sys_FPrintf( SYS_VRB, "%9d unique shaders\n", numSortShaders );
/* for each shader, allocate lightmaps for each surface */
for( i = 0; i < numSortShaders; i++ )
{
si = surfsOnShader[ i ]->shaderInfo;
for( ds = surfsOnShader[ i ]; ds; ds = ds->nextOnShader )
{
/* ydnar: promoting pointlight above nolightmap */
if( si->surfaceFlags & SURF_POINTLIGHT )
ds->lightmapNum = -3;
else if( si->surfaceFlags & SURF_NOLIGHTMAP )
ds->lightmapNum = -1;
else
AllocateLightmapForSurface( ds );
}
}
/* emit some statistics */
Sys_FPrintf( SYS_VRB, "%9d exact lightmap texels\n", c_exactLightmap );
Sys_FPrintf( SYS_VRB, "%9d block lightmap texels\n", numLightmaps * LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT );
Sys_FPrintf( SYS_VRB, "%9d non-planar or terrain lightmap texels\n", c_nonplanarLightmap );
Sys_FPrintf( SYS_VRB, "%9d planar patch lightmaps\n", c_planarPatch );
Sys_FPrintf( SYS_VRB, "%9d lightmap textures, size: %d Kbytes\n", numLightmaps, (numLightmaps * LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT * 3) / 1024 );
}