mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-19 00:41:35 +00:00
9998050654
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@183 8a3a26a2-13c4-0310-b231-cf6edde360e5
496 lines
12 KiB
C
496 lines
12 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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. See the
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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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "qbsp.h"
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/*
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Lightmap allocation has to be done after all flood filling and
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visible surface determination.
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*/
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int numSortShaders;
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mapDrawSurface_t *surfsOnShader[ MAX_MAP_SHADERS ];
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int allocated[ LIGHTMAP_WIDTH ];
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int numLightmaps = 1;
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int c_exactLightmap = 0;
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int c_planarPatch = 0;
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int c_nonplanarLightmap = 0;
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void PrepareNewLightmap( void ) {
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memset( allocated, 0, sizeof( allocated ) );
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numLightmaps++;
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}
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/*
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===============
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AllocLMBlock
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returns a texture number and the position inside it
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===============
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*/
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qboolean AllocLMBlock (int w, int h, int *x, int *y)
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{
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int i, j;
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int best, best2;
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best = LIGHTMAP_HEIGHT;
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for ( i=0 ; i <= LIGHTMAP_WIDTH-w ; i++ ) {
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best2 = 0;
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for (j=0 ; j<w ; j++) {
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if (allocated[i+j] >= best) {
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break;
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}
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if (allocated[i+j] > best2) {
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best2 = allocated[i+j];
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}
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}
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if (j == w) { // this is a valid spot
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*x = i;
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*y = best = best2;
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}
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}
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if (best + h > LIGHTMAP_HEIGHT) {
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return qfalse;
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}
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for (i=0 ; i<w ; i++) {
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allocated[*x + i] = best + h;
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}
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return qtrue;
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}
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/*
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===================
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AllocateLightmapForPatch
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===================
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*/
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//#define LIGHTMAP_PATCHSHIFT
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void AllocateLightmapForPatch( mapDrawSurface_t *ds )
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{
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int i, j, k;
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drawVert_t *verts;
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int w, h;
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int x, y;
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float s, t;
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mesh_t mesh, *subdividedMesh, *tempMesh, *newmesh;
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int widthtable[LIGHTMAP_WIDTH], heighttable[LIGHTMAP_HEIGHT], ssize;
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verts = ds->verts;
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mesh.width = ds->patchWidth;
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mesh.height = ds->patchHeight;
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mesh.verts = verts;
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newmesh = SubdivideMesh( mesh, 8, 999 );
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PutMeshOnCurve( *newmesh );
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tempMesh = RemoveLinearMeshColumnsRows( newmesh );
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FreeMesh(newmesh);
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/* get sample size */
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ssize = ds->sampleSize;
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#ifdef LIGHTMAP_PATCHSHIFT
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subdividedMesh = SubdivideMeshQuads( tempMesh, ssize, LIGHTMAP_WIDTH-1, widthtable, heighttable );
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#else
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subdividedMesh = SubdivideMeshQuads( tempMesh, ssize, LIGHTMAP_WIDTH, widthtable, heighttable );
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#endif
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w = subdividedMesh->width;
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h = subdividedMesh->height;
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#ifdef LIGHTMAP_PATCHSHIFT
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w++;
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h++;
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#endif
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FreeMesh(subdividedMesh);
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// allocate the lightmap
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c_exactLightmap += w * h;
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if ( !AllocLMBlock( w, h, &x, &y ) ) {
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PrepareNewLightmap();
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if ( !AllocLMBlock( w, h, &x, &y ) )
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{
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Error("Entity %i, brush %i: Lightmap allocation failed",
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ds->mapBrush->entitynum, ds->mapBrush->brushnum );
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}
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}
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#ifdef LIGHTMAP_PATCHSHIFT
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w--;
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h--;
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#endif
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// set the lightmap texture coordinates in the drawVerts
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ds->lightmapNum = numLightmaps - 1;
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ds->lightmapWidth = w;
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ds->lightmapHeight = h;
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ds->lightmapX = x;
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ds->lightmapY = y;
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for ( i = 0 ; i < ds->patchWidth ; i++ ) {
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for ( k = 0 ; k < w ; k++ ) {
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if ( originalWidths[k] >= i ) {
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break;
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}
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}
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if (k >= w)
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k = w-1;
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s = x + k;
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for ( j = 0 ; j < ds->patchHeight ; j++ ) {
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for ( k = 0 ; k < h ; k++ ) {
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if ( originalHeights[k] >= j ) {
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break;
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}
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}
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if (k >= h)
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k = h-1;
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t = y + k;
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verts[i + j * ds->patchWidth].lightmap[0] = ( s + 0.5 ) / LIGHTMAP_WIDTH;
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verts[i + j * ds->patchWidth].lightmap[1] = ( t + 0.5 ) / LIGHTMAP_HEIGHT;
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}
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}
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}
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/*
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===================
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AllocateLightmapForSurface
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===================
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*/
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//#define LIGHTMAP_BLOCK 16
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void AllocateLightmapForSurface( mapDrawSurface_t *ds )
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{
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vec3_t mins, maxs, size, exactSize, delta;
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int i;
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drawVert_t *verts;
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int w, h;
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int x, y, ssize;
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int axis;
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vec3_t vecs[ 2 ];
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float s, t;
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vec3_t origin;
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vec4_t plane;
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float d;
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/* debug code */
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#if 0
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if( ds->type == SURF_META && ds->planar == qfalse )
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Sys_Printf( "NPMS: %3d vertexes, %s\n", ds->numVerts, ds->shaderInfo->shader );
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else if( ds->type == SURF_META && ds->planar == qtrue )
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Sys_Printf( "PMS: %3d vertexes, %s\n", ds->numVerts, ds->shaderInfo->shader );
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#endif
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/* ydnar: handle planar patches */
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if( noPatchFix == qtrue || (ds->type == SURF_PATCH && ds->planeNum < 0) )
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{
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AllocateLightmapForPatch( ds );
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return;
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}
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/* get sample size */
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ssize = ds->sampleSize;
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/* bound the surface */
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ClearBounds( mins, maxs );
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verts = ds->verts;
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for ( i = 0 ; i < ds->numVerts ; i++ )
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AddPointToBounds( verts[i].xyz, mins, maxs );
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/* round to the lightmap resolution */
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for( i = 0; i < 3; i++ )
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{
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exactSize[i] = maxs[i] - mins[i];
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mins[i] = ssize * floor( mins[i] / ssize );
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maxs[i] = ssize * ceil( maxs[i] / ssize );
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size[i] = (maxs[i] - mins[i]) / ssize + 1;
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}
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/* ydnar: lightmap projection axis is already stored */
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memset( vecs, 0, sizeof( vecs ) );
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/* classify the plane (x y or z major) (ydnar: biased to z axis projection) */
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if( ds->lightmapAxis[ 2 ] >= ds->lightmapAxis[ 0 ] && ds->lightmapAxis[ 2 ] >= ds->lightmapAxis[ 1 ] )
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{
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w = size[ 0 ];
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h = size[ 1 ];
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axis = 2;
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vecs[ 0 ][ 0 ] = 1.0 / ssize;
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vecs[ 1 ][ 1 ] = 1.0 / ssize;
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}
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else if( ds->lightmapAxis[ 0 ] >= ds->lightmapAxis[ 1 ] && ds->lightmapAxis[ 0 ] >= ds->lightmapAxis[ 2 ] )
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{
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w = size[ 1 ];
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h = size[ 2 ];
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axis = 0;
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vecs[ 0 ][ 1 ] = 1.0 / ssize;
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vecs[ 1 ][ 2 ] = 1.0 / ssize;
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}
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else
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{
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w = size[ 0 ];
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h = size[ 2 ];
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axis = 1;
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vecs[ 0 ][ 0 ] = 1.0 / ssize;
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vecs[ 1 ][ 2 ] = 1.0 / ssize;
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}
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/* odd check, given projection is now precalculated */
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if( ds->lightmapAxis[ axis ] == 0 )
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Error( "Chose a 0 valued axis" );
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/* clamp to lightmap texture resolution */
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if( w > LIGHTMAP_WIDTH )
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{
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VectorScale ( vecs[0], (float) LIGHTMAP_WIDTH / w, vecs[0] );
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w = LIGHTMAP_WIDTH;
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}
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if( h > LIGHTMAP_HEIGHT )
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{
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VectorScale ( vecs[1], (float) LIGHTMAP_HEIGHT / h, vecs[1] );
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h = LIGHTMAP_HEIGHT;
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}
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/* ydnar */
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if( ds->planar == qfalse )
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c_nonplanarLightmap += w * h;
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c_exactLightmap += w * h;
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if( !AllocLMBlock( w, h, &x, &y ) )
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{
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PrepareNewLightmap();
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if ( !AllocLMBlock( w, h, &x, &y ) )
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{
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Error( "Entity %i, brush %i: Lightmap allocation failed",
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ds->mapBrush->entitynum, ds->mapBrush->brushnum );
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}
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}
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/* set the lightmap texture coordinates in the drawVerts */
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ds->lightmapNum = numLightmaps - 1;
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ds->lightmapWidth = w;
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ds->lightmapHeight = h;
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ds->lightmapX = x;
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ds->lightmapY = y;
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for ( i = 0 ; i < ds->numVerts ; i++ )
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{
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VectorSubtract( verts[i].xyz, mins, delta );
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s = DotProduct( delta, vecs[0] ) + x + 0.5;
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t = DotProduct( delta, vecs[1] ) + y + 0.5;
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verts[i].lightmap[0] = s / LIGHTMAP_WIDTH;
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verts[i].lightmap[1] = t / LIGHTMAP_HEIGHT;
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}
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/* calculate the world coordinates of the lightmap samples */
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/* construct a plane from the first vert and clear bounding box */
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/* project mins onto plane to get origin */
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VectorCopy( ds->lightmapVecs[ 2 ], plane );
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plane[ 3 ] = DotProduct( ds->verts[ 0 ].xyz, plane );
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d = DotProduct( mins, plane ) - plane[ 3 ];
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d /= plane[ axis ];
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//% d = DotProduct( mins, plane->normal ) - plane->dist;
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//% d /= plane->normal[ axis ];
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VectorCopy( mins, origin );
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origin[ axis ] -= d;
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/* project stepped lightmap blocks and subtract to get planevecs */
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for( i = 0; i < 2; i++ )
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{
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vec3_t normalized;
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float len;
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len = VectorNormalize( vecs[i], normalized );
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VectorScale( normalized, (1.0/len), vecs[i] );
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d = DotProduct( vecs[i], plane );
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d /= plane[ axis ];
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//%d = DotProduct( vecs[i], plane->normal );
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//%d /= plane->normal[ axis ];
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vecs[i][axis] -= d;
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}
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/* store lightmap origin and vectors (fixme: make this work right) */
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VectorCopy( origin, ds->lightmapOrigin );
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//% VectorCopy( plane->normal, ds->lightmapVecs[ 2 ] );
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/* ydnar: lightmap vectors 0 and 1 are used for lod bounds, so don't overwrite */
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if( ds->type == SURF_PATCH )
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c_planarPatch++;
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/* store lightmap vectors */
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VectorCopy( vecs[ 0 ], ds->lightmapVecs[ 0 ] );
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VectorCopy( vecs[ 1 ], ds->lightmapVecs[ 1 ] );
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/* ydnar: print some stats */
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//Sys_FPrintf( SYS_VRB, "Lightmap block %3d (%3d, %3d) (%3d x %3d) emitted\n", (numLightmaps - 1), x, y, w, h );
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}
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/*
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===================
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AllocateLightmaps
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===================
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*/
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void AllocateLightmaps( entity_t *e )
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{
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int i, j;
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mapDrawSurface_t *ds;
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shaderInfo_t *si;
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/* note it */
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Sys_FPrintf( SYS_VRB,"--- AllocateLightmaps ---\n" );
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/* sort all surfaces by shader so common shaders will usually be in the same lightmap */
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/* ydnar: this is done in two passes, because of an odd bug with lightmapped terrain */
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numSortShaders = 0;
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for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
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{
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/* get surface and early out if possible */
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ds = &mapDrawSurfs[ i ];
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si = ds->shaderInfo;
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if( si->surfaceFlags & SURF_VERTEXLIT )
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continue;
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if( ds->numVerts <= 0 )
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continue;
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/* ydnar: handle brush faces and patches first */
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if( ds->type != SURF_FACE && ds->type != SURF_PATCH )
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continue;
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/* ydnar: this is unecessary because it should already be set */
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//% VectorCopy( ds->plane.normal, ds->lightmapVecs[ 2 ] );
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/* search for this shader */
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for( j = 0 ; j < numSortShaders; j++ )
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{
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if( ds->shaderInfo == surfsOnShader[ j ]->shaderInfo )
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{
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ds->nextOnShader = surfsOnShader[ j ];
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surfsOnShader[ j ] = ds;
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break;
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}
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}
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/* new shader */
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if( j == numSortShaders )
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{
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if( numSortShaders >= MAX_MAP_SHADERS )
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Error( "MAX_MAP_SHADERS" );
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surfsOnShader[ j ] = ds;
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ds->nextOnShader = NULL;
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numSortShaders++;
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}
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}
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/* second pass, to allocate lightmapped terrain last */
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for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
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{
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/* get surface and early out if possible */
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ds = &mapDrawSurfs[ i ];
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si = ds->shaderInfo;
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if( si->surfaceFlags & SURF_VERTEXLIT )
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continue;
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if( ds->numVerts <= 0 )
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continue;
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/* ydnar: this only handles metasurfaces and terrain */
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if( ds->type != SURF_TERRAIN && ds->type != SURF_META )
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continue;
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/* ydnar: a lightmap projection should be pre-stored for anything but excessively curved patches */
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if( VectorLength( ds->lightmapAxis ) <= 0 )
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continue;
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/* search for this shader */
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for( j = 0; j < numSortShaders; j++ )
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{
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if( ds->shaderInfo == surfsOnShader[ j ]->shaderInfo )
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{
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ds->nextOnShader = surfsOnShader[ j ];
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surfsOnShader[ j ] = ds;
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break;
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}
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}
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/* new shader */
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if( j == numSortShaders )
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{
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if( numSortShaders >= MAX_MAP_SHADERS )
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Error( "MAX_MAP_SHADERS" );
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surfsOnShader[ j ] = ds;
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ds->nextOnShader = NULL;
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numSortShaders++;
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}
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}
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/* tot up shader count */
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Sys_FPrintf( SYS_VRB, "%9d unique shaders\n", numSortShaders );
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/* for each shader, allocate lightmaps for each surface */
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for( i = 0; i < numSortShaders; i++ )
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{
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si = surfsOnShader[ i ]->shaderInfo;
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for( ds = surfsOnShader[ i ]; ds; ds = ds->nextOnShader )
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{
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/* ydnar: promoting pointlight above nolightmap */
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if( si->surfaceFlags & SURF_POINTLIGHT )
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ds->lightmapNum = -3;
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else if( si->surfaceFlags & SURF_NOLIGHTMAP )
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ds->lightmapNum = -1;
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else
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AllocateLightmapForSurface( ds );
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}
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}
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/* emit some statistics */
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Sys_FPrintf( SYS_VRB, "%9d exact lightmap texels\n", c_exactLightmap );
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Sys_FPrintf( SYS_VRB, "%9d block lightmap texels\n", numLightmaps * LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT );
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Sys_FPrintf( SYS_VRB, "%9d non-planar or terrain lightmap texels\n", c_nonplanarLightmap );
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Sys_FPrintf( SYS_VRB, "%9d planar patch lightmaps\n", c_planarPatch );
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Sys_FPrintf( SYS_VRB, "%9d lightmap textures, size: %d Kbytes\n", numLightmaps, (numLightmaps * LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT * 3) / 1024 );
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}
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