mirror of
https://github.com/UberGames/ioef.git
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395 lines
9.1 KiB
C
395 lines
9.1 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Foobar; 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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*/
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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;
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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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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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ssize = samplesize;
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if (ds->shaderInfo->lightmapSampleSize)
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ssize = ds->shaderInfo->lightmapSampleSize;
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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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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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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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plane_t *plane;
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float d;
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vec3_t planeNormal;
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if ( ds->patch ) {
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AllocateLightmapForPatch( ds );
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return;
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}
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ssize = samplesize;
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if (ds->shaderInfo->lightmapSampleSize)
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ssize = ds->shaderInfo->lightmapSampleSize;
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plane = &mapplanes[ ds->side->planenum ];
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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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}
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// round to the lightmap resolution
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for ( i = 0 ; i < 3 ; i++ ) {
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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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// the two largest axis will be the lightmap size
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memset( vecs, 0, sizeof( vecs ) );
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planeNormal[0] = fabs( plane->normal[0] );
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planeNormal[1] = fabs( plane->normal[1] );
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planeNormal[2] = fabs( plane->normal[2] );
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if ( planeNormal[0] >= planeNormal[1] && planeNormal[0] >= planeNormal[2] ) {
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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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} else if ( planeNormal[1] >= planeNormal[0] && planeNormal[1] >= planeNormal[2] ) {
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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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} else {
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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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if ( !plane->normal[axis] ) {
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Error( "Chose a 0 valued axis" );
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}
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if ( w > LIGHTMAP_WIDTH ) {
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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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VectorScale ( vecs[1], (float)LIGHTMAP_HEIGHT/h, vecs[1] );
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h = LIGHTMAP_HEIGHT;
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}
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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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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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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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// project mins onto plane to get origin
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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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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->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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VectorCopy( origin, ds->lightmapOrigin );
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VectorCopy( vecs[0], ds->lightmapVecs[0] );
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VectorCopy( vecs[1], ds->lightmapVecs[1] );
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VectorCopy( plane->normal, ds->lightmapVecs[2] );
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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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int i, j;
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mapDrawSurface_t *ds;
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shaderInfo_t *si;
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qprintf ("--- AllocateLightmaps ---\n");
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// sort all surfaces by shader so common shaders will usually
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// be in the same lightmap
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numSortShaders = 0;
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for ( i = e->firstDrawSurf ; i < numMapDrawSurfs ; i++ ) {
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ds = &mapDrawSurfs[i];
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if ( !ds->numVerts ) {
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continue; // leftover from a surface subdivision
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}
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if ( ds->miscModel ) {
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continue;
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}
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if ( !ds->patch ) {
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VectorCopy( mapplanes[ds->side->planenum].normal, ds->lightmapVecs[2] );
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}
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// search for this shader
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for ( j = 0 ; j < numSortShaders ; j++ ) {
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if ( ds->shaderInfo == surfsOnShader[j]->shaderInfo ) {
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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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if ( j == numSortShaders ) {
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if ( numSortShaders >= MAX_MAP_SHADERS ) {
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Error( "MAX_MAP_SHADERS" );
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}
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surfsOnShader[j] = ds;
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numSortShaders++;
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}
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}
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qprintf( "%5i unique shaders\n", numSortShaders );
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// for each shader, allocate lightmaps for each surface
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// numLightmaps = 0;
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// PrepareNewLightmap();
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for ( i = 0 ; i < numSortShaders ; i++ ) {
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si = surfsOnShader[i]->shaderInfo;
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for ( ds = surfsOnShader[i] ; ds ; ds = ds->nextOnShader ) {
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// some surfaces don't need lightmaps allocated for them
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if ( si->surfaceFlags & SURF_NOLIGHTMAP ) {
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ds->lightmapNum = -1;
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} else if ( si->surfaceFlags & SURF_POINTLIGHT ) {
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ds->lightmapNum = -3;
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} else {
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AllocateLightmapForSurface( ds );
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}
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}
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}
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qprintf( "%7i exact lightmap texels\n", c_exactLightmap );
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qprintf( "%7i block lightmap texels\n", numLightmaps * LIGHTMAP_WIDTH*LIGHTMAP_HEIGHT );
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}
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