mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 22:20:58 +00:00
395 lines
9.5 KiB
C
Executable file
395 lines
9.5 KiB
C
Executable file
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code 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.
|
|
|
|
Quake III Arena source code 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 Foobar; 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;
|
|
|
|
|
|
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);
|
|
|
|
ssize = samplesize;
|
|
if (ds->shaderInfo->lightmapSampleSize)
|
|
ssize = ds->shaderInfo->lightmapSampleSize;
|
|
|
|
#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;
|
|
plane_t *plane;
|
|
float d;
|
|
vec3_t planeNormal;
|
|
|
|
if ( ds->patch ) {
|
|
AllocateLightmapForPatch( ds );
|
|
return;
|
|
}
|
|
|
|
ssize = samplesize;
|
|
if (ds->shaderInfo->lightmapSampleSize)
|
|
ssize = ds->shaderInfo->lightmapSampleSize;
|
|
|
|
plane = &mapplanes[ ds->side->planenum ];
|
|
|
|
// 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;
|
|
}
|
|
|
|
// the two largest axis will be the lightmap size
|
|
memset( vecs, 0, sizeof( vecs ) );
|
|
|
|
planeNormal[0] = fabs( plane->normal[0] );
|
|
planeNormal[1] = fabs( plane->normal[1] );
|
|
planeNormal[2] = fabs( plane->normal[2] );
|
|
|
|
if ( planeNormal[0] >= planeNormal[1] && planeNormal[0] >= planeNormal[2] ) {
|
|
w = size[1];
|
|
h = size[2];
|
|
axis = 0;
|
|
vecs[0][1] = 1.0 / ssize;
|
|
vecs[1][2] = 1.0 / ssize;
|
|
} else if ( planeNormal[1] >= planeNormal[0] && planeNormal[1] >= planeNormal[2] ) {
|
|
w = size[0];
|
|
h = size[2];
|
|
axis = 1;
|
|
vecs[0][0] = 1.0 / ssize;
|
|
vecs[1][2] = 1.0 / ssize;
|
|
} else {
|
|
w = size[0];
|
|
h = size[1];
|
|
axis = 2;
|
|
vecs[0][0] = 1.0 / ssize;
|
|
vecs[1][1] = 1.0 / ssize;
|
|
}
|
|
|
|
if ( !plane->normal[axis] ) {
|
|
Error( "Chose a 0 valued axis" );
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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
|
|
|
|
// project mins onto plane to get origin
|
|
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->normal );
|
|
d /= plane->normal[ axis ];
|
|
vecs[i][axis] -= d;
|
|
}
|
|
|
|
VectorCopy( origin, ds->lightmapOrigin );
|
|
VectorCopy( vecs[0], ds->lightmapVecs[0] );
|
|
VectorCopy( vecs[1], ds->lightmapVecs[1] );
|
|
VectorCopy( plane->normal, ds->lightmapVecs[2] );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
AllocateLightmaps
|
|
===================
|
|
*/
|
|
void AllocateLightmaps( entity_t *e ) {
|
|
int i, j;
|
|
mapDrawSurface_t *ds;
|
|
shaderInfo_t *si;
|
|
|
|
qprintf ("--- AllocateLightmaps ---\n");
|
|
|
|
|
|
// sort all surfaces by shader so common shaders will usually
|
|
// be in the same lightmap
|
|
numSortShaders = 0;
|
|
|
|
for ( i = e->firstDrawSurf ; i < numMapDrawSurfs ; i++ ) {
|
|
ds = &mapDrawSurfs[i];
|
|
if ( !ds->numVerts ) {
|
|
continue; // leftover from a surface subdivision
|
|
}
|
|
if ( ds->miscModel ) {
|
|
continue;
|
|
}
|
|
if ( !ds->patch ) {
|
|
VectorCopy( mapplanes[ds->side->planenum].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;
|
|
}
|
|
}
|
|
if ( j == numSortShaders ) {
|
|
if ( numSortShaders >= MAX_MAP_SHADERS ) {
|
|
Error( "MAX_MAP_SHADERS" );
|
|
}
|
|
surfsOnShader[j] = ds;
|
|
numSortShaders++;
|
|
}
|
|
}
|
|
qprintf( "%5i unique shaders\n", numSortShaders );
|
|
|
|
// for each shader, allocate lightmaps for each surface
|
|
|
|
// numLightmaps = 0;
|
|
// PrepareNewLightmap();
|
|
|
|
for ( i = 0 ; i < numSortShaders ; i++ ) {
|
|
si = surfsOnShader[i]->shaderInfo;
|
|
|
|
for ( ds = surfsOnShader[i] ; ds ; ds = ds->nextOnShader ) {
|
|
// some surfaces don't need lightmaps allocated for them
|
|
if ( si->surfaceFlags & SURF_NOLIGHTMAP ) {
|
|
ds->lightmapNum = -1;
|
|
} else if ( si->surfaceFlags & SURF_POINTLIGHT ) {
|
|
ds->lightmapNum = -3;
|
|
} else {
|
|
AllocateLightmapForSurface( ds );
|
|
}
|
|
}
|
|
}
|
|
|
|
qprintf( "%7i exact lightmap texels\n", c_exactLightmap );
|
|
qprintf( "%7i block lightmap texels\n", numLightmaps * LIGHTMAP_WIDTH*LIGHTMAP_HEIGHT );
|
|
}
|
|
|
|
|
|
|