GL3: Theoretically support 4 lightmaps with styles (in shaders)

practically those lightmaps must be created and uploaded as textures
etc
This commit is contained in:
Daniel Gibson 2017-03-18 20:02:31 +01:00
parent e6a534aef2
commit f3c78fb1c5
7 changed files with 62 additions and 85 deletions

View File

@ -145,7 +145,13 @@ GL3_BindLightmap(int lightmapnum)
gl3state.currentlightmap = lightmapnum;
GL3_SelectTMU(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gl3state.lightmap_textureIDs[lightmapnum]);
glBindTexture(GL_TEXTURE_2D, gl3state.lightmap_textureIDs[lightmapnum][0]);
GL3_SelectTMU(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gl3state.lightmap_textureIDs[lightmapnum][1]);
GL3_SelectTMU(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, gl3state.lightmap_textureIDs[lightmapnum][2]);
GL3_SelectTMU(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, gl3state.lightmap_textureIDs[lightmapnum][3]);
}
/*

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@ -406,7 +406,6 @@ GL3_BuildLightMap(msurface_t *surf, byte *dest, int stride)
int i, j, size;
byte *lightmap;
float scale[4];
int nummaps;
float *bl;
if (surf->texinfo->flags &
@ -435,59 +434,14 @@ GL3_BuildLightMap(msurface_t *surf, byte *dest, int stride)
goto store;
}
/* count the # of maps */
for (nummaps = 0; nummaps < MAXLIGHTMAPS && surf->styles[nummaps] != 255;
nummaps++)
{
}
lightmap = surf->samples;
/* add all the lightmaps */
if (nummaps == 1)
{
int maps;
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++)
{
bl = s_blocklights;
for (i = 0; i < 3; i++)
{
scale[i] = gl_modulate->value *
gl3_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
}
if ((scale[0] == 1.0F) &&
(scale[1] == 1.0F) &&
(scale[2] == 1.0F))
{
for (i = 0; i < size; i++, bl += 3)
{
bl[0] = lightmap[i * 3 + 0];
bl[1] = lightmap[i * 3 + 1];
bl[2] = lightmap[i * 3 + 2];
}
}
else
{
for (i = 0; i < size; i++, bl += 3)
{
bl[0] = lightmap[i * 3 + 0] * scale[0];
bl[1] = lightmap[i * 3 + 1] * scale[1];
bl[2] = lightmap[i * 3 + 2] * scale[2];
}
}
lightmap += size * 3; /* skip to next lightmap */
}
}
else
{
int maps;
memset(s_blocklights, 0, sizeof(s_blocklights[0]) * size * 3);
lightmap = surf->samples;
for (maps = 0; maps < MAXLIGHTMAPS && surf->styles[maps] != 255; maps++)
{
bl = s_blocklights;
@ -498,26 +452,12 @@ GL3_BuildLightMap(msurface_t *surf, byte *dest, int stride)
gl3_newrefdef.lightstyles[surf->styles[maps]].rgb[i];
}
if ((scale[0] == 1.0F) &&
(scale[1] == 1.0F) &&
(scale[2] == 1.0F))
{
for (i = 0; i < size; i++, bl += 3)
{
bl[0] += lightmap[i * 3 + 0];
bl[1] += lightmap[i * 3 + 1];
bl[2] += lightmap[i * 3 + 2];
}
}
else
{
for (i = 0; i < size; i++, bl += 3)
{
bl[0] += lightmap[i * 3 + 0] * scale[0];
bl[1] += lightmap[i * 3 + 1] * scale[1];
bl[2] += lightmap[i * 3 + 2] * scale[2];
}
}
lightmap += size * 3; /* skip to next lightmap */
}

View File

@ -53,8 +53,8 @@ GL3_LM_UploadBlock(qboolean dynamic)
texture = gl3_lms.current_lightmap_texture;
}
GL3_SelectTMU(GL_TEXTURE1);
GL3_BindLightmap(texture);
GL3_SelectTMU(GL_TEXTURE1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

View File

@ -515,7 +515,7 @@ GL3_Init(void)
}
// generate texture handles for all possible lightmaps
glGenTextures(MAX_LIGHTMAPS, gl3state.lightmap_textureIDs);
glGenTextures(MAX_LIGHTMAPS*MAX_LIGHTMAPS_PER_SURFACE, gl3state.lightmap_textureIDs[0]);
GL3_SetDefaultState();

View File

@ -332,8 +332,6 @@ static const char* vertexSrc3DlmOnly = MULTILINE_STRING(
static const char* fragmentSrc3D = MULTILINE_STRING(
// it gets attributes and uniforms from fragmentCommon3D
// TODO: will prolly need another version of this without lightmap,
// also shaders for that for flow (and more?) for translucent things that have no lightmap
uniform sampler2D tex;
@ -351,11 +349,15 @@ static const char* fragmentSrc3D = MULTILINE_STRING(
static const char* fragmentSrc3Dlm = MULTILINE_STRING(
// it gets attributes and uniforms from fragmentCommon3D
// TODO: will prolly need another version of this without lightmap,
// also shaders for that for flow (and more?) for translucent things that have no lightmap
uniform sampler2D tex;
uniform sampler2D lightmap;
uniform sampler2D lightmap0;
uniform sampler2D lightmap1;
uniform sampler2D lightmap2;
uniform sampler2D lightmap3;
uniform vec4 lmScales[4];
in vec2 passLMcoord;
@ -363,12 +365,15 @@ static const char* fragmentSrc3Dlm = MULTILINE_STRING(
{
vec4 texel = texture(tex, passTexCoord);
// apply intensity
texel.rgb *= intensity;
// apply lightmap
vec4 lmTex = texture(lightmap, passLMcoord);
vec4 lmTex = texture(lightmap0, passLMcoord) * lmScales[0];
lmTex += texture(lightmap1, passLMcoord) * lmScales[1];
lmTex += texture(lightmap2, passLMcoord) * lmScales[2];
lmTex += texture(lightmap3, passLMcoord) * lmScales[3];
lmTex.rgb *= overbrightbits;
outColor = lmTex*texel;
outColor.rgb = pow(outColor.rgb, vec3(gamma)); // apply gamma correction to result
@ -599,6 +604,7 @@ initShader2D(gl3ShaderInfo_t* shaderInfo, const char* vertSrc, const char* fragS
//shaderInfo->uniColor = shaderInfo->uniProjMatrix = shaderInfo->uniModelViewMatrix = -1;
shaderInfo->shaderProgram = 0;
shaderInfo->uniLmScales = -1;
shaders2D[0] = CompileShader(GL_VERTEX_SHADER, vertSrc, NULL);
if(shaders2D[0] == 0) return false;
@ -681,6 +687,7 @@ initShader3D(gl3ShaderInfo_t* shaderInfo, const char* vertSrc, const char* fragS
{
GLuint shaders3D[2] = {0};
GLuint prog = 0;
int i=0;
if(shaderInfo->shaderProgram != 0)
{
@ -689,6 +696,7 @@ initShader3D(gl3ShaderInfo_t* shaderInfo, const char* vertSrc, const char* fragS
}
shaderInfo->shaderProgram = 0;
shaderInfo->uniLmScales = -1;
shaders3D[0] = CompileShader(GL_VERTEX_SHADER, vertexCommon3D, vertSrc);
if(shaders3D[0] == 0) return false;
@ -751,16 +759,34 @@ initShader3D(gl3ShaderInfo_t* shaderInfo, const char* vertSrc, const char* fragS
goto err_cleanup;
}
// make sure texture is GL_TEXTURE0 and lightmap is GL_TEXTURE1
// make sure texture is GL_TEXTURE0
GLint texLoc = glGetUniformLocation(prog, "tex");
if(texLoc != -1)
{
glUniform1i(texLoc, 0);
}
GLint lmLoc = glGetUniformLocation(prog, "lightmap");
// .. and the 4 lightmap texture use GL_TEXTURE1..4
for(i=0; i<4; ++i)
{
char lmName[10] = "lightmapX";
lmName[8] = '0'+i;
GLint lmLoc = glGetUniformLocation(prog, lmName);
if(lmLoc != -1)
{
glUniform1i(lmLoc, 1);
glUniform1i(lmLoc, i+1); // lightmap0 belongs to GL_TEXTURE1, lightmap1 to GL_TEXTURE2 etc
}
}
GLint lmScalesLoc = glGetUniformLocation(prog, "lmScales");
shaderInfo->uniLmScales = lmScalesLoc;
if(lmScalesLoc != -1)
{
GLfloat scales[4][4] = {0};
for(i=0; i<4; ++i) scales[0][i] = 1.0f;
glUniform4fv(lmScalesLoc, 4, scales[0]);
}
shaderInfo->shaderProgram = prog;

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@ -305,7 +305,7 @@ BlendLightmaps(void)
msurface_t *surf, *newdrawsurf = 0;
return; // XXX: remove the whole function
#if 0
/* don't bother if we're set to fullbright */
if (gl_fullbright->value)
{
@ -490,6 +490,7 @@ BlendLightmaps(void)
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(1);
#endif // 0
}
static void
@ -550,6 +551,8 @@ RenderBrushPoly(msurface_t *fa)
// R_TexEnv(GL_REPLACE); TODO!
}
// TODO: bind all the lightmaps
GL3_BindLightmap(fa->lightmaptexturenum);
if (fa->texinfo->flags & SURF_FLOWING)
@ -594,7 +597,7 @@ RenderBrushPoly(msurface_t *fa)
// TODO: 2D texture array für lightmaps?
if (is_dynamic)
{
if (((fa->styles[maps] >= 32) ||
/*if (((fa->styles[maps] >= 32) ||
(fa->styles[maps] == 0)) &&
(fa->dlightframe != gl3_framecount))
{
@ -619,7 +622,7 @@ RenderBrushPoly(msurface_t *fa)
fa->lightmapchain = gl3_lms.lightmap_surfaces[fa->lightmaptexturenum];
gl3_lms.lightmap_surfaces[fa->lightmaptexturenum] = fa;
}
else
else*/
{
// dynamic lights: add to dynamic lightmap chain
fa->lightmapchain = gl3_lms.lightmap_surfaces[0];

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@ -106,6 +106,7 @@ typedef struct
typedef struct
{
GLuint shaderProgram;
GLint uniLmScales;
} gl3ShaderInfo_t;
typedef struct
@ -144,7 +145,8 @@ enum {
BLOCK_WIDTH = 128,
BLOCK_HEIGHT = 128,
LIGHTMAP_BYTES = 4,
MAX_LIGHTMAPS = 128
MAX_LIGHTMAPS = 128,
MAX_LIGHTMAPS_PER_SURFACE = MAXLIGHTMAPS // 4
};
typedef struct
@ -160,7 +162,7 @@ typedef struct
// "So color textures start at 0, the dynamic lightmap texture is always 1024 and the static lighmap are 1025 up to 1036."
// yes, dynamic lightmap is 1024, but I think there can be 127 dynamic lightmaps (MAX_LIGHTMAPS == 128)
//int lightmap_textures;
GLuint lightmap_textureIDs[MAX_LIGHTMAPS]; // instead of lightmap_textures+i use lightmap_textureIDs[i]
GLuint lightmap_textureIDs[MAX_LIGHTMAPS][MAX_LIGHTMAPS_PER_SURFACE]; // instead of lightmap_textures+i use lightmap_textureIDs[i]
//int currenttextures[2];
GLuint currenttexture; // bound to GL_TEXTURE0