X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=7697fa6ee1ce5ff7d49cfeb80a99de6619df8674;hb=66d1df20a5ed5ff954d7bf9db2db23cbe304281a;hp=721e92e64fc591964f0d44b8c87b2ae58def5f41;hpb=1b22fcde9020388846613bf64bd9bab6eac25b27;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index 721e92e6..7697fa6e 100644 --- a/model_shared.c +++ b/model_shared.c @@ -28,9 +28,15 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "polygon.h" cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"}; -cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "16", "lightmap resolution"}; +cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"}; cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"}; cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"}; +cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"}; +cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"}; +cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"}; +cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"}; +cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"}; +cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"}; dp_model_t *loadmodel; @@ -157,6 +163,14 @@ void Mod_Init (void) Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample); Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels); Cvar_RegisterVariable(&mod_generatelightmaps_texturesize); + + Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples); + Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples); + Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples); + Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius); + Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius); + Cvar_RegisterVariable(&mod_generatelightmaps_gridradius); + Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models"); Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model"); Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes"); @@ -641,12 +655,13 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria int element[2]; } edgehashentry_t; - edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash; + static edgehashentry_t *edgehash[TRIANGLEEDGEHASH]; + edgehashentry_t *edgehashentries, *hash; + if (!numtriangles) + return; memset(edgehash, 0, sizeof(edgehash)); - edgehashentries = edgehashentriesbuffer; // if there are too many triangles for the stack array, allocate larger buffer - if (numtriangles > TRIANGLEEDGEHASH) - edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t)); + edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t)); // find neighboring triangles for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3) { @@ -695,8 +710,7 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria CL_KeepaliveMessage(false); } // free the allocated buffer - if (edgehashentries != edgehashentriesbuffer) - Mem_Free(edgehashentries); + Mem_Free(edgehashentries); } #else // very slow but simple way @@ -1132,7 +1146,7 @@ shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtria static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh) { - if (!gl_support_arb_vertex_buffer_object) + if (!vid.support.arb_vertex_buffer_object) return; // element buffer is easy because it's just one array @@ -2054,6 +2068,9 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool texflagsmask &= ~TEXF_COMPRESS; texture->specularscalemod = 1; // unless later loaded from the shader texture->specularpowermod = 1; // unless later loaded from the shader + // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE + // HERE, AND Q1BSP LOADING + // JUST GREP FOR "specularscalemod = 1". if (shader) { @@ -2224,10 +2241,9 @@ nothing GL_ZERO GL_ONE { if (fallback) { - qboolean has_alpha; - if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha))) + if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false))) { - if(has_alpha && (defaulttexflags & TEXF_ALPHA)) + if(texture->skinframes[0]->hasalpha) texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; } else @@ -2479,7 +2495,7 @@ static void Mod_BuildVBOs(void) } } - if (!gl_support_arb_vertex_buffer_object) + if (!vid.support.arb_vertex_buffer_object) return; // element buffer is easy because it's just one array @@ -2929,7 +2945,7 @@ void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int hei state->width = width; state->height = height; state->currentY = 0; - state->rows = Mem_Alloc(tempmempool, state->height * sizeof(*state->rows)); + state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows)); for (y = 0;y < state->height;y++) { state->rows[y].currentX = 0; @@ -3027,34 +3043,320 @@ typedef struct lightmaptriangle_s // 2D modelspace to lightmap coordinate scale float lmscale[2]; float vertex[3][3]; + float mins[3]; + float maxs[3]; } lightmaptriangle_t; +typedef struct lightmaplight_s +{ + float origin[3]; + float radius; + float iradius; + float radius2; + float color[3]; + svbsp_t svbsp; +} +lightmaplight_t; + lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles; -static void Mod_GenerateLightmaps_Sample(const float *pos, const float *normal, float *vertex_color, unsigned char *lm_bgr, unsigned char *lm_dir) +#define MAX_LIGHTMAPSAMPLES 64 +static int mod_generatelightmaps_numoffsets[3]; +static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3]; + +static int mod_generatelightmaps_numlights; +static lightmaplight_t *mod_generatelightmaps_lightinfo; + +static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs) { - -/* - if (mod_generatelightmaps_maxsamples <= mod_generatelightmaps_numsamples) - { - lightmapsample_t *oldsamples = mod_generatelightmaps_samples; - mod_generatelightmaps_maxsamples = max(65536, mod_generatelightmaps_maxsamples * 2); - - - } - sample = &mod_generatelightmaps_samples[mod_generatelightmaps_numsamples++]; - memset(sample, 0, sizeof(*sample)); - sample->pos[0] = pos[0]; - sample->pos[1] = pos[1]; - sample->pos[2] = pos[2]; - sample->normal[0] = normal[0]; - sample->normal[1] = normal[1]; - sample->normal[2] = normal[2]; - sample->vertex_color = vertex_color; - sample->lm_bgr = lm_bgr; - sample->lm_dir = lm_dir; - */ + int surfaceindex; + int triangleindex; + const msurface_t *surface; + const float *vertex3f = model->surfmesh.data_vertex3f; + const int *element3i = model->surfmesh.data_element3i; + const int *e; + double v2[3][3]; + for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++) + { + if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs)) + continue; + if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW) + continue; + for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3) + { + VectorCopy(vertex3f + 3*e[0], v2[0]); + VectorCopy(vertex3f + 3*e[1], v2[1]); + VectorCopy(vertex3f + 3*e[2], v2[2]); + SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0); + } + } +} + +static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo) +{ + int maxnodes = 1<<14; + svbsp_node_t *nodes; + double origin[3]; + float mins[3]; + float maxs[3]; + svbsp_t svbsp; + VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius); + VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius); + VectorCopy(lightinfo->origin, origin); + nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes)); + for (;;) + { + SVBSP_Init(&svbsp, origin, maxnodes, nodes); + Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs); + if (svbsp.ranoutofnodes) + { + maxnodes *= 2; + if (maxnodes >= 1<<22) + { + Mem_Free(nodes); + return; + } + Mem_Free(nodes); + nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes)); + } + else + break; + } + if (svbsp.numnodes > 0) + { + svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes)); + memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes)); + lightinfo->svbsp = svbsp; + } + Mem_Free(nodes); +} + +extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color); +static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model) +{ + int index; + int result; + lightmaplight_t *lightinfo; + float origin[3]; + float radius; + float color[3]; + mod_generatelightmaps_numlights = 0; + for (index = 0;;index++) + { + result = R_Shadow_GetRTLightInfo(index, origin, &radius, color); + if (result < 0) + break; + if (result > 0) + mod_generatelightmaps_numlights++; + } + if (mod_generatelightmaps_numlights > 0) + { + mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo)); + lightinfo = mod_generatelightmaps_lightinfo; + for (index = 0;;index++) + { + result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color); + if (result < 0) + break; + if (result > 0) + lightinfo++; + } + } + for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++) + { + lightinfo->iradius = 1.0f / lightinfo->radius; + lightinfo->radius2 = lightinfo->radius * lightinfo->radius; + // TODO: compute svbsp + Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo); + } +} + +static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model) +{ + int i; + if (mod_generatelightmaps_lightinfo) + { + for (i = 0;i < mod_generatelightmaps_numlights;i++) + if (mod_generatelightmaps_lightinfo[i].svbsp.nodes) + Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes); + Mem_Free(mod_generatelightmaps_lightinfo); + } + mod_generatelightmaps_lightinfo = NULL; + mod_generatelightmaps_numlights = 0; +} + +static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos) +{ + const svbsp_node_t *node; + const svbsp_node_t *nodes = svbsp->nodes; + int num = 0; + while (num >= 0) + { + node = nodes + num; + num = node->children[DotProduct(node->plane, pos) < node->plane[3]]; + } + return num == -1; // true if empty, false if solid (shadowed) +} + +extern cvar_t r_shadow_lightattenuationdividebias; +extern cvar_t r_shadow_lightattenuationlinearscale; +static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets) +{ + int i; + float relativepoint[3]; + float color[3]; + float offsetpos[3]; + float dist; + float dist2; + float intensity; + int offsetindex; + int hits; + int tests; + const lightmaplight_t *lightinfo; + trace_t trace; + for (i = 0;i < 5*3;i++) + sample[i] = 0.0f; + for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++) + { + //R_SampleRTLights(pos, sample, numoffsets, offsets); + VectorSubtract(lightinfo->origin, pos, relativepoint); + // don't accept light from behind a surface, it causes bad shading + if (normal && DotProduct(relativepoint, normal) <= 0) + continue; + dist2 = VectorLength2(relativepoint); + if (dist2 >= lightinfo->radius2) + continue; + dist = sqrt(dist2) * lightinfo->iradius; + intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; + if (intensity <= 0) + continue; + if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0) + { + hits = 0; + tests = 1; + if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos)) + hits++; + for (offsetindex = 1;offsetindex < numoffsets;offsetindex++) + { + VectorAdd(pos, offsets + 3*offsetindex, offsetpos); + if (!normal) + { + // for light grid we'd better check visibility of the offset point + cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK); + if (trace.fraction < 1) + VectorLerp(pos, trace.fraction, offsetpos, offsetpos); + } + tests++; + if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos)) + hits++; + } + if (!hits) + continue; + // scale intensity according to how many rays succeeded + // we know one test is valid, half of the rest will fail... + //if (normal && tests > 1) + // intensity *= (tests - 1.0f) / tests; + intensity *= (float)hits / tests; + } + // scale down intensity to add to both ambient and diffuse + //intensity *= 0.5f; + VectorNormalize(relativepoint); + VectorScale(lightinfo->color, intensity, color); + VectorMA(sample , 0.5f , color, sample ); + VectorMA(sample + 3, relativepoint[0], color, sample + 3); + VectorMA(sample + 6, relativepoint[1], color, sample + 6); + VectorMA(sample + 9, relativepoint[2], color, sample + 9); + // calculate a weighted average light direction as well + intensity *= VectorLength(color); + VectorMA(sample + 12, intensity, relativepoint, sample + 12); + } +} + +static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir) +{ + float sample[5*3]; + float color[3]; + float dir[3]; + float f; + Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]); + //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]); + VectorCopy(sample + 12, dir); + VectorNormalize(dir); + //VectorAdd(dir, normal, dir); + //VectorNormalize(dir); + f = DotProduct(dir, normal); + f = max(0, f) * 255.0f; + VectorScale(sample, f, color); + //VectorCopy(normal, dir); + VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f); + lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f); + lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f); + lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f); + lm_bgr[3] = 255; + lm_dir[0] = (unsigned char)dir[2]; + lm_dir[1] = (unsigned char)dir[1]; + lm_dir[2] = (unsigned char)dir[0]; + lm_dir[3] = 255; +} + +static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color) +{ + float sample[5*3]; + Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]); + VectorCopy(sample, vertex_color); +} + +static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s) +{ + float sample[5*3]; + float ambient[3]; + float diffuse[3]; + float dir[3]; + Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]); + // calculate the direction we'll use to reduce the sample to a directional light source + VectorCopy(sample + 12, dir); + //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]); + VectorNormalize(dir); + // extract the diffuse color along the chosen direction and scale it + diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f; + diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f; + diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f; + // scale the ambient from 0-2 to 0-255 and subtract some of diffuse + VectorScale(sample, 127.5f, ambient); + VectorMA(ambient, -0.333f, diffuse, ambient); + // encode to the grid format + s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f); + s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f); + s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f); + s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f); + s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f); + s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f); + if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;} + else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;} + else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));} +} + +static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model) +{ + float radius[3]; + float temp[3]; + int i, j; + memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets)); + mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer); + mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer); + mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer); + radius[0] = mod_generatelightmaps_lightmapradius.value; + radius[1] = mod_generatelightmaps_vertexradius.value; + radius[2] = mod_generatelightmaps_gridradius.value; + for (i = 0;i < 3;i++) + { + for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++) + { + VectorRandom(temp); + VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]); + } + } } static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model) @@ -3176,6 +3478,8 @@ static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model) msurface_t *surface; int surfaceindex; int i; + int axis; + float normal[3]; const int *e; lightmaptriangle_t *triangle; // generate lightmap triangle structs @@ -3192,65 +3496,35 @@ static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model) VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]); VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]); VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]); - } - } -} - -#if 0 -float lmprojection[3][3][3] = -{ - {{0, 1, 0}, {0, 0, 1}, {1, 0, 0}}, - {{1, 0, 0}, {0, 0, 1}, {0, 1, 0}}, - {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}, -}; -#endif - -static void Mod_GenerateLightmaps_ClassifyTriangles(dp_model_t *model) -{ - msurface_t *surface; - int surfaceindex; - int i; - int axis; - float mins[3]; - float maxs[3]; - float aabbsize[3]; - const int *e; - lightmaptriangle_t *triangle; - - for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++) - { - surface = model->data_surfaces + surfaceindex; - e = model->surfmesh.data_element3i + surface->num_firsttriangle*3; - for (i = 0;i < surface->num_triangles;i++) - { - triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i]; // calculate bounds of triangle - mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0])); - mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1])); - mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2])); - maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0])); - maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1])); - maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2])); - // pick an axial projection based on the shortest dimension of the - // axially aligned bounding box, this is almost equivalent to - // calculating a triangle normal and classifying its primary axis. - // - // one difference is that this method can pick a workable - // projection axis even for a degenerate triangle whose only shape - // is a line (where the chosen projection will always map the line - // to non-zero coordinates in texture space) - VectorSubtract(maxs, mins, aabbsize); + triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0])); + triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1])); + triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2])); + triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0])); + triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1])); + triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2])); + // pick an axial projection based on the triangle normal + TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal); axis = 0; - if (aabbsize[1] < aabbsize[axis]) + if (fabs(normal[1]) > fabs(normal[axis])) axis = 1; - if (aabbsize[2] < aabbsize[axis]) + if (fabs(normal[2]) > fabs(normal[axis])) axis = 2; triangle->axis = axis; } } } -static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) +static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model) +{ + if (mod_generatelightmaps_lightmaptriangles) + Mem_Free(mod_generatelightmaps_lightmaptriangles); + mod_generatelightmaps_lightmaptriangles = NULL; +} + +float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}; + +static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model) { msurface_t *surface; int surfaceindex; @@ -3261,18 +3535,19 @@ static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) int k; int x; int y; + int axis; + int axis1; + int axis2; int retry; int pixeloffset; - int row_numpoints; - int column_numpoints; - float f; - float row_plane[3]; - float column_plane[3]; float trianglenormal[3]; - float clipbuf[5][8][3]; float samplecenter[3]; float samplenormal[3]; - float mins[3]; + float temp[3]; + float lmiscale[2]; + float slopex; + float slopey; + float slopebase; float lmscalepixels; float lmmins; float lmmaxs; @@ -3291,7 +3566,7 @@ static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) model->texturepool = R_AllocTexturePool(); lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value); lm_borderpixels = mod_generatelightmaps_borderpixels.integer; - lm_texturesize = bound(lm_borderpixels*2+1, 64, gl_max_texture_size); + lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d); lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1); Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize); lightmapnumber = 0; @@ -3320,8 +3595,8 @@ static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) { if (j == triangle->axis) continue; - lmmins = floor(mins[j]*lmscalepixels)-lm_borderpixels; - lmmaxs = floor(mins[j]*lmscalepixels)+lm_borderpixels; + lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels; + lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels; triangle->lmsize[k] = (int)(lmmaxs-lmmins); triangle->lmbase[k] = lmmins/lmscalepixels; triangle->lmscale[k] = lmscalepixels; @@ -3335,7 +3610,7 @@ static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) break; // if we haven't maxed out the lightmap size yet, we retry the // entire surface batch... - if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, gl_max_texture_size)) + if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d)) { lm_texturesize *= 2; surfaceindex = -1; @@ -3354,15 +3629,17 @@ static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) Mod_AllocLightmap_Reset(&lmstate); } } + lightmapnumber++; Mod_AllocLightmap_Free(&lmstate); // now together lightmap textures + model->brushq3.deluxemapping_modelspace = true; + model->brushq3.deluxemapping = true; model->brushq3.num_mergedlightmaps = lightmapnumber; model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *)); model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *)); lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4); deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4); - lightmapnumber = 0; for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++) { surface = model->data_surfaces + surfaceindex; @@ -3370,10 +3647,32 @@ static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) for (i = 0;i < surface->num_triangles;i++) { triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i]; - VectorClear(row_plane); - VectorClear(column_plane); - row_plane[triangle->axis] = 1.0f; - column_plane[!triangle->axis] = 1.0f; + TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal); + VectorNormalize(trianglenormal); + VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices + axis = triangle->axis; + axis1 = axis == 0 ? 1 : 0; + axis2 = axis == 2 ? 1 : 2; + lmiscale[0] = 1.0f / triangle->lmscale[0]; + lmiscale[1] = 1.0f / triangle->lmscale[1]; + if (trianglenormal[axis] < 0) + VectorNegate(trianglenormal, trianglenormal); + CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1]; + CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2]; + slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey; + for (j = 0;j < 3;j++) + { + float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2; + t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize; + t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize; +#if 0 + samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0]; + samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1]; + samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase; + Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]); +#endif + } + #if 0 switch (axis) { @@ -3424,37 +3723,16 @@ static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin); #endif #define LM_DIST_EPSILON (1.0f / 32.0f) - TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal); - VectorNormalize(trianglenormal); - PolygonF_QuadForPlane(clipbuf[0][0], trianglenormal[0], trianglenormal[1], trianglenormal[2], DotProduct(trianglenormal, triangle->vertex[0]), model->radius * 2); - VectorCopy(trianglenormal, samplenormal); // FIXME! for (y = 0;y < triangle->lmsize[1];y++) { - row_numpoints = PolygonF_Clip(4 , clipbuf[0][0], row_plane[0], row_plane[1], row_plane[2], triangle->lmbase[1] + y / triangle->lmscale[1] , LM_DIST_EPSILON, 8, clipbuf[1][0]); - if (!row_numpoints) - continue; - row_numpoints = PolygonF_Clip(row_numpoints, clipbuf[1][0], -row_plane[0], -row_plane[1], -row_plane[2], -(triangle->lmbase[1] + (y+1) / triangle->lmscale[1]), LM_DIST_EPSILON, 8, clipbuf[2][0]); - if (!row_numpoints) - continue; - pixeloffset = triangle->lightmapindex * lm_texturesize * lm_texturesize * 4 + (y+triangle->lmoffset[1]) * lm_texturesize * 4 + triangle->lmoffset[0] * 4; + pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4; for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4) { - column_numpoints = PolygonF_Clip(row_numpoints , clipbuf[2][0], column_plane[0], column_plane[1], column_plane[2], triangle->lmbase[0] + x / triangle->lmscale[0] , LM_DIST_EPSILON, 8, clipbuf[3][0]); - if (!column_numpoints) - continue; - column_numpoints = PolygonF_Clip(column_numpoints, clipbuf[3][0], -column_plane[0], -column_plane[1], -column_plane[2], -(triangle->lmbase[0] + (x+1) / triangle->lmscale[0]), LM_DIST_EPSILON, 8, clipbuf[4][0]); - if (!column_numpoints) - continue; - // we now have a polygon fragment in clipbuf[4], we can - // sample its center or subdivide it further for - // antialiasing - VectorClear(samplecenter); - for (j = 0;j < column_numpoints;j++) - VectorAdd(samplecenter, clipbuf[4][j], samplecenter); - f = 1.0f / column_numpoints; - VectorScale(samplecenter, f, samplecenter); - VectorMA(samplecenter, 0.125f, trianglenormal, samplecenter); - Mod_GenerateLightmaps_Sample(samplecenter, samplenormal, NULL, lightmappixels + pixeloffset, deluxemappixels + pixeloffset); + samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0]; + samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1]; + samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase; + VectorMA(samplecenter, 0.125f, samplenormal, samplecenter); + Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset); } } } @@ -3462,8 +3740,8 @@ static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++) { - model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapnumber), lm_texturesize, lm_texturesize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL); - model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapnumber), lm_texturesize, lm_texturesize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL); + model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL); + model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL); } if (lightmappixels) @@ -3477,51 +3755,59 @@ static void Mod_GenerateLightmaps_AllocateLightmaps(dp_model_t *model) e = model->surfmesh.data_element3i + surface->num_firsttriangle*3; if (!surface->num_triangles) continue; - if (model->brushq3.num_mergedlightmaps) - { - lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex; - surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex]; - surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex]; - } - else + lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex; + surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex]; + surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex]; + } +} + +static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model) +{ + int i; + for (i = 0;i < model->surfmesh.num_vertices;i++) + Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i); +} + +static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model) +{ + int x; + int y; + int z; + int index = 0; + float pos[3]; + for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++) + { + pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2]; + for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++) { - surface->lightmaptexture = NULL; - surface->deluxemaptexture = NULL; + pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1]; + for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++) + { + pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0]; + Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index); + } } } } +extern cvar_t mod_q3bsp_nolightmaps; static void Mod_GenerateLightmaps(dp_model_t *model) { //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t)); dp_model_t *oldloadmodel = loadmodel; loadmodel = model; + Mod_GenerateLightmaps_InitSampleOffsets(model); Mod_GenerateLightmaps_DestroyLightmaps(model); Mod_GenerateLightmaps_UnweldTriangles(model); Mod_GenerateLightmaps_CreateTriangleInformation(model); - Mod_GenerateLightmaps_ClassifyTriangles(model); - Mod_GenerateLightmaps_AllocateLightmaps(model); -#if 0 - // stage 1: - // first step is deleting the lightmaps - for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++) - { - surface = model->data_surfaces + surfaceindex; - surface->lightmap = NULL; - surface->deluxemap = NULL; - // add a sample for each vertex of surface - for (i = 0, vertexindex = surface->num_firstvertex;i < surface->num_vertices;i++, vertexindex++) - Mod_GenerateLightmaps_AddSample(model->surfmesh.data_vertex3f + 3*vertexindex, model->surfmesh.data_normal3f + 3*vertexindex, model->surfmesh.data_lightmapcolor4f + 4*vertexindex, NULL, NULL); - // generate lightmaptriangle_t for each triangle of surface - for (i = 0, triangleindex = surface->num_firstvertex;i < surface->num_triangles;i++, triangleindex++) - { - } -#endif - - if (mod_generatelightmaps_lightmaptriangles) - Mem_Free(mod_generatelightmaps_lightmaptriangles); - mod_generatelightmaps_lightmaptriangles = NULL; + Mod_GenerateLightmaps_CreateLights(model); + if(!mod_q3bsp_nolightmaps.integer) + Mod_GenerateLightmaps_CreateLightmaps(model); + Mod_GenerateLightmaps_UpdateVertexColors(model); + Mod_GenerateLightmaps_UpdateLightGrid(model); + Mod_GenerateLightmaps_DestroyLights(model); + Mod_GenerateLightmaps_DestroyTriangleInformation(model); loadmodel = oldloadmodel; }