]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
implemented support for GL_ARB_texture_compression - this is controlled
[xonotic/darkplaces.git] / model_brush.c
index b6b2500630613a5d90d57a9df4421fe73f352bb0..aaafcc151e1b148058557b3f991cfe1195ddc3af 100644 (file)
@@ -1261,7 +1261,7 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
        // if sky isn't the right size, just use it as a solid layer
        if (width != 256 || height != 128)
        {
-               loadmodel->brush.solidskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_solidtexture", width, height, src, bytesperpixel == 4 ? TEXTYPE_RGBA : TEXTYPE_PALETTE, TEXF_PRECACHE, bytesperpixel == 1 ? palette_complete : NULL);
+               loadmodel->brush.solidskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_solidtexture", width, height, src, bytesperpixel == 4 ? TEXTYPE_RGBA : TEXTYPE_PALETTE, TEXF_PRECACHE | (gl_texturecompression_sky.integer ? TEXF_COMPRESS : 0), bytesperpixel == 1 ? palette_complete : NULL);
                loadmodel->brush.alphaskytexture = NULL;
                return;
        }
@@ -1313,8 +1313,8 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
                }
        }
 
-       loadmodel->brush.solidskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_solidtexture", 128, 128, (unsigned char *) solidpixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       loadmodel->brush.alphaskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_alphatexture", 128, 128, (unsigned char *) alphapixels, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+       loadmodel->brush.solidskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_solidtexture", 128, 128, (unsigned char *) solidpixels, TEXTYPE_RGBA, TEXF_PRECACHE | (gl_texturecompression_sky.integer ? TEXF_COMPRESS : 0), NULL);
+       loadmodel->brush.alphaskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_alphatexture", 128, 128, (unsigned char *) alphapixels, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE | (gl_texturecompression_sky.integer ? TEXF_COMPRESS : 0), NULL);
 }
 
 static void Mod_Q1BSP_LoadTextures(lump_t *l)
@@ -1498,9 +1498,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        }
                        else
                        {
-                               skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false);
+                               skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
                                if (!skinframe)
-                                       skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false);
+                                       skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
                                if (!skinframe)
                                {
                                        // did not find external texture, load it from the bsp or wad3
@@ -1517,13 +1517,13 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                                {
                                                        tx->width = image_width;
                                                        tx->height = image_height;
-                                                       skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, false, pixels, image_width, image_height, 32, NULL, NULL);
+                                                       skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false, false, pixels, image_width, image_height, 32, NULL, NULL);
                                                }
                                                if (freepixels)
                                                        Mem_Free(freepixels);
                                        }
                                        else if (mtdata) // texture included
-                                               skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
+                                               skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
                                }
                                // if skinframe is still NULL the "missing" texture will be used
                                if (skinframe)
@@ -2167,13 +2167,14 @@ static qboolean Mod_Q1BSP_AllocLightmapBlock(int *lineused, int totalwidth, int
        return true;
 }
 
+extern cvar_t gl_max_size;
 static void Mod_Q1BSP_LoadFaces(lump_t *l)
 {
        dface_t *in;
        msurface_t *surface;
-       int i, j, count, surfacenum, planenum, smax, tmax, ssize, tsize, firstedge, numedges, totalverts, totaltris, lightmapnumber;
-       float texmins[2], texmaxs[2], val, lightmaptexcoordscale;
-#define LIGHTMAPSIZE 256
+       int i, j, count, surfacenum, planenum, smax, tmax, ssize, tsize, firstedge, numedges, totalverts, totaltris, lightmapnumber, lightmapsize, totallightmapsamples;
+       float texmins[2], texmaxs[2], val;
+#define LIGHTMAPSIZE 1024
        rtexture_t *lightmaptexture, *deluxemaptexture;
        int lightmap_lineused[LIGHTMAPSIZE];
 
@@ -2200,7 +2201,8 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
        lightmaptexture = NULL;
        deluxemaptexture = r_texture_blanknormalmap;
        lightmapnumber = 1;
-       lightmaptexcoordscale = 1.0f / (float)LIGHTMAPSIZE;
+       lightmapsize = bound(256, gl_max_size.integer, LIGHTMAPSIZE);
+       totallightmapsamples = 0;
 
        totalverts = 0;
        totaltris = 0;
@@ -2317,53 +2319,94 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                // check if we should apply a lightmap to this
                if (!(surface->lightmapinfo->texinfo->flags & TEX_SPECIAL) || surface->lightmapinfo->samples)
                {
-                       int i, iu, iv, lightmapx, lightmapy;
-                       float u, v, ubase, vbase, uscale, vscale;
-
                        if (ssize > 256 || tsize > 256)
                                Host_Error("Bad surface extents");
+
+                       if (lightmapsize < ssize)
+                               lightmapsize = ssize;
+                       if (lightmapsize < tsize)
+                               lightmapsize = tsize;
+
+                       totallightmapsamples += ssize*tsize;
+
                        // force lightmap upload on first time seeing the surface
+                       //
+                       // additionally this is used by the later code to see if a
+                       // lightmap is needed on this surface (rather than duplicating the
+                       // logic above)
                        surface->cached_dlight = true;
-                       // stainmap for permanent marks on walls
-                       surface->lightmapinfo->stainsamples = (unsigned char *)Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
-                       // clear to white
-                       memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
+               }
+       }
+
+       // small maps (such as ammo boxes especially) don't need big lightmap
+       // textures, so this code tries to guess a good size based on
+       // totallightmapsamples (size of the lightmaps lump basically), as well as
+       // trying to max out the gl_max_size if there is a lot of lightmap data to
+       // store
+       // additionally, never choose a lightmapsize that is smaller than the
+       // largest surface encountered (as it would fail)
+       // and finally, limit it to the size of our lineused array
+       i = lightmapsize;
+       for (lightmapsize = 64;lightmapsize < LIGHTMAPSIZE && (lightmapsize < i || (lightmapsize < gl_max_size.integer && totallightmapsamples*2 > lightmapsize*lightmapsize));lightmapsize*=2)
+               ;
 
-                       // find a place for this lightmap
-                       if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, LIGHTMAPSIZE, LIGHTMAPSIZE, ssize, tsize, &lightmapx, &lightmapy))
+       // now that we've decided the lightmap texture size, we can do the rest
+       if (cls.state != ca_dedicated)
+       {
+               for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
+               {
+                       // check if we should apply a lightmap to this
+                       if (surface->cached_dlight)
                        {
-                               // allocate a texture pool if we need it
-                               if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
-                                       loadmodel->texturepool = R_AllocTexturePool();
-                               // could not find room, make a new lightmap
-                               lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), LIGHTMAPSIZE, LIGHTMAPSIZE, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
-                               if (loadmodel->brushq1.nmaplightdata)
-                                       deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), LIGHTMAPSIZE, LIGHTMAPSIZE, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
-                               lightmapnumber++;
-                               memset(lightmap_lineused, 0, sizeof(lightmap_lineused));
-                               Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, LIGHTMAPSIZE, LIGHTMAPSIZE, ssize, tsize, &lightmapx, &lightmapy);
-                       }
+                               int i, iu, iv, lightmapx, lightmapy;
+                               float u, v, ubase, vbase, uscale, vscale;
 
-                       surface->lightmaptexture = lightmaptexture;
-                       surface->deluxemaptexture = deluxemaptexture;
-                       surface->lightmapinfo->lightmaporigin[0] = lightmapx;
-                       surface->lightmapinfo->lightmaporigin[1] = lightmapy;
+                               smax = surface->lightmapinfo->extents[0] >> 4;
+                               tmax = surface->lightmapinfo->extents[1] >> 4;
+                               ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+                               tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
 
-                       ubase = lightmapx * lightmaptexcoordscale;
-                       vbase = lightmapy * lightmaptexcoordscale;
-                       uscale = lightmaptexcoordscale;
-                       vscale = lightmaptexcoordscale;
+                               // stainmap for permanent marks on walls
+                               surface->lightmapinfo->stainsamples = (unsigned char *)Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
+                               // clear to white
+                               memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
 
-                       for (i = 0;i < surface->num_vertices;i++)
-                       {
-                               u = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
-                               v = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
-                               (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
-                               (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
-                               // LordHavoc: calc lightmap data offset for vertex lighting to use
-                               iu = (int) u;
-                               iv = (int) v;
-                               (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
+                               // find a place for this lightmap
+                               if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy))
+                               {
+                                       // allocate a texture pool if we need it
+                                       if (loadmodel->texturepool == NULL)
+                                               loadmodel->texturepool = R_AllocTexturePool();
+                                       // could not find room, make a new lightmap
+                                       lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                                       if (loadmodel->brushq1.nmaplightdata)
+                                               deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                                       lightmapnumber++;
+                                       memset(lightmap_lineused, 0, sizeof(lightmap_lineused));
+                                       Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy);
+                               }
+
+                               surface->lightmaptexture = lightmaptexture;
+                               surface->deluxemaptexture = deluxemaptexture;
+                               surface->lightmapinfo->lightmaporigin[0] = lightmapx;
+                               surface->lightmapinfo->lightmaporigin[1] = lightmapy;
+
+                               uscale = 1.0f / (float)lightmapsize;
+                               vscale = 1.0f / (float)lightmapsize;
+                               ubase = lightmapx * uscale;
+                               vbase = lightmapy * vscale;
+
+                               for (i = 0;i < surface->num_vertices;i++)
+                               {
+                                       u = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
+                                       v = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
+                                       (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
+                                       (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
+                                       // LordHavoc: calc lightmap data offset for vertex lighting to use
+                                       iu = (int) u;
+                                       iv = (int) v;
+                                       (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
+                               }
                        }
                }
        }
@@ -4453,9 +4496,9 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                                for (mergeheight = 1;mergewidth*mergeheight < j && mergeheight < (1 << power);mergeheight *= 2)
                                        ;
                                Con_DPrintf("lightmap merge texture #%i is %ix%i (%i of %i used)\n", lightmapindex, mergewidth*128, mergeheight*128, min(j, mergewidth*mergeheight), mergewidth*mergeheight);
-                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL);
                                if (loadmodel->brushq3.data_deluxemaps)
-                                       loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                                       loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL);
                        }
                        mergewidth = R_TextureWidth(loadmodel->brushq3.data_lightmaps[lightmapindex]) / 128;
                        mergeheight = R_TextureHeight(loadmodel->brushq3.data_lightmaps[lightmapindex]) / 128;
@@ -4473,9 +4516,9 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                        // figure out which merged lightmap texture this fits into
                        int lightmapindex = i >> loadmodel->brushq3.deluxemapping;
                        if (loadmodel->brushq3.deluxemapping && (i & 1))
-                               loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                               loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL);
                        else
-                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL);
                }
        }
 }