]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
remove some gl functions that are not used
[xonotic/darkplaces.git] / model_shared.c
index 721e92e64fc591964f0d44b8c87b2ae58def5f41..7697fa6ee1ce5ff7d49cfeb80a99de6619df8674 100644 (file)
@@ -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;
 }