#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", "9", "number of raytrace tests done per lightmap pixel"};
-cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of raytrace tests done per vertex"};
-cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "16", "number of raytrace tests done per lightgrid cell"};
-cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "32", "number of raytrace tests done per lightmap pixel"};
-cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "32", "number of raytrace tests done per vertex"};
-cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "128", "number of raytrace tests done per lightgrid cell"};
+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;
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)
{
CL_KeepaliveMessage(false);
}
// free the allocated buffer
- if (edgehashentries != edgehashentriesbuffer)
- Mem_Free(edgehashentries);
+ Mem_Free(edgehashentries);
}
#else
// very slow but simple way
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
end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
if(memcmp(start, start2, end - start))
- Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
+ Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
else
Con_DPrintf("Shader '%s' already defined\n", shader->name);
return;
strlcpy(shader.name, com_token, sizeof(shader.name));
if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
{
- Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
+ Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
break;
}
while (COM_ParseToken_QuakeC(&text, false))
}
//for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
// parameter[j][0] = 0;
- if (developer.integer >= 100)
+ if (developer_insane.integer)
{
- Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
+ Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
for (j = 0;j < numparameters;j++)
- Con_Printf(" %s", parameter[j]);
- Con_Print("\n");
+ Con_DPrintf(" %s", parameter[j]);
+ Con_DPrint("\n");
}
if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
{
shader.textureblendalpha = true;
}
}
- layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+ layer->texflags = TEXF_ALPHA;
if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
layer->texflags |= TEXF_MIPMAP;
if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
// parameter[j][0] = 0;
if (fileindex == 0 && !strcasecmp(com_token, "}"))
break;
- if (developer.integer >= 100)
+ if (developer_insane.integer)
{
- Con_Printf("%s: ", shader.name);
+ Con_DPrintf("%s: ", shader.name);
for (j = 0;j < numparameters;j++)
- Con_Printf(" %s", parameter[j]);
- Con_Print("\n");
+ Con_DPrintf(" %s", parameter[j]);
+ Con_DPrint("\n");
}
if (numparameters < 1)
continue;
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)
{
}
else if (!strcmp(texture->name, "noshader") || !texture->name[0])
{
- if (developer.integer >= 100)
- Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
+ if (developer_extra.integer)
+ Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
texture->surfaceparms = 0;
}
else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
{
- if (developer.integer >= 100)
- Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
+ if (developer_extra.integer)
+ Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
texture->surfaceparms = 0;
texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
}
else
{
- if (developer.integer >= 100)
- Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
+ if (developer_extra.integer)
+ Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
texture->surfaceparms = 0;
if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
{
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
static void Mod_BuildVBOs(void)
{
- if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
+ if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
{
int i;
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
}
}
- 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
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;
}
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;
#define MAX_LIGHTMAPSAMPLES 64
static int mod_generatelightmaps_numoffsets[3];
static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
-extern void R_SampleRTLights(const float *pos, float *sample, int numoffsets, const float *offsets);
+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)
+{
+ 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;
+ float 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;
+ float 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)
+}
-static void Mod_GenerateLightmaps_SamplePoint(const float *pos, float *sample, int numoffsets, const float *offsets)
+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;
- R_SampleRTLights(pos, sample, numoffsets, offsets);
+ 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 color[3];
float dir[3];
float f;
- Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
+ 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);
+ //VectorAdd(dir, normal, dir);
+ //VectorNormalize(dir);
f = DotProduct(dir, normal);
- f = max(0, f) * 127.5f;
+ 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);
static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
{
float sample[5*3];
- Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
+ Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
VectorCopy(sample, vertex_color);
}
float ambient[3];
float diffuse[3];
float dir[3];
- Mod_GenerateLightmaps_SamplePoint(pos, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
+ 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);
- // scale the ambient from 0-2 to 0-255
- VectorScale(sample, 127.5f, ambient);
// 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]) * 127.5f;
- diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10]) * 127.5f;
- diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11]) * 127.5f;
+ 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->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->diffuseyaw = 0;s->diffusepitch = 0;}
- else if (dir[2] <= -0.99f) {s->diffuseyaw = 0;s->diffusepitch = 128;}
- else {s->diffuseyaw = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffusepitch = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
+ 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)
}
}
-static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
-{
-}
-
-static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
-{
-}
-
static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
{
msurface_t *surface;
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;
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;
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)
{
- samplecenter[axis1] = x*lmiscale[0] + triangle->lmbase[0];
- samplecenter[axis2] = y*lmiscale[1] + triangle->lmbase[1];
+ 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);
for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
{
- 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);
+ 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, 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, NULL);
}
if (lightmappixels)