*/
#define LIGHTMAP_RESERVE_COUNT 1
-static void FindOutLightmaps( rawLightmap_t *lm ){
+static void FindOutLightmaps( rawLightmap_t *lm, qboolean fastAllocate ){
int i, j, k, lightmapNum, xMax, yMax, x = -1, y = -1, sx, sy, ox, oy, offset;
outLightmap_t *olm;
surfaceInfo_t *info;
vec3_t color, direction;
byte *pixel;
qboolean ok;
+ int xIncrement, yIncrement;
/* set default lightmap number (-3 = LIGHTMAP_BY_VERTEX) */
continue;
}
+ /* if fast allocation, skip lightmap files that are more than 90% complete */
+ if ( fastAllocate == qtrue ) {
+ if (olm->freeLuxels < (olm->customWidth * olm->customHeight) / 10) {
+ continue;
+ }
+ }
+
/* don't store non-custom raw lightmaps on custom bsp lightmaps */
if ( olm->customWidth != lm->customWidth ||
olm->customHeight != lm->customHeight ) {
yMax = ( olm->customHeight - lm->h ) + 1;
}
+ /* if fast allocation, do not test allocation on every pixels, especially for large lightmaps */
+ if ( fastAllocate == qtrue ) {
+ xIncrement = MAX(1, lm->w / 15);
+ yIncrement = MAX(1, lm->h / 15);
+ }
+ else {
+ xIncrement = 1;
+ yIncrement = 1;
+ }
+
/* walk the origin around the lightmap */
- for ( y = 0; y < yMax; y++ )
+ for ( y = 0; y < yMax; y += yIncrement )
{
- for ( x = 0; x < xMax; x++ )
+ for ( x = 0; x < xMax; x += xIncrement )
{
/* find a fine tract of lauhnd */
ok = TestOutLightmapStamp( lm, lightmapNum, olm, x, y );
/* get min number of surfaces */
min = ( alm->numLightSurfaces < blm->numLightSurfaces ? alm->numLightSurfaces : blm->numLightSurfaces );
+ /* compare size, allocate bigger first */
+ diff = ( blm->w * blm->h ) - ( alm->w * alm->h );
+ if ( diff != 0 ) {
+ return diff;
+ }
+
/* iterate */
for ( i = 0; i < min; i++ )
{
return diff;
}
- /* compare size */
- diff = ( blm->w * blm->h ) - ( alm->w * alm->h );
- if ( diff != 0 ) {
- return diff;
- }
-
/* must be equivalent */
return 0;
}
stores the surface lightmaps into the bsp as byte rgb triplets
*/
-void StoreSurfaceLightmaps( void ){
+void StoreSurfaceLightmaps( qboolean fastAllocate ){
int i, j, k, x, y, lx, ly, sx, sy, *cluster, mappedSamples;
int style, size, lightmapNum, lightmapNum2;
float *normal, *luxel, *bspLuxel, *bspLuxel2, *radLuxel, samples, occludedSamples;
for ( i = 0; i < numRawLightmaps; i++ )
{
lm = &rawLightmaps[ sortLightmaps[ i ] ];
- FindOutLightmaps( lm );
+ FindOutLightmaps( lm, fastAllocate );
}
/* set output numbers in twinned lightmaps */