/* Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2002-2007 Victor Luchits This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_light.c #include "r_local.h" #include "mathlib.h" #include "matrix_lib.h" /* ============================================================================= DYNAMIC LIGHTS ============================================================================= */ /* ============= R_RecursiveLightNode ============= */ void R_RecursiveLightNode( dlight_t *light, int bit, mnode_t *node ) { float dist; msurface_t *surf; cplane_t *splitplane; int i, sidebit; if( !node->plane ) return; splitplane = node->plane; if( splitplane->type < 3 ) dist = light->origin[splitplane->type] - splitplane->dist; else dist = DotProduct( light->origin, splitplane->normal ) - splitplane->dist; if( dist > light->intensity ) { R_RecursiveLightNode( light, bit, node->children[0] ); return; } if( dist < -light->intensity ) { R_RecursiveLightNode( light, bit, node->children[1] ); return; } // mark the polygons surf = node->firstface; for( i = 0; i < node->numfaces; i++, surf++ ) { if( surf->plane->type < 3 ) dist = light->origin[surf->plane->type] - surf->plane->dist; else dist = DotProduct( light->origin, surf->plane->normal ) - surf->plane->dist; if( dist >= 0 ) sidebit = 0; else sidebit = SURF_PLANEBACK; if(( surf->flags & SURF_PLANEBACK ) != sidebit ) continue; if( surf->dlightFrame != r_framecount ) { surf->dlightBits = bit; // was 0 surf->dlightFrame = r_framecount; } else surf->dlightBits |= bit; } R_RecursiveLightNode( light, bit, node->children[0] ); R_RecursiveLightNode( light, bit, node->children[1] ); } /* ============= R_SurfPotentiallyLit ============= */ bool R_SurfPotentiallyLit( msurface_t *surf ) { ref_shader_t *shader; if( surf->flags & ( SURF_DRAWSKY|SURF_DRAWTURB )) return false; if( !surf->samples ) return false; shader = surf->shader; if( shader->flags & SHADER_SKYPARMS || shader->type == SHADER_FLARE || !shader->num_stages ) return false; return true; } /* ============= R_LightBounds ============= */ void R_LightBounds( const vec3_t origin, float intensity, vec3_t mins, vec3_t maxs ) { VectorSet( mins, origin[0] - intensity, origin[1] - intensity, origin[2] - intensity ); VectorSet( maxs, origin[0] + intensity, origin[1] + intensity, origin[2] + intensity ); } /* ================= R_MarkLights ================= */ void R_MarkLights( uint clipflags ) { dlight_t *dl; int l; if( !r_dynamiclight->integer || !r_numDlights ) return; for( l = 0, dl = r_dlights; l < r_numDlights; l++, dl++ ) { if( R_CullSphere( dl->origin, dl->intensity, clipflags )) continue; R_RecursiveLightNode( dl, BIT( l ), r_worldbrushmodel->nodes ); } } //=================================================================== static ref_shader_t *r_coronaShader; /* ================= R_InitCoronas ================= */ void R_InitCoronas( void ) { r_coronaShader = R_LoadShader( "*corona", SHADER_FLARE, true, TF_NOMIPMAP|TF_NOPICMIP|TF_UNCOMPRESSED|TF_CLAMP, SHADER_INVALID ); } /* ================= R_DrawCoronas ================= */ void R_DrawCoronas( void ) { uint i; float dist; dlight_t *light; meshbuffer_t *mb; trace_t tr; if( r_dynamiclight->integer != 2 ) return; for( i = 0, light = r_dlights; i < r_numDlights; i++, light++ ) { dist = RI.vpn[0] * ( light->origin[0] - RI.viewOrigin[0] ) + RI.vpn[1] * ( light->origin[1] - RI.viewOrigin[1] ) + RI.vpn[2] * ( light->origin[2] - RI.viewOrigin[2] ); if( dist < 24.0f ) continue; dist -= light->intensity; R_TraceLine( &tr, light->origin, RI.viewOrigin ); if( tr.flFraction != 1.0f ) continue; mb = R_AddMeshToList( MB_CORONA, NULL, r_coronaShader, -((signed int)i + 1 )); if( mb ) mb->shaderkey |= ( bound( 1, 0x4000 - (uint)dist, 0x4000 - 1 ) << 12 ); } } //=================================================================== /* =============== R_LightForOrigin =============== */ void R_LightForOrigin( const vec3_t origin, vec3_t dir, vec4_t ambient, vec4_t diffuse, float radius ) { int i, j; int k, s; float dot, t[8]; vec3_t vf, vf2, tdir; int vi[3], elem[4]; vec3_t ambientLocal, diffuseLocal; vec_t *gridSize, *gridMins; int *gridBounds; mgridlight_t **lightarray; if( !r_worldmodel || !r_worldbrushmodel->lightgrid || !r_worldbrushmodel->numlightgridelems ) { // get fullbright VectorSet( ambientLocal, 255, 255, 255 ); VectorSet( diffuseLocal, 255, 255, 255 ); VectorSet( dir, 0.5f, 0.2f, -1.0f ); goto dynamic; } else { VectorSet( ambientLocal, 0, 0, 0 ); VectorSet( diffuseLocal, 0, 0, 0 ); } lightarray = r_worldbrushmodel->lightarray; gridSize = r_worldbrushmodel->gridSize; gridMins = r_worldbrushmodel->gridMins; gridBounds = r_worldbrushmodel->gridBounds; for( i = 0; i < 3; i++ ) { vf[i] = ( origin[i] - gridMins[i] ) / gridSize[i]; vi[i] = (int)vf[i]; vf[i] = vf[i] - floor( vf[i] ); vf2[i] = 1.0f - vf[i]; } elem[0] = vi[2] * gridBounds[3] + vi[1] * gridBounds[0] + vi[0]; elem[1] = elem[0] + gridBounds[0]; elem[2] = elem[0] + gridBounds[3]; elem[3] = elem[2] + gridBounds[0]; for( i = 0; i < 4; i++ ) { if( elem[i] < 0 || elem[i] >= ( r_worldbrushmodel->numlightarrayelems - 1 )) { VectorSet( dir, 0.5f, 0.2f, -1.0f ); goto dynamic; } } t[0] = vf2[0] * vf2[1] * vf2[2]; t[1] = vf[0] * vf2[1] * vf2[2]; t[2] = vf2[0] * vf[1] * vf2[2]; t[3] = vf[0] * vf[1] * vf2[2]; t[4] = vf2[0] * vf2[1] * vf[2]; t[5] = vf[0] * vf2[1] * vf[2]; t[6] = vf2[0] * vf[1] * vf[2]; t[7] = vf[0] * vf[1] * vf[2]; VectorClear( dir ); for( i = 0; i < 4; i++ ) { R_LatLongToNorm( lightarray[elem[i]]->direction, tdir ); VectorScale( tdir, t[i *2], tdir ); for( k = 0; k < LM_STYLES && ( s = lightarray[elem[i]]->styles[k] ) != 255; k++ ) { dir[0] += r_lightStyles[s].rgb[0] * tdir[0]; dir[1] += r_lightStyles[s].rgb[1] * tdir[1]; dir[2] += r_lightStyles[s].rgb[2] * tdir[2]; } R_LatLongToNorm( lightarray[elem[i] + 1]->direction, tdir ); VectorScale( tdir, t[i *2+1], tdir ); for( k = 0; k < LM_STYLES && ( s = lightarray[elem[i] + 1]->styles[k] ) != 255; k++ ) { dir[0] += r_lightStyles[s].rgb[0] * tdir[0]; dir[1] += r_lightStyles[s].rgb[1] * tdir[1]; dir[2] += r_lightStyles[s].rgb[2] * tdir[2]; } } for( j = 0; j < 3; j++ ) { if( ambient ) { for( i = 0; i < 4; i++ ) { for( k = 0; k < LM_STYLES; k++ ) { if( ( s = lightarray[elem[i]]->styles[k] ) != 255 ) ambientLocal[j] += t[i*2] * lightarray[elem[i]]->ambient[k][j] * r_lightStyles[s].rgb[j]; if( ( s = lightarray[elem[i] + 1]->styles[k] ) != 255 ) ambientLocal[j] += t[i*2+1] * lightarray[elem[i] + 1]->ambient[k][j] * r_lightStyles[s].rgb[j]; } } } if( diffuse || radius ) { for( i = 0; i < 4; i++ ) { for( k = 0; k < LM_STYLES; k++ ) { if( ( s = lightarray[elem[i]]->styles[k] ) != 255 ) diffuseLocal[j] += t[i*2] * lightarray[elem[i]]->diffuse[k][j] * r_lightStyles[s].rgb[j]; if( ( s = lightarray[elem[i] + 1]->styles[k] ) != 255 ) diffuseLocal[j] += t[i*2+1] * lightarray[elem[i] + 1]->diffuse[k][j] * r_lightStyles[s].rgb[j]; } } } } dynamic: // add dynamic lights if( radius && r_dynamiclight->integer && r_numDlights ) { unsigned int lnum; dlight_t *dl; float dist, dist2, add; vec3_t direction; bool anyDlights = false; for( lnum = 0, dl = r_dlights; lnum < r_numDlights; lnum++, dl++ ) { if( !BoundsAndSphereIntersect( dl->mins, dl->maxs, origin, radius ) ) continue; VectorSubtract( dl->origin, origin, direction ); dist = VectorLength( direction ); if( !dist || dist > dl->intensity + radius ) continue; if( !anyDlights ) { VectorNormalizeFast( dir ); anyDlights = true; } add = 1.0f - (dist / (dl->intensity + radius)); dist2 = add * 0.5f / dist; for( i = 0; i < 3; i++ ) { dot = dl->color[i] * add; diffuseLocal[i] += dot; ambientLocal[i] += dot * 0.05; dir[i] += direction[i] * dist2; } } } VectorNormalizeFast( dir ); if( ambient ) { dot = bound( 0.0f, r_lighting_ambientscale->value, 1.0f ) * ( 1 << mapConfig.pow2MapOvrbr ) * ( 1.0 / 255.0 ); for( i = 0; i < 3; i++ ) { ambient[i] = ambientLocal[i] * dot; ambient[i] = bound( 0, ambient[i], 1 ); } ambient[3] = 1.0f; } if( diffuse ) { dot = bound( 0.0f, r_lighting_directedscale->value, 1.0f ) * ( 1 << mapConfig.pow2MapOvrbr ) * ( 1.0 / 255.0 ); for( i = 0; i < 3; i++ ) { diffuse[i] = diffuseLocal[i] * dot; diffuse[i] = bound( 0, diffuse[i], 1 ); } diffuse[3] = 1.0f; } } /* =============== R_LightForEntity =============== */ void R_LightForEntity( ref_entity_t *e, byte *bArray ) { dlight_t *dl; uint i, lnum; uint dlightbits; float dot, dist; vec3_t lightDirs[MAX_DLIGHTS], direction, temp; vec4_t ambient, diffuse; if(( e->flags & EF_FULLBRIGHT ) || r_fullbright->value ) return; // probably weird shader, see mpteam4 for example if( !e->model || ( e->model->type == mod_brush ) || (e->model->type == mod_world )) return; R_LightForOrigin( e->lightingOrigin, temp, ambient, diffuse, 0 ); if( e->flags & EF_MINLIGHT ) { for( i = 0; i < 3; i++ ) if( ambient[i] > 0.01 ) break; if( i == 3 ) VectorSet( ambient, 0.01f, 0.01f, 0.01f ); } // rotate direction Matrix3x3_Transform( e->axis, temp, direction ); // see if we are affected by dynamic lights dlightbits = 0; if( r_dynamiclight->integer == 1 && r_numDlights ) { for( lnum = 0, dl = r_dlights; lnum < r_numDlights; lnum++, dl++ ) { // translate VectorSubtract( dl->origin, e->origin, lightDirs[lnum] ); dist = VectorLength( lightDirs[lnum] ); if( !dist || dist > dl->intensity + e->model->radius * e->scale ) continue; dlightbits |= ( 1<axis, dir, dlorigin ); intensity8 = dl->intensity * 8 * e->scale; cArray = tempColorsArray[0]; for( i = 0; i < r_backacc.numColors; i++, cArray += 3 ) { VectorSubtract( dlorigin, vertsArray[i], dir ); add = DotProduct( normalsArray[i], dir ); if( add > 0 ) { dot = DotProduct( dir, dir ); add *= ( intensity8 / dot ) * rsqrt( dot ); VectorMA( cArray, add, dl->color, cArray ); } } } cArray = tempColorsArray[0]; for( i = 0; i < r_backacc.numColors; i++, bArray += 4, cArray += 3 ) { bArray[0] = R_FloatToByte( cArray[0] ); bArray[1] = R_FloatToByte( cArray[1] ); bArray[2] = R_FloatToByte( cArray[2] ); } } } /* ======================================================================= LIGHT SAMPLING ======================================================================= */ static vec3_t r_blockLights[LIGHTMAP_TEXTURE_WIDTH*LIGHTMAP_TEXTURE_HEIGHT]; /* ================= R_SetCacheState ================= */ static void R_SetCacheState( msurface_t *surf ) { int map; for( map = 0; map < surf->numstyles; map++ ) surf->cached[map] = r_lightStyles[surf->styles[map]].white; } /* ================= R_AddDynamicLights ================= */ static void R_AddDynamicLights( msurface_t *surf ) { int l, s, t, sd, td; float sl, tl, sacc, tacc; float dist, rad, scale; vec3_t origin, tmp, impact; mtexinfo_t *tex = surf->texinfo; ref_entity_t *e = RI.currententity; cplane_t *plane; dlight_t *dl; float *bl; // invalid entity ? if( !e ) return; for (l = 0, dl = r_dlights; l < r_numDlights; l++, dl++ ) { if( !( surf->dlightBits & ( 1<axis, matrix3x3_identity )) { VectorSubtract( dl->origin, e->origin, tmp ); Matrix3x3_Transform( e->axis, tmp, origin ); } else VectorSubtract( dl->origin, e->origin, origin ); plane = surf->plane; if( plane->type < 3 ) dist = origin[plane->type] - plane->dist; else dist = DotProduct( origin, plane->normal ) - plane->dist; // rad is now the highest intensity on the plane rad = dl->intensity - fabs( dist ); if( rad < 0.0f ) continue; if( plane->type < 3 ) { VectorCopy( origin, impact ); impact[plane->type] -= dist; } else VectorMA( origin, -dist, plane->normal, impact ); sl = DotProduct( impact, tex->vecs[0] ) + tex->vecs[0][3] - surf->textureMins[0]; tl = DotProduct( impact, tex->vecs[1] ) + tex->vecs[1][3] - surf->textureMins[1]; bl = (float *)r_blockLights; for( t = 0, tacc = 0; t < surf->lmHeight; t++, tacc += LM_SAMPLE_SIZE ) { td = tl - tacc; if( td < 0 ) td = -td; for( s = 0, sacc = 0; s < surf->lmWidth; s++, sacc += LM_SAMPLE_SIZE ) { sd = sl - sacc; if( sd < 0 ) sd = -sd; if( sd > td ) dist = sd + (td >> 1); else dist = td + (sd >> 1); if( dist < rad ) { scale = rad - dist; bl[0] += dl->color[0] * scale; bl[1] += dl->color[1] * scale; bl[2] += dl->color[2] * scale; } bl += 3; } } } } /* ================= R_BuildLightmap combine and scale multiple lightmaps into the floating format in r_blockLights ================= */ static void R_BuildLightmap( msurface_t *surf, byte *dest, int stride ) { int i, map, size, s, t; byte *lm; vec3_t scale; float *bl, max; lm = surf->samples; size = surf->lmWidth * surf->lmHeight; if( !lm ) { // set to full bright if no light data for( i = 0, bl = (float *)r_blockLights; i < size; i++, bl += 3 ) { bl[0] = 255; bl[1] = 255; bl[2] = 255; } } else { // add all the lightmaps VectorScale( r_lightStyles[surf->styles[0]].rgb, r_lighting_modulate->value, scale ); for( i = 0, bl = (float *)r_blockLights; i < size; i++, bl += 3, lm += 3 ) { bl[0] = lm[0] * scale[0]; bl[1] = lm[1] * scale[1]; bl[2] = lm[2] * scale[2]; } if( surf->numstyles > 1 ) { for( map = 1; map < surf->numstyles; map++ ) { VectorScale( r_lightStyles[surf->styles[map]].rgb, r_lighting_modulate->value, scale ); for( i = 0, bl = (float *)r_blockLights; i < size; i++, bl += 3, lm += 3 ) { bl[0] += lm[0] * scale[0]; bl[1] += lm[1] * scale[1]; bl[2] += lm[2] * scale[2]; } } } // add all the dynamic lights if( surf->dlightFrame == r_framecount ) R_AddDynamicLights( surf ); } // put into texture format stride -= (surf->lmWidth << 2); bl = (float *)r_blockLights; for( t = 0; t < surf->lmHeight; t++ ) { for( s = 0; s < surf->lmWidth; s++ ) { // catch negative lights if( bl[0] < 0.0f ) bl[0] = 0.0f; if( bl[1] < 0.0f ) bl[1] = 0.0f; if( bl[2] < 0.0f ) bl[2] = 0.0f; // Determine the brightest of the three color components max = VectorMax( bl ); // rescale all the color components if the intensity of the // greatest channel exceeds 255 if( max > 255.0f ) { max = 255.0f / max; dest[0] = bl[0] * max; dest[1] = bl[1] * max; dest[2] = bl[2] * max; dest[3] = 255; } else { dest[0] = bl[0]; dest[1] = bl[1]; dest[2] = bl[2]; dest[3] = 255; } bl += 3; dest += 4; } dest += stride; } } /* ======================================================================= LIGHTSTYLE HANDLING ======================================================================= */ /* ======================= R_AddSuperLightStyle ======================= */ int R_AddSuperLightStyle( const int lightmapNum, const byte *lightmapStyles ) { int i, j; ref_style_t *sls; for( i = 0, sls = tr.superLightStyles; i < tr.numSuperLightStyles; i++, sls++ ) { if( sls->lightmapNum != lightmapNum ) continue; for( j = 0; j < LM_STYLES; j++ ) { if( sls->lightmapStyles[j] != lightmapStyles[j] ) break; } if( j == LM_STYLES ) return i; } if( tr.numSuperLightStyles == MAX_SUPER_STYLES ) Host_Error( "R_AddSuperLightStyle: MAX_SUPERSTYLES limit exceeded\n" ); // create new style sls->features = 0; sls->lightmapNum = lightmapNum; for( j = 0; j < LM_STYLES; j++ ) { sls->lightmapStyles[j] = lightmapStyles[j]; if( j ) { if( lightmapStyles[j] != 255 ) sls->features |= ( MF_LMCOORDS << j ); } } return tr.numSuperLightStyles++; } /* ======================= R_SuperLightStylesCmp Compare function for qsort ======================= */ static int R_SuperLightStylesCmp( ref_style_t *sls1, ref_style_t *sls2 ) { int i; if( sls2->lightmapNum > sls1->lightmapNum ) return 1; else if( sls1->lightmapNum > sls2->lightmapNum ) return -1; for( i = 0; i < LM_STYLES; i++ ) { // compare lightmap styles if( sls2->lightmapStyles[i] > sls1->lightmapStyles[i] ) return 1; else if( sls1->lightmapStyles[i] > sls2->lightmapStyles[i] ) return -1; } return 0; // equal } /* ======================= R_SortSuperLightStyles ======================= */ void R_SortSuperLightStyles( void ) { qsort( tr.superLightStyles, tr.numSuperLightStyles, sizeof( ref_style_t ), ( int ( * )( const void *, const void * ))R_SuperLightStylesCmp ); } /* ======================================================================= LIGHTMAP ALLOCATION ======================================================================= */ typedef struct { int glFormat; int currentNum; int allocated[LIGHTMAP_TEXTURE_WIDTH]; byte buffer[LIGHTMAP_TEXTURE_WIDTH*LIGHTMAP_TEXTURE_HEIGHT*4]; } lmState_t; static lmState_t r_lmState; /* ================= R_UploadLightmap ================= */ static void R_UploadLightmap( void ) { string lmName; rgbdata_t r_image; texture_t *image; if( r_lmState.currentNum == MAX_LIGHTMAPS - 1 ) Host_Error( "R_UploadLightmap: MAX_LIGHTMAPS limit exceeded\n" ); com.snprintf( lmName, sizeof( lmName ), "*lightmap%i", r_lmState.currentNum ); Mem_Set( &r_image, 0, sizeof( r_image )); r_image.width = LIGHTMAP_TEXTURE_WIDTH; r_image.height = LIGHTMAP_TEXTURE_HEIGHT; r_image.type = PF_RGBA_GN; r_image.size = r_image.width * r_image.height * 4; r_image.depth = r_image.numMips = 1; r_image.flags = IMAGE_HAS_COLOR; // FIXME: detecting grayscale lightmaps for quake1 r_image.buffer = r_lmState.buffer; image = R_LoadTexture( lmName, &r_image, 4, TF_LIGHTMAP|TF_NOPICMIP|TF_UNCOMPRESSED|TF_CLAMP|TF_NOMIPMAP ); tr.lightmapTextures[r_lmState.currentNum++] = image; r_lmState.glFormat = image->format; // reset Mem_Set( r_lmState.allocated, 0, sizeof( r_lmState.allocated )); Mem_Set( r_lmState.buffer, 255, sizeof( r_lmState.buffer )); } /* ================= R_AllocLightmapBlock ================= */ static byte *R_AllocLightmapBlock( int width, int height, int *s, int *t ) { int i, j; int best1, best2; best1 = LIGHTMAP_TEXTURE_HEIGHT; for( i = 0; i < LIGHTMAP_TEXTURE_WIDTH - width; i++ ) { best2 = 0; for( j = 0; j < width; j++ ) { if( r_lmState.allocated[i+j] >= best1 ) break; if( r_lmState.allocated[i+j] > best2 ) best2 = r_lmState.allocated[i+j]; } if( j == width ) { // this is a valid spot *s = i; *t = best1 = best2; } } if( best1 + height > LIGHTMAP_TEXTURE_HEIGHT ) return NULL; for( i = 0; i < width; i++ ) r_lmState.allocated[*s + i] = best1 + height; return r_lmState.buffer + (( *t * LIGHTMAP_TEXTURE_WIDTH + *s ) * 4 ); } /* ================= R_BeginBuildingLightmaps ================= */ void R_BeginBuildingLightmaps( void ) { int i; // setup the base lightstyles so the lightmaps won't have to be // regenerated the first time they're seen for( i = 0; i < MAX_LIGHTSTYLES; i++ ) { r_lightStyles[i].white = 3; r_lightStyles[i].rgb[0] = 1; r_lightStyles[i].rgb[1] = 1; r_lightStyles[i].rgb[2] = 1; } // release old lightmaps for( i = 0; i < r_lmState.currentNum; i++ ) { if( tr.lightmapTextures[i] && tr.lightmapTextures[i] != tr.dlightTexture ) R_FreeImage( tr.lightmapTextures[i] ); } r_lmState.currentNum = -1; Mem_Set( tr.lightmapTextures, 0, sizeof( tr.lightmapTextures )); Mem_Set( r_lmState.allocated, 0, sizeof( r_lmState.allocated )); Mem_Set( r_lmState.buffer, 255, sizeof( r_lmState.buffer )); tr.lightmapTextures[DLIGHT_TEXTURE] = tr.dlightTexture; } /* ================= R_EndBuildingLightmaps ================= */ void R_EndBuildingLightmaps( void ) { if( r_lmState.currentNum == -1 ) return; R_UploadLightmap(); } /* ================= R_BuildSurfaceLightmap ================= */ void R_BuildSurfaceLightmap( msurface_t *surf ) { byte *base; if( !( surf->shader->flags & SHADER_HASLIGHTMAP )) return; // no lightmaps base = R_AllocLightmapBlock( surf->lmWidth, surf->lmHeight, &surf->lmS, &surf->lmT ); if( !base ) { if( r_lmState.currentNum != -1 ) R_UploadLightmap(); base = R_AllocLightmapBlock( surf->lmWidth, surf->lmHeight, &surf->lmS, &surf->lmT ); if( !base ) Host_Error( "AllocBlock: full\n" ); } if( r_lmState.currentNum == -1 ) r_lmState.currentNum = 0; surf->lmNum = r_lmState.currentNum; surf->lightmapTexnum = -1; surf->lightmapFrame = r_framecount - 1; R_SetCacheState( surf ); R_BuildLightmap( surf, base, LIGHTMAP_TEXTURE_WIDTH * 4 ); } /* ================= R_UpdateSurfaceLightmap ================= */ void R_UpdateSurfaceLightmap( msurface_t *surf ) { int map; Com_Assert( surf == NULL ); // Don't attempt a surface more than once a frame // FIXME: This is just a nasty work-around at best if( surf->lightmapFrame == r_framecount ) return; surf->lightmapFrame = r_framecount; // is this surface allowed to have a lightmap? if( surf->flags & ( SURF_DRAWSKY|SURF_DRAWTURB )) { surf->lightmapTexnum = -1; return; } // dynamic this frame or dynamic previously if( r_dynamiclight->integer ) { for( map = 0; map < surf->numstyles; map++ ) { if( r_lightStyles[surf->styles[map]].white != surf->cached[map] ) goto update_lightmap; } if( surf->dlightFrame == r_framecount ) goto update_lightmap; } // no need to update surf->lightmapTexnum = surf->lmNum; return; update_lightmap: // update texture R_BuildLightmap( surf, r_lmState.buffer, surf->lmWidth * 4 ); if(( surf->styles[map] >= 32 || surf->styles[map] == 0 ) && surf->dlightFrame != r_framecount ) { R_SetCacheState( surf ); GL_Bind( 0, tr.lightmapTextures[surf->lmNum] ); surf->lightmapTexnum = surf->lmNum; } else { GL_Bind( 0, tr.dlightTexture ); surf->lightmapTexnum = DLIGHT_TEXTURE; } pglTexSubImage2D( GL_TEXTURE_2D, 0, surf->lmS, surf->lmT, surf->lmWidth, surf->lmHeight, r_lmState.glFormat, GL_UNSIGNED_BYTE, r_lmState.buffer ); }