mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-15 21:50:59 +01:00
297 lines
6.9 KiB
C
297 lines
6.9 KiB
C
#include "vk_lightmap.h"
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#include "vk_common.h"
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#include "vk_textures.h"
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#include "vk_cvar.h"
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#include "com_strings.h"
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#include "xash3d_mathlib.h"
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#include "protocol.h"
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#include <memory.h>
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typedef struct
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{
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int allocated[BLOCK_SIZE_MAX];
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int current_lightmap_texture;
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//msurface_t *dynamic_surfaces;
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//msurface_t *lightmap_surfaces[MAX_LIGHTMAPS];
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byte lightmap_buffer[BLOCK_SIZE_MAX*BLOCK_SIZE_MAX*4];
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} gllightmapstate_t;
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static gllightmapstate_t gl_lms;
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xvk_lightmap_state_t g_lightmap;
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// TODO this doesn't really need to be this huge
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static uint r_blocklights[BLOCK_SIZE_MAX*BLOCK_SIZE_MAX*3]; // This is just a temp HDR-ish buffer for lightmap generation
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static void LM_InitBlock( void )
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{
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memset( gl_lms.allocated, 0, sizeof( gl_lms.allocated ));
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}
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static int LM_AllocBlock( int w, int h, int *x, int *y )
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{
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int i, j;
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int best, best2;
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best = BLOCK_SIZE;
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for( i = 0; i < BLOCK_SIZE - w; i++ )
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{
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best2 = 0;
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for( j = 0; j < w; j++ )
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{
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if( gl_lms.allocated[i+j] >= best )
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break;
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if( gl_lms.allocated[i+j] > best2 )
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best2 = gl_lms.allocated[i+j];
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}
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if( j == w )
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{
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// this is a valid spot
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*x = i;
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*y = best = best2;
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}
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}
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if( best + h > BLOCK_SIZE )
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return false;
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for( i = 0; i < w; i++ )
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gl_lms.allocated[*x + i] = best + h;
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return true;
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}
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static void LM_UploadDynamicBlock( void )
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{
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int height = 0, i;
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for( i = 0; i < BLOCK_SIZE; i++ )
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{
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if( gl_lms.allocated[i] > height )
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height = gl_lms.allocated[i];
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}
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gEngine.Con_Printf(S_ERROR "VK NOT IMPLEMENTED %s\n", __FUNCTION__);
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//pglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, BLOCK_SIZE, height, GL_RGBA, GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer );
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}
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static void LM_UploadBlock( qboolean dynamic )
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{
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int i;
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if( dynamic )
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{
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int height = 0;
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for( i = 0; i < BLOCK_SIZE; i++ )
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{
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if( gl_lms.allocated[i] > height )
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height = gl_lms.allocated[i];
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}
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gEngine.Con_Printf(S_ERROR "VK NOT IMPLEMENTED %s dynamic \n", __FUNCTION__);
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/* GL_Bind( XASH_TEXTURE0, gl_lms.dlightTexture ); */
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/* pglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, BLOCK_SIZE, height, GL_RGBA, GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer ); */
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}
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else
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{
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rgbdata_t r_lightmap;
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char lmName[16];
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i = gl_lms.current_lightmap_texture;
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// upload static lightmaps only during loading
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memset( &r_lightmap, 0, sizeof( r_lightmap ));
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Q_snprintf( lmName, sizeof( lmName ), "*lightmap%i", i );
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r_lightmap.width = BLOCK_SIZE;
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r_lightmap.height = BLOCK_SIZE;
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r_lightmap.type = PF_RGBA_32;
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r_lightmap.size = r_lightmap.width * r_lightmap.height * 4;
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r_lightmap.flags = IMAGE_HAS_COLOR;
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r_lightmap.buffer = gl_lms.lightmap_buffer;
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tglob.lightmapTextures[i] = VK_LoadTextureInternal( lmName, &r_lightmap, TF_FONT|TF_ATLAS_PAGE|TF_NOMIPMAP );
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if( ++gl_lms.current_lightmap_texture == MAX_LIGHTMAPS )
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gEngine.Host_Error( "AllocBlock: full\n" );
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}
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}
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/*
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=================
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R_BuildLightmap
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Combine and scale multiple lightmaps into the floating
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format in r_blocklights
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=================
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*/
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static void R_BuildLightMap( msurface_t *surf, byte *dest, int stride, qboolean dynamic )
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{
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int smax, tmax;
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uint *bl;
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int i, map, size, s, t;
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int sample_size;
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mextrasurf_t *info = surf->info;
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color24 *lm;
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sample_size = gEngine.Mod_SampleSizeForFace( surf );
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smax = ( info->lightextents[0] / sample_size ) + 1;
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tmax = ( info->lightextents[1] / sample_size ) + 1;
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size = smax * tmax;
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lm = surf->samples;
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memset( r_blocklights, 0, sizeof( uint ) * size * 3 );
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// add all the lightmaps
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for( map = 0; map < MAXLIGHTMAPS && surf->styles[map] != 255 && lm; map++ )
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{
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const uint scale = g_lightmap.lightstylevalue[surf->styles[map]];
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for( i = 0, bl = r_blocklights; i < size; i++, bl += 3, lm++ )
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{
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bl[0] += gEngine.LightToTexGamma( lm->r ) * scale;
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bl[1] += gEngine.LightToTexGamma( lm->g ) * scale;
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bl[2] += gEngine.LightToTexGamma( lm->b ) * scale;
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}
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}
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/* TODO
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// add all the dynamic lights
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if( surf->dlightframe == gl_lms.framecount && dynamic )
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R_AddDynamicLights( surf );
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*/
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// Put into texture format
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stride -= (smax << 2);
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bl = r_blocklights;
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for( t = 0; t < tmax; t++, dest += stride )
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{
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for( s = 0; s < smax; s++ )
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{
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dest[0] = Q_min((bl[0] >> 7), 255 );
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dest[1] = Q_min((bl[1] >> 7), 255 );
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dest[2] = Q_min((bl[2] >> 7), 255 );
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dest[3] = 255;
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bl += 3;
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dest += 4;
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}
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}
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}
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void VK_CreateSurfaceLightmap( msurface_t *surf, const model_t *loadmodel )
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{
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int smax, tmax;
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int sample_size;
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mextrasurf_t *info = surf->info;
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byte *base;
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if( !loadmodel->lightdata )
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return;
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if( FBitSet( surf->flags, SURF_DRAWTILED ))
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return;
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sample_size = gEngine.Mod_SampleSizeForFace( surf );
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smax = ( info->lightextents[0] / sample_size ) + 1;
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tmax = ( info->lightextents[1] / sample_size ) + 1;
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if( !LM_AllocBlock( smax, tmax, &surf->light_s, &surf->light_t ))
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{
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LM_UploadBlock( false );
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LM_InitBlock();
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if( !LM_AllocBlock( smax, tmax, &surf->light_s, &surf->light_t ))
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gEngine.Host_Error( "AllocBlock: full\n" );
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}
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surf->lightmaptexturenum = gl_lms.current_lightmap_texture;
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base = gl_lms.lightmap_buffer;
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base += ( surf->light_t * BLOCK_SIZE + surf->light_s ) * 4;
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// FIXME R_SetCacheState( surf );
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R_BuildLightMap( surf, base, BLOCK_SIZE * 4, false );
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}
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void VK_UploadLightmap( void )
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{
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LM_UploadBlock( false );
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}
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void VK_ClearLightmap( void )
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{
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for (int i = 0; i < gl_lms.current_lightmap_texture; ++i)
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VK_FreeTexture(tglob.lightmapTextures[i]);
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gl_lms.current_lightmap_texture = 0;
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LM_InitBlock();
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}
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void VK_RunLightStyles( void )
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{
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int i, k, flight, clight;
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float l, lerpfrac, backlerp;
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float frametime = (gpGlobals->time - gpGlobals->oldtime);
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float scale;
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lightstyle_t *ls;
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const model_t *world = gEngine.pfnGetModelByIndex( 1 );
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if( !world ) return;
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scale = r_lighting_modulate->value;
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// light animations
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// 'm' is normal light, 'a' is no light, 'z' is double bright
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for( i = 0; i < MAX_LIGHTSTYLES; i++ )
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{
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ls = gEngine.GetLightStyle( i );
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if( !world->lightdata )
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{
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g_lightmap.lightstylevalue[i] = 256 * 256;
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continue;
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}
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if( !gEngine.EngineGetParm( PARAM_GAMEPAUSED, 0 ) && frametime <= 0.1f )
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ls->time += frametime; // evaluate local time
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flight = (int)Q_floor( ls->time * 10 );
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clight = (int)Q_ceil( ls->time * 10 );
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lerpfrac = ( ls->time * 10 ) - flight;
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backlerp = 1.0f - lerpfrac;
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if( !ls->length )
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{
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g_lightmap.lightstylevalue[i] = 256 * scale;
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continue;
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}
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else if( ls->length == 1 )
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{
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// single length style so don't bother interpolating
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g_lightmap.lightstylevalue[i] = ls->map[0] * 22 * scale;
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continue;
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}
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else if( !ls->interp || !CVAR_TO_BOOL( cl_lightstyle_lerping ))
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{
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g_lightmap.lightstylevalue[i] = ls->map[flight%ls->length] * 22 * scale;
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continue;
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}
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// interpolate animating light
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// frame just gone
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k = ls->map[flight % ls->length];
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l = (float)( k * 22.0f ) * backlerp;
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// upcoming frame
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k = ls->map[clight % ls->length];
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l += (float)( k * 22.0f ) * lerpfrac;
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g_lightmap.lightstylevalue[i] = (int)l * scale;
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}
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}
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