static int mod_generatelightmaps_numlights;
static lightmaplight_t *mod_generatelightmaps_lightinfo;
+extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
+extern cvar_t r_shadow_lightattenuationdividebias;
+extern cvar_t r_shadow_lightattenuationlinearscale;
+
+static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
+{
+ int i;
+ int index;
+ int result;
+ float relativepoint[3];
+ float color[3];
+ float dir[3];
+ float dist;
+ float dist2;
+ float intensity;
+ float sample[5*3];
+ float lightorigin[3];
+ float lightradius;
+ float lightradius2;
+ float lightiradius;
+ float lightcolor[3];
+ trace_t trace;
+ for (i = 0;i < 5*3;i++)
+ sample[i] = 0.0f;
+ for (index = 0;;index++)
+ {
+ result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
+ if (result < 0)
+ break;
+ if (result == 0)
+ continue;
+ lightradius2 = lightradius * lightradius;
+ VectorSubtract(lightorigin, pos, relativepoint);
+ dist2 = VectorLength2(relativepoint);
+ if (dist2 >= lightradius2)
+ continue;
+ lightiradius = 1.0f / lightradius;
+ dist = sqrt(dist2) * lightiradius;
+ intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+ if (intensity <= 0)
+ continue;
+ if (model && model->TraceLine)
+ {
+ model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
+ if (trace.fraction < 1)
+ continue;
+ }
+ // scale down intensity to add to both ambient and diffuse
+ //intensity *= 0.5f;
+ VectorNormalize(relativepoint);
+ VectorScale(lightcolor, 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);
+ }
+ // 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]);
+ diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
+ diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
+ // subtract some of diffuse from ambient
+ VectorMA(sample, -0.333f, diffuse, ambient);
+ // store the normalized lightdir
+ VectorCopy(dir, lightdir);
+}
+
static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
{
int surfaceindex;
{
if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
continue;
- if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
{
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;
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;
if (model->brushq3.data_lightmaps)
{
for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
- R_FreeTexture(model->brushq3.data_lightmaps[i]);
+ if (model->brushq3.data_lightmaps[i])
+ R_FreeTexture(model->brushq3.data_lightmaps[i]);
Mem_Free(model->brushq3.data_lightmaps);
model->brushq3.data_lightmaps = NULL;
}
if (model->brushq3.data_deluxemaps)
{
for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
- R_FreeTexture(model->brushq3.data_deluxemaps[i]);
+ if (model->brushq3.data_deluxemaps[i])
+ R_FreeTexture(model->brushq3.data_deluxemaps[i]);
Mem_Free(model->brushq3.data_deluxemaps);
model->brushq3.data_deluxemaps = NULL;
}
model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
- model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
- model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+ if (oldsurfmesh.data_texcoordlightmap2f)
+ {
+ model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
+ model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
+ }
+ if (oldsurfmesh.data_lightmapcolor4f)
+ {
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+ }
+ else
+ Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
outvertexindex++;
}
lightmapnumber++;
Mod_AllocLightmap_Free(&lmstate);
- // now together lightmap textures
+ // now put triangles together into lightmap textures, and do not allow
+ // triangles of a surface to go into different textures (as that would
+ // require rewriting the surface list)
model->brushq3.deluxemapping_modelspace = true;
model->brushq3.deluxemapping = true;
model->brushq3.num_mergedlightmaps = lightmapnumber;
lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
+ surface->lightmapinfo = NULL;
+ }
+
+ model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
+ model->brushq1.lightdata = NULL;
+ model->brushq1.lightmapupdateflags = NULL;
+ model->brushq1.firstrender = false;
+ model->brushq1.num_lightstyles = 0;
+ model->brushq1.data_lightstyleinfo = NULL;
+ for (i = 0;i < model->brush.numsubmodels;i++)
+ {
+ model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
+ model->brush.submodels[i]->brushq1.firstrender = false;
+ model->brush.submodels[i]->brushq1.num_lightstyles = 0;
+ model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
}
}