From: divverent Date: Fri, 25 Nov 2011 11:46:26 +0000 (+0000) Subject: introduce a lightmap scale for models, and use this for the sRGB fallback instead... X-Git-Tag: xonotic-v0.6.0~102^2~52 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=f793475e7660ce8e1c6907df76469de94ecb59b8;p=xonotic%2Fdarkplaces.git introduce a lightmap scale for models, and use this for the sRGB fallback instead (better quality) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11567 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index 6c26b8de..28b8efe8 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -6682,6 +6682,10 @@ void R_UpdateVariables(void) { r_refdef.lightmapintensity *= r_fakelight_intensity.value; } + else if (r_refdef.scene.worldmodel) + { + r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale; + } if (r_showsurfaces.integer) { r_refdef.scene.rtworld = false; diff --git a/model_brush.c b/model_brush.c index eca65464..6fceeb87 100644 --- a/model_brush.c +++ b/model_brush.c @@ -4735,13 +4735,10 @@ static void Mod_Q3BSP_LoadVertices(lump_t *l) // working like this may be odd, but matches q3map2 -gamma 2.2 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) { - // actually we do: Image_sRGBFloatFromLinear_Lightmap(Image_LinearFloatFromsRGBFloat(x)) - // neutral point is at Image_sRGBFloatFromLinearFloat(0.5) - // so we need to map Image_sRGBFloatFromLinearFloat(0.5) to 0.5 - // factor is 0.5 / Image_sRGBFloatFromLinearFloat(0.5) - loadmodel->brushq3.data_color4f[i * 4 + 0] = in->color4ub[0] * (1.0f / 255.0f) * 0.679942f; // fixes neutral level - loadmodel->brushq3.data_color4f[i * 4 + 1] = in->color4ub[1] * (1.0f / 255.0f) * 0.679942f; // fixes neutral level - loadmodel->brushq3.data_color4f[i * 4 + 2] = in->color4ub[2] * (1.0f / 255.0f) * 0.679942f; // fixes neutral level + loadmodel->brushq3.data_color4f[i * 4 + 0] = in->color4ub[0] * (1.0f / 255.0f); + loadmodel->brushq3.data_color4f[i * 4 + 1] = in->color4ub[1] * (1.0f / 255.0f); + loadmodel->brushq3.data_color4f[i * 4 + 2] = in->color4ub[2] * (1.0f / 255.0f); + // we fix the brightness consistently via lightmapscale } else { @@ -5055,20 +5052,8 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump) textype_t t; if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) { - // TODO (should we do this, or should we instead knowingly render brighter in sRGB fallback mode?) - int n = mergedwidth * mergedheight * 4; - int i; - for(i = 0; i < n; i += 4) - { - // actually we do: Image_sRGBFloatFromLinear_Lightmap(Image_LinearFloatFromsRGBFloat(x)) - // neutral point is at Image_sRGBFloatFromLinearFloat(0.5) - // so we need to map Image_sRGBFloatFromLinearFloat(0.5) to 0.5 - // factor is 0.5 / Image_sRGBFloatFromLinearFloat(0.5) - mergedpixels[i+0] = (mergedpixels[i+0] * (int)173 + 128) / 255; - mergedpixels[i+1] = (mergedpixels[i+1] * (int)173 + 128) / 255; - mergedpixels[i+2] = (mergedpixels[i+2] * (int)173 + 128) / 255; - } t = TEXTYPE_BGRA; // in stupid fallback mode, we upload lightmaps in sRGB form and just fix their brightness + // we fix the brightness consistently via lightmapscale } else t = TEXTYPE_SRGB_BGRA; // normally, we upload lightmaps in sRGB form (possibly downconverted to linear) @@ -5871,20 +5856,7 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l) { if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) { - // TODO (should we do this, or should we instead knowingly render brighter in sRGB fallback mode?) - for(i = 0; i < count; ++i) - { - // actually we do: Image_sRGBFloatFromLinear_Lightmap(Image_LinearFloatFromsRGBFloat(x)) - // neutral point is at Image_sRGBFloatFromLinearFloat(0.5) - // so we need to map Image_sRGBFloatFromLinearFloat(0.5) to 0.5 - // factor is 0.5 / Image_sRGBFloatFromLinearFloat(0.5) - out[i].ambientrgb[0] = (out[i].ambientrgb[0] * (int)173 + 128) / 255; // fixes neutral level - out[i].ambientrgb[1] = (out[i].ambientrgb[1] * (int)173 + 128) / 255; // fixes neutral level - out[i].ambientrgb[2] = (out[i].ambientrgb[2] * (int)173 + 128) / 255; // fixes neutral level - out[i].diffusergb[0] = (out[i].diffusergb[0] * (int)173 + 128) / 255; // fixes neutral level - out[i].diffusergb[1] = (out[i].diffusergb[1] * (int)173 + 128) / 255; // fixes neutral level - out[i].diffusergb[2] = (out[i].diffusergb[2] * (int)173 + 128) / 255; // fixes neutral level - } + // we fix the brightness consistently via lightmapscale } else { @@ -7322,6 +7294,15 @@ static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) Mod_BuildVBOs(); } + if (mod_q3bsp_sRGBlightmaps.integer && vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) + { + // actually we do in sRGB fallback with sRGB lightmaps: Image_sRGBFloatFromLinear_Lightmap(Image_LinearFloatFromsRGBFloat(x)) + // neutral point is at Image_sRGBFloatFromLinearFloat(0.5) + // so we need to map Image_sRGBFloatFromLinearFloat(0.5) to 0.5 + // factor is 0.5 / Image_sRGBFloatFromLinearFloat(0.5) + mod->lightmapscale *= 0.679942f; // fixes neutral level + } + Con_DPrintf("Stats for q3bsp model \"%s\": %i faces, %i nodes, %i leafs, %i clusters, %i clusterportals, mesh: %i vertices, %i triangles, %i surfaces\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->num_surfaces); } diff --git a/model_shared.c b/model_shared.c index 2afe928b..92cf45a5 100644 --- a/model_shared.c +++ b/model_shared.c @@ -467,6 +467,9 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk) // errors can prevent the corresponding mod->loaded = true; mod->loaded = false; + // default lightmap scale + mod->lightmapscale = 1; + // default model radius and bounding box (mainly for missing models) mod->radius = 16; VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius); diff --git a/model_shared.h b/model_shared.h index 747bec0c..bd292ab0 100644 --- a/model_shared.h +++ b/model_shared.h @@ -1048,6 +1048,7 @@ typedef struct model_s // if set, the model contains light information (lightmap, or vertexlight) qboolean lit; + float lightmapscale; } dp_model_t;