cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
cvar_t mod_q3bsp_nolightmaps = {CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
cvar_t mod_q3bsp_tracelineofsight_brushes = {0, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
+cvar_t mod_q3bsp_sRGBlightmaps = {0, "mod_q3bsp_sRGBlightmaps", "0", "treat lightmaps from Q3 maps as sRGB when vid_sRGB is active"};
cvar_t mod_q3shader_default_offsetmapping = {CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are using q3 shader files"};
cvar_t mod_q3shader_default_offsetmapping_scale = {CVAR_SAVE, "mod_q3shader_default_offsetmapping_scale", "1", "default scale used for offsetmapping"};
cvar_t mod_q3shader_default_offsetmapping_bias = {CVAR_SAVE, "mod_q3shader_default_offsetmapping_bias", "0", "default bias used for offsetmapping"};
cvar_t mod_q3shader_default_polygonfactor = {0, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
cvar_t mod_q3shader_default_polygonoffset = {0, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_force_addalpha = {0, "mod_q3shader_force_addalpha", "0", "treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases"};
cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"};
cvar_t mod_recalculatenodeboxes = {0, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"};
Cvar_RegisterVariable(&mod_q3bsp_debugtracebrush);
Cvar_RegisterVariable(&mod_q3bsp_lightmapmergepower);
Cvar_RegisterVariable(&mod_q3bsp_nolightmaps);
+ Cvar_RegisterVariable(&mod_q3bsp_sRGBlightmaps);
Cvar_RegisterVariable(&mod_q3bsp_tracelineofsight_brushes);
Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping);
Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping_scale);
Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping_bias);
Cvar_RegisterVariable(&mod_q3shader_default_polygonfactor);
Cvar_RegisterVariable(&mod_q3shader_default_polygonoffset);
+ Cvar_RegisterVariable(&mod_q3shader_force_addalpha);
Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
Cvar_RegisterVariable(&mod_collision_bih);
Cvar_RegisterVariable(&mod_recalculatenodeboxes);
+ // these games were made for older DP engines and are no longer
+ // maintained; use this hack to show their textures properly
+ if(gamemode == GAME_NEXUIZ)
+ Cvar_SetQuick(&mod_q3shader_force_addalpha, "1");
+
memset(&mod_q1bsp_texture_solid, 0, sizeof(mod_q1bsp_texture_solid));
strlcpy(mod_q1bsp_texture_solid.name, "solid" , sizeof(mod_q1bsp_texture_solid.name));
mod_q1bsp_texture_solid.surfaceflags = 0;
}
}
-void Mod_Q1BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
+static void Mod_Q1BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
{
// pretend lighting is coming down from above (due to lack of a lightgrid to know primary lighting direction)
VectorSet(diffusenormal, 0, 0, 1);
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
-void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesperpixel)
+static void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesperpixel)
{
int x, y;
int w = width/2;
const char *s;
char mapname[MAX_QPATH], name[MAX_QPATH];
unsigned char zeroopaque[4], zerotrans[4];
+ char vabuf[1024];
Vector4Set(zeroopaque, 0, 0, 0, 255);
Vector4Set(zerotrans, 0, 0, 0, 128);
{
tx->supercontents = mod_q1bsp_texture_sky.supercontents;
tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
+ tx->supercontents |= SUPERCONTENTS_SOLID; // for the surface traceline we need to hit this surface as a solid...
}
else
{
// LordHavoc: HL sky textures are entirely different than quake
if (!loadmodel->brush.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2)
{
- data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, false, NULL);
+ data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), false, false, false, NULL);
if (!data)
- data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, false, NULL);
+ data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s", tx->name), false, false, false, NULL);
if (data && image_width == image_height * 2)
{
R_Q1BSP_LoadSplitSky(data, image_width, image_height, 4);
}
else
{
- skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
if (!skinframe)
- skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
if (skinframe)
tx->offsetmapping = OFFSETMAPPING_DEFAULT; // allow offsetmapping on external textures without a q3 shader
if (!skinframe)
int i, j, k;
if (!data)
return;
- if (!COM_ParseToken_Simple(&data, false, false))
+ if (!COM_ParseToken_Simple(&data, false, false, true))
return; // error
if (com_token[0] != '{')
return; // error
while (1)
{
- if (!COM_ParseToken_Simple(&data, false, false))
+ if (!COM_ParseToken_Simple(&data, false, false, true))
return; // error
if (com_token[0] == '}')
break; // end of worldspawn
strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseToken_Simple(&data, false, false))
+ if (!COM_ParseToken_Simple(&data, false, false, true))
return; // error
dpsnprintf(value, sizeof(value), "%s", com_token);
if (!strcmp("wad", key)) // for HalfLife maps
// The following two functions should be removed and MSG_* or SZ_* function sets adjusted so they
// can be used for this
// REMOVEME
-int SB_ReadInt (unsigned char **buffer)
+static int SB_ReadInt (unsigned char **buffer)
{
int i;
i = ((*buffer)[0]) + 256*((*buffer)[1]) + 65536*((*buffer)[2]) + 16777216*((*buffer)[3]);
}
// REMOVEME
-float SB_ReadFloat (unsigned char **buffer)
+static float SB_ReadFloat (unsigned char **buffer)
{
union
{
int i, j, count, surfacenum, planenum, smax, tmax, ssize, tsize, firstedge, numedges, totalverts, totaltris, lightmapnumber, lightmapsize, totallightmapsamples;
float texmins[2], texmaxs[2], val;
rtexture_t *lightmaptexture, *deluxemaptexture;
+ char vabuf[1024];
in = (dface_t *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
loadmodel->brushq3.num_mergedlightmaps = lightmapnumber + 1;
loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0]));
loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0]));
- loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
+ loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
if (loadmodel->brushq1.nmaplightdata)
- loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
+ loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
lightmapnumber++;
Mod_AllocLightmap_Reset(&allocState);
Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy);
}
}
-qboolean Mod_Q1BSP_CheckWaterAlphaSupport(void)
+static qboolean Mod_Q1BSP_CheckWaterAlphaSupport(void)
{
int i, j;
mleaf_t *leaf;
if (!maptext)
return;
text = maptext;
- if (!COM_ParseToken_Simple(&data, false, false))
+ if (!COM_ParseToken_Simple(&data, false, false, true))
return; // error
submodel = 0;
for (;;)
{
- if (!COM_ParseToken_Simple(&data, false, false))
+ if (!COM_ParseToken_Simple(&data, false, false, true))
break;
if (com_token[0] != '{')
return; // error
brushes = Mem_Alloc(loadmodel->mempool, maxbrushes * sizeof(mbrush_t));
for (;;)
{
- if (!COM_ParseToken_Simple(&data, false, false))
+ if (!COM_ParseToken_Simple(&data, false, false, true))
return; // error
if (com_token[0] == '}')
break; // end of entity
}
for (;;)
{
- if (!COM_ParseToken_Simple(&data, false, false))
+ if (!COM_ParseToken_Simple(&data, false, false, true))
return; // error
if (com_token[0] == '}')
break; // end of brush
// FIXME: support hl .map format
for (pointnum = 0;pointnum < 3;pointnum++)
{
- COM_ParseToken_Simple(&data, false, false);
+ COM_ParseToken_Simple(&data, false, false, true);
for (componentnum = 0;componentnum < 3;componentnum++)
{
- COM_ParseToken_Simple(&data, false, false);
+ COM_ParseToken_Simple(&data, false, false, true);
point[pointnum][componentnum] = atof(com_token);
}
- COM_ParseToken_Simple(&data, false, false);
+ COM_ParseToken_Simple(&data, false, false, true);
}
- COM_ParseToken_Simple(&data, false, false);
+ COM_ParseToken_Simple(&data, false, false, true);
strlcpy(facetexture, com_token, sizeof(facetexture));
- COM_ParseToken_Simple(&data, false, false);
+ COM_ParseToken_Simple(&data, false, false, true);
//scroll_s = atof(com_token);
- COM_ParseToken_Simple(&data, false, false);
+ COM_ParseToken_Simple(&data, false, false, true);
//scroll_t = atof(com_token);
- COM_ParseToken_Simple(&data, false, false);
+ COM_ParseToken_Simple(&data, false, false, true);
//rotate = atof(com_token);
- COM_ParseToken_Simple(&data, false, false);
+ COM_ParseToken_Simple(&data, false, false, true);
//scale_s = atof(com_token);
- COM_ParseToken_Simple(&data, false, false);
+ COM_ParseToken_Simple(&data, false, false, true);
//scale_t = atof(com_token);
TriangleNormal(point[0], point[1], point[2], planenormal);
VectorNormalizeDouble(planenormal);
*/
}
-void static Mod_Q2BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
+static void Mod_Q2BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
int i;
q2dheader_t *header;
// some Q3 maps override the lightgrid_cellsize with a worldspawn key
// VorteX: q3map2 FS-R generates tangentspace deluxemaps for q3bsp and sets 'deluxeMaps' key
loadmodel->brushq3.deluxemapping = false;
- if (data && COM_ParseToken_Simple(&data, false, false) && com_token[0] == '{')
+ if (data && COM_ParseToken_Simple(&data, false, false, true) && com_token[0] == '{')
{
while (1)
{
- if (!COM_ParseToken_Simple(&data, false, false))
+ if (!COM_ParseToken_Simple(&data, false, false, true))
break; // error
if (com_token[0] == '}')
break; // end of worldspawn
strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseToken_Simple(&data, false, false))
+ if (!COM_ParseToken_Simple(&data, false, false, true))
break; // error
strlcpy(value, com_token, sizeof(value));
if (!strcasecmp("gridsize", key)) // this one is case insensitive to 100% match q3map2
loadmodel->brushq3.data_texcoordlightmap2f[i * 2 + 0] = LittleFloat(in->lightmap2f[0]);
loadmodel->brushq3.data_texcoordlightmap2f[i * 2 + 1] = LittleFloat(in->lightmap2f[1]);
// svector/tvector are calculated later in face loading
- 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);
+ if(mod_q3bsp_sRGBlightmaps.integer)
+ {
+ // if lightmaps are sRGB, vertex colors are sRGB too, so we need to linearize them
+ // note: when this is in use, lightmap color 128 is no longer neutral, but "sRGB half power" is
+ // working like this may be odd, but matches q3map2 -gamma 2.2
+ if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+ {
+ 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
+ {
+ loadmodel->brushq3.data_color4f[i * 4 + 0] = Image_LinearFloatFromsRGB(in->color4ub[0]);
+ loadmodel->brushq3.data_color4f[i * 4 + 1] = Image_LinearFloatFromsRGB(in->color4ub[1]);
+ loadmodel->brushq3.data_color4f[i * 4 + 2] = Image_LinearFloatFromsRGB(in->color4ub[2]);
+ }
+ }
+ else
+ {
+ if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+ {
+ loadmodel->brushq3.data_color4f[i * 4 + 0] = Image_sRGBFloatFromLinear_Lightmap(in->color4ub[0]);
+ loadmodel->brushq3.data_color4f[i * 4 + 1] = Image_sRGBFloatFromLinear_Lightmap(in->color4ub[1]);
+ loadmodel->brushq3.data_color4f[i * 4 + 2] = Image_sRGBFloatFromLinear_Lightmap(in->color4ub[2]);
+ }
+ else
+ {
+ 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);
+ }
+ }
loadmodel->brushq3.data_color4f[i * 4 + 3] = in->color4ub[3] * (1.0f / 255.0f);
if(in->color4ub[0] != 255 || in->color4ub[1] != 255 || in->color4ub[2] != 255)
loadmodel->lit = true;
char mapname[MAX_QPATH];
qboolean external;
unsigned char *inpixels[10000]; // max count q3map2 can output (it uses 4 digits)
+ char vabuf[1024];
// defaults for q3bsp
size = 128;
if (developer_loading.integer)
Con_Printf("Using external lightmaps\n");
FS_StripExtension(loadmodel->name, mapname, sizeof(mapname));
- inpixels[0] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, 0), false, false, false, NULL);
+ inpixels[0] = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s/lm_%04d", mapname, 0), false, false, false, NULL);
if(!inpixels[0])
return;
for(count = 1; ; ++count)
{
- inpixels[count] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, count), false, false, false, NULL);
+ inpixels[count] = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s/lm_%04d", mapname, count), false, false, false, NULL);
if(!inpixels[count])
break; // we got all of them
if(image_width != size || image_height != size)
if (((realindex + 1) & (mergedrowsxcolumns - 1)) == 0 || (realindex + 1) == realcount)
{
if (loadmodel->brushq3.deluxemapping && (i & 1))
- loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergedwidth, mergedheight, mergeddeluxepixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
+ loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%04i", lightmapindex), mergedwidth, mergedheight, mergeddeluxepixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
else
- loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergedwidth, mergedheight, mergedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
+ {
+ if(mod_q3bsp_sRGBlightmaps.integer)
+ {
+ textype_t t;
+ if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+ {
+ 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)
+ loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va(vabuf, sizeof(vabuf), "lightmap%04i", lightmapindex), mergedwidth, mergedheight, mergedpixels, t, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
+ }
+ else
+ {
+ if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+ Image_MakesRGBColorsFromLinear_Lightmap(mergedpixels, mergedpixels, mergedwidth * mergedheight);
+ loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va(vabuf, sizeof(vabuf), "lightmap%04i", lightmapindex), mergedwidth, mergedheight, mergedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
+ }
+ }
}
}
q3dlightgrid_t *in;
q3dlightgrid_t *out;
int count;
+ int i;
in = (q3dlightgrid_t *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
loadmodel->brushq3.num_lightgrid = count;
// no swapping or validation necessary
memcpy(out, in, count * (int)sizeof(*out));
+
+ if(mod_q3bsp_sRGBlightmaps.integer)
+ {
+ if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+ {
+ // we fix the brightness consistently via lightmapscale
+ }
+ else
+ {
+ for(i = 0; i < count; ++i)
+ {
+ out[i].ambientrgb[0] = floor(Image_LinearFloatFromsRGB(out[i].ambientrgb[0]) * 255.0f + 0.5f);
+ out[i].ambientrgb[1] = floor(Image_LinearFloatFromsRGB(out[i].ambientrgb[1]) * 255.0f + 0.5f);
+ out[i].ambientrgb[2] = floor(Image_LinearFloatFromsRGB(out[i].ambientrgb[2]) * 255.0f + 0.5f);
+ out[i].diffusergb[0] = floor(Image_LinearFloatFromsRGB(out[i].diffusergb[0]) * 255.0f + 0.5f);
+ out[i].diffusergb[1] = floor(Image_LinearFloatFromsRGB(out[i].diffusergb[1]) * 255.0f + 0.5f);
+ out[i].diffusergb[2] = floor(Image_LinearFloatFromsRGB(out[i].diffusergb[2]) * 255.0f + 0.5f);
+ }
+ }
+ }
+ else
+ {
+ if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+ {
+ for(i = 0; i < count; ++i)
+ {
+ out[i].ambientrgb[0] = floor(Image_sRGBFloatFromLinear_Lightmap(out[i].ambientrgb[0]) * 255.0f + 0.5f);
+ out[i].ambientrgb[1] = floor(Image_sRGBFloatFromLinear_Lightmap(out[i].ambientrgb[1]) * 255.0f + 0.5f);
+ out[i].ambientrgb[2] = floor(Image_sRGBFloatFromLinear_Lightmap(out[i].ambientrgb[2]) * 255.0f + 0.5f);
+ out[i].diffusergb[0] = floor(Image_sRGBFloatFromLinear_Lightmap(out[i].diffusergb[0]) * 255.0f + 0.5f);
+ out[i].diffusergb[1] = floor(Image_sRGBFloatFromLinear_Lightmap(out[i].diffusergb[1]) * 255.0f + 0.5f);
+ out[i].diffusergb[2] = floor(Image_sRGBFloatFromLinear_Lightmap(out[i].diffusergb[2]) * 255.0f + 0.5f);
+ }
+ }
+ else
+ {
+ // all is good
+ }
+ }
}
}
}
}
-void Mod_CollisionBIH_TraceLineShared(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, const bih_t *bih)
+static void Mod_CollisionBIH_TraceLineShared(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, const bih_t *bih)
{
const bih_leaf_t *leaf;
const bih_node_t *node;
}
-int Mod_CollisionBIH_PointSuperContents(struct model_s *model, int frame, const vec3_t point)
+static int Mod_CollisionBIH_PointSuperContents(struct model_s *model, int frame, const vec3_t point)
{
trace_t trace;
Mod_CollisionBIH_TracePoint(model, NULL, NULL, &trace, point, 0);
Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, model->brush.data_nodes, start, end, 0, 1, start, end, ++markframe, segmentmins, segmentmaxs);
}
-void Mod_Q3BSP_TraceBrush(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, colbrushf_t *start, colbrushf_t *end, int hitsupercontentsmask)
+static void Mod_Q3BSP_TraceBrush(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, colbrushf_t *start, colbrushf_t *end, int hitsupercontentsmask)
{
float segmentmins[3], segmentmaxs[3];
int i;
q3mbrush_t *brush;
if (mod_collision_bih.integer)
{
- trace_t trace;
- Mod_Q3BSP_TracePoint(model, NULL, NULL, &trace, point, 0);
- supercontents = trace.startsupercontents;
+ supercontents = Mod_CollisionBIH_PointSuperContents(model, frame, point);
}
// test if the point is inside each brush
else if (model->brush.submodel)
return nativecontents;
}
-void Mod_Q3BSP_RecursiveFindNumLeafs(mnode_t *node)
+static void Mod_Q3BSP_RecursiveFindNumLeafs(mnode_t *node)
{
int numleafs;
while (node->plane)
loadmodel->brush.num_leafs = numleafs;
}
-void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
+static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
int i, j, lumps;
q3dheader_t *header;
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);
}
Con_DPrintf("Stats for obj 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);
}
-
-qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX)
-{
- // we already have done PVS culling at this point...
- // so we don't need to do it again.
-
- int i;
- vec3_t testorigin, mins, maxs;
-
- testorigin[0] = (minsX[0] + maxsX[0]) * 0.5;
- testorigin[1] = (minsX[1] + maxsX[1]) * 0.5;
- testorigin[2] = (minsX[2] + maxsX[2]) * 0.5;
-
- if(model->brush.TraceLineOfSight(model, eye, testorigin))
- return 1;
-
- // expand the box a little
- mins[0] = (t+1) * minsX[0] - t * maxsX[0];
- maxs[0] = (t+1) * maxsX[0] - t * minsX[0];
- mins[1] = (t+1) * minsX[1] - t * maxsX[1];
- maxs[1] = (t+1) * maxsX[1] - t * minsX[1];
- mins[2] = (t+1) * minsX[2] - t * maxsX[2];
- maxs[2] = (t+1) * maxsX[2] - t * minsX[2];
-
- for(i = 0; i != numsamples; ++i)
- {
- testorigin[0] = lhrandom(mins[0], maxs[0]);
- testorigin[1] = lhrandom(mins[1], maxs[1]);
- testorigin[2] = lhrandom(mins[2], maxs[2]);
-
- if(model->brush.TraceLineOfSight(model, eye, testorigin))
- return 1;
- }
-
- return 0;
-}
-