}
#endif
-static qboolean Mod_Q1BSP_AllocLightmapBlock(int *lineused, int totalwidth, int totalheight, int blockwidth, int blockheight, int *outx, int *outy)
+struct alloc_lm_state
{
- int y, x2, y2;
- int bestx = totalwidth, besty = 0;
- // find the left-most space we can find
- for (y = 0;y <= totalheight - blockheight;y++)
- {
- x2 = 0;
- for (y2 = 0;y2 < blockheight;y2++)
- x2 = max(x2, lineused[y+y2]);
- if (bestx > x2)
- {
- bestx = x2;
- besty = y;
- }
- }
- // if the best was not good enough, return failure
- if (bestx > totalwidth - blockwidth)
- return false;
- // we found a good spot
- if (outx)
- *outx = bestx;
- if (outy)
- *outy = besty;
- // now mark the space used
- for (y2 = 0;y2 < blockheight;y2++)
- lineused[besty+y2] = bestx + blockwidth;
- // return success
+ int currentY;
+ int currentX;
+ int currentHeight;
+};
+
+static qboolean Mod_Q1BSP_AllocLightmapBlock(struct alloc_lm_state* state, int totalwidth, int totalheight, int blockwidth, int blockheight, int *outx, int *outy)
+{
+ if (state->currentX + blockwidth <= totalwidth)
+ {
+ *outx = state->currentX;
+ *outy = state->currentY;
+ if (state->currentX == 0)
+ /* Note: any following block has a height smaller or equal to
+ the current block's height due sorting. */
+ state->currentHeight = blockheight;
+ state->currentX += blockwidth;
+ }
+ else
+ {
+ state->currentX = 0;
+ state->currentY += state->currentHeight;
+ if (state->currentY + blockheight <= totalheight)
+ {
+ *outx = state->currentX;
+ *outy = state->currentY;
+ /* Note: any following block has a height smaller or equal to
+ the current block's height due sorting. */
+ state->currentHeight = blockheight;
+ state->currentX = blockwidth;
+ }
+ else
+ {
+ return false;
+ }
+ }
return true;
}
+struct lm_to_distribute
+{
+ int height;
+ int width;
+ msurface_t *surface;
+};
+
+static int lms_sort (const void* a, const void* b)
+{
+ const struct lm_to_distribute* lm1 = (struct lm_to_distribute*)a;
+ const struct lm_to_distribute* lm2 = (struct lm_to_distribute*)b;
+
+ if (lm1->height < lm2->height)
+ return 1;
+ else if (lm1->height > lm2->height)
+ return -1;
+
+ if (lm1->width < lm2->width)
+ return 1;
+ else if (lm1->width > lm2->width)
+ return -1;
+
+ return 0;
+}
+
extern cvar_t gl_max_size;
static void Mod_Q1BSP_LoadFaces(lump_t *l)
{
msurface_t *surface;
int i, j, count, surfacenum, planenum, smax, tmax, ssize, tsize, firstedge, numedges, totalverts, totaltris, lightmapnumber, lightmapsize, totallightmapsamples;
float texmins[2], texmaxs[2], val;
-#define LIGHTMAPSIZE 1024
rtexture_t *lightmaptexture, *deluxemaptexture;
- int lightmap_lineused[LIGHTMAPSIZE];
in = (dface_t *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
lightmaptexture = NULL;
deluxemaptexture = r_texture_blanknormalmap;
lightmapnumber = 1;
- lightmapsize = bound(256, gl_max_size.integer, LIGHTMAPSIZE);
+ lightmapsize = max(256, gl_max_size.integer);
totallightmapsamples = 0;
totalverts = 0;
// store
// additionally, never choose a lightmapsize that is smaller than the
// largest surface encountered (as it would fail)
- // and finally, limit it to the size of our lineused array
i = lightmapsize;
- for (lightmapsize = 64;lightmapsize < LIGHTMAPSIZE && (lightmapsize < i || (lightmapsize < gl_max_size.integer && totallightmapsamples*2 > lightmapsize*lightmapsize));lightmapsize*=2)
+ for (lightmapsize = 64; (lightmapsize < i) && (lightmapsize < gl_max_size.integer) && (totallightmapsamples > lightmapsize*lightmapsize); lightmapsize*=2)
;
// now that we've decided the lightmap texture size, we can do the rest
if (cls.state != ca_dedicated)
{
+ struct lm_to_distribute* lms =
+ (struct lm_to_distribute*)Mem_Alloc(loadmodel->mempool, count * sizeof (struct lm_to_distribute));
+ int numLMs = 0;
+ struct alloc_lm_state allocState;
+ int l;
+
for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
{
- // check if we should apply a lightmap to this
if (surface->cached_dlight)
{
- int i, iu, iv, lightmapx, lightmapy;
- float u, v, ubase, vbase, uscale, vscale;
-
- smax = surface->lightmapinfo->extents[0] >> 4;
- tmax = surface->lightmapinfo->extents[1] >> 4;
ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+ lms[numLMs].width = ssize;
+ lms[numLMs].height = tsize;
+ lms[numLMs].surface = surface;
+ numLMs++;
+ }
+ }
+ qsort (lms, numLMs, sizeof (struct lm_to_distribute), &lms_sort);
+ for (l = 0; l < numLMs; l++)
+ {
+ int i, iu, iv, lightmapx, lightmapy;
+ float u, v, ubase, vbase, uscale, vscale;
+
+ surface = lms[l].surface;
+
+ smax = surface->lightmapinfo->extents[0] >> 4;
+ tmax = surface->lightmapinfo->extents[1] >> 4;
+ ssize = lms[l].width;
+ tsize = lms[l].height;
+
+ // stainmap for permanent marks on walls
+ surface->lightmapinfo->stainsamples = (unsigned char *)Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
+ // clear to white
+ memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
+
+ if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(&allocState, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy))
+ {
+ // allocate a texture pool if we need it
+ if (loadmodel->texturepool == NULL)
+ loadmodel->texturepool = R_AllocTexturePool();
+ // could not find room, make a new lightmap
+ lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ if (loadmodel->brushq1.nmaplightdata)
+ deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ lightmapnumber++;
+ memset (&allocState, 0, sizeof (allocState));
+ Mod_Q1BSP_AllocLightmapBlock(&allocState, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy);
+ }
+ surface->lightmaptexture = lightmaptexture;
+ surface->deluxemaptexture = deluxemaptexture;
+ surface->lightmapinfo->lightmaporigin[0] = lightmapx;
+ surface->lightmapinfo->lightmaporigin[1] = lightmapy;
- // stainmap for permanent marks on walls
- surface->lightmapinfo->stainsamples = (unsigned char *)Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
- // clear to white
- memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
-
- // find a place for this lightmap
- if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy))
- {
- // allocate a texture pool if we need it
- if (loadmodel->texturepool == NULL)
- loadmodel->texturepool = R_AllocTexturePool();
- // could not find room, make a new lightmap
- lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
- if (loadmodel->brushq1.nmaplightdata)
- deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
- lightmapnumber++;
- memset(lightmap_lineused, 0, sizeof(lightmap_lineused));
- Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy);
- }
-
- surface->lightmaptexture = lightmaptexture;
- surface->deluxemaptexture = deluxemaptexture;
- surface->lightmapinfo->lightmaporigin[0] = lightmapx;
- surface->lightmapinfo->lightmaporigin[1] = lightmapy;
-
- uscale = 1.0f / (float)lightmapsize;
- vscale = 1.0f / (float)lightmapsize;
- ubase = lightmapx * uscale;
- vbase = lightmapy * vscale;
+ uscale = 1.0f / (float)lightmapsize;
+ vscale = 1.0f / (float)lightmapsize;
+ ubase = lightmapx * uscale;
+ vbase = lightmapy * vscale;
- for (i = 0;i < surface->num_vertices;i++)
- {
- u = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
- v = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
- (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
- (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
- // LordHavoc: calc lightmap data offset for vertex lighting to use
- iu = (int) u;
- iv = (int) v;
- (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
- }
+ for (i = 0;i < surface->num_vertices;i++)
+ {
+ u = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
+ v = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
+ (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
+ (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
+ // LordHavoc: calc lightmap data offset for vertex lighting to use
+ iu = (int) u;
+ iv = (int) v;
+ (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
}
}
+
+ Mem_Free (lms);
}
}