]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
use the correct sRGB conversion for the gamma ramps
[xonotic/darkplaces.git] / model_brush.c
index d2819eb2b89599c4c1e22bf462881e293c377d26..f02e3e6a6059dd0753bf6eae077654877fb4db7e 100644 (file)
@@ -48,13 +48,18 @@ cvar_t mod_q3bsp_debugtracebrush = {0, "mod_q3bsp_debugtracebrush", "0", "select
 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"};
+extern cvar_t vid_sRGB;
+extern cvar_t vid_sRGB_fallback;
 
 static texture_t mod_q1bsp_texture_solid;
 static texture_t mod_q1bsp_texture_sky;
@@ -85,15 +90,23 @@ void Mod_BrushInit(void)
        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;
@@ -4714,9 +4727,40 @@ static void Mod_Q3BSP_LoadVertices(lump_t *l)
                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)
+                       {
+                               // TODO (should we do this, or should we instead knowingly render brighter in sRGB fallback mode?)
+                               loadmodel->brushq3.data_color4f[i * 4 + 0] = in->color4ub[0] * (1.0f / 255.0f) * 0.72974f; // fixes neutral level
+                               loadmodel->brushq3.data_color4f[i * 4 + 1] = in->color4ub[1] * (1.0f / 255.0f) * 0.72974f; // fixes neutral level
+                               loadmodel->brushq3.data_color4f[i * 4 + 2] = in->color4ub[2] * (1.0f / 255.0f) * 0.72974f; // fixes neutral level
+                       }
+                       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;
@@ -5000,7 +5044,34 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                        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);
                        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)
+                                       {
+                                               // 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)
+                                               {
+                                                       mergedpixels[i+0] = (mergedpixels[i+0] * (int)186 + 128) / 255;
+                                                       mergedpixels[i+1] = (mergedpixels[i+1] * (int)186 + 128) / 255;
+                                                       mergedpixels[i+2] = (mergedpixels[i+2] * (int)186 + 128) / 255;
+                                               }
+                                               t = TEXTYPE_BGRA; // in stupid fallback mode, we upload lightmaps in sRGB form and just fix their brightness
+                                       }
+                                       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("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("lightmap%04i", lightmapindex), mergedwidth, mergedheight, mergedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
+                               }
+                       }
                }
        }
 
@@ -5750,6 +5821,7 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l)
        q3dlightgrid_t *in;
        q3dlightgrid_t *out;
        int count;
+       int i;
 
        in = (q3dlightgrid_t *)(mod_base + l->fileofs);
        if (l->filelen % sizeof(*in))
@@ -5785,6 +5857,54 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l)
                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)
+                       {
+                               // TODO (should we do this, or should we instead knowingly render brighter in sRGB fallback mode?)
+                               for(i = 0; i < count; ++i)
+                               {
+                                       out[i].ambientrgb[0] = (out[i].ambientrgb[0] * (int)186 + 128) / 255; // fixes neutral level
+                                       out[i].ambientrgb[1] = (out[i].ambientrgb[1] * (int)186 + 128) / 255; // fixes neutral level
+                                       out[i].ambientrgb[2] = (out[i].ambientrgb[2] * (int)186 + 128) / 255; // fixes neutral level
+                                       out[i].diffusergb[0] = (out[i].diffusergb[0] * (int)186 + 128) / 255; // fixes neutral level
+                                       out[i].diffusergb[1] = (out[i].diffusergb[1] * (int)186 + 128) / 255; // fixes neutral level
+                                       out[i].diffusergb[2] = (out[i].diffusergb[2] * (int)186 + 128) / 255; // fixes neutral level
+                               }
+                       }
+                       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
+                       }
+               }
        }
 }