]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/q3map2.h
force subsampling only where REALLY needed
[xonotic/netradiant.git] / tools / quake3 / q3map2 / q3map2.h
index 5db3b8cd5095056c5abdaa03431244f01df2ee47..078f46e214c39c0385af54d0caddbca07fbe59be 100644 (file)
@@ -268,6 +268,9 @@ constants
 #define BSP_LUXEL_SIZE                 3
 #define RAD_LUXEL_SIZE                 3
 #define SUPER_LUXEL_SIZE               4
+#define SUPER_FLAG_SIZE                        4
+#define FLAG_FORCE_SUBSAMPLING 1
+#define FLAG_ALREADY_SUBSAMPLED 2
 #define SUPER_ORIGIN_SIZE              3
 #define SUPER_NORMAL_SIZE              4
 #define SUPER_DELUXEL_SIZE             3
@@ -279,6 +282,7 @@ constants
 #define BSP_LUXEL( s, x, y )   (lm->bspLuxels[ s ] + ((((y) * lm->w) + (x)) * BSP_LUXEL_SIZE))
 #define RAD_LUXEL( s, x, y )   (lm->radLuxels[ s ] + ((((y) * lm->w) + (x)) * RAD_LUXEL_SIZE))
 #define SUPER_LUXEL( s, x, y ) (lm->superLuxels[ s ] + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
+#define SUPER_FLAG( x, y )     (lm->superFlags + ((((y) * lm->sw) + (x)) * SUPER_FLAG_SIZE))
 #define SUPER_DELUXEL( x, y )  (lm->superDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))
 #define BSP_DELUXEL( x, y )            (lm->bspDeluxels + ((((y) * lm->w) + (x)) * BSP_DELUXEL_SIZE))
 #define SUPER_CLUSTER( x, y )  (lm->superClusters + (((y) * lm->sw) + (x)))
@@ -749,7 +753,8 @@ typedef struct shaderInfo_s
        qb_t                            noFog;                                                  /* ydnar: supress fogging */
        qb_t                            clipModel;                                              /* ydnar: solid model hack */
        qb_t                            noVertexLight;                                  /* ydnar: leave vertex color alone */
-       
+       qb_t                            noDirty;                                                /* jal: do not apply the dirty pass to this surface */
+
        byte                            styleMarker;                                    /* ydnar: light styles hack */
        
        float                           vertexScale;                                    /* vertex light scale */
@@ -1351,12 +1356,14 @@ typedef struct
        /* input and output */
        vec3_t                          color;                  /* starts out at full color, may be reduced if transparent surfaces are crossed */
        vec3_t                          colorNoShadow;  /* result color with no shadow casting */
+       vec3_t                          directionContribution; /* result contribution to the deluxe map */
 
        /* output */
        vec3_t                          hit;
        int                                     compileFlags;   /* for determining surface compile flags traced through */
        qboolean                        passSolid;
        qboolean                        opaque;
+       vec_t                   forceSubsampling; /* needs subsampling (alphashadow), value = max color contribution possible from it */
        
        /* working data */
        int                                     numTestNodes;
@@ -1448,6 +1455,7 @@ typedef struct rawLightmap_s
        float                                   *bspLuxels[ MAX_LIGHTMAPS ];
        float                                   *radLuxels[ MAX_LIGHTMAPS ];
        float                                   *superLuxels[ MAX_LIGHTMAPS ];
+       unsigned char                           *superFlags;
        float                                   *superOrigins;
        float                                   *superNormals;
        int                                             *superClusters;
@@ -1905,6 +1913,8 @@ Q_EXTERN game_t                           games[]
                                                                ,
                                                                #include "game_nexuiz.h"/* most be after game_quake3.h as they share defines! */
                                                                ,
+                                                               #include "game_xonotic.h"/* most be after game_quake3.h as they share defines! */
+                                                               ,
                                                                #include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
                                                                ,
                                                                #include "game_tenebrae.h"
@@ -1981,6 +1991,7 @@ Q_EXTERN qboolean                 renameModelShaders Q_ASSIGN( qfalse );  /* ydnar */
 Q_EXTERN qboolean                      skyFixHack Q_ASSIGN( qfalse );                  /* ydnar */
 Q_EXTERN qboolean                      bspAlternateSplitWeights Q_ASSIGN( qfalse );                    /* 27 */
 Q_EXTERN qboolean                      deepBSP Q_ASSIGN( qfalse );                     /* div0 */
+Q_EXTERN qboolean                      maxAreaFaceSurface Q_ASSIGN( qfalse );                  /* divVerent */
 
 Q_EXTERN int                           patchSubdivisions Q_ASSIGN( 8 );                /* ydnar: -patchmeta subdivisions */
 
@@ -2050,6 +2061,7 @@ Q_EXTERN int                              numMapDrawSurfs;
 Q_EXTERN int                           numSurfacesByType[ NUM_SURFACE_TYPES ];
 Q_EXTERN int                           numClearedSurfaces;
 Q_EXTERN int                           numStripSurfaces;
+Q_EXTERN int                           numMaxAreaSurfaces;
 Q_EXTERN int                           numFanSurfaces;
 Q_EXTERN int                           numMergedSurfaces;
 Q_EXTERN int                           numMergedVerts;
@@ -2177,6 +2189,7 @@ Q_EXTERN qboolean                 shade Q_ASSIGN( qfalse );
 Q_EXTERN float                         shadeAngleDegrees Q_ASSIGN( 0.0f );
 Q_EXTERN int                           superSample Q_ASSIGN( 0 );
 Q_EXTERN int                           lightSamples Q_ASSIGN( 1 );
+Q_EXTERN int                           lightSamplesSearchBoxSize Q_ASSIGN( 1 );
 Q_EXTERN qboolean                      filter Q_ASSIGN( qfalse );
 Q_EXTERN qboolean                      dark Q_ASSIGN( qfalse );
 Q_EXTERN qboolean                      sunOnly Q_ASSIGN( qfalse );