static void Mod_Print(void);
static void Mod_Precache (void);
static void Mod_Decompile_f(void);
-static void Mod_BuildVBOs(void);
static void Mod_GenerateLightmaps_f(void);
void Mod_Init (void)
{
{
if (!vid.support.arb_vertex_buffer_object)
return;
+ if (mesh->vbo)
+ return;
// element buffer is easy because it's just one array
if (mesh->numtriangles)
shader.dpshadow = true;
else if (!strcasecmp(parameter[0], "dpnoshadow"))
shader.dpnoshadow = true;
+ else if (!strcasecmp(parameter[0], "dpreflectcube"))
+ strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
{
// some q3 skies don't have the sky parm set
texture->r_water_wateralpha = shader->r_water_wateralpha;
texture->specularscalemod = shader->specularscalemod;
texture->specularpowermod = shader->specularpowermod;
+ if (shader->dpreflectcube[0])
+ texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
}
else if (!strcmp(texture->name, "noshader") || !texture->name[0])
{
Mem_Free(numsurfacesfortexture);
}
-static void Mod_BuildVBOs(void)
+void Mod_BuildVBOs(void)
{
if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
{
if (!vid.support.arb_vertex_buffer_object)
return;
+ // only build a vbo if one has not already been created (this is important for brush models which load specially)
+ if (loadmodel->surfmesh.vbo)
+ return;
// element buffer is easy because it's just one array
if (loadmodel->surfmesh.num_triangles)
int transformindex;
int poseindex;
int cornerindex;
- float modelscale;
const int *e;
- const float *pose;
size_t l;
size_t outbufferpos = 0;
size_t outbuffermax = 0x100000;
l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
if (l > 0)
outbufferpos += l;
- modelscale = 1;
- if(model->num_poses >= 0)
- modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
- if(fabs(modelscale - 1) > 1e-4)
- {
- if(firstpose == 0) // only print the when writing the reference pose
- Con_Printf("The model has an old-style model scale of %f\n", modelscale);
- }
- else
- modelscale = 1;
for (transformindex = 0;transformindex < model->num_bones;transformindex++)
{
if (outbufferpos >= outbuffermax >> 1)
l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
if (l > 0)
outbufferpos += l;
- for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
+ for (poseindex = 0;poseindex < numposes;poseindex++)
{
countframes++;
l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
if (l > 0)
outbufferpos += l;
- for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
+ for (transformindex = 0;transformindex < model->num_bones;transformindex++)
{
- float a, b, c;
float angles[3];
- float mtest[3][4];
+ float mtest[4][3];
+ matrix4x4_t posematrix;
if (outbufferpos >= outbuffermax >> 1)
{
outbuffermax *= 2;
// strangely the smd angles are for a transposed matrix, so we
// have to generate a transposed matrix, then convert that...
- mtest[0][0] = pose[ 0];
- mtest[0][1] = pose[ 4];
- mtest[0][2] = pose[ 8];
- mtest[0][3] = pose[ 3];
- mtest[1][0] = pose[ 1];
- mtest[1][1] = pose[ 5];
- mtest[1][2] = pose[ 9];
- mtest[1][3] = pose[ 7];
- mtest[2][0] = pose[ 2];
- mtest[2][1] = pose[ 6];
- mtest[2][2] = pose[10];
- mtest[2][3] = pose[11];
+ Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
+ Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
AnglesFromVectors(angles, mtest[0], mtest[2], false);
if (angles[0] >= 180) angles[0] -= 360;
if (angles[1] >= 180) angles[1] -= 360;
if (angles[2] >= 180) angles[2] -= 360;
- a = DEG2RAD(angles[ROLL]);
- b = DEG2RAD(angles[PITCH]);
- c = DEG2RAD(angles[YAW]);
-
#if 0
{
+ float a = DEG2RAD(angles[ROLL]);
+ float b = DEG2RAD(angles[PITCH]);
+ float c = DEG2RAD(angles[YAW]);
float cy, sy, cp, sp, cr, sr;
- float test[3][4];
- // smd matrix construction, for comparing to non-transposed m
+ float test[4][3];
+ // smd matrix construction, for comparing
sy = sin(c);
cy = cos(c);
sp = sin(b);
cr = cos(a);
test[0][0] = cp*cy;
- test[1][0] = cp*sy;
- test[2][0] = -sp;
- test[0][1] = sr*sp*cy+cr*-sy;
+ test[0][1] = cp*sy;
+ test[0][2] = -sp;
+ test[1][0] = sr*sp*cy+cr*-sy;
test[1][1] = sr*sp*sy+cr*cy;
- test[2][1] = sr*cp;
- test[0][2] = (cr*sp*cy+-sr*-sy);
- test[1][2] = (cr*sp*sy+-sr*cy);
+ test[1][2] = sr*cp;
+ test[2][0] = (cr*sp*cy+-sr*-sy);
+ test[2][1] = (cr*sp*sy+-sr*cy);
test[2][2] = cr*cp;
- test[0][3] = pose[3];
- test[1][3] = pose[7];
- test[2][3] = pose[11];
+ test[3][0] = pose[9];
+ test[3][1] = pose[10];
+ test[3][2] = pose[11];
}
#endif
- l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
if (l > 0)
outbufferpos += l;
}
static int mod_generatelightmaps_numlights;
static lightmaplight_t *mod_generatelightmaps_lightinfo;
+extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
+extern cvar_t r_shadow_lightattenuationdividebias;
+extern cvar_t r_shadow_lightattenuationlinearscale;
+
+static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
+{
+ int i;
+ int index;
+ int result;
+ float relativepoint[3];
+ float color[3];
+ float dir[3];
+ float dist;
+ float dist2;
+ float intensity;
+ float sample[5*3];
+ float lightorigin[3];
+ float lightradius;
+ float lightradius2;
+ float lightiradius;
+ float lightcolor[3];
+ trace_t trace;
+ for (i = 0;i < 5*3;i++)
+ sample[i] = 0.0f;
+ for (index = 0;;index++)
+ {
+ result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
+ if (result < 0)
+ break;
+ if (result == 0)
+ continue;
+ lightradius2 = lightradius * lightradius;
+ VectorSubtract(lightorigin, pos, relativepoint);
+ dist2 = VectorLength2(relativepoint);
+ if (dist2 >= lightradius2)
+ continue;
+ lightiradius = 1.0f / lightradius;
+ dist = sqrt(dist2) * lightiradius;
+ intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+ if (intensity <= 0)
+ continue;
+ if (model && model->TraceLine)
+ {
+ model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
+ if (trace.fraction < 1)
+ continue;
+ }
+ // scale down intensity to add to both ambient and diffuse
+ //intensity *= 0.5f;
+ VectorNormalize(relativepoint);
+ VectorScale(lightcolor, intensity, color);
+ VectorMA(sample , 0.5f , color, sample );
+ VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+ VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+ VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+ // calculate a weighted average light direction as well
+ intensity *= VectorLength(color);
+ VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+ }
+ // calculate the direction we'll use to reduce the sample to a directional light source
+ VectorCopy(sample + 12, dir);
+ //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+ VectorNormalize(dir);
+ // extract the diffuse color along the chosen direction and scale it
+ diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
+ diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
+ diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
+ // subtract some of diffuse from ambient
+ VectorMA(sample, -0.333f, diffuse, ambient);
+ // store the normalized lightdir
+ VectorCopy(dir, lightdir);
+}
+
static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
{
int surfaceindex;
{
if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
continue;
- if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
{
Mem_Free(nodes);
}
-extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
{
int index;
return num == -1; // true if empty, false if solid (shadowed)
}
-extern cvar_t r_shadow_lightattenuationdividebias;
-extern cvar_t r_shadow_lightattenuationlinearscale;
static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
{
int i;
if (model->brushq3.data_lightmaps)
{
for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
- R_FreeTexture(model->brushq3.data_lightmaps[i]);
+ if (model->brushq3.data_lightmaps[i])
+ R_FreeTexture(model->brushq3.data_lightmaps[i]);
Mem_Free(model->brushq3.data_lightmaps);
model->brushq3.data_lightmaps = NULL;
}
if (model->brushq3.data_deluxemaps)
{
for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
- R_FreeTexture(model->brushq3.data_deluxemaps[i]);
+ if (model->brushq3.data_deluxemaps[i])
+ R_FreeTexture(model->brushq3.data_deluxemaps[i]);
Mem_Free(model->brushq3.data_deluxemaps);
model->brushq3.data_deluxemaps = NULL;
}
model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
- model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
- model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+ if (oldsurfmesh.data_texcoordlightmap2f)
+ {
+ model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
+ model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
+ }
+ if (oldsurfmesh.data_lightmapcolor4f)
+ {
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+ }
+ else
+ Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
outvertexindex++;
}
float lm_basescalepixels;
int lm_borderpixels;
int lm_texturesize;
- int lm_maxpixels;
+ //int lm_maxpixels;
const int *e;
lightmaptriangle_t *triangle;
unsigned char *lightmappixels;
lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
- lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
+ //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
lightmapnumber = 0;
for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
lightmapnumber++;
Mod_AllocLightmap_Free(&lmstate);
- // now together lightmap textures
+ // now put triangles together into lightmap textures, and do not allow
+ // triangles of a surface to go into different textures (as that would
+ // require rewriting the surface list)
model->brushq3.deluxemapping_modelspace = true;
model->brushq3.deluxemapping = true;
model->brushq3.num_mergedlightmaps = lightmapnumber;
lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
+ surface->lightmapinfo = NULL;
+ }
+
+ model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
+ model->brushq1.lightdata = NULL;
+ model->brushq1.lightmapupdateflags = NULL;
+ model->brushq1.firstrender = false;
+ model->brushq1.num_lightstyles = 0;
+ model->brushq1.data_lightstyleinfo = NULL;
+ for (i = 0;i < model->brush.numsubmodels;i++)
+ {
+ model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
+ model->brush.submodels[i]->brushq1.firstrender = false;
+ model->brush.submodels[i]->brushq1.num_lightstyles = 0;
+ model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
}
}