remove some unused code
This commit is contained in:
parent
511f7bd2c2
commit
20eed03c3f
|
|
@ -97,94 +97,6 @@ AllocateLightmapForPatch
|
|||
*/
|
||||
//#define LIGHTMAP_PATCHSHIFT
|
||||
|
||||
void AllocateLightmapForPatch( mapDrawSurface_t *ds )
|
||||
{
|
||||
int i, j, k;
|
||||
drawVert_t *verts;
|
||||
int w, h;
|
||||
int x, y;
|
||||
float s, t;
|
||||
mesh_t mesh, *subdividedMesh, *tempMesh, *newmesh;
|
||||
int widthtable[LIGHTMAP_WIDTH], heighttable[LIGHTMAP_HEIGHT], ssize;
|
||||
|
||||
verts = ds->verts;
|
||||
|
||||
mesh.width = ds->patchWidth;
|
||||
mesh.height = ds->patchHeight;
|
||||
mesh.verts = verts;
|
||||
newmesh = SubdivideMesh( mesh, 8, 999 );
|
||||
|
||||
PutMeshOnCurve( *newmesh );
|
||||
tempMesh = RemoveLinearMeshColumnsRows( newmesh );
|
||||
FreeMesh(newmesh);
|
||||
|
||||
/* get sample size */
|
||||
ssize = ds->sampleSize;
|
||||
|
||||
|
||||
#ifdef LIGHTMAP_PATCHSHIFT
|
||||
subdividedMesh = SubdivideMeshQuads( tempMesh, ssize, LIGHTMAP_WIDTH-1, widthtable, heighttable );
|
||||
#else
|
||||
subdividedMesh = SubdivideMeshQuads( tempMesh, ssize, LIGHTMAP_WIDTH, widthtable, heighttable );
|
||||
#endif
|
||||
|
||||
w = subdividedMesh->width;
|
||||
h = subdividedMesh->height;
|
||||
|
||||
#ifdef LIGHTMAP_PATCHSHIFT
|
||||
w++;
|
||||
h++;
|
||||
#endif
|
||||
|
||||
FreeMesh(subdividedMesh);
|
||||
|
||||
// allocate the lightmap
|
||||
c_exactLightmap += w * h;
|
||||
|
||||
if ( !AllocLMBlock( w, h, &x, &y ) ) {
|
||||
PrepareNewLightmap();
|
||||
if ( !AllocLMBlock( w, h, &x, &y ) )
|
||||
{
|
||||
Error("Entity %i, brush %i: Lightmap allocation failed",
|
||||
ds->mapBrush->entitynum, ds->mapBrush->brushnum );
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef LIGHTMAP_PATCHSHIFT
|
||||
w--;
|
||||
h--;
|
||||
#endif
|
||||
|
||||
// set the lightmap texture coordinates in the drawVerts
|
||||
ds->lightmapNum = numLightmaps - 1;
|
||||
ds->lightmapWidth = w;
|
||||
ds->lightmapHeight = h;
|
||||
ds->lightmapX = x;
|
||||
ds->lightmapY = y;
|
||||
|
||||
for ( i = 0 ; i < ds->patchWidth ; i++ ) {
|
||||
for ( k = 0 ; k < w ; k++ ) {
|
||||
if ( originalWidths[k] >= i ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (k >= w)
|
||||
k = w-1;
|
||||
s = x + k;
|
||||
for ( j = 0 ; j < ds->patchHeight ; j++ ) {
|
||||
for ( k = 0 ; k < h ; k++ ) {
|
||||
if ( originalHeights[k] >= j ) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (k >= h)
|
||||
k = h-1;
|
||||
t = y + k;
|
||||
verts[i + j * ds->patchWidth].lightmap[0] = ( s + 0.5 ) / LIGHTMAP_WIDTH;
|
||||
verts[i + j * ds->patchWidth].lightmap[1] = ( t + 0.5 ) / LIGHTMAP_HEIGHT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
|
|
@ -195,176 +107,6 @@ AllocateLightmapForSurface
|
|||
|
||||
//#define LIGHTMAP_BLOCK 16
|
||||
|
||||
void AllocateLightmapForSurface( mapDrawSurface_t *ds )
|
||||
{
|
||||
vec3_t mins, maxs, size, exactSize, delta;
|
||||
int i;
|
||||
drawVert_t *verts;
|
||||
int w, h;
|
||||
int x, y, ssize;
|
||||
int axis;
|
||||
vec3_t vecs[ 2 ];
|
||||
float s, t;
|
||||
vec3_t origin;
|
||||
vec4_t plane;
|
||||
float d;
|
||||
|
||||
|
||||
/* debug code */
|
||||
#if 0
|
||||
if( ds->type == SURF_META && ds->planar == qfalse )
|
||||
Sys_Printf( "NPMS: %3d vertexes, %s\n", ds->numVerts, ds->shaderInfo->shader );
|
||||
else if( ds->type == SURF_META && ds->planar == qtrue )
|
||||
Sys_Printf( "PMS: %3d vertexes, %s\n", ds->numVerts, ds->shaderInfo->shader );
|
||||
#endif
|
||||
|
||||
/* ydnar: handle planar patches */
|
||||
if( noPatchFix == qtrue || (ds->type == SURF_PATCH && ds->planeNum < 0) )
|
||||
{
|
||||
AllocateLightmapForPatch( ds );
|
||||
return;
|
||||
}
|
||||
|
||||
/* get sample size */
|
||||
ssize = ds->sampleSize;
|
||||
|
||||
/* bound the surface */
|
||||
ClearBounds( mins, maxs );
|
||||
verts = ds->verts;
|
||||
for ( i = 0 ; i < ds->numVerts ; i++ )
|
||||
AddPointToBounds( verts[i].xyz, mins, maxs );
|
||||
|
||||
/* round to the lightmap resolution */
|
||||
for( i = 0; i < 3; i++ )
|
||||
{
|
||||
exactSize[i] = maxs[i] - mins[i];
|
||||
mins[i] = ssize * floor( mins[i] / ssize );
|
||||
maxs[i] = ssize * ceil( maxs[i] / ssize );
|
||||
size[i] = (maxs[i] - mins[i]) / ssize + 1;
|
||||
}
|
||||
|
||||
/* ydnar: lightmap projection axis is already stored */
|
||||
memset( vecs, 0, sizeof( vecs ) );
|
||||
|
||||
/* classify the plane (x y or z major) (ydnar: biased to z axis projection) */
|
||||
if( ds->lightmapAxis[ 2 ] >= ds->lightmapAxis[ 0 ] && ds->lightmapAxis[ 2 ] >= ds->lightmapAxis[ 1 ] )
|
||||
{
|
||||
w = size[ 0 ];
|
||||
h = size[ 1 ];
|
||||
axis = 2;
|
||||
vecs[ 0 ][ 0 ] = 1.0 / ssize;
|
||||
vecs[ 1 ][ 1 ] = 1.0 / ssize;
|
||||
}
|
||||
else if( ds->lightmapAxis[ 0 ] >= ds->lightmapAxis[ 1 ] && ds->lightmapAxis[ 0 ] >= ds->lightmapAxis[ 2 ] )
|
||||
{
|
||||
w = size[ 1 ];
|
||||
h = size[ 2 ];
|
||||
axis = 0;
|
||||
vecs[ 0 ][ 1 ] = 1.0 / ssize;
|
||||
vecs[ 1 ][ 2 ] = 1.0 / ssize;
|
||||
}
|
||||
else
|
||||
{
|
||||
w = size[ 0 ];
|
||||
h = size[ 2 ];
|
||||
axis = 1;
|
||||
vecs[ 0 ][ 0 ] = 1.0 / ssize;
|
||||
vecs[ 1 ][ 2 ] = 1.0 / ssize;
|
||||
}
|
||||
|
||||
/* odd check, given projection is now precalculated */
|
||||
if( ds->lightmapAxis[ axis ] == 0 )
|
||||
Error( "Chose a 0 valued axis" );
|
||||
|
||||
/* clamp to lightmap texture resolution */
|
||||
if( w > LIGHTMAP_WIDTH )
|
||||
{
|
||||
VectorScale ( vecs[0], (float) LIGHTMAP_WIDTH / w, vecs[0] );
|
||||
w = LIGHTMAP_WIDTH;
|
||||
}
|
||||
if( h > LIGHTMAP_HEIGHT )
|
||||
{
|
||||
VectorScale ( vecs[1], (float) LIGHTMAP_HEIGHT / h, vecs[1] );
|
||||
h = LIGHTMAP_HEIGHT;
|
||||
}
|
||||
|
||||
|
||||
/* ydnar */
|
||||
if( ds->planar == qfalse )
|
||||
c_nonplanarLightmap += w * h;
|
||||
c_exactLightmap += w * h;
|
||||
|
||||
|
||||
if( !AllocLMBlock( w, h, &x, &y ) )
|
||||
{
|
||||
PrepareNewLightmap();
|
||||
if ( !AllocLMBlock( w, h, &x, &y ) )
|
||||
{
|
||||
Error( "Entity %i, brush %i: Lightmap allocation failed",
|
||||
ds->mapBrush->entitynum, ds->mapBrush->brushnum );
|
||||
}
|
||||
}
|
||||
|
||||
/* set the lightmap texture coordinates in the drawVerts */
|
||||
ds->lightmapNum = numLightmaps - 1;
|
||||
ds->lightmapWidth = w;
|
||||
ds->lightmapHeight = h;
|
||||
ds->lightmapX = x;
|
||||
ds->lightmapY = y;
|
||||
for ( i = 0 ; i < ds->numVerts ; i++ )
|
||||
{
|
||||
VectorSubtract( verts[i].xyz, mins, delta );
|
||||
s = DotProduct( delta, vecs[0] ) + x + 0.5;
|
||||
t = DotProduct( delta, vecs[1] ) + y + 0.5;
|
||||
verts[i].lightmap[0] = s / LIGHTMAP_WIDTH;
|
||||
verts[i].lightmap[1] = t / LIGHTMAP_HEIGHT;
|
||||
}
|
||||
|
||||
/* calculate the world coordinates of the lightmap samples */
|
||||
|
||||
/* construct a plane from the first vert and clear bounding box */
|
||||
|
||||
/* project mins onto plane to get origin */
|
||||
VectorCopy( ds->lightmapVecs[ 2 ], plane );
|
||||
plane[ 3 ] = DotProduct( ds->verts[ 0 ].xyz, plane );
|
||||
d = DotProduct( mins, plane ) - plane[ 3 ];
|
||||
d /= plane[ axis ];
|
||||
|
||||
//% d = DotProduct( mins, plane->normal ) - plane->dist;
|
||||
//% d /= plane->normal[ axis ];
|
||||
VectorCopy( mins, origin );
|
||||
origin[ axis ] -= d;
|
||||
|
||||
/* project stepped lightmap blocks and subtract to get planevecs */
|
||||
for( i = 0; i < 2; i++ )
|
||||
{
|
||||
vec3_t normalized;
|
||||
float len;
|
||||
|
||||
len = VectorNormalize( vecs[i], normalized );
|
||||
VectorScale( normalized, (1.0/len), vecs[i] );
|
||||
d = DotProduct( vecs[i], plane );
|
||||
d /= plane[ axis ];
|
||||
//%d = DotProduct( vecs[i], plane->normal );
|
||||
//%d /= plane->normal[ axis ];
|
||||
vecs[i][axis] -= d;
|
||||
}
|
||||
|
||||
/* store lightmap origin and vectors (fixme: make this work right) */
|
||||
VectorCopy( origin, ds->lightmapOrigin );
|
||||
//% VectorCopy( plane->normal, ds->lightmapVecs[ 2 ] );
|
||||
|
||||
/* ydnar: lightmap vectors 0 and 1 are used for lod bounds, so don't overwrite */
|
||||
if( ds->type == SURF_PATCH )
|
||||
c_planarPatch++;
|
||||
|
||||
/* store lightmap vectors */
|
||||
VectorCopy( vecs[ 0 ], ds->lightmapVecs[ 0 ] );
|
||||
VectorCopy( vecs[ 1 ], ds->lightmapVecs[ 1 ] );
|
||||
|
||||
/* ydnar: print some stats */
|
||||
//Sys_FPrintf( SYS_VRB, "Lightmap block %3d (%3d, %3d) (%3d x %3d) emitted\n", (numLightmaps - 1), x, y, w, h );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
|
|
@ -372,124 +114,6 @@ void AllocateLightmapForSurface( mapDrawSurface_t *ds )
|
|||
AllocateLightmaps
|
||||
===================
|
||||
*/
|
||||
void AllocateLightmaps( entity_t *e )
|
||||
{
|
||||
int i, j;
|
||||
mapDrawSurface_t *ds;
|
||||
shaderInfo_t *si;
|
||||
|
||||
|
||||
/* note it */
|
||||
Sys_FPrintf( SYS_VRB,"--- AllocateLightmaps ---\n" );
|
||||
|
||||
|
||||
/* sort all surfaces by shader so common shaders will usually be in the same lightmap */
|
||||
/* ydnar: this is done in two passes, because of an odd bug with lightmapped terrain */
|
||||
numSortShaders = 0;
|
||||
for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
|
||||
{
|
||||
/* get surface and early out if possible */
|
||||
ds = &mapDrawSurfs[ i ];
|
||||
si = ds->shaderInfo;
|
||||
if( si->surfaceFlags & SURF_VERTEXLIT )
|
||||
continue;
|
||||
if( ds->numVerts <= 0 )
|
||||
continue;
|
||||
|
||||
/* ydnar: handle brush faces and patches first */
|
||||
if( ds->type != SURF_FACE && ds->type != SURF_PATCH )
|
||||
continue;
|
||||
|
||||
/* ydnar: this is unecessary because it should already be set */
|
||||
//% VectorCopy( ds->plane.normal, ds->lightmapVecs[ 2 ] );
|
||||
|
||||
/* search for this shader */
|
||||
for( j = 0 ; j < numSortShaders; j++ )
|
||||
{
|
||||
if( ds->shaderInfo == surfsOnShader[ j ]->shaderInfo )
|
||||
{
|
||||
ds->nextOnShader = surfsOnShader[ j ];
|
||||
surfsOnShader[ j ] = ds;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* new shader */
|
||||
if( j == numSortShaders )
|
||||
{
|
||||
EXPAND_BY_REALLOC(surfsOnShader, numSortShaders, allocatedSurfsOnShader, 1024);
|
||||
surfsOnShader[ j ] = ds;
|
||||
ds->nextOnShader = NULL;
|
||||
numSortShaders++;
|
||||
}
|
||||
}
|
||||
|
||||
/* second pass, to allocate lightmapped terrain last */
|
||||
for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
|
||||
{
|
||||
/* get surface and early out if possible */
|
||||
ds = &mapDrawSurfs[ i ];
|
||||
si = ds->shaderInfo;
|
||||
if( si->surfaceFlags & SURF_VERTEXLIT )
|
||||
continue;
|
||||
if( ds->numVerts <= 0 )
|
||||
continue;
|
||||
|
||||
/* ydnar: this only handles metasurfaces and terrain */
|
||||
if( ds->type != SURF_TERRAIN && ds->type != SURF_META )
|
||||
continue;
|
||||
|
||||
/* ydnar: a lightmap projection should be pre-stored for anything but excessively curved patches */
|
||||
if( VectorLength( ds->lightmapAxis ) <= 0 )
|
||||
continue;
|
||||
|
||||
/* search for this shader */
|
||||
for( j = 0; j < numSortShaders; j++ )
|
||||
{
|
||||
if( ds->shaderInfo == surfsOnShader[ j ]->shaderInfo )
|
||||
{
|
||||
ds->nextOnShader = surfsOnShader[ j ];
|
||||
surfsOnShader[ j ] = ds;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* new shader */
|
||||
if( j == numSortShaders )
|
||||
{
|
||||
EXPAND_BY_REALLOC(surfsOnShader, numSortShaders, allocatedSurfsOnShader, 1024);
|
||||
surfsOnShader[ j ] = ds;
|
||||
ds->nextOnShader = NULL;
|
||||
numSortShaders++;
|
||||
}
|
||||
}
|
||||
|
||||
/* tot up shader count */
|
||||
Sys_FPrintf( SYS_VRB, "%9d unique shaders\n", numSortShaders );
|
||||
|
||||
/* for each shader, allocate lightmaps for each surface */
|
||||
for( i = 0; i < numSortShaders; i++ )
|
||||
{
|
||||
si = surfsOnShader[ i ]->shaderInfo;
|
||||
for( ds = surfsOnShader[ i ]; ds; ds = ds->nextOnShader )
|
||||
{
|
||||
/* ydnar: promoting pointlight above nolightmap */
|
||||
if( si->surfaceFlags & SURF_POINTLIGHT )
|
||||
ds->lightmapNum = -3;
|
||||
else if( si->surfaceFlags & SURF_NOLIGHTMAP )
|
||||
ds->lightmapNum = -1;
|
||||
else
|
||||
AllocateLightmapForSurface( ds );
|
||||
}
|
||||
}
|
||||
|
||||
/* emit some statistics */
|
||||
Sys_FPrintf( SYS_VRB, "%9d exact lightmap texels\n", c_exactLightmap );
|
||||
Sys_FPrintf( SYS_VRB, "%9d block lightmap texels\n", numLightmaps * LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT );
|
||||
Sys_FPrintf( SYS_VRB, "%9d non-planar or terrain lightmap texels\n", c_nonplanarLightmap );
|
||||
Sys_FPrintf( SYS_VRB, "%9d planar patch lightmaps\n", c_planarPatch );
|
||||
Sys_FPrintf( SYS_VRB, "%9d lightmap textures, size: %d Kbytes\n", numLightmaps, (numLightmaps * LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT * 3) / 1024 );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user