q3map2/light: introduce -nobouncestore

when storing computed lightmap on each bounce, user can interrupt compilation and
get working files, but it spends allocation time (which is slow and single-threaded

with this option, user can decide to only allocate lightmaps on the very final
bounce, it means it can't be interrupted, but it can save a lot of time
This commit is contained in:
Thomas Debesse 2019-09-22 02:16:08 +02:00 committed by Garux
parent 374f66bb42
commit 2c947b7e95
5 changed files with 423 additions and 399 deletions

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@ -257,6 +257,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
<li><strong><code>-lomem</code>:</strong> Low memory but slower lighting mode</li>
<li><strong><code>-lowquality</code>:</strong> Low quality floodlight (appears to currently break floodlight)</li>
<li><strong><code>-minsamplesize</code> N:</strong> Sets minimum lightmap resolution in luxels/qu</li>
<li><strong><code>-nobouncestore</code>:</strong> Do not store BSP, lightmap and shader files between bounces</li>
<li><strong><code>-nocollapse</code>:</strong> Do not collapse identical lightmaps</li>
<li><strong><code>-nodeluxe</code>, <code>-nodeluxemap</code>:</strong> Disable deluxemapping</li>
<li><strong><code>-nofastpoint</code>:</strong> Disable fast point light calculation</li>

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@ -224,6 +224,7 @@ static void HelpLight()
{"-lomem", "Low memory but slower lighting mode"},
{"-lowquality", "Low quality floodlight (appears to currently break floodlight)"},
{"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
{"-nobouncestore", "Do not store BSP, lightmap and shader files between bounces"},
{"-nocollapse", "Do not collapse identical lightmaps"},
{"-nodeluxe, -nodeluxemap", "Disable deluxemapping"},
{"-nofastpoint", "Disable fast point light calculation"},

View File

@ -1785,7 +1785,7 @@ static void SetupGrid(){
does what it says...
*/
static void LightWorld( bool fastAllocate ){
static void LightWorld( bool fastAllocate, bool bounceStore ){
Vector3 color;
float f;
int b, bt;
@ -1917,10 +1917,12 @@ static void LightWorld( bool fastAllocate ){
while ( bounce > 0 )
{
/* store off the bsp between bounces */
StoreSurfaceLightmaps( fastAllocate );
UnparseEntities();
Sys_Printf( "Writing %s\n", source );
WriteBSPFile( source );
StoreSurfaceLightmaps( fastAllocate, bounceStore );
if( bounceStore ){
UnparseEntities();
Sys_Printf( "Writing %s\n", source );
WriteBSPFile( source );
}
/* note it */
Sys_Printf( "\n--- Radiosity (bounce %d of %d) ---\n", b, bt );
@ -1939,7 +1941,10 @@ static void LightWorld( bool fastAllocate ){
SetupEnvelopes( false, fastbounce );
if ( lights.empty() ) {
Sys_Printf( "No diffuse light to calculate, ending radiosity.\n" );
return;
if( bounceStore ){ // already stored, just quit
return;
}
break; // break to StoreSurfaceLightmaps
}
/* add to lightgrid */
@ -1982,8 +1987,9 @@ static void LightWorld( bool fastAllocate ){
bounce--;
b++;
}
/* ydnar: store off lightmaps */
StoreSurfaceLightmaps( fastAllocate );
StoreSurfaceLightmaps( fastAllocate, true );
}
@ -1998,6 +2004,7 @@ int LightMain( Args& args ){
int lightmapMergeSize = 0;
bool lightSamplesInsist = false;
bool fastAllocate = true;
bool bounceStore = true;
/* note it */
@ -2445,6 +2452,11 @@ int LightMain( Args& args ){
Sys_Printf( "Storing bounced light (radiosity) only\n" );
}
while ( args.takeArg( "-nobouncestore" ) ) {
bounceStore = false;
Sys_Printf( "Not storing BSP, lightmap and shader files between bounces\n" );
}
while ( args.takeArg( "-nocollapse" ) ) {
noCollapse = true;
Sys_Printf( "Identical lightmap collapsing disabled\n" );
@ -2814,7 +2826,7 @@ int LightMain( Args& args ){
SetupTraceNodes();
/* light the world */
LightWorld( fastAllocate );
LightWorld( fastAllocate, bounceStore );
/* write out the bsp */
UnparseEntities();

View File

@ -2336,7 +2336,7 @@ static void FillOutLightmap( outLightmap_t *olm ){
stores the surface lightmaps into the bsp as byte rgb triplets
*/
void StoreSurfaceLightmaps( bool fastAllocate ){
void StoreSurfaceLightmaps( bool fastAllocate, bool storeForReal ){
int i, j, k, x, y, lx, ly, sx, sy, mappedSamples;
int style, lightmapNum, lightmapNum2;
float samples, occludedSamples;
@ -2816,7 +2816,7 @@ void StoreSurfaceLightmaps( bool fastAllocate ){
collapse non-unique lightmaps
----------------------------------------------------------------- */
if ( !noCollapse && !deluxemap ) {
if ( storeForReal && !noCollapse && !deluxemap ) {
/* note it */
Sys_Printf( "collapsing..." );
@ -2890,481 +2890,491 @@ void StoreSurfaceLightmaps( bool fastAllocate ){
sort raw lightmaps by shader
----------------------------------------------------------------- */
/* note it */
Sys_Printf( "sorting..." );
if ( storeForReal ) {
/* note it */
Sys_Printf( "sorting..." );
timer.start();
timer.start();
/* allocate a new sorted list */
if ( sortLightmaps == NULL ) {
sortLightmaps = safe_malloc( numRawLightmaps * sizeof( int ) );
/* allocate a new sorted list */
if ( sortLightmaps == NULL ) {
sortLightmaps = safe_malloc( numRawLightmaps * sizeof( int ) );
}
/* fill it out and sort it */
for ( i = 0; i < numRawLightmaps; i++ )
sortLightmaps[ i ] = i;
std::sort( sortLightmaps, sortLightmaps + numRawLightmaps, CompareRawLightmap() );
Sys_Printf( "%d.", int( timer.elapsed_sec() ) );
}
/* fill it out and sort it */
for ( i = 0; i < numRawLightmaps; i++ )
sortLightmaps[ i ] = i;
std::sort( sortLightmaps, sortLightmaps + numRawLightmaps, CompareRawLightmap() );
Sys_Printf( "%d.", int( timer.elapsed_sec() ) );
/* -----------------------------------------------------------------
allocate output lightmaps
----------------------------------------------------------------- */
/* note it */
Sys_Printf( "allocating..." );
if ( storeForReal ) {
/* note it */
Sys_Printf( "allocating..." );
timer.start();
timer.start();
/* kill all existing output lightmaps */
if ( outLightmaps != NULL ) {
for ( i = 0; i < numOutLightmaps; i++ )
{
free( outLightmaps[ i ].lightBits );
free( outLightmaps[ i ].bspLightBytes );
}
free( outLightmaps );
outLightmaps = NULL;
}
numLightmapShaders = 0;
numOutLightmaps = 0;
numBSPLightmaps = 0;
numExtLightmaps = 0;
/* find output lightmap */
for ( i = 0; i < numRawLightmaps; i++ )
{
lm = &rawLightmaps[ sortLightmaps[ i ] ];
FindOutLightmaps( lm, fastAllocate );
}
/* set output numbers in twinned lightmaps */
for ( i = 0; i < numRawLightmaps; i++ )
{
/* get lightmap */
lm = &rawLightmaps[ sortLightmaps[ i ] ];
/* walk lightmaps */
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
/* get twin */
lm2 = lm->twins[ lightmapNum ];
if ( lm2 == NULL ) {
continue;
/* kill all existing output lightmaps */
if ( outLightmaps != NULL ) {
for ( i = 0; i < numOutLightmaps; i++ )
{
free( outLightmaps[ i ].lightBits );
free( outLightmaps[ i ].bspLightBytes );
}
lightmapNum2 = lm->twinNums[ lightmapNum ];
/* find output lightmap from twin */
lm->outLightmapNums[ lightmapNum ] = lm2->outLightmapNums[ lightmapNum2 ];
lm->lightmapX[ lightmapNum ] = lm2->lightmapX[ lightmapNum2 ];
lm->lightmapY[ lightmapNum ] = lm2->lightmapY[ lightmapNum2 ];
free( outLightmaps );
outLightmaps = NULL;
}
}
Sys_Printf( "%d.", int( timer.elapsed_sec() ) );
numLightmapShaders = 0;
numOutLightmaps = 0;
numBSPLightmaps = 0;
numExtLightmaps = 0;
/* find output lightmap */
for ( i = 0; i < numRawLightmaps; i++ )
{
lm = &rawLightmaps[ sortLightmaps[ i ] ];
FindOutLightmaps( lm, fastAllocate );
}
/* set output numbers in twinned lightmaps */
for ( i = 0; i < numRawLightmaps; i++ )
{
/* get lightmap */
lm = &rawLightmaps[ sortLightmaps[ i ] ];
/* walk lightmaps */
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
/* get twin */
lm2 = lm->twins[ lightmapNum ];
if ( lm2 == NULL ) {
continue;
}
lightmapNum2 = lm->twinNums[ lightmapNum ];
/* find output lightmap from twin */
lm->outLightmapNums[ lightmapNum ] = lm2->outLightmapNums[ lightmapNum2 ];
lm->lightmapX[ lightmapNum ] = lm2->lightmapX[ lightmapNum2 ];
lm->lightmapY[ lightmapNum ] = lm2->lightmapY[ lightmapNum2 ];
}
}
Sys_Printf( "%d.", int( timer.elapsed_sec() ) );
}
/* -----------------------------------------------------------------
store output lightmaps
----------------------------------------------------------------- */
/* note it */
Sys_Printf( "storing..." );
if ( storeForReal ) {
/* note it */
Sys_Printf( "storing..." );
timer.start();
timer.start();
/* count the bsp lightmaps and allocate space */
const size_t gameLmSize = g_game->lightmapSize * g_game->lightmapSize * sizeof( Vector3b );
if ( numBSPLightmaps == 0 || externalLightmaps ) {
bspLightBytes.clear();
}
else
{
bspLightBytes = decltype( bspLightBytes )( numBSPLightmaps * gameLmSize, 0 );
}
/* walk the list of output lightmaps */
for ( i = 0; i < numOutLightmaps; i++ )
{
/* get output lightmap */
olm = &outLightmaps[ i ];
/* fill output lightmap */
if ( lightmapFill ) {
FillOutLightmap( olm );
/* count the bsp lightmaps and allocate space */
const size_t gameLmSize = g_game->lightmapSize * g_game->lightmapSize * sizeof( Vector3b );
if ( numBSPLightmaps == 0 || externalLightmaps ) {
bspLightBytes.clear();
}
else if( lightmapPink ){
for ( x = 0; x < olm->customHeight * olm->customWidth; ++x ){
if ( !bit_is_enabled( olm->lightBits, x ) ) { /* not filled */
olm->bspLightBytes[x] = { 255, 0, 255 };
else
{
bspLightBytes = decltype( bspLightBytes )( numBSPLightmaps * gameLmSize, 0 );
}
/* walk the list of output lightmaps */
for ( i = 0; i < numOutLightmaps; i++ )
{
/* get output lightmap */
olm = &outLightmaps[ i ];
/* fill output lightmap */
if ( lightmapFill ) {
FillOutLightmap( olm );
}
else if( lightmapPink ){
for ( x = 0; x < olm->customHeight * olm->customWidth; ++x ){
if ( !bit_is_enabled( olm->lightBits, x ) ) { /* not filled */
olm->bspLightBytes[x] = { 255, 0, 255 };
}
}
}
}
/* is this a valid bsp lightmap? */
if ( olm->lightmapNum >= 0 && !externalLightmaps ) {
/* copy lighting data */
lb = bspLightBytes.data() + ( olm->lightmapNum * gameLmSize );
memcpy( lb, olm->bspLightBytes, gameLmSize );
/* is this a valid bsp lightmap? */
if ( olm->lightmapNum >= 0 && !externalLightmaps ) {
/* copy lighting data */
lb = bspLightBytes.data() + ( olm->lightmapNum * gameLmSize );
memcpy( lb, olm->bspLightBytes, gameLmSize );
/* copy direction data */
if ( deluxemap ) {
lb = bspLightBytes.data() + ( ( olm->lightmapNum + 1 ) * gameLmSize );
memcpy( lb, olm->bspDirBytes, gameLmSize );
/* copy direction data */
if ( deluxemap ) {
lb = bspLightBytes.data() + ( ( olm->lightmapNum + 1 ) * gameLmSize );
memcpy( lb, olm->bspDirBytes, gameLmSize );
}
}
}
/* external lightmap? */
if ( olm->lightmapNum < 0 || olm->extLightmapNum >= 0 || externalLightmaps ) {
/* make a directory for the lightmaps */
Q_mkdir( dirname );
/* external lightmap? */
if ( olm->lightmapNum < 0 || olm->extLightmapNum >= 0 || externalLightmaps ) {
/* make a directory for the lightmaps */
Q_mkdir( dirname );
/* set external lightmap number */
olm->extLightmapNum = numExtLightmaps;
/* set external lightmap number */
olm->extLightmapNum = numExtLightmaps;
/* write lightmap */
sprintf( filename, "%s/" EXTERNAL_LIGHTMAP, dirname, numExtLightmaps );
Sys_FPrintf( SYS_VRB, "\nwriting %s", filename );
WriteTGA24( filename, olm->bspLightBytes->data(), olm->customWidth, olm->customHeight, true );
numExtLightmaps++;
/* write deluxemap */
if ( deluxemap ) {
/* write lightmap */
sprintf( filename, "%s/" EXTERNAL_LIGHTMAP, dirname, numExtLightmaps );
Sys_FPrintf( SYS_VRB, "\nwriting %s", filename );
WriteTGA24( filename, olm->bspDirBytes->data(), olm->customWidth, olm->customHeight, true );
WriteTGA24( filename, olm->bspLightBytes->data(), olm->customWidth, olm->customHeight, true );
numExtLightmaps++;
if ( debugDeluxemap ) {
olm->extLightmapNum++;
/* write deluxemap */
if ( deluxemap ) {
sprintf( filename, "%s/" EXTERNAL_LIGHTMAP, dirname, numExtLightmaps );
Sys_FPrintf( SYS_VRB, "\nwriting %s", filename );
WriteTGA24( filename, olm->bspDirBytes->data(), olm->customWidth, olm->customHeight, true );
numExtLightmaps++;
if ( debugDeluxemap ) {
olm->extLightmapNum++;
}
}
}
}
}
if ( numExtLightmaps > 0 ) {
Sys_Printf( "\n" );
}
/* delete unused external lightmaps */
for ( i = numExtLightmaps; i; i++ )
{
/* determine if file exists */
sprintf( filename, "%s/" EXTERNAL_LIGHTMAP, dirname, i );
if ( !FileExists( filename ) ) {
break;
if ( numExtLightmaps > 0 ) {
Sys_Printf( "\n" );
}
/* delete it */
remove( filename );
}
/* delete unused external lightmaps */
for ( i = numExtLightmaps; i; i++ )
{
/* determine if file exists */
sprintf( filename, "%s/" EXTERNAL_LIGHTMAP, dirname, i );
if ( !FileExists( filename ) ) {
break;
}
Sys_Printf( "%d.", int( timer.elapsed_sec() ) );
/* delete it */
remove( filename );
}
Sys_Printf( "%d.", int( timer.elapsed_sec() ) );
}
/* -----------------------------------------------------------------
project the lightmaps onto the bsp surfaces
----------------------------------------------------------------- */
/* note it */
Sys_Printf( "projecting..." );
if ( storeForReal ) {
/* note it */
Sys_Printf( "projecting..." );
timer.start();
timer.start();
/* walk the list of surfaces */
for ( size_t i = 0; i < bspDrawSurfaces.size(); ++i )
{
/* get the surface and info */
ds = &bspDrawSurfaces[ i ];
info = &surfaceInfos[ i ];
lm = info->lm;
olm = NULL;
/* handle surfaces with identical parent */
if ( info->parentSurfaceNum >= 0 ) {
/* preserve original data and get parent */
parent = &bspDrawSurfaces[ info->parentSurfaceNum ];
memcpy( &dsTemp, ds, sizeof( *ds ) );
/* overwrite child with parent data */
memcpy( ds, parent, sizeof( *ds ) );
/* restore key parts */
ds->fogNum = dsTemp.fogNum;
ds->firstVert = dsTemp.firstVert;
ds->firstIndex = dsTemp.firstIndex;
memcpy( ds->lightmapVecs, dsTemp.lightmapVecs, sizeof( dsTemp.lightmapVecs ) );
/* set vertex data */
dv = &bspDrawVerts[ ds->firstVert ];
dvParent = &bspDrawVerts[ parent->firstVert ];
for ( j = 0; j < ds->numVerts; j++ )
{
memcpy( dv[ j ].lightmap, dvParent[ j ].lightmap, sizeof( dv[ j ].lightmap ) );
memcpy( dv[ j ].color, dvParent[ j ].color, sizeof( dv[ j ].color ) );
}
/* skip the rest */
continue;
}
/* handle vertex lit or approximated surfaces */
else if ( lm == NULL || lm->outLightmapNums[ 0 ] < 0 ) {
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
ds->lightmapNum[ lightmapNum ] = -3;
ds->lightmapStyles[ lightmapNum ] = ds->vertexStyles[ lightmapNum ];
}
}
/* handle lightmapped surfaces */
else
/* walk the list of surfaces */
for ( size_t i = 0; i < bspDrawSurfaces.size(); ++i )
{
/* walk lightmaps */
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
/* set style */
ds->lightmapStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
/* get the surface and info */
ds = &bspDrawSurfaces[ i ];
info = &surfaceInfos[ i ];
lm = info->lm;
olm = NULL;
/* handle unused style */
if ( lm->styles[ lightmapNum ] == LS_NONE || lm->outLightmapNums[ lightmapNum ] < 0 ) {
ds->lightmapNum[ lightmapNum ] = -3;
continue;
}
/* handle surfaces with identical parent */
if ( info->parentSurfaceNum >= 0 ) {
/* preserve original data and get parent */
parent = &bspDrawSurfaces[ info->parentSurfaceNum ];
memcpy( &dsTemp, ds, sizeof( *ds ) );
/* get output lightmap */
olm = &outLightmaps[ lm->outLightmapNums[ lightmapNum ] ];
/* overwrite child with parent data */
memcpy( ds, parent, sizeof( *ds ) );
/* set bsp lightmap number */
ds->lightmapNum[ lightmapNum ] = olm->lightmapNum;
/* restore key parts */
ds->fogNum = dsTemp.fogNum;
ds->firstVert = dsTemp.firstVert;
ds->firstIndex = dsTemp.firstIndex;
memcpy( ds->lightmapVecs, dsTemp.lightmapVecs, sizeof( dsTemp.lightmapVecs ) );
/* deluxemap debugging makes the deluxemap visible */
if ( deluxemap && debugDeluxemap && lightmapNum == 0 ) {
ds->lightmapNum[ lightmapNum ]++;
}
/* calc lightmap origin in texture space */
lmx = (float) lm->lightmapX[ lightmapNum ] / (float) olm->customWidth;
lmy = (float) lm->lightmapY[ lightmapNum ] / (float) olm->customHeight;
/* calc lightmap st coords */
/* set vertex data */
dv = &bspDrawVerts[ ds->firstVert ];
ydv = &yDrawVerts[ ds->firstVert ];
dvParent = &bspDrawVerts[ parent->firstVert ];
for ( j = 0; j < ds->numVerts; j++ )
{
if ( lm->solid[ lightmapNum ] ) {
dv[ j ].lightmap[ lightmapNum ][ 0 ] = lmx + ( 0.5f / (float) olm->customWidth );
dv[ j ].lightmap[ lightmapNum ][ 1 ] = lmy + ( 0.5f / (float) olm->customWidth );
memcpy( dv[ j ].lightmap, dvParent[ j ].lightmap, sizeof( dv[ j ].lightmap ) );
memcpy( dv[ j ].color, dvParent[ j ].color, sizeof( dv[ j ].color ) );
}
/* skip the rest */
continue;
}
/* handle vertex lit or approximated surfaces */
else if ( lm == NULL || lm->outLightmapNums[ 0 ] < 0 ) {
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
ds->lightmapNum[ lightmapNum ] = -3;
ds->lightmapStyles[ lightmapNum ] = ds->vertexStyles[ lightmapNum ];
}
}
/* handle lightmapped surfaces */
else
{
/* walk lightmaps */
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
/* set style */
ds->lightmapStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
/* handle unused style */
if ( lm->styles[ lightmapNum ] == LS_NONE || lm->outLightmapNums[ lightmapNum ] < 0 ) {
ds->lightmapNum[ lightmapNum ] = -3;
continue;
}
/* get output lightmap */
olm = &outLightmaps[ lm->outLightmapNums[ lightmapNum ] ];
/* set bsp lightmap number */
ds->lightmapNum[ lightmapNum ] = olm->lightmapNum;
/* deluxemap debugging makes the deluxemap visible */
if ( deluxemap && debugDeluxemap && lightmapNum == 0 ) {
ds->lightmapNum[ lightmapNum ]++;
}
/* calc lightmap origin in texture space */
lmx = (float) lm->lightmapX[ lightmapNum ] / (float) olm->customWidth;
lmy = (float) lm->lightmapY[ lightmapNum ] / (float) olm->customHeight;
/* calc lightmap st coords */
dv = &bspDrawVerts[ ds->firstVert ];
ydv = &yDrawVerts[ ds->firstVert ];
for ( j = 0; j < ds->numVerts; j++ )
{
if ( lm->solid[ lightmapNum ] ) {
dv[ j ].lightmap[ lightmapNum ][ 0 ] = lmx + ( 0.5f / (float) olm->customWidth );
dv[ j ].lightmap[ lightmapNum ][ 1 ] = lmy + ( 0.5f / (float) olm->customWidth );
}
else
{
dv[ j ].lightmap[ lightmapNum ][ 0 ] = lmx + ( ydv[ j ].lightmap[ 0 ][ 0 ] / ( superSample * olm->customWidth ) );
dv[ j ].lightmap[ lightmapNum ][ 1 ] = lmy + ( ydv[ j ].lightmap[ 0 ][ 1 ] / ( superSample * olm->customHeight ) );
}
}
}
}
/* store vertex colors */
dv = &bspDrawVerts[ ds->firstVert ];
for ( j = 0; j < ds->numVerts; j++ )
{
/* walk lightmaps */
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
Vector3 color;
/* handle unused style */
if ( ds->vertexStyles[ lightmapNum ] == LS_NONE ) {
color.set( 0 );
}
else
{
dv[ j ].lightmap[ lightmapNum ][ 0 ] = lmx + ( ydv[ j ].lightmap[ 0 ][ 0 ] / ( superSample * olm->customWidth ) );
dv[ j ].lightmap[ lightmapNum ][ 1 ] = lmy + ( ydv[ j ].lightmap[ 0 ][ 1 ] / ( superSample * olm->customHeight ) );
/* get vertex color */
color = getVertexLuxel( lightmapNum, ds->firstVert + j );
/* set minimum light */
if ( lightmapNum == 0 ) {
for ( k = 0; k < 3; k++ )
value_maximize( color[ k ], minVertexLight[ k ] );
}
}
/* store to bytes */
if ( !info->si->noVertexLight ) {
dv[ j ].color[ lightmapNum ].rgb() = ColorToBytes( color, info->si->vertexScale );
}
}
}
}
/* store vertex colors */
dv = &bspDrawVerts[ ds->firstVert ];
for ( j = 0; j < ds->numVerts; j++ )
{
/* walk lightmaps */
for ( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
Vector3 color;
/* handle unused style */
if ( ds->vertexStyles[ lightmapNum ] == LS_NONE ) {
color.set( 0 );
}
else
/* surfaces with styled lightmaps and a style marker get a custom generated shader (fixme: make this work with external lightmaps) */
if ( olm != NULL && lm != NULL && lm->styles[ 1 ] != LS_NONE && g_game->load != LoadRBSPFile ) { //% info->si->styleMarker > 0 )
char key[ 32 ], styleStage[ 512 ], styleStages[ 4096 ], rgbGen[ 128 ], alphaGen[ 128 ];
/* setup */
sprintf( styleStages, "\n\t// Q3Map2 custom lightstyle stage(s)\n" );
dv = &bspDrawVerts[ ds->firstVert ];
/* depthFunc equal? */
const bool dfEqual = ( info->si->styleMarker == 2 || info->si->implicitMap == EImplicitMap::Masked );
/* generate stages for styled lightmaps */
for ( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
/* get vertex color */
color = getVertexLuxel( lightmapNum, ds->firstVert + j );
/* set minimum light */
if ( lightmapNum == 0 ) {
for ( k = 0; k < 3; k++ )
value_maximize( color[ k ], minVertexLight[ k ] );
/* early out */
style = lm->styles[ lightmapNum ];
if ( style == LS_NONE || lm->outLightmapNums[ lightmapNum ] < 0 ) {
continue;
}
}
/* store to bytes */
if ( !info->si->noVertexLight ) {
dv[ j ].color[ lightmapNum ].rgb() = ColorToBytes( color, info->si->vertexScale );
}
}
}
/* get output lightmap */
olm = &outLightmaps[ lm->outLightmapNums[ lightmapNum ] ];
/* surfaces with styled lightmaps and a style marker get a custom generated shader (fixme: make this work with external lightmaps) */
if ( olm != NULL && lm != NULL && lm->styles[ 1 ] != LS_NONE && g_game->load != LoadRBSPFile ) { //% info->si->styleMarker > 0 )
char key[ 32 ], styleStage[ 512 ], styleStages[ 4096 ], rgbGen[ 128 ], alphaGen[ 128 ];
/* setup */
sprintf( styleStages, "\n\t// Q3Map2 custom lightstyle stage(s)\n" );
dv = &bspDrawVerts[ ds->firstVert ];
/* depthFunc equal? */
const bool dfEqual = ( info->si->styleMarker == 2 || info->si->implicitMap == EImplicitMap::Masked );
/* generate stages for styled lightmaps */
for ( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
{
/* early out */
style = lm->styles[ lightmapNum ];
if ( style == LS_NONE || lm->outLightmapNums[ lightmapNum ] < 0 ) {
continue;
}
/* get output lightmap */
olm = &outLightmaps[ lm->outLightmapNums[ lightmapNum ] ];
/* lightmap name */
if ( lm->outLightmapNums[ lightmapNum ] == lm->outLightmapNums[ 0 ] ) {
strcpy( lightmapName, "$lightmap" );
}
else{
sprintf( lightmapName, "maps/%s/" EXTERNAL_LIGHTMAP, mapName.c_str(), olm->extLightmapNum );
}
/* get rgbgen string */
if ( rgbGenValues[ style ] == NULL ) {
sprintf( key, "_style%drgbgen", style );
rgbGenValues[ style ] = entities[ 0 ].valueForKey( key );
if ( strEmpty( rgbGenValues[ style ] ) ) {
rgbGenValues[ style ] = "wave noise 0.5 1 0 5.37";
/* lightmap name */
if ( lm->outLightmapNums[ lightmapNum ] == lm->outLightmapNums[ 0 ] ) {
strcpy( lightmapName, "$lightmap" );
}
else{
sprintf( lightmapName, "maps/%s/" EXTERNAL_LIGHTMAP, mapName.c_str(), olm->extLightmapNum );
}
/* get rgbgen string */
if ( rgbGenValues[ style ] == NULL ) {
sprintf( key, "_style%drgbgen", style );
rgbGenValues[ style ] = entities[ 0 ].valueForKey( key );
if ( strEmpty( rgbGenValues[ style ] ) ) {
rgbGenValues[ style ] = "wave noise 0.5 1 0 5.37";
}
}
}
strClear( rgbGen );
if ( !strEmpty( rgbGenValues[ style ] ) ) {
sprintf( rgbGen, "\t\trgbGen %s // style %d\n", rgbGenValues[ style ], style );
}
else{
strClear( rgbGen );
if ( !strEmpty( rgbGenValues[ style ] ) ) {
sprintf( rgbGen, "\t\trgbGen %s // style %d\n", rgbGenValues[ style ], style );
}
else{
strClear( rgbGen );
}
/* get alphagen string */
if ( alphaGenValues[ style ] == NULL ) {
sprintf( key, "_style%dalphagen", style );
alphaGenValues[ style ] = entities[ 0 ].valueForKey( key );
}
if ( !strEmpty( alphaGenValues[ style ] ) ) {
sprintf( alphaGen, "\t\talphaGen %s // style %d\n", alphaGenValues[ style ], style );
}
else{
strClear( alphaGen );
}
/* calculate st offset */
const Vector2 lmxy = dv[ 0 ].lightmap[ lightmapNum ] - dv[ 0 ].lightmap[ 0 ];
/* create additional stage */
if ( lmxy.x() == 0.0f && lmxy.y() == 0.0f ) {
sprintf( styleStage, "\t{\n"
"\t\tmap %s\n" /* lightmap */
"\t\tblendFunc GL_SRC_ALPHA GL_ONE\n"
"%s" /* depthFunc equal */
"%s" /* rgbGen */
"%s" /* alphaGen */
"\t\ttcGen lightmap\n"
"\t}\n",
lightmapName,
( dfEqual ? "\t\tdepthFunc equal\n" : "" ),
rgbGen,
alphaGen );
}
else
{
sprintf( styleStage, "\t{\n"
"\t\tmap %s\n" /* lightmap */
"\t\tblendFunc GL_SRC_ALPHA GL_ONE\n"
"%s" /* depthFunc equal */
"%s" /* rgbGen */
"%s" /* alphaGen */
"\t\ttcGen lightmap\n"
"\t\ttcMod transform 1 0 0 1 %1.5f %1.5f\n" /* st offset */
"\t}\n",
lightmapName,
( dfEqual ? "\t\tdepthFunc equal\n" : "" ),
rgbGen,
alphaGen,
lmxy.x(), lmxy.y() );
}
/* concatenate */
strcat( styleStages, styleStage );
}
/* get alphagen string */
if ( alphaGenValues[ style ] == NULL ) {
sprintf( key, "_style%dalphagen", style );
alphaGenValues[ style ] = entities[ 0 ].valueForKey( key );
}
if ( !strEmpty( alphaGenValues[ style ] ) ) {
sprintf( alphaGen, "\t\talphaGen %s // style %d\n", alphaGenValues[ style ], style );
/* create custom shader */
if ( info->si->styleMarker == 2 ) {
csi = CustomShader( info->si, "q3map_styleMarker2", styleStages );
}
else{
strClear( alphaGen );
csi = CustomShader( info->si, "q3map_styleMarker", styleStages );
}
/* calculate st offset */
const Vector2 lmxy = dv[ 0 ].lightmap[ lightmapNum ] - dv[ 0 ].lightmap[ 0 ];
/* emit remap command */
//% EmitVertexRemapShader( csi->shader, info->si->shader );
/* create additional stage */
if ( lmxy.x() == 0.0f && lmxy.y() == 0.0f ) {
sprintf( styleStage, "\t{\n"
"\t\tmap %s\n" /* lightmap */
"\t\tblendFunc GL_SRC_ALPHA GL_ONE\n"
"%s" /* depthFunc equal */
"%s" /* rgbGen */
"%s" /* alphaGen */
"\t\ttcGen lightmap\n"
"\t}\n",
lightmapName,
( dfEqual ? "\t\tdepthFunc equal\n" : "" ),
rgbGen,
alphaGen );
}
else
{
sprintf( styleStage, "\t{\n"
"\t\tmap %s\n" /* lightmap */
"\t\tblendFunc GL_SRC_ALPHA GL_ONE\n"
"%s" /* depthFunc equal */
"%s" /* rgbGen */
"%s" /* alphaGen */
"\t\ttcGen lightmap\n"
"\t\ttcMod transform 1 0 0 1 %1.5f %1.5f\n" /* st offset */
"\t}\n",
lightmapName,
( dfEqual ? "\t\tdepthFunc equal\n" : "" ),
rgbGen,
alphaGen,
lmxy.x(), lmxy.y() );
}
/* concatenate */
strcat( styleStages, styleStage );
/* store it */
//% Sys_Printf( "Emitting: %s (%d", csi->shader, strlen( csi->shader ) );
int cont = bspShaders[ ds->shaderNum ].contentFlags;
int surf = bspShaders[ ds->shaderNum ].surfaceFlags;
ds->shaderNum = EmitShader( csi->shader, &cont, &surf );
//% Sys_Printf( ")\n" );
}
/* create custom shader */
if ( info->si->styleMarker == 2 ) {
csi = CustomShader( info->si, "q3map_styleMarker2", styleStages );
/* devise a custom shader for this surface (fixme: make this work with light styles) */
else if ( olm != NULL && lm != NULL && !externalLightmaps &&
( olm->customWidth != g_game->lightmapSize || olm->customHeight != g_game->lightmapSize ) ) {
/* get output lightmap */
olm = &outLightmaps[ lm->outLightmapNums[ 0 ] ];
/* do some name mangling */
sprintf( lightmapName, "maps/%s/" EXTERNAL_LIGHTMAP "\n\t\ttcgen lightmap", mapName.c_str(), olm->extLightmapNum );
/* create custom shader */
csi = CustomShader( info->si, "$lightmap", lightmapName );
/* store it */
//% Sys_Printf( "Emitting: %s (%d", csi->shader, strlen( csi->shader ) );
int cont = bspShaders[ ds->shaderNum ].contentFlags;
int surf = bspShaders[ ds->shaderNum ].surfaceFlags;
ds->shaderNum = EmitShader( csi->shader, &cont, &surf );
//% Sys_Printf( ")\n" );
}
/* use the normal plain-jane shader */
else{
csi = CustomShader( info->si, "q3map_styleMarker", styleStages );
}
/* emit remap command */
//% EmitVertexRemapShader( csi->shader, info->si->shader );
/* store it */
//% Sys_Printf( "Emitting: %s (%d", csi->shader, strlen( csi->shader ) );
int cont = bspShaders[ ds->shaderNum ].contentFlags;
int surf = bspShaders[ ds->shaderNum ].surfaceFlags;
ds->shaderNum = EmitShader( csi->shader, &cont, &surf );
//% Sys_Printf( ")\n" );
}
/* devise a custom shader for this surface (fixme: make this work with light styles) */
else if ( olm != NULL && lm != NULL && !externalLightmaps &&
( olm->customWidth != g_game->lightmapSize || olm->customHeight != g_game->lightmapSize ) ) {
/* get output lightmap */
olm = &outLightmaps[ lm->outLightmapNums[ 0 ] ];
/* do some name mangling */
sprintf( lightmapName, "maps/%s/" EXTERNAL_LIGHTMAP "\n\t\ttcgen lightmap", mapName.c_str(), olm->extLightmapNum );
/* create custom shader */
csi = CustomShader( info->si, "$lightmap", lightmapName );
/* store it */
//% Sys_Printf( "Emitting: %s (%d", csi->shader, strlen( csi->shader ) );
int cont = bspShaders[ ds->shaderNum ].contentFlags;
int surf = bspShaders[ ds->shaderNum ].surfaceFlags;
ds->shaderNum = EmitShader( csi->shader, &cont, &surf );
//% Sys_Printf( ")\n" );
}
/* use the normal plain-jane shader */
else{
int cont = bspShaders[ ds->shaderNum ].contentFlags;
int cont = bspShaders[ ds->shaderNum ].contentFlags;
int surf = bspShaders[ ds->shaderNum ].surfaceFlags;
ds->shaderNum = EmitShader( info->si->shader, &cont, &surf );
}
}
}
Sys_Printf( "%d.", int( timer.elapsed_sec() ) );
Sys_Printf( "%d.", int( timer.elapsed_sec() ) );
}
/* finish */
Sys_Printf( "done.\n" );
/* calc num stored */
numStored = bspLightBytes.size() / 3;
efficiency = ( numStored <= 0 )
? 0
: (float) numUsed / (float) numStored;
if ( storeForReal ) {
/* calc num stored */
numStored = bspLightBytes.size() / 3;
efficiency = ( numStored <= 0 )
? 0
: (float) numUsed / (float) numStored;
/* print stats */
Sys_Printf( "%9d luxels used\n", numUsed );
Sys_Printf( "%9d luxels stored (%3.2f percent efficiency)\n", numStored, efficiency * 100.0f );
Sys_Printf( "%9d solid surface lightmaps\n", numSolidLightmaps );
Sys_Printf( "%9d identical surface lightmaps, using %d luxels\n", numTwins, numTwinLuxels );
Sys_Printf( "%9d vertex forced surfaces\n", numSurfsVertexForced );
Sys_Printf( "%9d vertex approximated surfaces\n", numSurfsVertexApproximated );
Sys_Printf( "%9d BSP lightmaps\n", numBSPLightmaps );
Sys_Printf( "%9d total lightmaps\n", numOutLightmaps );
Sys_Printf( "%9d unique lightmap/shader combinations\n", numLightmapShaders );
/* print stats */
Sys_Printf( "%9d luxels used\n", numUsed );
Sys_Printf( "%9d luxels stored (%3.2f percent efficiency)\n", numStored, efficiency * 100.0f );
Sys_Printf( "%9d solid surface lightmaps\n", numSolidLightmaps );
Sys_Printf( "%9d identical surface lightmaps, using %d luxels\n", numTwins, numTwinLuxels );
Sys_Printf( "%9d vertex forced surfaces\n", numSurfsVertexForced );
Sys_Printf( "%9d vertex approximated surfaces\n", numSurfsVertexApproximated );
Sys_Printf( "%9d BSP lightmaps\n", numBSPLightmaps );
Sys_Printf( "%9d total lightmaps\n", numOutLightmaps );
Sys_Printf( "%9d unique lightmap/shader combinations\n", numLightmapShaders );
/* write map shader file */
WriteMapShaderFile();
/* write map shader file */
WriteMapShaderFile();
}
}

View File

@ -1649,7 +1649,7 @@ int ImportLightmapsMain( Args& args );
void SetupSurfaceLightmaps();
void StitchSurfaceLightmaps();
void StoreSurfaceLightmaps( bool fastAllocate );
void StoreSurfaceLightmaps( bool fastAllocate, bool storeForReal );
/* exportents.c */