/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2007-2008 Kristian Duske Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_brush.c: brush model rendering. renamed from r_surf.c #include "q_defs.h" extern cvar_t gl_fullbrights, r_drawflat, gl_overbright, r_oldwater; //johnfitz extern cvar_t gl_zfix; // QuakeSpasm z-fighting fix int32_t gl_lightmap_format; int32_t lightmap_bytes; #define BLOCK_WIDTH 128 #define BLOCK_HEIGHT 128 gltexture_t *lightmap_textures[MAX_LIGHTMAPS]; //johnfitz -- changed to an array unsigned blocklights[BLOCK_WIDTH * BLOCK_HEIGHT * 3]; //johnfitz -- was 18*18, added lit support (*3) and loosened surface extents maximum (BLOCK_WIDTH*BLOCK_HEIGHT) typedef struct glRect_s { uint8_t l, t, w, h; } glRect_t; glpoly_t *lightmap_polys[MAX_LIGHTMAPS]; bool lightmap_modified[MAX_LIGHTMAPS]; glRect_t lightmap_rectchange[MAX_LIGHTMAPS]; int32_t allocated[MAX_LIGHTMAPS][BLOCK_WIDTH]; int32_t last_lightmap_allocated; //ericw -- optimization: remember the index of the last lightmap AllocBlock stored a surf in // the lightmap texture data needs to be kept in // main memory so texsubimage can update properly byte lightmaps[4 * MAX_LIGHTMAPS * BLOCK_WIDTH * BLOCK_HEIGHT]; /* =============== R_TextureAnimation -- johnfitz -- added "frame" param to eliminate use of "currententity" global Returns the proper texture for a given time and base texture =============== */ texture_t *R_TextureAnimation(texture_t *base, int32_t frame) { int32_t relative; int32_t count; if(frame) if(base->alternate_anims) base = base->alternate_anims; if(!base->anim_total) return base; relative = (int32_t)(cl.time * 10) % base->anim_total; count = 0; while(base->anim_min > relative || base->anim_max <= relative) { base = base->anim_next; if(!base) Sys_Error("R_TextureAnimation: broken cycle"); if(++count > 100) Sys_Error("R_TextureAnimation: infinite cycle"); } return base; } /* ================ DrawGLPoly ================ */ void DrawGLPoly(glpoly_t *p) { float *v; int32_t i; glBegin(GL_POLYGON); v = p->verts[0]; for(i = 0 ; i < p->numverts ; i++, v += VERTEXSIZE) { glTexCoord2f(v[3], v[4]); glVertex3fv(v); } glEnd(); } /* ================ DrawGLTriangleFan -- johnfitz -- like DrawGLPoly but for r_showtris ================ */ void DrawGLTriangleFan(glpoly_t *p) { float *v; int32_t i; glBegin(GL_TRIANGLE_FAN); v = p->verts[0]; for(i = 0 ; i < p->numverts ; i++, v += VERTEXSIZE) { glVertex3fv(v); } glEnd(); } /* ============================================================= BRUSH MODELS ============================================================= */ /* ================= R_DrawBrushModel ================= */ void R_DrawBrushModel(entity_t *e) { int32_t i, k; msurface_t *psurf; float dot; mplane_t *pplane; qmodel_t *clmodel; if(R_CullModelForEntity(e)) return; currententity = e; clmodel = e->model; VectorSubtract(r_refdef.vieworg, e->origin, modelorg); if(e->angles[0] || e->angles[1] || e->angles[2]) { vec3_t temp; vec3_t forward, right, up; VectorCopy(modelorg, temp); AngleVectors(e->angles, forward, right, up); modelorg[0] = DotProduct(temp, forward); modelorg[1] = -DotProduct(temp, right); modelorg[2] = DotProduct(temp, up); } psurf = &clmodel->surfaces[clmodel->firstmodelsurface]; // calculate dynamic lighting for bmodel if it's not an // instanced model if(clmodel->firstmodelsurface != 0 && !gl_flashblend.value) { for(k = 0 ; k < cl_max_dlights ; k++) { if((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius)) continue; R_MarkLights(&cl_dlights[k], k, clmodel->nodes + clmodel->hulls[0].firstclipnode); } } glPushMatrix(); e->angles[0] = -e->angles[0]; // stupid bug if(gl_zfix.value) { e->origin[0] -= DIST_EPSILON; e->origin[1] -= DIST_EPSILON; e->origin[2] -= DIST_EPSILON; } R_RotateForEntity(e->origin, e->angles); if(gl_zfix.value) { e->origin[0] += DIST_EPSILON; e->origin[1] += DIST_EPSILON; e->origin[2] += DIST_EPSILON; } e->angles[0] = -e->angles[0]; // stupid bug R_ClearTextureChains(clmodel, chain_model); for(i = 0 ; i < clmodel->nummodelsurfaces ; i++, psurf++) { pplane = psurf->plane; dot = DotProduct(modelorg, pplane->normal) - pplane->dist; if(((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { R_ChainSurface(psurf, chain_model); rs_brushpolys++; } } R_DrawTextureChains(clmodel, e, chain_model); R_DrawTextureChains_Water(clmodel, e, chain_model); glPopMatrix(); } /* ================= R_DrawBrushModel_ShowTris -- johnfitz ================= */ void R_DrawBrushModel_ShowTris(entity_t *e) { int32_t i; msurface_t *psurf; float dot; mplane_t *pplane; qmodel_t *clmodel; glpoly_t *p; if(R_CullModelForEntity(e)) return; currententity = e; clmodel = e->model; VectorSubtract(r_refdef.vieworg, e->origin, modelorg); if(e->angles[0] || e->angles[1] || e->angles[2]) { vec3_t temp; vec3_t forward, right, up; VectorCopy(modelorg, temp); AngleVectors(e->angles, forward, right, up); modelorg[0] = DotProduct(temp, forward); modelorg[1] = -DotProduct(temp, right); modelorg[2] = DotProduct(temp, up); } psurf = &clmodel->surfaces[clmodel->firstmodelsurface]; glPushMatrix(); e->angles[0] = -e->angles[0]; // stupid bug R_RotateForEntity(e->origin, e->angles); e->angles[0] = -e->angles[0]; // stupid bug // // draw it // for(i = 0 ; i < clmodel->nummodelsurfaces ; i++, psurf++) { pplane = psurf->plane; dot = DotProduct(modelorg, pplane->normal) - pplane->dist; if(((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) || (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) { if((psurf->flags & SURF_DRAWTURB) && r_oldwater.value) for(p = psurf->polys->next; p; p = p->next) DrawGLTriangleFan(p); else DrawGLTriangleFan(psurf->polys); } } glPopMatrix(); } /* ============================================================= LIGHTMAPS ============================================================= */ /* ================ R_RenderDynamicLightmaps called during rendering ================ */ void R_RenderDynamicLightmaps(msurface_t *fa) { byte *base; int32_t maps; glRect_t *theRect; int32_t smax, tmax; if(fa->flags & SURF_DRAWTILED) //johnfitz -- not a lightmapped surface return; // add to lightmap chain fa->polys->chain = lightmap_polys[fa->lightmaptexturenum]; lightmap_polys[fa->lightmaptexturenum] = fa->polys; // check for lightmap modification for(maps = 0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++) if(d_lightstylevalue[fa->styles[maps]] != fa->cached_light[maps]) goto dynamic; if(fa->dlightframe == r_framecount // dynamic this frame || fa->cached_dlight) // dynamic previously { dynamic: if(r_dynamic.value) { lightmap_modified[fa->lightmaptexturenum] = true; theRect = &lightmap_rectchange[fa->lightmaptexturenum]; if(fa->light_t < theRect->t) { if(theRect->h) theRect->h += theRect->t - fa->light_t; theRect->t = fa->light_t; } if(fa->light_s < theRect->l) { if(theRect->w) theRect->w += theRect->l - fa->light_s; theRect->l = fa->light_s; } smax = (fa->extents[0] >> 4) + 1; tmax = (fa->extents[1] >> 4) + 1; if((theRect->w + theRect->l) < (fa->light_s + smax)) theRect->w = (fa->light_s - theRect->l) + smax; if((theRect->h + theRect->t) < (fa->light_t + tmax)) theRect->h = (fa->light_t - theRect->t) + tmax; base = lightmaps + fa->lightmaptexturenum * lightmap_bytes * BLOCK_WIDTH * BLOCK_HEIGHT; base += fa->light_t * BLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes; R_BuildLightMap(fa, base, BLOCK_WIDTH * lightmap_bytes); } } } /* ======================== AllocBlock -- returns a texture number and the position inside it ======================== */ int32_t AllocBlock(int32_t w, int32_t h, int32_t *x, int32_t *y) { int32_t i, j; int32_t best, best2; int32_t texnum; // ericw -- rather than searching starting at lightmap 0 every time, // start at the last lightmap we allocated a surface in. // This makes AllocBlock much faster on large levels (can shave off 3+ seconds // of load time on a level with 180 lightmaps), at a cost of not quite packing // lightmaps as tightly vs. not doing this (uses ~5% more lightmaps) for(texnum = last_lightmap_allocated ; texnum < MAX_LIGHTMAPS ; texnum++, last_lightmap_allocated++) { best = BLOCK_HEIGHT; for(i = 0 ; i < BLOCK_WIDTH - w ; i++) { best2 = 0; for(j = 0 ; j < w ; j++) { if(allocated[texnum][i + j] >= best) break; if(allocated[texnum][i + j] > best2) best2 = allocated[texnum][i + j]; } if(j == w) { // this is a valid spot *x = i; *y = best = best2; } } if(best + h > BLOCK_HEIGHT) continue; for(i = 0 ; i < w ; i++) allocated[texnum][*x + i] = best + h; return texnum; } Sys_Error("AllocBlock: full"); return 0; //johnfitz -- shut up compiler } mvertex_t *r_pcurrentvertbase; qmodel_t *currentmodel; int32_t nColinElim; /* ======================== GL_CreateSurfaceLightmap ======================== */ void GL_CreateSurfaceLightmap(msurface_t *surf) { int32_t smax, tmax; byte *base; smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; surf->lightmaptexturenum = AllocBlock(smax, tmax, &surf->light_s, &surf->light_t); base = lightmaps + surf->lightmaptexturenum * lightmap_bytes * BLOCK_WIDTH * BLOCK_HEIGHT; base += (surf->light_t * BLOCK_WIDTH + surf->light_s) * lightmap_bytes; R_BuildLightMap(surf, base, BLOCK_WIDTH * lightmap_bytes); } /* ================ BuildSurfaceDisplayList -- called at level load time ================ */ void BuildSurfaceDisplayList(msurface_t *fa) { int32_t i, lindex, lnumverts; medge_t *pedges, *r_pedge; float *vec; float s, t; glpoly_t *poly; // reconstruct the polygon pedges = currentmodel->edges; lnumverts = fa->numedges; // // draw texture // poly = Hunk_AllocName(sizeof(glpoly_t) + (lnumverts - 4) * VERTEXSIZE * sizeof(float), __func__); poly->next = fa->polys; fa->polys = poly; poly->numverts = lnumverts; for(i = 0 ; i < lnumverts ; i++) { lindex = currentmodel->surfedges[fa->firstedge + i]; if(lindex > 0) { r_pedge = &pedges[lindex]; vec = r_pcurrentvertbase[r_pedge->v[0]].position; } else { r_pedge = &pedges[-lindex]; vec = r_pcurrentvertbase[r_pedge->v[1]].position; } s = DotProduct(vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; s /= fa->texinfo->texture->width; t = DotProduct(vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; t /= fa->texinfo->texture->height; VectorCopy(vec, poly->verts[i]); poly->verts[i][3] = s; poly->verts[i][4] = t; // // lightmap texture coordinates // s = DotProduct(vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3]; s -= fa->texturemins[0]; s += fa->light_s * 16; s += 8; s /= BLOCK_WIDTH * 16; //fa->texinfo->texture->width; t = DotProduct(vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3]; t -= fa->texturemins[1]; t += fa->light_t * 16; t += 8; t /= BLOCK_HEIGHT * 16; //fa->texinfo->texture->height; poly->verts[i][5] = s; poly->verts[i][6] = t; } //johnfitz -- removed gl_keeptjunctions code poly->numverts = lnumverts; } /* ================== GL_BuildLightmaps -- called at level load time Builds the lightmap texture with all the surfaces from all brush models ================== */ void GL_BuildLightmaps(void) { char name[16]; byte *data; int32_t i, j; qmodel_t *m; memset(allocated, 0, sizeof(allocated)); last_lightmap_allocated = 0; r_framecount = 1; // no dlightcache //johnfitz -- null out array (the gltexture objects themselves were already freed by Mod_ClearAll) for(i = 0; i < MAX_LIGHTMAPS; i++) lightmap_textures[i] = NULL; //johnfitz gl_lightmap_format = GL_RGBA;//FIXME: hardcoded for now! switch(gl_lightmap_format) { case GL_RGBA: lightmap_bytes = 4; break; case GL_BGRA: lightmap_bytes = 4; break; default: Sys_Error("GL_BuildLightmaps: bad lightmap format"); } for(j = 1 ; j < MAX_MODELS ; j++) { m = cl.model_precache[j]; if(!m) break; if(m->name[0] == '*') continue; r_pcurrentvertbase = m->vertexes; currentmodel = m; for(i = 0 ; i < m->numsurfaces ; i++) { //johnfitz -- rewritten to use SURF_DRAWTILED instead of the sky/water flags if(m->surfaces[i].flags & SURF_DRAWTILED) continue; GL_CreateSurfaceLightmap(m->surfaces + i); BuildSurfaceDisplayList(m->surfaces + i); //johnfitz } } // // upload all lightmaps that were filled // for(i = 0; i < MAX_LIGHTMAPS; i++) { if(!allocated[i][0]) break; // no more used lightmap_modified[i] = false; lightmap_rectchange[i].l = BLOCK_WIDTH; lightmap_rectchange[i].t = BLOCK_HEIGHT; lightmap_rectchange[i].w = 0; lightmap_rectchange[i].h = 0; //johnfitz -- use texture manager sprintf(name, "lightmap%03" PRIi32, i); data = lightmaps + i * BLOCK_WIDTH * BLOCK_HEIGHT * lightmap_bytes; lightmap_textures[i] = TexMgr_LoadImage(cl.worldmodel, name, BLOCK_WIDTH, BLOCK_HEIGHT, SRC_LIGHTMAP, data, "", (src_offset_t)data, TEXPREF_LINEAR | TEXPREF_NOPICMIP); //johnfitz } //johnfitz -- warn about exceeding old limits if(i >= 64) Con_DWarning("%" PRIi32 " lightmaps exceeds standard limit of 64 (max = %" PRIi32 ").\n", i, MAX_LIGHTMAPS); //johnfitz } /* ============================================================= VBO support ============================================================= */ GLuint gl_bmodel_vbo = 0; void GL_DeleteBModelVertexBuffer(void) { if(!(gl_vbo_able && gl_mtexable && gl_max_texture_units >= 3)) return; GL_DeleteBuffersFunc(1, &gl_bmodel_vbo); gl_bmodel_vbo = 0; GL_ClearBufferBindings(); } /* ================== GL_BuildBModelVertexBuffer Deletes gl_bmodel_vbo if it already exists, then rebuilds it with all surfaces from world + all brush models ================== */ void GL_BuildBModelVertexBuffer(void) { uint32_t numverts, varray_bytes, varray_index; int32_t i, j; qmodel_t *m; float *varray; if(!(gl_vbo_able && gl_mtexable && gl_max_texture_units >= 3)) return; // ask GL for a name for our VBO GL_DeleteBuffersFunc(1, &gl_bmodel_vbo); GL_GenBuffersFunc(1, &gl_bmodel_vbo); // count all verts in all models numverts = 0; for(j = 1 ; j < MAX_MODELS ; j++) { m = cl.model_precache[j]; if(!m || m->name[0] == '*' || m->type != mod_brush) continue; for(i = 0 ; i < m->numsurfaces ; i++) { numverts += m->surfaces[i].numedges; } } // build vertex array varray_bytes = VERTEXSIZE * sizeof(float) * numverts; varray = (float *) malloc(varray_bytes); varray_index = 0; for(j = 1 ; j < MAX_MODELS ; j++) { m = cl.model_precache[j]; if(!m || m->name[0] == '*' || m->type != mod_brush) continue; for(i = 0 ; i < m->numsurfaces ; i++) { msurface_t *s = &m->surfaces[i]; s->vbo_firstvert = varray_index; memcpy(&varray[VERTEXSIZE * varray_index], s->polys->verts, VERTEXSIZE * sizeof(float) * s->numedges); varray_index += s->numedges; } } // upload to GPU GL_BindBufferFunc(GL_ARRAY_BUFFER, gl_bmodel_vbo); GL_BufferDataFunc(GL_ARRAY_BUFFER, varray_bytes, varray, GL_STATIC_DRAW); free(varray); // invalidate the cached bindings GL_ClearBufferBindings(); } /* =============== R_AddDynamicLights =============== */ void R_AddDynamicLights(msurface_t *surf) { int32_t lnum; int32_t sd, td; float dist, rad, minlight; vec3_t impact, local; int32_t s, t; int32_t i; int32_t smax, tmax; mtexinfo_t *tex; //johnfitz -- lit support via lordhavoc float cred, cgreen, cblue, brightness; unsigned *bl; //johnfitz smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; tex = surf->texinfo; for(lnum = 0 ; lnum < cl_max_dlights ; lnum++) { if(!(surf->dlightbits[lnum >> 5] & (1U << (lnum & 31)))) continue; // not lit by this light rad = cl_dlights[lnum].radius; dist = DotProduct(cl_dlights[lnum].origin, surf->plane->normal) - surf->plane->dist; rad -= fabs(dist); minlight = cl_dlights[lnum].minlight; if(rad < minlight) continue; minlight = rad - minlight; for(i = 0 ; i < 3 ; i++) { impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i] * dist; } local[0] = DotProduct(impact, tex->vecs[0]) + tex->vecs[0][3]; local[1] = DotProduct(impact, tex->vecs[1]) + tex->vecs[1][3]; local[0] -= surf->texturemins[0]; local[1] -= surf->texturemins[1]; //johnfitz -- lit support via lordhavoc bl = blocklights; cred = cl_dlights[lnum].color[0] * 256.0f; cgreen = cl_dlights[lnum].color[1] * 256.0f; cblue = cl_dlights[lnum].color[2] * 256.0f; //johnfitz for(t = 0 ; t < tmax ; t++) { td = local[1] - t * 16; if(td < 0) td = -td; for(s = 0 ; s < smax ; s++) { sd = local[0] - s * 16; if(sd < 0) sd = -sd; if(sd > td) dist = sd + (td >> 1); else dist = td + (sd >> 1); if(dist < minlight) //johnfitz -- lit support via lordhavoc { brightness = rad - dist; bl[0] += (int32_t)(brightness * cred); bl[1] += (int32_t)(brightness * cgreen); bl[2] += (int32_t)(brightness * cblue); } bl += 3; //johnfitz } } } } /* =============== R_BuildLightMap -- johnfitz -- revised for lit support via lordhavoc Combine and scale multiple lightmaps into the 8.8 format in blocklights =============== */ void R_BuildLightMap(msurface_t *surf, byte *dest, int32_t stride) { int32_t smax, tmax; int32_t r, g, b; int32_t i, j, size; byte *lightmap; unsigned scale; int32_t maps; unsigned *bl; surf->cached_dlight = (surf->dlightframe == r_framecount); smax = (surf->extents[0] >> 4) + 1; tmax = (surf->extents[1] >> 4) + 1; size = smax * tmax; lightmap = surf->samples; if(cl.worldmodel->lightdata) { // clear to no light memset(&blocklights[0], 0, size * 3 * sizeof(uint32_t)); //johnfitz -- lit support via lordhavoc // add all the lightmaps if(lightmap) { for(maps = 0 ; maps < MAXLIGHTMAPS && surf->styles[maps] != 255 ; maps++) { scale = d_lightstylevalue[surf->styles[maps]]; surf->cached_light[maps] = scale; // 8.8 fraction //johnfitz -- lit support via lordhavoc bl = blocklights; for(i = 0 ; i < size ; i++) { *bl++ += *lightmap++ * scale; *bl++ += *lightmap++ * scale; *bl++ += *lightmap++ * scale; } //johnfitz } } // add all the dynamic lights if(surf->dlightframe == r_framecount) R_AddDynamicLights(surf); } else { // set to full bright if no light data memset(&blocklights[0], 255, size * 3 * sizeof(uint32_t)); //johnfitz -- lit support via lordhavoc } // bound, invert, and shift // store: switch(gl_lightmap_format) { case GL_RGBA: stride -= smax * 4; bl = blocklights; for(i = 0 ; i < tmax ; i++, dest += stride) { for(j = 0 ; j < smax ; j++) { if(gl_overbright.value) { r = *bl++ >> 8; g = *bl++ >> 8; b = *bl++ >> 8; } else { r = *bl++ >> 7; g = *bl++ >> 7; b = *bl++ >> 7; } *dest++ = (r > 255) ? 255 : r; *dest++ = (g > 255) ? 255 : g; *dest++ = (b > 255) ? 255 : b; *dest++ = 255; } } break; case GL_BGRA: stride -= smax * 4; bl = blocklights; for(i = 0 ; i < tmax ; i++, dest += stride) { for(j = 0 ; j < smax ; j++) { if(gl_overbright.value) { r = *bl++ >> 8; g = *bl++ >> 8; b = *bl++ >> 8; } else { r = *bl++ >> 7; g = *bl++ >> 7; b = *bl++ >> 7; } *dest++ = (b > 255) ? 255 : b; *dest++ = (g > 255) ? 255 : g; *dest++ = (r > 255) ? 255 : r; *dest++ = 255; } } break; default: Sys_Error("R_BuildLightMap: bad lightmap format"); } } /* =============== R_UploadLightmap -- johnfitz -- uploads the modified lightmap to opengl if necessary assumes lightmap texture is already bound =============== */ static void R_UploadLightmap(int32_t lmap) { glRect_t *theRect; if(!lightmap_modified[lmap]) return; lightmap_modified[lmap] = false; theRect = &lightmap_rectchange[lmap]; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, BLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps + (lmap * BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH * lightmap_bytes); theRect->l = BLOCK_WIDTH; theRect->t = BLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; rs_dynamiclightmaps++; } void R_UploadLightmaps(void) { int32_t lmap; for(lmap = 0; lmap < MAX_LIGHTMAPS; lmap++) { if(!lightmap_modified[lmap]) continue; GL_Bind(lightmap_textures[lmap]); R_UploadLightmap(lmap); } } /* ================ R_RebuildAllLightmaps -- johnfitz -- called when gl_overbright gets toggled ================ */ void R_RebuildAllLightmaps(void) { int32_t i, j; qmodel_t *mod; msurface_t *fa; byte *base; if(!cl.worldmodel) // is this the correct test? return; //for each surface in each model, rebuild lightmap with new scale for(i = 1; i < MAX_MODELS; i++) { if(!(mod = cl.model_precache[i])) continue; fa = &mod->surfaces[mod->firstmodelsurface]; for(j = 0; j < mod->nummodelsurfaces; j++, fa++) { if(fa->flags & SURF_DRAWTILED) continue; base = lightmaps + fa->lightmaptexturenum * lightmap_bytes * BLOCK_WIDTH * BLOCK_HEIGHT; base += fa->light_t * BLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes; R_BuildLightMap(fa, base, BLOCK_WIDTH * lightmap_bytes); } } //for each lightmap, upload it for(i = 0; i < MAX_LIGHTMAPS; i++) { if(!allocated[i][0]) break; GL_Bind(lightmap_textures[i]); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, BLOCK_WIDTH, BLOCK_HEIGHT, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps + i * BLOCK_WIDTH * BLOCK_HEIGHT * lightmap_bytes); } }