worldspawn/tools/vmap/lightmaps.c

116 lines
2.3 KiB
C

/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "qbsp.h"
/*
Lightmap allocation has to be done after all flood filling and
visible surface determination.
*/
int numSortShaders;
mapDrawSurface_t **surfsOnShader;
int allocatedSurfsOnShader;
int allocated[ LIGHTMAP_WIDTH ];
int numLightmaps = 1;
int c_exactLightmap = 0;
int c_planarPatch = 0;
int c_nonplanarLightmap = 0;
void PrepareNewLightmap( void ) {
memset( allocated, 0, sizeof( allocated ) );
numLightmaps++;
}
/*
===============
AllocLMBlock
returns a texture number and the position inside it
===============
*/
qboolean AllocLMBlock( int w, int h, int *x, int *y ){
int i, j;
int best, best2;
best = LIGHTMAP_HEIGHT;
for ( i = 0; i <= LIGHTMAP_WIDTH - w; i++ ) {
best2 = 0;
for ( j = 0; j < w; j++ ) {
if ( allocated[i + j] >= best ) {
break;
}
if ( allocated[i + j] > best2 ) {
best2 = allocated[i + j];
}
}
if ( j == w ) { // this is a valid spot
*x = i;
*y = best = best2;
}
}
if ( best + h > LIGHTMAP_HEIGHT ) {
return qfalse;
}
for ( i = 0; i < w; i++ ) {
allocated[*x + i] = best + h;
}
return qtrue;
}
/*
===================
AllocateLightmapForPatch
===================
*/
//#define LIGHTMAP_PATCHSHIFT
/*
===================
AllocateLightmapForSurface
===================
*/
//#define LIGHTMAP_BLOCK 16
/*
===================
AllocateLightmaps
===================
*/