Beispiel #1
0
        /// <summary>
        /// R_BuildLightMap
        /// Combine and scale multiple lightmaps into the 8.8 format in blocklights
        /// </summary>
        static void BuildLightMap(msurface_t surf, ByteArraySegment dest, int stride)
        {
            surf.cached_dlight = (surf.dlightframe == _FrameCount);

            int smax = (surf.extents[0] >> 4) + 1;
            int tmax = (surf.extents[1] >> 4) + 1;
            int size = smax * tmax;

            int srcOffset = surf.sampleofs;

            byte[] lightmap = surf.sample_base;// surf.samples;

            // set to full bright if no light data
            if (_FullBright.Value != 0 || Client.cl.worldmodel.lightdata == null)
            {
                for (int i = 0; i < size; i++)
                {
                    _BlockLights[i] = 255 * 256;
                }
            }
            else
            {
                // clear to no light
                for (int i = 0; i < size; i++)
                {
                    _BlockLights[i] = 0;
                }

                // add all the lightmaps
                if (lightmap != null)
                {
                    for (int maps = 0; maps < BspFile.MAXLIGHTMAPS && surf.styles[maps] != 255; maps++)
                    {
                        int scale = _LightStyleValue[surf.styles[maps]];
                        surf.cached_light[maps] = scale;        // 8.8 fraction
                        for (int i = 0; i < size; i++)
                        {
                            _BlockLights[i] += (uint)(lightmap[srcOffset + i] * scale);
                        }
                        srcOffset += size; // lightmap += size;	// skip to next lightmap
                    }
                }

                // add all the dynamic lights
                if (surf.dlightframe == _FrameCount)
                {
                    AddDynamicLights(surf);
                }
            }
            // bound, invert, and shift
            //store:
            int blOffset   = 0;
            int destOffset = dest.StartIndex;

            byte[] data = dest.Data;
            switch (Drawer.LightMapFormat)
            {
            case PixelFormat.Rgba:
                stride -= (smax << 2);
                for (int i = 0; i < tmax; i++, destOffset += stride)     // dest += stride
                {
                    for (int j = 0; j < smax; j++)
                    {
                        uint t = _BlockLights[blOffset++];    // *bl++;
                        t >>= 7;
                        if (t > 255)
                        {
                            t = 255;
                        }
                        data[destOffset + 3] = (byte)(255 - t);     //dest[3] = 255 - t;
                        destOffset          += 4;
                    }
                }
                break;

            case PixelFormat.Alpha:
            case PixelFormat.Luminance:
                //case GL_INTENSITY:
                for (int i = 0; i < tmax; i++, destOffset += stride)
                {
                    for (int j = 0; j < smax; j++)
                    {
                        uint t = _BlockLights[blOffset++];    // *bl++;
                        t >>= 7;
                        if (t > 255)
                        {
                            t = 255;
                        }
                        data[destOffset + j] = (byte)(255 - t);     // dest[j] = 255 - t;
                    }
                }
                break;

            default:
                Sys.Error("Bad lightmap format");
                break;
            }
        }