#include "wad.h"
-//cvar_t r_subdivide_size = {CVAR_SAVE, "r_subdivide_size", "128", "how large water polygons should be (smaller values produce more polygons which give better warping effects)"};
-cvar_t mod_bsp_portalize = {0, "mod_bsp_portalize", "1", "enables portal generation from BSP tree (may take several seconds per map), used by r_drawportals, r_useportalculling, r_shadow_realtime_world_compileportalculling, sv_cullentities_portal"};
-cvar_t r_novis = {0, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
-cvar_t r_nosurftextures = {0, "r_nosurftextures", "0", "pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)"};
-cvar_t r_subdivisions_tolerance = {0, "r_subdivisions_tolerance", "4", "maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)"};
-cvar_t r_subdivisions_mintess = {0, "r_subdivisions_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
-cvar_t r_subdivisions_maxtess = {0, "r_subdivisions_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
-cvar_t r_subdivisions_maxvertices = {0, "r_subdivisions_maxvertices", "65536", "maximum vertices allowed per subdivided curve"};
-cvar_t r_subdivisions_collision_tolerance = {0, "r_subdivisions_collision_tolerance", "15", "maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)"};
-cvar_t r_subdivisions_collision_mintess = {0, "r_subdivisions_collision_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
-cvar_t r_subdivisions_collision_maxtess = {0, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
-cvar_t r_subdivisions_collision_maxvertices = {0, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
-cvar_t r_trippy = {0, "r_trippy", "0", "easter egg"};
-cvar_t r_fxaa = {CVAR_SAVE, "r_fxaa", "0", "fast approximate anti aliasing"};
-cvar_t mod_noshader_default_offsetmapping = {CVAR_SAVE, "mod_noshader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are not using q3 shader files"};
-cvar_t mod_obj_orientation = {0, "mod_obj_orientation", "1", "fix orientation of OBJ models to the usual conventions (if zero, use coordinates as is)"};
-cvar_t mod_q2bsp_littransparentsurfaces = {0, "mod_q2bsp_littransparentsurfaces", "0", "allows lighting on rain in 3v3gloom3 and other cases of transparent surfaces that have lightmaps that were ignored by quake2"};
-cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
-cvar_t mod_q3bsp_curves_collisions_stride = {0, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
-cvar_t mod_q3bsp_curves_stride = {0, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
-cvar_t mod_q3bsp_optimizedtraceline = {0, "mod_q3bsp_optimizedtraceline", "1", "whether to use optimized traceline code for line traces (as opposed to tracebox code)"};
-cvar_t mod_q3bsp_debugtracebrush = {0, "mod_q3bsp_debugtracebrush", "0", "selects different tracebrush bsp recursion algorithms (for debugging purposes only)"};
-cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
-cvar_t mod_q3bsp_nolightmaps = {CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
-cvar_t mod_q3bsp_tracelineofsight_brushes = {0, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
-cvar_t mod_q3bsp_sRGBlightmaps = {0, "mod_q3bsp_sRGBlightmaps", "0", "treat lightmaps from Q3 maps as sRGB when vid_sRGB is active"};
-cvar_t mod_q3shader_default_offsetmapping = {CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are using q3 shader files"};
-cvar_t mod_q3shader_default_offsetmapping_scale = {CVAR_SAVE, "mod_q3shader_default_offsetmapping_scale", "1", "default scale used for offsetmapping"};
-cvar_t mod_q3shader_default_offsetmapping_bias = {CVAR_SAVE, "mod_q3shader_default_offsetmapping_bias", "0", "default bias used for offsetmapping"};
-cvar_t mod_q3shader_default_polygonfactor = {0, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
-cvar_t mod_q3shader_default_polygonoffset = {0, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
-cvar_t mod_q3shader_force_addalpha = {0, "mod_q3shader_force_addalpha", "0", "treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases"};
-cvar_t mod_q3shader_force_terrain_alphaflag = {0, "mod_q3shader_force_terrain_alphaflag", "0", "for multilayered terrain shaders force TEXF_ALPHA flag on both layers"};
-
-cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
-cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"};
-cvar_t mod_recalculatenodeboxes = {0, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"};
+//cvar_t r_subdivide_size = {CVAR_CLIENT | CVAR_SAVE, "r_subdivide_size", "128", "how large water polygons should be (smaller values produce more polygons which give better warping effects)"};
+cvar_t mod_bsp_portalize = {CVAR_CLIENT | CVAR_SERVER, "mod_bsp_portalize", "1", "enables portal generation from BSP tree (may take several seconds per map), used by r_drawportals, r_useportalculling, r_shadow_realtime_world_compileportalculling, sv_cullentities_portal"};
+cvar_t r_novis = {CVAR_CLIENT, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
+cvar_t r_nosurftextures = {CVAR_CLIENT, "r_nosurftextures", "0", "pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)"};
+cvar_t r_subdivisions_tolerance = {CVAR_CLIENT, "r_subdivisions_tolerance", "4", "maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)"};
+cvar_t r_subdivisions_mintess = {CVAR_CLIENT, "r_subdivisions_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
+cvar_t r_subdivisions_maxtess = {CVAR_CLIENT, "r_subdivisions_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
+cvar_t r_subdivisions_maxvertices = {CVAR_CLIENT, "r_subdivisions_maxvertices", "65536", "maximum vertices allowed per subdivided curve"};
+cvar_t r_subdivisions_collision_tolerance = {CVAR_CLIENT, "r_subdivisions_collision_tolerance", "15", "maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)"};
+cvar_t r_subdivisions_collision_mintess = {CVAR_CLIENT, "r_subdivisions_collision_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
+cvar_t r_subdivisions_collision_maxtess = {CVAR_CLIENT, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
+cvar_t r_subdivisions_collision_maxvertices = {CVAR_CLIENT, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
+cvar_t r_trippy = {CVAR_CLIENT, "r_trippy", "0", "easter egg"};
+cvar_t r_fxaa = {CVAR_CLIENT | CVAR_SAVE, "r_fxaa", "0", "fast approximate anti aliasing"};
+cvar_t mod_noshader_default_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "mod_noshader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are not using q3 shader files"};
+cvar_t mod_obj_orientation = {CVAR_CLIENT | CVAR_SERVER, "mod_obj_orientation", "1", "fix orientation of OBJ models to the usual conventions (if zero, use coordinates as is)"};
+cvar_t mod_q2bsp_littransparentsurfaces = {CVAR_CLIENT, "mod_q2bsp_littransparentsurfaces", "0", "allows lighting on rain in 3v3gloom3 and other cases of transparent surfaces that have lightmaps that were ignored by quake2"};
+cvar_t mod_q3bsp_curves_collisions = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
+cvar_t mod_q3bsp_curves_collisions_stride = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
+cvar_t mod_q3bsp_curves_stride = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
+cvar_t mod_q3bsp_optimizedtraceline = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_optimizedtraceline", "1", "whether to use optimized traceline code for line traces (as opposed to tracebox code)"};
+cvar_t mod_q3bsp_debugtracebrush = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_debugtracebrush", "0", "selects different tracebrush bsp recursion algorithms (for debugging purposes only)"};
+cvar_t mod_q3bsp_lightmapmergepower = {CVAR_CLIENT | CVAR_SAVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
+cvar_t mod_q3bsp_nolightmaps = {CVAR_CLIENT | CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
+cvar_t mod_q3bsp_tracelineofsight_brushes = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
+cvar_t mod_q3bsp_sRGBlightmaps = {CVAR_CLIENT, "mod_q3bsp_sRGBlightmaps", "0", "treat lightmaps from Q3 maps as sRGB when vid_sRGB is active"};
+cvar_t mod_q3bsp_lightgrid_texture = {CVAR_CLIENT, "mod_q3bsp_lightgrid_texture", "1", "directly apply the lightgrid as a global texture rather than only reading it at the entity origin"};
+cvar_t mod_q3bsp_lightgrid_world_surfaces = {CVAR_CLIENT, "mod_q3bsp_lightgrid_world_surfaces", "0", "apply lightgrid lighting to the world bsp geometry rather than using lightmaps (experimental/debug tool)"};
+cvar_t mod_q3bsp_lightgrid_bsp_surfaces = {CVAR_CLIENT, "mod_q3bsp_lightgrid_bsp_surfaces", "0", "apply lightgrid lighting to bsp models other than the world rather than using their lightmaps (experimental/debug tool)"};
+cvar_t mod_q3shader_default_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are using q3 shader files"};
+cvar_t mod_q3shader_default_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "mod_q3shader_default_offsetmapping_scale", "1", "default scale used for offsetmapping"};
+cvar_t mod_q3shader_default_offsetmapping_bias = {CVAR_CLIENT | CVAR_SAVE, "mod_q3shader_default_offsetmapping_bias", "0", "default bias used for offsetmapping"};
+cvar_t mod_q3shader_default_polygonfactor = {CVAR_CLIENT, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_default_polygonoffset = {CVAR_CLIENT, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_default_refractive_index = {CVAR_CLIENT, "mod_q3shader_default_refractive_index", "1.33", "angle of refraction specified as n to apply when a photon is refracted, example values are: 1.0003 = air, water = 1.333, crown glass = 1.517, flint glass = 1.655, diamond = 2.417"};
+cvar_t mod_q3shader_force_addalpha = {CVAR_CLIENT, "mod_q3shader_force_addalpha", "0", "treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases"};
+cvar_t mod_q3shader_force_terrain_alphaflag = {CVAR_CLIENT, "mod_q3shader_force_terrain_alphaflag", "0", "for multilayered terrain shaders force TEXF_ALPHA flag on both layers"};
+
+cvar_t mod_q1bsp_polygoncollisions = {CVAR_CLIENT | CVAR_SERVER, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
+cvar_t mod_recalculatenodeboxes = {CVAR_CLIENT | CVAR_SERVER, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"};
static texture_t mod_q1bsp_texture_solid;
static texture_t mod_q1bsp_texture_sky;
Cvar_RegisterVariable(&mod_q3bsp_lightmapmergepower);
Cvar_RegisterVariable(&mod_q3bsp_nolightmaps);
Cvar_RegisterVariable(&mod_q3bsp_sRGBlightmaps);
+ Cvar_RegisterVariable(&mod_q3bsp_lightgrid_texture);
+ Cvar_RegisterVariable(&mod_q3bsp_lightgrid_world_surfaces);
+ Cvar_RegisterVariable(&mod_q3bsp_lightgrid_bsp_surfaces);
Cvar_RegisterVariable(&mod_q3bsp_tracelineofsight_brushes);
Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping);
Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping_scale);
Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping_bias);
Cvar_RegisterVariable(&mod_q3shader_default_polygonfactor);
Cvar_RegisterVariable(&mod_q3shader_default_polygonoffset);
+ Cvar_RegisterVariable(&mod_q3shader_default_refractive_index);
Cvar_RegisterVariable(&mod_q3shader_force_addalpha);
Cvar_RegisterVariable(&mod_q3shader_force_terrain_alphaflag);
Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
- Cvar_RegisterVariable(&mod_collision_bih);
Cvar_RegisterVariable(&mod_recalculatenodeboxes);
// these games were made for older DP engines and are no longer
if (model == NULL)
return NULL;
- // LordHavoc: modified to start at first clip node,
+ // LadyHavoc: modified to start at first clip node,
// in other words: first node of the (sub)model
node = model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode;
while (node->plane)
for (surfacenum = 0, mark = leaf->firstleafsurface;surfacenum < leaf->numleafsurfaces;surfacenum++, mark++)
{
surface = info->model->data_surfaces + *mark;
+ if(!surface->texture)
+ continue;
if (surface->texture->supercontents & SUPERCONTENTS_SOLID)
{
- if(surface->deprecatedq3num_bboxstride > 0)
+ for (k = 0;k < surface->num_triangles;k++)
{
- int i, cnt, tri;
- cnt = (surface->num_triangles + surface->deprecatedq3num_bboxstride - 1) / surface->deprecatedq3num_bboxstride;
- for(i = 0; i < cnt; ++i)
- {
- if(BoxesOverlap(surface->deprecatedq3data_bbox6f + i * 6, surface->deprecatedq3data_bbox6f + i * 6 + 3, info->absmin, info->absmax))
- {
- for(k = 0; k < surface->deprecatedq3num_bboxstride; ++k)
- {
- tri = i * surface->deprecatedq3num_bboxstride + k;
- if(tri >= surface->num_triangles)
- break;
- Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, tri);
- }
- }
- }
- }
- else
- {
- for (k = 0;k < surface->num_triangles;k++)
- {
- Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, k);
- }
+ Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, k);
}
}
}
rhc.hull = &model->brushq1.hulls[0]; // 0x0x0
else if (model->brush.ishlbsp)
{
- // LordHavoc: this has to have a minor tolerance (the .1) because of
+ // LadyHavoc: this has to have a minor tolerance (the .1) because of
// minor float precision errors from the box being transformed around
if (boxsize[0] < 32.1)
{
}
else
{
- // LordHavoc: this has to have a minor tolerance (the .1) because of
+ // LadyHavoc: this has to have a minor tolerance (the .1) because of
// minor float precision errors from the box being transformed around
if (boxsize[0] < 32.1)
rhc.hull = &model->brushq1.hulls[1]; // 32x32x56
surface = model->data_surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surface++)
{
+ if(!surface->texture)
+ continue;
if (!(surface->texture->basematerialflags & MATERIALFLAG_WALL) || !surface->lightmapinfo || !surface->lightmapinfo->samples)
continue; // no lightmaps
w11 = ( dsfrac) * ( dtfrac) * (1.0f / 128.0f);
// values for pointer math
- line3 = lmwidth * 3; // LordHavoc: *3 for colored lighting
- size3 = lmwidth * lmheight * 3; // LordHavoc: *3 for colored lighting
+ line3 = lmwidth * 3; // LadyHavoc: *3 for colored lighting
+ size3 = lmwidth * lmheight * 3; // LadyHavoc: *3 for colored lighting
// look up the pixel
- lightmap = surface->lightmapinfo->samples + dti * line3 + dsi*3; // LordHavoc: *3 for colored lighting
+ lightmap = surface->lightmapinfo->samples + dti * line3 + dsi*3; // LadyHavoc: *3 for colored lighting
// bilinear filter each lightmap style, and sum them
for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++)
surface = model->data_surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surface++)
{
+ if(!surface->texture)
+ continue;
// skip surfaces whose bounding box does not include the point
// if (!BoxesOverlap(mid, mid, surface->mins, surface->maxs))
// continue;
}
// the line intersects, find intersection point
- // LordHavoc: this uses the original trace for maximum accuracy
+ // LadyHavoc: this uses the original trace for maximum accuracy
if (plane->type < 3)
{
t1 = t->start[plane->type] - plane->dist;
}
}
- loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0 , (unsigned char *) solidpixels, w, h, vid.sRGB3D);
- loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h, vid.sRGB3D);
+ loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0 , (unsigned char *) solidpixels, w, h, 0, 0, 0, vid.sRGB3D);
+ loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h, 0, 0, 0, vid.sRGB3D);
Mem_Free(solidpixels);
Mem_Free(alphapixels);
}
}
// bump it back to where we started parsing
- sb->readcount = watermark;
+ sb->readcount = (int)watermark;
firstskynoshadowtexture = loadmodel->num_textures;
loadmodel->num_textures += numsky;
// clear water settings
tx->reflectmin = 0;
tx->reflectmax = 1;
+ tx->refractive_index = mod_q3shader_default_refractive_index.value;
tx->refractfactor = 1;
Vector4Set(tx->refractcolor4f, 1, 1, 1, 1);
tx->reflectfactor = 1;
s += 5;
FS_StripExtension(s, mapname, sizeof(mapname));
- // LordHavoc: mostly rewritten map texture loader
+ // LadyHavoc: mostly rewritten map texture loader
for (i = 0;i < nummiptex;i++)
{
doffset = MSG_ReadLittleLong(sb);
if ((mtwidth & 15) || (mtheight & 15))
Con_DPrintf("%s: warning: texture \"%s\" is not 16 aligned\n", loadmodel->name, name);
- // LordHavoc: force all names to lowercase
+ // LadyHavoc: force all names to lowercase
for (j = 0;name[j];j++)
if (name[j] >= 'A' && name[j] <= 'Z')
name[j] += 'a' - 'A';
- // LordHavoc: backup the texture_t because q3 shader loading overwrites it
+ tx = loadmodel->data_textures + i;
+ // try to load shader or external textures, but first we have to backup the texture_t because shader loading overwrites it even if it fails
backuptex = loadmodel->data_textures[i];
- if (name[0] && Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i, name, false, false, 0))
+ if (name[0] && (Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i, va(vabuf, sizeof(vabuf), "%s/%s", mapname, name), false, false, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL) ||
+ Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i, va(vabuf, sizeof(vabuf), "%s" , name), false, false, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL)))
+ {
+ // set the width/height fields which are used for parsing texcoords in this bsp format
+ tx->width = mtwidth;
+ tx->height = mtheight;
continue;
+ }
+ // no luck with loading shaders or external textures - restore the in-progress texture loading
loadmodel->data_textures[i] = backuptex;
- tx = loadmodel->data_textures + i;
strlcpy(tx->name, name, sizeof(tx->name));
tx->width = mtwidth;
tx->height = mtheight;
if (cls.state != ca_dedicated)
{
- // LordHavoc: HL sky textures are entirely different than quake
- if (!loadmodel->brush.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2)
+ // did not find external texture via shader loading, load it from the bsp or wad3
+ if (loadmodel->brush.ishlbsp)
+ {
+ // internal texture overrides wad
+ unsigned char* pixels, * freepixels;
+ pixels = freepixels = NULL;
+ if (mtdata)
+ pixels = W_ConvertWAD3TextureBGRA(&miptexsb);
+ if (pixels == NULL)
+ pixels = freepixels = W_GetTextureBGRA(tx->name);
+ if (pixels != NULL)
+ {
+ tx->width = image_width;
+ tx->height = image_height;
+ tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, pixels, image_width, image_height, image_width, image_height, CRC_Block(pixels, image_width * image_height * 4), true);
+ }
+ if (freepixels)
+ Mem_Free(freepixels);
+ }
+ else if (!strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2)
{
data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), false, false, false, NULL);
if (!data)
else if (mtdata != NULL)
R_Q1BSP_LoadSplitSky(mtdata, mtwidth, mtheight, 1);
}
- else
- {
- skinframe_t *skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false, false);
- if (!skinframe)
- skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false, false);
- if (skinframe)
- tx->offsetmapping = OFFSETMAPPING_DEFAULT; // allow offsetmapping on external textures without a q3 shader
- if (!skinframe)
- {
- // did not find external texture, load it from the bsp or wad3
- if (loadmodel->brush.ishlbsp)
- {
- // internal texture overrides wad
- unsigned char *pixels, *freepixels;
- pixels = freepixels = NULL;
- if (mtdata)
- pixels = W_ConvertWAD3TextureBGRA(&miptexsb);
- if (pixels == NULL)
- pixels = freepixels = W_GetTextureBGRA(tx->name);
- if (pixels != NULL)
- {
- tx->width = image_width;
- tx->height = image_height;
- skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, pixels, image_width, image_height, true);
- }
- if (freepixels)
- Mem_Free(freepixels);
- }
- else if (mtdata) // texture included
- skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height);
- }
- // if skinframe is still NULL the "missing" texture has already been assigned to this
- if (skinframe)
- tx->materialshaderpass->skinframes[0] = skinframe;
- }
- // LordHavoc: some Tenebrae textures get replaced by black
+ else if (mtdata) // texture included
+ tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height);
+ // if mtdata is NULL, the "missing" texture has already been assigned to this
+ // LadyHavoc: some Tenebrae textures get replaced by black
if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae
- tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, false);
+ tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, 0, 0, 0, false);
else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
- tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, false);
+ tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, 0, 0, 0, false);
tx->currentskinframe = tx->materialshaderpass->skinframes[0];
}
tx->basematerialflags = MATERIALFLAG_WALL;
if (tx->name[0] == '*')
{
- // LordHavoc: some turbulent textures should not be affected by wateralpha
+ // LadyHavoc: some turbulent textures should not be affected by wateralpha
if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae
tx->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_REFLECTION;
else if (!strncmp(tx->name,"*lava",5)
char litfilename[MAX_QPATH];
char dlitfilename[MAX_QPATH];
fs_offset_t filesize;
- if (loadmodel->brush.ishlbsp) // LordHavoc: load the colored lighting data straight
+ if (loadmodel->brush.ishlbsp) // LadyHavoc: load the colored lighting data straight
{
loadmodel->brushq1.lightdata = (unsigned char *)Mem_Alloc(loadmodel->mempool, sb->cursize);
for (i = 0;i < sb->cursize;i++)
loadmodel->brushq1.lightdata[i] = sb->data[i] >>= 1;
}
- else // LordHavoc: bsp version 29 (normal white lighting)
+ else // LadyHavoc: bsp version 29 (normal white lighting)
{
- // LordHavoc: hope is not lost yet, check for a .lit file to load
+ // LadyHavoc: hope is not lost yet, check for a .lit file to load
strlcpy (litfilename, loadmodel->name, sizeof (litfilename));
FS_StripExtension (litfilename, litfilename, sizeof (litfilename));
strlcpy (dlitfilename, litfilename, sizeof (dlitfilename));
data = NULL;
}
}
- // LordHavoc: oh well, expand the white lighting data
+ // LadyHavoc: oh well, expand the white lighting data
if (!sb->cursize)
return;
loadmodel->brushq1.lightdata = (unsigned char *)Mem_Alloc(loadmodel->mempool, sb->cursize*3);
totaltris += numedges - 2;
}
- Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, false, false);
+ Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, false);
lightmaptexture = NULL;
deluxemaptexture = r_texture_blanknormalmap;
}
#endif
}
- else if (loadmodel->brush.ishlbsp || loadmodel->brush.isq2bsp) // LordHavoc: HalfLife map (bsp version 30)
+ else if (loadmodel->brush.ishlbsp || loadmodel->brush.isq2bsp) // LadyHavoc: HalfLife map (bsp version 30)
surface->lightmapinfo->samples = loadmodel->brushq1.lightdata + lightmapoffset;
- else // LordHavoc: white lighting (bsp version 29)
+ else // LadyHavoc: white lighting (bsp version 29)
{
surface->lightmapinfo->samples = loadmodel->brushq1.lightdata + (lightmapoffset * 3);
if (loadmodel->brushq1.nmaplightdata)
v = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
(loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
(loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
- // LordHavoc: calc lightmap data offset for vertex lighting to use
+ // LadyHavoc: calc lightmap data offset for vertex lighting to use
iu = (int) u;
iv = (int) v;
(loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
for (j=0 ; j<2 ; j++)
{
- // LordHavoc: this code supports broken bsp files produced by
+ // LadyHavoc: this code supports broken bsp files produced by
// arguire qbsp which can produce more than 32768 nodes, any value
// below count is assumed to be a node number, any other value is
// assumed to be a leaf number
}
else
{
- // LordHavoc: this code supports arguire qbsp's broken clipnodes indices (more than 32768 clipnodes), values above count are assumed to be contents values
+ // LadyHavoc: this code supports arguire qbsp's broken clipnodes indices (more than 32768 clipnodes), values above count are assumed to be contents values
out->children[0] = (unsigned short)MSG_ReadLittleShort(sb);
out->children[1] = (unsigned short)MSG_ReadLittleShort(sb);
if (out->children[0] >= count)
if (nodeportal->numpoints < 3)
{
- Con_Print("Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away\n");
+ Con_Warn("Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away\n");
nodeportal->numpoints = 0;
}
else if (nodeportal->numpoints >= MAX_PORTALPOINTS)
{
- Con_Print("Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal has too many points\n");
+ Con_Warn("Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal has too many points\n");
nodeportal->numpoints = 0;
}
VectorAdd(inmins, hull->clip_size, outmaxs);
}
-static int Mod_Q1BSP_CreateShadowMesh(dp_model_t *mod)
-{
- int j;
- int numshadowmeshtriangles = 0;
- msurface_t *surface;
- if (cls.state == ca_dedicated)
- return 0;
- // make a single combined shadow mesh to allow optimized shadow volume creation
-
- for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++)
- {
- surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
- numshadowmeshtriangles += surface->num_triangles;
- }
- mod->brush.shadowmesh = Mod_ShadowMesh_Begin(mod->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
- for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++)
- if (surface->num_triangles > 0)
- Mod_ShadowMesh_AddMesh(mod->mempool, mod->brush.shadowmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- mod->brush.shadowmesh = Mod_ShadowMesh_Finish(mod->mempool, mod->brush.shadowmesh, false, r_enableshadowvolumes.integer != 0, false);
- if (mod->brush.shadowmesh && mod->brush.shadowmesh->neighbor3i)
- Mod_BuildTriangleNeighbors(mod->brush.shadowmesh->neighbor3i, mod->brush.shadowmesh->element3i, mod->brush.shadowmesh->numtriangles);
-
- return numshadowmeshtriangles;
-}
-
void Mod_CollisionBIH_TraceLineAgainstSurfaces(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
mod->GetLightInfo = R_Q1BSP_GetLightInfo;
mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
- mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
mod->DrawLight = R_Q1BSP_DrawLight;
// load into heap
mod->numframes = 2; // regular and alternate animation
mod->numskins = 1;
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
if (loadmodel->brush.numsubmodels)
loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
- // LordHavoc: to clear the fog around the original quake submodel code, I
+ // LadyHavoc: to clear the fog around the original quake submodel code, I
// will explain:
// first of all, some background info on the submodels:
// model 0 is the map model (the world, named maps/e1m1.bsp for example)
// the number i), at the end of the loop it duplicates the model to become
// the next submodel, and loops back to set up the new submodel.
- // LordHavoc: now the explanation of my sane way (which works identically):
+ // LadyHavoc: now the explanation of my sane way (which works identically):
// set up the world model, then on each submodel copy from the world model
// and set up the submodel with the respective model info.
totalstylesurfaces = 0;
datapointer = (unsigned char *)Mem_Alloc(mod->mempool, mod->num_surfaces * sizeof(int) + totalstyles * sizeof(model_brush_lightstyleinfo_t) + totalstylesurfaces * sizeof(int *));
for (i = 0;i < mod->brush.numsubmodels;i++)
{
- // LordHavoc: this code was originally at the end of this loop, but
+ // LadyHavoc: this code was originally at the end of this loop, but
// has been transformed to something more readable at the start here.
if (i > 0)
mod->DrawSky = R_Q1BSP_DrawSky;
for (j = 0, surface = &mod->data_surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surface++)
- if (surface->texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+ if (surface->texture && surface->texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
break;
if (j < mod->nummodelsurfaces)
mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
}
else
{
- // LordHavoc: empty submodel(lacrima.bsp has such a glitch)
- Con_Printf("warning: empty submodel *%i in %s\n", i+1, loadmodel->name);
+ // LadyHavoc: empty submodel(lacrima.bsp has such a glitch)
+ Con_Warnf("warning: empty submodel *%i in %s\n", i+1, loadmodel->name);
}
//mod->brushq1.num_visleafs = bm->visleafs;
int q2flags = out->q2flags;
unsigned char *walfile = NULL;
fs_offset_t walfilesize = 0;
- Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, tx, filename, true, true, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
+ Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, tx, filename, true, true, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
// now read the .wal file to get metadata (even if a .tga was overriding it, we still need the wal data)
walfile = FS_LoadFile(filename, tempmempool, true, &walfilesize);
if (walfile)
static void Mod_Q2BSP_LoadLighting(sizebuf_t *sb)
{
- // LordHavoc: this fits exactly the same format that we use in .lit files
+ // LadyHavoc: this fits exactly the same format that we use in .lit files
loadmodel->brushq1.lightdata = (unsigned char *)Mem_Alloc(loadmodel->mempool, sb->cursize);
MSG_ReadBytes(sb, sb->cursize, loadmodel->brushq1.lightdata);
}
mod->GetLightInfo = R_Q1BSP_GetLightInfo;
mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
- mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
mod->DrawLight = R_Q1BSP_DrawLight;
// load into heap
mod->numframes = 0; // q2bsp animations are kind of special, frame is unbounded...
mod->numskins = 1;
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
if (loadmodel->brush.numsubmodels)
loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
}
else
{
- Con_Printf("warning: empty submodel *%i in %s\n", i+1, loadmodel->name);
+ Con_Warnf("warning: empty submodel *%i in %s\n", i+1, loadmodel->name);
}
//mod->brushq1.num_visleafs = bm->visleafs;
{
out[i].surfaceflags = LittleLong(in[i].surfaceflags);
out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(LittleLong(in[i].contents));
- Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, out + i, in[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
+ Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, out + i, in[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
// restore the surfaceflags and supercontents
out[i].surfaceflags = LittleLong(in[i].surfaceflags);
out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(LittleLong(in[i].contents));
if (loadmodel->brushq3.deluxemapping)
loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
- // allocate a texture pool if we need it
- if (loadmodel->texturepool == NULL)
- loadmodel->texturepool = R_AllocTexturePool();
-
mergedpixels = (unsigned char *) Mem_Alloc(tempmempool, mergedwidth * mergedheight * 4);
mergeddeluxepixels = loadmodel->brushq3.deluxemapping ? (unsigned char *) Mem_Alloc(tempmempool, mergedwidth * mergedheight * 4) : NULL;
for (i = 0;i < count;i++)
}
}
-static void Mod_Q3BSP_BuildBBoxes(const int *element3i, int num_triangles, const float *vertex3f, float **collisionbbox6f, int *collisionstride, int stride)
-{
- int j, k, cnt, tri;
- float *mins, *maxs;
- const float *vert;
- *collisionstride = stride;
- if(stride > 0)
- {
- cnt = (num_triangles + stride - 1) / stride;
- *collisionbbox6f = (float *) Mem_Alloc(loadmodel->mempool, sizeof(float[6]) * cnt);
- for(j = 0; j < cnt; ++j)
- {
- mins = &((*collisionbbox6f)[6 * j + 0]);
- maxs = &((*collisionbbox6f)[6 * j + 3]);
- for(k = 0; k < stride; ++k)
- {
- tri = j * stride + k;
- if(tri >= num_triangles)
- break;
- vert = &(vertex3f[element3i[3 * tri + 0] * 3]);
- if(!k || vert[0] < mins[0]) mins[0] = vert[0];
- if(!k || vert[1] < mins[1]) mins[1] = vert[1];
- if(!k || vert[2] < mins[2]) mins[2] = vert[2];
- if(!k || vert[0] > maxs[0]) maxs[0] = vert[0];
- if(!k || vert[1] > maxs[1]) maxs[1] = vert[1];
- if(!k || vert[2] > maxs[2]) maxs[2] = vert[2];
- vert = &(vertex3f[element3i[3 * tri + 1] * 3]);
- if(vert[0] < mins[0]) mins[0] = vert[0];
- if(vert[1] < mins[1]) mins[1] = vert[1];
- if(vert[2] < mins[2]) mins[2] = vert[2];
- if(vert[0] > maxs[0]) maxs[0] = vert[0];
- if(vert[1] > maxs[1]) maxs[1] = vert[1];
- if(vert[2] > maxs[2]) maxs[2] = vert[2];
- vert = &(vertex3f[element3i[3 * tri + 2] * 3]);
- if(vert[0] < mins[0]) mins[0] = vert[0];
- if(vert[1] < mins[1]) mins[1] = vert[1];
- if(vert[2] < mins[2]) mins[2] = vert[2];
- if(vert[0] > maxs[0]) maxs[0] = vert[0];
- if(vert[1] > maxs[1]) maxs[1] = vert[1];
- if(vert[2] > maxs[2]) maxs[2] = vert[2];
- }
- }
- }
- else
- *collisionbbox6f = NULL;
-}
-
typedef struct patchtess_s
{
patchinfo_t info;
int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, collisionvertices, collisiontriangles, numvertices, numtriangles, cxtess, cytess;
float lightmaptcbase[2], lightmaptcscale[2];
//int *originalelement3i;
- //int *originalneighbor3i;
float *originalvertex3f;
//float *originalsvector3f;
//float *originaltvector3f;
i = oldi;
in = oldin;
out = oldout;
- Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true, false);
+ Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true);
if (collisiontriangles)
{
loadmodel->brush.data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3]));
}
if(xtess == -1)
{
- Con_Printf("ERROR: patch %d isn't preprocessed?!?\n", i);
+ Con_Errorf("ERROR: patch %d isn't preprocessed?!?\n", i);
xtess = ytess = cxtess = cytess = 0;
}
finalvertices = finalwidth * finalheight;
oldnumtriangles2 = finaltriangles = (finalwidth - 1) * (finalheight - 1) * 2;
- // legacy collision geometry implementation
- out->deprecatedq3data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[3]) * finalvertices);
- out->deprecatedq3data_collisionelement3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * finaltriangles);
+ // store collision geometry for BIH collision tree
out->num_collisionvertices = finalvertices;
out->num_collisiontriangles = finaltriangles;
- Q3PatchTesselateFloat(3, sizeof(float[3]), out->deprecatedq3data_collisionvertex3f, patchsize[0], patchsize[1], sizeof(float[3]), originalvertex3f, cxtess, cytess);
- Q3PatchTriangleElements(out->deprecatedq3data_collisionelement3i, finalwidth, finalheight, 0);
-
- //Mod_SnapVertices(3, out->num_vertices, (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex), 0.25);
- Mod_SnapVertices(3, finalvertices, out->deprecatedq3data_collisionvertex3f, 1);
-
- out->num_collisiontriangles = Mod_RemoveDegenerateTriangles(finaltriangles, out->deprecatedq3data_collisionelement3i, out->deprecatedq3data_collisionelement3i, out->deprecatedq3data_collisionvertex3f);
-
- // now optimize the collision mesh by finding triangle bboxes...
- Mod_Q3BSP_BuildBBoxes(out->deprecatedq3data_collisionelement3i, out->num_collisiontriangles, out->deprecatedq3data_collisionvertex3f, &out->deprecatedq3data_collisionbbox6f, &out->deprecatedq3num_collisionbboxstride, mod_q3bsp_curves_collisions_stride.integer);
- Mod_Q3BSP_BuildBBoxes(loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle, out->num_triangles, loadmodel->surfmesh.data_vertex3f, &out->deprecatedq3data_bbox6f, &out->deprecatedq3num_bboxstride, mod_q3bsp_curves_stride.integer);
-
- // store collision geometry for BIH collision tree
surfacecollisionvertex3f = loadmodel->brush.data_collisionvertex3f + collisionvertices * 3;
surfacecollisionelement3i = loadmodel->brush.data_collisionelement3i + collisiontriangles * 3;
Q3PatchTesselateFloat(3, sizeof(float[3]), surfacecollisionvertex3f, patchsize[0], patchsize[1], sizeof(float[3]), originalvertex3f, cxtess, cytess);
Q3PatchTriangleElements(surfacecollisionelement3i, finalwidth, finalheight, collisionvertices);
Mod_SnapVertices(3, finalvertices, surfacecollisionvertex3f, 1);
-#if 1
- // remove this once the legacy code is removed
- {
- int nc = out->num_collisiontriangles;
-#endif
out->num_collisiontriangles = Mod_RemoveDegenerateTriangles(finaltriangles, surfacecollisionelement3i, surfacecollisionelement3i, loadmodel->brush.data_collisionvertex3f);
-#if 1
- if(nc != out->num_collisiontriangles)
- {
- Con_Printf("number of collision triangles differs between BIH and BSP. FAIL.\n");
- }
- }
-#endif
if (developer_extra.integer)
Con_DPrintf("Mod_Q3BSP_LoadFaces: %ix%i curve became %i:%i vertices / %i:%i triangles (%i:%i degenerate)\n", patchsize[0], patchsize[1], out->num_vertices, out->num_collisionvertices, oldnumtriangles, oldnumtriangles2, oldnumtriangles - out->num_triangles, oldnumtriangles2 - out->num_collisiontriangles);
invalidelements++;
if (invalidelements)
{
- Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, type, out->texture->name, out->texture->surfaceflags, firstvertex, out->num_vertices, firstelement, out->num_triangles * 3);
+ Con_Warnf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, type, out->texture->name, out->texture->surfaceflags, firstvertex, out->num_vertices, firstelement, out->num_triangles * 3);
for (j = 0;j < out->num_triangles * 3;j++)
{
Con_Printf(" %i", (loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle)[j] - out->num_firstvertex);
q3dlightgrid_t *out;
int count;
int i;
+ int texturesize[3];
+ unsigned char *texturergba, *texturelayer[3], *texturepadding[2];
+ double lightgridmatrix[4][4];
in = (q3dlightgrid_t *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
if (l->filelen < count * (int)sizeof(*in))
{
- Con_Printf("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, (int)(count * sizeof(*in)), loadmodel->brushq3.num_lightgrid_isize[0], loadmodel->brushq3.num_lightgrid_isize[1], loadmodel->brushq3.num_lightgrid_isize[2]);
+ Con_Errorf("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, (int)(count * sizeof(*in)), loadmodel->brushq3.num_lightgrid_isize[0], loadmodel->brushq3.num_lightgrid_isize[1], loadmodel->brushq3.num_lightgrid_isize[2]);
return; // ignore the grid if we cannot understand it
}
if (l->filelen != count * (int)sizeof(*in))
- Con_Printf("Mod_Q3BSP_LoadLightGrid: Warning: calculated lightgrid size %i bytes does not match lump size %i\n", (int)(count * sizeof(*in)), l->filelen);
+ Con_Warnf("Mod_Q3BSP_LoadLightGrid: Warning: calculated lightgrid size %i bytes does not match lump size %i\n", (int)(count * sizeof(*in)), l->filelen);
out = (q3dlightgrid_t *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
loadmodel->brushq3.data_lightgrid = out;
loadmodel->brushq3.num_lightgrid = count;
// all is good
}
}
+
+ if (mod_q3bsp_lightgrid_texture.integer)
+ {
+ // build a texture to hold the data for per-pixel sampling
+ // this has 3 different kinds of data stacked in it:
+ // ambient color
+ // bent-normal light color
+ // bent-normal light dir
+
+ texturesize[0] = loadmodel->brushq3.num_lightgrid_isize[0];
+ texturesize[1] = loadmodel->brushq3.num_lightgrid_isize[1];
+ texturesize[2] = (loadmodel->brushq3.num_lightgrid_isize[2] + 2) * 3;
+ texturergba = (unsigned char*)Mem_Alloc(loadmodel->mempool, texturesize[0] * texturesize[1] * texturesize[2] * sizeof(char[4]));
+ texturelayer[0] = texturergba + loadmodel->brushq3.num_lightgrid_isize[0] * loadmodel->brushq3.num_lightgrid_isize[1] * 4;
+ texturelayer[1] = texturelayer[0] + (loadmodel->brushq3.num_lightgrid_isize[0] * loadmodel->brushq3.num_lightgrid_isize[1] * (loadmodel->brushq3.num_lightgrid_isize[2] + 2)) * 4;
+ texturelayer[2] = texturelayer[1] + (loadmodel->brushq3.num_lightgrid_isize[0] * loadmodel->brushq3.num_lightgrid_isize[1] * (loadmodel->brushq3.num_lightgrid_isize[2] + 2)) * 4;
+ // the light dir layer needs padding above/below it that is a neutral unsigned normal (127,127,127,255)
+ texturepadding[0] = texturelayer[2] - loadmodel->brushq3.num_lightgrid_isize[0] * loadmodel->brushq3.num_lightgrid_isize[1] * 4;
+ texturepadding[1] = texturelayer[2] + loadmodel->brushq3.num_lightgrid_isize[0] * loadmodel->brushq3.num_lightgrid_isize[1] * loadmodel->brushq3.num_lightgrid_isize[2] * 4;
+ for (i = 0; i < texturesize[0] * texturesize[1]; i++)
+ {
+ texturepadding[0][i * 4] = texturepadding[1][i * 4] = 127;
+ texturepadding[0][i * 4 + 1] = texturepadding[1][i * 4 + 1] = 127;
+ texturepadding[0][i * 4 + 2] = texturepadding[1][i * 4 + 2] = 127;
+ texturepadding[0][i * 4 + 3] = texturepadding[1][i * 4 + 3] = 255;
+ }
+ for (i = 0; i < count; i++)
+ {
+ texturelayer[0][i * 4 + 0] = out[i].ambientrgb[0];
+ texturelayer[0][i * 4 + 1] = out[i].ambientrgb[1];
+ texturelayer[0][i * 4 + 2] = out[i].ambientrgb[2];
+ texturelayer[0][i * 4 + 3] = 255;
+ texturelayer[1][i * 4 + 0] = out[i].diffusergb[0];
+ texturelayer[1][i * 4 + 1] = out[i].diffusergb[1];
+ texturelayer[1][i * 4 + 2] = out[i].diffusergb[2];
+ texturelayer[1][i * 4 + 3] = 255;
+ // this uses the mod_md3_sin table because the values are
+ // already in the 0-255 range, the 64+ bias fetches a cosine
+ // instead of a sine value
+ texturelayer[2][i * 4 + 0] = (char)((mod_md3_sin[64 + out[i].diffuseyaw] * mod_md3_sin[out[i].diffusepitch]) * 127 + 127);
+ texturelayer[2][i * 4 + 1] = (char)((mod_md3_sin[out[i].diffuseyaw] * mod_md3_sin[out[i].diffusepitch]) * 127 + 127);
+ texturelayer[2][i * 4 + 2] = (char)((mod_md3_sin[64 + out[i].diffusepitch]) * 127 + 127);
+ texturelayer[2][i * 4 + 3] = 255;
+ }
+#if 0
+ // debugging hack
+ int x, y, z;
+ for (z = 0; z < loadmodel->brushq3.num_lightgrid_isize[2]; z++)
+ {
+ for (y = 0; y < loadmodel->brushq3.num_lightgrid_isize[1]; y++)
+ {
+ for (x = 0; x < loadmodel->brushq3.num_lightgrid_isize[0]; x++)
+ {
+ i = (z * texturesize[1] + y) * texturesize[0] + x;
+ texturelayer[0][i * 4 + 0] = x * 256 / loadmodel->brushq3.num_lightgrid_isize[0];
+ texturelayer[0][i * 4 + 1] = y * 256 / loadmodel->brushq3.num_lightgrid_isize[1];
+ texturelayer[0][i * 4 + 2] = z * 256 / loadmodel->brushq3.num_lightgrid_isize[2];
+ }
+ }
+ }
+#endif
+ loadmodel->brushq3.lightgridtexturesize[0] = texturesize[0];
+ loadmodel->brushq3.lightgridtexturesize[1] = texturesize[1];
+ loadmodel->brushq3.lightgridtexturesize[2] = texturesize[2];
+ memset(lightgridmatrix[0], 0, sizeof(lightgridmatrix));
+ lightgridmatrix[0][0] = loadmodel->brushq3.num_lightgrid_scale[0] / texturesize[0];
+ lightgridmatrix[1][1] = loadmodel->brushq3.num_lightgrid_scale[1] / texturesize[1];
+ lightgridmatrix[2][2] = loadmodel->brushq3.num_lightgrid_scale[2] / texturesize[2];
+ lightgridmatrix[0][3] = -(loadmodel->brushq3.num_lightgrid_imins[0] - 0.5f) / texturesize[0];
+ lightgridmatrix[1][3] = -(loadmodel->brushq3.num_lightgrid_imins[1] - 0.5f) / texturesize[1];
+ lightgridmatrix[2][3] = -(loadmodel->brushq3.num_lightgrid_imins[2] - 1.5f) / texturesize[2];
+ lightgridmatrix[3][3] = 1;
+ Matrix4x4_FromArrayDoubleD3D(&loadmodel->brushq3.lightgridworldtotexturematrix, lightgridmatrix[0]);
+ loadmodel->brushq3.lightgridtexture = R_LoadTexture3D(loadmodel->texturepool, "lightgrid", texturesize[0], texturesize[1], texturesize[2], texturergba, TEXTYPE_RGBA, TEXF_CLAMP, 0, NULL);
+ Mem_Free(texturergba);
+ }
}
}
q3dlightgrid_t *a, *s;
// scale lighting by lightstyle[0] so that darkmode in dpmod works properly
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- // LordHavoc: FIXME: is this true?
- stylescale = 1; // added while render
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- stylescale = r_refdef.scene.rtlightstylevalue[0];
- break;
- }
+ // LadyHavoc: FIXME: is this true?
+ stylescale = 1; // added while render
+ //stylescale = r_refdef.scene.rtlightstylevalue[0];
if (!model->brushq3.num_lightgrid)
{
#endif
}
-static void Mod_Q3BSP_TracePoint_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_t *node, const vec3_t point, int markframe)
-{
- int i;
- mleaf_t *leaf;
- colbrushf_t *brush;
- // find which leaf the point is in
- while (node->plane)
- node = node->children[(node->plane->type < 3 ? point[node->plane->type] : DotProduct(point, node->plane->normal)) < node->plane->dist];
- // point trace the brushes
- leaf = (mleaf_t *)node;
- for (i = 0;i < leaf->numleafbrushes;i++)
- {
- brush = model->brush.data_brushes[leaf->firstleafbrush[i]].colbrushf;
- if (brush && brush->markframe != markframe && BoxesOverlap(point, point, brush->mins, brush->maxs))
- {
- brush->markframe = markframe;
- Collision_TracePointBrushFloat(trace, point, brush);
- }
- }
- // can't do point traces on curves (they have no thickness)
-}
-
-static void Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_t *node, const vec3_t start, const vec3_t end, vec_t startfrac, vec_t endfrac, const vec3_t linestart, const vec3_t lineend, int markframe, const vec3_t segmentmins, const vec3_t segmentmaxs)
-{
- int i, startside, endside;
- float dist1, dist2, midfrac, mid[3], nodesegmentmins[3], nodesegmentmaxs[3];
- mleaf_t *leaf;
- msurface_t *surface;
- mplane_t *plane;
- colbrushf_t *brush;
- // walk the tree until we hit a leaf, recursing for any split cases
- while (node->plane)
- {
-#if 0
- if (!BoxesOverlap(segmentmins, segmentmaxs, node->mins, node->maxs))
- return;
- Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, node->children[0], start, end, startfrac, endfrac, linestart, lineend, markframe, segmentmins, segmentmaxs);
- node = node->children[1];
-#else
- // abort if this part of the bsp tree can not be hit by this trace
-// if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
-// return;
- plane = node->plane;
- // axial planes are much more common than non-axial, so an optimized
- // axial case pays off here
- if (plane->type < 3)
- {
- dist1 = start[plane->type] - plane->dist;
- dist2 = end[plane->type] - plane->dist;
- }
- else
- {
- dist1 = DotProduct(start, plane->normal) - plane->dist;
- dist2 = DotProduct(end, plane->normal) - plane->dist;
- }
- startside = dist1 < 0;
- endside = dist2 < 0;
- if (startside == endside)
- {
- // most of the time the line fragment is on one side of the plane
- node = node->children[startside];
- }
- else
- {
- // line crosses node plane, split the line
- dist1 = PlaneDiff(linestart, plane);
- dist2 = PlaneDiff(lineend, plane);
- midfrac = dist1 / (dist1 - dist2);
- VectorLerp(linestart, midfrac, lineend, mid);
- // take the near side first
- Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, node->children[startside], start, mid, startfrac, midfrac, linestart, lineend, markframe, segmentmins, segmentmaxs);
- // if we found an impact on the front side, don't waste time
- // exploring the far side
- if (midfrac <= trace->fraction)
- Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, node->children[endside], mid, end, midfrac, endfrac, linestart, lineend, markframe, segmentmins, segmentmaxs);
- return;
- }
-#endif
- }
- // abort if this part of the bsp tree can not be hit by this trace
-// if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
-// return;
- // hit a leaf
- nodesegmentmins[0] = min(start[0], end[0]) - 1;
- nodesegmentmins[1] = min(start[1], end[1]) - 1;
- nodesegmentmins[2] = min(start[2], end[2]) - 1;
- nodesegmentmaxs[0] = max(start[0], end[0]) + 1;
- nodesegmentmaxs[1] = max(start[1], end[1]) + 1;
- nodesegmentmaxs[2] = max(start[2], end[2]) + 1;
- // line trace the brushes
- leaf = (mleaf_t *)node;
-#if 0
- if (!BoxesOverlap(segmentmins, segmentmaxs, leaf->mins, leaf->maxs))
- return;
-#endif
- for (i = 0;i < leaf->numleafbrushes;i++)
- {
- brush = model->brush.data_brushes[leaf->firstleafbrush[i]].colbrushf;
- if (brush && brush->markframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, brush->mins, brush->maxs))
- {
- brush->markframe = markframe;
- Collision_TraceLineBrushFloat(trace, linestart, lineend, brush, brush);
- }
- }
- // can't do point traces on curves (they have no thickness)
- if (leaf->containscollisionsurfaces && mod_q3bsp_curves_collisions.integer && !VectorCompare(start, end))
- {
- // line trace the curves
- for (i = 0;i < leaf->numleafsurfaces;i++)
- {
- surface = model->data_surfaces + leaf->firstleafsurface[i];
- if (surface->num_collisiontriangles && surface->deprecatedq3collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, surface->mins, surface->maxs))
- {
- surface->deprecatedq3collisionmarkframe = markframe;
- Collision_TraceLineTriangleMeshFloat(trace, linestart, lineend, surface->num_collisiontriangles, surface->deprecatedq3data_collisionelement3i, surface->deprecatedq3data_collisionvertex3f, surface->deprecatedq3num_collisionbboxstride, surface->deprecatedq3data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
- }
- }
- }
-}
-
-static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_t *node, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int markframe, const vec3_t segmentmins, const vec3_t segmentmaxs)
-{
- int i;
- int sides;
- mleaf_t *leaf;
- colbrushf_t *brush;
- msurface_t *surface;
- mplane_t *plane;
- float nodesegmentmins[3], nodesegmentmaxs[3];
- // walk the tree until we hit a leaf, recursing for any split cases
- while (node->plane)
- {
-#if 0
- if (!BoxesOverlap(segmentmins, segmentmaxs, node->mins, node->maxs))
- return;
- Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, model, node->children[0], thisbrush_start, thisbrush_end, markframe, segmentmins, segmentmaxs);
- node = node->children[1];
-#else
- // abort if this part of the bsp tree can not be hit by this trace
-// if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
-// return;
- plane = node->plane;
- // axial planes are much more common than non-axial, so an optimized
- // axial case pays off here
- if (plane->type < 3)
- {
- // this is an axial plane, compare bounding box directly to it and
- // recurse sides accordingly
- // recurse down node sides
- // use an inlined axial BoxOnPlaneSide to slightly reduce overhead
- //sides = BoxOnPlaneSide(nodesegmentmins, nodesegmentmaxs, plane);
- //sides = ((segmentmaxs[plane->type] >= plane->dist) | ((segmentmins[plane->type] < plane->dist) << 1));
- sides = ((segmentmaxs[plane->type] >= plane->dist) + ((segmentmins[plane->type] < plane->dist) * 2));
- }
- else
- {
- // this is a non-axial plane, so check if the start and end boxes
- // are both on one side of the plane to handle 'diagonal' cases
- sides = BoxOnPlaneSide(thisbrush_start->mins, thisbrush_start->maxs, plane) | BoxOnPlaneSide(thisbrush_end->mins, thisbrush_end->maxs, plane);
- }
- if (sides == 3)
- {
- // segment crosses plane
- Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, model, node->children[0], thisbrush_start, thisbrush_end, markframe, segmentmins, segmentmaxs);
- sides = 2;
- }
- // if sides == 0 then the trace itself is bogus (Not A Number values),
- // in this case we simply pretend the trace hit nothing
- if (sides == 0)
- return; // ERROR: NAN bounding box!
- // take whichever side the segment box is on
- node = node->children[sides - 1];
-#endif
- }
- // abort if this part of the bsp tree can not be hit by this trace
-// if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
-// return;
- nodesegmentmins[0] = max(segmentmins[0], node->mins[0] - 1);
- nodesegmentmins[1] = max(segmentmins[1], node->mins[1] - 1);
- nodesegmentmins[2] = max(segmentmins[2], node->mins[2] - 1);
- nodesegmentmaxs[0] = min(segmentmaxs[0], node->maxs[0] + 1);
- nodesegmentmaxs[1] = min(segmentmaxs[1], node->maxs[1] + 1);
- nodesegmentmaxs[2] = min(segmentmaxs[2], node->maxs[2] + 1);
- // hit a leaf
- leaf = (mleaf_t *)node;
-#if 0
- if (!BoxesOverlap(segmentmins, segmentmaxs, leaf->mins, leaf->maxs))
- return;
-#endif
- for (i = 0;i < leaf->numleafbrushes;i++)
- {
- brush = model->brush.data_brushes[leaf->firstleafbrush[i]].colbrushf;
- if (brush && brush->markframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, brush->mins, brush->maxs))
- {
- brush->markframe = markframe;
- Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, brush, brush);
- }
- }
- if (leaf->containscollisionsurfaces && mod_q3bsp_curves_collisions.integer)
- {
- for (i = 0;i < leaf->numleafsurfaces;i++)
- {
- surface = model->data_surfaces + leaf->firstleafsurface[i];
- if (surface->num_collisiontriangles && surface->deprecatedq3collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, surface->mins, surface->maxs))
- {
- surface->deprecatedq3collisionmarkframe = markframe;
- Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, surface->num_collisiontriangles, surface->deprecatedq3data_collisionelement3i, surface->deprecatedq3data_collisionvertex3f, surface->deprecatedq3num_collisionbboxstride, surface->deprecatedq3data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
- }
- }
- }
-}
-
-
-static int markframe = 0;
-
-static void Mod_Q3BSP_TracePoint(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
-{
- int i;
- q3mbrush_t *brush;
- memset(trace, 0, sizeof(*trace));
- trace->fraction = 1;
- trace->hitsupercontentsmask = hitsupercontentsmask;
- trace->skipsupercontentsmask = skipsupercontentsmask;
- trace->skipmaterialflagsmask = skipmaterialflagsmask;
- if (mod_collision_bih.integer)
- Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
- else if (model->brush.submodel)
- {
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- if (brush->colbrushf)
- Collision_TracePointBrushFloat(trace, start, brush->colbrushf);
- }
- else
- Mod_Q3BSP_TracePoint_RecursiveBSPNode(trace, model, model->brush.data_nodes, start, ++markframe);
-}
-
-static void Mod_Q3BSP_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
-{
- int i;
- float segmentmins[3], segmentmaxs[3];
- msurface_t *surface;
- q3mbrush_t *brush;
-
- if (VectorCompare(start, end))
- {
- Mod_Q3BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
- return;
- }
-
- memset(trace, 0, sizeof(*trace));
- trace->fraction = 1;
- trace->hitsupercontentsmask = hitsupercontentsmask;
- trace->skipsupercontentsmask = skipsupercontentsmask;
- trace->skipmaterialflagsmask = skipmaterialflagsmask;
- segmentmins[0] = min(start[0], end[0]) - 1;
- segmentmins[1] = min(start[1], end[1]) - 1;
- segmentmins[2] = min(start[2], end[2]) - 1;
- segmentmaxs[0] = max(start[0], end[0]) + 1;
- segmentmaxs[1] = max(start[1], end[1]) + 1;
- segmentmaxs[2] = max(start[2], end[2]) + 1;
- if (mod_collision_bih.integer)
- Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
- else if (model->brush.submodel)
- {
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- if (brush->colbrushf && BoxesOverlap(segmentmins, segmentmaxs, brush->colbrushf->mins, brush->colbrushf->maxs))
- Collision_TraceLineBrushFloat(trace, start, end, brush->colbrushf, brush->colbrushf);
- if (mod_q3bsp_curves_collisions.integer)
- for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
- if (surface->num_collisiontriangles && BoxesOverlap(segmentmins, segmentmaxs, surface->mins, surface->maxs))
- Collision_TraceLineTriangleMeshFloat(trace, start, end, surface->num_collisiontriangles, surface->deprecatedq3data_collisionelement3i, surface->deprecatedq3data_collisionvertex3f, surface->deprecatedq3num_collisionbboxstride, surface->deprecatedq3data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
- }
- else
- Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, model->brush.data_nodes, start, end, 0, 1, start, end, ++markframe, segmentmins, segmentmaxs);
-}
-
-static void Mod_Q3BSP_TraceBrush(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, colbrushf_t *start, colbrushf_t *end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
-{
- float segmentmins[3], segmentmaxs[3];
- int i;
- msurface_t *surface;
- q3mbrush_t *brush;
-
- if (mod_q3bsp_optimizedtraceline.integer && VectorCompare(start->mins, start->maxs) && VectorCompare(end->mins, end->maxs))
- {
- if (VectorCompare(start->mins, end->mins))
- Mod_Q3BSP_TracePoint(model, frameblend, skeleton, trace, start->mins, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
- else
- Mod_Q3BSP_TraceLine(model, frameblend, skeleton, trace, start->mins, end->mins, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
- return;
- }
-
- // box trace, performed as brush trace
- memset(trace, 0, sizeof(*trace));
- trace->fraction = 1;
- trace->hitsupercontentsmask = hitsupercontentsmask;
- trace->skipsupercontentsmask = skipsupercontentsmask;
- trace->skipmaterialflagsmask = skipmaterialflagsmask;
- segmentmins[0] = min(start->mins[0], end->mins[0]) - 1;
- segmentmins[1] = min(start->mins[1], end->mins[1]) - 1;
- segmentmins[2] = min(start->mins[2], end->mins[2]) - 1;
- segmentmaxs[0] = max(start->maxs[0], end->maxs[0]) + 1;
- segmentmaxs[1] = max(start->maxs[1], end->maxs[1]) + 1;
- segmentmaxs[2] = max(start->maxs[2], end->maxs[2]) + 1;
- if (mod_collision_bih.integer)
- Mod_CollisionBIH_TraceBrush(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
- else if (model->brush.submodel)
- {
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- if (brush->colbrushf && BoxesOverlap(segmentmins, segmentmaxs, brush->colbrushf->mins, brush->colbrushf->maxs))
- Collision_TraceBrushBrushFloat(trace, start, end, brush->colbrushf, brush->colbrushf);
- if (mod_q3bsp_curves_collisions.integer)
- for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
- if (surface->num_collisiontriangles && BoxesOverlap(segmentmins, segmentmaxs, surface->mins, surface->maxs))
- Collision_TraceBrushTriangleMeshFloat(trace, start, end, surface->num_collisiontriangles, surface->deprecatedq3data_collisionelement3i, surface->deprecatedq3data_collisionvertex3f, surface->deprecatedq3num_collisionbboxstride, surface->deprecatedq3data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
- }
- else
- Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, model, model->brush.data_nodes, start, end, ++markframe, segmentmins, segmentmaxs);
-}
-
-static void Mod_Q3BSP_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
-{
- colboxbrushf_t thisbrush_start, thisbrush_end;
- vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
-
- // box trace, performed as brush trace
- VectorAdd(start, boxmins, boxstartmins);
- VectorAdd(start, boxmaxs, boxstartmaxs);
- VectorAdd(end, boxmins, boxendmins);
- VectorAdd(end, boxmaxs, boxendmaxs);
- Collision_BrushForBox(&thisbrush_start, boxstartmins, boxstartmaxs, 0, 0, NULL);
- Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL);
- Mod_Q3BSP_TraceBrush(model, frameblend, skeleton, trace, &thisbrush_start.brush, &thisbrush_end.brush, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
-}
-
-static int Mod_Q3BSP_PointSuperContents(struct model_s *model, int frame, const vec3_t point)
-{
- int i;
- int supercontents = 0;
- q3mbrush_t *brush;
- if (mod_collision_bih.integer)
- {
- supercontents = Mod_CollisionBIH_PointSuperContents(model, frame, point);
- }
- // test if the point is inside each brush
- else if (model->brush.submodel)
- {
- // submodels are effectively one leaf
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- if (brush->colbrushf && Collision_PointInsideBrushFloat(point, brush->colbrushf))
- supercontents |= brush->colbrushf->supercontents;
- }
- else
- {
- mnode_t *node = model->brush.data_nodes;
- mleaf_t *leaf;
- // find which leaf the point is in
- while (node->plane)
- node = node->children[(node->plane->type < 3 ? point[node->plane->type] : DotProduct(point, node->plane->normal)) < node->plane->dist];
- leaf = (mleaf_t *)node;
- // now check the brushes in the leaf
- for (i = 0;i < leaf->numleafbrushes;i++)
- {
- brush = model->brush.data_brushes + leaf->firstleafbrush[i];
- if (brush->colbrushf && Collision_PointInsideBrushFloat(point, brush->colbrushf))
- supercontents |= brush->colbrushf->supercontents;
- }
- }
- return supercontents;
-}
-
void Mod_CollisionBIH_TraceLineAgainstSurfaces(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
{
Mod_CollisionBIH_TraceLineShared(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, &model->render_bih);
Host_Error("Mod_Q3BSP_Load: %s has wrong version number (%i, should be %i)", mod->name, i, Q3BSPVERSION);
mod->soundfromcenter = true;
- mod->TraceBox = Mod_Q3BSP_TraceBox;
- mod->TraceBrush = Mod_Q3BSP_TraceBrush;
- mod->TraceLine = Mod_Q3BSP_TraceLine;
- mod->TracePoint = Mod_Q3BSP_TracePoint;
- mod->PointSuperContents = Mod_Q3BSP_PointSuperContents;
+ mod->TraceBox = Mod_CollisionBIH_TraceBox;
+ mod->TraceBrush = Mod_CollisionBIH_TraceBrush;
+ mod->TraceLine = Mod_CollisionBIH_TraceLine;
+ mod->TracePoint = Mod_CollisionBIH_TracePoint;
+ mod->PointSuperContents = Mod_CollisionBIH_PointSuperContents;
mod->TraceLineAgainstSurfaces = Mod_CollisionBIH_TraceLine;
mod->brush.TraceLineOfSight = Mod_Q3BSP_TraceLineOfSight;
mod->brush.SuperContentsFromNativeContents = Mod_Q3BSP_SuperContentsFromNativeContents;
mod->GetLightInfo = R_Q1BSP_GetLightInfo;
mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
- mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
mod->DrawLight = R_Q1BSP_DrawLight;
mod_base = (unsigned char *)header;
CL_KeepaliveMessage(false);
}
+ // allocate a texture pool if we need it
+ if (mod->texturepool == NULL)
+ mod->texturepool = R_AllocTexturePool();
+
Mod_Q3BSP_LoadEntities(&header->lumps[Q3LUMP_ENTITIES]);
Mod_Q3BSP_LoadTextures(&header->lumps[Q3LUMP_TEXTURES]);
Mod_Q3BSP_LoadPlanes(&header->lumps[Q3LUMP_PLANES]);
// FIXME: shader alpha should replace r_wateralpha support in q3bsp
loadmodel->brush.supportwateralpha = true;
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
loadmodel->brush.num_leafs = 0;
Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes);
loadmodel->GetLightInfo = R_Q1BSP_GetLightInfo;
loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
- loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
skinfiles = Mod_LoadSkinFiles();
// allocate storage for final mesh data
loadmodel->num_textures = numtextures * loadmodel->numskins;
loadmodel->num_texturesperskin = numtextures;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? numtriangles * sizeof(int[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
loadmodel->brush.submodels = (dp_model_t **)data;data += loadmodel->brush.numsubmodels * sizeof(dp_model_t *);
loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
loadmodel->surfmesh.num_vertices = numvertices;
loadmodel->surfmesh.num_triangles = numtriangles;
- if (r_enableshadowvolumes.integer)
- loadmodel->surfmesh.data_neighbor3i = (int *)data;data += numtriangles * sizeof(int[3]);
loadmodel->surfmesh.data_vertex3f = (float *)data;data += numvertices * sizeof(float[3]);
loadmodel->surfmesh.data_svector3f = (float *)data;data += numvertices * sizeof(float[3]);
loadmodel->surfmesh.data_tvector3f = (float *)data;data += numvertices * sizeof(float[3]);
loadmodel->surfmesh.data_normal3f = (float *)data;data += numvertices * sizeof(float[3]);
loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += numvertices * sizeof(float[2]);
- if (loadmodel->surfmesh.num_vertices <= 65536)
+
+ if (loadmodel->surfmesh.num_vertices <= 65536) {
loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
+ }
for (j = 0;j < loadmodel->surfmesh.num_vertices;j++)
{
Mem_Free(vertexhashtable);
Mem_Free(vertexhashdata);
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
// compute all the mesh information that was not loaded from the file
if (loadmodel->surfmesh.data_element3s)
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
- Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
// generate normals if the file did not have them
if (!VectorLength2(loadmodel->surfmesh.data_normal3f))
Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
- if (loadmodel->surfmesh.data_neighbor3i)
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
// if this is a worldmodel and has no BSP tree, create a fake one for the purpose
loadmodel->brush.num_visleafs = 1;