#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 = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_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 = {CF_CLIENT, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
+cvar_t r_nosurftextures = {CF_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 = {CF_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 = {CF_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 = {CF_CLIENT, "r_subdivisions_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
+cvar_t r_subdivisions_maxvertices = {CF_CLIENT, "r_subdivisions_maxvertices", "65536", "maximum vertices allowed per subdivided curve"};
+cvar_t r_subdivisions_collision_tolerance = {CF_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 = {CF_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 = {CF_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 = {CF_CLIENT, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
+cvar_t r_trippy = {CF_CLIENT, "r_trippy", "0", "easter egg"};
+cvar_t r_fxaa = {CF_CLIENT | CF_ARCHIVE, "r_fxaa", "0", "fast approximate anti aliasing"};
+cvar_t mod_noshader_default_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "mod_noshader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are not using q3 shader files"};
+cvar_t mod_obj_orientation = {CF_CLIENT | CF_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 = {CF_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 = {CF_CLIENT | CF_SERVER, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
+cvar_t mod_q3bsp_curves_collisions_stride = {CF_CLIENT | CF_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 = {CF_CLIENT | CF_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 = {CF_CLIENT | CF_SERVER, "mod_q3bsp_optimizedtraceline", "1", "whether to use optimized traceline code for line traces (as opposed to tracebox code)"};
+cvar_t mod_q3bsp_debugtracebrush = {CF_CLIENT | CF_SERVER, "mod_q3bsp_debugtracebrush", "0", "selects different tracebrush bsp recursion algorithms (for debugging purposes only)"};
+cvar_t mod_q3bsp_lightmapmergepower = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_SERVER, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
+cvar_t mod_q3bsp_sRGBlightmaps = {CF_CLIENT, "mod_q3bsp_sRGBlightmaps", "0", "treat lightmaps from Q3 maps as sRGB when vid_sRGB is active"};
+cvar_t mod_q3bsp_lightgrid_texture = {CF_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 = {CF_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 = {CF_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 = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "mod_q3shader_default_offsetmapping_scale", "1", "default scale used for offsetmapping"};
+cvar_t mod_q3shader_default_offsetmapping_bias = {CF_CLIENT | CF_ARCHIVE, "mod_q3shader_default_offsetmapping_bias", "0", "default bias used for offsetmapping"};
+cvar_t mod_q3shader_default_polygonfactor = {CF_CLIENT, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_default_polygonoffset = {CF_CLIENT, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_default_refractive_index = {CF_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 = {CF_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 = {CF_CLIENT, "mod_q3shader_force_terrain_alphaflag", "0", "for multilayered terrain shaders force TEXF_ALPHA flag on both layers"};
+
+cvar_t mod_q1bsp_polygoncollisions = {CF_CLIENT | CF_SERVER, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
+cvar_t mod_recalculatenodeboxes = {CF_CLIENT | CF_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;
static texture_t mod_q1bsp_texture_slime;
static texture_t mod_q1bsp_texture_water;
-static qboolean Mod_Q3BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs);
+static qbool Mod_Q3BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs);
void Mod_BrushInit(void)
{
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
mod_q1bsp_texture_water.supercontents = SUPERCONTENTS_WATER;
}
-static mleaf_t *Mod_Q1BSP_PointInLeaf(dp_model_t *model, const vec3_t p)
+static mleaf_t *Mod_BSP_PointInLeaf(model_t *model, const vec3_t p)
{
mnode_t *node;
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)
return (mleaf_t *)node;
}
-static void Mod_Q1BSP_AmbientSoundLevelsForPoint(dp_model_t *model, const vec3_t p, unsigned char *out, int outsize)
+static void Mod_Q1BSP_AmbientSoundLevelsForPoint(model_t *model, const vec3_t p, unsigned char *out, int outsize)
{
int i;
mleaf_t *leaf;
- leaf = Mod_Q1BSP_PointInLeaf(model, p);
+ leaf = Mod_BSP_PointInLeaf(model, p);
if (leaf)
{
i = min(outsize, (int)sizeof(leaf->ambient_sound_level));
memset(out, 0, outsize);
}
-static int Mod_Q1BSP_FindBoxClusters(dp_model_t *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist)
+static int Mod_BSP_FindBoxClusters(model_t *model, const vec3_t mins, const vec3_t maxs, int maxclusters, int *clusterlist)
{
int numclusters = 0;
int nodestackindex = 0;
return numclusters;
}
-static int Mod_Q1BSP_BoxTouchingPVS(dp_model_t *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs)
+static int Mod_BSP_BoxTouchingPVS(model_t *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs)
{
int nodestackindex = 0;
mnode_t *node, *nodestack[1024];
return false;
}
-static int Mod_Q1BSP_BoxTouchingLeafPVS(dp_model_t *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs)
+static int Mod_BSP_BoxTouchingLeafPVS(model_t *model, const unsigned char *pvs, const vec3_t mins, const vec3_t maxs)
{
int nodestackindex = 0;
mnode_t *node, *nodestack[1024];
return false;
}
-static int Mod_Q1BSP_BoxTouchingVisibleLeafs(dp_model_t *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs)
+static int Mod_BSP_BoxTouchingVisibleLeafs(model_t *model, const unsigned char *visibleleafs, const vec3_t mins, const vec3_t maxs)
{
int nodestackindex = 0;
mnode_t *node, *nodestack[1024];
vec_t radius;
vec3_t nudge;
vec_t bestdist;
- dp_model_t *model;
+ model_t *model;
}
findnonsolidlocationinfo_t;
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)
- {
- 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++)
{
- for (k = 0;k < surface->num_triangles;k++)
- {
- Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, k);
- }
+ Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, k);
}
}
}
}
}
-static void Mod_Q1BSP_FindNonSolidLocation(dp_model_t *model, const vec3_t in, vec3_t out, float radius)
+static void Mod_BSP_FindNonSolidLocation(model_t *model, const vec3_t in, vec3_t out, float radius)
{
int i;
findnonsolidlocationinfo_t info;
VectorCopy(info.center, out);
}
-int Mod_Q1BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents)
+int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents)
{
switch(nativecontents)
{
return 0;
}
-int Mod_Q1BSP_NativeContentsFromSuperContents(dp_model_t *model, int supercontents)
+int Mod_Q1BSP_NativeContentsFromSuperContents(int supercontents)
{
if (supercontents & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY))
return CONTENTS_SOLID;
// we reached a leaf contents
// check for empty
- num = Mod_Q1BSP_SuperContentsFromNativeContents(NULL, num);
+ num = Mod_Q1BSP_SuperContentsFromNativeContents(num);
if (!t->trace->startfound)
{
t->trace->startfound = true;
plane = planes + nodes[num].planenum;
num = nodes[num].children[(plane->type < 3 ? point[plane->type] : DotProduct(plane->normal, point)) < plane->dist];
}
- num = Mod_Q1BSP_SuperContentsFromNativeContents(NULL, num);
+ num = Mod_Q1BSP_SuperContentsFromNativeContents(num);
t->trace->startsupercontents |= num;
if (num & SUPERCONTENTS_LIQUIDSMASK)
t->trace->inwater = true;
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
plane = planes + nodes[num].planenum;
num = nodes[num].children[(plane->type < 3 ? point[plane->type] : DotProduct(plane->normal, point)) < plane->dist];
}
- return Mod_Q1BSP_SuperContentsFromNativeContents(NULL, num);
+ return Mod_Q1BSP_SuperContentsFromNativeContents(num);
}
void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask, int boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture)
}
}
-static qboolean Mod_Q1BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs)
+static qbool Mod_Q1BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs)
{
trace_t trace;
Mod_Q1BSP_TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK, 0, MATERIALFLAGMASK_TRANSLUCENT);
return trace.fraction == 1 || BoxesOverlap(trace.endpos, trace.endpos, acceptmins, acceptmaxs);
}
-static int Mod_Q1BSP_LightPoint_RecursiveBSPNode(dp_model_t *model, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const mnode_t *node, float x, float y, float startz, float endz)
+static int Mod_BSP_LightPoint_RecursiveBSPNode(model_t *model, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const mnode_t *node, float x, float y, float startz, float endz)
{
int side;
float front, back;
}
// go down front side
- if (node->children[side]->plane && Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, node->children[side], x, y, startz, mid))
+ if (node->children[side]->plane && Mod_BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, node->children[side], x, y, startz, mid))
return true; // hit something
// check for impact on this node
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++)
return false;
}
-static void Mod_Q1BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
+static void Mod_BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
{
// pretend lighting is coming down from above (due to lack of a lightgrid to know primary lighting direction)
VectorSet(diffusenormal, 0, 0, 1);
return;
}
- Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
+ Mod_BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
}
-static const texture_t *Mod_Q1BSP_TraceLineAgainstSurfacesFindTextureOnNode(RecursiveHullCheckTraceInfo_t *t, const dp_model_t *model, const mnode_t *node, double mid[3])
+static const texture_t *Mod_Q1BSP_TraceLineAgainstSurfacesFindTextureOnNode(RecursiveHullCheckTraceInfo_t *t, const model_t *model, const mnode_t *node, double mid[3])
{
unsigned int i;
int j;
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;
return NULL;
}
-static int Mod_Q1BSP_TraceLineAgainstSurfacesRecursiveBSPNode(RecursiveHullCheckTraceInfo_t *t, const dp_model_t *model, const mnode_t *node, const double p1[3], const double p2[3])
+static int Mod_Q1BSP_TraceLineAgainstSurfacesRecursiveBSPNode(RecursiveHullCheckTraceInfo_t *t, const model_t *model, const mnode_t *node, const double p1[3], const double p2[3])
{
const mplane_t *plane;
double t1, t2;
}
// 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;
return Mod_Q1BSP_TraceLineAgainstSurfacesRecursiveBSPNode(t, model, node->children[side ^ 1], mid, p2);
}
leaf = (const mleaf_t *)node;
- side = Mod_Q1BSP_SuperContentsFromNativeContents(NULL, leaf->contents);
+ side = Mod_Q1BSP_SuperContentsFromNativeContents(leaf->contents);
if (!t->trace->startfound)
{
t->trace->startfound = true;
VectorMA(rhc.start, rhc.trace->fraction, rhc.dist, rhc.trace->endpos);
}
-static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char *inend, unsigned char *out, unsigned char *outend)
+static void Mod_BSP_DecompressVis(const unsigned char *in, const unsigned char *inend, unsigned char *out, unsigned char *outend)
{
int c;
unsigned char *outstart = out;
{
if (in == inend)
{
- Con_Printf("Mod_Q1BSP_DecompressVis: input underrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
+ Con_Printf("Mod_BSP_DecompressVis: input underrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
return;
}
c = *in++;
{
if (in == inend)
{
- Con_Printf("Mod_Q1BSP_DecompressVis: input underrun (during zero-run) on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
+ Con_Printf("Mod_BSP_DecompressVis: input underrun (during zero-run) on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
return;
}
for (c = *in++;c > 0;c--)
{
if (out == outend)
{
- Con_Printf("Mod_Q1BSP_DecompressVis: output overrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
+ Con_Printf("Mod_BSP_DecompressVis: output overrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
return;
}
*out++ = 0;
/*
=============
-R_Q1BSP_LoadSplitSky
+Mod_Q1BSP_LoadSplitSky
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
-static void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesperpixel)
+static void Mod_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesperpixel)
{
int x, y;
int w = width/2;
}
}
- 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;
tx->width = 16;
tx->height = 16;
tx->basealpha = 1.0f;
- tx->materialshaderpass = tx->shaderpasses[0] = Mod_CreateShaderPass(skinframemissing);
+ tx->materialshaderpass = tx->shaderpasses[0] = Mod_CreateShaderPass(loadmodel->mempool, skinframemissing);
tx->materialshaderpass->skinframes[0] = skinframemissing;
tx->currentskinframe = skinframemissing;
tx->basematerialflags = MATERIALFLAG_WALL;
// 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->data_textures + i, name, false, false, 0))
+ if (name[0] && /* HACK */ strncmp(name, "sky", 3) /* END HACK */ && (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)
+ 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)))
+ // HACK: It loads custom skybox textures as a wall if loaded as a skinframe.
+ || !strncmp(tx->name, "sky", 3))
{
- data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), false, false, false, NULL);
- if (!data)
- data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s", tx->name), false, false, false, NULL);
- if (data && image_width == image_height * 2)
+ // did not find external texture via shader loading, load it from the bsp or wad3
+ if (loadmodel->brush.ishlbsp)
{
- R_Q1BSP_LoadSplitSky(data, image_width, image_height, 4);
- Mem_Free(data);
+ // 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 (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);
- 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);
- if (skinframe)
- tx->offsetmapping = OFFSETMAPPING_DEFAULT; // allow offsetmapping on external textures without a q3 shader
- if (!skinframe)
+ else if (!strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2)
{
- // did not find external texture, load it from the bsp or wad3
- if (loadmodel->brush.ishlbsp)
+ data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), false, false, false, NULL);
+ if (!data)
+ data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s", tx->name), false, false, false, NULL);
+ if (data && image_width == image_height * 2)
{
- // 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);
+ Mod_Q1BSP_LoadSplitSky(data, image_width, image_height, 4);
+ Mem_Free(data);
}
- 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);
+ else if (mtdata != NULL)
+ Mod_Q1BSP_LoadSplitSky(mtdata, mtwidth, mtheight, 1);
}
- // if skinframe is still NULL the "missing" texture has already been assigned to this
- if (skinframe)
- tx->materialshaderpass->skinframes[0] = skinframe;
+ 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, 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, 0, 0, 0, false);
}
- // LordHavoc: 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);
- else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
- tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, false);
+ else
+ tx->materialshaderpass->skinframes[0] = skinframe;
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);
}
}
-static void Mod_Q1BSP_LoadSubmodels(sizebuf_t *sb, hullinfo_t *hullinfo)
+static void Mod_BSP_LoadSubmodels(sizebuf_t *sb, hullinfo_t *hullinfo)
{
mmodel_t *out;
int i, j, count;
- int structsize = (48+4*hullinfo->filehulls);
+ int structsize = hullinfo ? (48+4*hullinfo->filehulls) : 48;
if (sb->cursize % structsize)
- Host_Error ("Mod_Q1BSP_LoadSubmodels: funny lump size in %s", loadmodel->name);
+ Host_Error ("Mod_BSP_LoadSubmodels: funny lump size in %s", loadmodel->name);
count = sb->cursize / structsize;
out = (mmodel_t *)Mem_Alloc (loadmodel->mempool, count*sizeof(*out));
out->origin[0] = MSG_ReadLittleFloat(sb);
out->origin[1] = MSG_ReadLittleFloat(sb);
out->origin[2] = MSG_ReadLittleFloat(sb);
- for (j = 0; j < hullinfo->filehulls; j++)
- out->headnode[j] = MSG_ReadLittleLong(sb);
- out->visleafs = MSG_ReadLittleLong(sb);
+ if(hullinfo)
+ {
+ for (j = 0; j < hullinfo->filehulls; j++)
+ out->headnode[j] = MSG_ReadLittleLong(sb);
+ out->visleafs = MSG_ReadLittleLong(sb);
+ }
+ else // Quake 2 has only one hull
+ out->headnode[0] = MSG_ReadLittleLong(sb);
+
out->firstface = MSG_ReadLittleLong(sb);
out->numfaces = MSG_ReadLittleLong(sb);
}
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;
loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
}
-static void Mod_Q1BSP_LoadNodes_RecursiveSetParent(mnode_t *node, mnode_t *parent)
+static void Mod_BSP_LoadNodes_RecursiveSetParent(mnode_t *node, mnode_t *parent)
{
//if (node->parent)
- // Host_Error("Mod_Q1BSP_LoadNodes_RecursiveSetParent: runaway recursion");
+ // Host_Error("Mod_BSP_LoadNodes_RecursiveSetParent: runaway recursion");
node->parent = parent;
if (node->plane)
{
// this is a node, recurse to children
- Mod_Q1BSP_LoadNodes_RecursiveSetParent(node->children[0], node);
- Mod_Q1BSP_LoadNodes_RecursiveSetParent(node->children[1], node);
+ Mod_BSP_LoadNodes_RecursiveSetParent(node->children[0], node);
+ Mod_BSP_LoadNodes_RecursiveSetParent(node->children[1], node);
// combine supercontents of children
node->combinedsupercontents = node->children[0]->combinedsupercontents | node->children[1]->combinedsupercontents;
}
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
}
}
- Mod_Q1BSP_LoadNodes_RecursiveSetParent(loadmodel->brush.data_nodes, NULL); // sets nodes and leafs
+ Mod_BSP_LoadNodes_RecursiveSetParent(loadmodel->brush.data_nodes, NULL); // sets nodes and leafs
}
static void Mod_Q1BSP_LoadLeafs(sizebuf_t *sb)
if (p >= loadmodel->brushq1.num_compressedpvs)
Con_Print("Mod_Q1BSP_LoadLeafs: invalid visofs\n");
else
- Mod_Q1BSP_DecompressVis(loadmodel->brushq1.data_compressedpvs + p, loadmodel->brushq1.data_compressedpvs + loadmodel->brushq1.num_compressedpvs, loadmodel->brush.data_pvsclusters + out->clusterindex * loadmodel->brush.num_pvsclusterbytes, loadmodel->brush.data_pvsclusters + (out->clusterindex + 1) * loadmodel->brush.num_pvsclusterbytes);
+ Mod_BSP_DecompressVis(loadmodel->brushq1.data_compressedpvs + p, loadmodel->brushq1.data_compressedpvs + loadmodel->brushq1.num_compressedpvs, loadmodel->brush.data_pvsclusters + out->clusterindex * loadmodel->brush.num_pvsclusterbytes, loadmodel->brush.data_pvsclusters + (out->clusterindex + 1) * loadmodel->brush.num_pvsclusterbytes);
}
if (loadmodel->brush.isbsp2rmqe)
}
}
-static qboolean Mod_Q1BSP_CheckWaterAlphaSupport(void)
+static qbool Mod_Q1BSP_CheckWaterAlphaSupport(void)
{
int i, j;
mleaf_t *leaf;
}
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)
}
// fixes up sky surfaces that have SKY contents behind them, so that they do not cast shadows (e1m5 logo shadow trick).
-static void Mod_Q1BSP_AssignNoShadowSkySurfaces(dp_model_t *mod)
+static void Mod_Q1BSP_AssignNoShadowSkySurfaces(model_t *mod)
{
int i;
msurface_t *surface;
#if 0
// unfinished
int submodel, numbrushes;
- qboolean firstbrush;
+ qbool firstbrush;
char *text, *maptext;
char mapfilename[MAX_QPATH];
FS_StripExtension (loadmodel->name, mapfilename, sizeof (mapfilename));
node->maxs[2] = max(node->children[0]->maxs[2], node->children[1]->maxs[2]);
}
-static void Mod_Q1BSP_FinalizePortals(void)
+static void Mod_BSP_FinalizePortals(void)
{
int i, j, numportals, numpoints, portalindex, portalrange = (int)Mem_ExpandableArray_IndexRange(&portalarray);
portal_t *p;
static double *portalpointsbuffer;
static int portalpointsbufferoffset;
static int portalpointsbuffersize;
-static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
+static void Mod_BSP_RecursiveNodePortals(mnode_t *node)
{
int i, side;
mnode_t *front, *back, *other_node;
front = node->children[0];
back = node->children[1];
if (front == back)
- Host_Error("Mod_Q1BSP_RecursiveNodePortals: corrupt node hierarchy");
+ Host_Error("Mod_BSP_RecursiveNodePortals: corrupt node hierarchy");
// create the new portal by generating a polygon for the node plane,
// and clipping it by all of the other portals(which came from nodes above this one)
{
clipplane = portal->plane;
if (portal->nodes[0] == portal->nodes[1])
- Host_Error("Mod_Q1BSP_RecursiveNodePortals: portal has same node on both sides(1)");
+ Host_Error("Mod_BSP_RecursiveNodePortals: portal has same node on both sides(1)");
if (portal->nodes[0] == node)
side = 0;
else if (portal->nodes[1] == node)
}
else
{
- Host_Error("Mod_Q1BSP_RecursiveNodePortals: mislinked portal");
+ Host_Error("Mod_BSP_RecursiveNodePortals: mislinked portal");
side = 0; // hush warning
}
if (nodeportal->numpoints < 3)
{
- Con_Print("Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away\n");
+ Con_Print(CON_WARN "Mod_BSP_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_Print(CON_WARN "Mod_BSP_RecursiveNodePortals: WARNING: new portal has too many points\n");
nodeportal->numpoints = 0;
}
for (portal = (portal_t *)node->portals;portal;portal = nextportal)
{
if (portal->nodes[0] == portal->nodes[1])
- Host_Error("Mod_Q1BSP_RecursiveNodePortals: portal has same node on both sides(2)");
+ Host_Error("Mod_BSP_RecursiveNodePortals: portal has same node on both sides(2)");
if (portal->nodes[0] == node)
side = 0;
else if (portal->nodes[1] == node)
side = 1;
else
{
- Host_Error("Mod_Q1BSP_RecursiveNodePortals: mislinked portal");
+ Host_Error("Mod_BSP_RecursiveNodePortals: mislinked portal");
side = 0; // hush warning
}
nextportal = portal->next[side];
}
}
- Mod_Q1BSP_RecursiveNodePortals(front);
- Mod_Q1BSP_RecursiveNodePortals(back);
+ Mod_BSP_RecursiveNodePortals(front);
+ Mod_BSP_RecursiveNodePortals(back);
portalpointsbufferoffset -= 6*MAX_PORTALPOINTS;
}
-static void Mod_Q1BSP_MakePortals(void)
+static void Mod_BSP_MakePortals(void)
{
Mem_ExpandableArray_NewArray(&portalarray, loadmodel->mempool, sizeof(portal_t), 1020*1024/sizeof(portal_t));
portalpointsbufferoffset = 0;
portalpointsbuffersize = 6*MAX_PORTALPOINTS*128;
portalpointsbuffer = (double *)Mem_Alloc(loadmodel->mempool, portalpointsbuffersize * sizeof(*portalpointsbuffer));
- Mod_Q1BSP_RecursiveNodePortals(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
+ Mod_BSP_RecursiveNodePortals(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
Mem_Free(portalpointsbuffer);
portalpointsbuffer = NULL;
portalpointsbufferoffset = 0;
portalpointsbuffersize = 0;
- Mod_Q1BSP_FinalizePortals();
+ Mod_BSP_FinalizePortals();
Mem_ExpandableArray_FreeArray(&portalarray);
}
//Returns PVS data for a given point
//(note: can return NULL)
-static unsigned char *Mod_Q1BSP_GetPVS(dp_model_t *model, const vec3_t p)
+static unsigned char *Mod_BSP_GetPVS(model_t *model, const vec3_t p)
{
mnode_t *node;
node = model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode;
return NULL;
}
-static void Mod_Q1BSP_FatPVS_RecursiveBSPNode(dp_model_t *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbytes, mnode_t *node)
+static void Mod_BSP_FatPVS_RecursiveBSPNode(model_t *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbytes, mnode_t *node)
{
while (node->plane)
{
else
{
// go down both sides
- Mod_Q1BSP_FatPVS_RecursiveBSPNode(model, org, radius, pvsbuffer, pvsbytes, node->children[0]);
+ Mod_BSP_FatPVS_RecursiveBSPNode(model, org, radius, pvsbuffer, pvsbytes, node->children[0]);
node = node->children[1];
}
}
//Calculates a PVS that is the inclusive or of all leafs within radius pixels
//of the given point.
-static int Mod_Q1BSP_FatPVS(dp_model_t *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qboolean merge)
+static int Mod_BSP_FatPVS(model_t *model, const vec3_t org, vec_t radius, unsigned char *pvsbuffer, int pvsbufferlength, qbool merge)
{
int bytes = model->brush.num_pvsclusterbytes;
bytes = min(bytes, pvsbufferlength);
- if (r_novis.integer || r_trippy.integer || !model->brush.num_pvsclusters || !Mod_Q1BSP_GetPVS(model, org))
+ if (r_novis.integer || r_trippy.integer || !model->brush.num_pvsclusters || !Mod_BSP_GetPVS(model, org))
{
memset(pvsbuffer, 0xFF, bytes);
return bytes;
}
if (!merge)
memset(pvsbuffer, 0, bytes);
- Mod_Q1BSP_FatPVS_RecursiveBSPNode(model, org, radius, pvsbuffer, bytes, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode);
+ Mod_BSP_FatPVS_RecursiveBSPNode(model, org, radius, pvsbuffer, bytes, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode);
return bytes;
}
-static void Mod_Q1BSP_RoundUpToHullSize(dp_model_t *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs)
+static void Mod_Q1BSP_RoundUpToHullSize(model_t *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs)
{
vec3_t size;
const hull_t *hull;
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
+void Mod_CollisionBIH_TraceLineAgainstSurfaces(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);
- 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);
+void Mod_2PSB_Load(model_t *mod, void *buffer, void *bufferend)
+{
+ mod->brush.isbsp2 = true;
+ mod->brush.isbsp2rmqe = true; // like bsp2 except leaf/node bounds are 16bit (unexpanded)
+ mod->modeldatatypestring = "Q1BSP2rmqe";
+ Mod_Q1BSP_Load(mod, buffer, bufferend);
+}
- return numshadowmeshtriangles;
+void Mod_BSP2_Load(model_t *mod, void *buffer, void *bufferend)
+{
+ mod->brush.isbsp2 = true;
+ mod->modeldatatypestring = "Q1BSP2";
+ Mod_Q1BSP_Load(mod, buffer, bufferend);
}
-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_HLBSP_Load(model_t *mod, void *buffer, void *bufferend)
+{
+ mod->brush.ishlbsp = true;
+ mod->modeldatatypestring = "HLBSP";
+ Mod_Q1BSP_Load(mod, buffer, bufferend);
+}
-void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, k;
sizebuf_t lumpsb[HEADER_LUMPS];
mod->type = mod_brushq1;
- mod->brush.ishlbsp = false;
- mod->brush.isbsp2rmqe = false;
- mod->brush.isbsp2 = false;
- mod->brush.isq2bsp = false;
- mod->brush.isq3bsp = false;
mod->brush.skymasking = true;
i = MSG_ReadLittleLong(&sb);
- switch(i)
- {
- case BSPVERSION:
+
+ if(!mod->modeldatatypestring)
mod->modeldatatypestring = "Q1BSP";
- break;
- case 30:
- mod->brush.ishlbsp = true;
- mod->modeldatatypestring = "HLBSP";
- break;
- case ('2' + 'P' * 256 + 'S' * 65536 + 'B' * 16777216):
- mod->brush.isbsp2 = true;
- mod->brush.isbsp2rmqe = true; // like bsp2 except leaf/node bounds are 16bit (unexpanded)
- mod->modeldatatypestring = "Q1BSP2rmqe";
- break;
- case ('B' + 'S' * 256 + 'P' * 65536 + '2' * 16777216):
- mod->brush.isbsp2 = true;
- mod->modeldatatypestring = "Q1BSP2";
- break;
- default:
- mod->modeldatatypestring = "Unknown BSP";
- Host_Error("Mod_Q1BSP_Load: %s has wrong version number %i: supported versions are 29 (Quake), 30 (Half-Life), \"BSP2\" or \"2PSB\" (rmqe)", mod->name, i);
- return;
- }
// fill in hull info
VectorClear (hullinfo.hullsizes[0][0]);
mod->brush.TraceLineOfSight = Mod_Q1BSP_TraceLineOfSight;
mod->brush.SuperContentsFromNativeContents = Mod_Q1BSP_SuperContentsFromNativeContents;
mod->brush.NativeContentsFromSuperContents = Mod_Q1BSP_NativeContentsFromSuperContents;
- mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
- mod->brush.FatPVS = Mod_Q1BSP_FatPVS;
- mod->brush.BoxTouchingPVS = Mod_Q1BSP_BoxTouchingPVS;
- mod->brush.BoxTouchingLeafPVS = Mod_Q1BSP_BoxTouchingLeafPVS;
- mod->brush.BoxTouchingVisibleLeafs = Mod_Q1BSP_BoxTouchingVisibleLeafs;
- mod->brush.FindBoxClusters = Mod_Q1BSP_FindBoxClusters;
- mod->brush.LightPoint = Mod_Q1BSP_LightPoint;
- mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
+ mod->brush.GetPVS = Mod_BSP_GetPVS;
+ mod->brush.FatPVS = Mod_BSP_FatPVS;
+ mod->brush.BoxTouchingPVS = Mod_BSP_BoxTouchingPVS;
+ mod->brush.BoxTouchingLeafPVS = Mod_BSP_BoxTouchingLeafPVS;
+ mod->brush.BoxTouchingVisibleLeafs = Mod_BSP_BoxTouchingVisibleLeafs;
+ mod->brush.FindBoxClusters = Mod_BSP_FindBoxClusters;
+ mod->brush.LightPoint = Mod_BSP_LightPoint;
+ mod->brush.FindNonSolidLocation = Mod_BSP_FindNonSolidLocation;
mod->brush.AmbientSoundLevelsForPoint = Mod_Q1BSP_AmbientSoundLevelsForPoint;
mod->brush.RoundUpToHullSize = Mod_Q1BSP_RoundUpToHullSize;
- mod->brush.PointInLeaf = Mod_Q1BSP_PointInLeaf;
- mod->Draw = R_Q1BSP_Draw;
- mod->DrawDepth = R_Q1BSP_DrawDepth;
- mod->DrawDebug = R_Q1BSP_DrawDebug;
- mod->DrawPrepass = R_Q1BSP_DrawPrepass;
- 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->brush.PointInLeaf = Mod_BSP_PointInLeaf;
+ mod->Draw = R_Mod_Draw;
+ mod->DrawDepth = R_Mod_DrawDepth;
+ mod->DrawDebug = R_Mod_DrawDebug;
+ mod->DrawPrepass = R_Mod_DrawPrepass;
+ mod->GetLightInfo = R_Mod_GetLightInfo;
+ mod->CompileShadowMap = R_Mod_CompileShadowMap;
+ mod->DrawShadowMap = R_Mod_DrawShadowMap;
+ mod->DrawLight = R_Mod_DrawLight;
// load into heap
Mod_Q1BSP_LoadLeaffaces(&lumpsb[LUMP_MARKSURFACES]);
Mod_Q1BSP_LoadVisibility(&lumpsb[LUMP_VISIBILITY]);
// load submodels before leafs because they contain the number of vis leafs
- Mod_Q1BSP_LoadSubmodels(&lumpsb[LUMP_MODELS], &hullinfo);
+ Mod_BSP_LoadSubmodels(&lumpsb[LUMP_MODELS], &hullinfo);
Mod_Q1BSP_LoadLeafs(&lumpsb[LUMP_LEAFS]);
Mod_Q1BSP_LoadNodes(&lumpsb[LUMP_NODES]);
Mod_Q1BSP_LoadClipnodes(&lumpsb[LUMP_CLIPNODES], &hullinfo);
Mod_Q1BSP_MakeHull0();
if (mod_bsp_portalize.integer)
- Mod_Q1BSP_MakePortals();
+ Mod_BSP_MakePortals();
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 *));
+ loadmodel->brush.submodels = (model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(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->nummodelsurfaces = bm->numfaces;
// set node/leaf parents for this submodel
- Mod_Q1BSP_LoadNodes_RecursiveSetParent(mod->brush.data_nodes + mod->brushq1.hulls[0].firstclipnode, NULL);
+ Mod_BSP_LoadNodes_RecursiveSetParent(mod->brush.data_nodes + mod->brushq1.hulls[0].firstclipnode, NULL);
// this has to occur after hull info has been set, as it uses Mod_Q1BSP_PointSuperContents
Mod_Q1BSP_AssignNoShadowSkySurfaces(mod);
if (surface->texture->basematerialflags & MATERIALFLAG_SKY)
break;
if (j < mod->nummodelsurfaces)
- mod->DrawSky = R_Q1BSP_DrawSky;
+ mod->DrawSky = R_Mod_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;
+ mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
// build lightstyle update chains
// (used to rapidly mark lightmapupdateflags on many surfaces
}
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_Printf(CON_WARN "warning: empty submodel *%i in %s\n", i+1, loadmodel->name);
}
//mod->brushq1.num_visleafs = bm->visleafs;
Con_DPrintf("Stats for q1bsp model \"%s\": %i faces, %i nodes, %i leafs, %i visleafs, %i visleafportals, mesh: %i vertices, %i triangles, %i surfaces\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->num_surfaces);
}
-int Mod_Q2BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents)
+int Mod_Q2BSP_SuperContentsFromNativeContents(int nativecontents)
{
int supercontents = 0;
if (nativecontents & CONTENTSQ2_SOLID)
return supercontents;
}
-int Mod_Q2BSP_NativeContentsFromSuperContents(dp_model_t *model, int supercontents)
+int Mod_Q2BSP_NativeContentsFromSuperContents(int supercontents)
{
int nativecontents = 0;
if (supercontents & SUPERCONTENTS_SOLID)
/*int phsofs = */MSG_ReadLittleLong(sb);
// decompress the vis data for this cluster
// (note this accesses the underlying data store of sb, which is kind of evil)
- Mod_Q1BSP_DecompressVis(sb->data + pvsofs, sb->data + sb->cursize, loadmodel->brush.data_pvsclusters + i * loadmodel->brush.num_pvsclusterbytes, loadmodel->brush.data_pvsclusters + (i+1) * loadmodel->brush.num_pvsclusterbytes);
+ Mod_BSP_DecompressVis(sb->data + pvsofs, sb->data + sb->cursize, loadmodel->brush.data_pvsclusters + i * loadmodel->brush.num_pvsclusterbytes, loadmodel->brush.data_pvsclusters + (i+1) * loadmodel->brush.num_pvsclusterbytes);
}
// hush the loading error check later - we had to do random access on this lump, so we didn't read to the end
sb->readcount = sb->cursize;
}
}
- Mod_Q1BSP_LoadNodes_RecursiveSetParent(loadmodel->brush.data_nodes, NULL); // sets nodes and leafs
+ Mod_BSP_LoadNodes_RecursiveSetParent(loadmodel->brush.data_nodes, NULL); // sets nodes and leafs
}
static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
int q2flags = out->q2flags;
unsigned char *walfile = NULL;
fs_offset_t walfilesize = 0;
- Mod_LoadTextureFromQ3Shader(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)
tx->q2contents |= Q2CONTENTS_SOLID;
if (tx->q2flags & (Q2SURF_HINT | Q2SURF_SKIP))
tx->q2contents = 0;
- tx->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, tx->q2contents);
+ tx->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(tx->q2contents);
// set the current values to the base values
tx->currentframe = tx;
tx->currentskinframe = tx->materialshaderpass != NULL ? tx->materialshaderpass->skinframes[0] : NULL;
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);
}
int i, j, firstside, numsides, contents, count, maxplanes, q3surfaceflags, supercontents;
colplanef_t *planes;
int structsize = 12;
- qboolean brushmissingtextures;
+ qbool brushmissingtextures;
int numbrushesmissingtextures = 0;
int numcreatedtextures = 0;
out->firstbrushside = loadmodel->brush.data_brushsides + firstside;
out->numbrushsides = numsides;
// convert the contents to our values
- supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, contents);
+ supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(contents);
// problem: q2bsp brushes have contents but not a texture
// problem: q2bsp brushsides *may* have a texture or may not
sb->readcount = sb->cursize;
}
-static void Mod_Q2BSP_LoadSubmodels(sizebuf_t *sb)
-{
- mmodel_t *out;
- int i, count;
- int structsize = 48;
-
- if (sb->cursize % structsize)
- Host_Error ("Mod_Q2BSP_LoadSubmodels: funny lump size in %s", loadmodel->name);
-
- count = sb->cursize / structsize;
- out = (mmodel_t *)Mem_Alloc (loadmodel->mempool, count*sizeof(*out));
-
- loadmodel->brushq1.submodels = out;
- loadmodel->brush.numsubmodels = count;
-
- // this is identical to the q1 submodel structure except for having 1 hull
- for (i = 0; i < count; i++, out++)
- {
- // spread out the mins / maxs by a pixel
- out->mins[0] = MSG_ReadLittleFloat(sb) - 1;
- out->mins[1] = MSG_ReadLittleFloat(sb) - 1;
- out->mins[2] = MSG_ReadLittleFloat(sb) - 1;
- out->maxs[0] = MSG_ReadLittleFloat(sb) + 1;
- out->maxs[1] = MSG_ReadLittleFloat(sb) + 1;
- out->maxs[2] = MSG_ReadLittleFloat(sb) + 1;
- out->origin[0] = MSG_ReadLittleFloat(sb);
- out->origin[1] = MSG_ReadLittleFloat(sb);
- out->origin[2] = MSG_ReadLittleFloat(sb);
- out->headnode[0] = MSG_ReadLittleLong(sb);
- out->firstface = MSG_ReadLittleLong(sb);
- out->numfaces = MSG_ReadLittleLong(sb);
- }
-}
-
-static void Mod_Q2BSP_FindSubmodelBrushRange_r(dp_model_t *mod, mnode_t *node, int *first, int *last)
+static void Mod_Q2BSP_FindSubmodelBrushRange_r(model_t *mod, mnode_t *node, int *first, int *last)
{
int i;
mleaf_t *leaf;
}
}
-static void Mod_Q2BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
+static void Mod_Q2BSP_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, k;
sizebuf_t lumpsb[Q2HEADER_LUMPS];
mod->brush.TraceLineOfSight = Mod_Q3BSP_TraceLineOfSight;
mod->brush.SuperContentsFromNativeContents = Mod_Q2BSP_SuperContentsFromNativeContents;
mod->brush.NativeContentsFromSuperContents = Mod_Q2BSP_NativeContentsFromSuperContents;
- mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
- mod->brush.FatPVS = Mod_Q1BSP_FatPVS;
- mod->brush.BoxTouchingPVS = Mod_Q1BSP_BoxTouchingPVS;
- mod->brush.BoxTouchingLeafPVS = Mod_Q1BSP_BoxTouchingLeafPVS;
- mod->brush.BoxTouchingVisibleLeafs = Mod_Q1BSP_BoxTouchingVisibleLeafs;
- mod->brush.FindBoxClusters = Mod_Q1BSP_FindBoxClusters;
- mod->brush.LightPoint = Mod_Q1BSP_LightPoint;
- mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
+ mod->brush.GetPVS = Mod_BSP_GetPVS;
+ mod->brush.FatPVS = Mod_BSP_FatPVS;
+ mod->brush.BoxTouchingPVS = Mod_BSP_BoxTouchingPVS;
+ mod->brush.BoxTouchingLeafPVS = Mod_BSP_BoxTouchingLeafPVS;
+ mod->brush.BoxTouchingVisibleLeafs = Mod_BSP_BoxTouchingVisibleLeafs;
+ mod->brush.FindBoxClusters = Mod_BSP_FindBoxClusters;
+ mod->brush.LightPoint = Mod_BSP_LightPoint;
+ mod->brush.FindNonSolidLocation = Mod_BSP_FindNonSolidLocation;
mod->brush.AmbientSoundLevelsForPoint = NULL;
mod->brush.RoundUpToHullSize = NULL;
- mod->brush.PointInLeaf = Mod_Q1BSP_PointInLeaf;
- mod->Draw = R_Q1BSP_Draw;
- mod->DrawDepth = R_Q1BSP_DrawDepth;
- mod->DrawDebug = R_Q1BSP_DrawDebug;
- mod->DrawPrepass = R_Q1BSP_DrawPrepass;
- 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->brush.PointInLeaf = Mod_BSP_PointInLeaf;
+ mod->Draw = R_Mod_Draw;
+ mod->DrawDepth = R_Mod_DrawDepth;
+ mod->DrawDebug = R_Mod_DrawDebug;
+ mod->DrawPrepass = R_Mod_DrawPrepass;
+ mod->GetLightInfo = R_Mod_GetLightInfo;
+ mod->CompileShadowMap = R_Mod_CompileShadowMap;
+ mod->DrawShadowMap = R_Mod_DrawShadowMap;
+ mod->DrawLight = R_Mod_DrawLight;
// load into heap
Mod_Q2BSP_LoadAreaPortals(&lumpsb[Q2LUMP_AREAPORTALS]);
Mod_Q2BSP_LoadLeafs(&lumpsb[Q2LUMP_LEAFS]);
Mod_Q2BSP_LoadNodes(&lumpsb[Q2LUMP_NODES]);
- Mod_Q2BSP_LoadSubmodels(&lumpsb[Q2LUMP_MODELS]);
+ Mod_BSP_LoadSubmodels(&lumpsb[Q2LUMP_MODELS], NULL);
for (i = 0; i < Q2HEADER_LUMPS; i++)
if (lumpsb[i].readcount != lumpsb[i].cursize)
// the MakePortals code works fine on the q2bsp data as well
if (mod_bsp_portalize.integer)
- Mod_Q1BSP_MakePortals();
+ Mod_BSP_MakePortals();
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 *));
+ loadmodel->brush.submodels = (model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(model_t *));
totalstylesurfaces = 0;
totalstyles = 0;
rootnode = mod->brush.data_nodes + bm->headnode[0];
else
rootnode = (mnode_t*)(mod->brush.data_leafs + -1 - bm->headnode[0]);
- Mod_Q1BSP_LoadNodes_RecursiveSetParent(rootnode, NULL);
+ Mod_BSP_LoadNodes_RecursiveSetParent(rootnode, NULL);
// make the model surface list (used by shadowing/lighting)
mod->sortedmodelsurfaces = (int *)datapointer;datapointer += mod->nummodelsurfaces * sizeof(int);
if (surface->texture->basematerialflags & MATERIALFLAG_SKY)
break;
if (j < mod->nummodelsurfaces)
- mod->DrawSky = R_Q1BSP_DrawSky;
+ mod->DrawSky = R_Mod_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))
break;
if (j < mod->nummodelsurfaces)
- mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+ mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
// build lightstyle update chains
// (used to rapidly mark lightmapupdateflags on many surfaces
}
else
{
- Con_Printf("warning: empty submodel *%i in %s\n", i+1, loadmodel->name);
+ Con_Printf(CON_WARN "warning: empty submodel *%i in %s\n", i+1, loadmodel->name);
}
//mod->brushq1.num_visleafs = bm->visleafs;
Con_DPrintf("Stats for q2bsp model \"%s\": %i faces, %i nodes, %i leafs, %i clusters, %i clusterportals, mesh: %i vertices, %i triangles, %i surfaces\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->num_surfaces);
}
-static int Mod_Q3BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents);
-static int Mod_Q3BSP_NativeContentsFromSuperContents(dp_model_t *model, int supercontents);
+static int Mod_Q3BSP_SuperContentsFromNativeContents(int nativecontents);
+static int Mod_Q3BSP_NativeContentsFromSuperContents(int supercontents);
static void Mod_Q3BSP_LoadEntities(lump_t *l)
{
for (i = 0;i < count;i++)
{
out[i].surfaceflags = LittleLong(in[i].surfaceflags);
- out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
- Mod_LoadTextureFromQ3Shader(out + i, in[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
+ 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, MATERIALFLAG_WALL);
// restore the surfaceflags and supercontents
out[i].surfaceflags = LittleLong(in[i].surfaceflags);
- out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
+ out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(LittleLong(in[i].contents));
}
}
unsigned char *mergeddeluxepixels;
unsigned char *mergebuf;
char mapname[MAX_QPATH];
- qboolean external;
+ qbool external;
unsigned char *inpixels[10000]; // max count q3map2 can output (it uses 4 digits)
char vabuf[1024];
{
// no internal lightmaps
// try external lightmaps
- if (developer_loading.integer)
- Con_Printf("Using external lightmaps\n");
FS_StripExtension(loadmodel->name, mapname, sizeof(mapname));
inpixels[0] = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s/lm_%04d", mapname, 0), false, false, false, NULL);
if(!inpixels[0])
return;
+ else
+ Con_Printf("Using external lightmaps\n");
// using EXTERNAL lightmaps instead
if(image_width != (int) CeilPowerOf2(image_width) || image_width != image_height)
- {
- Mem_Free(inpixels[0]);
- Host_Error("Mod_Q3BSP_LoadLightmaps: invalid external lightmap size in %s",loadmodel->name);
- }
+ Con_Printf("Mod_Q3BSP_LoadLightmaps: irregularly sized external lightmap in %s",loadmodel->name);
size = image_width;
bytesperpixel = 4;
}
}
- Con_DPrintf("%s is %sdeluxemapped\n", loadmodel->name, loadmodel->brushq3.deluxemapping ? "" : "not ");
+ Con_Printf("%s is %sdeluxemapped\n", loadmodel->name, loadmodel->brushq3.deluxemapping ? "" : "not ");
// figure out what the most reasonable merge power is within limits
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;
float *v;
patchtess_t *patchtess = NULL;
int patchtesscount = 0;
- qboolean again;
+ qbool again;
in = (q3dface_t *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
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_Printf(CON_ERROR "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_Printf(CON_WARN "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);
}
// set the parent pointers
- Mod_Q1BSP_LoadNodes_RecursiveSetParent(loadmodel->brush.data_nodes, NULL);
+ Mod_BSP_LoadNodes_RecursiveSetParent(loadmodel->brush.data_nodes, NULL);
}
static void Mod_Q3BSP_LoadLightGrid(lump_t *l)
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_Printf(CON_ERROR "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_Printf(CON_WARN "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);
+ }
}
}
memcpy(loadmodel->brush.data_pvsclusters, (unsigned char *)(in + 1), totalchains);
}
-static void Mod_Q3BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
+static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
{
int i, j, k, index[3];
float transformed[3], blend1, blend2, blend, stylescale = 1;
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)
{
return ((mleaf_t *)node)->clusterindex < 0;
}
-static qboolean Mod_Q3BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs)
+static qbool Mod_Q3BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs)
{
if (model->brush.submodel || mod_q3bsp_tracelineofsight_brushes.integer)
{
}
}
-void Mod_CollisionBIH_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)
+void Mod_CollisionBIH_TracePoint(model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
{
const bih_t *bih;
const bih_leaf_t *leaf;
}
}
-static void Mod_CollisionBIH_TraceLineShared(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, const bih_t *bih)
+static void Mod_CollisionBIH_TraceLineShared(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, const bih_t *bih)
{
const bih_leaf_t *leaf;
const bih_node_t *node;
for (axis = 0;axis < BIH_MAXUNORDEREDCHILDREN && node->children[axis] >= 0;axis++)
{
leaf = bih->leafs + node->children[axis];
+ // TODO: This is very expensive in Steel Storm. Framerate halved during even light combat.
if (!BoxesOverlap(sweepnodemins, sweepnodemaxs, leaf->mins, leaf->maxs))
continue;
switch(leaf->type)
}
}
-void Mod_CollisionBIH_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)
+void Mod_CollisionBIH_TraceLine(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)
{
if (VectorCompare(start, end))
{
Mod_CollisionBIH_TraceLineShared(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, &model->collision_bih);
}
-void Mod_CollisionBIH_TraceBrush(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, colbrushf_t *thisbrush_start, colbrushf_t *thisbrush_end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
+void Mod_CollisionBIH_TraceBrush(model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, colbrushf_t *thisbrush_start, colbrushf_t *thisbrush_end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
{
const bih_t *bih;
const bih_leaf_t *leaf;
}
}
-void Mod_CollisionBIH_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)
+void Mod_CollisionBIH_TraceBox(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;
return trace.startsupercontents;
}
-qboolean Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs)
+qbool Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end, const vec3_t acceptmins, const vec3_t acceptmaxs)
{
trace_t trace;
Mod_CollisionBIH_TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK, 0, MATERIALFLAGMASK_TRANSLUCENT);
return trace.fraction == 1 || BoxesOverlap(trace.endpos, trace.endpos, acceptmins, acceptmaxs);
}
-void Mod_CollisionBIH_TracePoint_Mesh(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)
+void Mod_CollisionBIH_TracePoint_Mesh(model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
{
#if 0
// broken - needs to be modified to count front faces and backfaces to figure out if it is in solid
#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)
+void Mod_CollisionBIH_TraceLineAgainstSurfaces(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);
}
-bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t *out)
+bih_t *Mod_MakeCollisionBIH(model_t *model, qbool userendersurfaces, bih_t *out)
{
int j;
int bihnumleafs;
return out;
}
-static int Mod_Q3BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents)
+static int Mod_Q3BSP_SuperContentsFromNativeContents(int nativecontents)
{
int supercontents = 0;
if (nativecontents & CONTENTSQ3_SOLID)
return supercontents;
}
-static int Mod_Q3BSP_NativeContentsFromSuperContents(dp_model_t *model, int supercontents)
+static int Mod_Q3BSP_NativeContentsFromSuperContents(int supercontents)
{
int nativecontents = 0;
if (supercontents & SUPERCONTENTS_SOLID)
loadmodel->brush.num_leafs = numleafs;
}
-static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
+static void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, lumps;
q3dheader_t *header;
mod->brush.isbsp2 = false;
mod->brush.isq2bsp = false;
mod->brush.isq3bsp = true;
+ mod->brush.skymasking = true;
mod->numframes = 2; // although alternate textures are not supported it is annoying to complain about no such frame 1
mod->numskins = 1;
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->brush.NativeContentsFromSuperContents = Mod_Q3BSP_NativeContentsFromSuperContents;
- mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
- mod->brush.FatPVS = Mod_Q1BSP_FatPVS;
- mod->brush.BoxTouchingPVS = Mod_Q1BSP_BoxTouchingPVS;
- mod->brush.BoxTouchingLeafPVS = Mod_Q1BSP_BoxTouchingLeafPVS;
- mod->brush.BoxTouchingVisibleLeafs = Mod_Q1BSP_BoxTouchingVisibleLeafs;
- mod->brush.FindBoxClusters = Mod_Q1BSP_FindBoxClusters;
+ mod->brush.GetPVS = Mod_BSP_GetPVS;
+ mod->brush.FatPVS = Mod_BSP_FatPVS;
+ mod->brush.BoxTouchingPVS = Mod_BSP_BoxTouchingPVS;
+ mod->brush.BoxTouchingLeafPVS = Mod_BSP_BoxTouchingLeafPVS;
+ mod->brush.BoxTouchingVisibleLeafs = Mod_BSP_BoxTouchingVisibleLeafs;
+ mod->brush.FindBoxClusters = Mod_BSP_FindBoxClusters;
mod->brush.LightPoint = Mod_Q3BSP_LightPoint;
- mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
+ mod->brush.FindNonSolidLocation = Mod_BSP_FindNonSolidLocation;
mod->brush.AmbientSoundLevelsForPoint = NULL;
mod->brush.RoundUpToHullSize = NULL;
- mod->brush.PointInLeaf = Mod_Q1BSP_PointInLeaf;
- mod->Draw = R_Q1BSP_Draw;
- mod->DrawDepth = R_Q1BSP_DrawDepth;
- mod->DrawDebug = R_Q1BSP_DrawDebug;
- mod->DrawPrepass = R_Q1BSP_DrawPrepass;
- 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->brush.PointInLeaf = Mod_BSP_PointInLeaf;
+ mod->Draw = R_Mod_Draw;
+ mod->DrawDepth = R_Mod_DrawDepth;
+ mod->DrawDebug = R_Mod_DrawDebug;
+ mod->DrawPrepass = R_Mod_DrawPrepass;
+ mod->GetLightInfo = R_Mod_GetLightInfo;
+ mod->CompileShadowMap = R_Mod_CompileShadowMap;
+ mod->DrawShadowMap = R_Mod_DrawShadowMap;
+ mod->DrawLight = R_Mod_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]);
// the MakePortals code works fine on the q3bsp data as well
if (mod_bsp_portalize.integer)
- Mod_Q1BSP_MakePortals();
+ Mod_BSP_MakePortals();
// 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);
if (loadmodel->brush.numsubmodels)
- loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
+ loadmodel->brush.submodels = (model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(model_t *));
mod = loadmodel;
for (i = 0;i < loadmodel->brush.numsubmodels;i++)
if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & MATERIALFLAG_SKY)
break;
if (j < mod->nummodelsurfaces)
- mod->DrawSky = R_Q1BSP_DrawSky;
+ mod->DrawSky = R_Mod_DrawSky;
for (j = 0;j < mod->nummodelsurfaces;j++)
if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
break;
if (j < mod->nummodelsurfaces)
- mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+ mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
Mod_MakeCollisionBIH(mod, false, &mod->collision_bih);
Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
Con_DPrintf("Stats for q3bsp model \"%s\": %i faces, %i nodes, %i leafs, %i clusters, %i clusterportals, mesh: %i vertices, %i triangles, %i surfaces\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->num_surfaces);
}
-void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend)
{
int i = LittleLong(((int *)buffer)[1]);
if (i == Q3BSPVERSION || i == Q3BSPVERSION_IG || i == Q3BSPVERSION_LIVE)
Host_Error("Mod_IBSP_Load: unknown/unsupported version %i", i);
}
-void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend)
{
Host_Error("Mod_MAP_Load: not yet implemented");
}
static unsigned char nobsp_pvs[1] = {1};
-void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_OBJ_Load(model_t *mod, void *buffer, void *bufferend)
{
const char *textbase = (char *)buffer, *text = textbase;
char *s;
loadmodel->brush.AmbientSoundLevelsForPoint = NULL;
loadmodel->brush.RoundUpToHullSize = NULL;
loadmodel->brush.PointInLeaf = NULL;
- loadmodel->Draw = R_Q1BSP_Draw;
- loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
- loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
- loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
- 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;
+ loadmodel->Draw = R_Mod_Draw;
+ loadmodel->DrawDepth = R_Mod_DrawDepth;
+ loadmodel->DrawDebug = R_Mod_DrawDebug;
+ loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+ loadmodel->GetLightInfo = R_Mod_GetLightInfo;
+ loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+ loadmodel->DrawLight = R_Mod_DrawLight;
skinfiles = Mod_LoadSkinFiles();
if (loadmodel->numskins < 1)
// 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 *));
- loadmodel->brush.submodels = (dp_model_t **)data;data += 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(model_t *));
+ loadmodel->brush.submodels = (model_t **)data;data += loadmodel->brush.numsubmodels * sizeof(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;
loadmodel->brush.supportwateralpha = true;
if (loadmodel->brush.numsubmodels)
- loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
+ loadmodel->brush.submodels = (model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(model_t *));
mod = loadmodel;
for (i = 0;i < loadmodel->brush.numsubmodels;i++)
if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & MATERIALFLAG_SKY)
break;
if (j < mod->nummodelsurfaces)
- mod->DrawSky = R_Q1BSP_DrawSky;
+ mod->DrawSky = R_Mod_DrawSky;
for (j = 0;j < mod->nummodelsurfaces;j++)
if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
break;
if (j < mod->nummodelsurfaces)
- mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+ mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
Mod_MakeCollisionBIH(mod, true, &mod->collision_bih);
mod->render_bih = mod->collision_bih;