X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=model_brush.c;h=3cfca8c96ef80b9a6544ef7fd1d758efba12478e;hb=961d03b211c568fab07a72b494aac3e9dbc6e842;hp=2b22592ae11302f5490f9765eb3f4fe584082f56;hpb=76e2cc47045f535d5b71d1afa3ff4789f964ebd3;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.c b/model_brush.c index 2b22592a..3cfca8c9 100644 --- a/model_brush.c +++ b/model_brush.c @@ -28,7 +28,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. //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 r_novis = {0, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"}; -cvar_t r_picmipworld = {CVAR_SAVE, "r_picmipworld", "1", "whether gl_picmip shall apply to world textures too"}; 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)"}; @@ -62,7 +61,6 @@ void Mod_BrushInit(void) { // Cvar_RegisterVariable(&r_subdivide_size); Cvar_RegisterVariable(&r_novis); - Cvar_RegisterVariable(&r_picmipworld); Cvar_RegisterVariable(&r_nosurftextures); Cvar_RegisterVariable(&r_subdivisions_tolerance); Cvar_RegisterVariable(&r_subdivisions_mintess); @@ -1335,8 +1333,8 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp int x, y; int w = width/2; int h = height; - unsigned *solidpixels = Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4])); - unsigned *alphapixels = Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4])); + unsigned int *solidpixels = (unsigned int *)Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4])); + unsigned int *alphapixels = (unsigned int *)Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4])); // allocate a texture pool if we need it if (loadmodel->texturepool == NULL && cls.state != ca_dedicated) @@ -1578,9 +1576,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l) // LordHavoc: HL sky textures are entirely different than quake if (!loadmodel->brush.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2) { - data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, r_texture_convertsRGB_skin.integer); + data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, r_texture_convertsRGB_skin.integer != 0, NULL); if (!data) - data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, r_texture_convertsRGB_skin.integer); + data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, r_texture_convertsRGB_skin.integer != 0, NULL); if (data && image_width == image_height * 2) { R_Q1BSP_LoadSplitSky(data, image_width, image_height, 4); @@ -1591,9 +1589,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l) } else { - skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false); + skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("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("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false); + skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false); if (!skinframe) { // did not find external texture, load it from the bsp or wad3 @@ -1610,13 +1608,13 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l) { tx->width = image_width; tx->height = image_height; - skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0), pixels, image_width, image_height); + skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, pixels, image_width, image_height); } if (freepixels) Mem_Free(freepixels); } else if (mtdata) // texture included - skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height); + skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height); } // if skinframe is still NULL the "missing" texture will be used if (skinframe) @@ -2456,11 +2454,11 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l) loadmodel->texturepool = R_AllocTexturePool(); // could not find room, make a new lightmap loadmodel->brushq3.num_mergedlightmaps = lightmapnumber + 1; - loadmodel->brushq3.data_lightmaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0])); - loadmodel->brushq3.data_deluxemaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0])); - loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, NULL); + loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0])); + loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0])); + loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL); if (loadmodel->brushq1.nmaplightdata) - loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, NULL); + loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL); lightmapnumber++; Mod_AllocLightmap_Reset(&allocState); Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy); @@ -3184,7 +3182,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node) if (portalpointsbuffersize < portalpointsbufferoffset + 6*MAX_PORTALPOINTS) { portalpointsbuffersize = portalpointsbufferoffset * 2; - portalpointsbuffer = Mem_Realloc(loadmodel->mempool, portalpointsbuffer, portalpointsbuffersize * sizeof(*portalpointsbuffer)); + portalpointsbuffer = (double *)Mem_Realloc(loadmodel->mempool, portalpointsbuffer, portalpointsbuffersize * sizeof(*portalpointsbuffer)); } frontpoints = portalpointsbuffer + portalpointsbufferoffset; portalpointsbufferoffset += 3*MAX_PORTALPOINTS; @@ -3317,7 +3315,7 @@ static void Mod_Q1BSP_MakePortals(void) Mem_ExpandableArray_NewArray(&portalarray, loadmodel->mempool, sizeof(portal_t), 1020*1024/sizeof(portal_t)); portalpointsbufferoffset = 0; portalpointsbuffersize = 6*MAX_PORTALPOINTS*128; - portalpointsbuffer = Mem_Alloc(loadmodel->mempool, portalpointsbuffersize * sizeof(*portalpointsbuffer)); + portalpointsbuffer = (double *)Mem_Alloc(loadmodel->mempool, portalpointsbuffersize * sizeof(*portalpointsbuffer)); Mod_Q1BSP_RecursiveNodePortals(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode); Mem_Free(portalpointsbuffer); portalpointsbuffer = NULL; @@ -3417,6 +3415,31 @@ static void Mod_Q1BSP_RoundUpToHullSize(dp_model_t *cmodel, const vec3_t inmins, VectorAdd(inmins, hull->clip_size, outmaxs); } +static int Mod_Q1BSP_CreateShadowMesh(dp_model_t *mod) +{ + int j; + int numshadowmeshtriangles = 0; + msurface_t *surface; + if (cls.state == ca_dedicated) + return 0; + // make a single combined shadow mesh to allow optimized shadow volume creation + + for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++) + { + surface->num_firstshadowmeshtriangle = numshadowmeshtriangles; + numshadowmeshtriangles += surface->num_triangles; + } + mod->brush.shadowmesh = Mod_ShadowMesh_Begin(mod->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true); + for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++) + if (surface->num_triangles > 0) + Mod_ShadowMesh_AddMesh(mod->mempool, mod->brush.shadowmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); + mod->brush.shadowmesh = Mod_ShadowMesh_Finish(mod->mempool, mod->brush.shadowmesh, false, true, false); + if (mod->brush.shadowmesh) + Mod_BuildTriangleNeighbors(mod->brush.shadowmesh->neighbor3i, mod->brush.shadowmesh->element3i, mod->brush.shadowmesh->numtriangles); + + return numshadowmeshtriangles; +} + void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) { int i, j, k; @@ -3552,17 +3575,7 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->numskins = 1; // make a single combined shadow mesh to allow optimized shadow volume creation - numshadowmeshtriangles = 0; - for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++) - { - surface->num_firstshadowmeshtriangle = numshadowmeshtriangles; - numshadowmeshtriangles += surface->num_triangles; - } - loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true); - for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++) - Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); - loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false); - Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles); + numshadowmeshtriangles = 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 *)); @@ -3740,11 +3753,13 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) if (mod_q1bsp_polygoncollisions.integer) { - Mod_MakeCollisionBIH(mod, true); + Mod_MakeCollisionBIH(mod, true, &mod->collision_bih); // point traces and contents checks still use the bsp tree mod->TraceLine = Mod_CollisionBIH_TraceLine; mod->TraceBox = Mod_CollisionBIH_TraceBox; } + else + Mod_MakeCollisionBIH(mod, true, &mod->render_bih); // generate VBOs and other shared data before cloning submodels if (i == 0) @@ -4283,7 +4298,7 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l) strlcpy (out[i].name, in[i].name, sizeof (out[i].name)); out[i].surfaceflags = LittleLong(in[i].surfaceflags); out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents)); - Mod_LoadTextureFromQ3Shader(out + i, out[i].name, true, true, TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS); + Mod_LoadTextureFromQ3Shader(out + i, out[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS); // restore the surfaceflags and supercontents out[i].surfaceflags = LittleLong(in[i].surfaceflags); out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents)); @@ -4575,7 +4590,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump) if (developer_loading.integer) Con_Printf("Using external lightmaps\n"); FS_StripExtension(loadmodel->name, mapname, sizeof(mapname)); - inpixels[0] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, 0), false, false, false); + inpixels[0] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, 0), false, false, false, NULL); if(!inpixels[0]) return; @@ -4595,7 +4610,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump) for(count = 1; ; ++count) { - inpixels[count] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, count), false, false, false); + inpixels[count] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, count), false, false, false, NULL); if(!inpixels[count]) break; // we got all of them if(image_width != size || image_height != size) @@ -4729,9 +4744,9 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump) ; if (developer_loading.integer) Con_Printf("lightmap merge texture #%i is %ix%i (%i of %i used)\n", lightmapindex, mergewidth*size, mergeheight*size, min(j, mergewidth*mergeheight), mergewidth*mergeheight); - loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : TEXF_ALLOWUPDATES), NULL); + loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : TEXF_ALLOWUPDATES), -1, NULL); if (loadmodel->brushq3.data_deluxemaps) - loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : TEXF_ALLOWUPDATES), NULL); + loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : TEXF_ALLOWUPDATES), -1, NULL); } mergewidth = R_TextureWidth(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size; mergeheight = R_TextureHeight(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size; @@ -4745,9 +4760,9 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump) { // figure out which merged lightmap texture this fits into if (loadmodel->brushq3.deluxemapping && (i & 1)) - loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL); + loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), -1, NULL); else - loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL); + loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), -1, NULL); } } @@ -5055,8 +5070,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l) Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true, false); if (collisiontriangles) { - loadmodel->brush.data_collisionvertex3f = Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3])); - loadmodel->brush.data_collisionelement3i = Mem_Alloc(loadmodel->mempool, collisiontriangles * sizeof(int[3])); + loadmodel->brush.data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3])); + loadmodel->brush.data_collisionelement3i = (int *)Mem_Alloc(loadmodel->mempool, collisiontriangles * sizeof(int[3])); } meshvertices = 0; meshtriangles = 0; @@ -6591,7 +6606,7 @@ static int Mod_Q3BSP_PointSuperContents(struct model_s *model, int frame, const return supercontents; } -void Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces) +bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t *out) { int j; int bihnumleafs; @@ -6628,17 +6643,17 @@ void Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces) for (j = 0, surface = model->data_surfaces + model->firstmodelsurface;j < nummodelsurfaces;j++, surface++) { if (surface->texture->basematerialflags & MATERIALFLAG_MESHCOLLISIONS) - bihnumleafs += surface->num_triangles; + bihnumleafs += surface->num_triangles + surface->num_collisiontriangles; else bihnumleafs += surface->num_collisiontriangles; } } if (!bihnumleafs) - return; + return NULL; // allocate the memory for the BIH leaf nodes - bihleafs = Mem_Alloc(loadmodel->mempool, sizeof(bih_leaf_t) * bihnumleafs); + bihleafs = (bih_leaf_t *)Mem_Alloc(loadmodel->mempool, sizeof(bih_leaf_t) * bihnumleafs); // now populate the BIH leaf nodes bihleafindex = 0; @@ -6654,6 +6669,7 @@ void Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces) continue; bihleafs[bihleafindex].type = BIH_RENDERTRIANGLE; bihleafs[bihleafindex].textureindex = surface->texture - model->data_textures; + bihleafs[bihleafindex].surfaceindex = surface - model->data_surfaces; bihleafs[bihleafindex].itemindex = triangleindex+surface->num_firsttriangle; bihleafs[bihleafindex].mins[0] = min(rendervertex3f[3*e[0]+0], min(rendervertex3f[3*e[1]+0], rendervertex3f[3*e[2]+0])) - 1; bihleafs[bihleafindex].mins[1] = min(rendervertex3f[3*e[0]+1], min(rendervertex3f[3*e[1]+1], rendervertex3f[3*e[2]+1])) - 1; @@ -6674,6 +6690,7 @@ void Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces) continue; bihleafs[bihleafindex].type = BIH_BRUSH; bihleafs[bihleafindex].textureindex = brush->texture - model->data_textures; + bihleafs[bihleafindex].surfaceindex = -1; bihleafs[bihleafindex].itemindex = brushindex+model->firstmodelbrush; VectorCopy(brush->colbrushf->mins, bihleafs[bihleafindex].mins); VectorCopy(brush->colbrushf->maxs, bihleafs[bihleafindex].maxs); @@ -6689,6 +6706,7 @@ void Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces) { bihleafs[bihleafindex].type = BIH_COLLISIONTRIANGLE; bihleafs[bihleafindex].textureindex = surface->texture - model->data_textures; + bihleafs[bihleafindex].surfaceindex = surface - model->data_surfaces; bihleafs[bihleafindex].itemindex = triangleindex+surface->num_firstcollisiontriangle; bihleafs[bihleafindex].mins[0] = min(collisionvertex3f[3*e[0]+0], min(collisionvertex3f[3*e[1]+0], collisionvertex3f[3*e[2]+0])) - 1; bihleafs[bihleafindex].mins[1] = min(collisionvertex3f[3*e[0]+1], min(collisionvertex3f[3*e[1]+1], collisionvertex3f[3*e[2]+1])) - 1; @@ -6703,22 +6721,24 @@ void Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces) // allocate buffers for the produced and temporary data bihmaxnodes = bihnumleafs - 1; - bihnodes = Mem_Alloc(loadmodel->mempool, sizeof(bih_node_t) * bihmaxnodes); - temp_leafsort = Mem_Alloc(loadmodel->mempool, sizeof(int) * bihnumleafs * 2); + bihnodes = (bih_node_t *)Mem_Alloc(loadmodel->mempool, sizeof(bih_node_t) * bihmaxnodes); + temp_leafsort = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int) * bihnumleafs * 2); temp_leafsortscratch = temp_leafsort + bihnumleafs; // now build it - BIH_Build(&model->collision_bih, bihnumleafs, bihleafs, bihmaxnodes, bihnodes, temp_leafsort, temp_leafsortscratch); + BIH_Build(out, bihnumleafs, bihleafs, bihmaxnodes, bihnodes, temp_leafsort, temp_leafsortscratch); // we're done with the temporary data Mem_Free(temp_leafsort); // resize the BIH nodes array if it over-allocated - if (model->collision_bih.maxnodes > model->collision_bih.numnodes) + if (out->maxnodes > out->numnodes) { - model->collision_bih.maxnodes = model->collision_bih.numnodes; - model->collision_bih.nodes = Mem_Realloc(loadmodel->mempool, model->collision_bih.nodes, model->collision_bih.numnodes * sizeof(bih_node_t)); + out->maxnodes = out->numnodes; + out->nodes = (bih_node_t *)Mem_Realloc(loadmodel->mempool, out->nodes, out->numnodes * sizeof(bih_node_t)); } + + return out; } static int Mod_Q3BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents) @@ -6799,7 +6819,6 @@ void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) int i, j, numshadowmeshtriangles, lumps; q3dheader_t *header; float corner[3], yawradius, modelradius; - msurface_t *surface; mod->modeldatatypestring = "Q3BSP"; @@ -6917,22 +6936,7 @@ void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->brush.supportwateralpha = true; // make a single combined shadow mesh to allow optimized shadow volume creation - numshadowmeshtriangles = 0; - if (cls.state != ca_dedicated) - { - for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++) - { - surface->num_firstshadowmeshtriangle = numshadowmeshtriangles; - numshadowmeshtriangles += surface->num_triangles; - } - loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true); - for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++) - if (surface->num_triangles > 0) - Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); - loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false); - if (loadmodel->brush.shadowmesh) - Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles); - } + numshadowmeshtriangles = Mod_Q1BSP_CreateShadowMesh(loadmodel); loadmodel->brush.num_leafs = 0; Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes); @@ -7034,7 +7038,8 @@ void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) if (j < mod->nummodelsurfaces) mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; - Mod_MakeCollisionBIH(mod, false); + Mod_MakeCollisionBIH(mod, false, &mod->collision_bih); + Mod_MakeCollisionBIH(mod, true, &mod->render_bih); // generate VBOs and other shared data before cloning submodels if (i == 0) @@ -7066,6 +7071,7 @@ void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend) typedef struct objvertex_s { int nextindex; + int submodelindex; int textureindex; float v[3]; float vt[2]; @@ -7073,6 +7079,8 @@ typedef struct objvertex_s } objvertex_t; +static unsigned char nobsp_pvs[1] = {1}; + void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) { const char *textbase = (char *)buffer, *text = textbase; @@ -7080,7 +7088,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) char *argv[512]; char line[1024]; char materialname[MAX_QPATH]; - int i, j, numvertices, firstvertex, firsttriangle, elementindex, vertexindex, numsurfaces, surfacevertices, surfacetriangles, surfaceelements; + int i, j, l, numvertices, firstvertex, firsttriangle, elementindex, vertexindex, surfacevertices, surfacetriangles, surfaceelements, submodelindex = 0; int index1, index2, index3; objvertex_t vfirst, vprev, vcurrent; int argc; @@ -7094,12 +7102,13 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) int maxvt = 0, numvt = 1; int maxvn = 0, numvn = 1; char *texturenames = NULL; - float dist, modelradius, modelyawradius; + float dist, modelradius, modelyawradius, yawradius; float *v = NULL; float *vt = NULL; float *vn = NULL; float mins[3]; float maxs[3]; + float corner[3]; objvertex_t *thisvertex = NULL; int vertexhashindex; int *vertexhashtable = NULL; @@ -7109,6 +7118,9 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) int vertexhashcount = 0; skinfile_t *skinfiles = NULL; unsigned char *data = NULL; + int *submodelfirstsurface; + msurface_t *surface; + msurface_t *tempsurfaces; memset(&vfirst, 0, sizeof(vfirst)); memset(&vprev, 0, sizeof(vprev)); @@ -7273,6 +7285,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) index3 = numvn - index3; vcurrent.nextindex = -1; vcurrent.textureindex = textureindex; + vcurrent.submodelindex = submodelindex; VectorCopy(v + 3*index1, vcurrent.v); Vector2Copy(vt + 2*index2, vcurrent.vt); VectorCopy(vn + 3*index3, vcurrent.vn); @@ -7308,7 +7321,10 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) } } else if (!strcmp(argv[0], "o") || !strcmp(argv[0], "g")) - ; + { + submodelindex = atof(argv[1]); + loadmodel->brush.numsubmodels = max(submodelindex + 1, loadmodel->brush.numsubmodels); + } else if (!strcmp(argv[0], "usemtl")) { for (i = 0;i < numtextures;i++) @@ -7351,75 +7367,103 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->radius2 = modelradius * modelradius; // allocate storage for triangles - loadmodel->num_surfaces = loadmodel->nummodelsurfaces = numsurfaces = numtextures; - loadmodel->surfmesh.data_element3i = Mem_Alloc(loadmodel->mempool, numtriangles * sizeof(int[3])); - loadmodel->data_surfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t)); + loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, numtriangles * sizeof(int[3])); // allocate vertex hash structures to build an optimal vertex subset vertexhashsize = numtriangles*2; - vertexhashtable = Mem_Alloc(loadmodel->mempool, sizeof(int) * vertexhashsize); + vertexhashtable = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int) * vertexhashsize); memset(vertexhashtable, 0xFF, sizeof(int) * vertexhashsize); - vertexhashdata = Mem_Alloc(loadmodel->mempool, sizeof(*vertexhashdata) * numtriangles*3); + vertexhashdata = (objvertex_t *)Mem_Alloc(loadmodel->mempool, sizeof(*vertexhashdata) * numtriangles*3); vertexhashcount = 0; // gather surface stats for assigning vertex/triangle ranges firstvertex = 0; firsttriangle = 0; elementindex = 0; - for (textureindex = 0;textureindex < numtextures;textureindex++) + loadmodel->num_surfaces = 0; + // allocate storage for the worst case number of surfaces, later we resize + tempsurfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, numtextures * loadmodel->brush.numsubmodels * sizeof(msurface_t)); + submodelfirstsurface = Mem_Alloc(loadmodel->mempool, (loadmodel->brush.numsubmodels+1) * sizeof(int)); + surface = tempsurfaces; + for (submodelindex = 0;submodelindex < loadmodel->brush.numsubmodels;submodelindex++) { - msurface_t *surface = loadmodel->data_surfaces + textureindex; - // copy the mins/maxs of the model backwards so that the first vertex - // added will set the surface bounds to a point - VectorCopy(loadmodel->normalmaxs, surface->mins); - VectorCopy(loadmodel->normalmins, surface->maxs); - surfacevertices = 0; - surfaceelements = 0; - for (vertexindex = 0;vertexindex < numtriangles*3;vertexindex++) - { - thisvertex = vertices + vertexindex; - if (thisvertex->textureindex != textureindex) - continue; - surface->mins[0] = min(surface->mins[0], thisvertex->v[0]); - surface->mins[1] = min(surface->mins[1], thisvertex->v[1]); - surface->mins[2] = min(surface->mins[2], thisvertex->v[2]); - surface->maxs[0] = max(surface->maxs[0], thisvertex->v[0]); - surface->maxs[1] = max(surface->maxs[1], thisvertex->v[1]); - surface->maxs[2] = max(surface->maxs[2], thisvertex->v[2]); - vertexhashindex = (unsigned int)(thisvertex->v[0] * 3571 + thisvertex->v[0] * 1777 + thisvertex->v[0] * 457) % (unsigned int)vertexhashsize; - for (i = vertexhashtable[vertexhashindex];i >= 0;i = vertexhashdata[i].nextindex) + submodelfirstsurface[submodelindex] = loadmodel->num_surfaces; + for (textureindex = 0;textureindex < numtextures;textureindex++) + { + for (vertexindex = 0;vertexindex < numtriangles*3;vertexindex++) { - vdata = vertexhashdata + i; - if (vdata->textureindex == thisvertex->textureindex && VectorCompare(thisvertex->v, vdata->v) && VectorCompare(thisvertex->vn, vdata->vn) && Vector2Compare(thisvertex->vt, vdata->vt)) + thisvertex = vertices + vertexindex; + if (thisvertex->submodelindex == submodelindex && thisvertex->textureindex == textureindex) break; } - if (i < 0) + // skip the surface creation if there are no triangles for it + if (vertexindex == numtriangles*3) + continue; + // create a surface for these vertices + surfacevertices = 0; + surfaceelements = 0; + // we hack in a texture index in the surface to be fixed up later... + surface->texture = (texture_t *)((size_t)textureindex); + // calculate bounds as we go + VectorCopy(thisvertex->v, surface->mins); + VectorCopy(thisvertex->v, surface->maxs); + for (;vertexindex < numtriangles*3;vertexindex++) { - i = vertexhashcount++; - vdata = vertexhashdata + i; - *vdata = *thisvertex; - vdata->nextindex = vertexhashtable[vertexhashindex]; - vertexhashtable[vertexhashindex] = i; - surfacevertices++; + thisvertex = vertices + vertexindex; + if (thisvertex->submodelindex != submodelindex) + continue; + if (thisvertex->textureindex != textureindex) + continue; + // add vertex to surface bounds + surface->mins[0] = min(surface->mins[0], thisvertex->v[0]); + surface->mins[1] = min(surface->mins[1], thisvertex->v[1]); + surface->mins[2] = min(surface->mins[2], thisvertex->v[2]); + surface->maxs[0] = max(surface->maxs[0], thisvertex->v[0]); + surface->maxs[1] = max(surface->maxs[1], thisvertex->v[1]); + surface->maxs[2] = max(surface->maxs[2], thisvertex->v[2]); + // add the vertex if it is not found in the merged set, and + // get its index (triangle element) for the surface + vertexhashindex = (unsigned int)(thisvertex->v[0] * 3571 + thisvertex->v[0] * 1777 + thisvertex->v[0] * 457) % (unsigned int)vertexhashsize; + for (i = vertexhashtable[vertexhashindex];i >= 0;i = vertexhashdata[i].nextindex) + { + vdata = vertexhashdata + i; + if (vdata->submodelindex == thisvertex->submodelindex && vdata->textureindex == thisvertex->textureindex && VectorCompare(thisvertex->v, vdata->v) && VectorCompare(thisvertex->vn, vdata->vn) && Vector2Compare(thisvertex->vt, vdata->vt)) + break; + } + if (i < 0) + { + i = vertexhashcount++; + vdata = vertexhashdata + i; + *vdata = *thisvertex; + vdata->nextindex = vertexhashtable[vertexhashindex]; + vertexhashtable[vertexhashindex] = i; + surfacevertices++; + } + loadmodel->surfmesh.data_element3i[elementindex++] = i; + surfaceelements++; } - loadmodel->surfmesh.data_element3i[elementindex++] = i; - surfaceelements++; - } - surfacetriangles = surfaceelements / 3; - surface->num_vertices = surfacevertices; - surface->num_triangles = surfacetriangles; - surface->num_firstvertex = firstvertex; - surface->num_firsttriangle = firsttriangle; - firstvertex += surface->num_vertices; - firsttriangle += surface->num_triangles; - } + surfacetriangles = surfaceelements / 3; + surface->num_vertices = surfacevertices; + surface->num_triangles = surfacetriangles; + surface->num_firstvertex = firstvertex; + surface->num_firsttriangle = firsttriangle; + firstvertex += surface->num_vertices; + firsttriangle += surface->num_triangles; + surface++; + loadmodel->num_surfaces++; + } + } + submodelfirstsurface[submodelindex] = loadmodel->num_surfaces; numvertices = firstvertex; + loadmodel->data_surfaces = (msurface_t *)Mem_Realloc(loadmodel->mempool, tempsurfaces, loadmodel->num_surfaces * sizeof(msurface_t)); + tempsurfaces = NULL; // allocate storage for final mesh data loadmodel->num_textures = numtextures * loadmodel->numskins; loadmodel->num_texturesperskin = numtextures; - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, numsurfaces * sizeof(int) + numsurfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14])); - loadmodel->sortedmodelsurfaces = (int *)data;data += numsurfaces * sizeof(int); - loadmodel->data_textures = (texture_t *)data;data += numsurfaces * loadmodel->numskins * sizeof(texture_t); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *)); + loadmodel->brush.submodels = (dp_model_t **)data;data += loadmodel->brush.numsubmodels * sizeof(dp_model_t *); + loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); + loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); loadmodel->surfmesh.num_vertices = numvertices; loadmodel->surfmesh.num_triangles = numtriangles; loadmodel->surfmesh.data_neighbor3i = (int *)data;data += numtriangles * sizeof(int[3]); @@ -7443,12 +7487,9 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + textureindex, skinfiles, texturenames + textureindex*MAX_QPATH, texturenames + textureindex*MAX_QPATH); Mod_FreeSkinFiles(skinfiles); - // set the surface textures - for (textureindex = 0;textureindex < numtextures;textureindex++) - { - msurface_t *surface = loadmodel->data_surfaces + textureindex; - surface->texture = loadmodel->data_textures + textureindex; - } + // set the surface textures to their real values now that we loaded them... + for (i = 0;i < loadmodel->num_surfaces;i++) + loadmodel->data_surfaces[i].texture = loadmodel->data_textures + (size_t)loadmodel->data_surfaces[i].texture; // free data Mem_Free(vertices); @@ -7459,8 +7500,10 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) 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 - Mod_MakeSortedSurfaces(loadmodel); 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]; @@ -7471,7 +7514,138 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) 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, true); Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); - Mod_MakeCollisionBIH(loadmodel, true); + // if this is a worldmodel and has no BSP tree, create a fake one for the purpose + loadmodel->brush.num_visleafs = 1; + loadmodel->brush.num_leafs = 1; + loadmodel->brush.num_nodes = 0; + loadmodel->brush.num_leafsurfaces = loadmodel->num_surfaces; + loadmodel->brush.data_leafs = (mleaf_t *)Mem_Alloc(loadmodel->mempool, loadmodel->brush.num_leafs * sizeof(mleaf_t)); + loadmodel->brush.data_nodes = (mnode_t *)loadmodel->brush.data_leafs; + loadmodel->brush.num_pvsclusters = 1; + loadmodel->brush.num_pvsclusterbytes = 1; + loadmodel->brush.data_pvsclusters = nobsp_pvs; + //if (loadmodel->num_nodes) loadmodel->data_nodes = (mnode_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_nodes * sizeof(mnode_t)); + //loadmodel->data_leafsurfaces = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->num_leafsurfaces * sizeof(int)); + loadmodel->brush.data_leafsurfaces = loadmodel->sortedmodelsurfaces; + VectorCopy(loadmodel->normalmins, loadmodel->brush.data_leafs->mins); + VectorCopy(loadmodel->normalmaxs, loadmodel->brush.data_leafs->maxs); + loadmodel->brush.data_leafs->combinedsupercontents = 0; // FIXME? + loadmodel->brush.data_leafs->clusterindex = 0; + loadmodel->brush.data_leafs->areaindex = 0; + loadmodel->brush.data_leafs->numleafsurfaces = loadmodel->brush.num_leafsurfaces; + loadmodel->brush.data_leafs->firstleafsurface = loadmodel->brush.data_leafsurfaces; + loadmodel->brush.data_leafs->numleafbrushes = 0; + loadmodel->brush.data_leafs->firstleafbrush = NULL; + 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 *)); + + mod = loadmodel; + for (i = 0;i < loadmodel->brush.numsubmodels;i++) + { + if (i > 0) + { + char name[10]; + // duplicate the basic information + dpsnprintf(name, sizeof(name), "*%i", i); + mod = Mod_FindName(name, loadmodel->name); + // copy the base model to this one + *mod = *loadmodel; + // rename the clone back to its proper name + strlcpy(mod->name, name, sizeof(mod->name)); + mod->brush.parentmodel = loadmodel; + // textures and memory belong to the main model + mod->texturepool = NULL; + mod->mempool = NULL; + mod->brush.GetPVS = NULL; + mod->brush.FatPVS = NULL; + mod->brush.BoxTouchingPVS = NULL; + mod->brush.BoxTouchingLeafPVS = NULL; + mod->brush.BoxTouchingVisibleLeafs = NULL; + mod->brush.FindBoxClusters = NULL; + mod->brush.LightPoint = NULL; + mod->brush.AmbientSoundLevelsForPoint = NULL; + } + mod->brush.submodel = i; + if (loadmodel->brush.submodels) + loadmodel->brush.submodels[i] = mod; + + // make the model surface list (used by shadowing/lighting) + mod->firstmodelsurface = submodelfirstsurface[i]; + mod->nummodelsurfaces = submodelfirstsurface[i+1] - submodelfirstsurface[i]; + mod->firstmodelbrush = 0; + mod->nummodelbrushes = 0; + mod->sortedmodelsurfaces = loadmodel->sortedmodelsurfaces + mod->firstmodelsurface; + Mod_MakeSortedSurfaces(mod); + + VectorClear(mod->normalmins); + VectorClear(mod->normalmaxs); + l = false; + for (j = 0;j < mod->nummodelsurfaces;j++) + { + const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface; + const float *v = mod->surfmesh.data_vertex3f + 3 * surface->num_firstvertex; + int k; + if (!surface->num_vertices) + continue; + if (!l) + { + l = true; + VectorCopy(v, mod->normalmins); + VectorCopy(v, mod->normalmaxs); + } + for (k = 0;k < surface->num_vertices;k++, v += 3) + { + mod->normalmins[0] = min(mod->normalmins[0], v[0]); + mod->normalmins[1] = min(mod->normalmins[1], v[1]); + mod->normalmins[2] = min(mod->normalmins[2], v[2]); + mod->normalmaxs[0] = max(mod->normalmaxs[0], v[0]); + mod->normalmaxs[1] = max(mod->normalmaxs[1], v[1]); + mod->normalmaxs[2] = max(mod->normalmaxs[2], v[2]); + } + } + corner[0] = max(fabs(mod->normalmins[0]), fabs(mod->normalmaxs[0])); + corner[1] = max(fabs(mod->normalmins[1]), fabs(mod->normalmaxs[1])); + corner[2] = max(fabs(mod->normalmins[2]), fabs(mod->normalmaxs[2])); + modelradius = sqrt(corner[0]*corner[0]+corner[1]*corner[1]+corner[2]*corner[2]); + yawradius = sqrt(corner[0]*corner[0]+corner[1]*corner[1]); + mod->rotatedmins[0] = mod->rotatedmins[1] = mod->rotatedmins[2] = -modelradius; + mod->rotatedmaxs[0] = mod->rotatedmaxs[1] = mod->rotatedmaxs[2] = modelradius; + mod->yawmaxs[0] = mod->yawmaxs[1] = yawradius; + mod->yawmins[0] = mod->yawmins[1] = -yawradius; + mod->yawmins[2] = mod->normalmins[2]; + mod->yawmaxs[2] = mod->normalmaxs[2]; + mod->radius = modelradius; + mod->radius2 = modelradius * modelradius; + + // this gets altered below if sky or water is used + mod->DrawSky = NULL; + mod->DrawAddWaterPlanes = NULL; + + for (j = 0;j < mod->nummodelsurfaces;j++) + if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & MATERIALFLAG_SKY) + break; + if (j < mod->nummodelsurfaces) + mod->DrawSky = R_Q1BSP_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_MakeCollisionBIH(mod, true, &mod->collision_bih); + mod->render_bih = mod->collision_bih; + + // generate VBOs and other shared data before cloning submodels + if (i == 0) + Mod_BuildVBOs(); + } + mod = loadmodel; + Mem_Free(submodelfirstsurface); + + Con_DPrintf("Stats for obj 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); } @@ -8163,7 +8337,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->num_textures = numtextures; loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t)); for (i = 0;i < numtextures;i++) - Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, texturenames[i], true, true, TEXF_MIPMAP | TEXF_ALPHA | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS); + Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, texturenames[i], true, true, TEXF_MIPMAP | TEXF_ALPHA | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS); // free the texturenames array since we are now done with it for (i = 0;i < numtextures;i++)