X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_brush.c;h=79609fb13d2cc1c2667f969d63ad5459828c4dc2;hb=c38d0d2d6409d9b3174b6cf04f1bd09694cbfc81;hp=e981a59fb830901528fea71ccdb14581df0d4e5d;hpb=3d604171a34bc172c17a00109fb71b322c3f9d14;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.c b/model_brush.c index e981a59f..79609fb1 100644 --- a/model_brush.c +++ b/model_brush.c @@ -57,6 +57,7 @@ cvar_t mod_q3shader_default_offsetmapping_scale = {CVAR_SAVE, "mod_q3shader_defa 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_default_refractive_index = { 0, "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 = {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"}; @@ -105,6 +106,7 @@ void Mod_BrushInit(void) 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); @@ -149,7 +151,7 @@ static mleaf_t *Mod_Q1BSP_PointInLeaf(dp_model_t *model, const vec3_t p) 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) @@ -993,7 +995,7 @@ static void Mod_Q1BSP_TraceBox(struct model_s *model, const frameblend_t *frameb 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) { @@ -1007,7 +1009,7 @@ static void Mod_Q1BSP_TraceBox(struct model_s *model, const frameblend_t *frameb } 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 @@ -1305,11 +1307,11 @@ static int Mod_Q1BSP_LightPoint_RecursiveBSPNode(dp_model_t *model, vec3_t ambie 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++) @@ -1463,7 +1465,7 @@ static int Mod_Q1BSP_TraceLineAgainstSurfacesRecursiveBSPNode(RecursiveHullCheck } // 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; @@ -1636,8 +1638,8 @@ static void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int } } - 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); } @@ -1700,7 +1702,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) } // bump it back to where we started parsing - sb->readcount = watermark; + sb->readcount = (int)watermark; firstskynoshadowtexture = loadmodel->num_textures; loadmodel->num_textures += numsky; @@ -1725,7 +1727,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) 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; @@ -1745,6 +1747,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) // 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; @@ -1771,7 +1774,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) 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); @@ -1819,14 +1822,14 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *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 + // LadyHavoc: backup the texture_t because q3 shader loading overwrites it backuptex = loadmodel->data_textures[i]; - if (name[0] && Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, name, false, false, 0)) + if (name[0] && Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i, name, false, false, 0, MATERIALFLAG_WALL)) continue; loadmodel->data_textures[i] = backuptex; @@ -1873,7 +1876,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) if (cls.state != ca_dedicated) { - // LordHavoc: HL sky textures are entirely different than quake + // LadyHavoc: 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(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), false, false, false, NULL); @@ -1889,9 +1892,9 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) } 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); + 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); + skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false, false); if (skinframe) tx->offsetmapping = OFFSETMAPPING_DEFAULT; // allow offsetmapping on external textures without a q3 shader if (!skinframe) @@ -1910,7 +1913,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) { 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); + skinframe = 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); @@ -1922,18 +1925,18 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) if (skinframe) tx->materialshaderpass->skinframes[0] = skinframe; } - // LordHavoc: some Tenebrae textures get replaced by black + // LadyHavoc: some Tenebrae textures get replaced by black if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae - tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, false); + tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, 0, 0, 0, false); else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae - tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, false); + tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, 0, 0, 0, false); tx->currentskinframe = tx->materialshaderpass->skinframes[0]; } tx->basematerialflags = MATERIALFLAG_WALL; if (tx->name[0] == '*') { - // LordHavoc: some turbulent textures should not be affected by wateralpha + // LadyHavoc: some turbulent textures should not be affected by wateralpha if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae tx->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_REFLECTION; else if (!strncmp(tx->name,"*lava",5) @@ -2104,15 +2107,15 @@ static void Mod_Q1BSP_LoadLighting(sizebuf_t *sb) 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)); @@ -2165,7 +2168,7 @@ static void Mod_Q1BSP_LoadLighting(sizebuf_t *sb) 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); @@ -2587,7 +2590,7 @@ static void Mod_Q1BSP_LoadFaces(sizebuf_t *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; @@ -2707,9 +2710,9 @@ static void Mod_Q1BSP_LoadFaces(sizebuf_t *sb) } #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) @@ -2802,7 +2805,7 @@ static void Mod_Q1BSP_LoadFaces(sizebuf_t *sb) 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; @@ -2940,7 +2943,7 @@ static void Mod_Q1BSP_LoadNodes(sizebuf_t *sb) 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 @@ -3137,7 +3140,7 @@ static void Mod_Q1BSP_LoadClipnodes(sizebuf_t *sb, hullinfo_t *hullinfo) } 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) @@ -3852,31 +3855,6 @@ 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, r_enableshadowvolumes.integer != 0, false); - if (mod->brush.shadowmesh && mod->brush.shadowmesh->neighbor3i) - Mod_BuildTriangleNeighbors(mod->brush.shadowmesh->neighbor3i, mod->brush.shadowmesh->element3i, mod->brush.shadowmesh->numtriangles); - - return numshadowmeshtriangles; -} - void Mod_CollisionBIH_TraceLineAgainstSurfaces(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask); void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) @@ -3986,8 +3964,6 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->GetLightInfo = R_Q1BSP_GetLightInfo; mod->CompileShadowMap = R_Q1BSP_CompileShadowMap; mod->DrawShadowMap = R_Q1BSP_DrawShadowMap; - mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; mod->DrawLight = R_Q1BSP_DrawLight; // load into heap @@ -4043,13 +4019,10 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->numframes = 2; // regular and alternate animation mod->numskins = 1; - // make a single combined shadow mesh to allow optimized shadow volume creation - Mod_Q1BSP_CreateShadowMesh(loadmodel); - if (loadmodel->brush.numsubmodels) loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *)); - // LordHavoc: to clear the fog around the original quake submodel code, I + // LadyHavoc: to clear the fog around the original quake submodel code, I // will explain: // first of all, some background info on the submodels: // model 0 is the map model (the world, named maps/e1m1.bsp for example) @@ -4060,7 +4033,7 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) // 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; @@ -4084,7 +4057,7 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) 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) @@ -4218,7 +4191,7 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) } else { - // LordHavoc: empty submodel(lacrima.bsp has such a glitch) + // LadyHavoc: empty submodel(lacrima.bsp has such a glitch) Con_Printf("warning: empty submodel *%i in %s\n", i+1, loadmodel->name); } //mod->brushq1.num_visleafs = bm->visleafs; @@ -4439,7 +4412,7 @@ 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) @@ -4600,7 +4573,7 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb) 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); } @@ -4969,8 +4942,6 @@ static void Mod_Q2BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->GetLightInfo = R_Q1BSP_GetLightInfo; mod->CompileShadowMap = R_Q1BSP_CompileShadowMap; mod->DrawShadowMap = R_Q1BSP_DrawShadowMap; - mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; mod->DrawLight = R_Q1BSP_DrawLight; // load into heap @@ -5031,9 +5002,6 @@ static void Mod_Q2BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) 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 *)); @@ -5309,7 +5277,7 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l) { out[i].surfaceflags = LittleLong(in[i].surfaceflags); out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(LittleLong(in[i].contents)); - Mod_LoadTextureFromQ3Shader(out + i, in[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS); + Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, out + i, in[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL); // restore the surfaceflags and supercontents out[i].surfaceflags = LittleLong(in[i].surfaceflags); out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(LittleLong(in[i].contents)); @@ -5938,7 +5906,6 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l) 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; @@ -6158,7 +6125,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l) 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])); @@ -6723,23 +6690,9 @@ static void Mod_Q3BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambie 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) { @@ -7939,8 +7892,6 @@ static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->GetLightInfo = R_Q1BSP_GetLightInfo; mod->CompileShadowMap = R_Q1BSP_CompileShadowMap; mod->DrawShadowMap = R_Q1BSP_DrawShadowMap; - mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; mod->DrawLight = R_Q1BSP_DrawLight; mod_base = (unsigned char *)header; @@ -8015,9 +7966,6 @@ static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) // 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); @@ -8260,8 +8208,6 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->GetLightInfo = R_Q1BSP_GetLightInfo; loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap; loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap; - loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; loadmodel->DrawLight = R_Q1BSP_DrawLight; skinfiles = Mod_LoadSkinFiles(); @@ -8597,21 +8543,21 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) // allocate storage for final mesh data loadmodel->num_textures = numtextures * loadmodel->numskins; loadmodel->num_texturesperskin = numtextures; - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? numtriangles * sizeof(int[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *)); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *)); loadmodel->brush.submodels = (dp_model_t **)data;data += loadmodel->brush.numsubmodels * sizeof(dp_model_t *); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); loadmodel->surfmesh.num_vertices = numvertices; loadmodel->surfmesh.num_triangles = numtriangles; - if (r_enableshadowvolumes.integer) - loadmodel->surfmesh.data_neighbor3i = (int *)data;data += numtriangles * sizeof(int[3]); loadmodel->surfmesh.data_vertex3f = (float *)data;data += numvertices * sizeof(float[3]); loadmodel->surfmesh.data_svector3f = (float *)data;data += numvertices * sizeof(float[3]); loadmodel->surfmesh.data_tvector3f = (float *)data;data += numvertices * sizeof(float[3]); loadmodel->surfmesh.data_normal3f = (float *)data;data += numvertices * sizeof(float[3]); loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += numvertices * sizeof(float[2]); - if (loadmodel->surfmesh.num_vertices <= 65536) + + if (loadmodel->surfmesh.num_vertices <= 65536) { loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]); + } for (j = 0;j < loadmodel->surfmesh.num_vertices;j++) { @@ -8638,20 +8584,15 @@ 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 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;