msurface_t *surface;
for (surfacenum = 0, mark = leaf->firstleafsurface;surfacenum < leaf->numleafsurfaces;surfacenum++, mark++)
{
- surface = info->model->brushq1.surfaces + *mark;
+ surface = info->model->brush.data_surfaces + *mark;
if (surface->flags & SURF_SOLIDCLIP)
{
#if 0
int i, ds, dt;
msurface_t *surface;
- surface = r_refdef.worldmodel->brushq1.surfaces + node->firstsurface;
+ surface = r_refdef.worldmodel->brush.data_surfaces + node->firstsurface;
for (i = 0;i < node->numsurfaces;i++, surface++)
{
- if (!(surface->flags & SURF_LIGHTMAP) || !surface->samples)
+ if (!(surface->texture->flags & SURF_LIGHTMAP) || !surface->samples)
continue; // no lightmaps
ds = (int) (x * surface->texinfo->vecs[0][0] + y * surface->texinfo->vecs[0][1] + mid * surface->texinfo->vecs[0][2] + surface->texinfo->vecs[0][3]) - surface->texturemins[0];
if (l->filelen % sizeof(*in))
Host_Error("Mod_Q1BSP_LoadFaces: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
- loadmodel->brushq1.surfaces = Mem_Alloc(loadmodel->mempool, count*sizeof(msurface_t));
+ loadmodel->brush.data_surfaces = Mem_Alloc(loadmodel->mempool, count*sizeof(msurface_t));
- loadmodel->brushq1.numsurfaces = count;
+ loadmodel->brush.num_surfaces = count;
totalverts = 0;
totaltris = 0;
totalverts = 0;
totaltris = 0;
- for (surfacenum = 0, in = (void *)(mod_base + l->fileofs), surface = loadmodel->brushq1.surfaces;surfacenum < count;surfacenum++, in++, surface++)
+ for (surfacenum = 0, in = (void *)(mod_base + l->fileofs), surface = loadmodel->brush.data_surfaces;surfacenum < count;surfacenum++, in++, surface++)
{
- surface->number = surfacenum;
// FIXME: validate edges, texinfo, etc?
firstedge = LittleLong(in->firstedge);
numedges = LittleShort(in->numedges);
if ((unsigned int) i >= (unsigned int) loadmodel->brushq1.numtexinfo)
Host_Error("Mod_Q1BSP_LoadFaces: invalid texinfo index %i(model has %i texinfos)\n", i, loadmodel->brushq1.numtexinfo);
surface->texinfo = loadmodel->brushq1.texinfo + i;
- surface->flags = surface->texinfo->texture->flags;
+ surface->texture = surface->texinfo->texture;
+ surface->flags = surface->texture->flags;
planenum = LittleShort(in->planenum);
if ((unsigned int) planenum >= (unsigned int) loadmodel->brush.num_planes)
VectorCopy(loadmodel->brushq1.vertexes[loadmodel->brushq1.edges[-lindex].v[1]].position, surface->mesh.data_vertex3f + i * 3);
s = DotProduct((surface->mesh.data_vertex3f + i * 3), surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3];
t = DotProduct((surface->mesh.data_vertex3f + i * 3), surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3];
- surface->mesh.data_texcoordtexture2f[i * 2 + 0] = s / surface->texinfo->texture->width;
- surface->mesh.data_texcoordtexture2f[i * 2 + 1] = t / surface->texinfo->texture->height;
+ surface->mesh.data_texcoordtexture2f[i * 2 + 0] = s / surface->texture->width;
+ surface->mesh.data_texcoordtexture2f[i * 2 + 1] = t / surface->texture->height;
surface->mesh.data_texcoorddetail2f[i * 2 + 0] = s * (1.0f / 16.0f);
surface->mesh.data_texcoorddetail2f[i * 2 + 1] = t * (1.0f / 16.0f);
surface->mesh.data_texcoordlightmap2f[i * 2 + 0] = 0;
else // LordHavoc: white lighting (bsp version 29)
surface->samples = loadmodel->brushq1.lightdata + (i * 3);
- if (surface->texinfo->texture->flags & SURF_LIGHTMAP)
+ if (surface->texture->flags & SURF_LIGHTMAP)
{
if (ssize > 256 || tsize > 256)
Host_Error("Bad surface extents");
memset(surface->stainsamples, 255, ssize * tsize * 3);
}
- if (surface->texinfo->texture->flags & SURF_LIGHTMAP)
+ if (surface->texture->flags & SURF_LIGHTMAP)
{
int i, iu, iv;
float u, v, ubase, vbase, uscale, vscale;
for (i = 0;i < loadmodel->brush.num_leafsurfaces;i++)
{
j = (unsigned) LittleShort(in[i]);
- if (j >= loadmodel->brushq1.numsurfaces)
+ if (j >= loadmodel->brush.num_surfaces)
Host_Error("Mod_Q1BSP_LoadLeaffaces: bad surface number");
loadmodel->brush.data_leafsurfaces[i] = j;
}
memset(stylecounts, 0, sizeof(stylecounts));
for (i = 0;i < model->nummodelsurfaces;i++)
{
- surface = model->brushq1.surfaces + model->firstmodelsurface + i;
+ surface = model->brush.data_surfaces + model->firstmodelsurface + i;
for (j = 0;j < MAXLIGHTMAPS;j++)
stylecounts[surface->styles[j]]++;
}
}
for (i = 0;i < model->nummodelsurfaces;i++)
{
- surface = model->brushq1.surfaces + model->firstmodelsurface + i;
+ surface = model->brush.data_surfaces + model->firstmodelsurface + i;
for (j = 0;j < MAXLIGHTMAPS;j++)
if (surface->styles[j] != 255)
*model->brushq1.light_styleupdatechains[remapstyles[surface->styles[j]]]++ = surface;
{
for (leafsurfacenum = 0;leafsurfacenum < leaf->numleafsurfaces;leafsurfacenum++)
{
- surface = model->brushq1.surfaces + leaf->firstleafsurface[leafsurfacenum];
+ surface = model->brush.data_surfaces + leaf->firstleafsurface[leafsurfacenum];
if (surface->shadowmark != shadowmarkcount)
{
surface->shadowmark = shadowmarkcount;
// make a single combined shadow mesh to allow optimized shadow volume creation
numshadowmeshtriangles = 0;
- for (j = 0, surface = loadmodel->brushq1.surfaces;j < loadmodel->brushq1.numsurfaces;j++, surface++)
+ for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
{
surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
numshadowmeshtriangles += surface->mesh.num_triangles;
}
loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
- for (j = 0, surface = loadmodel->brushq1.surfaces;j < loadmodel->brushq1.numsurfaces;j++, surface++)
+ for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->mesh.num_triangles, surface->mesh.data_element3i);
loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
mod->normalmaxs[0] = mod->normalmaxs[1] = mod->normalmaxs[2] = -1000000000.0f;
modelyawradius = 0;
modelradius = 0;
- for (j = 0, surface = &mod->brushq1.surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surface++)
+ for (j = 0, surface = &mod->brush.data_surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surface++)
{
// we only need to have a drawsky function if it is used(usually only on world model)
- if (surface->texinfo->texture->flags & SURF_DRAWSKY)
+ if (surface->texture->flags & SURF_DRAWSKY)
mod->DrawSky = R_Q1BSP_DrawSky;
// LordHavoc: submodels always clip, even if water
- if (mod->brush.numsubmodels - 1)
+ if (i)
surface->flags |= SURF_SOLIDCLIP;
// calculate bounding shapes
for (k = 0, vec = surface->mesh.data_vertex3f;k < surface->mesh.num_vertices;k++, vec += 3)
//Mod_Q1BSP_ProcessLightList();
if (developer.integer)
- Con_Printf("Some stats for q1bsp model \"%s\": %i faces, %i nodes, %i leafs, %i visleafs, %i visleafportals\n", loadmodel->name, loadmodel->brushq1.numsurfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brushq1.submodels[i].visleafs, loadmodel->brush.num_portals);
+ Con_Printf("Some stats for q1bsp model \"%s\": %i faces, %i nodes, %i leafs, %i visleafs, %i visleafportals\n", loadmodel->name, loadmodel->brush.num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brushq1.submodels[i].visleafs, loadmodel->brush.num_portals);
}
static void Mod_Q2BSP_LoadEntities(lump_t *l)
static void Mod_Q3BSP_LoadFaces(lump_t *l)
{
q3dface_t *in, *oldin;
- q3msurface_t *out, *oldout;
+ msurface_t *out, *oldout;
int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshnum, meshvertices, meshtriangles, numvertices, numtriangles;
//int *originalelement3i;
//int *originalneighbor3i;
count = l->filelen / sizeof(*in);
out = Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
- loadmodel->brushq3.data_faces = out;
- loadmodel->brushq3.num_faces = count;
+ loadmodel->brush.data_surfaces = out;
+ loadmodel->brush.num_surfaces = count;
i = 0;
for (meshnum = 0;i < count;meshnum++)
}
n = LittleLong(in->firstface);
c = LittleLong(in->numfaces);
- if (n < 0 || n + c > loadmodel->brushq3.num_faces)
- Host_Error("Mod_Q3BSP_LoadModels: invalid face range %i : %i (%i faces)\n", n, n + c, loadmodel->brushq3.num_faces);
- out->firstsurface = loadmodel->brushq3.data_faces + n;
+ if (n < 0 || n + c > loadmodel->brush.num_surfaces)
+ Host_Error("Mod_Q3BSP_LoadModels: invalid face range %i : %i (%i faces)\n", n, n + c, loadmodel->brush.num_surfaces);
+ out->firstsurface = loadmodel->brush.data_surfaces + n;
out->numsurfaces = c;
n = LittleLong(in->firstbrush);
c = LittleLong(in->numbrushes);
for (i = 0;i < count;i++, in++, out++)
{
n = LittleLong(*in);
- if (n < 0 || n >= loadmodel->brushq3.num_faces)
- Host_Error("Mod_Q3BSP_LoadLeafFaces: invalid face index %i (%i faces)\n", n, loadmodel->brushq3.num_faces);
+ if (n < 0 || n >= loadmodel->brush.num_surfaces)
+ Host_Error("Mod_Q3BSP_LoadLeafFaces: invalid face index %i (%i faces)\n", n, loadmodel->brush.num_surfaces);
*out = n;
}
}
int i, startside, endside;
float dist1, dist2, midfrac, mid[3], nodesegmentmins[3], nodesegmentmaxs[3];
mleaf_t *leaf;
- q3msurface_t *surface;
+ msurface_t *surface;
colbrushf_t *brush;
if (startfrac > trace->realfraction)
return;
// line trace the curves
for (i = 0;i < leaf->numleafsurfaces;i++)
{
- surface = model->brushq3.data_faces + leaf->firstleafsurface[i];
+ surface = model->brush.data_surfaces + leaf->firstleafsurface[i];
if (surface->mesh.num_collisiontriangles && surface->collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, surface->mins, surface->maxs))
{
surface->collisionmarkframe = markframe;
float nodesegmentmins[3], nodesegmentmaxs[3];
mleaf_t *leaf;
colbrushf_t *brush;
- q3msurface_t *surface;
+ msurface_t *surface;
/*
// find which nodes the line is in and recurse for them
while (node->plane)
{
for (i = 0;i < leaf->numleafsurfaces;i++)
{
- surface = model->brushq3.data_faces + leaf->firstleafsurface[i];
+ surface = model->brush.data_surfaces + leaf->firstleafsurface[i];
if (surface->mesh.num_collisiontriangles && surface->collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, surface->mins, surface->maxs))
{
surface->collisionmarkframe = markframe;
colbrushf_t *thisbrush_start, *thisbrush_end;
matrix4x4_t startmatrix, endmatrix;
static int markframe = 0;
- q3msurface_t *surface;
+ msurface_t *surface;
memset(trace, 0, sizeof(*trace));
trace->fraction = 1;
trace->realfraction = 1;
int i, j, numshadowmeshtriangles;
q3dheader_t *header;
float corner[3], yawradius, modelradius;
- q3msurface_t *surface;
+ msurface_t *surface;
mod->type = mod_brushq3;
mod->numframes = 2; // although alternate textures are not supported it is annoying to complain about no such frame 1
// make a single combined shadow mesh to allow optimized shadow volume creation
numshadowmeshtriangles = 0;
- for (j = 0, surface = loadmodel->brushq3.data_faces;j < loadmodel->brushq3.num_faces;j++, surface++)
+ for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
{
surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
numshadowmeshtriangles += surface->mesh.num_triangles;
}
loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
- for (j = 0, surface = loadmodel->brushq3.data_faces;j < loadmodel->brushq3.num_faces;j++, surface++)
+ for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->mesh.num_triangles, surface->mesh.data_element3i);
loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
mod->brush.submodel = i;
// make the model surface list (used by shadowing/lighting)
- mod->firstmodelsurface = mod->brushq3.data_models[i].firstsurface - mod->brushq3.data_faces;
+ mod->firstmodelsurface = mod->brushq3.data_models[i].firstsurface - mod->brush.data_surfaces;
mod->nummodelsurfaces = mod->brushq3.data_models[i].numsurfaces;
mod->surfacelist = Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->surfacelist));
for (j = 0;j < mod->nummodelsurfaces;j++)