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);
+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);
void Mod_BrushInit(void)
{
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;
}
//#endif
-static void Mod_Q1BSP_TracePoint(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask)
+static void Mod_Q1BSP_TracePoint(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
{
RecursiveHullCheckTraceInfo_t rhc;
Mod_Q1BSP_RecursiveHullCheckPoint(&rhc, rhc.hull->firstclipnode);
}
-static void Mod_Q1BSP_TraceLineAgainstSurfaces(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask);
+static void Mod_Q1BSP_TraceLineAgainstSurfaces(struct model_s *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);
-static void Mod_Q1BSP_TraceLine(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask)
+static void Mod_Q1BSP_TraceLine(struct model_s *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)
{
RecursiveHullCheckTraceInfo_t rhc;
if (VectorCompare(start, end))
{
- Mod_Q1BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_Q1BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
return;
}
// sometimes we want to traceline against polygons so we can report the texture that was hit rather than merely a contents, but using this method breaks one of negke's maps so it must be a cvar check...
if (sv_gameplayfix_q1bsptracelinereportstexture.integer)
{
- Mod_Q1BSP_TraceLineAgainstSurfaces(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_Q1BSP_TraceLineAgainstSurfaces(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
return;
}
rhc.trace = trace;
rhc.trace->hitsupercontentsmask = hitsupercontentsmask;
rhc.trace->skipsupercontentsmask = skipsupercontentsmask;
+ rhc.trace->skipmaterialflagsmask = skipmaterialflagsmask;
rhc.trace->fraction = 1;
rhc.trace->allsolid = true;
rhc.hull = &model->brushq1.hulls[0]; // 0x0x0
rhc.trace = &testtrace;
rhc.trace->hitsupercontentsmask = hitsupercontentsmask;
rhc.trace->skipsupercontentsmask = skipsupercontentsmask;
+ rhc.trace->skipmaterialflagsmask = skipmaterialflagsmask;
rhc.trace->fraction = 1;
rhc.trace->allsolid = true;
VectorCopy(test, rhc.start);
#endif
}
-static void Mod_Q1BSP_TraceBox(struct model_s *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)
+static void Mod_Q1BSP_TraceBox(struct model_s *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)
{
// this function currently only supports same size start and end
double boxsize[3];
if (VectorCompare(boxmins, boxmaxs))
{
if (VectorCompare(start, end))
- Mod_Q1BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_Q1BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
else
- Mod_Q1BSP_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_Q1BSP_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
return;
}
rhc.trace = trace;
rhc.trace->hitsupercontentsmask = hitsupercontentsmask;
rhc.trace->skipsupercontentsmask = skipsupercontentsmask;
+ rhc.trace->skipmaterialflagsmask = skipmaterialflagsmask;
rhc.trace->fraction = 1;
rhc.trace->allsolid = true;
VectorSubtract(boxmaxs, boxmins, boxsize);
rhc.trace = &testtrace;
rhc.trace->hitsupercontentsmask = hitsupercontentsmask;
rhc.trace->skipsupercontentsmask = skipsupercontentsmask;
+ rhc.trace->skipmaterialflagsmask = skipmaterialflagsmask;
rhc.trace->fraction = 1;
rhc.trace->allsolid = true;
VectorCopy(test, rhc.start);
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 boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture)
+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)
{
#if 1
colbrushf_t cbox;
memset(trace, 0, sizeof(trace_t));
trace->hitsupercontentsmask = hitsupercontentsmask;
trace->skipsupercontentsmask = skipsupercontentsmask;
+ trace->skipmaterialflagsmask = skipmaterialflagsmask;
trace->fraction = 1;
Collision_TraceLineBrushFloat(trace, start, end, &cbox, &cbox);
#else
rhc.trace = trace;
rhc.trace->hitsupercontentsmask = hitsupercontentsmask;
rhc.trace->skipsupercontentsmask = skipsupercontentsmask;
+ rhc.trace->skipmaterialflagsmask = skipmaterialflagsmask;
rhc.trace->fraction = 1;
rhc.trace->allsolid = true;
VectorCopy(start, rhc.start);
#endif
}
-void Collision_ClipTrace_Point(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture)
+void Collision_ClipTrace_Point(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask, int boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture)
{
memset(trace, 0, sizeof(trace_t));
trace->fraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
trace->skipsupercontentsmask = skipsupercontentsmask;
+ trace->skipmaterialflagsmask = skipmaterialflagsmask;
if (BoxesOverlap(start, start, cmins, cmaxs))
{
trace->startsupercontents |= boxsupercontents;
}
}
-static qboolean Mod_Q1BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end)
+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)
{
trace_t trace;
- Mod_Q1BSP_TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK, 0);
- return trace.fraction == 1;
+ 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)
// ignore surfaces matching the skipsupercontentsmask (this is rare)
if (t->trace->skipsupercontentsmask & surface->texture->supercontents)
continue;
+ // skip surfaces matching the skipmaterialflagsmask (e.g. MATERIALFLAG_NOSHADOW)
+ if (t->trace->skipmaterialflagsmask & surface->texture->currentmaterialflags)
+ continue;
// get the surface normal - since it is flat we know any vertex normal will suffice
VectorCopy(model->surfmesh.data_normal3f + 3 * surface->num_firstvertex, normal);
// skip backfaces
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;
}
}
-static void Mod_Q1BSP_TraceLineAgainstSurfaces(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask)
+static void Mod_Q1BSP_TraceLineAgainstSurfaces(struct model_s *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)
{
RecursiveHullCheckTraceInfo_t rhc;
rhc.trace = trace;
rhc.trace->hitsupercontentsmask = hitsupercontentsmask;
rhc.trace->skipsupercontentsmask = skipsupercontentsmask;
+ rhc.trace->skipmaterialflagsmask = skipmaterialflagsmask;
rhc.trace->fraction = 1;
rhc.trace->allsolid = true;
rhc.hull = &model->brushq1.hulls[0]; // 0x0x0
}
}
- 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);
}
static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
{
- int i, j, k, num, max, altmax, mtwidth, mtheight, doffset, incomplete, nummiptex = 0;
+ int i, j, k, num, max, altmax, mtwidth, mtheight, doffset, incomplete, nummiptex = 0, firstskynoshadowtexture = 0;
skinframe_t *skinframemissing;
- texture_t *tx, *tx2, *anims[10], *altanims[10];
+ texture_t *tx, *tx2, *anims[10], *altanims[10], *currentskynoshadowtexture;
texture_t backuptex;
unsigned char *data, *mtdata;
const char *s;
loadmodel->data_textures = NULL;
- // add two slots for notexture walls and notexture liquids
+ // add two slots for notexture walls and notexture liquids, and duplicate
+ // all sky textures; sky surfaces can be shadow-casting or not, the surface
+ // loading will choose according to the contents behind the surface
+ // (necessary to support e1m5 logo shadow which has a SKY contents brush,
+ // while correctly treating sky textures as occluders in other situations).
if (sb->cursize)
{
+ int numsky = 0;
+ size_t watermark;
nummiptex = MSG_ReadLittleLong(sb);
loadmodel->num_textures = nummiptex + 2;
- loadmodel->num_texturesperskin = loadmodel->num_textures;
+ // save the position so we can go back to it
+ watermark = sb->readcount;
+ for (i = 0; i < nummiptex; i++)
+ {
+ doffset = MSG_ReadLittleLong(sb);
+ if (r_nosurftextures.integer)
+ continue;
+ if (doffset == -1)
+ {
+ Con_DPrintf("%s: miptex #%i missing\n", loadmodel->name, i);
+ continue;
+ }
+
+ MSG_InitReadBuffer(&miptexsb, sb->data + doffset, sb->cursize - doffset);
+
+ // copy name, but only up to 16 characters
+ // (the output buffer can hold more than this, but the input buffer is
+ // only 16)
+ for (j = 0; j < 16; j++)
+ name[j] = MSG_ReadByte(&miptexsb);
+ name[j] = 0;
+ // pretty up the buffer (replacing any trailing garbage with 0)
+ for (j = (int)strlen(name); j < 16; j++)
+ name[j] = 0;
+
+ if (!strncmp(name, "sky", 3))
+ numsky++;
+ }
+
+ // bump it back to where we started parsing
+ sb->readcount = watermark;
+
+ firstskynoshadowtexture = loadmodel->num_textures;
+ loadmodel->num_textures += numsky;
}
else
{
loadmodel->num_textures = 2;
- loadmodel->num_texturesperskin = loadmodel->num_textures;
+ firstskynoshadowtexture = loadmodel->num_textures;
}
+ loadmodel->num_texturesperskin = loadmodel->num_textures;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
+ // we'll be writing to these in parallel for sky textures
+ currentskynoshadowtexture = loadmodel->data_textures + firstskynoshadowtexture;
+
// fill out all slots with notexture
skinframemissing = R_SkinFrame_LoadMissing();
for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++)
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;
s += 5;
FS_StripExtension(s, mapname, sizeof(mapname));
- // just to work around bounds checking when debugging with it (array index out of bounds error thing)
// LordHavoc: mostly rewritten map texture loader
for (i = 0;i < nummiptex;i++)
{
// LordHavoc: 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;
}
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)
{
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);
}
// 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);
+ 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_REFLECTION;
}
else if (!strncmp(tx->name, "sky", 3))
- tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ tx->basematerialflags = MATERIALFLAG_SKY;
else if (!strcmp(tx->name, "caulk"))
tx->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
else if (tx->currentskinframe != NULL && tx->currentskinframe->hasalpha)
tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
tx->currentmaterialflags = tx->basematerialflags;
+
+ // duplicate of sky with NOSHADOW
+ if (tx->basematerialflags & MATERIALFLAG_SKY)
+ {
+ *currentskynoshadowtexture = *tx;
+ currentskynoshadowtexture->basematerialflags |= MATERIALFLAG_NOSHADOW;
+ tx->skynoshadowtexture = currentskynoshadowtexture;
+ currentskynoshadowtexture++;
+ }
}
// sequence the animations
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;
}
}
+// 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)
+{
+ int i;
+ msurface_t *surface;
+ vec3_t center;
+ int contents;
+ for (i = 0, surface = mod->data_surfaces + mod->firstmodelsurface; i < mod->nummodelsurfaces; i++, surface++)
+ {
+ if (surface->texture->basematerialflags & MATERIALFLAG_SKY)
+ {
+ // check if the point behind the surface polygon is SOLID or SKY contents
+ VectorMAMAM(0.5f, surface->mins, 0.5f, surface->maxs, -0.25f, mod->surfmesh.data_normal3f + 3*surface->num_firstvertex, center);
+ contents = Mod_Q1BSP_PointSuperContents(mod, 0, center);
+ if (!(contents & SUPERCONTENTS_SOLID))
+ surface->texture = surface->texture->skynoshadowtexture;
+ }
+ }
+}
+
static void Mod_Q1BSP_LoadMapBrushes(void)
{
#if 0
VectorAdd(inmins, hull->clip_size, outmaxs);
}
-static int Mod_Q1BSP_CreateShadowMesh(dp_model_t *mod)
-{
- int j;
- int numshadowmeshtriangles = 0;
- msurface_t *surface;
- if (cls.state == ca_dedicated)
- return 0;
- // make a single combined shadow mesh to allow optimized shadow volume creation
-
- for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++)
- {
- surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
- numshadowmeshtriangles += surface->num_triangles;
- }
- mod->brush.shadowmesh = Mod_ShadowMesh_Begin(mod->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
- for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++)
- if (surface->num_triangles > 0)
- Mod_ShadowMesh_AddMesh(mod->mempool, mod->brush.shadowmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- mod->brush.shadowmesh = Mod_ShadowMesh_Finish(mod->mempool, mod->brush.shadowmesh, false, r_enableshadowvolumes.integer != 0, false);
- if (mod->brush.shadowmesh && mod->brush.shadowmesh->neighbor3i)
- Mod_BuildTriangleNeighbors(mod->brush.shadowmesh->neighbor3i, mod->brush.shadowmesh->element3i, mod->brush.shadowmesh->numtriangles);
-
- return numshadowmeshtriangles;
-}
-
-void Mod_CollisionBIH_TraceLineAgainstSurfaces(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask);
+void Mod_CollisionBIH_TraceLineAgainstSurfaces(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask);
void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
mod->GetLightInfo = R_Q1BSP_GetLightInfo;
mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
- mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
mod->DrawLight = R_Q1BSP_DrawLight;
// load into heap
mod->numframes = 2; // regular and alternate animation
mod->numskins = 1;
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
if (loadmodel->brush.numsubmodels)
loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
// set node/leaf parents for this submodel
Mod_Q1BSP_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);
+
// make the model surface list (used by shadowing/lighting)
mod->sortedmodelsurfaces = (int *)datapointer;datapointer += mod->nummodelsurfaces * sizeof(int);
Mod_MakeSortedSurfaces(mod);
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 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)
{
// sky is a rather specific thing
q2flags &= ~Q2SURF_NODRAW; // quake2 had a slightly different meaning than we have in mind here...
- tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ tx->basematerialflags = MATERIALFLAG_SKY;
tx->supercontents = SUPERCONTENTS_SKY | SUPERCONTENTS_NODROP | SUPERCONTENTS_OPAQUE;
tx->surfaceflags = Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT | Q3SURFACEFLAG_NOMARKS | Q3SURFACEFLAG_NODLIGHT | Q3SURFACEFLAG_NOLIGHTMAP;
}
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;
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
mod->GetLightInfo = R_Q1BSP_GetLightInfo;
mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
- mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
mod->DrawLight = R_Q1BSP_DrawLight;
// load into heap
mod->numframes = 0; // q2bsp animations are kind of special, frame is unbounded...
mod->numskins = 1;
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
if (loadmodel->brush.numsubmodels)
loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
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));
}
}
int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, collisionvertices, collisiontriangles, numvertices, numtriangles, cxtess, cytess;
float lightmaptcbase[2], lightmaptcscale[2];
//int *originalelement3i;
- //int *originalneighbor3i;
float *originalvertex3f;
//float *originalsvector3f;
//float *originaltvector3f;
i = oldi;
in = oldin;
out = oldout;
- Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true, false);
+ Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true);
if (collisiontriangles)
{
loadmodel->brush.data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3]));
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)
{
//Con_Printf("result: ambient %f %f %f diffuse %f %f %f diffusenormal %f %f %f\n", ambientcolor[0], ambientcolor[1], ambientcolor[2], diffusecolor[0], diffusecolor[1], diffusecolor[2], diffusenormal[0], diffusenormal[1], diffusenormal[2]);
}
-static int Mod_Q3BSP_TraceLineOfSight_RecursiveNodeCheck(mnode_t *node, double p1[3], double p2[3])
+static int Mod_Q3BSP_TraceLineOfSight_RecursiveNodeCheck(mnode_t *node, double p1[3], double p2[3], double endpos[3])
{
double t1, t2;
double midf, mid[3];
// or if start is solid and end is empty
// as these degenerate cases usually indicate the eye is in solid and
// should see the target point anyway
- ret = Mod_Q3BSP_TraceLineOfSight_RecursiveNodeCheck(node->children[side ], p1, mid);
+ ret = Mod_Q3BSP_TraceLineOfSight_RecursiveNodeCheck(node->children[side ], p1, mid, endpos);
if (ret != 0)
return ret;
- ret = Mod_Q3BSP_TraceLineOfSight_RecursiveNodeCheck(node->children[side ^ 1], mid, p2);
+ ret = Mod_Q3BSP_TraceLineOfSight_RecursiveNodeCheck(node->children[side ^ 1], mid, p2, endpos);
if (ret != 1)
return ret;
+ VectorCopy(mid, endpos);
return 2;
}
return ((mleaf_t *)node)->clusterindex < 0;
}
-static qboolean Mod_Q3BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end)
+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)
{
if (model->brush.submodel || mod_q3bsp_tracelineofsight_brushes.integer)
{
trace_t trace;
- model->TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK, 0);
- return trace.fraction == 1;
+ model->TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK, 0, MATERIALFLAGMASK_TRANSLUCENT);
+ return trace.fraction == 1 || BoxesOverlap(trace.endpos, trace.endpos, acceptmins, acceptmaxs);
}
else
{
- double tracestart[3], traceend[3];
+ double tracestart[3], traceend[3], traceendpos[3];
VectorCopy(start, tracestart);
VectorCopy(end, traceend);
- return !Mod_Q3BSP_TraceLineOfSight_RecursiveNodeCheck(model->brush.data_nodes, tracestart, traceend);
+ VectorCopy(end, traceendpos);
+ Mod_Q3BSP_TraceLineOfSight_RecursiveNodeCheck(model->brush.data_nodes, tracestart, traceend, traceendpos);
+ return BoxesOverlap(traceendpos, traceendpos, acceptmins, acceptmaxs);
}
}
-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)
+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)
{
const bih_t *bih;
const bih_leaf_t *leaf;
trace->fraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
trace->skipsupercontentsmask = skipsupercontentsmask;
+ trace->skipmaterialflagsmask = skipmaterialflagsmask;
bih = &model->collision_bih;
if(!bih->nodes)
}
}
-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, const bih_t *bih)
+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)
{
const bih_leaf_t *leaf;
const bih_node_t *node;
if (VectorCompare(start, end))
{
- Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
return;
}
trace->fraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
trace->skipsupercontentsmask = skipsupercontentsmask;
+ trace->skipmaterialflagsmask = skipmaterialflagsmask;
// push first node
nodestackline[nodestackpos][0] = start[0];
sweepnodemaxs[0] = max(nodestart[0], nodeend[0]) + 1;
sweepnodemaxs[1] = max(nodestart[1], nodeend[1]) + 1;
sweepnodemaxs[2] = max(nodestart[2], nodeend[2]) + 1;
- if (!BoxesOverlap(sweepnodemins, sweepnodemaxs, node->mins, node->maxs))
+ if (!BoxesOverlap(sweepnodemins, sweepnodemaxs, node->mins, node->maxs) && !collision_bih_fullrecursion.integer)
continue;
if (node->type <= BIH_SPLITZ && nodestackpos+2 <= 1024)
{
d2 = node->backmax - nodeend[axis];
d3 = nodestart[axis] - node->frontmin;
d4 = nodeend[axis] - node->frontmin;
+ if (collision_bih_fullrecursion.integer)
+ d1 = d2 = d3 = d4 = 1; // force full recursion
switch((d1 < 0) | ((d2 < 0) << 1) | ((d3 < 0) << 2) | ((d4 < 0) << 3))
{
case 0: /* >>>> */ VectorCopy(nodestart, nodestackline[nodestackpos]); VectorCopy( nodeend, nodestackline[nodestackpos] + 3); nodestack[nodestackpos++] = node->back; VectorCopy(nodestart, nodestackline[nodestackpos]); VectorCopy( nodeend, nodestackline[nodestackpos] + 3); nodestack[nodestackpos++] = node->front; break;
}
}
-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)
+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)
{
if (VectorCompare(start, end))
{
- Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
return;
}
- Mod_CollisionBIH_TraceLineShared(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, &model->collision_bih);
+ 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)
+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)
{
const bih_t *bih;
const bih_leaf_t *leaf;
if (mod_q3bsp_optimizedtraceline.integer && VectorCompare(thisbrush_start->mins, thisbrush_start->maxs) && VectorCompare(thisbrush_end->mins, thisbrush_end->maxs))
{
if (VectorCompare(thisbrush_start->mins, thisbrush_end->mins))
- Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, thisbrush_start->mins, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, thisbrush_start->mins, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
else
- Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, thisbrush_start->mins, thisbrush_end->mins, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, thisbrush_start->mins, thisbrush_end->mins, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
return;
}
trace->fraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
trace->skipsupercontentsmask = skipsupercontentsmask;
+ trace->skipmaterialflagsmask = skipmaterialflagsmask;
// calculate tracebox-like parameters for efficient culling
VectorMAM(0.5f, thisbrush_start->mins, 0.5f, thisbrush_start->maxs, start);
}
}
-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)
+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)
{
colboxbrushf_t thisbrush_start, thisbrush_end;
vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
VectorAdd(end, boxmaxs, boxendmaxs);
Collision_BrushForBox(&thisbrush_start, boxstartmins, boxstartmaxs, 0, 0, NULL);
Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL);
- Mod_CollisionBIH_TraceBrush(model, frameblend, skeleton, trace, &thisbrush_start.brush, &thisbrush_end.brush, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_CollisionBIH_TraceBrush(model, frameblend, skeleton, trace, &thisbrush_start.brush, &thisbrush_end.brush, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
}
int Mod_CollisionBIH_PointSuperContents(struct model_s *model, int frame, const vec3_t point)
{
trace_t trace;
- Mod_CollisionBIH_TracePoint(model, NULL, NULL, &trace, point, 0, 0);
+ Mod_CollisionBIH_TracePoint(model, NULL, NULL, &trace, point, 0, 0, 0);
return trace.startsupercontents;
}
-qboolean Mod_CollisionBIH_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end)
+qboolean 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);
- return trace.fraction == 1;
+ 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)
+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)
{
#if 0
// broken - needs to be modified to count front faces and backfaces to figure out if it is in solid
trace->fraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
trace->skipsupercontentsmask = skipsupercontentsmask;
+ trace->skipmaterialflagsmask = skipmaterialflagsmask;
#if 0
- Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
hitsupercontents = trace->hitsupercontents;
memset(trace, 0, sizeof(*trace));
trace->fraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
trace->skipsupercontentsmask = skipsupercontentsmask;
+ trace->skipmaterialflagsmask = skipmaterialflagsmask;
trace->startsupercontents = hitsupercontents;
#endif
}
trace.fraction = 1;
trace.hitsupercontentsmask = hitsupercontentsmask;
trace.skipsupercontentsmask = skipsupercontentsmask;
- Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask);
+ trace.skipmaterialflagsmask = skipmaterialflagsmask;
+ Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
return trace.hitsupercontents;
#else
return 0;
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)
+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;
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);
+ 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++)
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)
+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];
if (VectorCompare(start, end))
{
- Mod_Q3BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask);
+ Mod_Q3BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
return;
}
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[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);
+ 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++)
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)
+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;
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);
+ 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);
+ Mod_Q3BSP_TraceLine(model, frameblend, skeleton, trace, start->mins, end->mins, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
return;
}
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[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);
+ 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++)
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)
+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;
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);
+ 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)
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)
+void Mod_CollisionBIH_TraceLineAgainstSurfaces(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
{
- Mod_CollisionBIH_TraceLineShared(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, &model->render_bih);
+ Mod_CollisionBIH_TraceLineShared(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, &model->render_bih);
}
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)
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;
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;
// FIXME: shader alpha should replace r_wateralpha support in q3bsp
loadmodel->brush.supportwateralpha = true;
- // make a single combined shadow mesh to allow optimized shadow volume creation
- Mod_Q1BSP_CreateShadowMesh(loadmodel);
-
loadmodel->brush.num_leafs = 0;
Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes);
loadmodel->GetLightInfo = R_Q1BSP_GetLightInfo;
loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
- loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
skinfiles = Mod_LoadSkinFiles();
// allocate storage for final mesh data
loadmodel->num_textures = numtextures * loadmodel->numskins;
loadmodel->num_texturesperskin = numtextures;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? numtriangles * sizeof(int[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
loadmodel->brush.submodels = (dp_model_t **)data;data += loadmodel->brush.numsubmodels * sizeof(dp_model_t *);
loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
loadmodel->surfmesh.num_vertices = numvertices;
loadmodel->surfmesh.num_triangles = numtriangles;
- if (r_enableshadowvolumes.integer)
- loadmodel->surfmesh.data_neighbor3i = (int *)data;data += numtriangles * sizeof(int[3]);
loadmodel->surfmesh.data_vertex3f = (float *)data;data += numvertices * sizeof(float[3]);
loadmodel->surfmesh.data_svector3f = (float *)data;data += numvertices * sizeof(float[3]);
loadmodel->surfmesh.data_tvector3f = (float *)data;data += numvertices * sizeof(float[3]);
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;