float surfnormal[3];
#endif
msurface_t *surf;
- surfmesh_t *mesh;
for (surfnum = 0, mark = leaf->firstmarksurface;surfnum < leaf->nummarksurfaces;surfnum++, mark++)
{
surf = info->model->brushq1.surfaces + *mark;
if (surf->flags & SURF_PLANEBACK)
VectorNegate(surfnormal, surfnormal);
#endif
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ for (k = 0;k < surf->mesh.num_triangles;k++)
{
- for (k = 0;k < mesh->numtriangles;k++)
+ tri = surf->mesh.data_element3i + k * 3;
+ VectorCopy((surf->mesh.data_vertex3f + tri[0] * 3), vert[0]);
+ VectorCopy((surf->mesh.data_vertex3f + tri[1] * 3), vert[1]);
+ VectorCopy((surf->mesh.data_vertex3f + tri[2] * 3), vert[2]);
+ VectorSubtract(vert[1], vert[0], edge[0]);
+ VectorSubtract(vert[2], vert[1], edge[1]);
+ CrossProduct(edge[1], edge[0], facenormal);
+ if (facenormal[0] || facenormal[1] || facenormal[2])
{
- tri = mesh->element3i + k * 3;
- VectorCopy((mesh->vertex3f + tri[0] * 3), vert[0]);
- VectorCopy((mesh->vertex3f + tri[1] * 3), vert[1]);
- VectorCopy((mesh->vertex3f + tri[2] * 3), vert[2]);
- VectorSubtract(vert[1], vert[0], edge[0]);
- VectorSubtract(vert[2], vert[1], edge[1]);
- CrossProduct(edge[1], edge[0], facenormal);
- if (facenormal[0] || facenormal[1] || facenormal[2])
+ VectorNormalize(facenormal);
+#if 0
+ if (VectorDistance(facenormal, surfnormal) > 0.01f)
+ Con_Printf("a2! %f %f %f != %f %f %f\n", facenormal[0], facenormal[1], facenormal[2], surfnormal[0], surfnormal[1], surfnormal[2]);
+#endif
+ f = DotProduct(info->center, facenormal) - DotProduct(vert[0], facenormal);
+ if (f <= info->bestdist && f >= -info->bestdist)
{
- VectorNormalize(facenormal);
+ VectorSubtract(vert[0], vert[2], edge[2]);
+ VectorNormalize(edge[0]);
+ VectorNormalize(edge[1]);
+ VectorNormalize(edge[2]);
+ CrossProduct(facenormal, edge[0], edgenormal[0]);
+ CrossProduct(facenormal, edge[1], edgenormal[1]);
+ CrossProduct(facenormal, edge[2], edgenormal[2]);
#if 0
- if (VectorDistance(facenormal, surfnormal) > 0.01f)
- Con_Printf("a2! %f %f %f != %f %f %f\n", facenormal[0], facenormal[1], facenormal[2], surfnormal[0], surfnormal[1], surfnormal[2]);
+ if (samelevel.integer & 1)
+ VectorNegate(edgenormal[0], edgenormal[0]);
+ if (samelevel.integer & 2)
+ VectorNegate(edgenormal[1], edgenormal[1]);
+ if (samelevel.integer & 4)
+ VectorNegate(edgenormal[2], edgenormal[2]);
+ for (i = 0;i < 3;i++)
+ if (DotProduct(vert[0], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f
+ || DotProduct(vert[1], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f
+ || DotProduct(vert[2], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f)
+ Con_Printf("a! %i : %f %f %f (%f %f %f)\n", i, edgenormal[i][0], edgenormal[i][1], edgenormal[i][2], facenormal[0], facenormal[1], facenormal[2]);
#endif
- f = DotProduct(info->center, facenormal) - DotProduct(vert[0], facenormal);
- if (f <= info->bestdist && f >= -info->bestdist)
+ // face distance
+ if (DotProduct(info->center, edgenormal[0]) < DotProduct(vert[0], edgenormal[0])
+ && DotProduct(info->center, edgenormal[1]) < DotProduct(vert[1], edgenormal[1])
+ && DotProduct(info->center, edgenormal[2]) < DotProduct(vert[2], edgenormal[2]))
{
- VectorSubtract(vert[0], vert[2], edge[2]);
- VectorNormalize(edge[0]);
- VectorNormalize(edge[1]);
- VectorNormalize(edge[2]);
- CrossProduct(facenormal, edge[0], edgenormal[0]);
- CrossProduct(facenormal, edge[1], edgenormal[1]);
- CrossProduct(facenormal, edge[2], edgenormal[2]);
-#if 0
- if (samelevel.integer & 1)
- VectorNegate(edgenormal[0], edgenormal[0]);
- if (samelevel.integer & 2)
- VectorNegate(edgenormal[1], edgenormal[1]);
- if (samelevel.integer & 4)
- VectorNegate(edgenormal[2], edgenormal[2]);
+ // we got lucky, the center is within the face
+ dist = DotProduct(info->center, facenormal) - DotProduct(vert[0], facenormal);
+ if (dist < 0)
+ {
+ dist = -dist;
+ if (info->bestdist > dist)
+ {
+ info->bestdist = dist;
+ VectorScale(facenormal, (info->radius - -dist), info->nudge);
+ }
+ }
+ else
+ {
+ if (info->bestdist > dist)
+ {
+ info->bestdist = dist;
+ VectorScale(facenormal, (info->radius - dist), info->nudge);
+ }
+ }
+ }
+ else
+ {
+ // check which edge or vertex the center is nearest
for (i = 0;i < 3;i++)
- if (DotProduct(vert[0], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f
- || DotProduct(vert[1], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f
- || DotProduct(vert[2], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f)
- Con_Printf("a! %i : %f %f %f (%f %f %f)\n", i, edgenormal[i][0], edgenormal[i][1], edgenormal[i][2], facenormal[0], facenormal[1], facenormal[2]);
-#endif
- // face distance
- if (DotProduct(info->center, edgenormal[0]) < DotProduct(vert[0], edgenormal[0])
- && DotProduct(info->center, edgenormal[1]) < DotProduct(vert[1], edgenormal[1])
- && DotProduct(info->center, edgenormal[2]) < DotProduct(vert[2], edgenormal[2]))
{
- // we got lucky, the center is within the face
- dist = DotProduct(info->center, facenormal) - DotProduct(vert[0], facenormal);
- if (dist < 0)
+ f = DotProduct(info->center, edge[i]);
+ if (f >= DotProduct(vert[0], edge[i])
+ && f <= DotProduct(vert[1], edge[i]))
{
- dist = -dist;
+ // on edge
+ VectorMA(info->center, -f, edge[i], point);
+ dist = sqrt(DotProduct(point, point));
if (info->bestdist > dist)
{
info->bestdist = dist;
- VectorScale(facenormal, (info->radius - -dist), info->nudge);
+ VectorScale(point, (info->radius / dist), info->nudge);
}
+ // skip both vertex checks
+ // (both are further away than this edge)
+ i++;
}
else
{
+ // not on edge, check first vertex of edge
+ VectorSubtract(info->center, vert[i], point);
+ dist = sqrt(DotProduct(point, point));
if (info->bestdist > dist)
{
info->bestdist = dist;
- VectorScale(facenormal, (info->radius - dist), info->nudge);
- }
- }
- }
- else
- {
- // check which edge or vertex the center is nearest
- for (i = 0;i < 3;i++)
- {
- f = DotProduct(info->center, edge[i]);
- if (f >= DotProduct(vert[0], edge[i])
- && f <= DotProduct(vert[1], edge[i]))
- {
- // on edge
- VectorMA(info->center, -f, edge[i], point);
- dist = sqrt(DotProduct(point, point));
- if (info->bestdist > dist)
- {
- info->bestdist = dist;
- VectorScale(point, (info->radius / dist), info->nudge);
- }
- // skip both vertex checks
- // (both are further away than this edge)
- i++;
- }
- else
- {
- // not on edge, check first vertex of edge
- VectorSubtract(info->center, vert[i], point);
- dist = sqrt(DotProduct(point, point));
- if (info->bestdist > dist)
- {
- info->bestdist = dist;
- VectorScale(point, (info->radius / dist), info->nudge);
- }
+ VectorScale(point, (info->radius / dist), info->nudge);
}
}
}
loadmodel->brushq1.textures = NULL;
- if (!l->filelen)
- return;
-
- m = (dmiptexlump_t *)(mod_base + l->fileofs);
-
- m->nummiptex = LittleLong (m->nummiptex);
-
// add two slots for notexture walls and notexture liquids
- loadmodel->brushq1.numtextures = m->nummiptex + 2;
+ if (l->filelen)
+ {
+ m = (dmiptexlump_t *)(mod_base + l->fileofs);
+ m->nummiptex = LittleLong (m->nummiptex);
+ loadmodel->brushq1.numtextures = m->nummiptex + 2;
+ }
+ else
+ {
+ m = NULL;
+ loadmodel->brushq1.numtextures = 2;
+ }
+
loadmodel->brushq1.textures = Mem_Alloc(loadmodel->mempool, loadmodel->brushq1.numtextures * sizeof(texture_t));
// fill out all slots with notexture
tx->currentframe = tx;
}
+ if (!m)
+ return;
+
// just to work around bounds checking when debugging with it (array index out of bounds error thing)
dofs = m->dataofs;
// LordHavoc: mostly rewritten map texture loader
Host_Error("Mod_Q1BSP_GenerateWarpMesh: no triangles?\n");
surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + subdivpolytriangles * sizeof(int[3]) + subdivpolyverts * sizeof(surfvertex_t));
- mesh->numverts = subdivpolyverts;
- mesh->numtriangles = subdivpolytriangles;
+ mesh->num_vertices = subdivpolyverts;
+ mesh->num_triangles = subdivpolytriangles;
mesh->vertex = (surfvertex_t *)(mesh + 1);
- mesh->index = (int *)(mesh->vertex + mesh->numverts);
- memset(mesh->vertex, 0, mesh->numverts * sizeof(surfvertex_t));
+ mesh->index = (int *)(mesh->vertex + mesh->num_vertices);
+ memset(mesh->vertex, 0, mesh->num_vertices * sizeof(surfvertex_t));
- for (i = 0;i < mesh->numtriangles;i++)
+ for (i = 0;i < mesh->num_triangles;i++)
for (j = 0;j < 3;j++)
mesh->index[i*3+j] = subdivpolyindex[i][j];
{
surfmesh_t *mesh;
mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + numtriangles * sizeof(int[6]) + numverts * (3 + 2 + 2 + 2 + 3 + 3 + 3 + 1) * sizeof(float));
- mesh->numverts = numverts;
- mesh->numtriangles = numtriangles;
- mesh->vertex3f = (float *)(mesh + 1);
- mesh->texcoordtexture2f = mesh->vertex3f + mesh->numverts * 3;
- mesh->texcoordlightmap2f = mesh->texcoordtexture2f + mesh->numverts * 2;
- mesh->texcoorddetail2f = mesh->texcoordlightmap2f + mesh->numverts * 2;
- mesh->svector3f = (float *)(mesh->texcoorddetail2f + mesh->numverts * 2);
- mesh->tvector3f = mesh->svector3f + mesh->numverts * 3;
- mesh->normal3f = mesh->tvector3f + mesh->numverts * 3;
- mesh->lightmapoffsets = (int *)(mesh->normal3f + mesh->numverts * 3);
- mesh->element3i = mesh->lightmapoffsets + mesh->numverts;
- mesh->neighbor3i = mesh->element3i + mesh->numtriangles * 3;
+ mesh->num_vertices = numverts;
+ mesh->num_triangles = numtriangles;
+ mesh->data_vertex3f = (float *)(mesh + 1);
+ mesh->data_texcoordtexture2f = mesh->data_vertex3f + mesh->num_vertices * 3;
+ mesh->data_texcoordlightmap2f = mesh->data_texcoordtexture2f + mesh->num_vertices * 2;
+ mesh->data_texcoorddetail2f = mesh->data_texcoordlightmap2f + mesh->num_vertices * 2;
+ mesh->data_svector3f = (float *)(mesh->data_texcoorddetail2f + mesh->num_vertices * 2);
+ mesh->data_tvector3f = mesh->data_svector3f + mesh->num_vertices * 3;
+ mesh->data_normal3f = mesh->data_tvector3f + mesh->num_vertices * 3;
+ mesh->data_lightmapoffsets = (int *)(mesh->data_normal3f + mesh->num_vertices * 3);
+ mesh->data_element3i = mesh->data_lightmapoffsets + mesh->num_vertices;
+ mesh->data_neighbor3i = mesh->data_element3i + mesh->num_triangles * 3;
return mesh;
}
}
loadmodel->brushq1.entiremesh = Mod_Q1BSP_AllocSurfMesh(totalverts, totaltris);
- loadmodel->brushq1.surfmeshes = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) * totalmeshes);
for (surfnum = 0, surf = loadmodel->brushq1.surfaces, totalverts = 0, totaltris = 0, totalmeshes = 0;surfnum < count;surfnum++, totalverts += surf->poly_numverts, totaltris += surf->poly_numverts - 2, totalmeshes++, surf++)
{
- mesh = surf->mesh = loadmodel->brushq1.surfmeshes + totalmeshes;
- mesh->numverts = surf->poly_numverts;
- mesh->numtriangles = surf->poly_numverts - 2;
- mesh->vertex3f = loadmodel->brushq1.entiremesh->vertex3f + totalverts * 3;
- mesh->texcoordtexture2f = loadmodel->brushq1.entiremesh->texcoordtexture2f + totalverts * 2;
- mesh->texcoordlightmap2f = loadmodel->brushq1.entiremesh->texcoordlightmap2f + totalverts * 2;
- mesh->texcoorddetail2f = loadmodel->brushq1.entiremesh->texcoorddetail2f + totalverts * 2;
- mesh->svector3f = loadmodel->brushq1.entiremesh->svector3f + totalverts * 3;
- mesh->tvector3f = loadmodel->brushq1.entiremesh->tvector3f + totalverts * 3;
- mesh->normal3f = loadmodel->brushq1.entiremesh->normal3f + totalverts * 3;
- mesh->lightmapoffsets = loadmodel->brushq1.entiremesh->lightmapoffsets + totalverts;
- mesh->element3i = loadmodel->brushq1.entiremesh->element3i + totaltris * 3;
- mesh->neighbor3i = loadmodel->brushq1.entiremesh->neighbor3i + totaltris * 3;
+ mesh = &surf->mesh;
+ mesh->num_vertices = surf->poly_numverts;
+ mesh->num_triangles = surf->poly_numverts - 2;
+ mesh->data_vertex3f = loadmodel->brushq1.entiremesh->data_vertex3f + totalverts * 3;
+ mesh->data_texcoordtexture2f = loadmodel->brushq1.entiremesh->data_texcoordtexture2f + totalverts * 2;
+ mesh->data_texcoordlightmap2f = loadmodel->brushq1.entiremesh->data_texcoordlightmap2f + totalverts * 2;
+ mesh->data_texcoorddetail2f = loadmodel->brushq1.entiremesh->data_texcoorddetail2f + totalverts * 2;
+ mesh->data_svector3f = loadmodel->brushq1.entiremesh->data_svector3f + totalverts * 3;
+ mesh->data_tvector3f = loadmodel->brushq1.entiremesh->data_tvector3f + totalverts * 3;
+ mesh->data_normal3f = loadmodel->brushq1.entiremesh->data_normal3f + totalverts * 3;
+ mesh->data_lightmapoffsets = loadmodel->brushq1.entiremesh->data_lightmapoffsets + totalverts;
+ mesh->data_element3i = loadmodel->brushq1.entiremesh->data_element3i + totaltris * 3;
+ mesh->data_neighbor3i = loadmodel->brushq1.entiremesh->data_neighbor3i + totaltris * 3;
surf->lightmaptexturestride = 0;
surf->lightmaptexture = NULL;
- for (i = 0;i < mesh->numverts;i++)
+ for (i = 0;i < mesh->num_vertices;i++)
{
- mesh->vertex3f[i * 3 + 0] = surf->poly_verts[i * 3 + 0];
- mesh->vertex3f[i * 3 + 1] = surf->poly_verts[i * 3 + 1];
- mesh->vertex3f[i * 3 + 2] = surf->poly_verts[i * 3 + 2];
- s = DotProduct((mesh->vertex3f + i * 3), surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
- t = DotProduct((mesh->vertex3f + i * 3), surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3];
- mesh->texcoordtexture2f[i * 2 + 0] = s / surf->texinfo->texture->width;
- mesh->texcoordtexture2f[i * 2 + 1] = t / surf->texinfo->texture->height;
- mesh->texcoorddetail2f[i * 2 + 0] = s * (1.0f / 16.0f);
- mesh->texcoorddetail2f[i * 2 + 1] = t * (1.0f / 16.0f);
- mesh->texcoordlightmap2f[i * 2 + 0] = 0;
- mesh->texcoordlightmap2f[i * 2 + 1] = 0;
- mesh->lightmapoffsets[i] = 0;
+ mesh->data_vertex3f[i * 3 + 0] = surf->poly_verts[i * 3 + 0];
+ mesh->data_vertex3f[i * 3 + 1] = surf->poly_verts[i * 3 + 1];
+ mesh->data_vertex3f[i * 3 + 2] = surf->poly_verts[i * 3 + 2];
+ s = DotProduct((mesh->data_vertex3f + i * 3), surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
+ t = DotProduct((mesh->data_vertex3f + i * 3), surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3];
+ mesh->data_texcoordtexture2f[i * 2 + 0] = s / surf->texinfo->texture->width;
+ mesh->data_texcoordtexture2f[i * 2 + 1] = t / surf->texinfo->texture->height;
+ mesh->data_texcoorddetail2f[i * 2 + 0] = s * (1.0f / 16.0f);
+ mesh->data_texcoorddetail2f[i * 2 + 1] = t * (1.0f / 16.0f);
+ mesh->data_texcoordlightmap2f[i * 2 + 0] = 0;
+ mesh->data_texcoordlightmap2f[i * 2 + 1] = 0;
+ mesh->data_lightmapoffsets[i] = 0;
}
- for (i = 0;i < mesh->numtriangles;i++)
+ for (i = 0;i < mesh->num_triangles;i++)
{
- mesh->element3i[i * 3 + 0] = 0;
- mesh->element3i[i * 3 + 1] = i + 1;
- mesh->element3i[i * 3 + 2] = i + 2;
+ mesh->data_element3i[i * 3 + 0] = 0;
+ mesh->data_element3i[i * 3 + 1] = i + 1;
+ mesh->data_element3i[i * 3 + 2] = i + 2;
}
- Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
- Mod_BuildTextureVectorsAndNormals(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->texcoordtexture2f, mesh->element3i, mesh->svector3f, mesh->tvector3f, mesh->normal3f);
+ Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
+ Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, mesh->data_vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, mesh->data_svector3f, mesh->data_tvector3f, mesh->data_normal3f);
if (surf->texinfo->texture->shader == &Cshader_wall_lightmap)
{
uscale = (uscale - ubase) / (smax + 1);
vscale = (vscale - vbase) / (tmax + 1);
- for (i = 0;i < mesh->numverts;i++)
+ for (i = 0;i < mesh->num_vertices;i++)
{
- u = ((DotProduct((mesh->vertex3f + i * 3), surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]) + 8 - surf->texturemins[0]) * (1.0 / 16.0);
- v = ((DotProduct((mesh->vertex3f + i * 3), surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]) + 8 - surf->texturemins[1]) * (1.0 / 16.0);
- mesh->texcoordlightmap2f[i * 2 + 0] = u * uscale + ubase;
- mesh->texcoordlightmap2f[i * 2 + 1] = v * vscale + vbase;
+ u = ((DotProduct((mesh->data_vertex3f + i * 3), surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]) + 8 - surf->texturemins[0]) * (1.0 / 16.0);
+ v = ((DotProduct((mesh->data_vertex3f + i * 3), surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]) + 8 - surf->texturemins[1]) * (1.0 / 16.0);
+ mesh->data_texcoordlightmap2f[i * 2 + 0] = u * uscale + ubase;
+ mesh->data_texcoordlightmap2f[i * 2 + 1] = v * vscale + vbase;
// LordHavoc: calc lightmap data offset for vertex lighting to use
iu = (int) u;
iv = (int) v;
- mesh->lightmapoffsets[i] = (bound(0, iv, tmax) * (smax+1) + bound(0, iu, smax)) * 3;
+ mesh->data_lightmapoffsets[i] = (bound(0, iv, tmax) * (smax+1) + bound(0, iu, smax)) * 3;
}
}
}
out->firstmarksurface = loadmodel->brushq1.marksurfaces + LittleShort(in->firstmarksurface);
out->nummarksurfaces = LittleShort(in->nummarksurfaces);
+ if (out->firstmarksurface < 0 || LittleShort(in->firstmarksurface) + out->nummarksurfaces > loadmodel->brushq1.nummarksurfaces)
+ {
+ Con_Printf("Mod_Q1BSP_LoadLeafs: invalid marksurface range %i:%i outside range %i:%i\n", out->firstmarksurface, out->firstmarksurface + out->nummarksurfaces, 0, loadmodel->brushq1.nummarksurfaces);
+ out->firstmarksurface = NULL;
+ out->nummarksurfaces = 0;
+ }
out->pvsdata = pvs;
+ memset(out->pvsdata, 0xFF, pvschainbytes);
pvs += pvschainbytes;
p = LittleLong(in->visofs);
if (p >= 0)
- Mod_Q1BSP_DecompressVis(loadmodel->brushq1.data_compressedpvs + p, loadmodel->brushq1.data_compressedpvs + loadmodel->brushq1.num_compressedpvs, out->pvsdata, out->pvsdata + pvschainbytes);
- else
- memset(out->pvsdata, 0xFF, pvschainbytes);
+ {
+ if (p >= loadmodel->brushq1.num_compressedpvs)
+ Con_Printf("Mod_Q1BSP_LoadLeafs: invalid visofs\n");
+ else
+ Mod_Q1BSP_DecompressVis(loadmodel->brushq1.data_compressedpvs + p, loadmodel->brushq1.data_compressedpvs + loadmodel->brushq1.num_compressedpvs, out->pvsdata, out->pvsdata + pvschainbytes);
+ }
for (j = 0;j < 4;j++)
out->ambient_sound_level[j] = in->ambient_level[j];
// create the new portal by generating a polygon for the node plane,
// and clipping it by all of the other portals(which came from nodes above this one)
nodeportal = AllocPortal();
- nodeportal->plane = *node->plane;
+ nodeportal->plane = *plane;
- nodeportalwinding = Winding_NewFromPlane(node->plane->normal[0], node->plane->normal[1], node->plane->normal[2], node->plane->dist);
+ nodeportalwinding = Winding_NewFromPlane(nodeportal->plane.normal[0], nodeportal->plane.normal[1], nodeportal->plane.normal[2], nodeportal->plane.dist);
side = 0; // shut up compiler warning
for (portal = (portal_t *)node->portals;portal;portal = portal->next[side])
{
model_t *originalloadmodel;
float dist, modelyawradius, modelradius, *vec;
msurface_t *surf;
- surfmesh_t *mesh;
mod->type = mod_brush;
// this gets altered below if sky is used
mod->DrawSky = NULL;
mod->Draw = R_Model_Brush_Draw;
- mod->DrawFakeShadow = NULL;
mod->DrawShadowVolume = R_Model_Brush_DrawShadowVolume;
mod->DrawLight = R_Model_Brush_DrawLight;
mod->brushq1.pvstexturechains = Mem_Alloc(originalloadmodel->mempool, mod->brushq1.numtextures * sizeof(msurface_t **));
if (mod->brush.numsubmodels - 1)
surf->flags |= SURF_SOLIDCLIP;
// calculate bounding shapes
- for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ for (k = 0, vec = surf->mesh.data_vertex3f;k < surf->mesh.num_vertices;k++, vec += 3)
{
- for (k = 0, vec = mesh->vertex3f;k < mesh->numverts;k++, vec += 3)
- {
- if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
- if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
- if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
- if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
- if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
- if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
- dist = vec[0]*vec[0]+vec[1]*vec[1];
- if (modelyawradius < dist)
- modelyawradius = dist;
- dist += vec[2]*vec[2];
- if (modelradius < dist)
- modelradius = dist;
- }
+ if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
+ if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
+ if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
+ if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
+ if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
+ if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
+ dist = vec[0]*vec[0]+vec[1]*vec[1];
+ if (modelyawradius < dist)
+ modelyawradius = dist;
+ dist += vec[2]*vec[2];
+ if (modelradius < dist)
+ modelradius = dist;
}
}
modelyawradius = sqrt(modelyawradius);
out->renderflags = 0;
if (!strcmp(out->name, "caulk") || !strcmp(out->name, "common/caulk") || !strcmp(out->name, "textures/common/caulk"))
out->renderflags |= Q3MTEXTURERENDERFLAGS_NODRAW;
+ if (!strncmp(out->name, "textures/skies/", 15))
+ out->renderflags |= Q3MTEXTURERENDERFLAGS_SKY;
out->number = i;
Mod_LoadSkinFrame(&out->skin, out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, false, true, true);
out->lightmaptexture = loadmodel->brushq3.data_lightmaps[n];
out->firstvertex = LittleLong(in->firstvertex);
- out->numvertices = LittleLong(in->numvertices);
+ out->num_vertices = LittleLong(in->numvertices);
out->firstelement = LittleLong(in->firstelement);
- out->numelements = LittleLong(in->numelements);
- out->numtriangles = out->numelements / 3;
- if (out->firstvertex < 0 || out->firstvertex + out->numvertices > loadmodel->brushq3.num_vertices)
+ out->num_triangles = LittleLong(in->numelements) / 3;
+ if (out->num_triangles * 3 != LittleLong(in->numelements))
{
- Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid vertex range %i : %i (%i vertices)\n", i, out->texture->name, out->firstvertex, out->firstvertex + out->numvertices, loadmodel->brushq3.num_vertices);
+ Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): numelements %i is not a multiple of 3\n", i, out->texture->name, LittleLong(in->numelements));
out->type = 0; // error
continue;
}
- if (out->firstelement < 0 || out->firstelement + out->numelements > loadmodel->brushq3.num_triangles * 3)
+ if (out->firstvertex < 0 || out->firstvertex + out->num_vertices > loadmodel->brushq3.num_vertices)
{
- Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid element range %i : %i (%i elements)\n", i, out->texture->name, out->firstelement, out->firstelement + out->numelements, loadmodel->brushq3.num_triangles * 3);
+ Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid vertex range %i : %i (%i vertices)\n", i, out->texture->name, out->firstvertex, out->firstvertex + out->num_vertices, loadmodel->brushq3.num_vertices);
out->type = 0; // error
continue;
}
- if (out->numtriangles * 3 != out->numelements)
+ if (out->firstelement < 0 || out->firstelement + out->num_triangles * 3 > loadmodel->brushq3.num_triangles * 3)
{
- Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): numelements %i is not a multiple of 3\n", i, out->texture->name, out->numelements);
+ Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid element range %i : %i (%i elements)\n", i, out->texture->name, out->firstelement, out->firstelement + out->num_triangles * 3, loadmodel->brushq3.num_triangles * 3);
out->type = 0; // error
continue;
}
out->data_neighbor3i = out->data_element3i + finaltriangles * 3;
out->type = Q3FACETYPE_MESH;
out->firstvertex = -1;
- out->numvertices = finalvertices;
+ out->num_vertices = finalvertices;
out->firstelement = -1;
- out->numtriangles = finaltriangles;
- out->numelements = finaltriangles * 3;
+ out->num_triangles = finaltriangles;
// generate geometry
// (note: normals are skipped because they get recalculated)
QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 3, originalvertex3f, out->data_vertex3f);
row1++;
}
}
- out->numtriangles = Mod_RemoveDegenerateTriangles(out->numtriangles, out->data_element3i, out->data_element3i, out->data_vertex3f);
+ out->num_triangles = Mod_RemoveDegenerateTriangles(out->num_triangles, out->data_element3i, out->data_element3i, out->data_vertex3f);
if (developer.integer)
{
- if (out->numtriangles < finaltriangles)
- Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles, %i degenerate triangles removed (leaving %i)\n", patchsize[0], patchsize[1], out->numvertices, finaltriangles, finaltriangles - out->numtriangles, out->numtriangles);
+ if (out->num_triangles < finaltriangles)
+ Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles, %i degenerate triangles removed (leaving %i)\n", patchsize[0], patchsize[1], out->num_vertices, finaltriangles, finaltriangles - out->num_triangles, out->num_triangles);
else
- Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles\n", patchsize[0], patchsize[1], out->numvertices, out->numtriangles);
+ Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles\n", patchsize[0], patchsize[1], out->num_vertices, out->num_triangles);
}
// q3map does not put in collision brushes for curves... ugh
out->collisions = true;
case Q3FACETYPE_FLARE:
Con_DPrintf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): Q3FACETYPE_FLARE not supported (yet)\n", i, out->texture->name);
// don't render it
- out->numtriangles = 0;
+ out->num_triangles = 0;
break;
}
- for (j = 0, invalidelements = 0;j < out->numelements;j++)
- if (out->data_element3i[j] < 0 || out->data_element3i[j] >= out->numvertices)
+ for (j = 0, invalidelements = 0;j < out->num_triangles * 3;j++)
+ if (out->data_element3i[j] < 0 || out->data_element3i[j] >= out->num_vertices)
invalidelements++;
if (invalidelements)
{
- Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, texture->nativecontents = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, out->type, out->texture->name, out->texture->surfaceflags, out->texture->nativecontents, out->firstvertex, out->numvertices, out->firstelement, out->numelements);
- for (j = 0;j < out->numelements;j++)
+ Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, texture->nativecontents = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, out->type, out->texture->name, out->texture->surfaceflags, out->texture->nativecontents, out->firstvertex, out->num_vertices, out->firstelement, out->num_triangles * 3);
+ for (j = 0;j < out->num_triangles * 3;j++)
{
Con_Printf(" %i", out->data_element3i[j]);
- if (out->data_element3i[j] < 0 || out->data_element3i[j] >= out->numvertices)
+ if (out->data_element3i[j] < 0 || out->data_element3i[j] >= out->num_vertices)
out->data_element3i[j] = 0;
}
Con_Printf("\n");
}
// for shadow volumes
- Mod_BuildTriangleNeighbors(out->data_neighbor3i, out->data_element3i, out->numtriangles);
+ Mod_BuildTriangleNeighbors(out->data_neighbor3i, out->data_element3i, out->num_triangles);
// for per pixel lighting
- Mod_BuildTextureVectorsAndNormals(out->numvertices, out->numtriangles, out->data_vertex3f, out->data_texcoordtexture2f, out->data_element3i, out->data_svector3f, out->data_tvector3f, out->data_normal3f);
+ Mod_BuildTextureVectorsAndNormals(out->num_vertices, out->num_triangles, out->data_vertex3f, out->data_texcoordtexture2f, out->data_element3i, out->data_svector3f, out->data_tvector3f, out->data_normal3f);
// calculate a bounding box
VectorClear(out->mins);
VectorClear(out->maxs);
- if (out->numvertices)
+ if (out->num_vertices)
{
VectorCopy(out->data_vertex3f, out->mins);
VectorCopy(out->data_vertex3f, out->maxs);
- for (j = 1, v = out->data_vertex3f + 3;j < out->numvertices;j++, v += 3)
+ for (j = 1, v = out->data_vertex3f + 3;j < out->num_vertices;j++, v += 3)
{
out->mins[0] = min(out->mins[0], v[0]);
out->maxs[0] = max(out->maxs[0], v[0]);
q3dlightgrid_t *out;
int count;
+ if (l->filelen == 0)
+ return;
+
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Host_Error("Mod_Q3BSP_LoadLightGrid: funny lump size in %s",loadmodel->name);
Matrix4x4_Transform(&model->brushq3.num_lightgrid_indexfromworld, p, transformed);
//Matrix4x4_Print(&model->brushq3.num_lightgrid_indexfromworld);
//Con_Printf("%f %f %f transformed %f %f %f clamped ", p[0], p[1], p[2], transformed[0], transformed[1], transformed[2]);
- transformed[0] = bound(0, transformed[0], model->brushq3.num_lightgrid_isize[0]);
- transformed[1] = bound(0, transformed[1], model->brushq3.num_lightgrid_isize[1]);
- transformed[2] = bound(0, transformed[2], model->brushq3.num_lightgrid_isize[2]);
+ transformed[0] = bound(0, transformed[0], model->brushq3.num_lightgrid_isize[0] - 1);
+ transformed[1] = bound(0, transformed[1], model->brushq3.num_lightgrid_isize[1] - 1);
+ transformed[2] = bound(0, transformed[2], model->brushq3.num_lightgrid_isize[2] - 1);
index[0] = (int)floor(transformed[0]);
index[1] = (int)floor(transformed[1]);
index[2] = (int)floor(transformed[2]);
for (k = 0;k < 2;k++)
{
blend1 = (k ? (transformed[2] - index[2]) : (1 - (transformed[2] - index[2])));
+ if (blend1 < 0.001f || index[2] + k >= model->brushq3.num_lightgrid_isize[2])
+ continue;
for (j = 0;j < 2;j++)
{
blend2 = blend1 * (j ? (transformed[1] - index[1]) : (1 - (transformed[1] - index[1])));
+ if (blend2 < 0.001f || index[1] + j >= model->brushq3.num_lightgrid_isize[1])
+ continue;
for (i = 0;i < 2;i++)
{
blend = blend2 * (i ? (transformed[0] - index[0]) : (1 - (transformed[0] - index[0])));
+ if (blend < 0.001f || index[0] + i >= model->brushq3.num_lightgrid_isize[0])
+ continue;
s = a + (k * model->brushq3.num_lightgrid_isize[1] + j) * model->brushq3.num_lightgrid_isize[0] + i;
VectorMA(ambientcolor, blend * (1.0f / 128.0f), s->ambientrgb, ambientcolor);
VectorMA(diffusecolor, blend * (1.0f / 128.0f), s->diffusergb, diffusecolor);
{
face->collisionmarkframe = markframe;
if (BoxesOverlap(segmentmins, segmentmaxs, face->mins, face->maxs))
- Collision_TraceLineTriangleMeshFloat(trace, linestart, lineend, face->numtriangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
+ Collision_TraceLineTriangleMeshFloat(trace, linestart, lineend, face->num_triangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
}
}
}
face = leaf->firstleafface[i];
// note: this can not be optimized with a face->collisionmarkframe because each triangle of the face would need to be marked as done individually (because each one is bbox culled individually), and if all are marked, then the face could be marked as done
if (face->collisions && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, face->mins, face->maxs))
- Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, face->numtriangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
+ Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, face->num_triangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
}
}
}
{
face = model->brushq3.data_thismodel->firstface + i;
if (face->collisions)
- Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, face->numtriangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
+ Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, face->num_triangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
}
}
}
{
face = model->brushq3.data_thismodel->firstface + i;
if (face->collisions)
- Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, face->numtriangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
+ Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, face->num_triangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
}
}
}
}
//Returns PVS data for a given point
-//(note: always returns valid data, never NULL)
+//(note: can return NULL)
static qbyte *Mod_Q3BSP_GetPVS(model_t *model, const vec3_t p)
{
q3mnode_t *node;
node = model->brushq3.data_nodes;
while (node->isnode)
node = node->children[(node->plane->type < 3 ? p[node->plane->type] : DotProduct(p,node->plane->normal)) < node->plane->dist];
- return model->brushq3.data_pvschains + ((q3mleaf_t *)node)->clusterindex * model->brushq3.num_pvschainlength;
+ if (((q3mleaf_t *)node)->clusterindex >= 0)
+ return model->brushq3.data_pvschains + ((q3mleaf_t *)node)->clusterindex * model->brushq3.num_pvschainlength;
+ else
+ return NULL;
}
static void Mod_Q3BSP_FatPVS_RecursiveBSPNode(model_t *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbytes, q3mnode_t *node)
node = node->children[1];
}
}
- // if this is a leaf, accumulate the pvs bits
- pvs = model->brushq3.data_pvschains + ((q3mleaf_t *)node)->clusterindex * model->brushq3.num_pvschainlength;
- for (i = 0;i < pvsbytes;i++)
- pvsbuffer[i] |= pvs[i];
+ // if this is a leaf with a pvs, accumulate the pvs bits
+ if (((q3mleaf_t *)node)->clusterindex >= 0)
+ {
+ pvs = model->brushq3.data_pvschains + ((q3mleaf_t *)node)->clusterindex * model->brushq3.num_pvschainlength;
+ for (i = 0;i < pvsbytes;i++)
+ pvsbuffer[i] |= pvs[i];
+ }
return;
}
//extern void R_Q3BSP_DrawSky(struct entity_render_s *ent);
extern void R_Q3BSP_Draw(struct entity_render_s *ent);
-//extern void R_Q3BSP_DrawFakeShadow(struct entity_render_s *ent);
-//extern void R_Q3BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
-//extern void R_Q3BSP_DrawLight(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
+extern void R_Q3BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
+extern void R_Q3BSP_DrawLight(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
void Mod_Q3BSP_Load(model_t *mod, void *buffer)
{
int i;
mod->brush.TraceBox = Mod_Q3BSP_TraceBox;
//mod->DrawSky = R_Q3BSP_DrawSky;
mod->Draw = R_Q3BSP_Draw;
- //mod->DrawFakeShadow = R_Q3BSP_DrawFakeShadow;
- //mod->DrawShadowVolume = R_Q3BSP_DrawShadowVolume;
- //mod->DrawLight = R_Q3BSP_DrawLight;
+ mod->DrawShadowVolume = R_Q3BSP_DrawShadowVolume;
+ mod->DrawLight = R_Q3BSP_DrawLight;
mod_base = (qbyte *)header;