cvar_t r_subdivisions_collision_maxtess = {0, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
cvar_t r_subdivisions_collision_maxvertices = {0, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
-cvar_t mod_q3bsp_curves_collisions_stride = {0, "mod_q3bsp_curves_collisions_stride", "32", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first"};
-cvar_t mod_q3bsp_curves_stride = {0, "mod_q3bsp_curves_stride", "32", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first"};
+cvar_t mod_q3bsp_curves_collisions_stride = {0, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first"};
+cvar_t mod_q3bsp_curves_stride = {0, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first"};
cvar_t mod_q3bsp_optimizedtraceline = {0, "mod_q3bsp_optimizedtraceline", "1", "whether to use optimized traceline code for line traces (as opposed to tracebox code)"};
cvar_t mod_q3bsp_debugtracebrush = {0, "mod_q3bsp_debugtracebrush", "0", "selects different tracebrush bsp recursion algorithms (for debugging purposes only)"};
cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
typedef struct findnonsolidlocationinfo_s
{
vec3_t center;
+ vec3_t absmin, absmax;
vec_t radius;
vec3_t nudge;
vec_t bestdist;
surface = info->model->data_surfaces + *mark;
if (surface->texture->supercontents & SUPERCONTENTS_SOLID)
{
- for (k = 0;k < surface->num_triangles;k++)
+ if(surface->num_bboxstride)
{
- Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, k);
+ int i, cnt, tri;
+ cnt = (surface->num_triangles + surface->num_bboxstride - 1) / surface->num_bboxstride;
+ for(i = 0; i < cnt; ++i)
+ {
+ if(BoxesOverlap(surface->data_bbox6f + i * 6, surface->data_bbox6f + i * 6 + 3, info->absmin, info->absmax))
+ {
+ for(k = 0; k < surface->num_bboxstride; ++k)
+ {
+ tri = i * surface->num_bboxstride + k;
+ if(tri >= surface->num_triangles)
+ break;
+ Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, tri);
+ }
+ }
+ }
+ }
+ else
+ {
+ for (k = 0;k < surface->num_triangles;k++)
+ {
+ Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, k);
+ }
}
}
}
{
VectorClear(info.nudge);
info.bestdist = radius;
+ VectorCopy(info.center, info.absmin);
+ VectorCopy(info.center, info.absmax);
+ info.absmin[0] -= info.radius + 1;
+ info.absmin[1] -= info.radius + 1;
+ info.absmin[2] -= info.radius + 1;
+ info.absmax[0] += info.radius + 1;
+ info.absmax[1] += info.radius + 1;
+ info.absmax[2] += info.radius + 1;
Mod_Q1BSP_FindNonSolidLocation_r(&info, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode);
VectorAdd(info.center, info.nudge, info.center);
}
Con_DPrintf("%s is %sdeluxemapped\n", loadmodel->name, loadmodel->brushq3.deluxemapping ? "" : "not ");
// figure out what the most reasonable merge power is within limits
+
loadmodel->brushq3.num_lightmapmergepower = 0;
- for (power = 1;power <= mod_q3bsp_lightmapmergepower.integer && (128 << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping);power++)
- loadmodel->brushq3.num_lightmapmergepower = power;
- // as the lightmap size may actually be another power of 2, adjust for this
- // (and interpret it as the power for 128x128 lightmaps above)
for(i = 0; (128 << i) < size; ++i)
- loadmodel->brushq3.num_lightmapmergepower -= 1;
- if(loadmodel->brushq3.num_lightmapmergepower < 0)
- loadmodel->brushq3.num_lightmapmergepower = 0;
+ ;
+ // i is now 0 for 128, 1 for 256, etc
+
+ for (power = 1;power + i <= mod_q3bsp_lightmapmergepower.integer && (size << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)); power++)
+ loadmodel->brushq3.num_lightmapmergepower = power;
loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
- loadmodel->brushq3.num_mergedlightmaps = ((count >> loadmodel->brushq3.deluxemapping) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
+ loadmodel->brushq3.num_mergedlightmaps = ((count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
if (loadmodel->brushq3.deluxemapping)
loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
// all be full size except the last one which may be smaller
// because it only needs to the remaining blocks, and it will often
// be odd sizes like 2048x512 due to only being 25% full or so.
- j = (count >> loadmodel->brushq3.deluxemapping) - (lightmapindex << power2);
+ j = (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)) - (lightmapindex << power2);
for (mergewidth = 1;mergewidth < j && mergewidth < (1 << power);mergewidth *= 2)
;
for (mergeheight = 1;mergewidth*mergeheight < j && mergeheight < (1 << power);mergeheight *= 2)
}
mergewidth = R_TextureWidth(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size;
mergeheight = R_TextureHeight(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size;
- j = (i >> loadmodel->brushq3.deluxemapping) & ((1 << power2) - 1);
+ j = (i >> (loadmodel->brushq3.deluxemapping ? 1 : 0)) & ((1 << power2) - 1);
if (loadmodel->brushq3.deluxemapping && (i & 1))
R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[lightmapindex], convertedpixels, (j % mergewidth) * size, (j / mergewidth) * size, size, size);
else
maxs = &((*collisionbbox6f)[6 * j + 3]);
for(k = 0; k < stride; ++k)
{
- tri = j * stride;
+ tri = j * stride + k;
if(tri >= num_triangles)
break;
vert = &(vertex3f[element3i[3 * tri + 0] * 3]);
Q3PatchTesselateFloat(4, sizeof(float[4]), (loadmodel->surfmesh.data_lightmapcolor4f + 4 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[4]), originalcolor4f, xtess, ytess);
Q3PatchTriangleElements((loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), finalwidth, finalheight, out->num_firstvertex);
- out->num_triangles = Mod_RemoveDegenerateTriangles(out->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), (loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex);
+ out->num_triangles = Mod_RemoveDegenerateTriangles(out->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), (loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), loadmodel->surfmesh.data_vertex3f);
if (developer.integer >= 100)
{
// now optimize the collision mesh by finding triangle bboxes...
Mod_Q3BSP_BuildBBoxes(out->data_collisionelement3i, out->num_collisiontriangles, out->data_collisionvertex3f, &out->data_collisionbbox6f, &out->num_collisionbboxstride, mod_q3bsp_curves_collisions_stride.integer);
- Mod_Q3BSP_BuildBBoxes(loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle, out->num_triangles, loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex, &out->data_bbox6f, &out->num_bboxstride, mod_q3bsp_curves_stride.integer);
+ Mod_Q3BSP_BuildBBoxes(loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle, out->num_triangles, loadmodel->surfmesh.data_vertex3f, &out->data_bbox6f, &out->num_bboxstride, mod_q3bsp_curves_stride.integer);
if (developer.integer >= 100)
Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve became %i:%i vertices / %i:%i triangles (%i:%i degenerate)\n", patchsize[0], patchsize[1], out->num_vertices, out->num_collisionvertices, oldnumtriangles, oldnumtriangles2, oldnumtriangles - out->num_triangles, oldnumtriangles2 - out->num_collisiontriangles);
if (cls.state != ca_dedicated && out->lightmaptexture)
{
// figure out which part of the merged lightmap this fits into
- int lightmapindex = LittleLong(in->lightmapindex) >> loadmodel->brushq3.deluxemapping;
+ int lightmapindex = LittleLong(in->lightmapindex) >> (loadmodel->brushq3.deluxemapping ? 1 : 0);
int mergewidth = R_TextureWidth(out->lightmaptexture) / loadmodel->brushq3.lightmapsize;
int mergeheight = R_TextureHeight(out->lightmaptexture) / loadmodel->brushq3.lightmapsize;
lightmapindex &= mergewidth * mergeheight - 1;