X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=model_brush.c;h=5c77a5cc793a874e662d48462aabb44aa5e78587;hb=fe08cee338d3d75443d4705e071468b5f30a465f;hp=92ae090d5530477f2bebe80b7144323eec01f739;hpb=11450dd2de8af9515052cf5e3e770757e8c3e483;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.c b/model_brush.c index 92ae090d..5c77a5cc 100644 --- a/model_brush.c +++ b/model_brush.c @@ -169,7 +169,6 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in 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; @@ -180,103 +179,100 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in 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); } } } @@ -1492,13 +1488,13 @@ static void Mod_Q1BSP_GenerateWarpMesh(msurface_t *surf) 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]; @@ -1515,18 +1511,18 @@ static surfmesh_t *Mod_Q1BSP_AllocSurfMesh(int numverts, int numtriangles) { 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; } @@ -1665,52 +1661,51 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l) } 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) { @@ -1735,16 +1730,16 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l) 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; } } } @@ -2655,7 +2650,6 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer) model_t *originalloadmodel; float dist, modelyawradius, modelradius, *vec; msurface_t *surf; - surfmesh_t *mesh; mod->type = mod_brush; @@ -2775,23 +2769,20 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer) 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); @@ -3629,25 +3620,24 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l) 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; } @@ -3702,10 +3692,9 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l) 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); @@ -3730,13 +3719,13 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l) 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; @@ -3744,35 +3733,35 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l) 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]); @@ -3988,6 +3977,9 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l) 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); @@ -4066,9 +4058,9 @@ static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientc 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]); @@ -4079,12 +4071,18 @@ static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientc 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); @@ -4167,7 +4165,7 @@ static void Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace_t *trace, q3mnode_t *node { 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); } } } @@ -4251,7 +4249,7 @@ static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, q3mnode_t *nod 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); } } } @@ -4290,7 +4288,7 @@ static void Mod_Q3BSP_TraceBox(model_t *model, trace_t *trace, const vec3_t boxs { 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); } } } @@ -4313,7 +4311,7 @@ static void Mod_Q3BSP_TraceBox(model_t *model, trace_t *trace, const vec3_t boxs { 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); } } }