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Xash3DArchive/vid_gl/r_model.c

2776 lines
68 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2002-2007 Victor Luchits
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_model.c -- model loading and caching
#include "stdio.h" // sscanf
#include "r_local.h"
#include "mathlib.h"
#include "matrix_lib.h"
#include "byteorder.h"
#include "bmodel_ref.h"
#define Mod_CopyString( m, str ) com.stralloc( (m)->mempool, str, __FILE__, __LINE__ )
#define MAX_SIDE_VERTS 256 // per one polygon
typedef struct epair_s
{
struct epair_s *next;
char *key;
char *value;
} epair_t;
typedef struct
{
vec3_t origin;
epair_t *epairs;
} mapent_t;
typedef enum
{
emit_point,
emit_spotlight,
emit_surface,
emit_skylight
} emittype_t;
typedef struct
{
int numpoints;
int maxpoints;
vec3_t points[8]; // variable sized
} winding_t;
typedef struct
{
vec3_t dir;
vec3_t color;
int style;
} contribution_t;
typedef struct light_s
{
struct light_s *next;
emittype_t type;
int style;
vec3_t origin;
vec3_t color;
vec3_t normal; // for surfaces and spotlights
float photons;
float dist;
float stopdot; // for spotlights
float stopdot2; // for spotlights
winding_t *w;
} light_t;
typedef struct
{
char name[32];
ref_shader_t *shader;
mip_t *base; // general texture
bool animated;
mip_t *anim_frames[2][10];// (indexed as [alternate][frame])
int anim_total[2]; // total frames in sequence and alternate sequence
int width;
int height;
} cachedimage_t;
// intermediate cached data
static struct
{
int version; // brushmodel version
string modelname; // mapname without path, extension etc
vec3_t *vertexes; // intermediate data comes here
int numvertexes;
dedge_t *edges;
int numedges;
dsurfedge_t *surfedges;
int numsurfedges;
cachedimage_t *textures;
int numtextures;
light_t *lights; // stored pointlights
int numPointLights;
script_t *entscript;
mapent_t *entities; // sizeof( mapent_t ) * GI->max_edicts
int numents;
} cached;
static ref_model_t *loadmodel;
static byte *cached_mempool;
void Mod_SpriteLoadModel( ref_model_t *mod, const void *buffer );
void Mod_StudioLoadModel( ref_model_t *mod, const void *buffer );
void Mod_BrushLoadModel( ref_model_t *mod, const void *buffer );
ref_model_t *Mod_LoadModel( ref_model_t *mod, bool crash );
static ref_model_t *r_inlinemodels = NULL;
static byte mod_novis[MAX_MAP_LEAFS/8];
static ref_model_t r_models[MAX_MODELS];
static int r_nummodels;
/*
===================
Mod_DecompressVis
===================
*/
static byte *Mod_DecompressVis( const byte *in, mbrushmodel_t *model )
{
static byte decompressed[MAX_MAP_LEAFS/8];
int c, row;
byte *out;
if( !model )
{
Host_Error( "Mod_DecompressVis: no worldmodel\n" );
return NULL;
}
row = (model->numleafs + 7)>>3;
out = decompressed;
if( !in )
{
// no vis info, so make all visible
while( row )
{
*out++ = 0xff;
row--;
}
return decompressed;
}
do
{
if( *in )
{
*out++ = *in++;
continue;
}
c = in[1];
in += 2;
while( c )
{
*out++ = 0;
c--;
}
} while( out - decompressed < row );
return decompressed;
}
/*
===============
Mod_PointInLeaf
===============
*/
mleaf_t *Mod_PointInLeaf( const vec3_t p, ref_model_t *model )
{
mnode_t *node;
cplane_t *plane;
mbrushmodel_t *bmodel;
if( !model || !( bmodel = ( mbrushmodel_t *)model->extradata ) || !bmodel->nodes )
{
Host_Error( "Mod_PointInLeaf: bad model\n" );
return NULL;
}
node = bmodel->nodes;
do
{
plane = node->plane;
node = node->children[PlaneDiff( p, plane ) < 0];
} while( node->plane != NULL );
return (mleaf_t *)node;
}
/*
==============
Mod_LeafPVS
==============
*/
byte *Mod_LeafPVS( mleaf_t *leaf, ref_model_t *model )
{
mbrushmodel_t *bmodel = (mbrushmodel_t *)model->extradata;
if( !model || !bmodel || !leaf || leaf == bmodel->leafs || !bmodel->visdata )
return mod_novis;
return Mod_DecompressVis( leaf->compressed_vis, bmodel );
}
//===============================================================================
/*
================
Mod_Modellist_f
================
*/
void Mod_Modellist_f( void )
{
int i, nummodels;
ref_model_t *mod;
Msg( "\n" );
Msg( "-----------------------------------\n" );
for( i = nummodels = 0, mod = r_models; i < r_nummodels; i++, mod++ )
{
if( !mod->name ) continue; // free slot
Msg( "%s%s\n", mod->name, (mod->type == mod_bad) ? " (DEFAULTED)" : "" );
nummodels++;
}
Msg( "-----------------------------------\n" );
Msg( "%i total models\n", nummodels );
Msg( "\n" );
}
/*
================
Mod_FreeModel
================
*/
void Mod_FreeModel( ref_model_t *mod )
{
if( !mod || !mod->mempool ) return;
if( mod == r_worldmodel ) R_FreeSky();
Mem_FreePool( &mod->mempool );
Mem_Set( mod, 0, sizeof( *mod ));
}
/*
================
Mod_FreeAll
================
*/
void Mod_FreeAll( void )
{
int i;
if( r_inlinemodels )
{
Mem_Free( r_inlinemodels );
r_inlinemodels = NULL;
}
for( i = 0; i < r_nummodels; i++ )
Mod_FreeModel( &r_models[i] );
}
/*
===============
R_InitModels
===============
*/
void R_InitModels( void )
{
Mem_Set( mod_novis, 0xff, sizeof( mod_novis ));
cached_mempool = Mem_AllocPool( "Mod cache" );
r_nummodels = 0;
R_StudioInit();
R_SpriteInit();
}
/*
================
R_ShutdownModels
================
*/
void R_ShutdownModels( void )
{
if( !cached_mempool ) return;
R_StudioShutdown();
Mod_FreeAll();
r_worldmodel = NULL;
r_worldbrushmodel = NULL;
r_nummodels = 0;
Mem_Set( r_models, 0, sizeof( r_models ));
Mem_FreePool( &cached_mempool );
}
/*
==================
Mod_FindSlot
==================
*/
static ref_model_t *Mod_FindSlot( const char *name )
{
ref_model_t *mod;
int i;
// find a free model slot spot
for( i = 0, mod = r_models; i < r_nummodels; i++, mod++ )
if( !mod->name ) break; // free spot
if( i == r_nummodels )
{
if( r_nummodels == MAX_MODELS )
Host_Error( "Mod_ForName: MAX_MODELS limit exceeded\n" );
r_nummodels++;
}
return mod;
}
/*
==================
Mod_Handle
==================
*/
uint Mod_Handle( ref_model_t *mod )
{
return mod - r_models;
}
/*
==================
Mod_ForHandle
==================
*/
ref_model_t *Mod_ForHandle( uint handle )
{
return r_models + handle;
}
/*
=================
Mod_UpdateShaders
update shader and associated textures
=================
*/
static void Mod_UpdateShaders( ref_model_t *mod )
{
ref_shader_t *shader;
int i;
if( !mod || !mod->name )
return;
for( i = 0; i < mod->numshaders; i++ )
{
shader = mod->shaders[i];
if( !shader || !shader->name ) continue;
Shader_TouchImages( shader, false );
}
if( mod == r_worldmodel && tr.currentSkyShader )
Shader_TouchImages( tr.currentSkyShader, false );
}
/*
==================
Mod_ForName
Loads in a model for the given name
==================
*/
ref_model_t *Mod_ForName( const char *name, bool crash )
{
ref_model_t *mod;
uint *buf;
int i;
if( !name[0] ) Host_Error( "Mod_ForName: NULL name\n" );
// inline models are grabbed only from worldmodel
if( name[0] == '*' )
{
i = com.atoi( name + 1 );
if( i < 1 || !r_worldmodel || i >= r_worldbrushmodel->numsubmodels )
{
MsgDev( D_ERROR, "bad inline model number %i\n", i );
return NULL;
}
return &r_inlinemodels[i];
}
// search the currently loaded models
for( i = 0, mod = r_models; i < r_nummodels; i++, mod++ )
{
if( !mod->name ) continue;
if( !com.strcmp( mod->name, name ))
{
// prolonge registration
mod->touchFrame = tr.registration_sequence;
return mod;
}
}
mod = Mod_FindSlot( name );
Com_Assert( mod == NULL );
// load the file
buf = (uint *)FS_LoadFile( name, NULL );
if( !buf )
{
if( crash ) Host_Error( "Mod_ForName: %s not found\n", name );
return NULL; // return the NULL model
}
loadmodel = mod;
Mem_EmptyPool( cached_mempool );
Mem_Set( &cached, 0, sizeof( cached ));
mod->type = mod_bad;
mod->mempool = Mem_AllocPool( va( "cl: ^1%s^7", name ));
mod->name = Mod_CopyString( mod, name );
FS_FileBase( mod->name, cached.modelname );
// call the apropriate loader
switch( LittleLong( *(uint *)buf ))
{
case IDSTUDIOHEADER:
Mod_StudioLoadModel( mod, buf );
break;
case IDSPRITEHEADER:
Mod_SpriteLoadModel( mod, buf );
break;
default:
Mod_BrushLoadModel( mod, buf );
break;
}
Mem_Free( buf );
if( mod->type == mod_bad )
{
// check for loading problems
if( crash ) Host_Error( "Mod_ForName: %s unknown format\n", name );
else MsgDev( D_ERROR, "Mod_ForName: %s unknown format\n", name );
Mod_FreeModel( mod );
return NULL;
}
return mod;
}
/*
===============================================================================
BRUSHMODEL LOADING
===============================================================================
*/
static byte *mod_base;
static mbrushmodel_t *loadbmodel;
/*
=================
Mod_CheckDeluxemaps
=================
*/
static void Mod_CheckDeluxemaps( const dlump_t *l, byte *lmData )
{
if( !r_lighting_deluxemapping->integer )
return;
// deluxemapping temporare disabled
// FIXME: re-enable it again
// if( GL_Support( R_SHADER_GLSL100_EXT ))
mapConfig.deluxeMappingEnabled = false;
}
/*
=================
Mod_SetNodeParent
=================
*/
static void Mod_SetNodeParent( mnode_t *node, mnode_t *parent )
{
node->parent = parent;
if( node->contents < 0 ) return; // it's a leaf
Mod_SetNodeParent( node->children[0], node );
Mod_SetNodeParent( node->children[1], node );
}
/*
=================
Mod_CalcSurfaceBounds
fills in surf->mins and surf->maxs
=================
*/
static void Mod_CalcSurfaceBounds( msurface_t *surf )
{
int i, e;
float *v;
ClearBounds( surf->mins, surf->maxs );
for( i = 0; i < surf->numedges; i++ )
{
e = cached.surfedges[surf->firstedge + i];
if( e >= 0 ) v = (float *)&cached.vertexes[cached.edges[e].v[0]];
else v = (float *)&cached.vertexes[cached.edges[-e].v[1]];
AddPointToBounds( v, surf->mins, surf->maxs );
}
}
/*
=================
Mod_CalcSurfaceExtents
Fills in surf->textureMins and surf->extents
=================
*/
static void Mod_CalcSurfaceExtents( msurface_t *surf )
{
float mins[2], maxs[2], val;
int bmins[2], bmaxs[2];
int i, j, e;
float *v;
if( surf->flags & SURF_DRAWTURB )
{
surf->extents[0] = surf->extents[1] = 16384;
surf->textureMins[0] = surf->textureMins[1] = -8192;
return;
}
mins[0] = mins[1] = 999999;
maxs[0] = maxs[1] = -999999;
for( i = 0; i < surf->numedges; i++ )
{
e = cached.surfedges[surf->firstedge + i];
if( e >= 0 ) v = (float *)&cached.vertexes[cached.edges[e].v[0]];
else v = (float *)&cached.vertexes[cached.edges[-e].v[1]];
for( j = 0; j < 2; j++ )
{
val = DotProduct( v, surf->texinfo->vecs[j] ) + surf->texinfo->vecs[j][3];
if( val < mins[j] ) mins[j] = val;
if( val > maxs[j] ) maxs[j] = val;
}
}
for( i = 0; i < 2; i++ )
{
bmins[i] = floor( mins[i] / LM_SAMPLE_SIZE );
bmaxs[i] = ceil( maxs[i] / LM_SAMPLE_SIZE );
surf->textureMins[i] = bmins[i] * LM_SAMPLE_SIZE;
surf->extents[i] = (bmaxs[i] - bmins[i]) * LM_SAMPLE_SIZE;
}
}
/*
=================
Mod_BuildPolygon
=================
*/
static void Mod_BuildPolygon( msurface_t *surf, int numVerts, const float *verts )
{
float s, t;
uint index, bufSize;
mtexinfo_t *texinfo = surf->texinfo;
bool createSTverts = false;
int i, numElems;
byte *buffer;
vec3_t normal;
mesh_t *mesh;
// allocate mesh
numElems = (numVerts - 2) * 3;
if( mapConfig.deluxeMappingEnabled || ( surf->shader->flags & SHADER_PORTAL_CAPTURE2 ))
createSTverts = true;
// mesh + ( align vertex, align normal, (st + lmst) + elem * numElems) * numVerts;
bufSize = sizeof( mesh_t ) + numVerts * ( sizeof( vec4_t ) + sizeof( vec4_t ) + sizeof( vec4_t )) + numElems * sizeof( elem_t );
if( createSTverts ) bufSize += numVerts * sizeof( vec4_t );
buffer = Mod_Malloc( loadmodel, bufSize );
mesh = (mesh_t *)buffer;
buffer += sizeof( mesh_t );
mesh->numVerts = numVerts;
mesh->numElems = numElems;
// setup pointers
mesh->vertexArray = (vec4_t *)buffer;
buffer += numVerts * sizeof( vec4_t );
mesh->normalsArray = (vec4_t *)buffer;
buffer += numVerts * sizeof( vec4_t );
mesh->stCoordArray = (vec2_t *)buffer;
buffer += numVerts * sizeof( vec2_t );
mesh->lmCoordArray = (vec2_t *)buffer;
buffer += numVerts * sizeof( vec2_t );
mesh->elems = (elem_t *)buffer;
buffer += numElems * sizeof( elem_t );
mesh->next = surf->mesh;
surf->mesh = mesh;
// create indices
for( i = 0, index = 2; i < mesh->numElems; i += 3, index++ )
{
mesh->elems[i+0] = 0;
mesh->elems[i+1] = index - 1;
mesh->elems[i+2] = index;
}
// setup normal
if( surf->flags & SURF_PLANEBACK )
VectorNegate( surf->plane->normal, normal );
else VectorCopy( surf->plane->normal, normal );
VectorNormalize( normal );
// create vertices
mesh->numVerts = numVerts;
for( i = 0; i < numVerts; i++, verts += 3 )
{
// vertex
VectorCopy( verts, mesh->vertexArray[i] );
VectorCopy( normal, mesh->normalsArray[i] );
mesh->vertexArray[i][3] = 1.0f;
mesh->normalsArray[i][3] = 1.0f;
// texture coordinates
s = DotProduct( verts, texinfo->vecs[0] ) + texinfo->vecs[0][3];
if( texinfo->width != -1 ) s /= texinfo->width;
else s /= surf->shader->stages[0].textures[0]->width;
t = DotProduct( verts, texinfo->vecs[1] ) + texinfo->vecs[1][3];
if( texinfo->height != -1 ) t /= texinfo->height;
else t /= surf->shader->stages[0].textures[0]->height;
mesh->stCoordArray[i][0] = s;
mesh->stCoordArray[i][1] = t;
// lightmap texture coordinates
s = DotProduct( verts, texinfo->vecs[0] ) + texinfo->vecs[0][3] - surf->textureMins[0];
s += surf->lmS * LM_SAMPLE_SIZE;
s += LM_SAMPLE_SIZE >> 1;
s /= LIGHTMAP_TEXTURE_WIDTH * LM_SAMPLE_SIZE;
t = DotProduct( verts, texinfo->vecs[1] ) + texinfo->vecs[1][3] - surf->textureMins[1];
t += surf->lmT * LM_SAMPLE_SIZE;
t += LM_SAMPLE_SIZE >> 1;
t /= LIGHTMAP_TEXTURE_HEIGHT * LM_SAMPLE_SIZE;
mesh->lmCoordArray[i][0] = s;
mesh->lmCoordArray[i][1] = t;
}
if( createSTverts )
{
mesh->sVectorsArray = (vec4_t *)buffer;
buffer += numVerts * sizeof( vec4_t );
R_BuildTangentVectors( mesh->numVerts, mesh->vertexArray, mesh->normalsArray, mesh->stCoordArray, mesh->numElems / 3, mesh->elems, mesh->sVectorsArray );
}
}
/*
=================
Mod_SubdividePolygon
=================
*/
static void Mod_SubdividePolygon( msurface_t *surf, int numVerts, float *verts )
{
int i, j, f, b, subdivideSize;
vec3_t vTotal, nTotal, mins, maxs;
mtexinfo_t *texinfo = surf->texinfo;
vec3_t front[MAX_SIDE_VERTS], back[MAX_SIDE_VERTS];
float *v, m, oneDivVerts, dist, dists[MAX_SIDE_VERTS];
bool createSTverts = false;
vec2_t totalST, totalLM;
uint bufSize;
byte *buffer;
float s, t;
mesh_t *mesh;
subdivideSize = surf->shader->tessSize;
ClearBounds( mins, maxs );
for( i = 0, v = verts; i < numVerts; i++, v += 3 )
AddPointToBounds( v, mins, maxs );
for( i = 0; i < 3; i++ )
{
m = subdivideSize * floor((( mins[i] + maxs[i] ) * 0.5f ) / subdivideSize + 0.5f );
if( maxs[i] - m < 8 ) continue;
if( m - mins[i] < 8 ) continue;
// cut it
v = verts + i;
for( j = 0; j < numVerts; j++, v += 3 )
dists[j] = *v - m;
// wrap cases
dists[j] = dists[0];
v -= i;
VectorCopy( verts, v );
for( f = j = b = 0, v = verts; j < numVerts; j++, v += 3 )
{
if( dists[j] >= 0 )
{
VectorCopy( v, front[f] );
f++;
}
if( dists[j] <= 0 )
{
VectorCopy( v, back[b] );
b++;
}
if( dists[j] == 0 || dists[j+1] == 0 )
continue;
if((dists[j] > 0) != (dists[j+1] > 0))
{
// clip point
dist = dists[j] / (dists[j] - dists[j+1]);
front[f][0] = back[b][0] = v[0] + (v[3] - v[0]) * dist;
front[f][1] = back[b][1] = v[1] + (v[4] - v[1]) * dist;
front[f][2] = back[b][2] = v[2] + (v[5] - v[2]) * dist;
f++;
b++;
}
}
Mod_SubdividePolygon( surf, f, front[0] );
Mod_SubdividePolygon( surf, b, back[0] );
return;
}
if( mapConfig.deluxeMappingEnabled || ( surf->shader->flags & SHADER_PORTAL_CAPTURE2 ))
createSTverts = true;
// allocate mesh
bufSize = sizeof( mesh_t ) + ((numVerts + 2) * sizeof( rgba_t )) + ((numVerts + 2) * sizeof( vec4_t ) * 2) + ((numVerts + 2) * sizeof( vec2_t ) * 2);
if( createSTverts ) bufSize += (numVerts + 2) * sizeof( vec4_t );
buffer = Mod_Malloc( loadmodel, bufSize );
mesh = (mesh_t *)buffer;
buffer += sizeof( mesh_t );
// create vertices
mesh->numVerts = numVerts + 2;
mesh->numElems = numVerts * 3;
// setup pointers
mesh->colorsArray = (rgba_t *)buffer;
buffer += mesh->numVerts * sizeof( rgba_t );
mesh->vertexArray = (vec4_t *)buffer;
buffer += mesh->numVerts * sizeof( vec4_t );
mesh->normalsArray = (vec4_t *)buffer;
buffer += mesh->numVerts * sizeof( vec4_t );
mesh->stCoordArray = (vec2_t *)buffer;
buffer += mesh->numVerts * sizeof( vec2_t );
mesh->lmCoordArray = (vec2_t *)buffer;
buffer += mesh->numVerts * sizeof( vec2_t );
VectorClear( vTotal );
VectorClear( nTotal );
totalST[0] = totalST[1] = 0;
totalLM[0] = totalLM[1] = 0;
for( i = 0; i < numVerts; i++, verts += 3 )
{
// colors
Vector4Set( mesh->colorsArray[i+1], 255, 255, 255, 255 );
// vertex
VectorCopy( verts, mesh->vertexArray[i+1] );
// setup normal
if( surf->flags & SURF_PLANEBACK )
VectorNegate( surf->plane->normal, mesh->normalsArray[i+1] );
else VectorCopy( surf->plane->normal, mesh->normalsArray[i+1] );
mesh->vertexArray[i+1][3] = 1.0f;
mesh->normalsArray[i+1][3] = 1.0f;
VectorAdd( vTotal, verts, vTotal );
VectorAdd( nTotal, surf->plane->normal, nTotal );
// texture coordinates
s = DotProduct( verts, texinfo->vecs[0] ) + texinfo->vecs[0][3];
if( texinfo->width != -1 ) s /= texinfo->width;
else s /= surf->shader->stages[0].textures[0]->width;
t = DotProduct( verts, texinfo->vecs[1] ) + texinfo->vecs[1][3];
if( texinfo->height != -1 ) t /= texinfo->height;
else t /= surf->shader->stages[0].textures[0]->height;
mesh->stCoordArray[i+1][0] = s;
mesh->stCoordArray[i+1][1] = t;
totalST[0] += s;
totalST[1] += t;
// lightmap texture coordinates
s = DotProduct( verts, texinfo->vecs[0] ) + texinfo->vecs[0][3] - surf->textureMins[0];
s += surf->lmS * LM_SAMPLE_SIZE;
s += LM_SAMPLE_SIZE >> 1;
s /= LIGHTMAP_TEXTURE_WIDTH * LM_SAMPLE_SIZE;
t = DotProduct( verts, texinfo->vecs[1] ) + texinfo->vecs[1][3] - surf->textureMins[1];
t += surf->lmT * LM_SAMPLE_SIZE;
t += LM_SAMPLE_SIZE >> 1;
t /= LIGHTMAP_TEXTURE_HEIGHT * LM_SAMPLE_SIZE;
mesh->lmCoordArray[i+1][0] = s;
mesh->lmCoordArray[i+1][1] = t;
totalLM[0] += s;
totalLM[1] += t;
}
// vertex
oneDivVerts = ( 1.0f / (float)numVerts );
Vector4Set( mesh->colorsArray[0], 255, 255, 255, 255 );
VectorScale( vTotal, oneDivVerts, mesh->vertexArray[0] );
VectorScale( nTotal, oneDivVerts, mesh->normalsArray[0] );
VectorNormalize( mesh->normalsArray[0] );
// texture coordinates
mesh->stCoordArray[0][0] = totalST[0] * oneDivVerts;
mesh->stCoordArray[0][1] = totalST[1] * oneDivVerts;
// lightmap texture coordinates
mesh->lmCoordArray[0][0] = totalLM[0] * oneDivVerts;
mesh->lmCoordArray[0][1] = totalLM[1] * oneDivVerts;
// copy first vertex to last
Vector4Set( mesh->colorsArray[i+1], 255, 255, 255, 255 );
VectorCopy( mesh->vertexArray[1], mesh->vertexArray[i+1] );
VectorCopy( mesh->normalsArray[1], mesh->normalsArray[i+1] );
Vector2Copy( mesh->stCoordArray[1], mesh->stCoordArray[i+1] );
Vector2Copy( mesh->lmCoordArray[1], mesh->lmCoordArray[i+1] );
if( createSTverts )
{
mesh->sVectorsArray = (vec4_t *)buffer;
buffer += (numVerts + 2) * sizeof( vec4_t );
R_BuildTangentVectors( mesh->numVerts, mesh->vertexArray, mesh->normalsArray, mesh->stCoordArray, mesh->numElems / 3, mesh->elems, mesh->sVectorsArray );
}
mesh->next = surf->mesh;
surf->mesh = mesh;
}
/*
================
Mod_ConvertSurface
================
*/
static void Mod_ConvertSurface( msurface_t *surf )
{
byte *buffer;
mesh_t *poly, *next;
uint totalIndexes;
uint totalVerts;
byte *outColors;
float *outCoords;
elem_t *outIndexes;
float *outLMCoords;
mesh_t *outMesh;
float *outNormals;
float *outVerts;
int i;
// find the total vertex count and index count
totalIndexes = 0;
totalVerts = 0;
for( poly = surf->mesh; poly; poly = poly->next )
{
totalIndexes += ( poly->numVerts - 2 ) * 3;
totalVerts += poly->numVerts;
}
// allocate space
if( surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
{
buffer = Mod_Malloc( loadmodel, sizeof( mesh_t )
+ (totalVerts * sizeof( vec4_t ) * 2 )
+ (totalIndexes * sizeof( elem_t ))
+ (totalVerts * sizeof( vec2_t ))
+ (totalVerts * sizeof( rgba_t )));
}
else
{
buffer = Mod_Malloc( loadmodel, sizeof( mesh_t )
+ (totalVerts * sizeof( vec4_t ) * 2 )
+ (totalIndexes * sizeof( elem_t ))
+ (totalVerts * sizeof( vec2_t ) * 2 )
+ (totalVerts * sizeof( rgba_t )));
}
outMesh = (mesh_t *)buffer;
outMesh->numElems = totalIndexes;
outMesh->numVerts = totalVerts;
buffer += sizeof( mesh_t );
outVerts = (float *)buffer;
buffer += sizeof( vec4_t ) * totalVerts;
outNormals = (float *)buffer;
buffer += sizeof( vec4_t ) * totalVerts;
outIndexes = (elem_t *)buffer;
buffer += sizeof( elem_t ) * totalIndexes;
outCoords = (float *)buffer;
if( surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
{
outLMCoords = NULL;
}
else
{
buffer += sizeof( vec2_t ) * totalVerts;
outLMCoords = (float *)buffer;
}
buffer += sizeof( vec2_t ) * totalVerts;
outColors = (byte *)buffer;
outMesh->colorsArray = (rgba_t *)outColors;
outMesh->stCoordArray = (vec2_t *)outCoords;
outMesh->elems = (elem_t *)outIndexes;
outMesh->lmCoordArray = (vec2_t *)outLMCoords;
outMesh->normalsArray = (vec4_t *)outNormals;
outMesh->vertexArray = (vec4_t *)outVerts;
outMesh->sVectorsArray = NULL;
outMesh->tVectorsArray = NULL;
// check mesh validity
if( R_InvalidMesh( outMesh ))
{
MsgDev( D_ERROR, "Mod_ConvertSurface: surface mesh is invalid!\n" );
Mem_Free( buffer );
return;
}
// store vertex data
totalIndexes = 0;
totalVerts = 0;
for( poly = surf->mesh; poly; poly = poly->next )
{
// indexes
outIndexes = outMesh->elems + totalIndexes;
totalIndexes += (poly->numVerts - 2) * 3;
for( i = 2; i < poly->numVerts; i++ )
{
outIndexes[0] = totalVerts;
outIndexes[1] = totalVerts + i - 1;
outIndexes[2] = totalVerts + i;
outIndexes += 3;
}
for( i = 0; i < poly->numVerts; i++ )
{
// vertices
outVerts[0] = poly->vertexArray[i][0];
outVerts[1] = poly->vertexArray[i][1];
outVerts[2] = poly->vertexArray[i][2];
outVerts[3] = 1.0f;
// Normals
outNormals[0] = poly->normalsArray[i][0];
outNormals[1] = poly->normalsArray[i][1];
outNormals[2] = poly->normalsArray[i][2];
outNormals[3] = 1.0f;
// colors
outColors[0] = 255;
outColors[1] = 255;
outColors[2] = 255;
outColors[3] = 255;
// coords
outCoords[0] = poly->stCoordArray[i][0];
outCoords[1] = poly->stCoordArray[i][1];
outVerts += 4;
outNormals += 4;
outColors += 4;
outCoords += 2;
}
totalVerts += poly->numVerts;
}
// lightmap coords
if(!( surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB )))
{
for( poly = surf->mesh; poly; poly = poly->next )
{
for( i = 0; i < poly->numVerts; i++ )
{
outLMCoords[0] = poly->lmCoordArray[i][0];
outLMCoords[1] = poly->lmCoordArray[i][1];
outLMCoords += 2;
}
}
}
// release the old q2_polys crap
for( poly = surf->mesh; poly; poly = next )
{
next = poly->next;
Mem_Free( poly );
}
surf->mesh = outMesh;
}
/*
=================
Mod_BuildSurfacePolygons
=================
*/
static void Mod_BuildSurfacePolygons( msurface_t *surf )
{
float *v;
int i, e;
vec3_t verts[MAX_SIDE_VERTS];
vec3_t ebbox = { 0, 0, 0 };
// convert edges back to a normal polygon
for( i = 0; i < surf->numedges; i++ )
{
if( i == 256 ) break; // too big polygon ?
e = cached.surfedges[surf->firstedge + i];
if( e >= 0 ) v = cached.vertexes[cached.edges[e].v[0]];
else v = cached.vertexes[cached.edges[-e].v[1]];
VectorCopy( v, verts[i] );
}
R_DeformvBBoxForShader( surf->shader, ebbox );
if( surf->shader->tessSize != 0.0f )
{
Mod_SubdividePolygon( surf, surf->numedges, verts[0] );
Mod_ConvertSurface( surf );
}
else Mod_BuildPolygon( surf, surf->numedges, verts[0] );
if( !surf->mesh ) return;
ClearBounds( surf->mins, surf->maxs );
for( i = 0, v = surf->mesh->vertexArray[0]; i < surf->mesh->numVerts; i++, v += 4 )
AddPointToBounds( v, surf->mins, surf->maxs );
VectorSubtract( surf->mins, ebbox, surf->mins );
VectorAdd( surf->maxs, ebbox, surf->maxs );
}
/*
=================
Mod_LoadTexture
=================
*/
texture_t *Mod_LoadTexture( mip_t *mt )
{
texture_t *tx;
Com_Assert( mt == NULL );
if( mt->offsets[0] > 0 )
{
// NOTE: imagelib detect miptex version by size
// 770 additional bytes is indicated custom palette
int size = (int)sizeof( mip_t ) + ((mt->width * mt->height * 85)>>6);
if( cached.version == HLBSP_VERSION ) size += sizeof( short ) + 768;
// loading internal texture if present
tx = R_FindTexture( va( "\"#%s.mip\"", mt->name ), (byte *)mt, size, 0 );
}
else
{
// okay, loading it from wad
tx = R_FindTexture( va( "\"%s.mip\"", mt->name ), NULL, 0, 0 );
}
// apply emo-texture if missing :)
if( !tx ) tx = tr.defaultTexture;
if( tx->srcFlags & IMAGE_HAS_LUMA )
Msg( "Texture %s has luma\n", tx->name );
R_ShaderAddStageTexture( tx );
return tx;
}
/*
=================
Mod_LoadCachedImage
=================
*/
static ref_shader_t *Mod_LoadCachedImage( cachedimage_t *image )
{
mip_t *mt = image->base;
int i, shader_type = SHADER_TEXTURE;
texture_t *tx;
// see if already loaded
if( image->shader )
return image->shader;
Com_Assert( mt == NULL );
com.strncpy( image->name, mt->name, sizeof( image->name ));
if( R_ShaderCheckCache( image->name ))
{
R_SetInternalTexture( mt ); // support map $default
goto load_shader; // external shader found
}
else R_SetInternalTexture( NULL );
// build the unique shadername because we don't want keep this for other maps
#if 0
if( mt->offsets[0] > 0 && com.strncmp( mt->name, "sky", 3 ))
com.snprintf( image->name, sizeof( image->name ), "%s/%s", cached.modelname, mt->name );
#endif
// determine shader parms by texturename
if( !com.strncmp( mt->name, "scroll", 6 ))
R_ShaderSetMiptexFlags( MIPTEX_CONVEYOR );
if( mt->name[0] == '*' || mt->name[0] == '!' )
R_ShaderSetMiptexFlags( MIPTEX_WARPSURFACE|MIPTEX_NOLIGHTMAP );
if( image->animated )
{
float fps = ( cached.version == HLBSP_VERSION ) ? 10.0f : 5.0f;
R_SetAnimFrequency( fps ); // set primary animation
for( i = 0; i < image->anim_total[0]; i++ )
tx = Mod_LoadTexture( image->anim_frames[0][i] );
R_SetAnimFrequency( fps ); // set alternate animation
for( i = 0; i < image->anim_total[1]; i++ )
tx = Mod_LoadTexture( image->anim_frames[1][i] );
}
else tx = Mod_LoadTexture( mt ); // load the base image
// force to get it from texture
if( tx == tr.defaultTexture )
image->width = image->height = -1;
load_shader:
if( !com.strncmp( mt->name, "sky", 3 ) && cached.version == Q1BSP_VERSION )
shader_type = SHADER_SKY;
image->shader = R_LoadShader( image->name, shader_type, false, 0, SHADER_INVALID );
return image->shader;
}
/*
=================
Mod_LoadTextures
=================
*/
static void Mod_LoadTextures( const dlump_t *l )
{
dmiptexlump_t *in;
cachedimage_t *out, *tx1, *tx2, *anims[10], *altanims[10];
cvar_t *scr_loading = Cvar_Get( "scr_loading", "0", 0, "loading bar progress" );
int i, j, k, num, max, altmax, count;
bool incomplete;
mip_t *mt;
if( !l->filelen )
{
loadmodel->numshaders = 0;
return;
}
in = (void *)(mod_base + l->fileofs);
count = LittleLong( in->nummiptex );
cached.textures = Mem_Alloc( cached_mempool, count * sizeof( *out ));
loadmodel->shaders = Mod_Malloc( loadmodel, count * sizeof( ref_shader_t* ));
loadmodel->numshaders = count;
out = cached.textures;
cached.numtextures = count;
for( i = 0; i < count; i++, out++ )
{
in->dataofs[i] = LittleLong( in->dataofs[i] );
if( in->dataofs[i] == -1 )
{
out->shader = tr.defaultShader;
out->width = out->height = -1;
continue; // texture is completely missing
}
mt = (mip_t *)((byte *)in + in->dataofs[i] );
if( !mt->name[0] )
{
MsgDev( D_WARN, "unnamed texture in %s\n", loadmodel->name );
com.snprintf( mt->name, sizeof( mt->name ), "*MIPTEX%i", i );
}
// convert to lowercase
com.strnlwr( mt->name, mt->name, sizeof( mt->name ));
com.strncpy( out->name, mt->name, sizeof( out->name ));
// original dimensions for adjust lightmap on a face
out->width = LittleLong( mt->width );
out->height = LittleLong( mt->height );
out->base = mt;
// sky must be loading first
if( !com.strncmp( mt->name, "sky", 3 ))
Mod_LoadCachedImage( out );
}
// sequence the animations
for( i = 0; i < count; i++ )
{
tx1 = cached.textures + i;
if( tx1->name[0] != '+' || tx1->name[1] == 0 || tx1->name[2] == 0 )
continue;
if( tx1->anim_total[0] || tx1->anim_total[1] )
continue; // already sequenced
// find the number of frames in the animation
Mem_Set( anims, 0, sizeof( anims ));
Mem_Set( altanims, 0, sizeof( altanims ));
for( j = i; j < count; j++ )
{
tx2 = cached.textures + j;
if( tx2->name[0] != '+' || com.strcmp( tx2->name + 2, tx1->name + 2 ))
continue;
num = tx2->name[1];
if( num >= '0' && num <= '9' )
anims[num - '0'] = tx2;
else if( num >= 'a' && num <= 'j' )
altanims[num - 'a'] = tx2;
else MsgDev( D_WARN, "bad animating texture %s\n", tx1->name );
}
max = altmax = 0;
for( j = 0; j < 10; j++ )
{
if( anims[j] ) max = j + 1;
if( altanims[j] ) altmax = j + 1;
}
MsgDev( D_LOAD, "linking animation %s ( %i:%i frames )\n", tx1->name, max, altmax );
incomplete = false;
for( j = 0; j < max; j++ )
{
if( !anims[j] )
{
MsgDev( D_WARN, "missing frame %i of %s\n", j, tx1->name );
incomplete = true;
}
}
for( j = 0; j < altmax; j++ )
{
if( !altanims[j] )
{
MsgDev( D_WARN, "missing altframe %i of %s\n", j, tx1->name );
incomplete = true;
}
}
// bad animchain
if( incomplete ) continue;
if( altmax < 1 )
{
// if there is no alternate animation, duplicate the primary
// animation into the alternate
altmax = max;
for( k = 0; k < 10; k++ )
altanims[k] = anims[k];
}
// link together the primary animation
for( j = 0; j < max; j++ )
{
tx2 = anims[j];
tx2->animated = true;
tx2->anim_total[0] = max;
tx2->anim_total[1] = altmax;
for( k = 0; k < 10; k++ )
{
tx2->anim_frames[0][k] = (anims[k]) ? anims[k]->base : NULL;
tx2->anim_frames[1][k] = (altanims[k]) ? altanims[k]->base : NULL;
}
}
// if there really is an alternate anim...
if( anims[0] != altanims[0] )
{
// link together the alternate animation
for( j = 0; j < altmax; j++ )
{
tx2 = altanims[j];
tx2->animated = true;
// the primary/alternate are reversed here
tx2->anim_total[0] = altmax;
tx2->anim_total[1] = max;
for( k = 0; k < 10; k++ )
{
tx2->anim_frames[0][k] = (altanims[k]) ? altanims[k]->base : NULL;
tx2->anim_frames[1][k] = (anims[k]) ? anims[k]->base : NULL;
}
}
}
}
// load single frames and sequence groups
for( i = 0; i < count; i++ )
{
out = cached.textures + i;
// out->contents = Mod_ContentsFromShader( out->name ); // FIXME: implement
loadmodel->shaders[i] = Mod_LoadCachedImage( out );
Cvar_SetValue( "scr_loading", scr_loading->value + 50.0f / count );
if( ri.UpdateScreen ) ri.UpdateScreen();
}
}
/*
=================
Mod_LoadLighting
=================
*/
static void Mod_LoadLighting( const dlump_t *l )
{
byte d, *in, *out;
int i;
if( !l->filelen ) return;
in = (mod_base + l->fileofs);
Mod_CheckDeluxemaps( l, in );
switch( cached.version )
{
case Q1BSP_VERSION:
// expand the white lighting data
loadbmodel->lightdata = Mod_Malloc( loadmodel, l->filelen * 3 );
out = loadbmodel->lightdata;
for( i = 0; i < l->filelen; i++ )
{
d = *in++;
*out++ = d;
*out++ = d;
*out++ = d;
}
break;
case HLBSP_VERSION:
// load colored lighting
loadbmodel->lightdata = Mod_Malloc( loadmodel, l->filelen );
Mem_Copy( loadbmodel->lightdata, in, l->filelen );
break;
}
}
/*
=================
Mod_LoadVertexes
=================
*/
static void Mod_LoadVertexes( const dlump_t *l )
{
dvertex_t *in;
float *out;
int i, j, count;
in = (void *)( mod_base + l->fileofs );
if( l->filelen % sizeof( *in ) )
Host_Error( "Mod_LoadVertexes: funny lump size in %s\n", loadmodel->name );
count = l->filelen / sizeof( *in );
cached.numvertexes = count;
out = (float *)cached.vertexes = Mem_Alloc( cached_mempool, count * sizeof( vec3_t ));
for( i = 0; i < count; i++, in++, out += 3 )
{
for( j = 0; j < 3; j++ )
out[j] = LittleFloat( in->point[j] );
}
}
/*
=================
Mod_LoadSubmodels
=================
*/
static void Mod_LoadSubmodels( const dlump_t *l )
{
int i, j, count;
dmodel_t *in;
mmodel_t *out;
mbrushmodel_t *bmodel;
in = ( void * )( mod_base + l->fileofs );
if( l->filelen % sizeof( *in ) )
Host_Error( "Mod_LoadSubmodels: funny lump size in %s\n", loadmodel->name );
count = l->filelen / sizeof( *in );
out = Mod_Malloc( loadmodel, count * sizeof( *out ));
r_inlinemodels = Mod_Malloc( loadmodel, count * ( sizeof( *r_inlinemodels ) + sizeof( *bmodel )));
loadmodel->extradata = bmodel = (mbrushmodel_t *)((byte*)r_inlinemodels + count * sizeof( *r_inlinemodels ));
loadbmodel = bmodel;
loadbmodel->submodels = out;
loadbmodel->numsubmodels = count;
for( i = 0; i < count; i++, in++, out++ )
{
r_inlinemodels[i].extradata = bmodel + i;
for( j = 0; j < 3; j++ )
{
out->mins[j] = LittleFloat( in->mins[j] );
out->maxs[j] = LittleFloat( in->maxs[j] );
out->origin[j] = LittleFloat( in->origin[j] );
}
out->radius = RadiusFromBounds( out->mins, out->maxs );
out->firstnode = LittleLong( in->headnode[0] ); // drawing hull #0
out->firstface = LittleLong( in->firstface );
out->numfaces = LittleLong( in->numfaces );
out->visleafs = LittleLong( in->visleafs );
}
}
/*
=================
Mod_LoadTexInfo
=================
*/
static void Mod_LoadTexInfo( const dlump_t *l )
{
dtexinfo_t *in;
mtexinfo_t *out;
int miptex;
int i, j, count;
uint surfaceParm = 0;
in = (void *)(mod_base + l->fileofs);
if( l->filelen % sizeof( *in ))
Host_Error( "Mod_LoadTexInfo: funny lump size in %s\n", loadmodel->name );
count = l->filelen / sizeof( *in );
out = Mod_Malloc( loadmodel, count * sizeof( *out ));
loadbmodel->texinfo = out;
loadbmodel->numtexinfo = count;
for( i = 0; i < count; i++, in++, out++ )
{
for( j = 0; j < 8; j++ )
out->vecs[0][j] = LittleFloat( in->vecs[0][j] );
miptex = LittleLong( in->miptex );
if( miptex < 0 || miptex > loadmodel->numshaders )
Host_Error( "Mod_LoadTexInfo: bad shader number in '%s'\n", loadmodel->name );
out->texturenum = miptex;
// also copy additional info from cachedinfo
out->width = cached.textures[miptex].width;
out->height = cached.textures[miptex].height;
}
}
/*
=================
Mod_LoadSurfaces
=================
*/
static void Mod_LoadSurfaces( const dlump_t *l )
{
dface_t *in;
msurface_t *out;
cachedimage_t *texture;
size_t lightofs;
int i, texnum, count;
in = (void *)(mod_base + l->fileofs);
if( l->filelen % sizeof( dface_t ))
Host_Error( "R_LoadFaces: funny lump size in '%s'\n", loadmodel->name );
count = l->filelen / sizeof( dface_t );
loadbmodel->numsurfaces = count;
loadbmodel->surfaces = Mod_Malloc( loadmodel, count * sizeof( msurface_t ));
out = loadbmodel->surfaces;
R_BeginBuildingLightmaps();
for( i = 0; i < count; i++, in++, out++ )
{
out->firstedge = LittleLong( in->firstedge );
out->numedges = LittleLong( in->numedges );
if( LittleShort( in->side )) out->flags |= SURF_PLANEBACK;
out->plane = loadbmodel->planes + LittleLong( in->planenum );
out->texinfo = loadbmodel->texinfo + LittleLong( in->texinfo );
texnum = out->texinfo->texturenum;
if( texnum < 0 || texnum > cached.numtextures )
Host_Error( "Mod_LoadFaces: bad texture number in '%s'\n", loadmodel->name );
texture = &cached.textures[texnum];
out->shader = texture->shader;
out->fog = NULL; // FIXME: build conception of realtime fogs
if( !com.strncmp( texture->name, "sky", 3 ))
out->flags |= (SURF_DRAWSKY|SURF_DRAWTILED);
if( texture->name[0] == '*' || texture->name[0] == '!' )
out->flags |= (SURF_DRAWTURB|SURF_DRAWTILED);
Mod_CalcSurfaceBounds( out );
Mod_CalcSurfaceExtents( out );
// lighting info
out->lmWidth = (out->extents[0] >> 4) + 1;
out->lmHeight = (out->extents[1] >> 4) + 1;
if( out->flags & SURF_DRAWTILED ) lightofs = -1;
else lightofs = LittleLong( in->lightofs );
if( loadbmodel->lightdata && lightofs != -1 )
{
if( cached.version == HLBSP_VERSION )
out->samples = loadbmodel->lightdata + lightofs;
else out->samples = loadbmodel->lightdata + (lightofs * 3);
}
while( out->numstyles < LM_STYLES && in->styles[out->numstyles] != 255 )
{
out->styles[out->numstyles] = in->styles[out->numstyles];
out->numstyles++;
}
if( !tr.currentSkyShader && ( out->flags & SURF_DRAWSKY || out->shader->flags & SHADER_SKYPARMS ))
{
// because sky shader may missing skyParms, but always has surfaceparm 'sky'
tr.currentSkyShader = out->shader;
}
// create lightmap
R_BuildSurfaceLightmap( out );
// create polygons
Mod_BuildSurfacePolygons( out );
// create unique lightstyle for right sorting surfaces
out->superLightStyle = R_AddSuperLightStyle( out->lmNum, out->styles );
}
R_EndBuildingLightmaps();
}
/*
=================
Mod_LoadMarkFaces
=================
*/
static void Mod_LoadMarkFaces( const dlump_t *l )
{
dmarkface_t *in;
int i, j, count;
in = (void *)( mod_base + l->fileofs );
if( l->filelen % sizeof( *in ))
Host_Error( "Mod_LoadMarkFaces: funny lump size in %s\n", loadmodel->name );
count = l->filelen / sizeof( *in );
loadbmodel->marksurfaces = Mod_Malloc( loadmodel, count * sizeof( msurface_t* ));
for( i = 0; i < count; i++ )
{
j = LittleLong( in[i] );
if( j < 0 || j >= count )
Host_Error( "Mod_LoadMarkFaces: bad surface number in '%s'\n", loadmodel->name );
loadbmodel->marksurfaces[i] = loadbmodel->surfaces + j;
}
}
/*
=================
Mod_LoadNodes
=================
*/
static void Mod_LoadNodes( const dlump_t *l )
{
int i, j, count, p;
dnode_t *in;
mnode_t *out;
in = (void *)( mod_base + l->fileofs );
if( l->filelen % sizeof( *in ) )
Host_Error( "Mod_LoadNodes: funny lump size in %s\n", loadmodel->name );
count = l->filelen / sizeof( *in );
out = Mod_Malloc( loadmodel, count * sizeof( *out ));
loadbmodel->nodes = out;
loadbmodel->numnodes = count;
for( i = 0; i < count; i++, in++, out++ )
{
bool badBounds = false;
out->plane = loadbmodel->planes + LittleLong( in->planenum );
out->firstface = loadbmodel->surfaces + LittleLong( in->firstface );
out->numfaces = LittleLong( in->numfaces );
out->contents = CONTENTS_NODE;
for( j = 0; j < 3; j++ )
{
out->mins[j] = (float)LittleShort( in->mins[j] );
out->maxs[j] = (float)LittleShort( in->maxs[j] );
if( out->mins[j] > out->maxs[j] ) badBounds = true;
}
if( !badBounds && VectorCompare( out->mins, out->maxs ))
badBounds = true;
if( badBounds )
{
MsgDev( D_WARN, "bad node %i bounds:\n", i );
MsgDev( D_WARN, "mins: %i %i %i\n", Q_rint( out->mins[0] ), Q_rint( out->mins[1] ), Q_rint( out->mins[2] ));
MsgDev( D_WARN, "maxs: %i %i %i\n", Q_rint( out->maxs[0] ), Q_rint( out->maxs[1] ), Q_rint( out->maxs[2] ));
}
for( j = 0; j < 2; j++ )
{
p = LittleShort( in->children[j] );
if( p >= 0 ) out->children[j] = loadbmodel->nodes + p;
else out->children[j] = (mnode_t *)(loadbmodel->leafs + ( -1 - p ));
}
}
Mod_SetNodeParent( loadbmodel->nodes, NULL );
}
/*
=================
Mod_LoadLeafs
=================
*/
static void Mod_LoadLeafs( const dlump_t *l )
{
dleaf_t *in;
mleaf_t *out;
int i, j, p, count;
in = (void *)( mod_base + l->fileofs );
if( l->filelen % sizeof( *in ))
Host_Error( "Mod_LoadLeafs: funny lump size in %s\n", loadmodel->name );
count = l->filelen / sizeof( *in );
out = Mod_Malloc( loadmodel, count * sizeof( *out ));
loadbmodel->numleafs = count;
loadbmodel->leafs = out;
for( i = 0; i < count; i++, in++, out++ )
{
bool badBounds = false;
for( j = 0; j < 3; j++ )
{
out->mins[j] = (float)LittleShort( in->mins[j] );
out->maxs[j] = (float)LittleShort( in->maxs[j] );
if( out->mins[j] > out->maxs[j] ) badBounds = true;
}
if( !badBounds && VectorCompare( out->mins, out->maxs ))
badBounds = true;
if(( i > 0 ) && badBounds )
{
MsgDev( D_NOTE, "bad leaf %i bounds:\n", i );
MsgDev( D_NOTE, "mins: %i %i %i\n", Q_rint( out->mins[0] ), Q_rint( out->mins[1] ), Q_rint( out->mins[2] ));
MsgDev( D_NOTE, "maxs: %i %i %i\n", Q_rint( out->maxs[0] ), Q_rint( out->maxs[1] ), Q_rint( out->maxs[2] ));
}
out->plane = NULL; // to differentiate from nodes
out->contents = LittleLong( in->contents );
p = LittleLong( in->visofs );
out->compressed_vis = (p == -1) ? NULL : loadbmodel->visdata + p;
out->firstMarkSurface = loadbmodel->marksurfaces + LittleShort( in->firstmarksurface );
out->numMarkSurfaces = LittleShort( in->nummarksurfaces );
}
}
/*
=================
Mod_LoadEdges
=================
*/
static void Mod_LoadEdges( const dlump_t *l )
{
dedge_t *in, *out;
int i, count;
in = (void *)( mod_base + l->fileofs );
if( l->filelen % sizeof( *in ))
Host_Error( "Mod_LoadEdges: funny lump size in %s\n", loadmodel->name );
count = l->filelen / sizeof( dedge_t );
cached.edges = out = Mem_Alloc( cached_mempool, count * sizeof( dedge_t ));
cached.numedges = count;
for( i = 0; i < count; i++, in++, out++ )
{
out->v[0] = (word)LittleShort( in->v[0] );
out->v[1] = (word)LittleShort( in->v[1] );
}
}
/*
=================
Mod_LoadSurfEdges
=================
*/
static void Mod_LoadSurfEdges( const dlump_t *l )
{
dsurfedge_t *in, *out;
int i, count;
in = (void *)( mod_base + l->fileofs );
if( l->filelen % sizeof( *in ))
Host_Error( "Mod_LoadSurfEdges: funny lump size in %s\n", loadmodel->name );
count = l->filelen / sizeof( dsurfedge_t );
cached.surfedges = out = Mem_Alloc( cached_mempool, count * sizeof( dsurfedge_t ));
cached.numsurfedges = count;
for( i = 0; i < count; i++ )
out[i] = LittleLong( in[i] );
}
/*
=================
Mod_LoadPlanes
=================
*/
static void Mod_LoadPlanes( const dlump_t *l )
{
cplane_t *out;
dplane_t *in;
int i, count;
in = (void *)( mod_base + l->fileofs );
if( l->filelen % sizeof( *in ))
Host_Error( "Mod_LoadPlanes: funny lump size in %s\n", loadmodel->name );
count = l->filelen / sizeof( *in );
out = Mod_Malloc( loadmodel, count*sizeof( *out ));
loadbmodel->planes = out;
loadbmodel->numplanes = count;
for( i = 0; i < count; i++, in++, out++ )
{
out->normal[0] = LittleFloat( in->normal[0] );
out->normal[1] = LittleFloat( in->normal[1] );
out->normal[2] = LittleFloat( in->normal[2] );
out->signbits = SignbitsForPlane( out->normal );
out->dist = LittleFloat( in->dist );
out->type = LittleLong( in->type );
}
}
/*
=================
Mod_LoadVisibility
=================
*/
void Mod_LoadVisibility( dlump_t *l )
{
if( !l->filelen )
{
loadbmodel->visdata = NULL;
return;
}
loadbmodel->visdata = Mod_Malloc( loadmodel, l->filelen );
Mem_Copy( loadbmodel->visdata, (void *)(mod_base + l->fileofs), l->filelen );
}
void StripTrailing( char *e )
{
char *s;
s = e + com.strlen( e ) - 1;
while( s >= e && *s <= 32 )
{
*s = 0;
s--;
}
}
/*
================
ValueForKey
gets the value for an entity key
================
*/
const char *ValueForKey( const mapent_t *ent, const char *key )
{
epair_t *ep;
if( !ent ) return "";
for( ep = ent->epairs; ep != NULL; ep = ep->next )
{
if( !com.strcmp( ep->key, key ))
return ep->value;
}
return "";
}
/*
================
IntForKey
gets the integer point value for an entity key
================
*/
int IntForKey( const mapent_t *ent, const char *key )
{
return com.atoi( ValueForKey( ent, key ));
}
/*
================
FloatForKey
gets the floating point value for an entity key
================
*/
float FloatForKey( const mapent_t *ent, const char *key )
{
return com.atof( ValueForKey( ent, key ));
}
/*
================
GetVectorForKey
gets a 3-element vector value for an entity key
================
*/
void GetVectorForKey( const mapent_t *ent, const char *key, vec3_t vec )
{
const char *k;
double v1, v2, v3;
k = ValueForKey( ent, key );
// scanf into doubles, then assign, so it is vec_t size independent
v1 = v2 = v3 = 0.0;
sscanf( k, "%lf %lf %lf", &v1, &v2, &v3 );
VectorSet( vec, v1, v2, v3 );
}
/*
================
FindTargetEntity
finds an entity target
================
*/
mapent_t *FindTargetEntity( const char *target )
{
int i;
const char *n;
for( i = 0; i < cached.numents; i++ )
{
n = ValueForKey( &cached.entities[i], "targetname" );
if( !com.strcmp( n, target )) return &cached.entities[i];
}
return NULL;
}
/*
=================
Mod_ParseEpair
parses a single quoted "key" "value" pair into an epair struct
=================
*/
static epair_t *Mod_ParseEpair( script_t *script, token_t *token )
{
epair_t *e;
e = Mem_Alloc( cached_mempool, sizeof( epair_t ));
if( com.strlen( token->string ) >= MAX_KEY - 1 )
Host_Error( "Mod_ParseEpair: key %s too long\n", token->string );
e->key = com.stralloc( cached_mempool, token->string, __FILE__, __LINE__ );
Com_ReadToken( script, SC_PARSE_GENERIC, token );
if( com.strlen( token->string ) >= MAX_VALUE - 1 )
Host_Error( "Mod_ParseEpair: value %s too long\n", token->string );
e->value = com.stralloc( cached_mempool, token->string, __FILE__, __LINE__ );
// strip trailing spaces if needs
StripTrailing( e->key );
StripTrailing( e->value );
return e;
}
/*
================
ParseEntity
parses an entity's epairs
================
*/
static bool Mod_ParseEntity( void )
{
epair_t *pair;
token_t token;
mapent_t *mapEnt;
if( !Com_ReadToken( cached.entscript, SC_ALLOW_NEWLINES, &token ))
return false;
if( com.stricmp( token.string, "{" )) Host_Error( "Mod_ParseEntity: '{' not found\n" );
if( cached.numents == GI->max_edicts ) return false; // probably stupid user set wrong limit
mapEnt = &cached.entities[cached.numents];
cached.numents++;
while( 1 )
{
if( !Com_ReadToken( cached.entscript, SC_ALLOW_NEWLINES|SC_PARSE_GENERIC, &token ))
Host_Error( "Mod_ParseEntity: EOF without closing brace\n" );
if( !com.stricmp( token.string, "}" )) break;
pair = Mod_ParseEpair( cached.entscript, &token );
pair->next = mapEnt->epairs;
mapEnt->epairs = pair;
}
return true;
}
/*
=================
Mod_LoadEntities
=================
*/
static void Mod_LoadEntities( const dlump_t *l, vec3_t ambient )
{
float ambientScale = 0.0f;
const char *name, *target;
mapent_t *e, *e2;
float angle;
vec3_t dest;
light_t *dl;
int i;
cached.entscript = Com_OpenScript( "entities", (char *)mod_base + l->fileofs, l->filelen );
if( !cached.entscript ) return;
cached.entities = Mem_Alloc( cached_mempool, sizeof( mapent_t ) * GI->max_edicts );
cached.numents = 0;
// read all the ents
while( Mod_ParseEntity( ));
Com_CloseScript( cached.entscript );
cached.entscript = NULL;
VectorClear( ambient );
for( i = 0; i < cached.numents; i++ )
{
const char *pLight;
double r, g, b, scaler;
int argCnt;
e = &cached.entities[i];
name = ValueForKey( e, "classname" );
if( !com.strncmp( name, "worldspawn", 10 ))
{
GetVectorForKey( e, "_color", ambient );
ambientScale = FloatForKey( e, "_ambient" );
if( VectorIsNull( ambient )) VectorSet( ambient, 1.0f, 1.0f, 1.0f );
if( ambientScale > 0.0f ) VectorScale( ambient, ambientScale, ambient );
}
name = ValueForKey( e, "classname" );
if( com.strncmp( name, "light", 5 ))
continue;
cached.numPointLights++;
dl = Mem_Alloc( cached_mempool, sizeof( light_t ));
GetVectorForKey( e, "origin", dl->origin );
dl->next = cached.lights;
cached.lights = dl;
dl->style = IntForKey( e, "style" );
pLight = ValueForKey( e, "_light" );
if( !*pLight )
{
pLight = ValueForKey( e, "light" );
dl->photons = com.atof( pLight );
argCnt = 1;
}
else
{
// scanf into doubles, then assign, so it is vec_t size independent
r = g = b = scaler = 0;
argCnt = sscanf( pLight, "%lf %lf %lf %lf", &r, &g, &b, &scaler );
dl->color[0] = (float)r;
}
if( argCnt == 1 )
{
// The R,G,B values are all equal.
dl->color[0] = dl->color[1] = dl->color[2] = 1.0f;
}
else if( argCnt == 3 || argCnt == 4 )
{
// save the other two G,B values.
dl->color[0] = (float)r;
dl->color[1] = (float)g;
dl->color[2] = (float)b;
// did we also get an "intensity" scaler value too?
if( argCnt == 4 )
{
// scale the normalized 0-255 R,G,B values by the intensity scaler
// dl->color[0] = dl->color[0] / 255 * (float)scaler;
// dl->color[1] = dl->color[1] / 255 * (float)scaler;
// dl->color[2] = dl->color[2] / 255 * (float)scaler;
dl->photons = scaler;
}
}
else
{
MsgDev( D_WARN, "entity at (%f,%f,%f) has bad '_light' value : '%s'\n",
dl->origin[0], dl->origin[1], dl->origin[2], pLight );
continue;
}
if( !dl->photons ) dl->photons = 300;
ColorNormalize( dl->color, dl->color );
target = ValueForKey (e, "target");
if( !com.strcmp( name, "light_spot" ) || !com.strcmp( name, "light_environment" ) || target[0] )
{
if( !VectorAvg( dl->color ))
VectorSet( dl->color, 500, 500, 500 );
dl->type = emit_spotlight;
dl->stopdot = FloatForKey( e, "_cone" );
if( !dl->stopdot ) dl->stopdot = 10;
dl->stopdot2 = FloatForKey( e, "_cone2" );
if( !dl->stopdot2 ) dl->stopdot2 = dl->stopdot;
if( dl->stopdot2 < dl->stopdot ) dl->stopdot2 = dl->stopdot;
dl->stopdot2 = (float)com.cos( dl->stopdot2 / 180 * M_PI );
dl->stopdot = (float)com.cos( dl->stopdot / 180 * M_PI );
if( target[0] )
{
// point towards target
e2 = FindTargetEntity( target );
if( !e2 )
{
MsgDev( D_WARN, "light at (%i %i %i) has missing target\n",
(int)dl->origin[0], (int)dl->origin[1], (int)dl->origin[2] );
}
else
{
GetVectorForKey( e2, "origin", dest );
VectorSubtract( dest, dl->origin, dl->normal );
VectorNormalize( dl->normal );
}
}
else
{ // point down angle
vec3_t vAngles;
GetVectorForKey( e, "angles", vAngles );
angle = IntForKey( e, "angle" );
if( angle == ANGLE_UP )
{
VectorSet( dl->normal, 0.0f, 0.0f, 1.0f );
}
else if( angle == ANGLE_DOWN )
{
VectorSet( dl->normal, 0.0f, 0.0f, -1.0f );
}
else
{
// if we don't have a specific "angle" use the "angles" YAW
if( !angle ) angle = vAngles[1];
dl->normal[2] = 0;
dl->normal[0] = (float)com.cos( angle / 180 * M_PI );
dl->normal[1] = (float)com.sin( angle / 180 * M_PI );
}
angle = FloatForKey( e, "pitch" );
// if we don't have a specific "pitch" use the "angles" PITCH
if( !angle ) angle = vAngles[0];
dl->normal[2] = (float)com.sin( angle / 180 * M_PI );
dl->normal[0] *= (float)com.cos( angle / 180 * M_PI );
dl->normal[1] *= (float)com.cos( angle / 180 * M_PI );
}
if( IntForKey( e, "_sky" ) || !com.strcmp( name, "light_environment" ))
{
dl->type = emit_skylight;
dl->stopdot2 = FloatForKey( e, "_sky" ); // hack stopdot2 to a sky key number
}
}
else
{
if( !VectorAvg( dl->color ))
VectorSet( dl->color, 1.0f, 1.0f, 1.0f );
dl->type = emit_point;
}
dl->photons *= 7500;
/*
if( dl->type != emit_skylight )
{
float l1 = max( dl->intensity[0], max( dl->intensity[1], dl->intensity[2] ));
l1 = l1 * l1 / 10;
dl->intensity[0] *= l1;
dl->intensity[1] *= l1;
dl->intensity[2] *= l1;
}
*/
}
}
/*
=============================================================================
LIGHTGRID CALCULATING
=============================================================================
*/
static bool R_PointInSolid( const vec3_t p )
{
return (Mod_PointInLeaf( p, loadmodel )->contents == CONTENTS_SOLID);
}
/*
================
R_PointToPolygonFormFactor
================
*/
float R_PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w )
{
float total;
vec3_t dirs[64];
vec3_t triVector, triNormal;
float dot, angle, facing;
int i, j;
for( i = 0; i < w->numpoints; i++ )
{
VectorSubtract( w->points[i], point, dirs[i] );
VectorNormalize( dirs[i] );
}
// duplicate first vertex to avoid mod operation
VectorCopy( dirs[0], dirs[i] );
total = 0;
for( i = 0 ; i < w->numpoints; i++ )
{
j = i + 1;
dot = DotProduct( dirs[i], dirs[j] );
// roundoff can cause slight creep, which gives an IND from acos
dot = bound( -1.0f, dot, 1.0f );
angle = com.acos( dot );
CrossProduct( dirs[i], dirs[j], triVector );
if( VectorNormalizeLength2( triVector, triNormal ) < 0.0001f )
continue;
facing = DotProduct( normal, triNormal );
total += facing * angle;
if( total > 6.3f || total < -6.3f )
return 0;
}
total /= M_PI2; // now in the range of 0 to 1 over the entire incoming hemisphere
return total;
}
/*
========================
R_LightContributionToPoint
========================
*/
bool R_LightContributionToPoint( const light_t *light, const vec3_t origin, vec3_t color )
{
trace_t trace;
float add;
add = 0;
VectorClear( color );
// testing exact PTPFF
if( light->type == emit_surface )
{
float d, factor;
vec3_t normal;
// see if the point is behind the light
d = DotProduct( origin, light->normal ) - light->dist;
if( d < 1 ) return false; // point is behind light
// test occlusion
// clip the line, tracing from the surface towards the light
R_TraceLine( &trace, origin, light->origin );
if( trace.flFraction != 1.0f ) return false;
// calculate the contribution
VectorSubtract( light->origin, origin, normal );
if( VectorNormalizeLength( normal ) == 0 )
return false;
factor = R_PointToPolygonFormFactor( origin, normal, light->w );
if( factor <= 0 ) return false;
// FIXME: we needs to rescale color with factor ?
VectorScale( light->color, factor, color );
return true;
}
// calculate the amount of light at this sample
if( light->type == emit_point || light->type == emit_spotlight )
{
vec3_t dir;
float dist;
VectorSubtract( light->origin, origin, dir );
dist = VectorLength( dir );
// clamp the distance to prevent super hot spots
if( dist < 16 ) dist = 16;
add = light->photons * (1.0 / 8000) - dist;
add = light->photons / ( dist * dist );
// add = light->color[0] + light->color[1] + light->color[2];
}
else
{
return false;
}
if( add <= 1.0f )
{
return false;
}
// clip the line, tracing from the surface towards the light
if( R_TraceLine( &trace, origin, light->origin ))
return false;
// other light rays must not hit anything
if( trace.flFraction != 1.0f )
return false;
// add the result
VectorScale( light->color, add, color );
return true;
}
static void R_TraceGrid( int num )
{
int x, y, z;
vec3_t origin;
light_t *light;
vec3_t summedDir;
vec3_t ambientColor[LM_STYLES];
vec3_t directedColor[LM_STYLES];
contribution_t contributions[1024];
int i, j, mod, numCon, numStyles;
mgridlight_t *gp;
mod = num;
z = mod / ( loadbmodel->gridBounds[0] * loadbmodel->gridBounds[1] );
mod -= z * ( loadbmodel->gridBounds[0] * loadbmodel->gridBounds[1] );
y = mod / loadbmodel->gridBounds[0];
mod -= y * loadbmodel->gridBounds[0];
x = mod;
origin[0] = loadbmodel->gridMins[0] + x * loadbmodel->gridSize[0];
origin[1] = loadbmodel->gridMins[1] + y * loadbmodel->gridSize[1];
origin[2] = loadbmodel->gridMins[2] + z * loadbmodel->gridSize[2];
if( R_PointInSolid( origin ))
{
vec3_t baseOrigin;
int step;
VectorCopy( origin, baseOrigin );
// try to nudge the origin around to find a valid point
for( step = 9; step <= 18; step += 9 )
{
for( i = 0; i < 8; i++ )
{
VectorCopy( baseOrigin, origin );
if( i & 1 ) origin[0] += step;
else origin[0] -= step;
if( i & 2 ) origin[1] += step;
else origin[1] -= step;
if( i & 4 ) origin[2] += step;
else origin[2] -= step;
if( !R_PointInSolid( origin ))
break;
}
if( i != 8 ) break;
}
// can't find a valid point at all
if( step > 18 ) return;
}
VectorClear( summedDir );
// trace to all the lights
// find the major light direction, and divide the
// total light between that along the direction and
// the remaining in the ambient
numCon = 0;
for( light = cached.lights; light; light = light->next )
{
vec3_t add;
vec3_t dir;
float addSize;
if( !R_LightContributionToPoint( light, origin, add ))
continue;
VectorSubtract( light->origin, origin, dir );
VectorNormalize( dir );
VectorCopy( add, contributions[numCon].color );
VectorCopy( dir, contributions[numCon].dir );
contributions[numCon].style = light->style;
numCon++;
addSize = VectorLength( add );
VectorMA( summedDir, addSize, dir, summedDir );
if( numCon == 1023 )
break;
}
// now that we have identified the primary light direction,
// go back and seperate all the light into directed and ambient
VectorNormalize( summedDir );
for( i = 0; i < LM_STYLES; i++ )
{
VectorClear( ambientColor[i] );
VectorClear( directedColor[i] );
}
gp = loadbmodel->lightgrid + num;
numStyles = 1;
for( i = 0; i < numCon; i++ )
{
float d;
d = DotProduct( contributions[i].dir, summedDir );
if( d < 0.0f ) d = 0.0f;
// find appropriate style
for( j = 0; j < numStyles; j++ )
{
if( gp->styles[j] == contributions[i].style )
break;
}
// style not found?
if( j >= numStyles )
{
// add a new style
if( numStyles < LM_STYLES )
{
gp->styles[numStyles] = contributions[i].style;
numStyles++;
}
else j = 0;
}
VectorMA( directedColor[j], d, contributions[i].color, directedColor[j] );
// the ambient light will be at 1/4 the value of directed light
d = 0.25f * ( 1.0f - d );
VectorMA( ambientColor[j], d, contributions[i].color, ambientColor[j] );
}
// store off sample
for( i = 0; i < LM_STYLES; i++ )
{
VectorMA( ambientColor[i], 0.125f, directedColor[i], ambientColor[i] );
// save the resulting value out
ColorToBytes( ambientColor[i], gp->ambient[i] );
ColorToBytes( directedColor[i], gp->diffuse[i] );
}
// now do some fudging to keep the ambient from being too low
VectorNormalize( summedDir );
NormToLatLong( summedDir, gp->direction );
}
void R_BuildLightGrid( mbrushmodel_t *world )
{
double timestart = Sys_DoubleTime();
int i;
MsgDev( D_INFO, "Building LightGrid...\n" );
// assume lightgrid size as player hull (eg. 64x64x128)
VectorSet( world->gridSize, 64, 64, 128 );
for( i = 0; i < 3; i++ )
{
vec3_t maxs;
world->gridMins[i] = world->gridSize[i] * ceil(( world->submodels[0].mins[i] + 1 ) / world->gridSize[i] );
maxs[i] = world->gridSize[i] * floor(( world->submodels[0].maxs[i] - 1 ) / world->gridSize[i] );
world->gridBounds[i] = ( maxs[i] - world->gridMins[i] ) / world->gridSize[i] + 1;
}
world->numgridpoints = world->gridBounds[2] * world->gridBounds[1] * world->gridBounds[0];
world->gridBounds[3] = world->gridBounds[1] * world->gridBounds[0];
world->lightgrid = Mod_Malloc( loadmodel, world->numgridpoints * sizeof( mgridlight_t ));
r_worldent->model = loadmodel; // setup trace world
for( i = 0; i < world->numgridpoints; i++ )
R_TraceGrid( i );
Msg( "numGridPoints %i, mem %s\n", world->numgridpoints, memprint( world->numgridpoints * sizeof( mgridlight_t )));
MsgDev( D_INFO, "LightGrid building time: %g secs\n", Sys_DoubleTime() - timestart );
}
/*
=================
Mod_Finish
=================
*/
static void Mod_Finish( const dlump_t *faces, const dlump_t *light, vec3_t ambient )
{
// set up lightgrid
// R_BuildLightGrid( loadbmodel );
// ambient lighting
VectorCopy( RI.refdef.skyColor, mapConfig.environmentColor );
mapConfig.environmentColor[3] = 255;
Mem_EmptyPool( cached_mempool );
}
/*
=================
Mod_BrushLoadModel
=================
*/
void Mod_BrushLoadModel( ref_model_t *mod, const void *buffer )
{
dheader_t *header;
mmodel_t *bm;
vec3_t ambient;
int i, j;
header = (dheader_t *)buffer;
cached.version = LittleLong( header->version );
switch( cached.version )
{
case Q1BSP_VERSION:
case HLBSP_VERSION:
break;
default:
MsgDev( D_ERROR, "Mod_BrushModel: %s has wrong version number (%i should be %i)", loadmodel->name, cached.version, HLBSP_VERSION );
return;
}
mod->type = mod_brush;
mod_base = (byte *)header;
// swap all the lumps
for( i = 0; i < sizeof( dheader_t )/4; i++ )
((int *)header )[i] = LittleLong( ((int *)header )[i] );
// load into heap
Mod_LoadSubmodels( &header->lumps[LUMP_MODELS] );
if( header->lumps[LUMP_PLANES].filelen % sizeof( dplane_t ))
{
// blue-shift swapped lumps
Mod_LoadEntities( &header->lumps[LUMP_PLANES], ambient );
Mod_LoadPlanes( &header->lumps[LUMP_ENTITIES] );
}
else
{
// normal half-life lumps
Mod_LoadEntities( &header->lumps[LUMP_ENTITIES], ambient );
Mod_LoadPlanes( &header->lumps[LUMP_PLANES] );
}
Mod_LoadVertexes( &header->lumps[LUMP_VERTEXES] );
Mod_LoadEdges( &header->lumps[LUMP_EDGES] );
Mod_LoadSurfEdges( &header->lumps[LUMP_SURFEDGES] );
Mod_LoadTextures( &header->lumps[LUMP_TEXTURES] );
Mod_LoadLighting( &header->lumps[LUMP_LIGHTING] );
Mod_LoadVisibility( &header->lumps[LUMP_VISIBILITY] );
Mod_LoadTexInfo( &header->lumps[LUMP_TEXINFO] );
Mod_LoadSurfaces( &header->lumps[LUMP_FACES] );
Mod_LoadMarkFaces( &header->lumps[LUMP_MARKSURFACES] );
Mod_LoadLeafs( &header->lumps[LUMP_LEAFS] );
Mod_LoadNodes( &header->lumps[LUMP_NODES] );
Mod_Finish( &header->lumps[LUMP_FACES], &header->lumps[LUMP_LIGHTING], ambient );
mod->touchFrame = tr.registration_sequence; // register model
// set up the submodels
for( i = 0; i < loadbmodel->numsubmodels; i++ )
{
ref_model_t *starmod;
mbrushmodel_t *bmodel;
bm = &loadbmodel->submodels[i];
starmod = &r_inlinemodels[i];
bmodel = (mbrushmodel_t *)starmod->extradata;
Mem_Copy( starmod, mod, sizeof( ref_model_t ));
Mem_Copy( bmodel, mod->extradata, sizeof( mbrushmodel_t ));
bmodel->firstmodelsurface = bmodel->surfaces + bm->firstface;
bmodel->firstmodelnode = bmodel->nodes + bm->firstnode;
bmodel->nummodelsurfaces = bm->numfaces;
bmodel->numleafs = bm->visleafs + 1; // include solid leaf
starmod->extradata = bmodel;
VectorCopy( bm->maxs, starmod->maxs );
VectorCopy( bm->mins, starmod->mins );
starmod->radius = bm->radius;
for( j = 0; i != 0 && j < bmodel->nummodelsurfaces; j++ )
{
msurface_t *surf = bmodel->firstmodelsurface + j;
// kill water backplanes for submodels (half-life rules)
if( surf->flags & SURF_DRAWTURB && surf->mins[2] == bm->mins[2] )
surf->mesh = NULL;
}
if( i == 0 ) *mod = *starmod;
else bmodel->numsubmodels = 0;
}
}
//=============================================================================
/*
=================
R_RegisterWorldModel
Specifies the model that will be used as the world
=================
*/
void R_BeginRegistration( const char *mapname )
{
string fullname;
tr.registration_sequence++;
mapConfig.deluxeMappingEnabled = false;
VectorClear( mapConfig.ambient );
com.strncpy( fullname, mapname, MAX_STRING );
// now replacement table is invalidate
Mem_Set( cl_models, 0, sizeof( cl_models ));
// explicitly free the old map if different
if( com.strcmp( r_models[0].name, fullname ))
{
Mod_FreeModel( &r_models[0] );
}
else
{
// update progress bar
Cvar_SetValue( "scr_loading", 50.0f );
if( ri.UpdateScreen ) ri.UpdateScreen();
}
R_NewMap ();
r_farclip_min = Z_NEAR; // sky shaders will most likely modify this value
r_environment_color->modified = true;
r_worldmodel = Mod_ForName( fullname, true );
r_worldbrushmodel = (mbrushmodel_t *)r_worldmodel->extradata;
r_worldmodel->type = mod_world;
r_worldent->scale = 1.0f;
r_worldent->model = r_worldmodel;
r_worldent->rtype = RT_MODEL;
r_worldent->ent_type = ED_NORMAL;
r_worldent->renderamt = 255; // i'm hope we don't want to see semisolid world :)
Matrix3x3_LoadIdentity( r_worldent->axis );
Mod_UpdateShaders( r_worldmodel );
r_framecount = r_framecount2 = 1;
r_oldviewleaf = r_viewleaf = NULL; // force markleafs
}
void R_EndRegistration( const char *skyname )
{
int i;
ref_model_t *mod;
if( skyname && com.strncmp( skyname, "<skybox>", 8 ))
{
// half-life or quake2 skybox-style
R_SetupSky( skyname );
}
for( i = 0, mod = r_models; i < r_nummodels; i++, mod++ )
{
if( !mod->name ) continue;
if( mod->touchFrame != tr.registration_sequence )
Mod_FreeModel( mod );
}
// purge all unused shaders
R_ShaderFreeUnused();
}
/*
=================
R_RegisterModel
=================
*/
ref_model_t *R_RegisterModel( const char *name )
{
ref_model_t *mod;
mod = Mod_ForName( name, false );
Mod_UpdateShaders( mod );
return mod;
}
/*
=================
R_ModelBounds
=================
*/
void R_ModelBounds( const ref_model_t *model, vec3_t mins, vec3_t maxs )
{
if( model )
{
VectorCopy( model->mins, mins );
VectorCopy( model->maxs, maxs );
}
else if( r_worldmodel )
{
VectorCopy( r_worldmodel->mins, mins );
VectorCopy( r_worldmodel->maxs, maxs );
}
}