/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "tr_local.h" /* Loads and prepares a map file for scene rendering. A single entry point: void RE_LoadWorldMap( const char* name ); */ static world_t s_worldData; static byte* fileBase; static void R_ColorShiftLightingBytes( const byte in[4], byte out[4] ) { // shift the color data based on overbright range const int shift = Com_ClampInt( 0, 2, r_mapOverBrightBits->integer - tr.overbrightBits ); // shift the data based on overbright range int r = in[0] << shift; int g = in[1] << shift; int b = in[2] << shift; // normalize by color instead of saturating to white if ( ( r | g | b ) > 255 ) { int max; max = r > g ? r : g; max = max > b ? max : b; r = r * 255 / max; g = g * 255 / max; b = b * 255 / max; } out[0] = r; out[1] = g; out[2] = b; out[3] = in[3]; } static void R_LoadLightmaps( const lump_t* l ) { const int LIGHTMAP_SIZE = 128; int i, j, k; byte image[LIGHTMAP_SIZE * LIGHTMAP_SIZE * 4]; // if we are in r_vertexLight mode, we don't need the lightmaps at all if (r_vertexLight->integer) return; int len = l->filelen; if (!len) return; byte* p = fileBase + l->fileofs; // we are about to upload textures R_SyncRenderThread(); // create all the lightmaps tr.numLightmaps = len / (LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3); if ( tr.numLightmaps >= MAX_LIGHTMAPS ) { ri.Printf( PRINT_WARNING, "WARNING: number of lightmaps > MAX_LIGHTMAPS\n" ); tr.numLightmaps = MAX_LIGHTMAPS; } for ( i = 0; i < tr.numLightmaps; ++i ) { // expand the 24 bit on-disk to 32 bit for ( j = 0; j < LIGHTMAP_SIZE * LIGHTMAP_SIZE; ++j ) { R_ColorShiftLightingBytes( &p[j * 3], &image[j * 4] ); for ( k = 0; k < 3; ++k ) { const float c1 = (float)image[j * 4 + k] / 255.0f; const float c2 = Com_Clamp( 0.0f, 1.0f, c1 ); image[j * 4 + k] = (byte)(c2 * 255.0f); } image[j * 4 + 3] = 255; } tr.lightmaps[i] = R_CreateImage( va("*lightmap%d",i), image, LIGHTMAP_SIZE, LIGHTMAP_SIZE, GL_RGB, IMG_NOMIPMAP | IMG_NOPICMIP, GL_CLAMP ); p += LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3; } } // called by the clipmodel subsystem so we can share the PVS void RE_SetWorldVisData( const byte* vis ) { tr.externalVisData = vis; } static void R_LoadVisibility( const lump_t* l ) { int len = ( s_worldData.numClusters + 63 ) & ~63; s_worldData.novis = RI_New( len ); Com_Memset( s_worldData.novis, 0xff, len ); len = l->filelen; if ( !len ) return; byte* p = fileBase + l->fileofs; s_worldData.numClusters = LittleLong( ((int *)p)[0] ); s_worldData.clusterBytes = LittleLong( ((int *)p)[1] ); // CM_Load should have given us the vis data to share, so // we don't need to allocate another copy if ( tr.externalVisData ) { s_worldData.vis = tr.externalVisData; } else { byte* dest = RI_New( len - 8 ); Com_Memcpy( dest, p + 8, len - 8 ); s_worldData.vis = dest; } } /////////////////////////////////////////////////////////////// static shader_t* ShaderForShaderNum( int shaderNum, int lightmapNum ) { shaderNum = LittleLong( shaderNum ); if ( shaderNum < 0 || shaderNum >= s_worldData.numShaders ) ri.Error( ERR_DROP, "ShaderForShaderNum: bad num %i", shaderNum ); const dshader_t* dsh = &s_worldData.shaders[ shaderNum ]; if (r_vertexLight->integer) lightmapNum = LIGHTMAP_BY_VERTEX; shader_t* shader = R_FindShader( dsh->shader, lightmapNum, qtrue ); if ( r_singleShader->integer && (shader->sort != SS_ENVIRONMENT) ) return tr.defaultShader; // if the shader had errors, just use default shader if ( shader->defaultShader ) return tr.defaultShader; return shader; } template T* AllocSurface( int numVerts, int numIndexes ) { T* surf = (T*)RI_New ( sizeof(T) + (numVerts * sizeof(*surf->verts)) + (numIndexes * sizeof(*surf->indexes)) ); surf->verts = (srfVert_t*)(surf + 1); surf->indexes = (int*)(surf->verts + numVerts); surf->numVerts = numVerts; surf->numIndexes = numIndexes; return surf; } static void ParseFace( const dsurface_t* ds, const drawVert_t* verts, msurface_t* surf, const int* indexes ) { int i, j; surf->fogIndex = LittleLong( ds->fogNum ) + 1; surf->shader = ShaderForShaderNum( ds->shaderNum, LittleLong( ds->lightmapNum ) ); int numVerts = LittleLong( ds->numVerts ); if (numVerts > MAX_FACE_POINTS) { ri.Printf( PRINT_WARNING, "WARNING: MAX_FACE_POINTS exceeded: %i\n", numVerts ); numVerts = MAX_FACE_POINTS; surf->shader = tr.defaultShader; } int numIndexes = LittleLong( ds->numIndexes ); srfSurfaceFace_t* cv = AllocSurface( numVerts, numIndexes ); cv->surfaceType = SF_FACE; surf->data = (surfaceType_t*)cv; verts += LittleLong( ds->firstVert ); for ( i = 0 ; i < numVerts ; i++ ) { for ( j = 0 ; j < 3 ; j++ ) { cv->verts[i].xyz[j] = LittleFloat( verts[i].xyz[j] ); } for ( j = 0 ; j < 2 ; j++ ) { cv->verts[i].st[j] = LittleFloat( verts[i].st[j] ); cv->verts[i].st2[j] = LittleFloat( verts[i].lightmap[j] ); } R_ColorShiftLightingBytes( verts[i].color, cv->verts[i].rgba ); } indexes += LittleLong( ds->firstIndex ); for ( i = 0 ; i < numIndexes ; i++ ) { cv->indexes[i] = LittleLong( indexes[i] ); } // take the plane information from the lightmap vector for ( i = 0 ; i < 3 ; i++ ) { cv->plane.normal[i] = LittleFloat( ds->lightmapVecs[2][i] ); } cv->plane.dist = DotProduct( cv->verts[0].xyz, cv->plane.normal ); SetPlaneSignbits( &cv->plane ); cv->plane.type = PlaneTypeForNormal( cv->plane.normal ); } static void ParseMesh( const dsurface_t* ds, const drawVert_t* verts, msurface_t* surf ) { static surfaceType_t skipData = SF_SKIP; drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE]; surf->fogIndex = LittleLong( ds->fogNum ) + 1; surf->shader = ShaderForShaderNum( ds->shaderNum, LittleLong( ds->lightmapNum ) ); // we may have a nodraw surface, because they might still need to // be around for movement clipping if ( s_worldData.shaders[ LittleLong( ds->shaderNum ) ].surfaceFlags & SURF_NODRAW ) { surf->data = &skipData; return; } int w = LittleLong( ds->patchWidth ); int h = LittleLong( ds->patchHeight ); int numPoints = w * h; verts += LittleLong( ds->firstVert ); for (int i = 0; i < numPoints; ++i) { for (int j = 0; j < 3; ++j) { points[i].xyz[j] = LittleFloat( verts[i].xyz[j] ); points[i].normal[j] = LittleFloat( verts[i].normal[j] ); } points[i].st[0] = LittleFloat( verts[i].st[0] ); points[i].lightmap[0] = LittleFloat( verts[i].lightmap[0] ); points[i].st[1] = LittleFloat( verts[i].st[1] ); points[i].lightmap[1] = LittleFloat( verts[i].lightmap[1] ); R_ColorShiftLightingBytes( verts[i].color, points[i].color ); } // pre-tesseleate srfGridMesh_t* grid = R_SubdividePatchToGrid( w, h, points ); surf->data = (surfaceType_t*)grid; // copy the level of detail origin, which is the center // of the group of all curves that must subdivide the same // to avoid cracking vec3_t bounds[2], v; for (int i = 0; i < 3; ++i) { bounds[0][i] = LittleFloat( ds->lightmapVecs[0][i] ); bounds[1][i] = LittleFloat( ds->lightmapVecs[1][i] ); } VectorAdd( bounds[0], bounds[1], bounds[1] ); VectorScale( bounds[1], 0.5f, grid->lodOrigin ); VectorSubtract( bounds[0], grid->lodOrigin, v ); grid->lodRadius = VectorLength( v ); } static void ParseTriSurf( const dsurface_t* ds, const drawVert_t* verts, msurface_t* surf, const int* indexes ) { int i, j; surf->fogIndex = LittleLong( ds->fogNum ) + 1; surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX ); int numVerts = LittleLong( ds->numVerts ); int numIndexes = LittleLong( ds->numIndexes ); srfTriangles_t* tri = AllocSurface( numVerts, numIndexes ); tri->surfaceType = SF_TRIANGLES; surf->data = (surfaceType_t*)tri; ClearBounds( tri->bounds[0], tri->bounds[1] ); verts += LittleLong( ds->firstVert ); for ( i = 0 ; i < numVerts ; i++ ) { for ( j = 0 ; j < 3 ; j++ ) { tri->verts[i].xyz[j] = LittleFloat( verts[i].xyz[j] ); tri->verts[i].normal[j] = LittleFloat( verts[i].normal[j] ); } AddPointToBounds( tri->verts[i].xyz, tri->bounds[0], tri->bounds[1] ); for ( j = 0 ; j < 2 ; j++ ) { tri->verts[i].st[j] = LittleFloat( verts[i].st[j] ); tri->verts[i].st2[j] = LittleFloat( verts[i].lightmap[j] ); } R_ColorShiftLightingBytes( verts[i].color, tri->verts[i].rgba ); } indexes += LittleLong( ds->firstIndex ); for ( i = 0 ; i < numIndexes ; i++ ) { tri->indexes[i] = LittleLong( indexes[i] ); if ( tri->indexes[i] < 0 || tri->indexes[i] >= numVerts ) { ri.Error( ERR_DROP, "Bad index in triangle surface" ); } } } static void ParseFlare( const dsurface_t* ds, const drawVert_t* verts, msurface_t* surf, const int* indexes ) { surf->fogIndex = LittleLong( ds->fogNum ) + 1; surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX ); srfFlare_t* flare = RI_New(); flare->surfaceType = SF_FLARE; surf->data = (surfaceType_t*)flare; for (int i = 0; i < 3; ++i) { flare->origin[i] = LittleFloat( ds->lightmapOrigin[i] ); flare->color[i] = LittleFloat( ds->lightmapVecs[0][i] ); flare->normal[i] = LittleFloat( ds->lightmapVecs[2][i] ); } } /* ================= R_MergedWidthPoints returns qtrue if there are grid points merged on a width edge ================= */ int R_MergedWidthPoints(srfGridMesh_t *grid, int offset) { int i, j; for (i = 1; i < grid->width-1; i++) { for (j = i + 1; j < grid->width-1; j++) { if ( fabs(grid->verts[i + offset].xyz[0] - grid->verts[j + offset].xyz[0]) > .1) continue; if ( fabs(grid->verts[i + offset].xyz[1] - grid->verts[j + offset].xyz[1]) > .1) continue; if ( fabs(grid->verts[i + offset].xyz[2] - grid->verts[j + offset].xyz[2]) > .1) continue; return qtrue; } } return qfalse; } /* ================= R_MergedHeightPoints returns qtrue if there are grid points merged on a height edge ================= */ int R_MergedHeightPoints(srfGridMesh_t *grid, int offset) { int i, j; for (i = 1; i < grid->height-1; i++) { for (j = i + 1; j < grid->height-1; j++) { if ( fabs(grid->verts[grid->width * i + offset].xyz[0] - grid->verts[grid->width * j + offset].xyz[0]) > .1) continue; if ( fabs(grid->verts[grid->width * i + offset].xyz[1] - grid->verts[grid->width * j + offset].xyz[1]) > .1) continue; if ( fabs(grid->verts[grid->width * i + offset].xyz[2] - grid->verts[grid->width * j + offset].xyz[2]) > .1) continue; return qtrue; } } return qfalse; } /* ================= R_FixSharedVertexLodError_r NOTE: never sync LoD through grid edges with merged points! FIXME: write generalized version that also avoids cracks between a patch and one that meets half way? ================= */ void R_FixSharedVertexLodError_r( int start, srfGridMesh_t *grid1 ) { int j, k, l, m, n, offset1, offset2, touch; srfGridMesh_t *grid2; for ( j = start; j < s_worldData.numsurfaces; j++ ) { // grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data; // if this surface is not a grid if ( grid2->surfaceType != SF_GRID ) continue; // if the LOD errors are already fixed for this patch if ( grid2->lodFixed == 2 ) continue; // grids in the same LOD group should have the exact same lod radius if ( grid1->lodRadius != grid2->lodRadius ) continue; // grids in the same LOD group should have the exact same lod origin if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue; if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue; if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue; // touch = qfalse; for (n = 0; n < 2; n++) { // if (n) offset1 = (grid1->height-1) * grid1->width; else offset1 = 0; if (R_MergedWidthPoints(grid1, offset1)) continue; for (k = 1; k < grid1->width-1; k++) { for (m = 0; m < 2; m++) { if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; if (R_MergedWidthPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->width-1; l++) { // if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->widthLodError[l] = grid1->widthLodError[k]; touch = qtrue; } } for (m = 0; m < 2; m++) { if (m) offset2 = grid2->width-1; else offset2 = 0; if (R_MergedHeightPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->height-1; l++) { // if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->heightLodError[l] = grid1->widthLodError[k]; touch = qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = grid1->width-1; else offset1 = 0; if (R_MergedHeightPoints(grid1, offset1)) continue; for (k = 1; k < grid1->height-1; k++) { for (m = 0; m < 2; m++) { if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; if (R_MergedWidthPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->width-1; l++) { // if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->widthLodError[l] = grid1->heightLodError[k]; touch = qtrue; } } for (m = 0; m < 2; m++) { if (m) offset2 = grid2->width-1; else offset2 = 0; if (R_MergedHeightPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->height-1; l++) { // if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->heightLodError[l] = grid1->heightLodError[k]; touch = qtrue; } } } } if (touch) { grid2->lodFixed = 2; R_FixSharedVertexLodError_r ( start, grid2 ); //NOTE: this would be correct but makes things really slow //grid2->lodFixed = 1; } } } /* ================= R_FixSharedVertexLodError This function assumes that all patches in one group are nicely stitched together for the highest LoD. If this is not the case this function will still do its job but won't fix the highest LoD cracks. ================= */ void R_FixSharedVertexLodError( void ) { int i; srfGridMesh_t *grid1; for ( i = 0; i < s_worldData.numsurfaces; i++ ) { // grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data; // if this surface is not a grid if ( grid1->surfaceType != SF_GRID ) continue; // if ( grid1->lodFixed ) continue; // grid1->lodFixed = 2; // recursively fix other patches in the same LOD group R_FixSharedVertexLodError_r( i + 1, grid1); } } /* =============== R_StitchPatches =============== */ int R_StitchPatches( int grid1num, int grid2num ) { float *v1, *v2; srfGridMesh_t *grid1, *grid2; int k, l, m, n, offset1, offset2, row, column; grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data; grid2 = (srfGridMesh_t *) s_worldData.surfaces[grid2num].data; for (n = 0; n < 2; n++) { // if (n) offset1 = (grid1->height-1) * grid1->width; else offset1 = 0; if (R_MergedWidthPoints(grid1, offset1)) continue; for (k = 0; k < grid1->width-2; k += 2) { for (m = 0; m < 2; m++) { if ( grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k + 2 + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (surfaceType_t*)grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k + 2 + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (surfaceType_t*)grid2; return qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = grid1->width-1; else offset1 = 0; if (R_MergedHeightPoints(grid1, offset1)) continue; for (k = 0; k < grid1->height-2; k += 2) { for (m = 0; m < 2; m++) { if ( grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[(l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (surfaceType_t*)grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (surfaceType_t*)grid2; return qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = (grid1->height-1) * grid1->width; else offset1 = 0; if (R_MergedWidthPoints(grid1, offset1)) continue; for (k = grid1->width-1; k > 1; k -= 2) { for (m = 0; m < 2; m++) { if ( grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k - 2 + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[(l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (surfaceType_t*)grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k - 2 + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]); if (!grid2) break; grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (surfaceType_t*)grid2; return qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = grid1->width-1; else offset1 = 0; if (R_MergedHeightPoints(grid1, offset1)) continue; for (k = grid1->height-1; k > 1; k -= 2) { for (m = 0; m < 2; m++) { if ( grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[(l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (surfaceType_t*)grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (surfaceType_t*)grid2; return qtrue; } } } } return qfalse; } /* =============== R_TryStitchPatch This function will try to stitch patches in the same LoD group together for the highest LoD. Only single missing vertice cracks will be fixed. Vertices will be joined at the patch side a crack is first found, at the other side of the patch (on the same row or column) the vertices will not be joined and cracks might still appear at that side. =============== */ int R_TryStitchingPatch( int grid1num ) { int j, numstitches; srfGridMesh_t *grid1, *grid2; numstitches = 0; grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data; for ( j = 0; j < s_worldData.numsurfaces; j++ ) { // grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data; // if this surface is not a grid if ( grid2->surfaceType != SF_GRID ) continue; // grids in the same LOD group should have the exact same lod radius if ( grid1->lodRadius != grid2->lodRadius ) continue; // grids in the same LOD group should have the exact same lod origin if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue; if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue; if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue; // while (R_StitchPatches(grid1num, j)) { numstitches++; } } return numstitches; } /* =============== R_StitchAllPatches =============== */ void R_StitchAllPatches( void ) { int i, stitched, numstitches; srfGridMesh_t *grid1; numstitches = 0; do { stitched = qfalse; for ( i = 0; i < s_worldData.numsurfaces; i++ ) { // grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data; // if this surface is not a grid if ( grid1->surfaceType != SF_GRID ) continue; // if ( grid1->lodStitched ) continue; // grid1->lodStitched = qtrue; stitched = qtrue; // numstitches += R_TryStitchingPatch( i ); } } while (stitched); ri.Printf( PRINT_ALL, "stitched %d LoD cracks\n", numstitches ); } static void R_MovePatchSurfacesToHunk() { for (int i = 0; i < s_worldData.numsurfaces; ++i) { srfGridMesh_t* grid = (srfGridMesh_t *) s_worldData.surfaces[i].data; if ( grid->surfaceType != SF_GRID ) continue; int size = (grid->width * grid->height - 1) * sizeof( drawVert_t ) + sizeof( *grid ); srfGridMesh_t* hunkgrid = (srfGridMesh_t*)RI_New( size ); Com_Memcpy(hunkgrid, grid, size); hunkgrid->widthLodError = RI_New( grid->width ); Com_Memcpy( hunkgrid->widthLodError, grid->widthLodError, grid->width * 4 ); hunkgrid->heightLodError = RI_New( grid->height ); Com_Memcpy( hunkgrid->heightLodError, grid->heightLodError, grid->height * 4 ); R_FreeSurfaceGridMesh( grid ); s_worldData.surfaces[i].data = (surfaceType_t*)hunkgrid; } } // !!! the CM code duplicates virtually all of these functions // they really should be shared, especially since unpacking etc is so clunky template const T* ReadLump( const lump_t* lump, int* c ) { const T* p = (const T*)(fileBase + lump->fileofs); if (lump->filelen % sizeof(T)) ri.Error( ERR_DROP, "LoadMap: funny lump size in %s", s_worldData.name ); if (c) *c = lump->filelen / sizeof(T); return p; } static void R_LoadSurfaces( const lump_t* surfs, const lump_t* verts, const lump_t* indexLump ) { const dsurface_t* in = ReadLump( surfs, &s_worldData.numsurfaces ); const drawVert_t* dv = ReadLump( verts, NULL ); const int* indexes = ReadLump( indexLump, NULL ); msurface_t* out = RI_New( s_worldData.numsurfaces ); int numFaces = 0, numMeshes = 0, numTriSurfs = 0, numFlares = 0; s_worldData.surfaces = out; for (int i = 0 ; i < s_worldData.numsurfaces; ++i, ++in, ++out) { switch ( LittleLong( in->surfaceType ) ) { case MST_PATCH: ParseMesh( in, dv, out ); numMeshes++; break; case MST_TRIANGLE_SOUP: ParseTriSurf( in, dv, out, indexes ); numTriSurfs++; break; case MST_PLANAR: ParseFace( in, dv, out, indexes ); numFaces++; break; case MST_FLARE: ParseFlare( in, dv, out, indexes ); numFlares++; break; default: ri.Error( ERR_DROP, "Bad surfaceType" ); } } #ifdef PATCH_STITCHING R_StitchAllPatches(); #endif R_FixSharedVertexLodError(); #ifdef PATCH_STITCHING R_MovePatchSurfacesToHunk(); #endif ri.Printf( PRINT_ALL, "...loaded %d faces, %i meshes, %i trisurfs, %i flares\n", numFaces, numMeshes, numTriSurfs, numFlares ); } static void R_LoadSubmodels( const lump_t* l ) { int count; const dmodel_t* in = ReadLump( l, &count ); s_worldData.bmodels = RI_New( count ); bmodel_t* out = s_worldData.bmodels; for (int i = 0; i < count; ++i, ++in, ++out) { model_t* model = R_AllocModel(); assert( model ); // we should always have enough space for these model->type = MOD_BRUSH; model->bmodel = out; Com_sprintf( model->name, sizeof( model->name ), "*%d", i ); for (int j = 0; j < 3; ++j) { out->bounds[0][j] = LittleFloat( in->mins[j] ); out->bounds[1][j] = LittleFloat( in->maxs[j] ); } out->firstSurface = s_worldData.surfaces + LittleLong( in->firstSurface ); out->numSurfaces = LittleLong( in->numSurfaces ); } } /////////////////////////////////////////////////////////////// static void R_SetParent( mnode_t* node, mnode_t* parent ) { node->parent = parent; if (node->contents != -1) return; R_SetParent( node->children[0], node ); R_SetParent( node->children[1], node ); } static void R_LoadNodesAndLeafs( const lump_t* nodeLump, const lump_t* leafLump ) { int numNodes, numLeafs; const dnode_t* in = ReadLump( nodeLump, &numNodes ); const dleaf_t* inLeaf = ReadLump( leafLump, &numLeafs ); s_worldData.numnodes = numNodes + numLeafs; s_worldData.nodes = RI_New( s_worldData.numnodes ); mnode_t* out = s_worldData.nodes; for (int i = 0; i < numNodes; ++i, ++in, ++out) { for (int j = 0; j < 3; ++j) { out->mins[j] = LittleLong( in->mins[j] ); out->maxs[j] = LittleLong( in->maxs[j] ); } out->contents = CONTENTS_NODE; // differentiate from leafs int p = LittleLong( in->planeNum ); out->plane = s_worldData.planes + p; p = LittleLong( in->children[0] ); out->children[0] = s_worldData.nodes + ((p >= 0) ? p : numNodes + (-1 - p)); p = LittleLong( in->children[1] ); out->children[1] = s_worldData.nodes + ((p >= 0) ? p : numNodes + (-1 - p)); } for (int i = 0; i < numLeafs; ++i, ++inLeaf, ++out) { for (int j = 0; j < 3; ++j) { out->mins[j] = LittleLong( inLeaf->mins[j] ); out->maxs[j] = LittleLong( inLeaf->maxs[j] ); } out->cluster = LittleLong( inLeaf->cluster ); out->area = LittleLong( inLeaf->area ); if ( out->cluster >= s_worldData.numClusters ) s_worldData.numClusters = out->cluster + 1; out->firstmarksurface = s_worldData.marksurfaces + LittleLong( inLeaf->firstLeafSurface ); out->nummarksurfaces = LittleLong( inLeaf->numLeafSurfaces ); } // chain descendants R_SetParent( s_worldData.nodes, NULL ); } /////////////////////////////////////////////////////////////// static void R_LoadShaders( const lump_t* l ) { const dshader_t* in = ReadLump( l, &s_worldData.numShaders ); s_worldData.shaders = RI_New( s_worldData.numShaders ); dshader_t* out = s_worldData.shaders; Com_Memcpy( out, in, s_worldData.numShaders * sizeof(*out) ); for (int i = 0; i < s_worldData.numShaders; ++i) { out[i].surfaceFlags = LittleLong( out[i].surfaceFlags ); out[i].contentFlags = LittleLong( out[i].contentFlags ); } } static void R_LoadMarksurfaces( const lump_t* l ) { const int* in = ReadLump( l, &s_worldData.nummarksurfaces ); s_worldData.marksurfaces = RI_New( s_worldData.nummarksurfaces ); for (int i = 0; i < s_worldData.nummarksurfaces; ++i) s_worldData.marksurfaces[i] = s_worldData.surfaces + LittleLong( in[i] ); } static void R_LoadPlanes( const lump_t* l ) { const dplane_t* in = ReadLump( l, &s_worldData.numplanes ); s_worldData.planes = RI_New( s_worldData.numplanes ); cplane_t* out = s_worldData.planes; for (int i = 0; i < s_worldData.numplanes; ++i, ++in, ++out) { out->signbits = 0; for (int j = 0; j < 3; ++j) { out->normal[j] = LittleFloat( in->normal[j] ); if (out->normal[j] < 0) { out->signbits |= (1 << j); } } out->dist = LittleFloat( in->dist ); out->type = PlaneTypeForNormal( out->normal ); } } static unsigned ColorBytes4( float r, float g, float b, float a ) { unsigned i; ( (byte *)&i )[0] = r * 255; ( (byte *)&i )[1] = g * 255; ( (byte *)&i )[2] = b * 255; ( (byte *)&i )[3] = a * 255; return i; } static void R_LoadFogs( const lump_t* l, const lump_t* brushesLump, const lump_t* sidesLump ) { const dfog_t* fogs = ReadLump( l, &s_worldData.numfogs ); // fog[0] is an empty but referenced element, so we have to alloc that even if the map has none // ideally, someone would fix all the callers to not just blindly deref s_worldData.fogs, but >:( ++s_worldData.numfogs; s_worldData.fogs = RI_New( s_worldData.numfogs ); if (s_worldData.numfogs == 1) return; fog_t* out = s_worldData.fogs + 1; int numBrushes, numSides; const dbrush_t* brushes = ReadLump( brushesLump, &numBrushes ); const dbrushside_t* sides = ReadLump( sidesLump, &numSides ); for (int i = 1; i < s_worldData.numfogs; ++i, ++fogs, ++out) { out->originalBrushNumber = LittleLong( fogs->brushNum ); if ( out->originalBrushNumber >= numBrushes ) ri.Error( ERR_DROP, "fog brushNumber out of range" ); const dbrush_t* brush = brushes + out->originalBrushNumber; int firstSide = LittleLong( brush->firstSide ); if ( firstSide > numSides - 6 ) ri.Error( ERR_DROP, "fog brush sideNumber out of range" ); int sideNum = firstSide, planeNum; // brushes are always sorted with the axial sides first planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[0][0] = -s_worldData.planes[ planeNum ].dist; ++sideNum; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[1][0] = s_worldData.planes[ planeNum ].dist; ++sideNum; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[0][1] = -s_worldData.planes[ planeNum ].dist; ++sideNum; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[1][1] = s_worldData.planes[ planeNum ].dist; ++sideNum; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[0][2] = -s_worldData.planes[ planeNum ].dist; ++sideNum; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[1][2] = s_worldData.planes[ planeNum ].dist; ++sideNum; // get information from the shader for fog parameters shader_t* shader = R_FindShader( fogs->shader, LIGHTMAP_NONE, qtrue ); out->parms = shader->fogParms; out->colorInt = ColorBytes4( shader->fogParms.color[0] * tr.identityLight, shader->fogParms.color[1] * tr.identityLight, shader->fogParms.color[2] * tr.identityLight, 1.0 ); out->tcScale = 1.0f / (8 * max( 1.0f, shader->fogParms.depthForOpaque )); // set the gradient vector sideNum = LittleLong( fogs->visibleSide ); if ( sideNum == -1 ) { out->hasSurface = qfalse; } else { out->hasSurface = qtrue; planeNum = LittleLong( sides[ firstSide + sideNum ].planeNum ); VectorSubtract( vec3_origin, s_worldData.planes[ planeNum ].normal, out->surface ); out->surface[3] = -s_worldData.planes[ planeNum ].dist; } } } static void R_LoadLightGrid( const lump_t* l ) { int i; world_t* w = &s_worldData; w->lightGridInverseSize[0] = 1.0f / w->lightGridSize[0]; w->lightGridInverseSize[1] = 1.0f / w->lightGridSize[1]; w->lightGridInverseSize[2] = 1.0f / w->lightGridSize[2]; float* wMins = w->bmodels[0].bounds[0]; float* wMaxs = w->bmodels[0].bounds[1]; vec3_t maxs; for (i = 0; i < 3; ++i) { w->lightGridOrigin[i] = w->lightGridSize[i] * ceil( wMins[i] / w->lightGridSize[i] ); maxs[i] = w->lightGridSize[i] * floor( wMaxs[i] / w->lightGridSize[i] ); w->lightGridBounds[i] = (maxs[i] - w->lightGridOrigin[i])/w->lightGridSize[i] + 1; } int numGridPoints = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2]; if ( l->filelen != numGridPoints * 8 ) { ri.Printf( PRINT_WARNING, "WARNING: light grid mismatch\n" ); w->lightGridData = NULL; return; } w->lightGridData = RI_New( l->filelen ); Com_Memcpy( w->lightGridData, fileBase + l->fileofs, l->filelen ); // deal with overbright bits for (i = 0; i < numGridPoints; ++i) { R_ColorShiftLightingBytes( &w->lightGridData[i*8], &w->lightGridData[i*8] ); R_ColorShiftLightingBytes( &w->lightGridData[i*8+3], &w->lightGridData[i*8+3] ); } } static void R_LoadEntities( const lump_t* l ) { world_t* w = &s_worldData; w->lightGridSize[0] = 64; w->lightGridSize[1] = 64; w->lightGridSize[2] = 128; const char* p = (const char*)(fileBase + l->fileofs); // store for reference by the cgame w->entityString = RI_New( l->filelen + 1 ); strcpy( w->entityString, p ); w->entityParsePoint = w->entityString; const char* token = COM_ParseExt( &p, qtrue ); if (!*token || *token != '{') return; // only parse the world spawn while ( 1 ) { // parse key token = COM_ParseExt( &p, qtrue ); if ( !*token || *token == '}' ) { break; } char keyname[MAX_TOKEN_CHARS]; Q_strncpyz(keyname, token, sizeof(keyname)); // parse value token = COM_ParseExt( &p, qtrue ); if ( !*token || *token == '}' ) { break; } char value[MAX_TOKEN_CHARS]; Q_strncpyz(value, token, sizeof(value)); // check for a different grid size if (!Q_stricmp(keyname, "gridsize")) { sscanf(value, "%f %f %f", &w->lightGridSize[0], &w->lightGridSize[1], &w->lightGridSize[2] ); continue; } } } qbool R_GetEntityToken( char* buffer, int size ) { const char* s = COM_Parse( &s_worldData.entityParsePoint ); Q_strncpyz( buffer, s, size ); if ( !s_worldData.entityParsePoint || !s[0] ) { s_worldData.entityParsePoint = s_worldData.entityString; return qfalse; } return qtrue; } // called directly from cgame void RE_LoadWorldMap( const char* name ) { int i; if ( tr.worldMapLoaded ) ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map\n" ); tr.worldMapLoaded = qtrue; byte* buffer; ri.FS_ReadFile( name, (void**)&buffer ); if ( !buffer ) ri.Error( ERR_DROP, "RE_LoadWorldMap: %s not found", name ); // clear tr.world so if the level fails to load, the next // try will not look at the partially loaded version tr.world = NULL; Com_Memset( &s_worldData, 0, sizeof( s_worldData ) ); Q_strncpyz( s_worldData.name, name, sizeof( s_worldData.name ) ); Q_strncpyz( s_worldData.baseName, COM_SkipPath( s_worldData.name ), sizeof( s_worldData.name ) ); COM_StripExtension(s_worldData.baseName, s_worldData.baseName, sizeof(s_worldData.baseName)); dheader_t* header = (dheader_t*)buffer; fileBase = (byte*)header; i = LittleLong(header->version); if ( i != BSP_VERSION ) ri.Error( ERR_DROP, "RE_LoadWorldMap: %s has wrong version number (%i should be %i)", name, i, BSP_VERSION ); // swap all the lumps for (i=0 ; ilumps[LUMP_SHADERS] ); R_LoadLightmaps( &header->lumps[LUMP_LIGHTMAPS] ); R_LoadPlanes (&header->lumps[LUMP_PLANES]); R_LoadFogs( &header->lumps[LUMP_FOGS], &header->lumps[LUMP_BRUSHES], &header->lumps[LUMP_BRUSHSIDES] ); R_LoadSurfaces( &header->lumps[LUMP_SURFACES], &header->lumps[LUMP_DRAWVERTS], &header->lumps[LUMP_DRAWINDEXES] ); R_LoadMarksurfaces (&header->lumps[LUMP_LEAFSURFACES]); R_LoadNodesAndLeafs (&header->lumps[LUMP_NODES], &header->lumps[LUMP_LEAFS]); R_LoadSubmodels (&header->lumps[LUMP_MODELS]); R_LoadVisibility( &header->lumps[LUMP_VISIBILITY] ); R_LoadEntities( &header->lumps[LUMP_ENTITIES] ); R_LoadLightGrid( &header->lumps[LUMP_LIGHTGRID] ); s_worldData.dataSize = (byte*)ri.Hunk_Alloc( 0, h_low ) - startMarker; // only set tr.world now that we know the entire level has loaded properly tr.world = &s_worldData; ri.FS_FreeFile( buffer ); } const char* R_GetMapName() { return s_worldData.baseName[0] != '\0' ? s_worldData.baseName : ""; }