mirror of
https://github.com/dhewm/dhewm3.git
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701 lines
17 KiB
C++
701 lines
17 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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/*
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================
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idRenderWorldLocal::FreeWorld
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================
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*/
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void idRenderWorldLocal::FreeWorld() {
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int i;
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// this will free all the lightDefs and entityDefs
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FreeDefs();
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// free all the portals and check light/model references
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for ( i = 0 ; i < numPortalAreas ; i++ ) {
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portalArea_t *area;
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portal_t *portal, *nextPortal;
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area = &portalAreas[i];
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for ( portal = area->portals ; portal ; portal = nextPortal ) {
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nextPortal = portal->next;
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delete portal->w;
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R_StaticFree( portal );
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}
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// there shouldn't be any remaining lightRefs or entityRefs
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if ( area->lightRefs.areaNext != &area->lightRefs ) {
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common->Error( "FreeWorld: unexpected remaining lightRefs" );
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}
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if ( area->entityRefs.areaNext != &area->entityRefs ) {
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common->Error( "FreeWorld: unexpected remaining entityRefs" );
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}
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}
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if ( portalAreas ) {
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R_StaticFree( portalAreas );
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portalAreas = NULL;
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numPortalAreas = 0;
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R_StaticFree( areaScreenRect );
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areaScreenRect = NULL;
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}
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if ( doublePortals ) {
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R_StaticFree( doublePortals );
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doublePortals = NULL;
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numInterAreaPortals = 0;
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}
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if ( areaNodes ) {
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R_StaticFree( areaNodes );
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areaNodes = NULL;
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}
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// free all the inline idRenderModels
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for ( i = 0 ; i < localModels.Num() ; i++ ) {
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renderModelManager->RemoveModel( localModels[i] );
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delete localModels[i];
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}
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localModels.Clear();
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areaReferenceAllocator.Shutdown();
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interactionAllocator.Shutdown();
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areaNumRefAllocator.Shutdown();
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mapName = "<FREED>";
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}
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/*
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================
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idRenderWorldLocal::TouchWorldModels
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================
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*/
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void idRenderWorldLocal::TouchWorldModels( void ) {
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int i;
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for ( i = 0 ; i < localModels.Num() ; i++ ) {
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renderModelManager->CheckModel( localModels[i]->Name() );
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}
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}
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/*
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================
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idRenderWorldLocal::ParseModel
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================
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*/
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idRenderModel *idRenderWorldLocal::ParseModel( idLexer *src ) {
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idRenderModel *model;
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idToken token;
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int i, j;
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srfTriangles_t *tri;
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modelSurface_t surf;
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src->ExpectTokenString( "{" );
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// parse the name
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src->ExpectAnyToken( &token );
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model = renderModelManager->AllocModel();
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model->InitEmpty( token );
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int numSurfaces = src->ParseInt();
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if ( numSurfaces < 0 ) {
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src->Error( "R_ParseModel: bad numSurfaces" );
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}
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for ( i = 0 ; i < numSurfaces ; i++ ) {
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src->ExpectTokenString( "{" );
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src->ExpectAnyToken( &token );
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surf.shader = declManager->FindMaterial( token );
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((idMaterial*)surf.shader)->AddReference();
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tri = R_AllocStaticTriSurf();
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surf.geometry = tri;
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tri->numVerts = src->ParseInt();
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tri->numIndexes = src->ParseInt();
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R_AllocStaticTriSurfVerts( tri, tri->numVerts );
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for ( j = 0 ; j < tri->numVerts ; j++ ) {
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float vec[8];
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src->Parse1DMatrix( 8, vec );
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tri->verts[j].xyz[0] = vec[0];
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tri->verts[j].xyz[1] = vec[1];
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tri->verts[j].xyz[2] = vec[2];
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tri->verts[j].st[0] = vec[3];
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tri->verts[j].st[1] = vec[4];
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tri->verts[j].normal[0] = vec[5];
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tri->verts[j].normal[1] = vec[6];
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tri->verts[j].normal[2] = vec[7];
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}
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R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
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for ( j = 0 ; j < tri->numIndexes ; j++ ) {
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tri->indexes[j] = src->ParseInt();
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}
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src->ExpectTokenString( "}" );
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// add the completed surface to the model
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model->AddSurface( surf );
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}
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src->ExpectTokenString( "}" );
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model->FinishSurfaces();
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return model;
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}
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/*
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================
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idRenderWorldLocal::ParseShadowModel
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================
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*/
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idRenderModel *idRenderWorldLocal::ParseShadowModel( idLexer *src ) {
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idRenderModel *model;
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idToken token;
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int j;
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srfTriangles_t *tri;
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modelSurface_t surf;
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src->ExpectTokenString( "{" );
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// parse the name
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src->ExpectAnyToken( &token );
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model = renderModelManager->AllocModel();
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model->InitEmpty( token );
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surf.shader = tr.defaultMaterial;
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tri = R_AllocStaticTriSurf();
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surf.geometry = tri;
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tri->numVerts = src->ParseInt();
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tri->numShadowIndexesNoCaps = src->ParseInt();
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tri->numShadowIndexesNoFrontCaps = src->ParseInt();
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tri->numIndexes = src->ParseInt();
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tri->shadowCapPlaneBits = src->ParseInt();
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R_AllocStaticTriSurfShadowVerts( tri, tri->numVerts );
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tri->bounds.Clear();
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for ( j = 0 ; j < tri->numVerts ; j++ ) {
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float vec[8];
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src->Parse1DMatrix( 3, vec );
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tri->shadowVertexes[j].xyz[0] = vec[0];
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tri->shadowVertexes[j].xyz[1] = vec[1];
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tri->shadowVertexes[j].xyz[2] = vec[2];
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tri->shadowVertexes[j].xyz[3] = 1; // no homogenous value
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tri->bounds.AddPoint( tri->shadowVertexes[j].xyz.ToVec3() );
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}
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R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
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for ( j = 0 ; j < tri->numIndexes ; j++ ) {
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tri->indexes[j] = src->ParseInt();
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}
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// add the completed surface to the model
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model->AddSurface( surf );
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src->ExpectTokenString( "}" );
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// we do NOT do a model->FinishSurfaceces, because we don't need sil edges, planes, tangents, etc.
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// model->FinishSurfaces();
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return model;
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}
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/*
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================
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idRenderWorldLocal::SetupAreaRefs
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================
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*/
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void idRenderWorldLocal::SetupAreaRefs() {
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int i;
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connectedAreaNum = 0;
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for ( i = 0 ; i < numPortalAreas ; i++ ) {
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portalAreas[i].areaNum = i;
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portalAreas[i].lightRefs.areaNext =
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portalAreas[i].lightRefs.areaPrev =
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&portalAreas[i].lightRefs;
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portalAreas[i].entityRefs.areaNext =
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portalAreas[i].entityRefs.areaPrev =
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&portalAreas[i].entityRefs;
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}
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}
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/*
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================
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idRenderWorldLocal::ParseInterAreaPortals
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================
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*/
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void idRenderWorldLocal::ParseInterAreaPortals( idLexer *src ) {
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int i, j;
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src->ExpectTokenString( "{" );
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numPortalAreas = src->ParseInt();
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if ( numPortalAreas < 0 ) {
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src->Error( "R_ParseInterAreaPortals: bad numPortalAreas" );
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return;
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}
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portalAreas = (portalArea_t *)R_ClearedStaticAlloc( numPortalAreas * sizeof( portalAreas[0] ) );
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areaScreenRect = (idScreenRect *) R_ClearedStaticAlloc( numPortalAreas * sizeof( idScreenRect ) );
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// set the doubly linked lists
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SetupAreaRefs();
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numInterAreaPortals = src->ParseInt();
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if ( numInterAreaPortals < 0 ) {
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src->Error( "R_ParseInterAreaPortals: bad numInterAreaPortals" );
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return;
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}
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doublePortals = (doublePortal_t *)R_ClearedStaticAlloc( numInterAreaPortals *
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sizeof( doublePortals [0] ) );
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for ( i = 0 ; i < numInterAreaPortals ; i++ ) {
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int numPoints, a1, a2;
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idWinding *w;
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portal_t *p;
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numPoints = src->ParseInt();
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a1 = src->ParseInt();
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a2 = src->ParseInt();
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w = new idWinding( numPoints );
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w->SetNumPoints( numPoints );
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for ( j = 0 ; j < numPoints ; j++ ) {
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src->Parse1DMatrix( 3, (*w)[j].ToFloatPtr() );
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// no texture coordinates
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(*w)[j][3] = 0;
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(*w)[j][4] = 0;
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}
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// add the portal to a1
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p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
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p->intoArea = a2;
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p->doublePortal = &doublePortals[i];
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p->w = w;
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p->w->GetPlane( p->plane );
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p->next = portalAreas[a1].portals;
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portalAreas[a1].portals = p;
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doublePortals[i].portals[0] = p;
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// reverse it for a2
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p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
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p->intoArea = a1;
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p->doublePortal = &doublePortals[i];
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p->w = w->Reverse();
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p->w->GetPlane( p->plane );
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p->next = portalAreas[a2].portals;
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portalAreas[a2].portals = p;
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doublePortals[i].portals[1] = p;
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}
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src->ExpectTokenString( "}" );
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}
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/*
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================
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idRenderWorldLocal::ParseNodes
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================
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*/
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void idRenderWorldLocal::ParseNodes( idLexer *src ) {
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int i;
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src->ExpectTokenString( "{" );
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numAreaNodes = src->ParseInt();
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if ( numAreaNodes < 0 ) {
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src->Error( "R_ParseNodes: bad numAreaNodes" );
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}
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areaNodes = (areaNode_t *)R_ClearedStaticAlloc( numAreaNodes * sizeof( areaNodes[0] ) );
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for ( i = 0 ; i < numAreaNodes ; i++ ) {
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areaNode_t *node;
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node = &areaNodes[i];
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src->Parse1DMatrix( 4, node->plane.ToFloatPtr() );
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node->children[0] = src->ParseInt();
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node->children[1] = src->ParseInt();
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}
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src->ExpectTokenString( "}" );
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}
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/*
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================
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idRenderWorldLocal::CommonChildrenArea_r
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================
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*/
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int idRenderWorldLocal::CommonChildrenArea_r( areaNode_t *node ) {
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int nums[2];
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for ( int i = 0 ; i < 2 ; i++ ) {
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if ( node->children[i] <= 0 ) {
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nums[i] = -1 - node->children[i];
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} else {
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nums[i] = CommonChildrenArea_r( &areaNodes[ node->children[i] ] );
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}
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}
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// solid nodes will match any area
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if ( nums[0] == AREANUM_SOLID ) {
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nums[0] = nums[1];
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}
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if ( nums[1] == AREANUM_SOLID ) {
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nums[1] = nums[0];
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}
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int common;
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if ( nums[0] == nums[1] ) {
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common = nums[0];
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} else {
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common = CHILDREN_HAVE_MULTIPLE_AREAS;
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}
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node->commonChildrenArea = common;
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return common;
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}
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/*
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=================
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idRenderWorldLocal::ClearWorld
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Sets up for a single area world
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=================
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*/
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void idRenderWorldLocal::ClearWorld() {
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numPortalAreas = 1;
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portalAreas = (portalArea_t *)R_ClearedStaticAlloc( sizeof( portalAreas[0] ) );
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areaScreenRect = (idScreenRect *) R_ClearedStaticAlloc( sizeof( idScreenRect ) );
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SetupAreaRefs();
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// even though we only have a single area, create a node
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// that has both children pointing at it so we don't need to
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//
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areaNodes = (areaNode_t *)R_ClearedStaticAlloc( sizeof( areaNodes[0] ) );
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areaNodes[0].plane[3] = 1;
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areaNodes[0].children[0] = -1;
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areaNodes[0].children[1] = -1;
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}
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/*
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=================
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idRenderWorldLocal::FreeDefs
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dump all the interactions
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=================
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*/
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void idRenderWorldLocal::FreeDefs() {
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int i;
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generateAllInteractionsCalled = false;
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if ( interactionTable ) {
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R_StaticFree( interactionTable );
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interactionTable = NULL;
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}
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// free all lightDefs
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for ( i = 0 ; i < lightDefs.Num() ; i++ ) {
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idRenderLightLocal *light;
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light = lightDefs[i];
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if ( light && light->world == this ) {
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FreeLightDef( i );
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lightDefs[i] = NULL;
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}
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}
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// free all entityDefs
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|
for ( i = 0 ; i < entityDefs.Num() ; i++ ) {
|
||
|
idRenderEntityLocal *mod;
|
||
|
|
||
|
mod = entityDefs[i];
|
||
|
if ( mod && mod->world == this ) {
|
||
|
FreeEntityDef( i );
|
||
|
entityDefs[i] = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idRenderWorldLocal::InitFromMap
|
||
|
|
||
|
A NULL or empty name will make a world without a map model, which
|
||
|
is still useful for displaying a bare model
|
||
|
=================
|
||
|
*/
|
||
|
bool idRenderWorldLocal::InitFromMap( const char *name ) {
|
||
|
idLexer * src;
|
||
|
idToken token;
|
||
|
idStr filename;
|
||
|
idRenderModel * lastModel;
|
||
|
|
||
|
// if this is an empty world, initialize manually
|
||
|
if ( !name || !name[0] ) {
|
||
|
FreeWorld();
|
||
|
mapName.Clear();
|
||
|
ClearWorld();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
// load it
|
||
|
filename = name;
|
||
|
filename.SetFileExtension( PROC_FILE_EXT );
|
||
|
|
||
|
// if we are reloading the same map, check the timestamp
|
||
|
// and try to skip all the work
|
||
|
ID_TIME_T currentTimeStamp;
|
||
|
fileSystem->ReadFile( filename, NULL, ¤tTimeStamp );
|
||
|
|
||
|
if ( name == mapName ) {
|
||
|
if ( currentTimeStamp != FILE_NOT_FOUND_TIMESTAMP && currentTimeStamp == mapTimeStamp ) {
|
||
|
common->Printf( "idRenderWorldLocal::InitFromMap: retaining existing map\n" );
|
||
|
FreeDefs();
|
||
|
TouchWorldModels();
|
||
|
AddWorldModelEntities();
|
||
|
ClearPortalStates();
|
||
|
return true;
|
||
|
}
|
||
|
common->Printf( "idRenderWorldLocal::InitFromMap: timestamp has changed, reloading.\n" );
|
||
|
}
|
||
|
|
||
|
FreeWorld();
|
||
|
|
||
|
src = new idLexer( filename, LEXFL_NOSTRINGCONCAT | LEXFL_NODOLLARPRECOMPILE );
|
||
|
if ( !src->IsLoaded() ) {
|
||
|
common->Printf( "idRenderWorldLocal::InitFromMap: %s not found\n", filename.c_str() );
|
||
|
ClearWorld();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
mapName = name;
|
||
|
mapTimeStamp = currentTimeStamp;
|
||
|
|
||
|
// if we are writing a demo, archive the load command
|
||
|
if ( session->writeDemo ) {
|
||
|
WriteLoadMap();
|
||
|
}
|
||
|
|
||
|
if ( !src->ReadToken( &token ) || token.Icmp( PROC_FILE_ID ) ) {
|
||
|
common->Printf( "idRenderWorldLocal::InitFromMap: bad id '%s' instead of '%s'\n", token.c_str(), PROC_FILE_ID );
|
||
|
delete src;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// parse the file
|
||
|
while ( 1 ) {
|
||
|
if ( !src->ReadToken( &token ) ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( token == "model" ) {
|
||
|
lastModel = ParseModel( src );
|
||
|
|
||
|
// add it to the model manager list
|
||
|
renderModelManager->AddModel( lastModel );
|
||
|
|
||
|
// save it in the list to free when clearing this map
|
||
|
localModels.Append( lastModel );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( token == "shadowModel" ) {
|
||
|
lastModel = ParseShadowModel( src );
|
||
|
|
||
|
// add it to the model manager list
|
||
|
renderModelManager->AddModel( lastModel );
|
||
|
|
||
|
// save it in the list to free when clearing this map
|
||
|
localModels.Append( lastModel );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( token == "interAreaPortals" ) {
|
||
|
ParseInterAreaPortals( src );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( token == "nodes" ) {
|
||
|
ParseNodes( src );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
src->Error( "idRenderWorldLocal::InitFromMap: bad token \"%s\"", token.c_str() );
|
||
|
}
|
||
|
|
||
|
delete src;
|
||
|
|
||
|
// if it was a trivial map without any areas, create a single area
|
||
|
if ( !numPortalAreas ) {
|
||
|
ClearWorld();
|
||
|
}
|
||
|
|
||
|
// find the points where we can early-our of reference pushing into the BSP tree
|
||
|
CommonChildrenArea_r( &areaNodes[0] );
|
||
|
|
||
|
AddWorldModelEntities();
|
||
|
ClearPortalStates();
|
||
|
|
||
|
// done!
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idRenderWorldLocal::ClearPortalStates
|
||
|
=====================
|
||
|
*/
|
||
|
void idRenderWorldLocal::ClearPortalStates() {
|
||
|
int i, j;
|
||
|
|
||
|
// all portals start off open
|
||
|
for ( i = 0 ; i < numInterAreaPortals ; i++ ) {
|
||
|
doublePortals[i].blockingBits = PS_BLOCK_NONE;
|
||
|
}
|
||
|
|
||
|
// flood fill all area connections
|
||
|
for ( i = 0 ; i < numPortalAreas ; i++ ) {
|
||
|
for ( j = 0 ; j < NUM_PORTAL_ATTRIBUTES ; j++ ) {
|
||
|
connectedAreaNum++;
|
||
|
FloodConnectedAreas( &portalAreas[i], j );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idRenderWorldLocal::AddWorldModelEntities
|
||
|
=====================
|
||
|
*/
|
||
|
void idRenderWorldLocal::AddWorldModelEntities() {
|
||
|
int i;
|
||
|
|
||
|
// add the world model for each portal area
|
||
|
// we can't just call AddEntityDef, because that would place the references
|
||
|
// based on the bounding box, rather than explicitly into the correct area
|
||
|
for ( i = 0 ; i < numPortalAreas ; i++ ) {
|
||
|
idRenderEntityLocal *def;
|
||
|
int index;
|
||
|
|
||
|
def = new idRenderEntityLocal;
|
||
|
|
||
|
// try and reuse a free spot
|
||
|
index = entityDefs.FindNull();
|
||
|
if ( index == -1 ) {
|
||
|
index = entityDefs.Append(def);
|
||
|
} else {
|
||
|
entityDefs[index] = def;
|
||
|
}
|
||
|
|
||
|
def->index = index;
|
||
|
def->world = this;
|
||
|
|
||
|
def->parms.hModel = renderModelManager->FindModel( va("_area%i", i ) );
|
||
|
if ( def->parms.hModel->IsDefaultModel() || !def->parms.hModel->IsStaticWorldModel() ) {
|
||
|
common->Error( "idRenderWorldLocal::InitFromMap: bad area model lookup" );
|
||
|
}
|
||
|
|
||
|
idRenderModel *hModel = def->parms.hModel;
|
||
|
|
||
|
for ( int j = 0; j < hModel->NumSurfaces(); j++ ) {
|
||
|
const modelSurface_t *surf = hModel->Surface( j );
|
||
|
|
||
|
if ( surf->shader->GetName() == idStr( "textures/smf/portal_sky" ) ) {
|
||
|
def->needsPortalSky = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
def->referenceBounds = def->parms.hModel->Bounds();
|
||
|
|
||
|
def->parms.axis[0][0] = 1;
|
||
|
def->parms.axis[1][1] = 1;
|
||
|
def->parms.axis[2][2] = 1;
|
||
|
|
||
|
R_AxisToModelMatrix( def->parms.axis, def->parms.origin, def->modelMatrix );
|
||
|
|
||
|
// in case an explicit shader is used on the world, we don't
|
||
|
// want it to have a 0 alpha or color
|
||
|
def->parms.shaderParms[0] =
|
||
|
def->parms.shaderParms[1] =
|
||
|
def->parms.shaderParms[2] =
|
||
|
def->parms.shaderParms[3] = 1;
|
||
|
|
||
|
AddEntityRefToArea( def, &portalAreas[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
CheckAreaForPortalSky
|
||
|
=====================
|
||
|
*/
|
||
|
bool idRenderWorldLocal::CheckAreaForPortalSky( int areaNum ) {
|
||
|
areaReference_t *ref;
|
||
|
|
||
|
assert( areaNum >= 0 && areaNum < numPortalAreas );
|
||
|
|
||
|
for ( ref = portalAreas[areaNum].entityRefs.areaNext; ref->entity; ref = ref->areaNext ) {
|
||
|
assert( ref->area == &portalAreas[areaNum] );
|
||
|
|
||
|
if ( ref->entity && ref->entity->needsPortalSky ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|