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fteqw/plugins/cod/codbsp.c

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2024-04-06 00:05:33 +00:00
// https://wiki.zeroy.com/index.php?title=Call_of_Duty_1:_d3dbsp
// https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_d3dbsp
//yes, shockingly badly documented. that's half the challenge though, right?
//vaguely derived from quake3.
#include "../plugin.h"
#include "../engine/common/com_mesh.h"
#include "../engine/common/com_bih.h"
static plugfsfuncs_t *filefuncs;
static plugmodfuncs_t *modfuncs;
static plugthreadfuncs_t *threadfuncs;
typedef struct
{
//materials are used for rendering and collisions
q2mapsurface_t *surfaces; //for collision properties, texturing info, not actual surfaces.
//generally useful stuff
unsigned int codbspver;
mplane_t *planes;
size_t num_planes;
struct codnode_s
{
mplane_t *plane;
int childnum[2];
ivec3_t mins, maxs;
} *nodes;
size_t numnodes;
struct codleaf_s
{
int cluster;
int area;
//we don't care about what we don't understand.
//unsigned int firstleafbrush;
//unsigned int numleafbrushes;
//unsigned int firstleafsurface;
//unsigned int numleafsurfaces;
//int cell;
unsigned int firstlightindex;
unsigned int numlightindexes;
} *leaf;
size_t numleafs;
qbyte *pvsdata;
//rendering stuff. this is pretty simple as its all soup.
mesh_t soupverts; //don't trust the indexes!
struct codsoup_s
{
unsigned int vertex_offset;
unsigned int index_offset;
unsigned int index_fixup;
} *soups; //aka surfs
//brush collision... this stuff all goes away once we've built our BIH.
const struct codbsp_brushside_s
{ //unswapped...
union{
unsigned int plane;
float dist;
};
unsigned int material_idx;
} *brushsides;
size_t num_brushsides;
q2cbrush_t *brushes;
size_t num_brushes;
//patch/soup collision nightmare.
const struct codpatch_s
{ //unswapped...
short mat; //material?
short mode; //mode
union
{
struct
{ //patch
short w; //width
short h; //height
int unknown; //unknown. flatness?
int firstvert; //first CODLUMP_COLLISIONVERTS
} mode0;
struct
{ //soup
short numverts;
short numidx;
int firstvert; //first CODLUMP_COLLISIONVERTS
int firstidx; //first CODLUMP_COLLISIONINDEXES
} mode1;
};
} *patches;
size_t numpatches;
const unsigned int *leafpatches; //loadtime only, unswapped...
size_t numleafpatches;
vecV_t *patchvertexes;
size_t numpatchvertexes;
index_t *patchindexes;
size_t numpatchindexes;
unsigned short *lightindexes;
size_t numlightindexes;
struct codlight_s
{
int type;
vec3_t xyz;
vec3_t rgb;
vec3_t dir;
float scale;
float fov;
} *lights;
size_t numlights;
} codbspinfo_t;
#define COD1BSP_VERSION 0x0000003b
#define COD2BSP_VERSION 0x00000004
enum
{
COD1LUMP_MATERIALS=0, //names, surfaceflags, and contentbits for said materials (so dedicated servers don't need to parse anything extra).
COD1LUMP_LIGHTMAPS=1, //just 2d images. 512*512 RGB ones.
COD1LUMP_PLANES=2, //used for nodes and brushsides
COD1LUMP_BRUSHSIDES=3, //which planes+materials to use for each side of the brushes...
COD1LUMP_BRUSHES=4, //defines which sets of said sides to group, and their material(contents).
// COD1LUMP_UNKNOWN=5,
COD1LUMP_SOUPS=6, //q3 would call em surfaces. except they're ALL trisoup, none are planar/patches, they're prebatched (within their 'cells').
COD1LUMP_SOUPVERTS=7, //the vertex attributes for the soup
COD1LUMP_SOUPINDEXES=8, //the indexes, woo. how fancy. it ain't soup without this!
COD1LUMP_CULLGROUPS=9,
COD1LUMP_CULLGROUPINDEXES=10,
COD1LUMP_PORTALVERTS=11,
COD1LUMP_OCCLUDERS=12,
COD1LUMP_OCCLUDERPLANES=13,
COD1LUMP_OCCLUDEREDGES=14,
COD1LUMP_OCCLUDERINDEXES=15,
COD1LUMP_AABBTREES=16, //some sort of tree...
COD1LUMP_CELLS=17, //part of the portal rendering system (reduced number vs leafs so there's less to compute)
COD1LUMP_PORTALS=18, //for walking between cells?
COD1LUMP_LIGHTINDEXES=19, //indexes into LIGHTVALUES
COD1LUMP_NODES=20, //tree leading to leafs.
COD1LUMP_LEAFS=21, //describes a small convex area
COD1LUMP_LEAFBRUSHES=22, //list of brushes so leafs can share them, for collision+pointcontents.
COD1LUMP_LEAFPATCHES=23, //list of patches and embedded meshes per leaf, for collision
COD1LUMP_PATCHCOLLISION=24, //defines which verts/topology etc to use for each mesh/patch
COD1LUMP_COLLISIONVERTS=25, //simple verts used for patch/embedded-mesh collision
COD1LUMP_COLLISIONINDEXES=26,//indexes for the collision verts, only used for embedded meshes
COD1LUMP_MODELS=27, //sub (aka inline) models - the first entry is the worldmodel, the second is your "*1" model and upwards.
COD1LUMP_VISIBILITY=28, //numclusters, numrowbytes, then just packed rows per cluster (no compression like q3 unlike q1).
COD1LUMP_ENTITIES=29,
COD1LUMP_LIGHTS=30,
// COD1LUMP_UNKNOWN=31,
// COD1LUMP_UNKNOWN=32,
COD1LUMP_COUNT=33
};
enum
{
COD2LUMP_MATERIALS=0,
COD2LUMP_LIGHTMAPS=1,
COD2LUMP_LIGHTGRIDHASH=2,
COD2LUMP_LIGHTGRIDVALUES=3,
COD2LUMP_PLANES=4,
COD2LUMP_BRUSHSIDES=5,
COD2LUMP_BRUSHES=6,
COD2LUMP_SOUPS=7,
COD2LUMP_SOUPVERTS=8,
COD2LUMP_SOUPINDEXES=9,
COD2LUMP_CULLGROUPS=10,
COD2LUMP_CULLGROUPINDEXES=11,
// COD2LUMP_UNKNOWN=12,
// COD2LUMP_UNKNOWN=13,
// COD2LUMP_UNKNOWN=14,
// COD2LUMP_UNKNOWN=15,
// COD2LUMP_UNKNOWN=16,
COD2LUMP_PORTALVERTS=17,
COD2LUMP_OCCLUDERS=18,
COD2LUMP_OCCLUDERPLANES=19,
COD2LUMP_OCCLUDEREDGES=20,
COD2LUMP_OCCLUDERINDEXES=21,
COD2LUMP_AABBTREES=22,
COD2LUMP_CELLS=23,
COD2LUMP_PORTALS=24,
COD2LUMP_NODES=25,
COD2LUMP_LEAFS=26,
COD2LUMP_LEAFBRUSHES=27,
// COD2LUMP_LEAFPATCHES=28, //o.O
COD2LUMP_COLLISIONVERTS=29,
COD2LUMP_COLLISIONEDGES=30,
COD2LUMP_COLLISIONINDEXES=31,
COD2LUMP_COLLISIONBORDERS=32,
COD2LUMP_COLLISIONPARTS=33,
COD2LUMP_COLLISIONAABBS=34,
COD2LUMP_MODELS=35,
COD2LUMP_VISIBILITY=36,
COD2LUMP_ENTITIES=37,
COD2LUMP_PATHS=38,
COD2LUMP_COUNT=39
};
static struct codleaf_s *CODBSP_LeafForPoint (model_t *mod, const vec3_t p, int num)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
float d;
struct codnode_s *node;
mplane_t *plane;
while (num >= 0)
{
node = prv->nodes + num;
plane = node->plane;
if (plane->type < 3)
d = p[plane->type] - plane->dist;
else
d = DotProduct (plane->normal, p) - plane->dist;
if (d < 0)
num = node->childnum[1];
else
num = node->childnum[0];
}
return &prv->leaf[-1 - num];
}
static int CODBSP_ClusterForPoint (struct model_s *model, const vec3_t point, int *areaout)
{
struct codleaf_s *leaf = CODBSP_LeafForPoint(model, point, 0);
if (areaout)
*areaout = leaf->area;
return leaf->cluster;
}
static qbyte *CODBSP_ClusterPVS (struct model_s *model, int cluster, pvsbuffer_t *pvsbuffer, pvsmerge_t merge)
{
codbspinfo_t *prv = (codbspinfo_t*)model->meshinfo;
size_t i;
if (cluster >= 0 && cluster < model->numclusters)
{
qbyte *pvs = prv->pvsdata + cluster*model->pvsbytes; //packed, without compresion.
if (merge == PVM_FAST)
return pvs;
else
{
if (pvsbuffer->buffersize < model->pvsbytes)
pvsbuffer->buffer = plugfuncs->Realloc(pvsbuffer->buffer, pvsbuffer->buffersize = model->pvsbytes);
if (merge==PVM_REPLACE)
memcpy(pvsbuffer->buffer, pvs, model->pvsbytes);
else for (i = 0; i < model->pvsbytes; i++)
pvsbuffer->buffer[i] |= pvs[i]; //slooooow
return pvsbuffer->buffer;
}
}
if (pvsbuffer)
{
if (pvsbuffer->buffersize < model->pvsbytes)
pvsbuffer->buffer = plugfuncs->Realloc(pvsbuffer->buffer, pvsbuffer->buffersize = model->pvsbytes);
if (merge!=PVM_MERGE)
memset(pvsbuffer->buffer, 0, model->pvsbytes);
return pvsbuffer->buffer;
}
return NULL;
}
//static qbyte *CODBSP_ClusterPHS (struct model_s *model, int cluster, pvsbuffer_t *pvsbuffer){return "\xff";}
//static void CODBSP_PurgeModel(struct model_s *mod){}
//static qbyte *CODBSP_ClustersInSphere(struct model_s *model, const vec3_t point, float radius, pvsbuffer_t *pvsbuffer, const qbyte *fte_restrict unionwith){}
//static size_t CODBSP_WriteAreaBits(struct model_s *model, qbyte *buffer, size_t maxbytes, int area, qboolean merge){}
//static qboolean CODBSP_AreasConnected(struct model_s *model, unsigned int area1, unsigned int area2){}
//static void CODBSP_SetAreaPortalState(struct model_s *model, unsigned int portal, unsigned int area1, unsigned int area2, qboolean open){}
//static size_t CODBSP_SaveAreaPortalBlob(struct model_s *model, void **ptr){}
//static size_t CODBSP_LoadAreaPortalBlob(struct model_s *model, void *ptr, size_t size){}
#ifdef HAVE_SERVER
static int leaf_count, leaf_maxcount;
static struct codleaf_s **leaf_list;
static const float *leaf_mins, *leaf_maxs;
static int leaf_topnode;
#define BoxOnPlaneSide CodBoxOnPlaneSide
static int BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs, const mplane_t *p)
{
float dist1, dist2;
int sides;
// general case
switch (p->signbits)
{
default:
case 0:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
break;
case 1:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
break;
case 2:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
break;
case 3:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
break;
case 4:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
break;
case 5:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
break;
case 6:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
break;
case 7:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
break;
}
sides = 0;
if (dist1 >= p->dist)
sides = 1;
if (dist2 < p->dist)
sides |= 2;
return sides;
}
static void CODBSP_BoxLeafs_r (codbspinfo_t *prv, int nodenum)
{
mplane_t *plane;
struct codnode_s *node;
int s;
while (1)
{
if (nodenum < 0)
{
if (leaf_count >= leaf_maxcount)
return;
leaf_list[leaf_count++] = &prv->leaf[-1 - nodenum];
return;
}
node = &prv->nodes[nodenum];
plane = node->plane;
s = BOX_ON_PLANE_SIDE(leaf_mins, leaf_maxs, plane);
if (s == 1)
nodenum = node->childnum[0];
else if (s == 2)
nodenum = node->childnum[1];
else
{ // go down both
if (leaf_topnode == -1)
leaf_topnode = nodenum;
CODBSP_BoxLeafs_r (prv, node->childnum[0]);
nodenum = node->childnum[1];
}
}
}
static int CODBSP_BoxLeafs (model_t *mod, const vec3_t mins, const vec3_t maxs, struct codleaf_s **list, int listsize, int *topnode)
{
leaf_list = list;
leaf_count = 0;
leaf_maxcount = listsize;
leaf_mins = mins;
leaf_maxs = maxs;
leaf_topnode = -1;
CODBSP_BoxLeafs_r (mod->meshinfo, 0);
if (topnode)
*topnode = leaf_topnode;
return leaf_count;
}
static unsigned int CODBSP_FatPVS (struct model_s *mod, const vec3_t org, pvsbuffer_t *result, qboolean merge)
{
struct codleaf_s *leafs[64];
int i, j, count;
vec3_t mins, maxs;
for (i=0 ; i<3 ; i++)
{
mins[i] = org[i] - 8;
maxs[i] = org[i] + 8;
}
count = CODBSP_BoxLeafs (mod, mins, maxs, leafs, countof(leafs), NULL);
if (count < 1)
Sys_Errorf ("CODBSP_FatPVS: count < 1");
//grow the buffer if needed
if (result->buffersize < mod->pvsbytes)
result->buffer = plugfuncs->Realloc(result->buffer, result->buffersize=mod->pvsbytes);
if (count == 1 && leafs[0]->cluster == -1)
{ //if the only leaf is the outside then broadcast it.
memset(result->buffer, 0xff, mod->pvsbytes);
i = count;
}
else
{
i = 0;
if (!merge)
mod->funcs.ClusterPVS(mod, leafs[i++]->cluster, result, PVM_REPLACE);
// or in all the other leaf bits
for ( ; i<count ; i++)
{
for (j=0 ; j<i ; j++)
if (leafs[i] == leafs[j])
break;
if (j != i)
continue; // already have the cluster we want
mod->funcs.ClusterPVS(mod, leafs[i]->cluster, result, PVM_MERGE);
}
}
return mod->pvsbytes;
}
static qboolean CODBSP_HeadnodeVisible (codbspinfo_t *prv, int nodenum, const qbyte *visbits)
{
int leafnum;
int cluster;
struct codnode_s *node;
if (nodenum < 0)
{
leafnum = -1-nodenum;
cluster = prv->leaf[leafnum].cluster;
if (cluster == -1)
return false;
if (visbits[cluster>>3] & (1<<(cluster&7)))
return true;
return false;
}
node = &prv->nodes[nodenum];
if (CODBSP_HeadnodeVisible(prv, node->childnum[0], visbits))
return true;
return CODBSP_HeadnodeVisible(prv, node->childnum[1], visbits);
}
static qboolean CODBSP_EdictInFatPVS (struct model_s *mod, const struct pvscache_s *ent, const qbyte *pvs, const int *areas)
{
int i,l;
/*int nullarea = -1;
if (areas)
{ //areas[0] is the count of areas the camera is in, if valid. requires us to track portal states...
for (i = 1; ; i++)
{
if (i > areas[0])
return false; //none of the camera's areas could see the entity
if (areas[i] == ent->areanum)
{
if (areas[i] != nullarea)
break;
//else entity is fully outside the world, invisible to all...
}
else if (CODBSP_AreasConnected (mod, areas[i], ent->areanum))
break;
// doors can legally straddle two areas, so
// we may need to check another one
else if (ent->areanum2 != nullarea && CODBSP_AreasConnected (mod, areas[i], ent->areanum2))
break;
}
}*/
if (ent->num_leafs == -1)
{ // too many leafs for individual check, go by headnode
if (!CODBSP_HeadnodeVisible (mod->meshinfo, ent->headnode, pvs))
return false;
}
else
{ // check individual leafs
for (i=0 ; i < ent->num_leafs ; i++)
{
l = ent->leafnums[i];
if (pvs[l >> 3] & (1 << (l&7) ))
break;
}
if (i == ent->num_leafs)
return false; // not visible
}
return true;
}
static void CODBSP_FindTouchedLeafs (struct model_s *model, struct pvscache_s *ent, const vec3_t mins, const vec3_t maxs)
{
#define MAX_TOTAL_ENT_LEAFS MAX_ENT_LEAFS+1
struct codleaf_s *leafs[MAX_TOTAL_ENT_LEAFS];
int clusters[MAX_TOTAL_ENT_LEAFS];
int num_leafs;
int topnode;
int i, j;
int area;
int nullarea = -1;
//ent->num_leafs == q2's ent->num_clusters
ent->num_leafs = 0;
ent->areanum = nullarea;
ent->areanum2 = nullarea;
if (!mins || !maxs)
return;
//get all leafs, including solids
num_leafs = CODBSP_BoxLeafs (model, mins, maxs, leafs, MAX_TOTAL_ENT_LEAFS, &topnode);
// set areas
for (i=0 ; i<num_leafs ; i++)
{
clusters[i] = leafs[i]->cluster; //could dedupe these.
area = leafs[i]->area;
if (area != nullarea)
{ // doors may legally straggle two areas,
// but nothing should ever need more than that
if (ent->areanum != nullarea && ent->areanum != area)
ent->areanum2 = area;
else
ent->areanum = area;
}
}
if (num_leafs >= MAX_TOTAL_ENT_LEAFS)
{ // assume we missed some leafs, and mark by headnode
ent->num_leafs = -1;
ent->headnode = topnode;
}
else
{
ent->num_leafs = 0;
for (i=0 ; i<num_leafs ; i++)
{
if (clusters[i] == -1)
continue; // not a visible leaf
for (j=0 ; j<i ; j++)
if (clusters[j] == clusters[i])
break;
if (j == i)
{
if (ent->num_leafs == MAX_ENT_LEAFS)
{ // assume we missed some leafs, and mark by headnode
ent->num_leafs = -1;
ent->headnode = topnode;
break;
}
ent->leafnums[ent->num_leafs++] = clusters[i];
}
}
}
}
#endif
#ifdef HAVE_CLIENT
static void CODBSP_LightPointValues (struct model_s *mod, const vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct codleaf_s *leaf = CODBSP_LeafForPoint(mod, point, 0);
unsigned short *lightindexes = prv->lightindexes + leaf->firstlightindex;
size_t i;
struct codlight_s *light;
// vec3_t move;
// float d;
float scale;
if (!leaf->numlightindexes)
{
VectorSet(res_diffuse, 128,128,128);
VectorSet(res_ambient, 128,128,128);
VectorSet(res_dir, 1,0,0);
return;
}
VectorSet(res_diffuse, 0,0,0);
VectorSet(res_ambient, 0,0,0);
VectorSet(res_dir, 0,0,0);
for (i = 0; i < leaf->numlightindexes; i++, lightindexes++)
{
if (*lightindexes >= prv->numlights)
{ // :( don't know what this is meant to signify, happens with the first index more often than not.
if (!prv->numlights)
continue;
light = prv->lights;
}
else
light = prv->lights + *lightindexes;
switch (light->type)
{
case 1: //sun...
scale = 256;
break;
/* case 4:
VectorSubtract(point, light->xyz, move);
d = DotProduct(move,move);
if (d > light->scale)
continue;
scale = (light->scale-d)/d;
scale *= 256;
break;*/
/* case 5:
break;*/
/* case 7:
break;*/
default:
continue;
}
VectorMA(res_diffuse, scale, light->rgb, res_diffuse);
VectorMA(res_ambient, scale, light->rgb, res_ambient);
VectorMA(res_dir, scale, light->dir, res_dir);
break; //:(
}
scale = DotProduct(res_dir,res_dir);
if (scale <= 0)
VectorSet(res_dir, 1,0,0);
else
VectorScale(res_dir, 1/scale, res_dir);
}
//static void CODBSP_GenerateShadowMesh (struct model_s *model, dlight_t *dl, const qbyte *lvis, qbyte *truevis, void(*callback)(struct msurface_s*)){}
//static void CODBSP_StainNode (struct model_s *model, float *parms){}
//static void CODBSP_MarkLights (struct dlight_s *light, dlightbitmask_t bit, struct mnode_s *node){}
static void CODBSP_BuildSurfMesh(model_t *mod, msurface_t *surf, builddata_t *bd)
{ //just builds the actual mesh data, now that it has per-batch storage allocated.
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
mesh_t *mesh = surf->mesh;
struct codsoup_s *soup = &prv->soups[surf-mod->surfaces];
int i;
mesh->istrifan = false;
memcpy(mesh->xyz_array, prv->soupverts.xyz_array+soup->vertex_offset, sizeof(*mesh->xyz_array)*mesh->numvertexes);
memcpy(mesh->normals_array, prv->soupverts.normals_array+soup->vertex_offset, sizeof(*mesh->normals_array)*mesh->numvertexes);
for (i = 0; i < mesh->numvertexes; i++)
Vector4Scale(prv->soupverts.colors4b_array[soup->vertex_offset+i], 1.f/255, mesh->colors4f_array[0][i]);
//memcpy(mesh->colors4b_array, prv->soupverts.colors4b_array+soup->vertex_offset, sizeof(*mesh->colors4b_array)*mesh->numvertexes);
memcpy(mesh->st_array, prv->soupverts.st_array+soup->vertex_offset, sizeof(*mesh->st_array)*mesh->numvertexes);
memcpy(mesh->lmst_array[0], prv->soupverts.lmst_array[0]+soup->vertex_offset, sizeof(*mesh->lmst_array[0])*mesh->numvertexes);
if (soup->index_fixup)
{
for (i = 0; i < mesh->numindexes; i++)
mesh->indexes[i] = prv->soupverts.indexes[soup->index_offset+i] - soup->index_fixup;
}
else
memcpy(mesh->indexes, prv->soupverts.indexes+soup->index_offset, sizeof(*mesh->indexes)*mesh->numindexes);
if (prv->soupverts.snormals_array)
{ //cod2 made them explicit. yay.
memcpy(mesh->snormals_array, prv->soupverts.snormals_array+soup->vertex_offset, sizeof(*mesh->snormals_array)*mesh->numvertexes);
memcpy(mesh->tnormals_array, prv->soupverts.tnormals_array+soup->vertex_offset, sizeof(*mesh->tnormals_array)*mesh->numvertexes);
}
else
{ //compute the tangents for rtlights.
modfuncs->AccumulateTextureVectors(mesh->xyz_array, mesh->st_array, mesh->normals_array, mesh->snormals_array, mesh->tnormals_array, mesh->indexes, mesh->numindexes, false);
modfuncs->NormaliseTextureVectors(mesh->normals_array, mesh->snormals_array, mesh->tnormals_array, mesh->numvertexes, false);
}
}
static void CODBSP_GenerateMaterials(void *ctx, void *data, size_t a, size_t b)
{
model_t *mod = ctx;
const char *script;
if (!a)
{ //submodels share textures, so only do this if 'a' is 0 (inline index, 0 = world).
for(a = 0; a < mod->numtextures; a++)
{
script = NULL;
if (!strncmp(mod->textures[a]->name, "sky/", 4))
script =
"{\n"
"sort sky\n"
"surfaceparm nodlight\n"
"skyparms - - -\n"
"}\n";
mod->textures[a]->shader = modfuncs->RegisterBasicShader(mod, mod->textures[a]->name, SUF_LIGHTMAP, script, PTI_INVALID, 0, 0, NULL, NULL);
}
}
modfuncs->Batches_Build(mod, data);
if (data)
plugfuncs->Free(data);
}
static void CODBSP_PrepareFrame(struct model_s *mod, refdef_t *refdef, int area, int clusters[2], pvsbuffer_t *vis, qbyte **entvis_out, qbyte **surfvis_out)
{
*entvis_out = *surfvis_out = CODBSP_ClusterPVS(mod, clusters[0], vis, false);
if (clusters[1] != -1)
CODBSP_ClusterPVS(mod, clusters[1], vis, true);
/*if (!refdef->areabitsknown)
{ //generate the info each frame, as the gamecode didn't tell us what to use.
int leafnum = CODBSP_PointLeafnum (mod, refdef->vieworg);
int clientarea = CODBSP_LeafArea (mod, leafnum);
CODBSP_WriteAreaBits(mod, refdef->areabits, clientarea, false);
refdef->areabitsknown = true;
}*/
if (0)
{
size_t i;
msurface_t *surf;
for (i = mod->firstmodelsurface+mod->nummodelsurfaces; i --> mod->firstmodelsurface; )
{
surf = &mod->surfaces[i];
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
else
{
size_t i;
msurface_t *surf;
for (i = mod->firstmodelsurface; i < mod->nummodelsurfaces; i++)
{
surf = &mod->surfaces[i];
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
}
//for static props...
//ent = modfuncs->NewSceneEntity();
}
static void CODBSP_InfoForPoint(struct model_s *mod, vec3_t pos, int *area, int *cluster, unsigned int *contentbits)
{
struct codleaf_s *leaf = CODBSP_LeafForPoint(mod, pos, 0);
*area = leaf->area;
*cluster = leaf->cluster;
*contentbits = mod->funcs.PointContents(mod, NULL, pos); //needs a proper pointcontents.
}
#endif
static qboolean CODBSP_LoadShaders (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct
{
char shadername[64];
unsigned int surfflags;
unsigned int contents;
} *in = (void *)(mod_base + l->fileofs);
q2mapsurface_t *out;
int i, count;
texture_t *tex;
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadShaders: funny lump size\n");
return false;
}
count = l->filelen / sizeof(*in);
if (count < 1)
{
Con_Printf (CON_ERROR "CODBSP_LoadShaders: Map with no shaders\n");
return false;
}
mod->numtexinfo = count;
out = prv->surfaces = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*out));
mod->textures = plugfuncs->GMalloc(&mod->memgroup, (sizeof(texture_t*)+sizeof(mtexinfo_t)+sizeof(texture_t))*count); //+1 is 'noshader' for flares.
mod->texinfo = (mtexinfo_t*)(mod->textures+count);
tex = (texture_t*)(mod->texinfo+count);
mod->numtextures = count;
for ( i=0 ; i<count ; i++, in++, out++ )
{
out->c.flags = LittleLong ( in->surfflags );
out->c.value = LittleLong ( in->contents );
Q_strlcpy(out->rname, in->shadername, sizeof(out->rname));
mod->texinfo[i].texture = tex+i;
mod->texinfo[i].flags = prv->surfaces[i].c.flags;
Q_strlcpy(mod->texinfo[i].texture->name, in->shadername, sizeof(mod->texinfo[i].texture->name));
mod->textures[i] = mod->texinfo[i].texture;
}
return true;
}
static qboolean COD1BSP_LoadLightmap(model_t *mod, qbyte *mod_base, lump_t *l)
{
// codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
int overbright;
int bytes;
size_t i, lev;
qbyte *in = mod_base+l->fileofs;
mod->lightmaps.width = 512;
mod->lightmaps.height = 512;
mod->lightmaps.prebaked = PTI_RGB8;
mod->lightmaps.fmt = LM_RGB8;
bytes = 3;
mod->lightmaps.surfstyles = 1; //always style 0...
mod->lightmaps.maxstyle = 0;
mod->lightmaps.deluxemapping = false;
mod->lightmaps.deluxemapping_modelspace = false;
mod->lightmaps.first = 0;
mod->lightmaps.count = l->filelen / (mod->lightmaps.width*mod->lightmaps.height*bytes);
if (l->filelen != mod->lightmaps.count * (mod->lightmaps.width*mod->lightmaps.height*bytes))
{
Con_Printf (CON_ERROR "CODBSP_LoadLighting: funny lump size\n");
return false; //err... rounded badly.
}
mod->lightdata = plugfuncs->GMalloc(&mod->memgroup, l->filelen);
mod->lightdatasize = l->filelen;
overbright = cvarfuncs->GetFloat("gl_overbright");
mod->engineflags = MDLF_NEEDOVERBRIGHT;
if (overbright == 2)
memcpy(mod->lightdata, in, l->filelen);
else
{
qbyte *out = mod->lightdata;
overbright = (1<<(2-overbright));
for (i = 0; i < l->filelen; i++, in++)
{
lev = *in * overbright;
*out++ = min(255, lev);
}
}
return true;
}
static qboolean COD2BSP_LoadLightmap(model_t *mod, qbyte *mod_base, lump_t *l)
{
//seems to be sets of 4 images (3 normalmaps and some extra discoloured one). more deluxemap than lightmap. this is not useful to us.
//cod2 bundles some hlsl code, which may reveal clues.
// codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
mod->lightmaps.width = 512;
mod->lightmaps.height = 512;
mod->lightmaps.prebaked = PTI_RGBA8; //needs glsl to use properly.
mod->lightmaps.surfstyles = 1; //always style 0...
mod->lightmaps.maxstyle = 0;
mod->lightmaps.deluxemapping = false; //fixme: uses 4 lightmap textures at a time.
mod->lightmaps.deluxemapping_modelspace = false;
mod->lightmaps.first = 0;
mod->lightmaps.count = 0;
Con_Printf(CON_WARNING"COD2 lightmaps are not supported\n");
return true;
}
static qboolean COD1BSP_LoadSoupVertices (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct
{
vec3_t position;
vec2_t tc;
vec2_t lmtc;
vec3_t normal;
byte_vec4_t rgba;
} *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t i, count = l->filelen / sizeof(*in);
mesh_t *mesh = &prv->soupverts;
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadSoupVertices: funny lump size\n");
return false;
}
//allocate lots of space. stoopid separate arrays.
prv->soupverts.istrifan = false;
prv->soupverts.xyz_array = plugfuncs->GMalloc(&mod->memgroup, count*(
sizeof(*mesh->xyz_array)+
sizeof(*mesh->normals_array)+
sizeof(*mesh->colors4b_array)+
sizeof(*mesh->st_array)+
sizeof(*mesh->lmst_array[0])));
mesh->normals_array = (void*)(mesh->xyz_array + count);
mesh->colors4b_array = (void*)(mesh->normals_array + count);
mesh->st_array = (void*)(mesh->colors4b_array + count);
mesh->lmst_array[0] = (void*)(mesh->st_array + count);
//copy it all over.
for (i = 0; i < count; i++, in++)
{
mesh->xyz_array[i][0] = LittleFloat(in->position[0]);
mesh->xyz_array[i][1] = LittleFloat(in->position[1]);
mesh->xyz_array[i][2] = LittleFloat(in->position[2]);
mesh->st_array[i][0] = LittleFloat(in->tc[0]);
mesh->st_array[i][1] = LittleFloat(in->tc[1]);
mesh->lmst_array[0][i][0] = LittleFloat(in->lmtc[0]);
mesh->lmst_array[0][i][1] = LittleFloat(in->lmtc[1]);
mesh->normals_array[i][0] = LittleFloat(in->normal[0]);
mesh->normals_array[i][1] = LittleFloat(in->normal[1]);
mesh->normals_array[i][2] = LittleFloat(in->normal[2]);
mesh->colors4b_array[i][0] = in->rgba[0];
mesh->colors4b_array[i][1] = in->rgba[1];
mesh->colors4b_array[i][2] = in->rgba[2];
mesh->colors4b_array[i][3] = in->rgba[3];
}
return true;
}
static qboolean COD2BSP_LoadSoupVertices (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct
{ //slightly rearranged for some reason (plus addition of tangents at the end)
vec3_t position;
vec3_t normal;
byte_vec4_t rgba;
vec2_t tc;
vec2_t lmtc;
vec3_t sdir;
vec3_t tdir;
} *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t i, count = l->filelen / sizeof(*in);
mesh_t *mesh = &prv->soupverts;
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadSoupVertices: funny lump size\n");
return false;
}
//allocate lots of space. stoopid separate arrays.
prv->soupverts.istrifan = false;
prv->soupverts.xyz_array = plugfuncs->GMalloc(&mod->memgroup, count*(
sizeof(*mesh->xyz_array)+
sizeof(*mesh->normals_array)+
sizeof(*mesh->snormals_array)+
sizeof(*mesh->tnormals_array)+
sizeof(*mesh->colors4b_array)+
sizeof(*mesh->st_array)+
sizeof(*mesh->lmst_array[0])));
mesh->normals_array = (void*)(mesh->xyz_array + count);
mesh->snormals_array = (void*)(mesh->normals_array + count);
mesh->tnormals_array = (void*)(mesh->snormals_array + count);
mesh->colors4b_array = (void*)(mesh->tnormals_array + count);
mesh->st_array = (void*)(mesh->colors4b_array + count);
mesh->lmst_array[0] = (void*)(mesh->st_array + count);
//copy it all over.
for (i = 0; i < count; i++, in++)
{
mesh->xyz_array[i][0] = LittleFloat(in->position[0]);
mesh->xyz_array[i][1] = LittleFloat(in->position[1]);
mesh->xyz_array[i][2] = LittleFloat(in->position[2]);
mesh->st_array[i][0] = LittleFloat(in->tc[0]);
mesh->st_array[i][1] = LittleFloat(in->tc[1]);
mesh->lmst_array[0][i][0] = LittleFloat(in->lmtc[0]);
mesh->lmst_array[0][i][1] = LittleFloat(in->lmtc[1]);
mesh->normals_array[i][0] = LittleFloat(in->normal[0]);
mesh->normals_array[i][1] = LittleFloat(in->normal[1]);
mesh->normals_array[i][2] = LittleFloat(in->normal[2]);
mesh->snormals_array[i][0] = LittleFloat(in->sdir[0]);
mesh->snormals_array[i][1] = LittleFloat(in->sdir[1]);
mesh->snormals_array[i][2] = LittleFloat(in->sdir[2]);
mesh->tnormals_array[i][0] = LittleFloat(in->tdir[0]);
mesh->tnormals_array[i][1] = LittleFloat(in->tdir[1]);
mesh->tnormals_array[i][2] = LittleFloat(in->tdir[2]);
mesh->colors4b_array[i][0] = in->rgba[0];
mesh->colors4b_array[i][1] = in->rgba[1];
mesh->colors4b_array[i][2] = in->rgba[2];
mesh->colors4b_array[i][3] = in->rgba[2];
}
return true;
}
static qboolean CODBSP_LoadSoupIndexes (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
unsigned short *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadSoupIndexes: funny lump size\n");
return false;
}
prv->soupverts.indexes = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*prv->soupverts.indexes));
for (i = 0; i < count; i++, in++)
prv->soupverts.indexes[i] = LittleShort(*in);
return true;
}
static qboolean CODBSP_LoadSoups (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct
{
unsigned short material_idx;
unsigned short lightmap_idx;
unsigned int vertex_offset;
unsigned short vertex_count;
unsigned short index_count;
unsigned int index_offset;
} *in = (void*)((qbyte*)mod_base + l->fileofs);
struct codsoup_s *out;
mesh_t *mesh;
size_t j, i, count = l->filelen / sizeof(*in);
unsigned int mn,mx, idx;
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadSoups: funny lump size\n");
return false;
}
prv->soups = out = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*out));
mod->numsurfaces = count;
mod->nummodelsurfaces = count;
mod->surfaces = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*mod->surfaces) +
count*sizeof(*mesh));
mesh = (void*)(mod->surfaces+count);
for (i = 0; i < count; i++, in++, out++)
{
unsigned short tex = LittleShort(in->material_idx);
unsigned short lmap = LittleShort(in->lightmap_idx);
out->vertex_offset = LittleLong (in->vertex_offset);
out->index_offset = LittleLong (in->index_offset);
if (tex >= mod->numtexinfo)
return false;
for (j = 0; j < MAXCPULIGHTMAPS; j++)
mod->surfaces[i].styles[j] = INVALID_LIGHTSTYLE;
for (j = 0; j < MAXRLIGHTMAPS; j++)
{
mod->surfaces[i].vlstyles[j] = INVALID_VLIGHTSTYLE;
mod->surfaces[i].lightmaptexturenums[j] = -1;
}
mod->surfaces[i].styles[0] = 0;
mod->surfaces[i].lightmaptexturenums[0] = lmap==(unsigned short)~0u?INVALID_LIGHTSTYLE:lmap;
mod->surfaces[i].texinfo = &mod->texinfo[tex];
mod->surfaces[i].mesh = &mesh[i];
mesh[i].numindexes = LittleShort(in->index_count);
mesh[i].numvertexes = LittleShort(in->vertex_count);
//cod2 sucks and is way out and results in horrible memory use. calculate what it should have been.
mn = ~0i;
mx = 0;
for (j = 0; j < mesh[i].numindexes; j++)
{
idx = LittleLong(prv->soupverts.indexes[out->index_offset+j]);
if (mx<= idx)
mx = idx+1;
if (mn > idx)
mn = idx;
}
if (mx<mn)
mx=mn=0; //erk?
mesh[i].numvertexes = mx-mn;
if (mesh[i].numvertexes > 65535)
return false;
out->index_fixup = mn;
out->vertex_offset += mn;
}
return true;
}
static qboolean CODBSP_LoadLights (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct
{ //18...
int type; //1=sunlight?
//4=omni?
//5=oriented non-spot?
//7=oriented spot light?
vec3_t rgb; //these values are completely fucked in most modes. :(
vec3_t xyz; //actually matches a lightsource
vec3_t dir;
float pointnineish; //some sort of exponent? falloff?
float scale; //?big float. radius? sometimes denormalised?
float fov; //very fovy
int naught0; //no info. could be floats.
int naught1; //no info. could be floats.
int naught2; //no info. could be floats.
int naught3; //no info. could be floats.
int naught4; //no info. could be floats.
} *in = (void*)((qbyte*)mod_base + l->fileofs);
struct codlight_s *out;
size_t i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadLightValues: funny lump size\n");
return false;
}
prv->lights = out = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*out));
prv->numlights = count;
for (i = 0; i < count; i++, in++, out++)
{
out->type = LittleLong(in->type);
out->xyz[0] = LittleFloat(in->xyz[0]);
out->xyz[1] = LittleFloat(in->xyz[1]);
out->xyz[2] = LittleFloat(in->xyz[2]);
out->rgb[0] = LittleFloat(in->rgb[0]);
out->rgb[1] = LittleFloat(in->rgb[1]);
out->rgb[2] = LittleFloat(in->rgb[2]);
out->dir[0] = LittleFloat(in->dir[0]);
out->dir[1] = LittleFloat(in->dir[1]);
out->dir[2] = LittleFloat(in->dir[2]);
out->scale = LittleFloat(in->scale);
out->fov = LittleFloat(in->fov);
}
return true;
}
static qboolean CODBSP_LoadLightIndexes (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
unsigned short *in = (void*)((qbyte*)mod_base + l->fileofs), *out, v;
size_t i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadLightIndexes: funny lump size\n");
return false;
}
prv->lightindexes = out = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*out));
prv->numlightindexes = count;
for (i = 0; i < count; i++)
{
v = LittleShort(*in++);
if (v == 0xffff)
; //o.O
else if (v >= prv->numlights)
{
Con_Printf (CON_ERROR "CODBSP_LoadLightIndexes: invalid index %i\n", v);
return false;
}
*out++ = v;
}
return true;
}
static qboolean CODBSP_LoadEntities (model_t *mod, qbyte *mod_base, lump_t *l)
{ //just quake-style { "field" "value" "field2" "value2" } blocks.
return modfuncs->LoadEntities(mod, mod_base+l->fileofs, l->filelen);
}
static qboolean CODBSP_LoadPlanes (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
vec4_t *in = (void*)((qbyte*)mod_base + l->fileofs);
mplane_t *out;
size_t j, i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadPlanes: funny lump size\n");
return false;
}
prv->planes = out = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*out));
prv->num_planes = count;
for (i = 0; i < count; i++, out++)
{
out->normal[0] = LittleFloat(in[i][0]);
out->normal[1] = LittleFloat(in[i][1]);
out->normal[2] = LittleFloat(in[i][2]);
out->dist = LittleFloat(in[i][3]);
out->type = PLANE_ANYZ;
out->signbits = 0;
for (j=0 ; j<3 ; j++)
{
if (out->normal[j] < 0)
out->signbits |= 1<<j;
else if (out->normal[j] == 1)
out->type = j;
}
}
return true;
}
static qboolean CODBSP_LoadBrushSides (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct codbsp_brushside_s *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadBrushSides: funny lump size\n");
return false;
}
prv->brushsides = in; //used elsewhere in the loader
prv->num_brushsides = count;
return true;
}
static qboolean CODBSP_LoadBrushes (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
const struct
{
unsigned short sides;
unsigned short material;
} *in = (void*)((qbyte*)mod_base + l->fileofs);
const struct codbsp_brushside_s *inside = prv->brushsides;
q2cbrush_t *out;
q2cbrushside_t *outside;
mplane_t *aplane;
size_t j, i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadBrushes: funny lump size\n");
return false;
}
prv->brushes = out = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*out));
aplane = plugfuncs->GMalloc(&mod->memgroup, count*6*sizeof(*aplane));
//read the data
for (i = 0, j = 0; i < count; i++, in++)
{
unsigned int mat = LittleShort(in->material);
out[i].numsides = (unsigned short)LittleShort(in->sides);
out[i].contents = prv->surfaces[mat].c.value; //is this right? seems to kinda work? feels wrong though.
j += out[i].numsides;
}
//fix up the planes...
outside = plugfuncs->GMalloc(&mod->memgroup, j*sizeof(*outside));
prv->num_brushes = count;
for (i = 0, j = 0; i < count; i++, out++)
{
out->brushside = outside;
for (j = 0; j < out->numsides; j++, inside++, outside++)
{
unsigned int mat = LittleLong(inside->material_idx);
if (j < 6)
{
aplane->dist = LittleFloat(inside->dist);
if (j&1)
{ //stored nx px ny py nz pz
aplane->normal[j>>1] = 1;
out->absmaxs[j>>1] = aplane->dist;
}
else
{
aplane->normal[j>>1] = -1;
out->absmins[j>>1] = aplane->dist;
aplane->dist *= -1;
}
outside->plane = aplane++;
}
else
outside->plane = prv->planes + LittleLong(inside->plane);
outside->surface = &prv->surfaces[mat];
}
}
return true;
}
/*static qboolean CODBSP_LoadLeafBrushes (model_t *mod, qbyte *mod_base, lump_t *l)
{ //we don't really care about this, as we're using our BIH stuff for collisions instead.
// codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct
{
int a;
} *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t i, count = l->filelen / sizeof(*in);
int highest=0;
int lowest=0;
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadLeafBrushes: funny lump size\n");
return false;
}
for (i = 0; i < count; i++, in++)
{
if (lowest > in->a)
lowest = in->a;
if (highest < in->a)
highest = in->a;
// Con_Printf("%i: %i\n", (int)i, in->a);
}
Con_Printf("leaf brushes: %i - %i\n", lowest, highest);
return true;
}*/
static qboolean CODBSP_LoadPatchVertexes (model_t *mod, qbyte *mod_base, lump_t *l)
{ //for collision
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
const vec3_t *in = (void*)((qbyte*)mod_base + l->fileofs);
vecV_t *out;
size_t i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadPatchVertexes: funny lump size\n");
return false;
}
prv->patchvertexes = out = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*out));
prv->numpatchvertexes = count;
for (i = 0; i < count; i++)
{
out[i][0] = LittleFloat(in[i][0]);
out[i][1] = LittleFloat(in[i][1]);
out[i][2] = LittleFloat(in[i][2]);
}
return true;
}
static qboolean CODBSP_LoadPatchIndexes (model_t *mod, qbyte *mod_base, lump_t *l)
{ //for collision
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
unsigned short *in = (void*)((qbyte*)mod_base + l->fileofs);
index_t *out;
size_t i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadPatchIndexes: funny lump size\n");
return false;
}
prv->patchindexes = out = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*out));
prv->numpatchindexes = count;
for (i = 0; i < count; i++)
{
*out++ = (unsigned short)LittleShort(*in++);
}
return true;
}
static qboolean CODBSP_LoadPatchCollision (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct codpatch_s *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadPatchesCollision: funny lump size\n");
return false;
}
prv->patches = in;
prv->numpatches = count;
for (i = 0; i < count; i++, in++)
{
if (in->mode==0)
;//Con_Printf("p%i: %s ?+%i*%-4i v%i+%i %i\n", (int)i, mod->textures[in->mat]->name, in->mode0.w, in->mode0.h, in->mode0.firstvert,in->mode0.w*in->mode0.h, in->mode0.unknown);
else if (in->mode==1)
;//Con_Printf("s%i: %s %4i+%-4i v%i+%i\n", (int)i, mod->textures[in->mat]->name, in->mode1.firstidx,in->mode1.numidx, in->mode1.firstvert,in->mode1.numverts);
else
{
Con_Printf("?%i: %s %i ?!?!?!?!?\n", (int)i, mod->textures[in->mat]->name, in->mode);
return false; //nope.
}
}
return true;
}
static qboolean CODBSP_LoadLeafPatches (model_t *mod, qbyte *mod_base, lump_t *l)
{ //for collision
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
unsigned int *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadLeafPatches: funny lump size\n");
return false;
}
prv->leafpatches = in;
prv->numleafpatches = count;
return true;
}
/*
static qboolean CODBSP_LoadAABBs (model_t *mod, qbyte *mod_base, lump_t *l)
{
// codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct
{
int a; //surfaceindex (submodel0 only, so stops short of the full range implied by the lump's count)
int b; //numsurfaces
int c; //some sort of offset?
} *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadAABBs: funny lump size\n");
return false;
}
for (i = 0; i < count; i++, in++)
{
// Con_Printf("%i: %i+%i %i\n", (int)i, in->a, in->b, in->c);
}
return true;
}
static qboolean CODBSP_LoadCells (model_t *mod, qbyte *mod_base, lump_t *l)
{
// codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct
{
vec3_t mins;
vec3_t maxs;
int aabtree; //lump 16ish? CODLUMP_AABBTREES
int firstportal; //lump 18? CODLUMP_PORTALS
int numportals;
int firstcullgroupindex; //lump 10? CODLUMP_CULLGROUPINDEXES
int numcullgroupindexes;
int firstoccluderindex;
int numoccluders;
} *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t i, count = l->filelen / sizeof(*in);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "CODBSP_LoadCells: funny lump size\n");
return false;
}
for (i = 0; i < count; i++, in++)
{
Con_Printf("%i: [%f %f %f] [%f %f %f] %i %i+%i %i+%i %i+%i\n", (int)i,
in->mins[0], in->mins[1], in->mins[2],
in->maxs[0], in->maxs[1], in->maxs[2],
in->aabtree, in->firstportal, in->numportals, in->firstcullgroupindex,
in->numcullgroupindexes, in->firstoccluderindex, in->numoccluders);
}
return true;
}*/
static qboolean CODBSP_LoadLeafs (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct codinlinemodel_s{
int cluster; //-1 for invalid
int area; //-1 for invalid
unsigned int firstleafsurfs;
unsigned int numsurfaces;
unsigned int firstleafbrushes;
unsigned int numbrushes;
int cell; //-1 for invalid
unsigned int firstlightindex;
unsigned int numlightindexes;
} *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t count = l->filelen / sizeof(*in);
size_t i;
if (l->filelen % sizeof(*in) || count < 1)
{
Con_Printf (CON_ERROR "CODBSP_LoadLeafs: funny lump size\n");
return false;
}
prv->leaf = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*prv->leaf));
prv->numleafs = count;
for (i = 0; i < count; i++, in++)
{
prv->leaf[i].cluster = LittleLong(in->cluster);
prv->leaf[i].area = LittleLong(in->area);
prv->leaf[i].firstlightindex = LittleLong(in->firstlightindex);
prv->leaf[i].numlightindexes = LittleLong(in->numlightindexes);
}
return true;
}
static qboolean CODBSP_LoadNodes (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
struct codinlinemodel_s{
unsigned int plane;
int child[2]; //negative for leaf
ivec3_t mins;
ivec3_t maxs;
} *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t count = l->filelen / sizeof(*in);
size_t i;
if (l->filelen % sizeof(*in) || count < 1)
{
Con_Printf (CON_ERROR "CODBSP_LoadNodes: funny lump size\n");
return false;
}
prv->nodes = plugfuncs->GMalloc(&mod->memgroup, count*sizeof(*prv->nodes));
prv->numnodes = count;
for (i = 0; i < count; i++, in++)
{
prv->nodes[i].plane = &prv->planes[LittleLong(in->plane)];
prv->nodes[i].childnum[0] = LittleLong(in->child[0]);
prv->nodes[i].childnum[1] = LittleLong(in->child[1]);
prv->nodes[i].mins[0] = LittleLong(in->mins[0]);
prv->nodes[i].mins[1] = LittleLong(in->mins[1]);
prv->nodes[i].mins[2] = LittleLong(in->mins[2]);
prv->nodes[i].maxs[0] = LittleLong(in->maxs[0]);
prv->nodes[i].maxs[1] = LittleLong(in->maxs[1]);
prv->nodes[i].maxs[2] = LittleLong(in->maxs[2]);
}
return true;
}
static qboolean CODBSP_LoadVisibility (model_t *mod, qbyte *mod_base, lump_t *l)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
qbyte *in = (void*)((qbyte*)mod_base + l->fileofs);
if (!l->filelen)
{ //unvised.
mod->numclusters = 0;
mod->pvsbytes = 0;
prv->pvsdata = NULL;
return true;
}
if (l->filelen < 8)
{
Con_Printf (CON_ERROR "CODBSP_LoadVisibility: funny lump size\n");
return false;
}
mod->numclusters = LittleLong(((int*)in)[0]);
mod->pvsbytes = LittleLong(((int*)in)[1]);
if (l->filelen != 8 + mod->numclusters*mod->pvsbytes)
{
Con_Printf (CON_ERROR "CODBSP_LoadVisibility: funny lump size\n");
return false;
}
prv->pvsdata = plugfuncs->GMalloc(&mod->memgroup, l->filelen-8);
memcpy(prv->pvsdata, in+8, mod->numclusters*mod->pvsbytes);
return true;
}
void AddPointToBounds (const vec3_t v, vec3_t mins, vec3_t maxs)
{
int i;
vec_t val;
for (i=0 ; i<3 ; i++)
{
val = v[i];
if (val < mins[i])
mins[i] = val;
if (val > maxs[i])
maxs[i] = val;
}
}
static void CODBSP_BuildBIH (model_t *mod, size_t firstbrush, size_t numbrushes, size_t firstleafpatch, size_t numleafpatches)
{
codbspinfo_t *prv = (codbspinfo_t*)mod->meshinfo;
size_t numtriangles = 0;
size_t numquads = 0;
index_t *silly;
struct bihleaf_s *bihleaf, *l;
size_t i, j, lp;
qbyte *patches = memset(alloca((prv->numpatches+7)>>3), 0, (prv->numpatches+7)>>3);
for (i = firstleafpatch; i < numleafpatches; i++)
{ //de-dupe them... *sigh*
lp = LittleLong(prv->leafpatches[i]);
if (lp < prv->numpatches)
patches[lp>>3] |= 1u<<(lp&7);
}
for (i = 0; i < prv->numpatches; i++)
{
if (patches[i>>3] & (1u<<(i&7)))
{
if (prv->patches[i].mode)
numtriangles+=(unsigned short)LittleShort(prv->patches[i].mode1.numidx)/3;
else
numquads+=(unsigned int)((unsigned short)LittleShort(prv->patches[i].mode0.w)-1) * ((unsigned short)LittleShort(prv->patches[i].mode0.h)-1);
}
}
bihleaf = l = plugfuncs->Malloc(sizeof(*bihleaf)*(numbrushes+numtriangles+numquads*2));
silly = plugfuncs->GMalloc(&mod->memgroup, sizeof(*silly)*6*numquads);
//now we have enough storage, spit them out providing bounds info.
for (i = 0; i < prv->numpatches; i++)
{
if (patches[i>>3] & (1u<<(i&7)))
{
if (prv->patches[i].mode)
{
unsigned int numidx = (unsigned short)LittleShort(prv->patches[i].mode1.numidx);
for (j = 0; j < numidx; j+=3)
{
vec_t *v1,*v2,*v3;
l->type = BIH_TRIANGLE;
l->data.contents = prv->surfaces[LittleLong(prv->patches[i].mat)].c.value;
l->data.tri.xyz = prv->patchvertexes + (unsigned int)LittleLong(prv->patches[i].mode1.firstvert);
l->data.tri.indexes = prv->patchindexes + (unsigned int)LittleLong(prv->patches[i].mode1.firstidx) + j;
v1 = l->data.tri.xyz[l->data.tri.indexes[0]];
v2 = l->data.tri.xyz[l->data.tri.indexes[1]];
v3 = l->data.tri.xyz[l->data.tri.indexes[2]];
VectorCopy(v1, l->mins);
VectorCopy(v1, l->maxs);
AddPointToBounds(v2, l->mins, l->maxs);
AddPointToBounds(v3, l->mins, l->maxs);
l++;
}
}
else
{
unsigned int w = (unsigned short)LittleShort(prv->patches[i].mode0.w);
unsigned int h = (unsigned short)LittleShort(prv->patches[i].mode0.h);
unsigned int x, y;
for (y = 0; y < h-1; y++)
for (x = 0; x < w-1; x++)
{
const vec_t *v1,*v2,*v3;
silly[0] = x+y*w;
silly[1] = silly[0]+1;
silly[2] = silly[0]+w;
silly[3] = silly[1];
silly[4] = silly[1]+w;
silly[5] = silly[2];
l->type = BIH_TRIANGLE;
l->data.contents = FTECONTENTS_SOLID; //prv->surfaces[LittleLong(prv->patches[i].mat)].c.value;
l->data.tri.xyz = prv->patchvertexes + (unsigned int)LittleLong(prv->patches[i].mode0.firstvert);
l->data.tri.indexes = silly;
v1 = l->data.tri.xyz[l->data.tri.indexes[0]];
v2 = l->data.tri.xyz[l->data.tri.indexes[1]];
v3 = l->data.tri.xyz[l->data.tri.indexes[2]];
VectorCopy(v1, l->mins);
VectorCopy(v1, l->maxs);
AddPointToBounds(v2, l->mins, l->maxs);
AddPointToBounds(v3, l->mins, l->maxs);
l++;
silly+=3;
l->type = BIH_TRIANGLE;
l->data.contents = FTECONTENTS_SOLID; //prv->surfaces[LittleLong(prv->patches[i].mat)].c.value;
l->data.tri.xyz = prv->patchvertexes + (unsigned int)LittleLong(prv->patches[i].mode0.firstvert);
l->data.tri.indexes = silly;
v1 = l->data.tri.xyz[l->data.tri.indexes[0]];
v2 = l->data.tri.xyz[l->data.tri.indexes[1]];
v3 = l->data.tri.xyz[l->data.tri.indexes[2]];
VectorCopy(v1, l->mins);
VectorCopy(v1, l->maxs);
AddPointToBounds(v2, l->mins, l->maxs);
AddPointToBounds(v3, l->mins, l->maxs);
l++;
silly+=3;
}
}
}
}
//now we have enough storage, spit them out providing bounds info.
for (i = 0; i < numbrushes; i++)
{
q2cbrush_t *b = &prv->brushes[firstbrush+i];
l->type = BIH_BRUSH;
l->data.brush = b;
l->data.contents = b->contents;
VectorCopy(b->absmins, l->mins);
VectorCopy(b->absmaxs, l->maxs);
l++;
}
modfuncs->BIH_Build(mod, bihleaf, l-bihleaf);
plugfuncs->Free(bihleaf);
}
static qboolean CODBSP_LoadInlineModels (model_t *wmod, qbyte *mod_base, lump_t *l)
{
// codbspinfo_t *prv = (codbspinfo_t*)wmod->meshinfo;
struct codinlinemodel_s{
vec3_t mins;
vec3_t maxs;
unsigned int firstsurf;
unsigned int numsurfs;
unsigned int firstleafpatch; //seems to match lump 23,
unsigned int numleafpatches;
unsigned int firstbrush;
unsigned int numbrushes;
} *in = (void*)((qbyte*)mod_base + l->fileofs);
size_t count = l->filelen / sizeof(*in);
size_t i, j;
if (l->filelen % sizeof(*in) || count < 1)
{
Con_Printf (CON_ERROR "CODBSP_LoadInlineModels: funny lump size\n");
return false;
}
for (i = 0; i < count; i++, in++)
{
char name[MAX_QPATH];
model_t *mod;
if (i)
{ //submodels
Q_snprintfz (name, sizeof(name), "*%u:%s", (unsigned int)i, wmod->publicname);
mod = modfuncs->BeginSubmodelLoad(name);
*mod = *wmod;
mod->archive = NULL;
mod->entities_raw = NULL;
mod->submodelof = wmod;
Q_strlcpy(mod->publicname, name, sizeof(mod->publicname));
Q_snprintfz (mod->name, sizeof(mod->name), "*%u:%s", (unsigned int)i, wmod->name);
memset(&mod->memgroup, 0, sizeof(mod->memgroup));
}
else //handle the world model here too
mod = wmod;
mod->hulls[0].firstclipnode = i?-1:0;
for (j = 1; j < countof(mod->hulls); j++)
mod->hulls[j].firstclipnode = -1; //no nodes,
mod->nodes = mod->rootnode = NULL;
mod->leafs = NULL;
mod->nummodelsurfaces = LittleLong(in->numsurfs);
mod->firstmodelsurface = LittleLong(in->firstsurf);
VectorCopy(in->mins, mod->mins);
VectorCopy(in->maxs, mod->maxs);
CODBSP_BuildBIH(mod, LittleLong(in->firstbrush), LittleLong(in->numbrushes), LittleLong(in->firstleafpatch), LittleLong(in->numleafpatches));
memset(&mod->batches, 0, sizeof(mod->batches));
mod->vbos = NULL;
#ifdef HAVE_CLIENT
// mod->radius = RadiusFromBounds (mod->mins, mod->maxs);
// if (qrenderer != QR_NONE)
{
builddata_t *bd = plugfuncs->Malloc(sizeof(*bd));
bd->buildfunc = CODBSP_BuildSurfMesh;
bd->paintlightmaps = false; //q3like with prebaked lightmaps.
threadfuncs->AddWork(WG_MAIN, CODBSP_GenerateMaterials, mod, bd, 0, 0);
}
#endif
if (mod != wmod)
modfuncs->EndSubmodelLoad(mod, MLS_LOADED);
}
return true;
}
static qboolean QDECL Mod_LoadCodBSP(struct model_s *mod, void *buffer, size_t fsize)
{
codbspinfo_t *prv;
qboolean okay = true;
int i;
int ver = LittleLong(((int*)buffer)[1]);
lump_t lumps[max((int)COD1LUMP_COUNT, (int)COD2LUMP_COUNT)];
mod->fromgame = fg_new;
#ifdef HAVE_SERVER
mod->funcs.FatPVS = CODBSP_FatPVS;
mod->funcs.EdictInFatPVS = CODBSP_EdictInFatPVS;
mod->funcs.FindTouchedLeafs = CODBSP_FindTouchedLeafs;
#endif
#ifdef HAVE_CLIENT
mod->funcs.LightPointValues = CODBSP_LightPointValues;
// mod->funcs.StainNode = CODBSP_StainNode;
// mod->funcs.MarkLights = CODBSP_MarkLights;
// mod->funcs.GenerateShadowMesh = CODBSP_GenerateShadowMesh;
#endif
mod->funcs.ClusterPVS = CODBSP_ClusterPVS;
// mod->funcs.ClusterPHS = CODBSP_ClusterPHS;
mod->funcs.ClusterForPoint = CODBSP_ClusterForPoint;
// mod->funcs.SetAreaPortalState = CODBSP_SetAreaPortalState;
// mod->funcs.AreasConnected = CODBSP_AreasConnected;
// mod->funcs.LoadAreaPortalBlob = CODBSP_LoadAreaPortalBlob;
// mod->funcs.SaveAreaPortalBlob = CODBSP_SaveAreaPortalBlob;
mod->funcs.PrepareFrame = CODBSP_PrepareFrame;
mod->funcs.InfoForPoint = CODBSP_InfoForPoint;
if (ver == COD1BSP_VERSION)
{
memcpy(lumps, (char*)buffer+8, sizeof(*lumps)*COD1LUMP_COUNT);
for (i = 0; i < COD1LUMP_COUNT; i++)
{
int ffs = lumps[i].filelen; //ffs
lumps[i].filelen = LittleLong(lumps[i].fileofs);
lumps[i].fileofs = LittleLong(ffs);
if (lumps[i].filelen && lumps[i].fileofs+(size_t)lumps[i].filelen > fsize)
{
Con_Printf(CON_ERROR"Truncated BSP file\n");
return false;
}
}
mod->meshinfo = prv = plugfuncs->GMalloc(&mod->memgroup, sizeof(codbspinfo_t));
prv->codbspver = ver;
//basic trisoup info
okay = okay && CODBSP_LoadShaders(mod, buffer, &lumps[COD1LUMP_MATERIALS]);
okay = okay && COD1BSP_LoadLightmap(mod, buffer, &lumps[COD1LUMP_LIGHTMAPS]);
okay = okay && COD1BSP_LoadSoupVertices(mod, buffer, &lumps[COD1LUMP_SOUPVERTS]);
okay = okay && CODBSP_LoadSoupIndexes(mod, buffer, &lumps[COD1LUMP_SOUPINDEXES]);
okay = okay && CODBSP_LoadSoups(mod, buffer, &lumps[COD1LUMP_SOUPS]);
//gamecode needs to know what's around
okay = okay && CODBSP_LoadLights(mod, buffer, &lumps[COD1LUMP_LIGHTS]);
okay = okay && CODBSP_LoadLightIndexes(mod, buffer, &lumps[COD1LUMP_LIGHTINDEXES]);
okay = okay && CODBSP_LoadEntities(mod, buffer, &lumps[COD1LUMP_ENTITIES]);
//basic collision
okay = okay && CODBSP_LoadPlanes(mod, buffer, &lumps[COD1LUMP_PLANES]);
okay = okay && CODBSP_LoadBrushSides(mod, buffer, &lumps[COD1LUMP_BRUSHSIDES]);
okay = okay && CODBSP_LoadBrushes(mod, buffer, &lumps[COD1LUMP_BRUSHES]);
//okay = okay && CODBSP_LoadLeafBrushes(mod, buffer, &lumps[COD1LUMP_LEAFBRUSHES]);
//patch collision...
okay = okay && CODBSP_LoadPatchVertexes(mod, buffer, &lumps[COD1LUMP_COLLISIONVERTS]);
okay = okay && CODBSP_LoadPatchIndexes(mod, buffer, &lumps[COD1LUMP_COLLISIONINDEXES]);
okay = okay && CODBSP_LoadPatchCollision(mod, buffer, &lumps[COD1LUMP_PATCHCOLLISION]);
okay = okay && CODBSP_LoadLeafPatches(mod, buffer, &lumps[COD1LUMP_LEAFPATCHES]);
//seems like cod is a portal engine?
//okay = okay && CODBSP_LoadAABBs(mod, buffer, &lumps[COD1LUMP_AABBTREES]);
//okay = okay && CODBSP_LoadCells(mod, buffer, &lumps[COD1LUMP_CELLS]);
//but we still have pvs with its clusters+areas that are node based (also required to determine which 'cell' we're inside).
okay = okay && CODBSP_LoadVisibility(mod, buffer, &lumps[COD1LUMP_VISIBILITY]);
okay = okay && CODBSP_LoadLeafs(mod, buffer, &lumps[COD1LUMP_LEAFS]);
okay = okay && CODBSP_LoadNodes(mod, buffer, &lumps[COD1LUMP_NODES]);
okay = okay && CODBSP_LoadInlineModels(mod, buffer, &lumps[COD1LUMP_MODELS]);
}
else if (ver == COD2BSP_VERSION)
{
memcpy(lumps, (char*)buffer+8, sizeof(*lumps)*COD2LUMP_COUNT);
for (i = 0; i < COD2LUMP_COUNT; i++)
{
int ffs = lumps[i].filelen; //ffs
lumps[i].filelen = LittleLong(lumps[i].fileofs);
lumps[i].fileofs = LittleLong(ffs);
if (lumps[i].filelen && lumps[i].fileofs+(size_t)lumps[i].filelen > fsize)
{
Con_Printf(CON_ERROR"Truncated BSP file\n");
return false;
}
}
mod->meshinfo = prv = plugfuncs->GMalloc(&mod->memgroup, sizeof(codbspinfo_t));
prv->codbspver = ver;
//basic trisoup info
okay = okay && CODBSP_LoadShaders(mod, buffer, &lumps[COD2LUMP_MATERIALS]);
okay = okay && COD2BSP_LoadLightmap(mod, buffer, &lumps[COD2LUMP_LIGHTMAPS]);
okay = okay && COD2BSP_LoadSoupVertices(mod, buffer, &lumps[COD2LUMP_SOUPVERTS]);
okay = okay && CODBSP_LoadSoupIndexes(mod, buffer, &lumps[COD2LUMP_SOUPINDEXES]);
okay = okay && CODBSP_LoadSoups(mod, buffer, &lumps[COD2LUMP_SOUPS]);
//gamecode needs to know what's around
okay = okay && CODBSP_LoadEntities(mod, buffer, &lumps[COD2LUMP_ENTITIES]);
//basic collision
okay = okay && CODBSP_LoadPlanes(mod, buffer, &lumps[COD2LUMP_PLANES]);
okay = okay && CODBSP_LoadBrushSides(mod, buffer, &lumps[COD2LUMP_BRUSHSIDES]);
okay = okay && CODBSP_LoadBrushes(mod, buffer, &lumps[COD2LUMP_BRUSHES]);
//okay = okay && CODBSP_LoadLeafBrushes(mod, buffer, &lumps[COD2LUMP_LEAFBRUSHES]);
//patch collision...
// okay = okay && CODBSP_LoadPatchVertexes(mod, buffer, &lumps[COD1LUMP_COLLISIONVERTS]);
// okay = okay && CODBSP_LoadPatchIndexes(mod, buffer, &lumps[COD1LUMP_COLLISIONINDEXES]);
// okay = okay && CODBSP_LoadPatchCollision(mod, buffer, &lumps[COD2LUMP_PATCHCOLLISION]);
// okay = okay && CODBSP_LoadLeafPatches(mod, buffer, &lumps[COD2LUMP_LEAFPATCHES]);
//seems like cod is a portal engine?
//okay = okay && CODBSP_LoadAABBs(mod, buffer, &lumps[COD2LUMP_AABBTREES]);
//okay = okay && CODBSP_LoadCells(mod, buffer, &lumps[COD2LUMP_CELLS]);
//but we still have pvs with its clusters+areas that are node based (also required to determine which 'cell' we're inside).
okay = okay && CODBSP_LoadVisibility(mod, buffer, &lumps[COD2LUMP_VISIBILITY]);
okay = okay && CODBSP_LoadLeafs(mod, buffer, &lumps[COD2LUMP_LEAFS]);
okay = okay && CODBSP_LoadNodes(mod, buffer, &lumps[COD2LUMP_NODES]);
okay = okay && CODBSP_LoadInlineModels(mod, buffer, &lumps[COD2LUMP_MODELS]);
}
else
{
Con_Printf(CON_ERROR"Bad COD Version...\n"); //should have already been checked, so this ain't possible.
okay = false;
}
return okay;
}
qboolean CODBSP_Init(void)
{
filefuncs = plugfuncs->GetEngineInterface(plugfsfuncs_name, sizeof(*filefuncs));
modfuncs = plugfuncs->GetEngineInterface(plugmodfuncs_name, sizeof(*modfuncs));
threadfuncs = plugfuncs->GetEngineInterface(plugthreadfuncs_name, sizeof(*threadfuncs));
if (modfuncs && modfuncs->version != MODPLUGFUNCS_VERSION)
modfuncs = NULL;
if (modfuncs && filefuncs && threadfuncs)
{
modfuncs->RegisterModelFormatMagic("CoD(1) Maps", "IBSP\x3b\0\0\0",8, Mod_LoadCodBSP);
modfuncs->RegisterModelFormatMagic("CoD2 Maps", "IBSP\x04\0\0\0",8, Mod_LoadCodBSP);
return true;
}
return false;
}