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fteqw/engine/gl/gl_heightmap.c

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#include "quakedef.h"
#if defined(TERRAIN) && !defined(SERVERONLY) //fixme
#ifdef GLQUAKE
#include "glquake.h"
#endif
#include "shader.h"
//heightmaps work thusly:
//there is one raw heightmap file
//the file is split to 4*4 sections.
//each section is textured independantly (remember banshees are capped at 512 pixels)
//there's a detailtexture blended over the top to fake the detail.
//it's built into 16 seperate display lists, these display lists are individually culled, but the drivers are expected to optimise them too.
//Tei claims 14x speedup with a single display list. hopefully we can achieve the same speed by culling per-texture.
//we get 20->130
//perhaps we should build it with multitexture? (no - slower on ati)
#define SECTIONS 8
typedef struct {
char path[MAX_QPATH];
char hmapname[MAX_QPATH];
unsigned short *heights;
int terrainsize;
float terrainscale;
float heightscale;
int numsegs;
texid_t detailtexture;
texid_t textures[SECTIONS*SECTIONS];
int displaylist[SECTIONS*SECTIONS]; //display lists are famous for being stupidly fast with heightmaps.
unsigned short mins[SECTIONS*SECTIONS], maxs[SECTIONS*SECTIONS];
shader_t *skyshader;
shader_t *shader;
mesh_t mesh[SECTIONS*SECTIONS];
mesh_t *amesh[SECTIONS*SECTIONS];
mesh_t skymesh;
mesh_t *askymesh;
qboolean modified[SECTIONS*SECTIONS];
} heightmap_t;
#define DISPLISTS
//#define MULTITEXTURE //ATI suck. I don't know about anyone else (this goes at 1/5th the speed).
void GL_DrawHeightmapModel (batch_t **batches, entity_t *e)
{
//a 512*512 heightmap
//will draw 2 tris per square, drawn twice for detail
//so a million triangles per frame if the whole thing is visible.
//with 130 to 180fps, display lists rule!
int x, y, vx, vy, v;
float subsize;
int minx, miny;
vec3_t mins, maxs;
model_t *m = e->model;
heightmap_t *hm = m->terrain;
mesh_t *mesh;
batch_t *b;
if (e->model == cl.worldmodel)
{
b = BE_GetTempBatch();
if (b)
{
b->ent = e;
b->shader = hm->skyshader;
b->flags = 0;
b->mesh = &hm->askymesh;
b->mesh[0] = &hm->skymesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &b->shader->defaulttextures;
b->texture = NULL;
// vbo = b->vbo = hm->vbo[x+y*SECTIONS];
b->vbo = NULL;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
subsize = hm->terrainsize/SECTIONS;
for (x = 0; x < hm->numsegs; x++)
{
mins[0] = (x+0)*subsize*hm->terrainscale;
maxs[0] = (x+1)*subsize*hm->terrainscale;
for (y = 0; y < hm->numsegs; y++)
{
mins[1] = (y+0)*subsize*hm->terrainscale;
maxs[1] = (y+1)*subsize*hm->terrainscale;
mesh = &hm->mesh[x+y*SECTIONS];
if (hm->modified[x+y*SECTIONS])
{
minx = x*subsize;
miny = y*subsize;
hm->modified[x+y*SECTIONS] = false;
hm->mins[x+y*SECTIONS] = 65536 * hm->heightscale;
hm->maxs[x+y*SECTIONS] = 0;
if (!mesh->xyz_array)
mesh->xyz_array = BZ_Malloc(sizeof(vecV_t) * (subsize+1)*(subsize+1));
if (!mesh->st_array)
mesh->st_array = BZ_Malloc(sizeof(vec2_t) * (subsize+1)*(subsize+1));
if (!mesh->lmst_array)
mesh->lmst_array = BZ_Malloc(sizeof(vec2_t) * (subsize+1)*(subsize+1));
mesh->numvertexes = 0;
/*64 quads across requires 65 verticies*/
for (vx = 0; vx <= subsize; vx++)
{
for (vy = 0; vy <= subsize; vy++)
{
v = mesh->numvertexes++;
mesh->xyz_array[v][0] = (vx+minx)*hm->terrainscale;
mesh->xyz_array[v][1] = (vy+miny)*hm->terrainscale;
mesh->xyz_array[v][2] = hm->heights[(vx+minx) + (vy+miny)*hm->terrainsize]*hm->heightscale;
if (hm->maxs[x+y*SECTIONS] < mesh->xyz_array[v][2])
hm->maxs[x+y*SECTIONS] = mesh->xyz_array[v][2];
if (hm->mins[x+y*SECTIONS] > mesh->xyz_array[v][2])
hm->mins[x+y*SECTIONS] = mesh->xyz_array[v][2];
mesh->st_array[v][0] = mesh->xyz_array[v][0] / 64;
mesh->st_array[v][1] = mesh->xyz_array[v][1] / 64;
mesh->lmst_array[v][0] = mesh->xyz_array[v][0] / 64;
mesh->lmst_array[v][1] = mesh->xyz_array[v][1] / 64;
}
}
if (!mesh->indexes)
mesh->indexes = BZ_Malloc(sizeof(index_t) * subsize*subsize*6);
mesh->numindexes = 0;
for (vx = 0; vx < subsize; vx++)
{
for (vy = 0; vy < subsize; vy++)
{
v = vx + vy*(subsize+1);
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+subsize+1;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+1+subsize+1;
mesh->indexes[mesh->numindexes++] = v+subsize+1;
}
}
//GL_BuildVBO();
}
mins[2] = hm->mins[x+y*SECTIONS];
maxs[2] = hm->maxs[x+y*SECTIONS];
if (!BoundsIntersect(mins, maxs, r_refdef.vieworg, r_refdef.vieworg))
if (R_CullBox(mins, maxs))
continue;
b = BE_GetTempBatch();
if (!b)
continue;
b->ent = e;
b->shader = hm->shader;
b->flags = 0;
b->mesh = &hm->amesh[x+y*SECTIONS];
b->mesh[0] = mesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &b->shader->defaulttextures;
b->texture = NULL;
// vbo = b->vbo = hm->vbo[x+y*SECTIONS];
b->vbo = NULL;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
}
unsigned int Heightmap_PointContentsHM(heightmap_t *hm, float clipmipsz, vec3_t org)
{
float x, y;
float z, tz;
int sx, sy;
x = org[0]/hm->terrainscale;
y = org[1]/hm->terrainscale;
z = (org[2]+clipmipsz)/hm->heightscale;
if (z < 0)
return FTECONTENTS_SOLID;
if (z > 65535)
{
if (z > 65535+64 || clipmipsz) //top 64 units are sky
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
if (x < 0)
{
if (x <= -1 || clipmipsz)
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
if (y < 0)
{
if (x <= -1 || clipmipsz)
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
if (x >= hm->terrainsize-1)
{
if (x >= hm->terrainsize || clipmipsz)
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
if (y >= hm->terrainsize-1)
{
if (y >= hm->terrainsize || clipmipsz)
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
sx = x; x-=sx;
sy = y; y-=sy;
//made of two triangles:
#if 1
if (x+y>1) //the 1, 1 triangle
{
float v1, v2, v3;
v3 = 1-y;
v2 = x+y-1;
v1 = 1-x;
//0, 1
//1, 1
//1, 0
tz = (hm->heights[(sx+0)+(sy+1)*hm->terrainsize]*v1 +
hm->heights[(sx+1)+(sy+1)*hm->terrainsize]*v2 +
hm->heights[(sx+1)+(sy+0)*hm->terrainsize]*v3);
}
else
{
float v1, v2, v3;
v1 = y;
v2 = x;
v3 = 1-y-x;
//0, 1
//1, 0
//0, 0
tz = (hm->heights[(sx+0)+(sy+1)*hm->terrainsize]*v1 +
hm->heights[(sx+1)+(sy+0)*hm->terrainsize]*v2 +
hm->heights[(sx+0)+(sy+0)*hm->terrainsize]*v3);
}
#else
{
float t, b;
//square?
//:(
t = (hm->heights[sx+sy*hm->terrainsize]*(1-x) + hm->heights[sx+1+sy*hm->terrainsize]*x);
b = (hm->heights[sx+(sy+1)*hm->terrainsize]*(1-x) + hm->heights[sx+1+(sy+1)*hm->terrainsize]*x);
tz = t*(1-y) + b*y;
}
#endif
if (z <= tz)
return FTECONTENTS_SOLID; //contained within
return FTECONTENTS_EMPTY;
}
unsigned int Heightmap_PointContents(model_t *model, vec3_t axis[3], vec3_t org)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, 0, org);
}
unsigned int Heightmap_NativeBoxContents(model_t *model, int hulloverride, int frame, vec3_t axis[3], vec3_t org, vec3_t mins, vec3_t maxs)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, mins[2], org);
}
void Heightmap_Normal(heightmap_t *hm, vec3_t org, vec3_t norm)
{
float x, y;
float z;
int sx, sy;
vec3_t d1, d2;
x = org[0]/hm->terrainscale;
y = org[1]/hm->terrainscale;
z = org[2];
sx = x; x-=sx;
sy = y; y-=sy;
if (x+y>1) //the 1, 1 triangle
{
//0, 1
//1, 1
//1, 0
d1[0] = hm->terrainscale;
d1[1] = 0;
d1[2] = hm->heights[(sx+1)+(sy+1)*hm->terrainsize] - hm->heights[(sx+0)+(sy+1)*hm->terrainsize];
d2[0] = 0;
d2[1] = hm->terrainscale;
d2[2] = hm->heights[(sx+1)+(sy+1)*hm->terrainsize] - hm->heights[(sx+1)+(sy+0)*hm->terrainsize];
}
else
{
//0, 1
//1, 0
//0, 0
d1[0] = hm->terrainscale;
d1[1] = 0;
d1[2] = hm->heights[(sx+0)+(sy+1)*hm->terrainsize] - hm->heights[(sx+0)+(sy+0)*hm->terrainsize];
d2[0] = 0;
d2[1] = hm->terrainscale;
d2[2] = hm->heights[(sx+1)+(sy+0)*hm->terrainsize] - hm->heights[(sx+0)+(sy+0)*hm->terrainsize];
}
CrossProduct(d1, d2, norm);
VectorNormalize(norm);
}
#if 0
typedef struct {
vec3_t start;
vec3_t end;
vec3_t mins;
vec3_t maxs;
vec3_t impact;
heightmap_t *hm;
int contents;
} hmtrace_t;
#define Closestf(res,n,min,max) res = ((n>0)?min:max)
#define Closest(res,n,min,max) Closestf(res[0],n[0],min[0],max[0]);Closestf(res[1],n[1],min[1],max[1]);Closestf(res[2],n[2],min[2],max[2])
void Heightmap_Trace_Square(hmtrace_t *tr, int sx, int sy)
{
float normf = 0.70710678118654752440084436210485;
float pd, sd, ed, bd;
int tris, x, y;
vec3_t closest;
vec3_t point;
pd = normf*(x+y);
sd = normf*tr->start[0]+normf*tr->start[1];
ed = normf*tr->end[0]+normf*tr->end[1];
bd = normf*tr->maxs[0]+normf*tr->maxs[1]; //assume mins is this but negative
//see which of the two triangles in the square it travels over.
tris = sd<=pd || ed<=pd;
if (sd>=pd || ed>=pd)
tris |= 2;
point[0] = sx+1;
point[1] = sy;
point[2] = tr->hm->heights[sx+1+sy*tr->hm->terrainsize];
if (tris & 1)
{ //triangle with 0, 0
vec3_t norm;
float d1, d2, dc;
x = tr->hm->heights[(sx+1)+(sy+0)*tr->hm->terrainsize] - tr->hm->heights[(sx+0)+(sy+0)*tr->hm->terrainsize];
y = tr->hm->heights[(sx+0)+(sy+1)*tr->hm->terrainsize] - tr->hm->heights[(sx+0)+(sy+0)*tr->hm->terrainsize];
norm[0] = (-x*tr->hm->heightscale)/tr->hm->terrainscale;
norm[1] = (-y*tr->hm->heightscale)/tr->hm->terrainscale;
norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
Closest(closest, norm, tr->mins, tr->maxs);
dc = DotProduct(norm, closest) - DotProduct(norm, point);
d1 = DotProduct(norm, tr->start) + dc;
d2 = DotProduct(norm, tr->end) + dc;
if (d1>=0 && d2<=0)
{ //intersects
tr->contents = FTECONTENTS_SOLID;
d1 = (d1-d2)/(d1+d2);
d2 = 1-d1;
tr->impact[0] = tr->end[0]*d1+tr->start[0]*d2;
tr->impact[1] = tr->end[1]*d1+tr->start[1]*d2;
tr->impact[2] = tr->end[2]*d1+tr->start[2]*d2;
}
}
if (tris & 2)
{ //triangle with 1, 1
vec3_t norm;
float d1, d2, dc;
norm[0] = (-x*tr->hm->heightscale)/tr->hm->terrainscale;
norm[1] = (-y*tr->hm->heightscale)/tr->hm->terrainscale;
norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
Closest(closest, norm, tr->mins, tr->maxs);
dc = DotProduct(norm, closest) - DotProduct(norm, point);
d1 = DotProduct(norm, tr->start) + dc;
d2 = DotProduct(norm, tr->end) + dc;
if (d1>=0 && d2<=0)
{ //intersects
tr->contents = FTECONTENTS_SOLID;
d1 = (d1-d2)/(d1+d2);
d2 = 1-d1;
tr->impact[0] = tr->end[0]*d1+tr->start[0]*d2;
tr->impact[1] = tr->end[1]*d1+tr->start[1]*d2;
tr->impact[2] = tr->end[2]*d1+tr->start[2]*d2;
}
}
}
void Heightmap_Trace_Y(hmtrace_t *tr, int x, int min, int max)
{
int mid;
if (min == max)
{ //end
Heightmap_Trace_Square(tr, x, min);
return;
}
mid = ((max-min)>>1)+min;
if (tr->start[1] < min+tr->mins[1] && tr->end[1] < min+tr->mins[1])
{ //both on one size.
Heightmap_Trace_Y(tr, x, min, mid);
return;
}
if (tr->start[1] > max+tr->maxs[1] && tr->end[1] > max+tr->maxs[1])
{ //both on one size.
Heightmap_Trace_Y(tr, x, mid, max);
return;
}
//crosses this line.
if (tr->start[1] > tr->end[1])
{
Heightmap_Trace_Y(tr, x, min, mid);
if (!tr->contents)
Heightmap_Trace_Y(tr, x, mid, max);
}
else
{
Heightmap_Trace_Y(tr, x, mid, max);
if (!tr->contents)
Heightmap_Trace_Y(tr, x, min, mid);
}
}
void Heightmap_Trace_X(hmtrace_t *tr, int min, int max)
{
int mid;
if (min == max)
{ //end
//FIXME: we don't have to check ALL squares like this, we could use a much smaller range.
Heightmap_Trace_Y(tr, min, 0, tr->hm->terrainsize);
return;
}
mid = ((max-min)>>1)+min;
if (tr->start[0] < min+tr->mins[0] && tr->end[0] < min+tr->mins[0])
{ //both on one size.
Heightmap_Trace_X(tr, min, mid);
return;
}
if (tr->start[0] > max+tr->maxs[0] && tr->end[0] > max+tr->maxs[0])
{ //both on one size.
Heightmap_Trace_X(tr, mid, max);
return;
}
//crosses this line.
if (tr->start[0] > tr->end[0])
{
Heightmap_Trace_X(tr, min, mid);
if (!tr->contents)
Heightmap_Trace_X(tr, mid, max);
}
else
{
Heightmap_Trace_X(tr, mid, max);
if (!tr->contents)
Heightmap_Trace_X(tr, min, mid);
}
}
/*
Heightmap_TraceRecurse
Traces an arbitary box through a heightmap. (interface with outside)
Why is recursion good?
1: it is consistant with bsp models. :)
2: it allows us to use any size model we want
3: we don't have to work out the height of the terrain every X units, but can be more precise.
Obviously, we don't care all that much about 1
*/
qboolean Heightmap_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
{
hmtrace_t hmtrace;
hmtrace.hm = model->terrain;
hmtrace.start[0] = start[0]/hmtrace.hm->terrainscale;
hmtrace.start[1] = start[1]/hmtrace.hm->terrainscale;
hmtrace.start[2] = (start[2])/hmtrace.hm->heightscale;
hmtrace.end[0] = end[0]/hmtrace.hm->terrainscale;
hmtrace.end[1] = end[1]/hmtrace.hm->terrainscale;
hmtrace.end[2] = (end[2])/hmtrace.hm->heightscale;
hmtrace.mins[0] = mins[0]/hmtrace.hm->terrainscale;
hmtrace.mins[1] = mins[1]/hmtrace.hm->terrainscale;
hmtrace.mins[2] = (mins[2])/hmtrace.hm->heightscale;
hmtrace.maxs[0] = maxs[0]/hmtrace.hm->terrainscale;
hmtrace.maxs[1] = maxs[1]/hmtrace.hm->terrainscale;
hmtrace.maxs[2] = (maxs[2])/hmtrace.hm->heightscale;
//FIXME: we don't have to check ALL squares like this, we could use a much smaller range.
Heightmap_Trace_X(&hmtrace, 0, hmtrace.hm->terrainsize);
}
#else
/*
Heightmap_Trace
Traces a line through a heightmap, sampling the terrain at various different positions.
This is inprecise, only supports points (or vertical lines), and can often travel though sticky out bits of terrain.
*/
qboolean Heightmap_Trace(model_t *model, int forcehullnum, int frame, vec3_t axis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
{
vec3_t org;
vec3_t dir;
float distleft;
float dist;
heightmap_t *hm = model->terrain;
memset(trace, 0, sizeof(trace_t));
if (Heightmap_PointContentsHM(hm, mins[2], start) == FTECONTENTS_SOLID)
{
trace->fraction = 0;
trace->startsolid = true;
trace->allsolid = true;
VectorCopy(start, trace->endpos);
return true;
}
VectorCopy(start, org);
VectorSubtract(end, start, dir);
dist = VectorNormalize(dir);
if (dist < 10 && dist)
{ //if less than 10 units, do at least 10 steps
VectorScale(dir, 1/10.0f, dir);
dist = 10;
}
distleft = dist;
while(distleft>0)
{
VectorAdd(org, dir, org);
if (Heightmap_PointContentsHM(hm, mins[2], org) == FTECONTENTS_SOLID)
{ //go back to the previous safe spot
VectorSubtract(org, dir, org);
break;
}
distleft--;
}
trace->contents = Heightmap_PointContentsHM(hm, mins[2], end);
if (distleft <= 0 && trace->contents != FTECONTENTS_SOLID)
{ //all the way
trace->fraction = 1;
VectorCopy(end, trace->endpos);
}
else
{ //we didn't get all the way there. :(
VectorSubtract(org, start, dir);
trace->fraction = Length(dir)/dist;
if (trace->fraction > 1)
trace->fraction = 1;
VectorCopy(org, trace->endpos);
}
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = 1;
Heightmap_Normal(model->terrain, trace->endpos, trace->plane.normal);
return trace->fraction != 1;
}
qboolean Heightmap_NativeTrace(struct model_s *model, int hulloverride, int frame, vec3_t axis[3], vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, unsigned int against, struct trace_s *trace)
{
return Heightmap_Trace(model, hulloverride, frame, axis, p1, p2, mins, maxs, trace);
}
#endif
unsigned int Heightmap_FatPVS (model_t *mod, vec3_t org, qbyte *pvsbuffer, unsigned int pvssize, qboolean add)
{
return 0;
}
#ifndef CLIENTONLY
qboolean Heightmap_EdictInFatPVS (model_t *mod, struct pvscache_s *edict, qbyte *pvsdata)
{
return true;
}
void Heightmap_FindTouchedLeafs (model_t *mod, pvscache_t *ent, float *mins, float *maxs)
{
}
#endif
void Heightmap_LightPointValues (model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
}
void Heightmap_StainNode (mnode_t *node, float *parms)
{
}
void Heightmap_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
}
qbyte *Heightmap_LeafnumPVS (model_t *model, int num, qbyte *buffer, unsigned int buffersize)
{
static qbyte heightmappvs = 255;
return &heightmappvs;
}
int Heightmap_LeafForPoint (model_t *model, vec3_t point)
{
return 0;
}
//Heightmap_NativeBoxContents
enum
{
ter_reload,
ter_save,
ter_set,
ter_smooth,
ter_raise,
ter_lower
};
qboolean Heightmap_Edit(model_t *mod, int action, float *pos, float radius, float quant)
{
unsigned short *tmp;
heightmap_t *hm = mod->terrain;
int size;
int x, y, min[2], max[2];
float xd, yd, w;
vec2_t sc;
if (mod->type != mod_heightmap)
return false;
size = hm->terrainsize;
if (radius < 0.05)
radius = 0.05;
sc[0] = pos[0] / hm->terrainscale;
sc[1] = pos[1] / hm->terrainscale;
radius = radius / hm->terrainscale;
quant /= hm->heightscale;
min[0] = sc[0] - radius;
min[1] = sc[1] - radius;
max[0] = sc[0] + radius;
max[1] = sc[1] + radius;
if (min[0] < 0)
min[0] = 0;
if (min[1] < 0)
min[1] = 0;
if (max[0] > size)
max[0] = size;
if (max[1] < size)
max[1] = size;
switch(action)
{
case ter_reload:
tmp = (unsigned short*)COM_LoadTempFile(hm->hmapname);
if (tmp)
x = com_filesize/2;
else
x = 0;
if (x > size*size)
x = size*size;
while (x-- > 0)
{
hm->heights[x] = LittleShort(tmp[x]);
}
break;
case ter_save:
tmp = Hunk_TempAlloc(size*size*2);
for (x = 0; x < size*size; x++)
{
tmp[x] = LittleShort(hm->heights[x]);
}
COM_WriteFile(hm->hmapname, tmp, size*size*2);
break;
case ter_set:
for (x = min[0]; x < max[0]; x++)
{
for (y = min[1]; y < max[1]; y++)
{
xd = sc[0] - x;
yd = sc[1] - y;
if (sqrt(xd*xd+yd*yd) < radius)
{
hm->heights[x + y*size] = quant;
hm->modified[(int)(x/(hm->terrainscale)) + (int)(y/(hm->terrainscale))*SECTIONS] = true;
}
}
}
break;
case ter_smooth:
case ter_raise:
for (x = min[0]; x < max[0]; x++)
{
for (y = min[1]; y < max[1]; y++)
{
xd = sc[0] - x;
yd = sc[1] - y;
w = sqrt(radius*radius - (xd*xd+yd*yd));
if (w > 0)
{
w *= quant/radius;
hm->heights[x + y*size] += w;
hm->modified[(int)(x/(hm->terrainscale)) + (int)(y/(hm->terrainscale))*SECTIONS] = true;
}
}
}
break;
case ter_lower:
for (x = min[0]; x < max[0]; x++)
{
for (y = min[1]; y < max[1]; y++)
{
xd = sc[0] - x;
yd = sc[1] - y;
w = sqrt(radius*radius - (xd*xd+yd*yd));
if (w > 0)
{
w *= quant/radius;
/*don't drop below 0*/
if (hm->heights[x + y*size]-w < 0)
hm->heights[x + y*size] = 0;
else
hm->heights[x + y*size] -= w;
hm->modified[(int)(x/(hm->terrainscale)) + (int)(y/(hm->terrainscale))*SECTIONS] = true;
}
}
}
break;
}
return true;
}
qboolean GL_LoadHeightmapModel (model_t *mod, void *buffer)
{
heightmap_t *hm;
unsigned short *heightmap;
int size;
int x, y;
float skyrotate;
vec3_t skyaxis;
char heightmapname[MAX_QPATH];
char detailtexname[MAX_QPATH];
char basetexname[MAX_QPATH];
char exttexname[MAX_QPATH];
char entfile[MAX_QPATH];
char skyname[MAX_QPATH];
float worldsize = 64;
float heightsize = 1/16;
int numsegs = 1;
*heightmapname = '\0';
*detailtexname = '\0';
*basetexname = '\0';
*exttexname = '\0';
*entfile = '\0';
strcpy(skyname, "night");
skyrotate = 0;
skyaxis[0] = 0;
skyaxis[1] = 0;
skyaxis[2] = 0;
buffer = COM_Parse(buffer);
if (strcmp(com_token, "terrain"))
{
Con_Printf(CON_ERROR "%s wasn't terrain map\n", mod->name); //shouldn't happen
return false;
}
if (qrenderer != QR_OPENGL)
return false;
for(;;)
{
buffer = COM_Parse(buffer);
if (!buffer)
break;
if (!strcmp(com_token, "heightmap"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(heightmapname, com_token, sizeof(heightmapname));
}
else if (!strcmp(com_token, "detail"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(detailtexname, com_token, sizeof(detailtexname));
}
else if (!strcmp(com_token, "texturegridbase"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(basetexname, com_token, sizeof(basetexname));
}
else if (!strcmp(com_token, "texturegridext"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(exttexname, com_token, sizeof(exttexname));
}
else if (!strcmp(com_token, "gridsize"))
{
buffer = COM_Parse(buffer);
worldsize = atof(com_token);
}
else if (!strcmp(com_token, "heightsize"))
{
buffer = COM_Parse(buffer);
heightsize = atof(com_token);
}
else if (!strcmp(com_token, "entfile"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(entfile, com_token, sizeof(entfile));
}
else if (!strcmp(com_token, "skybox"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(skyname, com_token, sizeof(skyname));
}
else if (!strcmp(com_token, "skyrotate"))
{
buffer = COM_Parse(buffer);
skyaxis[0] = atof(com_token);
buffer = COM_Parse(buffer);
skyaxis[1] = atof(com_token);
buffer = COM_Parse(buffer);
skyaxis[2] = atof(com_token);
skyrotate = VectorNormalize(skyaxis);
}
else if (!strcmp(com_token, "texturesegments"))
{
buffer = COM_Parse(buffer);
numsegs = atoi(com_token);
}
else
{
Con_Printf(CON_ERROR "%s, unrecognised token in terrain map\n", mod->name);
return false;
}
}
if (numsegs > SECTIONS)
{
Con_Printf(CON_ERROR "%s, heightmap uses too many sections max is %i\n", mod->name, SECTIONS);
return false;
}
mod->type = mod_heightmap;
heightmap = (unsigned short*)COM_LoadTempFile(heightmapname);
if (!heightmap)
{
size = 1024;
heightmap = Hunk_TempAlloc(size*size*2);
for (x = 0; x < size; x++)
for (y = 0; y < size; y++)
{
heightmap[x+y*size] = 0;
}
}
else
{
size = sqrt(com_filesize/2);
if (size % numsegs)
{
Con_Printf(CON_ERROR "%s, heightmap is not a multiple of %i\n", mod->name, numsegs);
return false;
}
}
hm = Hunk_Alloc(sizeof(*hm) + size*size*2);
memset(hm, 0, sizeof(*hm));
Q_strncpyz(hm->hmapname, heightmapname, sizeof(hm->hmapname));
hm->heights = (unsigned short*)(hm+1);
for (x = 0; x < size*size; x++)
{
hm->heights[x] = LittleShort(heightmap[x]);
}
hm->terrainsize = size;
hm->terrainscale = worldsize;
hm->heightscale = heightsize;
hm->numsegs = numsegs;
hm->shader = R_RegisterShader(basetexname,
"{\n"
"{\n"
"map maps/test/ground.jpg\n"
"}\n"
"}\n"
);
hm->skyshader = R_RegisterCustom(va("skybox_%s", skyname), Shader_DefaultSkybox, NULL);
mod->entities = COM_LoadHunkFile(entfile);
if (qrenderer != QR_NONE)
{
hm->detailtexture = R_LoadHiResTexture(detailtexname, "", IF_NOGAMMA);
for (x = 0; x < numsegs; x++)
{
int y;
for (y = 0; y < numsegs; y++)
{
hm->textures[x+y*SECTIONS] = R_LoadHiResTexture(va("%s%02ix%02i%s", basetexname, x, y, exttexname), "", IF_CLAMP|IF_NOGAMMA);
hm->modified[x+y*SECTIONS] = true;
}
}
}
mod->funcs.Trace = Heightmap_Trace;
mod->funcs.PointContents = Heightmap_PointContents;
mod->funcs.NativeContents = Heightmap_NativeBoxContents;
mod->funcs.NativeTrace = Heightmap_NativeTrace;
mod->funcs.LightPointValues = Heightmap_LightPointValues;
mod->funcs.StainNode = Heightmap_StainNode;
mod->funcs.MarkLights = Heightmap_MarkLights;
mod->funcs.LeafnumForPoint = Heightmap_LeafForPoint;
mod->funcs.LeafPVS = Heightmap_LeafnumPVS;
#ifndef CLIENTONLY
mod->funcs.FindTouchedLeafs = Heightmap_FindTouchedLeafs;
mod->funcs.EdictInFatPVS = Heightmap_EdictInFatPVS;
mod->funcs.FatPVS = Heightmap_FatPVS;
#endif
/* mod->hulls[0].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[1].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[2].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[3].funcs.HullPointContents = Heightmap_PointContents;
*/
mod->terrain = hm;
return true;
}
#endif