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fteqw/engine/gl/gl_model.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// models.c -- model loading and caching
// models are the only shared resource between a client and server running
// on the same machine.
#include "quakedef.h"
#ifndef SERVERONLY //FIXME
#include "glquake.h"
#include "com_mesh.h"
extern cvar_t r_shadow_bumpscale_basetexture;
extern cvar_t r_replacemodels;
qboolean isnotmap = true; //used to not warp ammo models.
model_t *loadmodel;
char loadname[32]; // for hunk tags
void CM_Init(void);
qboolean RMod_LoadSpriteModel (model_t *mod, void *buffer);
qboolean RMod_LoadSprite2Model (model_t *mod, void *buffer);
qboolean RMod_LoadBrushModel (model_t *mod, void *buffer);
#ifdef Q2BSPS
qboolean Mod_LoadQ2BrushModel (model_t *mod, void *buffer);
#endif
#ifdef HALFLIFEMODELS
qboolean Mod_LoadHLModel (model_t *mod, void *buffer);
#endif
model_t *RMod_LoadModel (model_t *mod, qboolean crash);
#ifdef MAP_DOOM
qboolean Mod_LoadDoomLevel(model_t *mod);
#endif
#ifdef DOOMWADS
void RMod_LoadDoomSprite (model_t *mod);
#endif
#define MAX_MOD_KNOWN 2048
model_t mod_known[MAX_MOD_KNOWN];
int mod_numknown;
extern cvar_t r_loadlits;
#ifdef SPECULAR
extern cvar_t gl_specular;
#endif
extern cvar_t r_fb_bmodels;
mesh_t nullmesh;
void Mod_SortShaders(void);
#ifdef RUNTIMELIGHTING
model_t *lightmodel;
int numlightdata;
qboolean writelitfile;
int relitsurface;
void RMod_UpdateLightmap(int snum)
{
msurface_t *s;
if (lightmodel)
{
// int i;
// for (s = lightmodel->surfaces,i=0; i < lightmodel->numsurfaces; i++,s++)
// s->cached_dlight = -1;
if (snum < lightmodel->numsurfaces)
{
s = lightmodel->surfaces + snum;
s->cached_dlight = -1;
}
else
Con_Printf("lit non-existant surface\n");
}
}
#endif
void RMod_BatchList_f(void)
{
int m, i;
model_t *mod;
batch_t *batch;
unsigned int count;
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (mod->type == mod_brush && !mod->needload)
{
Con_Printf("%s:\n", mod->name);
count = 0;
for (i = 0; i < SHADER_SORT_COUNT; i++)
{
for (batch = mod->batches[i]; batch; batch = batch->next)
{
if (batch->lightmap[3] >= 0)
Con_Printf("%s lm=(%i:%i %i:%i %i:%i %i:%i) surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->lightstyle[0], batch->lightmap[1], batch->lightstyle[1], batch->lightmap[2], batch->lightstyle[2], batch->lightmap[3], batch->lightstyle[3], batch->maxmeshes);
else if (batch->lightmap[2] >= 0)
Con_Printf("%s lm=(%i:%i %i:%i %i:%i) surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->lightstyle[0], batch->lightmap[1], batch->lightstyle[1], batch->lightmap[2], batch->lightstyle[2], batch->maxmeshes);
else if (batch->lightmap[1] >= 0)
Con_Printf("%s lm=(%i:%i %i:%i) surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->lightstyle[0], batch->lightmap[1], batch->lightstyle[1], batch->maxmeshes);
else if (batch->lightstyle[0] != 255)
Con_Printf("%s lm=(%i:%i) surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->lightstyle[0], batch->maxmeshes);
else
Con_Printf("%s lm=%i surfs=%u\n", batch->texture->shader->name, batch->lightmap[0], batch->maxmeshes);
count++;
}
}
Con_Printf("%u\n", count);
}
}
}
void RMod_TextureList_f(void)
{
int m, i;
texture_t *tx;
model_t *mod;
qboolean shownmodelname = false;
int count = 0;
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (shownmodelname)
Con_Printf("%u\n", count);
shownmodelname = false;
if (mod->type == mod_brush && !mod->needload)
{
if (*mod->name == '*')
continue;// inlines don't count
if (shownmodelname)
Con_Printf("%u\n", count);
count = 0;
shownmodelname = false;
for (i = 0; i < mod->numtextures; i++)
{
tx = mod->textures[i];
if (!tx)
continue; //happens on e1m2
if (!shownmodelname)
{
shownmodelname = true;
Con_Printf("%s\n", mod->name);
count = 0;
}
Con_Printf("%s\n", tx->name);
count++;
}
}
}
if (shownmodelname)
Con_Printf("%u\n", count);
}
void RMod_BlockTextureColour_f (void)
{
char texname[64];
model_t *mod;
texture_t *tx;
shader_t *s;
char *match = Cmd_Argv(1);
int i, m;
unsigned int colour[8*8];
unsigned int rgba;
((char *)&rgba)[0] = atoi(Cmd_Argv(2));
((char *)&rgba)[1] = atoi(Cmd_Argv(3));
((char *)&rgba)[2] = atoi(Cmd_Argv(4));
((char *)&rgba)[3] = 255;
sprintf(texname, "8*8_%i_%i_%i", (int)((char *)&rgba)[0], (int)((char *)&rgba)[1], (int)((char *)&rgba)[2]);
s = R_RegisterCustom(Cmd_Argv(2), NULL, NULL);
if (!s)
{
s = R_RegisterCustom (texname, Shader_DefaultBSPQ1, NULL);
}
for (i = 0; i < sizeof(colour)/sizeof(colour[0]); i++)
colour[i] = rgba;
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (mod->type == mod_brush && !mod->needload)
{
for (i = 0; i < mod->numtextures; i++)
{
tx = mod->textures[i];
if (!tx)
continue; //happens on e1m2
if (!stricmp(tx->name, match))
{
tx->shader = s;
}
}
}
}
}
#if defined(RUNTIMELIGHTING) && defined(MULTITHREAD)
void *relightthread[8];
unsigned int relightthreads;
volatile qboolean wantrelight;
int RelightThread(void *arg)
{
int surf;
while (wantrelight)
{
#ifdef _WIN32
surf = InterlockedIncrement(&relitsurface);
#else
surf = relightthreads++;
#endif
if (surf >= lightmodel->numsurfaces)
break;
LightFace(surf);
lightmodel->surfaces[surf].cached_dlight = -1;
}
return 0;
}
#endif
void RMod_Think (void)
{
#ifdef RUNTIMELIGHTING
if (lightmodel)
{
#ifdef MULTITHREAD
if (!relightthreads)
{
int i;
#ifdef _WIN32
HANDLE me = GetCurrentProcess();
DWORD_PTR proc, sys;
/*count cpus*/
GetProcessAffinityMask(me, &proc, &sys);
relightthreads = 0;
for (i = 0; i < sizeof(proc)*8; i++)
if (proc & ((size_t)1u<<i))
relightthreads++;
/*subtract 1*/
if (relightthreads <= 1)
relightthreads = 1;
else
relightthreads--;
#else
/*can't do atomics*/
relightthreads = 1;
#endif
if (relightthreads > sizeof(relightthread)/sizeof(relightthread[0]))
relightthreads = sizeof(relightthread)/sizeof(relightthread[0]);
wantrelight = true;
for (i = 0; i < relightthreads; i++)
relightthread[i] = Sys_CreateThread("relight", RelightThread, lightmodel, THREADP_NORMAL, 0);
}
if (relitsurface < lightmodel->numsurfaces)
{
return;
}
#else
LightFace(relitsurface);
RMod_UpdateLightmap(relitsurface);
relitsurface++;
#endif
if (relitsurface >= lightmodel->numsurfaces)
{
vfsfile_t *f;
char filename[MAX_QPATH];
Con_Printf("Finished lighting %s\n", lightmodel->name);
#ifdef MULTITHREAD
if (relightthreads)
{
int i;
wantrelight = false;
for (i = 0; i < relightthreads; i++)
{
Sys_WaitOnThread(relightthread[i]);
relightthread[i] = NULL;
}
relightthreads = 0;
}
#endif
if (lightmodel->deluxdata)
{
COM_StripExtension(lightmodel->name, filename, sizeof(filename));
COM_DefaultExtension(filename, ".lux", sizeof(filename));
f = FS_OpenVFS(filename, "wb", FS_GAME);
if (f)
{
VFS_WRITE(f, "QLIT\1\0\0\0", 8);
VFS_WRITE(f, lightmodel->deluxdata, numlightdata*3);
VFS_CLOSE(f);
}
else
Con_Printf("Unable to write \"%s\"\n", filename);
}
if (writelitfile) //the user might already have a lit file (don't overwrite it).
{
COM_StripExtension(lightmodel->name, filename, sizeof(filename));
COM_DefaultExtension(filename, ".lit", sizeof(filename));
f = FS_OpenVFS(filename, "wb", FS_GAME);
if (f)
{
VFS_WRITE(f, "QLIT\1\0\0\0", 8);
VFS_WRITE(f, lightmodel->lightdata, numlightdata*3);
VFS_CLOSE(f);
}
else
Con_Printf("Unable to write \"%s\"\n", filename);
}
lightmodel = NULL;
}
}
#endif
}
void Mod_RebuildLightmaps (void)
{
int i, j;
msurface_t *surf;
model_t *mod;
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->needload)
continue;
if (mod->type == mod_brush)
{
for (j=0, surf = mod->surfaces; j<mod->numsurfaces ; j++, surf++)
surf->cached_dlight=-1;//force it
}
}
}
void RMod_ResortShaders(void)
{
//called when some shader changed its sort key.
//this means we have to hunt down all models and update their batches.
//really its only bsps that need this.
batch_t *oldlists[SHADER_SORT_COUNT], *b;
int i, j, bs;
model_t *mod;
for (i=0, mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->needload)
continue;
memcpy(oldlists, mod->batches, sizeof(oldlists));
memset(mod->batches, 0, sizeof(oldlists));
for (j = 0; j < SHADER_SORT_COUNT; j++)
{
while((b=oldlists[j]))
{
oldlists[j] = b->next;
bs = b->shader?b->shader->sort:j;
b->next = mod->batches[bs];
mod->batches[bs] = b;
}
}
}
}
/*
===================
Mod_ClearAll
===================
*/
void RMod_ClearAll (void)
{
int i;
model_t *mod;
#ifdef RUNTIMELIGHTING
#ifdef MULTITHREAD
if (relightthread)
{
wantrelight = false;
for (i = 0; i < relightthreads; i++)
{
Sys_WaitOnThread(relightthread[i]);
relightthread[i] = NULL;
}
relightthreads = 0;
}
#endif
lightmodel = NULL;
#endif
//when the hunk is reset, all bsp models need to be reloaded
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->needload)
continue;
if (mod->type == mod_brush)
{
Surf_Clear(mod);
}
#ifdef TERRAIN
if (mod->terrain)
{
Terr_PurgeTerrainModel(mod, false, false);
mod->terrain = NULL;
}
#endif
if (mod->type != mod_alias
&& mod->type != mod_halflife
)
mod->needload = true;
}
}
/*
===============
Mod_Init
===============
*/
void RMod_Init (void)
{
RMod_ClearAll();
mod_numknown = 0;
Q1BSP_Init();
Cmd_AddCommand("mod_batchlist", RMod_BatchList_f);
Cmd_AddCommand("mod_texturelist", RMod_TextureList_f);
Cmd_AddCommand("mod_usetexture", RMod_BlockTextureColour_f);
}
void RMod_Shutdown (void)
{
RMod_ClearAll();
mod_numknown = 0;
Cmd_RemoveCommand("mod_batchlist");
Cmd_RemoveCommand("mod_texturelist");
Cmd_RemoveCommand("mod_usetexture");
}
/*
===============
Mod_Init
Caches the data if needed
===============
*/
void *RMod_Extradata (model_t *mod)
{
void *r;
r = Cache_Check (&mod->cache);
if (r)
return r;
RMod_LoadModel (mod, true);
if (!mod->cache.data)
Sys_Error ("Mod_Extradata: caching failed");
return mod->cache.data;
}
/*
===============
Mod_PointInLeaf
===============
*/
mleaf_t *RMod_PointInLeaf (model_t *model, vec3_t p)
{
mnode_t *node;
float d;
mplane_t *plane;
if (!model)
{
Sys_Error ("Mod_PointInLeaf: bad model");
}
if (!model->nodes)
return NULL;
#ifdef Q2BSPS
if (model->fromgame == fg_quake2 || model->fromgame == fg_quake3)
{
return model->leafs + CM_PointLeafnum(model, p);
}
#endif
if (model->fromgame == fg_doom)
{
return NULL;
}
node = model->nodes;
while (1)
{
if (node->contents < 0)
return (mleaf_t *)node;
plane = node->plane;
d = DotProduct (p,plane->normal) - plane->dist;
if (d > 0)
node = node->children[0];
else
node = node->children[1];
}
return NULL; // never reached
}
/*
==================
Mod_FindName
==================
*/
model_t *RMod_FindName (char *name)
{
int i;
model_t *mod;
// if (!name[0])
// Sys_Error ("Mod_ForName: NULL name");
//
// search the currently loaded models
//
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
if (!strcmp (mod->name, name) )
break;
if (i == mod_numknown)
{
if (mod_numknown == MAX_MOD_KNOWN)
Sys_Error ("mod_numknown == MAX_MOD_KNOWN");
memset(mod, 0, sizeof(model_t)); //clear the old model as the renderers use the same globals
strcpy (mod->name, name);
mod->needload = true;
mod_numknown++;
mod->particleeffect = -1;
mod->particletrail = -1;
}
return mod;
}
/*
==================
Mod_TouchModel
==================
*/
void RMod_TouchModel (char *name)
{
model_t *mod;
mod = RMod_FindName (name);
if (!mod->needload)
{
if (mod->type == mod_alias
|| mod->type == mod_halflife
)
Cache_Check (&mod->cache);
}
}
/*
==================
Mod_LoadModel
Loads a model into the cache
==================
*/
model_t *RMod_LoadModel (model_t *mod, qboolean crash)
{
void *d;
unsigned *buf = NULL;
qbyte stackbuf[1024]; // avoid dirtying the cache heap
char mdlbase[MAX_QPATH];
char *replstr;
qboolean doomsprite = false;
char *ext;
if (!mod->needload && mod->type != mod_dummy)
{
if (mod->type == mod_alias
|| mod->type == mod_halflife
)
{
d = Cache_Check (&mod->cache);
if (d)
return mod;
}
else
return mod; // not cached at all
}
loadmodel = mod;
if (!*mod->name)
{
mod->type = mod_dummy;
mod->mins[0] = -16;
mod->mins[1] = -16;
mod->mins[2] = -16;
mod->maxs[0] = 16;
mod->maxs[1] = 16;
mod->maxs[2] = 16;
mod->needload = false;
mod->engineflags = 0;
P_LoadedModel(mod);
return mod;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#ifdef RAGDOLL
if (mod->dollinfo)
{
rag_freedoll(mod->dollinfo);
mod->dollinfo = NULL;
}
#endif
//
// load the file
//
// set necessary engine flags for loading purposes
if (!strcmp(mod->name, "progs/player.mdl"))
mod->engineflags |= MDLF_PLAYER | MDLF_DOCRC;
else if (!strcmp(mod->name, "progs/flame.mdl") ||
!strcmp(mod->name, "progs/flame2.mdl") ||
!strcmp(mod->name, "models/flame1.mdl") || //hexen2 small standing flame
!strcmp(mod->name, "models/flame2.mdl") || //hexen2 large standing flame
!strcmp(mod->name, "models/cflmtrch.mdl")) //hexen2 wall torch
mod->engineflags |= MDLF_FLAME;
else if (!strcmp(mod->name, "progs/bolt.mdl") ||
!strcmp(mod->name, "progs/bolt2.mdl") ||
!strcmp(mod->name, "progs/bolt3.mdl") ||
!strcmp(mod->name, "progs/beam.mdl") ||
!strcmp(mod->name, "models/stsunsf2.mdl") ||
!strcmp(mod->name, "models/stsunsf1.mdl") ||
!strcmp(mod->name, "models/stice.mdl"))
mod->engineflags |= MDLF_BOLT;
else if (!strcmp(mod->name, "progs/backpack.mdl"))
mod->engineflags |= MDLF_NOTREPLACEMENTS;
else if (!strcmp(mod->name, "progs/eyes.mdl"))
mod->engineflags |= MDLF_NOTREPLACEMENTS|MDLF_DOCRC;
/*handle ezquake-originated cheats that would feck over fte users if fte didn't support
these are the conditions required for r_fb_models on non-players*/
mod->engineflags |= MDLF_EZQUAKEFBCHEAT;
if ((mod->engineflags & MDLF_DOCRC) ||
!strcmp(mod->name, "progs/backpack.mdl") ||
!strcmp(mod->name, "progs/gib1.mdl") ||
!strcmp(mod->name, "progs/gib2.mdl") ||
!strcmp(mod->name, "progs/gib3.mdl") ||
!strcmp(mod->name, "progs/h_player.mdl") ||
!strncmp(mod->name, "progs/v_", 8))
mod->engineflags &= ~MDLF_EZQUAKEFBCHEAT;
// call the apropriate loader
mod->needload = false;
// get string used for replacement tokens
ext = COM_FileExtension(mod->name);
if (!Q_strcasecmp(ext, "spr") || !Q_strcasecmp(ext, "sp2"))
replstr = ""; // sprite
else if (!Q_strcasecmp(ext, "dsp")) // doom sprite
{
replstr = "";
doomsprite = true;
}
else // assume models
replstr = r_replacemodels.string;
// gl_load24bit 0 disables all replacements
if (!gl_load24bit.value)
replstr = "";
COM_StripExtension(mod->name, mdlbase, sizeof(mdlbase));
while (replstr)
{
replstr = COM_ParseStringSet(replstr);
if (replstr)
{
TRACE(("RMod_LoadModel: Trying to load (replacement) model \"%s.%s\"\n", mdlbase, com_token));
buf = (unsigned *)COM_LoadStackFile (va("%s.%s", mdlbase, com_token), stackbuf, sizeof(stackbuf));
}
else
{
TRACE(("RMod_LoadModel: Trying to load model \"%s\"\n", mod->name));
buf = (unsigned *)COM_LoadStackFile (mod->name, stackbuf, sizeof(stackbuf));
if (!buf)
{
#ifdef DOOMWADS
if (doomsprite) // special case needed for doom sprites
{
mod->needload = false;
TRACE(("RMod_LoadModel: doomsprite: \"%s\"\n", mod->name));
RMod_LoadDoomSprite(mod);
return mod;
}
#endif
break; // failed to load unreplaced file and nothing left
}
}
if (!buf)
continue;
//
// allocate a new model
//
COM_FileBase (mod->name, loadname, sizeof(loadname));
//
// fill it in
//
Mod_DoCRC(mod, (char*)buf, com_filesize);
switch (LittleLong(*(unsigned *)buf))
{
//The binary 3d mesh model formats
case RAPOLYHEADER:
case IDPOLYHEADER:
TRACE(("RMod_LoadModel: Q1 mdl\n"));
if (!Mod_LoadQ1Model(mod, buf))
continue;
break;
#ifdef MD2MODELS
case MD2IDALIASHEADER:
TRACE(("RMod_LoadModel: md2\n"));
if (!Mod_LoadQ2Model(mod, buf))
continue;
break;
#endif
#ifdef MD3MODELS
case MD3_IDENT:
TRACE(("RMod_LoadModel: md3\n"));
if (!Mod_LoadQ3Model (mod, buf))
continue;
Surf_BuildModelLightmaps(mod);
break;
#endif
#ifdef HALFLIFEMODELS
case (('T'<<24)+('S'<<16)+('D'<<8)+'I'):
TRACE(("RMod_LoadModel: HL mdl\n"));
if (!Mod_LoadHLModel (mod, buf))
continue;
break;
#endif
//Binary skeletal model formats
#ifdef ZYMOTICMODELS
case (('O'<<24)+('M'<<16)+('Y'<<8)+'Z'):
TRACE(("RMod_LoadModel: zym\n"));
if (!Mod_LoadZymoticModel(mod, buf))
continue;
break;
#endif
#ifdef DPMMODELS
case (('K'<<24)+('R'<<16)+('A'<<8)+'D'):
TRACE(("RMod_LoadModel: dpm\n"));
if (!Mod_LoadDarkPlacesModel(mod, buf))
continue;
break;
#endif
#ifdef PSKMODELS
case ('A'<<0)+('C'<<8)+('T'<<16)+('R'<<24):
TRACE(("RMod_LoadModel: psk\n"));
if (!Mod_LoadPSKModel (mod, buf))
continue;
break;
#endif
#ifdef INTERQUAKEMODELS
case ('I'<<0)+('N'<<8)+('T'<<16)+('E'<<24):
TRACE(("RMod_LoadModel: IQM\n"));
if (!Mod_LoadInterQuakeModel (mod, buf))
continue;
break;
#endif
//Binary Sprites
#ifdef SP2MODELS
case IDSPRITE2HEADER:
TRACE(("RMod_LoadModel: q2 sp2\n"));
if (!RMod_LoadSprite2Model (mod, buf))
continue;
break;
#endif
case IDSPRITEHEADER:
TRACE(("RMod_LoadModel: q1 spr\n"));
if (!RMod_LoadSpriteModel (mod, buf))
continue;
break;
//Binary Map formats
#if defined(Q2BSPS) || defined(Q3BSPS)
case ('F'<<0)+('B'<<8)+('S'<<16)+('P'<<24):
case ('R'<<0)+('B'<<8)+('S'<<16)+('P'<<24):
case IDBSPHEADER: //looks like id switched to have proper ids
TRACE(("RMod_LoadModel: q2/q3/raven/fusion bsp\n"));
if (!Mod_LoadQ2BrushModel (mod, buf))
continue;
Surf_BuildModelLightmaps(mod);
break;
#endif
#ifdef MAP_DOOM
case (('D'<<24)+('A'<<16)+('W'<<8)+'I'): //the id is hacked by the FS .wad loader (main wad).
case (('D'<<24)+('A'<<16)+('W'<<8)+'P'): //the id is hacked by the FS .wad loader (patch wad).
TRACE(("RMod_LoadModel: doom iwad/pwad map\n"));
if (!Mod_LoadDoomLevel (mod))
continue;
break;
#endif
case 30: //hl
case 29: //q1
case 28: //prerel
case BSPVERSION_LONG1:
case BSPVERSION_LONG2:
TRACE(("RMod_LoadModel: hl/q1 bsp\n"));
if (!RMod_LoadBrushModel (mod, buf))
continue;
Surf_BuildModelLightmaps(mod);
break;
//Text based misc types.
default:
//check for text based headers
COM_Parse((char*)buf);
#ifdef MD5MODELS
if (!strcmp(com_token, "MD5Version")) //doom3 format, text based, skeletal
{
TRACE(("RMod_LoadModel: md5mesh/md5anim\n"));
if (!Mod_LoadMD5MeshModel (mod, buf))
continue;
break;
}
if (!strcmp(com_token, "EXTERNALANIM")) //custom format, text based, specifies skeletal models to load and which md5anim files to use.
{
TRACE(("RMod_LoadModel: blurgh\n"));
if (!Mod_LoadCompositeAnim (mod, buf))
continue;
break;
}
#endif
#ifdef MAP_PROC
if (!strcmp(com_token, "CM")) //doom3 map.
{
TRACE(("RMod_LoadModel: doom3 CM\n"));
if (!D3_LoadMap_CollisionMap (mod, (char*)buf))
continue;
break;
}
#endif
#ifdef TERRAIN
if (!strcmp(com_token, "terrain")) //custom format, text based.
{
TRACE(("RMod_LoadModel: terrain\n"));
if (!Terr_LoadTerrainModel(mod, buf))
continue;
break;
}
#endif
Con_Printf(CON_WARNING "Unrecognised model format 0x%x (%c%c%c%c)\n", LittleLong(*(unsigned *)buf), ((char*)buf)[0], ((char*)buf)[1], ((char*)buf)[2], ((char*)buf)[3]);
continue;
}
P_LoadedModel(mod);
Validation_IncludeFile(mod->name, (char *)buf, com_filesize);
TRACE(("RMod_LoadModel: Loaded\n"));
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#ifdef RAGDOLL
{
int numbones = Mod_GetNumBones(mod, false);
if (numbones)
{
char *dollname = va("%s.doll", mod->name);
buf = (unsigned *)COM_LoadStackFile (dollname, stackbuf, sizeof(stackbuf));
if (buf)
mod->dollinfo = rag_createdollfromstring(mod, dollname, numbones, (char*)buf);
}
}
#endif
return mod;
}
if (crash)
Host_EndGame ("Mod_NumForName: %s not found or couldn't load", mod->name);
if (*mod->name != '*')
Con_Printf(CON_ERROR "Unable to load or replace %s\n", mod->name);
mod->type = mod_dummy;
mod->mins[0] = -16;
mod->mins[1] = -16;
mod->mins[2] = -16;
mod->maxs[0] = 16;
mod->maxs[1] = 16;
mod->maxs[2] = 16;
mod->needload = true;
mod->engineflags = 0;
P_LoadedModel(mod);
return mod;
}
/*
==================
Mod_ForName
Loads in a model for the given name
==================
*/
model_t *RMod_ForName (char *name, qboolean crash)
{
model_t *mod;
mod = RMod_FindName (name);
return RMod_LoadModel (mod, crash);
}
/*
===============================================================================
BRUSHMODEL LOADING
===============================================================================
*/
qbyte *mod_base;
#if 0
char *advtexturedesc;
char *mapsection;
char *defaultsection;
static char *RMod_TD_LeaveSection(char *file)
{ //recursive routine to find the next }
while(file)
{
file = COM_Parse(file);
if (*com_token == '{')
file = RMod_TD_LeaveSection(file);
else if (*com_token == '}')
return file;
}
return NULL;
}
static char *RMod_TD_Section(char *file, const char *sectionname)
{ //position within the open brace.
while(file)
{
while(*file <= ' ') //skip whitespace and new lines.
{
if (!*file)
return NULL;
file++;
}
file = COM_Parse(file);
if (!stricmp(com_token, sectionname))
{
file = COM_Parse(file);
if (*com_token != '{')
return NULL;
return file;
}
if (*com_token == '{')
file = RMod_TD_LeaveSection(file);
}
return NULL;
}
void RMod_InitTextureDescs(char *mapname)
{
if (advtexturedesc)
FS_FreeFile(advtexturedesc);
FS_LoadFile(va("maps/shaders/%s.shaders", mapname), (void**)&advtexturedesc);
if (!advtexturedesc)
FS_LoadFile(va("shaders/%s.shaders", mapname), (void**)&advtexturedesc);
if (advtexturedesc)
{
mapsection = advtexturedesc;
defaultsection = NULL;
}
else
{
FS_LoadFile(va("map.shaders", mapname), (void**)&advtexturedesc);
mapsection = RMod_TD_Section(advtexturedesc, mapname);
defaultsection = RMod_TD_Section(advtexturedesc, "default");
}
}
void RMod_LoadAdvancedTextureSection(char *section, char *name, int *base, int *norm, int *luma, int *gloss, int *alphamode, qboolean *cull) //fixme: add gloss
{
char stdname[MAX_QPATH] = "";
char flatname[MAX_QPATH] = "";
char bumpname[MAX_QPATH] = "";
char normname[MAX_QPATH] = "";
char lumaname[MAX_QPATH] = "";
char glossname[MAX_QPATH] = "";
section = RMod_TD_Section(section, name);
while(section)
{
section = COM_Parse(section);
if (*com_token == '}')
break;
while(*section <= ' ') //get rid of nasty whitespace.
{
if (!*section)
return;
section++;
}
if (*section == '=')
section++; //evil notation.
if (!stricmp(com_token, "texture") || !stricmp(com_token, "base"))
{
section = COM_Parse(section);
Q_strncpyz(stdname, com_token, sizeof(stdname));
}
else if (!stricmp(com_token, "flatmap") || !stricmp(com_token, "flat")
|| !stricmp(com_token, "diffusemap") || !stricmp(com_token, "diffuse"))
{
section = COM_Parse(section);
Q_strncpyz(flatname, com_token, sizeof(flatname));
}
else if (!stricmp(com_token, "bumpmap") || !stricmp(com_token, "bump"))
{
section = COM_Parse(section);
Q_strncpyz(bumpname, com_token, sizeof(bumpname));
}
else if (!stricmp(com_token, "normalmap") || !stricmp(com_token, "normal"))
{
section = COM_Parse(section);
Q_strncpyz(normname, com_token, sizeof(normname));
}
else if (!stricmp(com_token, "glossmap") || !stricmp(com_token, "gloss"))
{
section = COM_Parse(section);
Q_strncpyz(glossname, com_token, sizeof(glossname));
}
else if (!stricmp(com_token, "luma") || !stricmp(com_token, "glow")
|| !stricmp(com_token, "ambient") || !stricmp(com_token, "ambientmap"))
{
section = COM_Parse(section);
Q_strncpyz(lumaname, com_token, sizeof(lumaname));
}
else
{
//best thing we can do is jump to the end of the line, and hope they were a good creator...
while(*section && *section != '\n')
section++;
}
}
//okay it's all parsed. Try and interpret the data now.
*base = 0;
if (norm)
*norm = 0;
if (luma)
*luma = 0;
if (gloss)
*gloss = 0;
if (!*stdname && !*flatname)
return;
TRACE(("dbg: RMod_LoadAdvancedTextureSection: %s\n", name));
if (norm && gl_bumpmappingpossible && cls.allow_bump)
{
*base = 0;
*norm = 0;
if (!*norm && *normname)
*norm = Mod_LoadHiResTexture(normname, NULL, IF_NOALPHA|IF_NOGAMMA);
if (!*norm && *bumpname)
*norm = Mod_LoadBumpmapTexture(bumpname, NULL);
if (*norm && *flatname)
*base = Mod_LoadHiResTexture(flatname, NULL, IF_NOALPHA);
}
else
{
*base = 0;
if (norm)
*norm = 0;
}
if (!*base && *stdname)
*base = Mod_LoadHiResTexture(stdname, NULL, IF_NOALPHA);
if (!*base && *flatname)
*base = Mod_LoadHiResTexture(flatname, NULL, IF_NOALPHA);
if (luma && *lumaname)
*luma = Mod_LoadHiResTexture(lumaname, NULL, 0);
if (*norm && gloss && *glossname && gl_specular.value)
*gloss = Mod_LoadHiResTexture(glossname, NULL, 0);
}
void RMod_LoadAdvancedTexture(char *name, int *base, int *norm, int *luma, int *gloss, int *alphamode, qboolean *cull) //fixme: add gloss
{
if (!gl_load24bit.value)
return;
if (mapsection)
{
RMod_LoadAdvancedTextureSection(mapsection, name,base,norm,luma,gloss,alphamode,cull);
if (*base)
return;
}
if (defaultsection)
RMod_LoadAdvancedTextureSection(defaultsection, name,base,norm,luma,gloss,alphamode,cull);
}
#endif
void Mod_FinishTexture(texture_t *tx, texnums_t tn)
{
extern cvar_t gl_shadeq1_name;
char altname[MAX_QPATH];
char *star;
/*skies? just replace with the override sky*/
if (!strncmp(tx->name, "sky", 3) && *cl.skyname)
tx->shader = R_RegisterCustom (va("skybox_%s", cl.skyname), Shader_DefaultSkybox, NULL); //just load the regular name.
//find the *
else if (!*gl_shadeq1_name.string || !strcmp(gl_shadeq1_name.string, "*"))
tx->shader = R_RegisterCustom (tx->name, Shader_DefaultBSPQ1, NULL); //just load the regular name.
else if (!(star = strchr(gl_shadeq1_name.string, '*')) || (strlen(gl_shadeq1_name.string)+strlen(tx->name)+1>=sizeof(altname))) //it's got to fit.
tx->shader = R_RegisterCustom (gl_shadeq1_name.string, Shader_DefaultBSPQ1, NULL);
else
{
strncpy(altname, gl_shadeq1_name.string, star-gl_shadeq1_name.string); //copy the left
altname[star-gl_shadeq1_name.string] = '\0';
strcat(altname, tx->name); //insert the *
strcat(altname, star+1); //add any final text.
tx->shader = R_RegisterCustom (altname, Shader_DefaultBSPQ1, NULL);
}
R_BuildDefaultTexnums(&tn, tx->shader);
}
#define LMT_DIFFUSE 1
#define LMT_FULLBRIGHT 2
#define LMT_BUMP 4
#define LMT_SPEC 8
void RMod_LoadMiptex(texture_t *tx, miptex_t *mt, texnums_t *tn, int maps)
{
char altname[256];
qbyte *base;
qboolean alphaed;
int j;
int pixels = mt->width*mt->height/64*85;
if (!Q_strncmp(mt->name,"sky",3))
{
if (maps & LMT_DIFFUSE)
R_InitSky (tn, tx, (char *)mt + mt->offsets[0]);
}
else
{
/*
RMod_LoadAdvancedTexture(tx->name, &tn.base, &tn.bump, &tn.fullbright, &tn.specular, NULL, NULL);
if (tn.base)
continue;
*/
base = (qbyte *)(mt+1);
if (loadmodel->fromgame == fg_halflife)
{//external textures have already been filtered.
if (maps & LMT_DIFFUSE)
{
base = W_ConvertWAD3Texture(mt, &mt->width, &mt->height, &alphaed); //convert texture to 32 bit.
tx->alphaed = alphaed;
tn->base = R_LoadReplacementTexture(mt->name, loadname, alphaed?0:IF_NOALPHA);
if (!TEXVALID(tn->base))
{
tn->base = R_LoadReplacementTexture(mt->name, "bmodels", alphaed?0:IF_NOALPHA);
if (base && !TEXVALID(tn->base))
tn->base = R_LoadTexture32 (mt->name, tx->width, tx->height, (unsigned int *)base, (alphaed?0:IF_NOALPHA));
}
BZ_Free(base);
}
*tx->name = *mt->name;
}
else
{
qbyte *mipbase;
unsigned int mipwidth, mipheight;
extern cvar_t gl_miptexLevel;
if ((unsigned int)gl_miptexLevel.ival < 4 && mt->offsets[gl_miptexLevel.ival])
{
mipbase = (qbyte*)mt + mt->offsets[gl_miptexLevel.ival];
mipwidth = tx->width>>gl_miptexLevel.ival;
mipheight = tx->height>>gl_miptexLevel.ival;
}
else
{
mipbase = base;
mipwidth = tx->width;
mipheight = tx->height;
}
if (maps & LMT_DIFFUSE)
{
tn->base = R_LoadReplacementTexture(mt->name, loadname, ((*mt->name == '{')?0:IF_NOALPHA)|IF_SUBDIRONLY|IF_MIPCAP);
if (!TEXVALID(tn->base))
{
tn->base = R_LoadReplacementTexture(mt->name, "bmodels", ((*mt->name == '{')?0:IF_NOALPHA)|IF_MIPCAP);
if (!TEXVALID(tn->base))
tn->base = R_LoadTexture8 (mt->name, mipwidth, mipheight, mipbase, ((*mt->name == '{')?0:IF_NOALPHA)|IF_MIPCAP, 1);
}
}
if (maps & LMT_FULLBRIGHT)
{
snprintf(altname, sizeof(altname)-1, "%s_luma", mt->name);
if (gl_load24bit.value)
{
tn->fullbright = R_LoadReplacementTexture(altname, loadname, IF_NOGAMMA|IF_SUBDIRONLY|IF_MIPCAP);
if (!TEXVALID(tn->fullbright))
tn->fullbright = R_LoadReplacementTexture(altname, "bmodels", IF_NOGAMMA|IF_MIPCAP);
}
if ((*mt->name != '{') && !TEXVALID(tn->fullbright)) //generate one (if possible).
tn->fullbright = R_LoadTextureFB(altname, mipwidth, mipheight, mipbase, IF_NOGAMMA|IF_MIPCAP);
}
}
if (maps & LMT_BUMP)
{
snprintf(altname, sizeof(altname)-1, "%s_norm", mt->name);
tn->bump = R_LoadReplacementTexture(altname, loadname, IF_NOGAMMA|IF_SUBDIRONLY|IF_MIPCAP);
if (!TEXVALID(tn->bump))
tn->bump = R_LoadReplacementTexture(altname, "bmodels", IF_NOGAMMA|IF_MIPCAP);
if (!TEXVALID(tn->bump))
{
if (gl_load24bit.value)
{
snprintf(altname, sizeof(altname)-1, "%s_bump", mt->name);
tn->bump = R_LoadBumpmapTexture(altname, loadname);
if (!TEXVALID(tn->bump))
tn->bump = R_LoadBumpmapTexture(altname, "bmodels");
}
else
snprintf(altname, sizeof(altname)-1, "%s_bump", mt->name);
}
if (!TEXVALID(tn->bump) && loadmodel->fromgame != fg_halflife && r_loadbumpmapping)// && gl_bump_fallbacks.ival)
{
//no mip levels here, would be absurd.
base = (qbyte *)(mt+1); //convert to greyscale.
for (j = 0; j < pixels; j++)
base[j] = (host_basepal[base[j]*3] + host_basepal[base[j]*3+1] + host_basepal[base[j]*3+2]) / 3;
tn->bump = R_LoadTexture8BumpPal(altname, tx->width, tx->height, base, true); //normalise it and then bump it.
}
//don't do any complex quake 8bit -> glossmap. It would likly look a little ugly...
if (gl_specular.value && gl_load24bit.value)
{
snprintf(altname, sizeof(altname)-1, "%s_gloss", mt->name);
tn->specular = R_LoadHiResTexture(altname, loadname, IF_NOGAMMA|IF_SUBDIRONLY|IF_MIPCAP);
if (!TEXVALID(tn->specular))
tn->specular = R_LoadHiResTexture(altname, "bmodels", IF_NOGAMMA|IF_MIPCAP);
}
}
}
}
/*
=================
Mod_LoadTextures
=================
*/
qboolean RMod_LoadTextures (lump_t *l)
{
int i, j, num, max, altmax;
miptex_t *mt;
texture_t *tx, *tx2;
texture_t *anims[10];
texture_t *altanims[10];
dmiptexlump_t *m;
texnums_t tn;
int maps;
TRACE(("dbg: RMod_LoadTextures: inittexturedescs\n"));
// RMod_InitTextureDescs(loadname);
if (!l->filelen)
{
Con_Printf(CON_WARNING "warning: %s contains no texture data\n", loadmodel->name);
loadmodel->numtextures = 1;
loadmodel->textures = Hunk_AllocName (1 * sizeof(*loadmodel->textures), loadname);
i = 0;
tx = Hunk_AllocName (sizeof(texture_t), loadname );
memcpy(tx, r_notexture_mip, sizeof(texture_t));
sprintf(tx->name, "unnamed%i", i);
loadmodel->textures[i] = tx;
return true;
}
m = (dmiptexlump_t *)(mod_base + l->fileofs);
m->nummiptex = LittleLong (m->nummiptex);
loadmodel->numtextures = m->nummiptex;
loadmodel->textures = Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , loadname);
for (i=0 ; i<m->nummiptex ; i++)
{
m->dataofs[i] = LittleLong(m->dataofs[i]);
if (m->dataofs[i] == -1) //e1m2, this happens
{
tx = Hunk_AllocName (sizeof(texture_t), loadname );
memcpy(tx, r_notexture_mip, sizeof(texture_t));
sprintf(tx->name, "unnamed%i", i);
loadmodel->textures[i] = tx;
continue;
}
mt = (miptex_t *)((qbyte *)m + m->dataofs[i]);
TRACE(("dbg: RMod_LoadTextures: texture %s\n", loadname));
if (!*mt->name) //I HATE MAPPERS!
{
sprintf(mt->name, "unnamed%i", i);
Con_Printf(CON_WARNING "warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, mt->name);
}
mt->width = LittleLong (mt->width);
mt->height = LittleLong (mt->height);
for (j=0 ; j<MIPLEVELS ; j++)
mt->offsets[j] = LittleLong (mt->offsets[j]);
if ( (mt->width & 15) || (mt->height & 15) )
Con_Printf (CON_WARNING "Warning: Texture %s is not 16 aligned", mt->name);
if (mt->width < 1 || mt->height < 1)
Con_Printf (CON_WARNING "Warning: Texture %s has no size", mt->name);
tx = Hunk_AllocName (sizeof(texture_t), loadname );
loadmodel->textures[i] = tx;
memcpy (tx->name, mt->name, sizeof(tx->name));
tx->width = mt->width;
tx->height = mt->height;
if (!mt->offsets[0]) //this is a hl external style texture, load it a little later (from a wad)
{
continue;
}
memset(&tn, 0, sizeof(tn));
maps = LMT_DIFFUSE;
if (r_fb_bmodels.ival)
maps |= LMT_FULLBRIGHT;
if (r_loadbumpmapping)
maps |= LMT_BUMP;
RMod_LoadMiptex(tx, mt, &tn, maps);
Mod_FinishTexture(tx, tn);
if ((tx->shader->flags & SHADER_HASNORMALMAP) && !(maps & LMT_BUMP))
RMod_LoadMiptex(tx, mt, &tx->shader->defaulttextures, LMT_BUMP);
}
//
// sequence the animations
//
for (i=0 ; i<m->nummiptex ; i++)
{
tx = loadmodel->textures[i];
if (!tx || tx->name[0] != '+')
continue;
if (tx->anim_next)
continue; // already sequenced
// find the number of frames in the animation
memset (anims, 0, sizeof(anims));
memset (altanims, 0, sizeof(altanims));
max = tx->name[1];
altmax = 0;
if (max >= 'a' && max <= 'z')
max -= 'a' - 'A';
if (max >= '0' && max <= '9')
{
max -= '0';
altmax = 0;
anims[max] = tx;
max++;
}
else if (max >= 'A' && max <= 'J')
{
altmax = max - 'A';
max = 0;
altanims[altmax] = tx;
altmax++;
}
else
{
Con_Printf (CON_ERROR "Bad animating texture %s\n", tx->name);
return false;
}
for (j=i+1 ; j<m->nummiptex ; j++)
{
tx2 = loadmodel->textures[j];
if (!tx2 || tx2->name[0] != '+')
continue;
if (strcmp (tx2->name+2, tx->name+2))
continue;
num = tx2->name[1];
if (num >= 'a' && num <= 'z')
num -= 'a' - 'A';
if (num >= '0' && num <= '9')
{
num -= '0';
anims[num] = tx2;
if (num+1 > max)
max = num + 1;
}
else if (num >= 'A' && num <= 'J')
{
num = num - 'A';
altanims[num] = tx2;
if (num+1 > altmax)
altmax = num+1;
}
else
{
Con_Printf (CON_ERROR "Bad animating texture %s\n", tx->name);
return false;
}
}
#define ANIM_CYCLE 2
// link them all together
for (j=0 ; j<max ; j++)
{
tx2 = anims[j];
if (!tx2)
{
Con_Printf (CON_ERROR "Missing frame %i of %s\n",j, tx->name);
return false;
}
tx2->anim_total = max * ANIM_CYCLE;
tx2->anim_min = j * ANIM_CYCLE;
tx2->anim_max = (j+1) * ANIM_CYCLE;
tx2->anim_next = anims[ (j+1)%max ];
if (altmax)
tx2->alternate_anims = altanims[0];
}
for (j=0 ; j<altmax ; j++)
{
tx2 = altanims[j];
if (!tx2)
{
Con_Printf (CON_ERROR "Missing frame %i of %s\n",j, tx->name);
return false;
}
tx2->anim_total = altmax * ANIM_CYCLE;
tx2->anim_min = j * ANIM_CYCLE;
tx2->anim_max = (j+1) * ANIM_CYCLE;
tx2->anim_next = altanims[ (j+1)%altmax ];
if (max)
tx2->alternate_anims = anims[0];
}
}
return true;
}
void RMod_NowLoadExternal(void)
{
int i, width, height;
qboolean alphaed;
texture_t *tx;
texnums_t tn;
for (i=0 ; i<loadmodel->numtextures ; i++)
{
tx = loadmodel->textures[i];
if (!tx) //e1m2, this happens
continue;
if (tx->shader)
continue;
memset (&tn, 0, sizeof(tn));
if (!TEXVALID(tn.base))
{
qbyte * data;
data = W_GetTexture(tx->name, &width, &height, &alphaed);
if (data)
{
tx->alphaed = alphaed;
}
tn.base = R_LoadHiResTexture(tx->name, loadname, IF_NOALPHA|IF_MIPCAP);
if (!TEXVALID(tn.base))
{
tn.base = R_LoadHiResTexture(tx->name, "bmodels", IF_NOALPHA|IF_MIPCAP);
// if (!TEXVALID(tn.base))
// tn.base = R_LoadReplacementTexture("light1_4", NULL, IF_NOALPHA|IF_MIPCAP); //a fallback. :/
}
BZ_Free(data);
}
if (!TEXVALID(tn.bump) && *tx->name != '{' && r_loadbumpmapping)
{
tn.bump = R_LoadBumpmapTexture(va("%s_bump", tx->name), loadname);
if (!TEXVALID(tn.bump))
tn.bump = R_LoadBumpmapTexture(va("%s_bump", tx->name), "bmodels");
/* if (!TEXVALID(tn.bump))
{
qbyte *data;
qbyte *heightmap;
int width, height;
int j;
data = W_GetTexture(tx->name, &width, &height, &alphaed);
if (data)
{
heightmap = Hunk_TempAllocMore(width*height);
for (j = 0; j < width*height; j++)
{
*heightmap++ = (data[j*4+0] + data[j*4+1] + data[j*4+2])/3;
}
tn.bump = R_LoadTexture8BumpPal (va("%s_bump", tx->name), width, height, heightmap-j, true);
}
}
*/ }
if (!TEXVALID(tn.base))
{
tn.base = R_LoadTexture8("notexture", 16, 16, r_notexture_mip+1, IF_NOALPHA, 0);
}
Mod_FinishTexture(tx, tn);
}
}
qbyte lmgamma[256];
void BuildLightMapGammaTable (float g, float c)
{
int i, inf;
// g = bound (0.1, g, 3);
// c = bound (1, c, 3);
if (g == 1 && c == 1)
{
for (i = 0; i < 256; i++)
lmgamma[i] = i;
return;
}
for (i = 0; i < 256; i++)
{
inf = 255 * pow ((i + 0.5) / 255.5 * c, g) + 0.5;
if (inf < 0)
inf = 0;
else if (inf > 255)
inf = 255;
lmgamma[i] = inf;
}
}
/*
=================
Mod_LoadLighting
=================
*/
void RMod_LoadLighting (lump_t *l)
{
qboolean luxtmp = true;
qboolean littmp = true;
qbyte *luxdata = NULL;
qbyte *litdata = NULL;
qbyte *lumdata = NULL;
qbyte *out;
unsigned int samples;
extern cvar_t gl_overbright;
loadmodel->engineflags &= ~MDLF_RGBLIGHTING;
//q3 maps have built in 4-fold overbright.
//if we're not rendering with that, we need to brighten the lightmaps in order to keep the darker parts the same brightness. we loose the 2 upper bits. those bright areas become uniform and indistinct.
if (loadmodel->fromgame == fg_quake3)
{
gl_overbright.flags |= CVAR_LATCH;
BuildLightMapGammaTable(1, (1<<(2-gl_overbright.ival)));
}
else
//lit file light intensity is made to match the world's light intensity.
// if (cls.allow_lightmapgamma)
// BuildLightMapGammaTable(0.6, 2);
// else
BuildLightMapGammaTable(1, 1);
loadmodel->lightdata = NULL;
loadmodel->deluxdata = NULL;
if (loadmodel->fromgame == fg_halflife || loadmodel->fromgame == fg_quake2 || loadmodel->fromgame == fg_quake3)
{
litdata = mod_base + l->fileofs;
samples = l->filelen/3;
}
else
{
lumdata = mod_base + l->fileofs;
samples = l->filelen;
}
if (!samples)
return;
if (!luxdata && r_loadlits.ival && r_deluxemapping.ival)
{ //the map util has a '-scalecos X' parameter. use 0 if you're going to use only just lux. without lux scalecos 0 is hideous.
char luxname[MAX_QPATH];
if (!luxdata)
{
strcpy(luxname, loadmodel->name);
COM_StripExtension(loadmodel->name, luxname, sizeof(luxname));
COM_DefaultExtension(luxname, ".lux", sizeof(luxname));
luxdata = COM_LoadHunkFile(luxname);
luxtmp = false;
}
if (!luxdata)
{
strcpy(luxname, "luxs/");
COM_StripExtension(COM_SkipPath(loadmodel->name), luxname+5, sizeof(luxname)-5);
strcat(luxname, ".lux");
luxdata = COM_LoadHunkFile(luxname);
luxtmp = false;
}
if (!luxdata) //dp...
{
COM_StripExtension(loadmodel->name, luxname, sizeof(luxname));
COM_DefaultExtension(luxname, ".dlit", sizeof(luxname));
luxdata = COM_LoadHunkFile(luxname);
luxtmp = false;
}
if (!luxdata)
{
int size;
luxdata = Q1BSPX_FindLump("LIGHTINGDIR", &size);
if (size != samples*3)
luxdata = NULL;
luxtmp = true;
}
else if (luxdata)
{
if (l->filelen && l->filelen != (com_filesize-8)/3)
{
Con_Printf("deluxmap \"%s\" doesn't match level. Ignored.\n", luxname);
luxdata=NULL;
}
else if (luxdata[0] == 'Q' && luxdata[1] == 'L' && luxdata[2] == 'I' && luxdata[3] == 'T')
{
if (LittleLong(*(int *)&luxdata[4]) == 1)
{
luxdata+=8;
loadmodel->deluxdata = luxdata;
}
else
{
Con_Printf("\"%s\" isn't a version 1 deluxmap\n", luxname);
luxdata=NULL;
}
}
else
{
Con_Printf("lit \"%s\" isn't a deluxmap\n", luxname);
luxdata=NULL;
}
}
}
if (!litdata && r_loadlits.value)
{
char *litname;
char litnamemaps[MAX_QPATH];
char litnamelits[MAX_QPATH];
int depthmaps;
int depthlits;
{
strcpy(litnamemaps, loadmodel->name);
COM_StripExtension(loadmodel->name, litnamemaps, sizeof(litnamemaps));
COM_DefaultExtension(litnamemaps, ".lit", sizeof(litnamemaps));
depthmaps = COM_FDepthFile(litnamemaps, false);
}
{
strcpy(litnamelits, "lits/");
COM_StripExtension(COM_SkipPath(loadmodel->name), litnamelits+5, sizeof(litnamelits) - 5);
strcat(litnamelits, ".lit");
depthlits = COM_FDepthFile(litnamelits, false);
}
if (depthmaps <= depthlits)
litname = litnamemaps; //maps has priority over lits
else
{
litname = litnamelits;
}
litdata = COM_LoadHunkFile(litname);
littmp = false;
if (!litdata)
{
int size;
litdata = Q1BSPX_FindLump("RGBLIGHTING", &size);
if (size != samples*3)
litdata = NULL;
littmp = true;
}
else if (litdata[0] == 'Q' && litdata[1] == 'L' && litdata[2] == 'I' && litdata[3] == 'T')
{
if (LittleLong(*(int *)&litdata[4]) == 1 && l->filelen && samples*3 != (com_filesize-8))
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
{
litdata = NULL;
Con_Printf("lit \"%s\" doesn't match level. Ignored.\n", litname);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
}
else if (LittleLong(*(int *)&litdata[4]) != 1)
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
{
Con_Printf("lit \"%s\" isn't version 1.\n", litname);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
litdata = NULL;
}
else if (lumdata)
{
float prop;
int i;
qbyte *lum;
qbyte *lit;
litdata += 8;
//now some cheat protection.
lum = lumdata;
lit = litdata;
for (i = 0; i < samples; i++) //force it to the same intensity. (or less, depending on how you see it...)
{
#define m(a, b, c) (a>(b>c?b:c)?a:(b>c?b:c))
prop = (float)m(lit[0], lit[1], lit[2]);
if (!prop)
{
lit[0] = *lum;
lit[1] = *lum;
lit[2] = *lum;
}
else
{
prop = *lum / prop;
lit[0] *= prop;
lit[1] *= prop;
lit[2] *= prop;
}
lum++;
lit+=3;
}
//end anti-cheat
}
}
else if (litdata)
{
Con_Printf("lit \"%s\" isn't a lit\n", litname);
litdata = NULL;
}
// else
//failed to find
}
#ifdef RUNTIMELIGHTING
if (r_loadlits.value == 2 && !lightmodel && (!litdata || (!luxdata && r_deluxemapping.ival)))
{
if (!litdata)
writelitfile = true;
numlightdata = l->filelen;
lightmodel = loadmodel;
relitsurface = 0;
}
/*if we're relighting, make sure there's the proper lit data to be updated*/
if (lightmodel == loadmodel && !litdata)
{
int i;
litdata = Hunk_AllocName(samples*3, "lit data");
littmp = false;
if (lumdata)
{
for (i = 0; i < samples; i++)
{
litdata[i*3+0] = lumdata[i];
litdata[i*3+1] = lumdata[i];
litdata[i*3+2] = lumdata[i];
}
lumdata = NULL;
}
}
/*if we're relighting, make sure there's the proper lux data to be updated*/
if (lightmodel == loadmodel && r_deluxemapping.ival && !luxdata)
{
int i;
luxdata = Hunk_AllocName(samples*3, "lux data");
for (i = 0; i < samples; i++)
{
luxdata[i*3+0] = 0.5f*255;
luxdata[i*3+1] = 0.5f*255;
luxdata[i*3+2] = 255;
}
}
#endif
if (luxdata && luxtmp)
{
loadmodel->engineflags |= MDLF_RGBLIGHTING;
loadmodel->deluxdata = Hunk_AllocName(samples*3, "lit data");
memcpy(loadmodel->deluxdata, luxdata, samples*3);
}
else if (luxdata)
{
loadmodel->deluxdata = luxdata;
}
if (litdata && littmp)
{
loadmodel->engineflags |= MDLF_RGBLIGHTING;
loadmodel->lightdata = Hunk_AllocName(samples*3, "lit data");
/*the memcpy is below*/
samples*=3;
}
else if (litdata)
{
loadmodel->engineflags |= MDLF_RGBLIGHTING;
loadmodel->lightdata = litdata;
samples*=3;
}
else if (lumdata)
{
loadmodel->engineflags &= ~MDLF_RGBLIGHTING;
loadmodel->lightdata = Hunk_AllocName(samples, "lit data");
litdata = lumdata;
}
/*apply lightmap gamma to the entire lightmap*/
out = loadmodel->lightdata;
while(samples-- > 0)
{
*out++ = lmgamma[*litdata++];
}
if ((loadmodel->engineflags & MDLF_RGBLIGHTING) && r_lightmap_saturation.value != 1.0f)
SaturateR8G8B8(loadmodel->lightdata, l->filelen, r_lightmap_saturation.value);
}
/*
=================
Mod_LoadVisibility
=================
*/
void RMod_LoadVisibility (lump_t *l)
{
if (!l->filelen)
{
loadmodel->visdata = NULL;
return;
}
loadmodel->visdata = Hunk_AllocName ( l->filelen, loadname);
memcpy (loadmodel->visdata, mod_base + l->fileofs, l->filelen);
}
/*
=================
Mod_LoadEntities
=================
*/
void RMod_LoadEntities (lump_t *l)
{
if (!l->filelen)
{
loadmodel->entities = NULL;
return;
}
loadmodel->entities = Hunk_AllocName ( l->filelen + 1, loadname);
memcpy (loadmodel->entities, mod_base + l->fileofs, l->filelen);
loadmodel->entities[l->filelen] = 0;
}
/*
=================
Mod_LoadVertexes
=================
*/
qboolean RMod_LoadVertexes (lump_t *l)
{
dvertex_t *in;
mvertex_t *out;
int i, count;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n", loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->vertexes = out;
loadmodel->numvertexes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->position[0] = LittleFloat (in->point[0]);
out->position[1] = LittleFloat (in->point[1]);
out->position[2] = LittleFloat (in->point[2]);
}
return true;
}
/*
=================
Mod_LoadSubmodels
=================
*/
static qboolean hexen2map;
qboolean RMod_LoadSubmodels (lump_t *l)
{
dq1model_t *inq;
dh2model_t *inh;
mmodel_t *out;
int i, j, count;
//this is crazy!
inq = (void *)(mod_base + l->fileofs);
inh = (void *)(mod_base + l->fileofs);
if (!inq->numfaces)
{
hexen2map = true;
if (l->filelen % sizeof(*inh))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inh);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->submodels = out;
loadmodel->numsubmodels = count;
for ( i=0 ; i<count ; i++, inh++, out++)
{
for (j=0 ; j<3 ; j++)
{ // spread the mins / maxs by a pixel
out->mins[j] = LittleFloat (inh->mins[j]) - 1;
out->maxs[j] = LittleFloat (inh->maxs[j]) + 1;
out->origin[j] = LittleFloat (inh->origin[j]);
}
for (j=0 ; j<MAX_MAP_HULLSDH2 ; j++)
{
out->headnode[j] = LittleLong (inh->headnode[j]);
}
for ( ; j<MAX_MAP_HULLSM ; j++)
out->headnode[j] = 0;
for (j=0 ; j<MAX_MAP_HULLSDH2 ; j++)
out->hullavailable[j] = true;
for ( ; j<MAX_MAP_HULLSM ; j++)
out->hullavailable[j] = false;
out->visleafs = LittleLong (inh->visleafs);
out->firstface = LittleLong (inh->firstface);
out->numfaces = LittleLong (inh->numfaces);
}
}
else
{
hexen2map = false;
if (l->filelen % sizeof(*inq))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inq);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->submodels = out;
loadmodel->numsubmodels = count;
for ( i=0 ; i<count ; i++, inq++, out++)
{
for (j=0 ; j<3 ; j++)
{ // spread the mins / maxs by a pixel
out->mins[j] = LittleFloat (inq->mins[j]) - 1;
out->maxs[j] = LittleFloat (inq->maxs[j]) + 1;
out->origin[j] = LittleFloat (inq->origin[j]);
}
for (j=0 ; j<MAX_MAP_HULLSDQ1 ; j++)
{
out->headnode[j] = LittleLong (inq->headnode[j]);
}
for ( ; j<MAX_MAP_HULLSM ; j++)
out->headnode[j] = 0;
for (j=0 ; j<3 ; j++)
out->hullavailable[j] = true;
for ( ; j<MAX_MAP_HULLSM ; j++)
out->hullavailable[j] = false;
out->visleafs = LittleLong (inq->visleafs);
out->firstface = LittleLong (inq->firstface);
out->numfaces = LittleLong (inq->numfaces);
}
}
return true;
}
/*
=================
Mod_LoadEdges
=================
*/
qboolean RMod_LoadEdges (lump_t *l, qboolean lm)
{
medge_t *out;
int i, count;
if (lm)
{
dledge_t *in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf ("MOD_LoadBmodel: funny lump size in %s\n", loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count + 1) * sizeof(*out), loadname);
loadmodel->edges = out;
loadmodel->numedges = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->v[0] = LittleLong(in->v[0]);
out->v[1] = LittleLong(in->v[1]);
}
}
else
{
dsedge_t *in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf ("MOD_LoadBmodel: funny lump size in %s\n", loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count + 1) * sizeof(*out), loadname);
loadmodel->edges = out;
loadmodel->numedges = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->v[0] = (unsigned short)LittleShort(in->v[0]);
out->v[1] = (unsigned short)LittleShort(in->v[1]);
}
}
return true;
}
/*
=================
Mod_LoadTexinfo
=================
*/
qboolean RMod_LoadTexinfo (lump_t *l)
{
texinfo_t *in;
mtexinfo_t *out;
int i, j, count;
int miptex;
float len1, len2;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->texinfo = out;
loadmodel->numtexinfo = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<4 ; j++)
{
out->vecs[0][j] = LittleFloat (in->vecs[0][j]);
out->vecs[1][j] = LittleFloat (in->vecs[1][j]);
}
len1 = Length (out->vecs[0]);
len2 = Length (out->vecs[1]);
len1 = (len1 + len2)/2;
if (len1 < 0.32)
out->mipadjust = 4;
else if (len1 < 0.49)
out->mipadjust = 3;
else if (len1 < 0.99)
out->mipadjust = 2;
else
out->mipadjust = 1;
#if 0
if (len1 + len2 < 0.001)
out->mipadjust = 1; // don't crash
else
out->mipadjust = 1 / floor( (len1+len2)/2 + 0.1 );
#endif
miptex = LittleLong (in->miptex);
out->flags = LittleLong (in->flags);
if (loadmodel->numtextures)
out->texture = loadmodel->textures[miptex % loadmodel->numtextures];
else
out->texture = NULL;
if (!out->texture)
{
out->texture = r_notexture_mip; // texture not found
out->flags = 0;
}
}
return true;
}
/*
================
CalcSurfaceExtents
Fills in s->texturemins[] and s->extents[]
================
*/
void CalcSurfaceExtents (msurface_t *s);
/*
{
float mins[2], maxs[2], val;
int i,j, e;
mvertex_t *v;
mtexinfo_t *tex;
int bmins[2], bmaxs[2];
mins[0] = mins[1] = 999999;
maxs[0] = maxs[1] = -99999;
tex = s->texinfo;
for (i=0 ; i<s->numedges ; i++)
{
e = loadmodel->surfedges[s->firstedge+i];
if (e >= 0)
v = &loadmodel->vertexes[loadmodel->edges[e].v[0]];
else
v = &loadmodel->vertexes[loadmodel->edges[-e].v[1]];
for (j=0 ; j<2 ; j++)
{
val = v->position[0] * tex->vecs[j][0] +
v->position[1] * tex->vecs[j][1] +
v->position[2] * tex->vecs[j][2] +
tex->vecs[j][3];
if (val < mins[j])
mins[j] = val;
if (val > maxs[j])
maxs[j] = val;
}
}
for (i=0 ; i<2 ; i++)
{
bmins[i] = floor(mins[i]/16);
bmaxs[i] = ceil(maxs[i]/16);
s->texturemins[i] = bmins[i];
s->extents[i] = (bmaxs[i] - bmins[i]);
// if ( !(tex->flags & TEX_SPECIAL) && s->extents[i] > 512 ) //q2 uses 512.
// Sys_Error ("Bad surface extents");
}
}
*/
/*
=================
Mod_LoadFaces
=================
*/
qboolean RMod_LoadFaces (lump_t *l, qboolean lm, mesh_t **meshlist)
{
dsface_t *ins;
dlface_t *inl;
msurface_t *out;
int count, surfnum;
int i, planenum, side;
int tn, lofs;
if (lm)
{
ins = NULL;
inl = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*inl))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inl);
}
else
{
ins = (void *)(mod_base + l->fileofs);
inl = NULL;
if (l->filelen % sizeof(*ins))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*ins);
}
out = Hunk_AllocName ( count*sizeof(*out), loadname);
*meshlist = Hunk_AllocName(count*sizeof(**meshlist), loadname);
loadmodel->surfaces = out;
loadmodel->numsurfaces = count;
for ( surfnum=0 ; surfnum<count ; surfnum++, out++)
{
if (lm)
{
planenum = LittleLong(inl->planenum);
side = LittleLong(inl->side);
out->firstedge = LittleLong(inl->firstedge);
out->numedges = LittleLong(inl->numedges);
tn = LittleLong (inl->texinfo);
for (i=0 ; i<MAXLIGHTMAPS ; i++)
out->styles[i] = inl->styles[i];
lofs = LittleLong(inl->lightofs);
inl++;
}
else
{
planenum = LittleShort(ins->planenum);
side = LittleShort(ins->side);
out->firstedge = LittleLong(ins->firstedge);
out->numedges = LittleShort(ins->numedges);
tn = LittleShort (ins->texinfo);
for (i=0 ; i<MAXLIGHTMAPS ; i++)
out->styles[i] = ins->styles[i];
lofs = LittleLong(ins->lightofs);
ins++;
}
// (*meshlist)[surfnum].vbofirstvert = out->firstedge;
// (*meshlist)[surfnum].numvertexes = out->numedges;
out->flags = 0;
if (side)
out->flags |= SURF_PLANEBACK;
out->plane = loadmodel->planes + planenum;
if (tn < 0 || tn >= loadmodel->numtexinfo)
Host_EndGame("Hey! That map has texinfos out of bounds!\n");
out->texinfo = loadmodel->texinfo + tn;
CalcSurfaceExtents (out);
if (lofs == -1)
out->samples = NULL;
else if ((loadmodel->engineflags & MDLF_RGBLIGHTING) && loadmodel->fromgame != fg_halflife)
out->samples = loadmodel->lightdata + lofs*3;
else
out->samples = loadmodel->lightdata + lofs;
if (!out->texinfo->texture)
continue;
// set the drawing flags flag
if (!Q_strncmp(out->texinfo->texture->name,"sky",3)) // sky
{
out->flags |= (SURF_DRAWSKY | SURF_DRAWTILED);
continue;
}
if (!Q_strncmp(out->texinfo->texture->name,"*",1)) // turbulent
{
out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED);
for (i=0 ; i<2 ; i++)
{
out->extents[i] = 16384;
out->texturemins[i] = -8192;
}
continue;
}
/*if (*out->texinfo->texture->name == '~')
{
out->texinfo->flags |= SURF_BLENDED;
continue;
}*/
if (!Q_strncmp(out->texinfo->texture->name,"{",1)) // alpha
{
out->flags |= (SURF_DRAWALPHA);
continue;
}
if (!Q_strncmp(out->texinfo->texture->name,"glass",5)) // alpha
{
out->flags |= (SURF_DRAWALPHA);
continue;
}
if (out->flags & SURF_DRAWALPHA)
out->flags &= ~SURF_DRAWALPHA;
}
return true;
}
void RModQ1_Batches_BuildQ1Q2Poly(model_t *mod, msurface_t *surf, void *cookie)
{
int i, lindex;
mesh_t *mesh = surf->mesh;
medge_t *pedge;
float *vec;
float s, t, d;
int sty;
//output the mesh's indicies
for (i=0 ; i<mesh->numvertexes-2 ; i++)
{
mesh->indexes[i*3] = 0;
mesh->indexes[i*3+1] = i+1;
mesh->indexes[i*3+2] = i+2;
}
//output the renderable verticies
for (i=0 ; i<mesh->numvertexes ; i++)
{
lindex = mod->surfedges[surf->firstedge + i];
if (lindex > 0)
{
pedge = &mod->edges[lindex];
vec = mod->vertexes[pedge->v[0]].position;
}
else
{
pedge = &mod->edges[-lindex];
vec = mod->vertexes[pedge->v[1]].position;
}
s = DotProduct (vec, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
t = DotProduct (vec, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3];
VectorCopy (vec, mesh->xyz_array[i]);
mesh->st_array[i][0] = s/surf->texinfo->texture->width;
mesh->st_array[i][1] = t/surf->texinfo->texture->height;
for (sty = 0; sty < 1; sty++)
{
mesh->lmst_array[sty][i][0] = (s - surf->texturemins[0] + (surf->light_s[sty]*16) + 8) / (mod->lightmaps.width*16);
mesh->lmst_array[sty][i][1] = (t - surf->texturemins[1] + (surf->light_t[sty]*16) + 8) / (mod->lightmaps.height*16);
}
//figure out the texture directions, for bumpmapping and stuff
if (surf->flags & SURF_PLANEBACK)
VectorNegate(surf->plane->normal, mesh->normals_array[i]);
else
VectorCopy(surf->plane->normal, mesh->normals_array[i]);
VectorNegate(surf->texinfo->vecs[0], mesh->snormals_array[i]);
VectorNegate(surf->texinfo->vecs[1], mesh->tnormals_array[i]);
//the s+t vectors are axis-aligned, so fiddle them so they're normal aligned instead
d = -DotProduct(mesh->normals_array[i], mesh->snormals_array[i]);
VectorMA(mesh->snormals_array[i], d, mesh->normals_array[i], mesh->snormals_array[i]);
d = -DotProduct(mesh->normals_array[i], mesh->tnormals_array[i]);
VectorMA(mesh->tnormals_array[i], d, mesh->normals_array[i], mesh->tnormals_array[i]);
VectorNormalize(mesh->snormals_array[i]);
VectorNormalize(mesh->tnormals_array[i]);
//q1bsp has no colour information (fixme: sample from the lightmap)
mesh->colors4f_array[i][0] = 1;
mesh->colors4f_array[i][1] = 1;
mesh->colors4f_array[i][2] = 1;
mesh->colors4f_array[i][3] = 1;
}
}
static void RMod_Batches_BuildModelMeshes(model_t *mod, int maxverts, int maxindicies, void (*build)(model_t *mod, msurface_t *surf, void *cookie), void *buildcookie)
{
batch_t *batch;
msurface_t *surf;
mesh_t *mesh;
int numverts = 0;
int numindicies = 0;
int j;
int sortid;
int sty;
vbo_t vbo;
int styles = MAXLIGHTMAPS;
vbo.indicies.dummy = Hunk_AllocName(sizeof(index_t) * maxindicies, "indexdata");
vbo.coord.dummy = Hunk_AllocName((sizeof(vecV_t)+sizeof(vec2_t)*(1+styles)+sizeof(vec3_t)*3+sizeof(vec4_t))* maxverts, "vertdata");
vbo.texcoord.dummy = (vecV_t*)vbo.coord.dummy + maxverts;
vbo.lmcoord[0].dummy = (vec2_t*)vbo.texcoord.dummy + maxverts;
for (sty = 1; sty < styles; sty++)
vbo.lmcoord[sty].dummy = (vec2_t*)vbo.lmcoord[sty-1].dummy + maxverts;
vbo.normals.dummy = (vec2_t*)vbo.lmcoord[styles-1].dummy + maxverts;
vbo.svector.dummy = (vec3_t*)vbo.normals.dummy + maxverts;
vbo.tvector.dummy = (vec3_t*)vbo.svector.dummy + maxverts;
vbo.colours.dummy = (vec3_t*)vbo.tvector.dummy + maxverts;
numindicies = 0;
numverts = 0;
//build each mesh
for (sortid=0; sortid<SHADER_SORT_COUNT; sortid++)
{
for (batch = mod->batches[sortid]; batch; batch = batch->next)
{
for (j = 0; j < batch->maxmeshes; j++)
{
surf = (msurface_t*)batch->mesh[j];
mesh = surf->mesh;
batch->mesh[j] = mesh;
mesh->vbofirstvert = numverts;
mesh->vbofirstelement = numindicies;
numverts += mesh->numvertexes;
numindicies += mesh->numindexes;
//set up the arrays. the arrangement is required for the backend to optimise vbos
mesh->xyz_array = (vecV_t*)vbo.coord.dummy + mesh->vbofirstvert;
mesh->st_array = (vec2_t*)vbo.texcoord.dummy + mesh->vbofirstvert;
for (sty = 0; sty < styles; sty++)
mesh->lmst_array[sty] = (vec2_t*)vbo.lmcoord[sty].dummy + mesh->vbofirstvert;
for ( ; sty < MAXLIGHTMAPS; sty++)
mesh->lmst_array[sty] = NULL;
mesh->normals_array = (vec3_t*)vbo.normals.dummy + mesh->vbofirstvert;
mesh->snormals_array = (vec3_t*)vbo.svector.dummy + mesh->vbofirstvert;
mesh->tnormals_array = (vec3_t*)vbo.tvector.dummy + mesh->vbofirstvert;
mesh->colors4f_array = (vec4_t*)vbo.colours.dummy + mesh->vbofirstvert;
mesh->indexes = (index_t*)vbo.indicies.dummy + mesh->vbofirstelement;
mesh->vbofirstvert = 0;
mesh->vbofirstelement = 0;
build(mod, surf, buildcookie);
}
batch->meshes = 0;
batch->firstmesh = 0;
}
}
}
/*
batch->firstmesh is set only in and for this function, its cleared out elsewhere
*/
static void RMod_Batches_Generate(model_t *mod)
{
int i;
msurface_t *surf;
shader_t *shader;
int sortid;
batch_t *batch, *lbatch = NULL;
vec4_t plane;
//for each surface, find a suitable batch to insert it into.
//we use 'firstmesh' to avoid chucking out too many verts in a single vbo (gl2 hardware tends to have a 16bit limit)
for (i=0; i<mod->nummodelsurfaces; i++)
{
surf = mod->surfaces + mod->firstmodelsurface + i;
shader = surf->texinfo->texture->shader;
if (shader)
{
sortid = shader->sort;
//shaders that are portals need to be split into separate batches to have the same surface planes
if (sortid == SHADER_SORT_PORTAL || (shader->flags & (SHADER_HASREFLECT | SHADER_HASREFRACT)))
{
if (surf->flags & SURF_PLANEBACK)
{
VectorNegate(surf->plane->normal, plane);
plane[3] = -surf->plane->dist;
}
else
{
VectorCopy(surf->plane->normal, plane);
plane[3] = surf->plane->dist;
}
}
else
{
VectorClear(plane);
plane[3] = 0;
}
}
else
{
sortid = SHADER_SORT_OPAQUE;
VectorClear(plane);
plane[3] = 0;
}
if (lbatch && (
lbatch->texture == surf->texinfo->texture &&
lbatch->lightmap[0] == surf->lightmaptexturenums[0] &&
Vector4Compare(plane, lbatch->plane) &&
lbatch->firstmesh + surf->mesh->numvertexes <= MAX_INDICIES) &&
lbatch->lightmap[1] == surf->lightmaptexturenums[1] &&
lbatch->lightmap[2] == surf->lightmaptexturenums[2] &&
lbatch->lightmap[3] == surf->lightmaptexturenums[3] &&
lbatch->fog == surf->fog)
batch = lbatch;
else
{
for (batch = mod->batches[sortid]; batch; batch = batch->next)
{
if (
batch->texture == surf->texinfo->texture &&
batch->lightmap[0] == surf->lightmaptexturenums[0] &&
Vector4Compare(plane, batch->plane) &&
batch->firstmesh + surf->mesh->numvertexes <= MAX_INDICIES &&
batch->lightmap[1] == surf->lightmaptexturenums[1] &&
batch->lightmap[2] == surf->lightmaptexturenums[2] &&
batch->lightmap[3] == surf->lightmaptexturenums[3] &&
batch->fog == surf->fog)
break;
}
}
if (!batch)
{
batch = Hunk_AllocName(sizeof(*batch), "batch");
batch->lightmap[0] = surf->lightmaptexturenums[0];
batch->lightmap[1] = surf->lightmaptexturenums[1];
batch->lightmap[2] = surf->lightmaptexturenums[2];
batch->lightmap[3] = surf->lightmaptexturenums[3];
batch->texture = surf->texinfo->texture;
batch->next = mod->batches[sortid];
batch->ent = &r_worldentity;
batch->fog = surf->fog;
Vector4Copy(plane, batch->plane);
mod->batches[sortid] = batch;
}
surf->sbatch = batch; //let the surface know which batch its in
batch->maxmeshes++;
batch->firstmesh += surf->mesh->numvertexes;
lbatch = batch;
}
}
typedef struct
{
int allocated[LMBLOCK_WIDTH];
int lmnum;
qboolean deluxe;
} lmalloc_t;
static void RMod_LightmapAllocInit(lmalloc_t *lmallocator, qboolean hasdeluxe)
{
memset(lmallocator, 0, sizeof(*lmallocator));
lmallocator->deluxe = hasdeluxe;
}
static void RMod_LightmapAllocDone(lmalloc_t *lmallocator, model_t *mod)
{
mod->lightmaps.first = 1;
mod->lightmaps.count = lmallocator->lmnum;
if (lmallocator->deluxe)
{
mod->lightmaps.first*=2;
mod->lightmaps.count*=2;
mod->lightmaps.deluxemapping = true;
}
else
mod->lightmaps.deluxemapping = false;
}
static void RMod_LightmapAllocBlock(lmalloc_t *lmallocator, int w, int h, unsigned short *x, unsigned short *y, int *tnum)
{
int best, best2;
int i, j;
if (!lmallocator->lmnum)
lmallocator->lmnum = 1;
for(;;)
{
best = LMBLOCK_HEIGHT;
for (i = 0; i <= LMBLOCK_WIDTH - w; i++)
{
best2 = 0;
for (j=0; j < w; j++)
{
if (lmallocator->allocated[i+j] >= best)
break;
if (lmallocator->allocated[i+j] > best2)
best2 = lmallocator->allocated[i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > LMBLOCK_HEIGHT)
{
memset(lmallocator->allocated, 0, sizeof(lmallocator->allocated));
lmallocator->lmnum++;
continue;
}
for (i=0; i < w; i++)
lmallocator->allocated[*x + i] = best + h;
if (lmallocator->deluxe)
*tnum = lmallocator->lmnum*2;
else
*tnum = lmallocator->lmnum;
break;
}
}
static void RMod_LightmapAllocSurf(lmalloc_t *lmallocator, msurface_t *surf, int surfstyle)
{
int smax, tmax;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
if (isDedicated ||
(surf->texinfo->texture->shader && !(surf->texinfo->texture->shader->flags & SHADER_HASLIGHTMAP)) || //fte
(surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB)) || //q1
(surf->texinfo->flags & TEX_SPECIAL) || //the original 'no lightmap'
(surf->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP)) || //q2 surfaces
smax > LMBLOCK_WIDTH || tmax > LMBLOCK_HEIGHT || smax < 0 || tmax < 0) //bugs/bounds/etc
{
surf->lightmaptexturenums[surfstyle] = -1;
return;
}
RMod_LightmapAllocBlock (lmallocator, smax, tmax, &surf->light_s[surfstyle], &surf->light_t[surfstyle], &surf->lightmaptexturenums[surfstyle]);
}
static void RMod_Batches_SplitLightmaps(model_t *mod)
{
batch_t *batch;
batch_t *nb;
int i, j, sortid;
msurface_t *surf;
int sty;
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
surf = (msurface_t*)batch->mesh[0];
for (sty = 0; sty < MAXLIGHTMAPS; sty++)
{
batch->lightmap[sty] = surf->lightmaptexturenums[sty];
batch->lightstyle[sty] = surf->styles[sty];
}
for (j = 1; j < batch->maxmeshes; j++)
{
surf = (msurface_t*)batch->mesh[j];
if (surf->lightmaptexturenums[0] != batch->lightmap[0] ||
surf->lightmaptexturenums[1] != batch->lightmap[1] ||
surf->lightmaptexturenums[2] != batch->lightmap[2] ||
surf->lightmaptexturenums[3] != batch->lightmap[3] ||
//fixme: we should merge later (reverted matching) surfaces into the prior batch
surf->styles[0] != batch->lightstyle[0] ||
surf->styles[1] != batch->lightstyle[1] ||
surf->styles[2] != batch->lightstyle[2] ||
surf->styles[3] != batch->lightstyle[3] )
{
nb = Hunk_AllocName(sizeof(*batch), "batch");
*nb = *batch;
batch->next = nb;
nb->mesh = batch->mesh + j*2;
nb->maxmeshes = batch->maxmeshes - j;
batch->maxmeshes = j;
for (sty = 0; sty < MAXLIGHTMAPS; sty++)
{
nb->lightmap[sty] = surf->lightmaptexturenums[sty];
nb->lightstyle[sty] = surf->styles[sty];
}
memmove(nb->mesh, batch->mesh+j, sizeof(msurface_t*)*nb->maxmeshes);
for (i = 0; i < nb->maxmeshes; i++)
{
surf = (msurface_t*)nb->mesh[i];
surf->sbatch = nb;
}
batch = nb;
j = 1;
}
}
}
}
/*
allocates lightmaps and splits batches upon lightmap boundaries
*/
static void RMod_Batches_AllocLightmaps(model_t *mod)
{
batch_t *batch;
batch_t *nb;
lmalloc_t lmallocator;
int i, j, sortid;
msurface_t *surf;
int sty;
RMod_LightmapAllocInit(&lmallocator, mod->deluxdata != NULL);
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
surf = (msurface_t*)batch->mesh[0];
RMod_LightmapAllocSurf (&lmallocator, surf, 0);
for (sty = 1; sty < MAXLIGHTMAPS; sty++)
surf->lightmaptexturenums[sty] = -1;
for (sty = 0; sty < MAXLIGHTMAPS; sty++)
{
batch->lightmap[sty] = surf->lightmaptexturenums[sty];
batch->lightstyle[sty] = 255;//don't do special backend rendering of lightstyles.
}
for (j = 1; j < batch->maxmeshes; j++)
{
surf = (msurface_t*)batch->mesh[j];
RMod_LightmapAllocSurf (&lmallocator, surf, 0);
for (sty = 1; sty < MAXLIGHTMAPS; sty++)
surf->lightmaptexturenums[sty] = -1;
if (surf->lightmaptexturenums[0] != batch->lightmap[0])
{
nb = Hunk_AllocName(sizeof(*batch), "batch");
*nb = *batch;
batch->next = nb;
nb->mesh = batch->mesh + j*2;
nb->maxmeshes = batch->maxmeshes - j;
batch->maxmeshes = j;
for (sty = 0; sty < MAXLIGHTMAPS; sty++)
nb->lightmap[sty] = surf->lightmaptexturenums[sty];
memmove(nb->mesh, batch->mesh+j, sizeof(msurface_t*)*nb->maxmeshes);
for (i = 0; i < nb->maxmeshes; i++)
{
surf = (msurface_t*)nb->mesh[i];
surf->sbatch = nb;
}
batch = nb;
j = 0;
}
}
}
RMod_LightmapAllocDone(&lmallocator, mod);
}
extern void Surf_CreateSurfaceLightmap (msurface_t *surf, int shift);
//if build is NULL, uses q1/q2 surf generation, and allocates lightmaps
void RMod_Batches_Build(mesh_t *meshlist, model_t *mod, void (*build)(model_t *mod, msurface_t *surf, void *cookie), void *buildcookie)
{
int i;
int numverts = 0, numindicies=0;
msurface_t *surf;
mesh_t *mesh;
mesh_t **bmeshes;
int sortid;
batch_t *batch;
currentmodel = mod;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (!mod->textures)
return;
if (meshlist)
meshlist += mod->firstmodelsurface;
else if (!build)
meshlist = Hunk_Alloc(sizeof(mesh_t) * mod->nummodelsurfaces);
for (i=0; i<mod->nummodelsurfaces; i++)
{
surf = mod->surfaces + i + mod->firstmodelsurface;
if (meshlist)
{
mesh = surf->mesh = &meshlist[i];
mesh->numvertexes = surf->numedges;
mesh->numindexes = (surf->numedges-2)*3;
}
else
mesh = surf->mesh;
numverts += mesh->numvertexes;
numindicies += mesh->numindexes;
// surf->lightmaptexturenum = -1;
}
/*assign each mesh to a batch, generating as needed*/
RMod_Batches_Generate(mod);
bmeshes = Hunk_AllocName(sizeof(*bmeshes)*mod->nummodelsurfaces*2, "batchmeshes");
//we now know which batch each surface is in, and how many meshes there are in each batch.
//allocate the mesh-pointer-lists for each batch. *2 for recursion.
for (i = 0, sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
batch->mesh = bmeshes + i;
i += batch->maxmeshes*2;
}
//store the *surface* into the batch's mesh list (yes, this is an evil cast hack, but at least both are pointers)
for (i=0; i<mod->nummodelsurfaces; i++)
{
surf = mod->surfaces + mod->firstmodelsurface + i;
surf->sbatch->mesh[surf->sbatch->meshes++] = (mesh_t*)surf;
}
if (build)
RMod_Batches_SplitLightmaps(mod);
else
RMod_Batches_AllocLightmaps(mod);
if (!build)
build = RModQ1_Batches_BuildQ1Q2Poly;
RMod_Batches_BuildModelMeshes(mod, numverts, numindicies, build, buildcookie);
if (BE_GenBrushModelVBO)
BE_GenBrushModelVBO(mod);
}
/*
=================
Mod_SetParent
=================
*/
void RMod_SetParent (mnode_t *node, mnode_t *parent)
{
if (!node)
return;
node->parent = parent;
if (node->contents < 0)
return;
RMod_SetParent (node->children[0], node);
RMod_SetParent (node->children[1], node);
}
/*
=================
Mod_LoadNodes
=================
*/
qboolean RMod_LoadNodes (lump_t *l, int lm)
{
int i, j, count, p;
mnode_t *out;
if (lm == 2)
{
dl2node_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->nodes = out;
loadmodel->numnodes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleFloat (in->mins[j]);
out->minmaxs[3+j] = LittleFloat (in->maxs[j]);
}
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
out->firstsurface = LittleLong (in->firstface);
out->numsurfaces = LittleLong (in->numfaces);
for (j=0 ; j<2 ; j++)
{
p = LittleLong (in->children[j]);
if (p >= 0)
out->children[j] = loadmodel->nodes + p;
else
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
}
}
}
else if (lm)
{
dl1node_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->nodes = out;
loadmodel->numnodes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
out->firstsurface = LittleLong (in->firstface);
out->numsurfaces = LittleLong (in->numfaces);
for (j=0 ; j<2 ; j++)
{
p = LittleLong (in->children[j]);
if (p >= 0)
out->children[j] = loadmodel->nodes + p;
else
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
}
}
}
else
{
dsnode_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->nodes = out;
loadmodel->numnodes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
out->firstsurface = (unsigned short)LittleShort (in->firstface);
out->numsurfaces = (unsigned short)LittleShort (in->numfaces);
for (j=0 ; j<2 ; j++)
{
p = LittleShort (in->children[j]);
if (p >= 0)
out->children[j] = loadmodel->nodes + p;
else
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
}
}
}
RMod_SetParent (loadmodel->nodes, NULL); // sets nodes and leafs
return true;
}
/*
=================
Mod_LoadLeafs
=================
*/
qboolean RMod_LoadLeafs (lump_t *l, int lm)
{
mleaf_t *out;
int i, j, count, p;
if (lm==2)
{
dl2leaf_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->leafs = out;
loadmodel->numleafs = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleFloat (in->mins[j]);
out->minmaxs[3+j] = LittleFloat (in->maxs[j]);
}
p = LittleLong(in->contents);
out->contents = p;
out->firstmarksurface = loadmodel->marksurfaces +
LittleLong(in->firstmarksurface);
out->nummarksurfaces = LittleLong(in->nummarksurfaces);
p = LittleLong(in->visofs);
if (p == -1)
out->compressed_vis = NULL;
else
out->compressed_vis = loadmodel->visdata + p;
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = in->ambient_level[j];
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
// gl underwater warp
if (out->contents != Q1CONTENTS_EMPTY)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_UNDERWATER;
}
if (isnotmap)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_DONTWARP;
}
}
}
}
else if (lm)
{
dl1leaf_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->leafs = out;
loadmodel->numleafs = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->contents);
out->contents = p;
out->firstmarksurface = loadmodel->marksurfaces +
LittleLong(in->firstmarksurface);
out->nummarksurfaces = LittleLong(in->nummarksurfaces);
p = LittleLong(in->visofs);
if (p == -1)
out->compressed_vis = NULL;
else
out->compressed_vis = loadmodel->visdata + p;
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = in->ambient_level[j];
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
// gl underwater warp
if (out->contents != Q1CONTENTS_EMPTY)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_UNDERWATER;
}
if (isnotmap)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_DONTWARP;
}
}
}
}
else
{
dsleaf_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->leafs = out;
loadmodel->numleafs = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->contents);
out->contents = p;
out->firstmarksurface = loadmodel->marksurfaces +
(unsigned short)LittleShort(in->firstmarksurface);
out->nummarksurfaces = (unsigned short)LittleShort(in->nummarksurfaces);
p = LittleLong(in->visofs);
if (p == -1)
out->compressed_vis = NULL;
else
out->compressed_vis = loadmodel->visdata + p;
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = in->ambient_level[j];
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
// gl underwater warp
if (out->contents != Q1CONTENTS_EMPTY)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_UNDERWATER;
}
if (isnotmap)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_DONTWARP;
}
}
}
}
return true;
}
//these are used to boost other info sizes
int numsuplementryplanes;
int numsuplementryclipnodes;
void *suplementryclipnodes;
void *suplementryplanes;
void *crouchhullfile;
void RMod_LoadCrouchHull(void)
{
int i, h;
int numsm;
char crouchhullname[MAX_QPATH];
int *data;
int hulls;
// dclipnode_t *cn;
memset(loadmodel->hulls, 0, sizeof(loadmodel->hulls)); //ensure all the sizes are 0 (this is how we check for the existance of a hull
numsuplementryplanes = numsuplementryclipnodes = 0;
//find a name for a ccn and try to load it.
strcpy(crouchhullname, loadmodel->name);
COM_StripExtension(loadmodel->name, crouchhullname, sizeof(crouchhullname));
COM_DefaultExtension(crouchhullname, ".crh",sizeof(crouchhullname)); //crouch hull
FS_LoadFile(crouchhullname, &crouchhullfile);
if (!crouchhullfile)
return;
data = crouchhullfile;
if (LittleLong(*data++) != ('S') + ('C'<<8) + ('N'<<16) + ('P'<<24)) //make sure it's the right version
return;
if (LittleLong(*data) == 2)
{
data++;
hulls = LittleLong(*data++);
}
else
return;
if (hulls > MAX_MAP_HULLSM - MAX_MAP_HULLSDQ1)
{
return;
}
numsm = LittleLong(*data++);
if (numsm != loadmodel->numsubmodels) //not compatible
return;
numsuplementryplanes = LittleLong(*data++);
numsuplementryclipnodes = LittleLong(*data++);
for (h = 0; h < hulls; h++)
{
for (i = 0; i < 3; i++)
loadmodel->hulls[3+h].clip_mins[i] = LittleLong(*data++);
for (i = 0; i < 3; i++)
loadmodel->hulls[3+h].clip_maxs[i] = LittleLong(*data++);
for (i = 0; i < numsm; i++) //load headnode references
{
loadmodel->submodels[i].headnode[3+h] = LittleLong(*data)+1;
data++;
}
}
suplementryplanes = data;
suplementryclipnodes = (qbyte*)data + sizeof(dplane_t)*numsuplementryplanes;
}
/*
=================
Mod_LoadClipnodes
=================
*/
qboolean RMod_LoadClipnodes (lump_t *l, qboolean lm)
{
dsclipnode_t *ins;
dlclipnode_t *inl;
mclipnode_t *out;
int i, count;
hull_t *hull;
if (lm)
{
ins = NULL;
inl = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*inl))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inl);
}
else
{
ins = (void *)(mod_base + l->fileofs);
inl = NULL;
if (l->filelen % sizeof(*ins))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*ins);
}
out = Hunk_AllocName ( (count+numsuplementryclipnodes)*sizeof(*out), loadname);//space for both
loadmodel->clipnodes = out;
loadmodel->numclipnodes = count+numsuplementryclipnodes;
if (hexen2map)
{ //hexen2.
hexen2map=false;
hull = &loadmodel->hulls[1];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 32;
hull->available = true;
hull = &loadmodel->hulls[2];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -24;
hull->clip_mins[1] = -24;
hull->clip_mins[2] = -20;
hull->clip_maxs[0] = 24;
hull->clip_maxs[1] = 24;
hull->clip_maxs[2] = 20;
hull->available = true;
hull = &loadmodel->hulls[3];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -12;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 16;
hull->available = true;
/*
There is some mission-pack weirdness here
in the missionpack, hull 4 is meant to be '-8 -8 -8' '8 8 8'
in the original game, hull 4 is '-40 -40 -42' '40 40 42'
*/
hull = &loadmodel->hulls[4];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -8;
hull->clip_mins[1] = -8;
hull->clip_mins[2] = -8;
hull->clip_maxs[0] = 8;
hull->clip_maxs[1] = 8;
hull->clip_maxs[2] = 8;
hull->available = true;
hull = &loadmodel->hulls[5];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -48;
hull->clip_mins[1] = -48;
hull->clip_mins[2] = -50;
hull->clip_maxs[0] = 48;
hull->clip_maxs[1] = 48;
hull->clip_maxs[2] = 50;
hull->available = true;
//6 isn't used.
//7 isn't used.
}
else if (loadmodel->fromgame == fg_halflife)
{
hull = &loadmodel->hulls[1];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -36;//-36 is correct here, but mvdsv uses -32 instead. This breaks prediction between the two
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = hull->clip_mins[2]+72;
hull->available = true;
hull = &loadmodel->hulls[2];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -32;
hull->clip_mins[1] = -32;
hull->clip_mins[2] = -32;
hull->clip_maxs[0] = 32;
hull->clip_maxs[1] = 32;
hull->clip_maxs[2] = hull->clip_mins[2]+64;
hull->available = true;
hull = &loadmodel->hulls[3];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -18;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = hull->clip_mins[2]+36;
hull->available = true;
}
else
{
hull = &loadmodel->hulls[1];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 32;
hull->available = true;
hull = &loadmodel->hulls[2];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -32;
hull->clip_mins[1] = -32;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 32;
hull->clip_maxs[1] = 32;
hull->clip_maxs[2] = 64;
hull->available = true;
hull = &loadmodel->hulls[3];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -6;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 30;
hull->available = false;
}
if (lm)
{
for (i=0 ; i<count ; i++, out++, inl++)
{
out->planenum = LittleLong(inl->planenum);
out->children[0] = LittleLong(inl->children[0]);
out->children[1] = LittleLong(inl->children[1]);
}
}
else
{
for (i=0 ; i<count ; i++, out++, ins++)
{
out->planenum = LittleLong(ins->planenum);
out->children[0] = LittleShort(ins->children[0]);
out->children[1] = LittleShort(ins->children[1]);
}
}
if (numsuplementryclipnodes) //now load the crouch ones.
{
/*This looks buggy*/
for (i = 3; i < MAX_MAP_HULLSM; i++)
{
hull = &loadmodel->hulls[i];
hull->planes = suplementryplanes;
hull->clipnodes = out-1;
hull->firstclipnode = 0;
hull->lastclipnode = numsuplementryclipnodes;
hull->available = true;
}
ins = suplementryclipnodes;
for (i=0 ; i<numsuplementryclipnodes ; i++, out++, ins++)
{
out->planenum = LittleLong(ins->planenum);
out->children[0] = LittleShort(ins->children[0]);
out->children[0] += out->children[0]>=0?1:0;
out->children[1] = LittleShort(ins->children[1]);
out->children[1] += out->children[1]>=0?1:0;
}
}
return true;
}
/*
=================
Mod_MakeHull0
Deplicate the drawing hull structure as a clipping hull
=================
*/
void RMod_MakeHull0 (void)
{
mnode_t *in, *child;
mclipnode_t *out;
int i, j, count;
hull_t *hull;
hull = &loadmodel->hulls[0];
in = loadmodel->nodes;
count = loadmodel->numnodes;
out = Hunk_AllocName ( count*sizeof(*out), loadname);
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
for (i=0 ; i<count ; i++, out++, in++)
{
out->planenum = in->plane - loadmodel->planes;
for (j=0 ; j<2 ; j++)
{
child = in->children[j];
if (child->contents < 0)
out->children[j] = child->contents;
else
out->children[j] = child - loadmodel->nodes;
}
}
}
/*
=================
Mod_LoadMarksurfaces
=================
*/
qboolean RMod_LoadMarksurfaces (lump_t *l, qboolean lm)
{
int i, j, count;
msurface_t **out;
if (lm)
{
int *inl;
inl = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*inl))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*inl);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->marksurfaces = out;
loadmodel->nummarksurfaces = count;
for ( i=0 ; i<count ; i++)
{
j = (unsigned int)LittleLong(inl[i]);
if (j >= loadmodel->numsurfaces)
{
Con_Printf (CON_ERROR "Mod_ParseMarksurfaces: bad surface number\n");
return false;
}
out[i] = loadmodel->surfaces + j;
}
}
else
{
short *ins;
ins = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*ins))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*ins);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->marksurfaces = out;
loadmodel->nummarksurfaces = count;
for ( i=0 ; i<count ; i++)
{
j = (unsigned short)LittleShort(ins[i]);
if (j >= loadmodel->numsurfaces)
{
Con_Printf (CON_ERROR "Mod_ParseMarksurfaces: bad surface number\n");
return false;
}
out[i] = loadmodel->surfaces + j;
}
}
return true;
}
/*
=================
Mod_LoadSurfedges
=================
*/
qboolean RMod_LoadSurfedges (lump_t *l)
{
int i, count;
int *in, *out;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->surfedges = out;
loadmodel->numsurfedges = count;
for ( i=0 ; i<count ; i++)
out[i] = LittleLong (in[i]);
return true;
}
/*
=================
Mod_LoadPlanes
=================
*/
qboolean RMod_LoadPlanes (lump_t *l)
{
int i, j;
mplane_t *out;
dplane_t *in;
int count;
int bits;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count+numsuplementryplanes)*2*sizeof(*out), loadname);
loadmodel->planes = out;
loadmodel->numplanes = count+numsuplementryplanes;
for ( i=0 ; i<count ; i++, in++, out++)
{
bits = 0;
for (j=0 ; j<3 ; j++)
{
out->normal[j] = LittleFloat (in->normal[j]);
if (out->normal[j] < 0)
bits |= 1<<j;
}
out->dist = LittleFloat (in->dist);
out->type = LittleLong (in->type);
out->signbits = bits;
}
if (numsuplementryplanes)
{
in = suplementryplanes;
suplementryplanes = out;
for ( i=0 ; i<numsuplementryplanes ; i++, in++, out++)
{
bits = 0;
for (j=0 ; j<3 ; j++)
{
out->normal[j] = LittleFloat (in->normal[j]);
if (out->normal[j] < 0)
bits |= 1<<j;
}
out->dist = LittleFloat (in->dist);
out->type = LittleLong (in->type);
out->signbits = bits;
}
}
return true;
}
/*
=================
RadiusFromBounds
=================
*/
float RadiusFromBounds (vec3_t mins, vec3_t maxs);
/*
{
int i;
vec3_t corner;
for (i=0 ; i<3 ; i++)
{
corner[i] = fabs(mins[i]) > fabs(maxs[i]) ? fabs(mins[i]) : fabs(maxs[i]);
}
return Length (corner);
}
*/
//combination of R_AddDynamicLights and R_MarkLights
static void Q1BSP_StainNode (mnode_t *node, float *parms)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
Q1BSP_StainNode (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
Q1BSP_StainNode (node->children[1], parms);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags&~(SURF_DRAWALPHA|SURF_DONTWARP|SURF_PLANEBACK))
continue;
Surf_StainSurf(surf, parms);
}
Q1BSP_StainNode (node->children[0], parms);
Q1BSP_StainNode (node->children[1], parms);
}
void RMod_FixupNodeMinsMaxs (mnode_t *node, mnode_t *parent)
{
if (!node)
return;
if (node->contents >= 0)
{
RMod_FixupNodeMinsMaxs (node->children[0], node);
RMod_FixupNodeMinsMaxs (node->children[1], node);
}
if (parent)
{
if (parent->minmaxs[0] > node->minmaxs[0])
parent->minmaxs[0] = node->minmaxs[0];
if (parent->minmaxs[1] > node->minmaxs[1])
parent->minmaxs[1] = node->minmaxs[1];
if (parent->minmaxs[2] > node->minmaxs[2])
parent->minmaxs[2] = node->minmaxs[2];
if (parent->minmaxs[3] < node->minmaxs[3])
parent->minmaxs[3] = node->minmaxs[3];
if (parent->minmaxs[4] < node->minmaxs[4])
parent->minmaxs[4] = node->minmaxs[4];
if (parent->minmaxs[5] < node->minmaxs[5])
parent->minmaxs[5] = node->minmaxs[5];
}
}
void RMod_FixupMinsMaxs(void)
{
//q1 bsps are capped to +/- 32767 by the nodes/leafs
//verts arn't though
//so if the map is too big, let's figure out what they should be
float *v;
msurface_t **mark, *surf;
mleaf_t *pleaf;
medge_t *e, *pedges;
int en, lindex;
int i, c, lnumverts;
qboolean needsfixup = false;
if (loadmodel->mins[0] < -32768)
needsfixup = true;
if (loadmodel->mins[1] < -32768)
needsfixup = true;
if (loadmodel->mins[2] < -32768)
needsfixup = true;
if (loadmodel->maxs[0] > 32767)
needsfixup = true;
if (loadmodel->maxs[1] > 32767)
needsfixup = true;
if (loadmodel->maxs[2] > 32767)
needsfixup = true;
if (!needsfixup)
return;
//this is insane.
//why am I writing this?
//by the time the world actually gets this large, the floating point errors are going to be so immensly crazy that it's just not worth it.
pedges = loadmodel->edges;
for (i = 0; i < loadmodel->numleafs; i++)
{
pleaf = &loadmodel->leafs[i];
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
if (c)
{
do
{
surf = (*mark++);
lnumverts = surf->numedges;
for (en=0 ; en<lnumverts ; en++)
{
lindex = currentmodel->surfedges[surf->firstedge + en];
if (lindex > 0)
{
e = &pedges[lindex];
v = currentmodel->vertexes[e->v[0]].position;
}
else
{
e = &pedges[-lindex];
v = currentmodel->vertexes[e->v[1]].position;
}
if (pleaf->minmaxs[0] > v[0])
pleaf->minmaxs[0] = v[0];
if (pleaf->minmaxs[1] > v[1])
pleaf->minmaxs[1] = v[1];
if (pleaf->minmaxs[2] > v[2])
pleaf->minmaxs[2] = v[2];
if (pleaf->minmaxs[3] < v[0])
pleaf->minmaxs[3] = v[0];
if (pleaf->minmaxs[4] < v[1])
pleaf->minmaxs[4] = v[1];
if (pleaf->minmaxs[5] < v[2])
pleaf->minmaxs[5] = v[2];
}
} while (--c);
}
}
RMod_FixupNodeMinsMaxs (loadmodel->nodes, NULL); // sets nodes and leafs
}
/*
=================
Mod_LoadBrushModel
=================
*/
qboolean RMod_LoadBrushModel (model_t *mod, void *buffer)
{
int i, j;
dheader_t *header;
mmodel_t *bm;
model_t *lm=mod;
unsigned int chksum;
int start;
qboolean noerrors;
int longm = false;
mesh_t *meshlist = NULL;
#if (defined(ODE_STATIC) || defined(ODE_DYNAMIC))
qboolean ode = true;
#else
#define ode true
#endif
start = Hunk_LowMark();
loadmodel->type = mod_brush;
header = (dheader_t *)buffer;
if ((!cl.worldmodel && cls.state>=ca_connected)
#ifndef CLIENTONLY
|| (!sv.world.worldmodel && sv.active)
#endif
)
isnotmap = false;
else
isnotmap = true;
i = LittleLong (header->version);
if (i == BSPVERSION || i == BSPVERSIONPREREL)
{
loadmodel->fromgame = fg_quake;
loadmodel->engineflags |= MDLF_NEEDOVERBRIGHT;
}
else if (i == BSPVERSION_LONG1)
{
longm = true;
loadmodel->fromgame = fg_quake;
loadmodel->engineflags |= MDLF_NEEDOVERBRIGHT;
}
else if (i == BSPVERSION_LONG2)
{
longm = 2;
loadmodel->fromgame = fg_quake;
loadmodel->engineflags |= MDLF_NEEDOVERBRIGHT;
}
else if (i == BSPVERSIONHL) //halflife support
loadmodel->fromgame = fg_halflife;
else
{
Con_Printf (CON_ERROR "Mod_LoadBrushModel: %s has wrong version number (%i should be %i)\n", mod->name, i, BSPVERSION);
return false;
}
mod->lightmaps.width = LMBLOCK_WIDTH;
mod->lightmaps.height = LMBLOCK_HEIGHT;
// swap all the lumps
mod_base = (qbyte *)header;
for (i=0 ; i<sizeof(dheader_t)/4 ; i++)
((int *)header)[i] = LittleLong ( ((int *)header)[i]);
Q1BSPX_Setup(loadmodel, mod_base, com_filesize, header->lumps, HEADER_LUMPS);
// checksum all of the map, except for entities
mod->checksum = 0;
mod->checksum2 = 0;
for (i = 0; i < HEADER_LUMPS; i++)
{
if ((unsigned)header->lumps[i].fileofs + (unsigned)header->lumps[i].filelen > com_filesize)
{
Con_Printf (CON_ERROR "Mod_LoadBrushModel: %s appears truncated\n", mod->name);
return false;
}
if (i == LUMP_ENTITIES)
continue;
chksum = Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen);
mod->checksum ^= chksum;
if (i == LUMP_VISIBILITY || i == LUMP_LEAFS || i == LUMP_NODES)
continue;
mod->checksum2 ^= chksum;
}
if (1)//mod_ebfs.value)
{
char *id;
id = (char *)(header + 1);
if (id[0]=='P' && id[1]=='A' && id[2]=='C' && id[3]=='K')
{ //EBFS detected.
COM_LoadMapPackFile(mod->name, sizeof(dheader_t));
}
}
noerrors = true;
crouchhullfile = NULL;
TRACE(("Loading info\n"));
#ifndef CLIENTONLY
if (sv.state) //if the server is running
{
if (!strcmp(loadmodel->name, va("maps/%s.bsp", sv.name)))
Mod_ParseInfoFromEntityLump(loadmodel, mod_base + header->lumps[LUMP_ENTITIES].fileofs, loadname);
}
else
#endif
{
if (!cl.model_precache[1]) //not copied across yet
Mod_ParseInfoFromEntityLump(loadmodel, mod_base + header->lumps[LUMP_ENTITIES].fileofs, loadname);
}
// load into heap
if (!isDedicated || ode)
{
TRACE(("Loading verts\n"));
noerrors = noerrors && RMod_LoadVertexes (&header->lumps[LUMP_VERTEXES]);
TRACE(("Loading edges\n"));
noerrors = noerrors && RMod_LoadEdges (&header->lumps[LUMP_EDGES], longm);
TRACE(("Loading Surfedges\n"));
noerrors = noerrors && RMod_LoadSurfedges (&header->lumps[LUMP_SURFEDGES]);
}
if (!isDedicated)
{
TRACE(("Loading Textures\n"));
noerrors = noerrors && RMod_LoadTextures (&header->lumps[LUMP_TEXTURES]);
TRACE(("Loading Lighting\n"));
if (noerrors)
RMod_LoadLighting (&header->lumps[LUMP_LIGHTING]);
}
TRACE(("Loading Submodels\n"));
noerrors = noerrors && RMod_LoadSubmodels (&header->lumps[LUMP_MODELS]);
if (noerrors)
{
TRACE(("Loading CH\n"));
RMod_LoadCrouchHull();
}
TRACE(("Loading Planes\n"));
noerrors = noerrors && RMod_LoadPlanes (&header->lumps[LUMP_PLANES]);
if (!isDedicated || ode)
{
TRACE(("Loading Texinfo\n"));
noerrors = noerrors && RMod_LoadTexinfo (&header->lumps[LUMP_TEXINFO]);
TRACE(("Loading Faces\n"));
noerrors = noerrors && RMod_LoadFaces (&header->lumps[LUMP_FACES], longm, &meshlist);
}
if (!isDedicated)
{
TRACE(("Loading MarkSurfaces\n"));
noerrors = noerrors && RMod_LoadMarksurfaces (&header->lumps[LUMP_MARKSURFACES], longm);
}
if (noerrors)
{
TRACE(("Loading Vis\n"));
RMod_LoadVisibility (&header->lumps[LUMP_VISIBILITY]);
}
noerrors = noerrors && RMod_LoadLeafs (&header->lumps[LUMP_LEAFS], longm);
TRACE(("Loading Nodes\n"));
noerrors = noerrors && RMod_LoadNodes (&header->lumps[LUMP_NODES], longm);
TRACE(("Loading Clipnodes\n"));
noerrors = noerrors && RMod_LoadClipnodes (&header->lumps[LUMP_CLIPNODES], longm);
if (noerrors)
{
TRACE(("Loading Entities\n"));
RMod_LoadEntities (&header->lumps[LUMP_ENTITIES]);
TRACE(("Loading hull 0\n"));
RMod_MakeHull0 ();
}
TRACE(("sorting shaders\n"));
if (!isDedicated && noerrors)
Mod_SortShaders();
if (crouchhullfile)
{
FS_FreeFile(crouchhullfile);
crouchhullfile=NULL;
}
if (!noerrors)
{
Hunk_FreeToLowMark(start);
return false;
}
TRACE(("LoadBrushModel %i\n", __LINE__));
Q1BSP_LoadBrushes(mod);
TRACE(("LoadBrushModel %i\n", __LINE__));
Q1BSP_SetModelFuncs(mod);
TRACE(("LoadBrushModel %i\n", __LINE__));
mod->funcs.LightPointValues = GLQ1BSP_LightPointValues;
mod->funcs.StainNode = Q1BSP_StainNode;
mod->funcs.MarkLights = Q1BSP_MarkLights;
mod->numframes = 2; // regular and alternate animation
//
// set up the submodels (FIXME: this is confusing)
//
for (i=0 ; i<mod->numsubmodels ; i++)
{
bm = &mod->submodels[i];
mod->hulls[0].firstclipnode = bm->headnode[0];
mod->hulls[0].available = true;
Q1BSP_CheckHullNodes(&mod->hulls[0]);
TRACE(("LoadBrushModel %i\n", __LINE__));
for (j=1 ; j<MAX_MAP_HULLSM ; j++)
{
mod->hulls[j].firstclipnode = bm->headnode[j];
mod->hulls[j].lastclipnode = mod->numclipnodes-1;
mod->hulls[j].available &= bm->hullavailable[j];
if (mod->hulls[j].firstclipnode > mod->hulls[j].lastclipnode)
mod->hulls[j].available = false;
if (mod->hulls[j].available)
Q1BSP_CheckHullNodes(&mod->hulls[j]);
}
mod->firstmodelsurface = bm->firstface;
mod->nummodelsurfaces = bm->numfaces;
VectorCopy (bm->maxs, mod->maxs);
VectorCopy (bm->mins, mod->mins);
mod->radius = RadiusFromBounds (mod->mins, mod->maxs);
mod->numleafs = bm->visleafs;
memset(&mod->batches, 0, sizeof(mod->batches));
mod->vbos = NULL;
TRACE(("LoadBrushModel %i\n", __LINE__));
if (meshlist)
{
RMod_Batches_Build(meshlist, mod, NULL, NULL);
}
TRACE(("LoadBrushModel %i\n", __LINE__));
if (i < mod->numsubmodels-1)
{ // duplicate the basic information
char name[10];
sprintf (name, "*%i", i+1);
loadmodel = Mod_FindName (name);
*loadmodel = *mod;
strcpy (loadmodel->name, name);
mod = loadmodel;
}
TRACE(("LoadBrushModel %i\n", __LINE__));
}
#ifdef RUNTIMELIGHTING
TRACE(("LoadBrushModel %i\n", __LINE__));
if (lightmodel == lm)
LightLoadEntities(lightmodel->entities);
#endif
TRACE(("LoadBrushModel %i\n", __LINE__));
if (1)
RMod_FixupMinsMaxs();
TRACE(("LoadBrushModel %i\n", __LINE__));
#ifdef TERRAIN
lm->terrain = Mod_LoadTerrainInfo(lm, loadname);
#endif
return true;
}
/*
==============================================================================
ALIAS MODELS
==============================================================================
*/
//aliashdr_t *pheader;
//mstvert_t stverts[MAXALIASVERTS*2];
//mtriangle_t triangles[MAXALIASTRIS];
// a pose is a single set of vertexes. a frame may be
// an animating sequence of poses
//dtrivertx_t *poseverts[MAXALIASFRAMES];
//int posenum;
qbyte *player_8bit_texels/*[320*200]*/;
//=========================================================
/*
=================
Mod_FloodFillSkin
Fill background pixels so mipmapping doesn't have haloes - Ed
=================
*/
typedef struct
{
short x, y;
} floodfill_t;
// must be a power of 2
#define FLOODFILL_FIFO_SIZE 0x1000
#define FLOODFILL_FIFO_MASK (FLOODFILL_FIFO_SIZE - 1)
#define FLOODFILL_STEP( off, dx, dy ) \
{ \
if (pos[off] == fillcolor) \
{ \
pos[off] = 255; \
fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \
} \
else if (pos[off] != 255) fdc = pos[off]; \
}
void RMod_FloodFillSkin( qbyte *skin, int skinwidth, int skinheight )
{
qbyte fillcolor = *skin; // assume this is the pixel to fill
floodfill_t fifo[FLOODFILL_FIFO_SIZE];
int inpt = 0, outpt = 0;
int filledcolor = -1;
int i;
if (filledcolor == -1)
{
filledcolor = 0;
// attempt to find opaque black
for (i = 0; i < 256; ++i)
if (d_8to24rgbtable[i] == (255 << 0)) // rgb 0.0, alpha 1.0
{
filledcolor = i;
break;
}
}
// can't fill to filled color or to transparent color (used as visited marker)
if ((fillcolor == filledcolor) || (fillcolor == 255))
{
//printf( "not filling skin from %d to %d\n", fillcolor, filledcolor );
return;
}
fifo[inpt].x = 0, fifo[inpt].y = 0;
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK;
while (outpt != inpt)
{
int x = fifo[outpt].x, y = fifo[outpt].y;
int fdc = filledcolor;
qbyte *pos = &skin[x + skinwidth * y];
outpt = (outpt + 1) & FLOODFILL_FIFO_MASK;
if (x > 0) FLOODFILL_STEP( -1, -1, 0 );
if (x < skinwidth - 1) FLOODFILL_STEP( 1, 1, 0 );
if (y > 0) FLOODFILL_STEP( -skinwidth, 0, -1 );
if (y < skinheight - 1) FLOODFILL_STEP( skinwidth, 0, 1 );
skin[x + skinwidth * y] = fdc;
}
}
//=============================================================================
/*
=================
Mod_LoadSpriteFrame
=================
*/
void * RMod_LoadSpriteFrame (void * pin, mspriteframe_t **ppframe, int framenum, int version, unsigned char *palette)
{
dspriteframe_t *pinframe;
mspriteframe_t *pspriteframe;
int width, height, size, origin[2];
char name[64];
texid_t texnum;
pinframe = (dspriteframe_t *)pin;
width = LittleLong (pinframe->width);
height = LittleLong (pinframe->height);
size = width * height;
pspriteframe = Hunk_AllocName (sizeof (mspriteframe_t),loadname);
Q_memset (pspriteframe, 0, sizeof (mspriteframe_t));
*ppframe = pspriteframe;
origin[0] = LittleLong (pinframe->origin[0]);
origin[1] = LittleLong (pinframe->origin[1]);
pspriteframe->up = origin[1];
pspriteframe->down = origin[1] - height;
pspriteframe->left = origin[0];
pspriteframe->right = width + origin[0];
texnum = r_nulltex;
if (!TEXVALID(texnum))
{ //the dp way
Q_strncpyz(name, loadmodel->name, sizeof(name));
Q_strncatz(name, va("_%i.tga", framenum), sizeof(name));
texnum = R_LoadReplacementTexture(name, "sprites", 0);
}
if (!TEXVALID(texnum))
{ //the older fte way.
COM_StripExtension(loadmodel->name, name, sizeof(name));
Q_strncatz(name, va("_%i.tga", framenum), sizeof(name));
texnum = R_LoadReplacementTexture(name, "sprites", 0);
}
if (!TEXVALID(texnum))
{ //the fuhquake way
COM_StripExtension(COM_SkipPath(loadmodel->name), name, sizeof(name));
Q_strncatz(name, va("_%i.tga", framenum), sizeof(name));
texnum = R_LoadReplacementTexture(name, "sprites", 0);
}
if (version == SPRITE32_VERSION)
{
size *= 4;
if (!TEXVALID(texnum))
texnum = R_LoadTexture32 (name, width, height, (unsigned *)(pinframe + 1), IF_NOGAMMA|IF_CLAMP);
}
else if (version == SPRITEHL_VERSION)
{
if (!TEXVALID(texnum))
texnum = R_LoadTexture8Pal32 (name, width, height, (qbyte *)(pinframe + 1), (qbyte*)palette, IF_NOGAMMA|IF_CLAMP);
}
else
{
if (!TEXVALID(texnum))
texnum = R_LoadTexture8 (name, width, height, (qbyte *)(pinframe + 1), IF_NOMIPMAP|IF_NOGAMMA|IF_CLAMP, 1);
}
Q_strncpyz(name, loadmodel->name, sizeof(name));
Q_strncatz(name, va("_%i.tga", framenum), sizeof(name));
pspriteframe->shader = R_RegisterShader(name,
"{\n"
"program defaultsprite\n"
"{\n"
"map $diffuse\n"
"alphafunc ge128\n"
"depthwrite\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
pspriteframe->shader->defaulttextures.base = texnum;
pspriteframe->shader->width = width;
pspriteframe->shader->height = height;
return (void *)((qbyte *)(pinframe+1) + size);
}
/*
=================
Mod_LoadSpriteGroup
=================
*/
void * RMod_LoadSpriteGroup (void * pin, mspriteframe_t **ppframe, int framenum, int version, unsigned char *palette)
{
dspritegroup_t *pingroup;
mspritegroup_t *pspritegroup;
int i, numframes;
dspriteinterval_t *pin_intervals;
float *poutintervals;
void *ptemp;
pingroup = (dspritegroup_t *)pin;
numframes = LittleLong (pingroup->numframes);
pspritegroup = Hunk_AllocName (sizeof (mspritegroup_t) +
(numframes - 1) * sizeof (pspritegroup->frames[0]), loadname);
pspritegroup->numframes = numframes;
*ppframe = (mspriteframe_t *)pspritegroup;
pin_intervals = (dspriteinterval_t *)(pingroup + 1);
poutintervals = Hunk_AllocName (numframes * sizeof (float), loadname);
pspritegroup->intervals = poutintervals;
for (i=0 ; i<numframes ; i++)
{
*poutintervals = LittleFloat (pin_intervals->interval);
if (*poutintervals <= 0.0)
{
Con_Printf (CON_ERROR "Mod_LoadSpriteGroup: interval<=0\n");
return NULL;
}
poutintervals++;
pin_intervals++;
}
ptemp = (void *)pin_intervals;
for (i=0 ; i<numframes ; i++)
{
ptemp = RMod_LoadSpriteFrame (ptemp, &pspritegroup->frames[i], framenum * 100 + i, version, palette);
}
return ptemp;
}
/*
=================
Mod_LoadSpriteModel
=================
*/
qboolean RMod_LoadSpriteModel (model_t *mod, void *buffer)
{
int i;
int version;
dsprite_t *pin;
msprite_t *psprite;
int numframes;
int size;
dspriteframetype_t *pframetype;
int rendertype=0;
unsigned char pal[256*4];
int sptype;
int hunkstart;
hunkstart = Hunk_LowMark();
pin = (dsprite_t *)buffer;
version = LittleLong (pin->version);
if (version != SPRITE_VERSION)
if (version != SPRITE32_VERSION)
if (version != SPRITEHL_VERSION)
{
Con_Printf (CON_ERROR "%s has wrong version number "
"(%i should be %i)\n", mod->name, version, SPRITE_VERSION);
return false;
}
sptype = LittleLong (pin->type);
if (LittleLong(pin->version) == SPRITEHL_VERSION)
{
pin = (dsprite_t*)((char*)pin + 4);
rendertype = LittleLong (pin->type);
}
numframes = LittleLong (pin->numframes);
size = sizeof (msprite_t) + (numframes - 1) * sizeof (psprite->frames);
psprite = Hunk_AllocName (size, loadname);
mod->cache.data = psprite;
psprite->type = sptype;
psprite->maxwidth = LittleLong (pin->width);
psprite->maxheight = LittleLong (pin->height);
psprite->beamlength = LittleFloat (pin->beamlength);
mod->synctype = LittleLong (pin->synctype);
psprite->numframes = numframes;
mod->mins[0] = mod->mins[1] = -psprite->maxwidth/2;
mod->maxs[0] = mod->maxs[1] = psprite->maxwidth/2;
mod->mins[2] = -psprite->maxheight/2;
mod->maxs[2] = psprite->maxheight/2;
if (qrenderer == QR_NONE)
{
mod->type = mod_dummy;
return true;
}
if (version == SPRITEHL_VERSION)
{
int i;
short *numi = (short*)(pin+1);
unsigned char *src = (unsigned char *)(numi+1);
if (LittleShort(*numi) != 256)
{
Con_Printf(CON_ERROR "%s has wrong number of palette indexes (we only support 256)\n", mod->name);
Hunk_FreeToLowMark(hunkstart);
return false;
}
for (i = 0; i < 256; i++)
{
pal[i*4+0] = *src++;
pal[i*4+1] = *src++;
pal[i*4+2] = *src++;
pal[i*4+3] = 255;
}
pframetype = (dspriteframetype_t *)(src);
}
else
pframetype = (dspriteframetype_t *)(pin + 1);
//
// load the frames
//
if (numframes < 1)
{
Con_Printf (CON_ERROR "Mod_LoadSpriteModel: Invalid # of frames: %d\n", numframes);
Hunk_FreeToLowMark(hunkstart);
return false;
}
mod->numframes = numframes;
for (i=0 ; i<numframes ; i++)
{
spriteframetype_t frametype;
frametype = LittleLong (pframetype->type);
psprite->frames[i].type = frametype;
if (frametype == SPR_SINGLE)
{
pframetype = (dspriteframetype_t *)
RMod_LoadSpriteFrame (pframetype + 1,
&psprite->frames[i].frameptr, i, version, pal);
}
else
{
pframetype = (dspriteframetype_t *)
RMod_LoadSpriteGroup (pframetype + 1,
&psprite->frames[i].frameptr, i, version, pal);
}
if (pframetype == NULL)
{
Hunk_FreeToLowMark(hunkstart);
return false;
}
}
mod->type = mod_sprite;
return true;
}
qboolean RMod_LoadSprite2Model (model_t *mod, void *buffer)
{
int i;
int version;
dmd2sprite_t *pin;
msprite_t *psprite;
int numframes;
int size;
dmd2sprframe_t *pframetype;
mspriteframe_t *frame;
int w, h;
float origin[2];
int hunkstart;
hunkstart = Hunk_LowMark();
pin = (dmd2sprite_t *)buffer;
version = LittleLong (pin->version);
if (version != SPRITE2_VERSION)
{
Con_Printf (CON_ERROR "%s has wrong version number "
"(%i should be %i)", mod->name, version, SPRITE2_VERSION);
return false;
}
numframes = LittleLong (pin->numframes);
size = sizeof (msprite_t) + (numframes - 1) * sizeof (psprite->frames);
psprite = Hunk_AllocName (size, loadname);
mod->cache.data = psprite;
psprite->type = SPR_VP_PARALLEL;
psprite->maxwidth = 1;
psprite->maxheight = 1;
psprite->beamlength = 1;
mod->synctype = 0;
psprite->numframes = numframes;
mod->mins[0] = mod->mins[1] = -psprite->maxwidth/2;
mod->maxs[0] = mod->maxs[1] = psprite->maxwidth/2;
mod->mins[2] = -psprite->maxheight/2;
mod->maxs[2] = psprite->maxheight/2;
//
// load the frames
//
if (numframes < 1)
{
Con_Printf (CON_ERROR "Mod_LoadSpriteModel: Invalid # of frames: %d\n", numframes);
Hunk_FreeToLowMark(hunkstart);
return false;
}
mod->numframes = numframes;
pframetype = pin->frames;
for (i=0 ; i<numframes ; i++)
{
spriteframetype_t frametype;
frametype = SPR_SINGLE;
psprite->frames[i].type = frametype;
frame = psprite->frames[i].frameptr = Hunk_AllocName(sizeof(mspriteframe_t), loadname);
frame->shader = R_RegisterPic(pframetype->name);
w = LittleLong(pframetype->width);
h = LittleLong(pframetype->height);
origin[0] = LittleLong (pframetype->origin_x);
origin[1] = LittleLong (pframetype->origin_y);
frame->down = -origin[1];
frame->up = h - origin[1];
frame->left = -origin[0];
frame->right = w - origin[0];
pframetype++;
}
mod->type = mod_sprite;
return true;
}
#ifdef DOOMWADS
typedef struct {
short width;
short height;
short xpos;
short ypos;
} doomimage_t;
static int FindDoomSprites(const char *name, int size, void *param)
{
if (*(int *)param + strlen(name)+1 > 16000)
Sys_Error("Too many doom sprites\n");
strcpy((char *)param + *(int *)param, name);
*(int *)param += strlen(name)+1;
return true;
}
static void LoadDoomSpriteFrame(char *imagename, mspriteframedesc_t *pdesc, int anglenum, qboolean xmirrored)
{
int c;
int fr;
int rc;
unsigned int *colpointers;
qbyte *data;
doomimage_t *header;
qbyte image[256*256];
qbyte *palette;
qbyte *coldata;
mspriteframe_t *pframe;
if (!anglenum)
{
pdesc->type = SPR_SINGLE;
pdesc->frameptr = pframe = Hunk_AllocName(sizeof(*pframe), loadname);
}
else
{
mspritegroup_t *group;
if (!pdesc->frameptr || pdesc->type != SPR_ANGLED)
{
pdesc->type = SPR_ANGLED;
group = Hunk_AllocName(sizeof(*group)+sizeof(mspriteframe_t *)*(8-1), loadname);
pdesc->frameptr = (mspriteframe_t *)group;
group->numframes = 8;
}
else
group = (mspritegroup_t *)pdesc->frameptr;
pframe = Hunk_AllocName(sizeof(*pframe), loadname);
group->frames[anglenum-1] = pframe;
}
palette = COM_LoadTempFile("wad/playpal");
header = (doomimage_t *)COM_LoadTempMoreFile(imagename);
data = (qbyte *)header;
pframe->up = +header->ypos;
pframe->down = -header->height + header->ypos;
if (xmirrored)
{
pframe->right = -header->xpos;
pframe->left = header->width - header->xpos;
}
else
{
pframe->left = -header->xpos;
pframe->right = header->width - header->xpos;
}
if (header->width*header->height > sizeof(image))
return;
memset(image, 255, header->width*header->height);
colpointers = (unsigned int*)(data+sizeof(doomimage_t));
for (c = 0; c < header->width; c++)
{
if (colpointers[c] >= com_filesize)
break;
coldata = data + colpointers[c];
while(1)
{
fr = *coldata++;
if (fr == 255)
break;
rc = *coldata++;
coldata++;
if ((fr+rc) > header->height)
break;
while(rc)
{
image[c + fr*header->width] = *coldata++;
fr++;
rc--;
}
coldata++;
}
}
pframe->shader = R_RegisterShader(imagename,
"{\n{\nmap $diffuse\nblendfunc blend\n}\n}\n");
pframe->shader->defaulttextures.base = R_LoadTexture8Pal24(imagename, header->width, header->height, image, palette, IF_CLAMP);
R_BuildDefaultTexnums(&pframe->shader->defaulttextures, pframe->shader);
}
/*
=================
Doom Sprites
=================
*/
void RMod_LoadDoomSprite (model_t *mod)
{
char files[16384];
char basename[MAX_QPATH];
int baselen;
char *name;
int numframes=0;
int ofs;
int size;
int elements=0;
int framenum;
int anglenum;
msprite_t *psprite;
COM_StripExtension(mod->name, basename, sizeof(basename));
baselen = strlen(basename);
strcat(basename, "*");
*(int *)files=4;
COM_EnumerateFiles(basename, FindDoomSprites, files);
//find maxframes and validate the rest.
for (ofs = 4; ofs < *(int*)files; ofs+=strlen(files+ofs)+1)
{
name = files+ofs+baselen;
if (!*name)
Host_Error("Doom sprite componant lacks frame name");
if (*name - 'a'+1 > numframes)
numframes = *name - 'a'+1;
if (name[1] < '0' || name[1] > '8')
Host_Error("Doom sprite componant has bad angle number");
if (name[1] == '0')
elements+=8;
else
elements++;
if (name[2]) //is there a second element?
{
if (name[2] - 'a'+1 > numframes)
numframes = name[2] - 'a'+1;
if (name[3] < '0' || name[3] > '8')
Host_Error("Doom sprite componant has bad angle number");
if (name[3] == '0')
elements+=8;
else
elements++;
}
}
if (elements != numframes*8)
Host_Error("Doom sprite has wrong componant count");
if (!numframes)
Host_Error("Doom sprite componant has no frames");
size = sizeof (msprite_t) + (elements - 1) * sizeof (psprite->frames);
psprite = Hunk_AllocName (size, loadname);
psprite->numframes = numframes;
//do the actual loading.
for (ofs = 4; ofs < *(int*)files; ofs+=strlen(files+ofs)+1)
{
name = files+ofs;
framenum = name[baselen+0] - 'a';
anglenum = name[baselen+1] - '0';
LoadDoomSpriteFrame(name, &psprite->frames[framenum], anglenum, false);
if (name[baselen+2]) //is there a second element?
{
framenum = name[baselen+2] - 'a';
anglenum = name[baselen+3] - '0';
LoadDoomSpriteFrame(name, &psprite->frames[framenum], anglenum, true);
}
}
psprite->type = SPR_FACING_UPRIGHT;
mod->type = mod_sprite;
mod->cache.data = psprite;
}
#endif
//=============================================================================
/*
================
Mod_Print
================
*/
void RMod_Print (void)
{
int i;
model_t *mod;
Con_Printf ("Cached models:\n");
for (i=0, mod=mod_known ; i < mod_numknown ; i++, mod++)
{
Con_Printf ("%8p : %s\n",mod->cache.data, mod->name);
}
}
#endif