#include "quakedef.h" #ifdef TERRAIN #include "glquake.h" #include "shader.h" #include "pr_common.h" //#define STRICTEDGES //strict (ugly) grid #define TERRAINTHICKNESS 16 #define TERRAINACTIVESECTIONS 3000 /* a note on networking: By default terrain is NOT networked. This means content is loaded without networking delays. If you wish to edit the terrain collaboratively, you can enable the mod_terrain_networked cvar. When set, changes on the server will notify clients that a section has changed, and the client will reload it as needed. Changes on the client WILL NOT notify the server, and will get clobbered if the change is also made on the server. This means for editing purposes, you MUST funnel it via ssqc with your own permission checks. It also means for explosions and local stuff, the server will merely restate changes from impacts if you do them early. BUT DO NOT CALL THE EDIT FUNCTION IF THE SERVER HAS ALREADY APPLIED THE CHANGE. */ cvar_t mod_terrain_networked = CVARD("mod_terrain_networked", "0", "Terrain edits are networked. Clients will download sections on demand, and servers will notify clients of changes."); cvar_t mod_terrain_defaulttexture = CVARD("mod_terrain_defaulttexture", "", "Newly created terrain tiles will use this texture. This should generally be updated by the terrain editor."); cvar_t mod_terrain_savever = CVARD("mod_terrain_savever", "", "Which terrain section version to write if terrain was edited."); /* terminology: tile: a single grid tile of 2*2 height samples. iterrated for collisions but otherwise unused. section: 16*16 tiles, with a single texture spread over them. samples have an overlap with the neighbouring section (so 17*17 height samples). texture samples do not quite match height frequency (63*63 vs 16*16). smallest unit for culling. block: 16*16 sections. forms a single disk file. used only to avoid 16777216 files in a single directory, instead getting 65536 files for a single fully populated map... much smaller... each block file is about 4mb each. larger can be detrimental to automatic downloads. cluster: 64*64 sections internal concept to avoid a single pointer array of 16 million entries per terrain. */ int Surf_NewLightmaps(int count, int width, int height, qboolean deluxe); static size_t Terr_GenerateBrushFace(vecV_t *points, size_t maxpoints, vec4_t *planes, size_t numplanes, vec4_t face); #define MAXCLUSTERS 64 #define MAXSECTIONS 64 //this many sections within each cluster in each direction #define SECTHEIGHTSIZE 17 //this many height samples per section #define SECTTEXSIZE 64 //this many texture samples per section #define SECTIONSPERBLOCK 16 //each section is this many sections higher in world space, to keep the middle centered at '0 0' #define CHUNKBIAS (MAXCLUSTERS*MAXSECTIONS/2) #define CHUNKLIMIT (MAXCLUSTERS*MAXSECTIONS) #define LMCHUNKS 8//(LMBLOCK_WIDTH/SECTTEXSIZE) #define HMLMSTRIDE (LMCHUNKS*SECTTEXSIZE) #define SECTION_MAGIC (*(int*)"HMMS") #define SECTION_VER_DEFAULT 1 /*simple version history: ver=0 SECTHEIGHTSIZE=16 ver=1 SECTHEIGHTSIZE=17 (oops, makes holes more usable) (holes in this format are no longer supported) ver=2 uses deltas instead of absolute values variable length image names */ #define TGS_NOLOAD 0 #define TGS_LAZYLOAD 1 //see if its available, if not, queue it. don't create too much work at once. peace man #define TGS_TRYLOAD 2 //try and get it, but don't stress if its not available yet #define TGS_WAITLOAD 4 //load it, wait for it if needed. #define TGS_ANYSTATE 8 //returns the section regardless of its current state, even if its loading. #define TGS_NODOWNLOAD 16 //don't queue it for download #define TGS_NORENDER 32 //don't upload any textures or whatever #define TGS_DEFAULTONFAIL 64 //if it failed to load, generate a default anyway enum { //these flags can be found on disk TSF_HASWATER_V0 = 1u<<0, //no longer flagged. TSF_HASCOLOURS = 1u<<1, TSF_HASHEIGHTS = 1u<<2, TSF_HASSHADOW = 1u<<3, //these flags are found only on disk TSF_COMPRESSED = 1u<<31, //these flags should not be found on disk TSF_NOTIFY = 1u<<28, //modified on server, waiting for clients to be told about the change. TSF_RELIGHT = 1u<<29, //height edited, needs relighting. TSF_DIRTY = 1u<<30, //its heightmap has changed, the mesh needs rebuilding TSF_EDITED = 1u<<31 //says it needs to be written if saved #define TSF_INTERNAL (TSF_RELIGHT|TSF_DIRTY|TSF_EDITED|TSF_NOTIFY) }; enum { TMF_SCALE = 1u<<0, //what else do we want? alpha? colormod perhaps? }; typedef struct { int size; vec3_t axisorg[4]; float scale; int reserved3; int reserved2; int reserved1; //char modelname[1+]; } dsmesh_v1_t; typedef struct { unsigned int flags; char texname[4][32]; unsigned int texmap[SECTTEXSIZE][SECTTEXSIZE]; float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE]; unsigned short holes; unsigned short reserved0; float waterheight; float minh; float maxh; int ents_num; int reserved1; int reserved4; int reserved3; int reserved2; } dsection_v1_t; //file header for a single section typedef struct { int magic; int ver; } dsection_t; //file header for a block of sections. //(because 16777216 files in a single directory is a bad plan. windows really doesn't like it.) typedef struct { //a block is a X*Y group of sections //if offset==0, the section isn't present. //the data length of the section preceeds the actual data. int magic; int ver; unsigned int offset[SECTIONSPERBLOCK*SECTIONSPERBLOCK]; } dblock_t; typedef struct hmpolyset_s { struct hmpolyset_s *next; shader_t *shader; mesh_t mesh; mesh_t *amesh; vbo_t vbo; } hmpolyset_t; struct hmwater_s { struct hmwater_s *next; unsigned int contentmask; qboolean simple; //no holes, one height float minheight; float maxheight; char shadername[MAX_QPATH]; shader_t *shader; qbyte holes[8]; float heights[9*9]; /* qboolean facesdown; unsigned int contentmask; float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE]; #ifndef SERVERONLY byte_vec4_t colours[SECTHEIGHTSIZE*SECTHEIGHTSIZE]; char texname[4][MAX_QPATH]; int lightmap; int lmx, lmy; texnums_t textures; vbo_t vbo; mesh_t mesh; mesh_t *amesh; #endif */ }; enum { TSLS_NOTLOADED, TSLS_LOADING1, //section is queued to the worker (and may be loaded as part of another section) TSLS_LOADING2, //waiting for main thread to finish, worker will ignore TSLS_LOADED, TSLS_FAILED }; typedef struct { link_t recycle; int sx, sy; int loadstate; float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE]; unsigned char holes[8]; unsigned int flags; float maxh_cull; //includes water+mesh heights float minh, maxh; struct heightmap_s *hmmod; //FIXME: make layers, each with their own holes+heights+contents+textures+shader+mixes. water will presumably have specific values set for each part. struct hmwater_s *water; size_t traceseq; #ifndef SERVERONLY pvscache_t pvscache; vec4_t colours[SECTHEIGHTSIZE*SECTHEIGHTSIZE]; //FIXME: make bytes char texname[4][MAX_QPATH]; int lightmap; int lmx, lmy; texnums_t textures; vbo_t vbo; mesh_t mesh; mesh_t *amesh; hmpolyset_t *polys; #endif int numents; int maxents; struct hmentity_s **ents; } hmsection_t; typedef struct { hmsection_t *section[MAXSECTIONS*MAXSECTIONS]; } hmcluster_t; #ifndef SERVERONLY typedef struct brushbatch_s { vbo_t vbo; mesh_t mesh; mesh_t *pmesh; int lightmap; struct brushbatch_s *next; avec4_t align; //meh, cos we can. } brushbatch_t; #endif typedef struct brushtex_s { char shadername[MAX_QPATH]; #ifndef SERVERONLY shader_t *shader; //for rebuild performance int firstlm; int lmcount; struct brushbatch_s *batches; #endif qboolean rebuild; struct brushtex_s *next; } brushtex_t; typedef struct { unsigned int contents; unsigned int id; //networked/gamecode id. unsigned int axialplanes; //+x,+y,+z,-x,-y,-z. used for bevel stuff. unsigned int numplanes; qboolean selected; //different shader stuff vec4_t *planes; vec3_t mins, maxs; //for optimisation and stuff struct brushface_s { brushtex_t *tex; vec4_t stdir[2]; vec3_t *points; unsigned short numpoints; unsigned short lmscale; int lightmap; unsigned short lmbase[2]; //min st coord of the lightmap atlas, in texels. unsigned int relight:1; unsigned int relit:1; int lmbias[2]; unsigned short lmextents[2]; qbyte *lightdata; } *faces; } brushes_t; typedef struct heightmap_s { char path[MAX_QPATH]; char skyname[MAX_QPATH]; char groundshadername[MAX_QPATH]; char defaultwatershader[MAX_QPATH]; //typically the name of the ocean or whatever. unsigned int culldistance; qboolean forcedefault; float defaultwaterheight; float defaultgroundheight; char defaultgroundtexture[MAX_QPATH]; int firstsegx, firstsegy; int maxsegx, maxsegy; //tex/cull sections float sectionsize; //each section is this big, in world coords hmcluster_t *cluster[MAXCLUSTERS*MAXCLUSTERS]; shader_t *skyshader; shader_t *shader; mesh_t skymesh; mesh_t *askymesh; unsigned int exteriorcontents; unsigned int loadingsections; //number of sections currently being loaded. avoid loading extras while non-zero. size_t traceseq; size_t drawnframe; enum { DGT_SOLID, //invalid/new areas should be completely solid until painted. DGT_HOLES, //invalid/new sections should be non-solid+invisible DGT_FLAT //invalid/new sections should be filled with ground by default } defaultgroundtype; enum { HMM_TERRAIN, HMM_BLOCKS } mode; int tilecount[2]; int tilepixcount[2]; int activesections; link_t recycle; //section list in lru order // link_t collected; //memory that may be reused, to avoid excess reallocs. struct hmentity_s { size_t drawnframe; //don't add it to the scene multiple times. size_t traceseq; //don't trace through this entity multiple times if its in different sections. int refs; //entity is free/reusable when its no longer referenced by any sections entity_t ent; //note: only model+modelmatrix info is relevant. fixme: implement instancing. struct hmentity_s *next; //used for freeing/allocating an entity } *entities; void *entitylock; //lock this if you're going to read/write entities of any kind. #ifndef SERVERONLY unsigned int numusedlmsects; //to track leaks and stats unsigned int numunusedlmsects; struct lmsect_s { struct lmsect_s *next; int lm, x, y; } *unusedlmsects; #endif #ifndef SERVERONLY //I'm putting this here because we might have some quite expensive lighting routines going on //and that'll make editing the terrain jerky as fook, so relighting it a few texels at a time will help maintain a framerate while editing hmsection_t *relight; unsigned int relightidx; vec2_t relightmin; #endif char *texmask; //for editing - visually masks off the areas which CANNOT accept this texture qboolean entsdirty; //ents were edited, so we need to reload all lighting... struct relight_ctx_s *relightcontext; struct llightinfo_s *lightthreadmem; qboolean inheritedlightthreadmem; qboolean recalculatebrushlighting; lmalloc_t brushlmalloc; float brushlmscale; unsigned int *brushlmremaps; unsigned int brushmaxlms; brushtex_t *brushtextures; brushes_t *wbrushes; unsigned int numbrushes; unsigned int brushidseq; } heightmap_t; #ifndef SERVERONLY static void ted_dorelight(heightmap_t *hm); #endif static qboolean Terr_Collect(heightmap_t *hm); static hmsection_t *Terr_GetSection(heightmap_t *hm, int x, int y, unsigned int flags); static void Terr_LoadSectionWorker(void *ctx, void *data, size_t a, size_t b); static void Terr_WorkerLoadedSectionLightmap(void *ctx, void *data, size_t a, size_t b); static void Terr_WorkerLoadedSection(void *ctx, void *data, size_t a, size_t b); static void Terr_WorkerFailedSection(void *ctx, void *data, size_t a, size_t b); static void Terr_Brush_DeleteIdx(heightmap_t *hm, size_t idx); static void Terr_Brush_Draw(heightmap_t *hm, batch_t **batches, entity_t *e); #ifndef SERVERONLY static texid_t Terr_LoadTexture(char *name) { extern texid_t missing_texture; texid_t id; if (*name) { id = R_LoadHiResTexture(name, NULL, 0); if (!TEXVALID(id)) { id = missing_texture; Con_Printf("Unable to load texture %s\n", name); } } else id = missing_texture; return id; } #endif static void Terr_LoadSectionTextures(hmsection_t *s) { #ifndef SERVERONLY extern texid_t missing_texture; struct hmwater_s *w; if (isDedicated) return; //CL_CheckOrEnqueDownloadFile(s->texname[0], NULL, 0); //CL_CheckOrEnqueDownloadFile(s->texname[1], NULL, 0); //CL_CheckOrEnqueDownloadFile(s->texname[2], NULL, 0); //CL_CheckOrEnqueDownloadFile(s->texname[3], NULL, 0); switch(s->hmmod->mode) { case HMM_BLOCKS: s->textures.base = Terr_LoadTexture(va("maps/%s/atlas.tga", s->hmmod->path)); s->textures.fullbright = Terr_LoadTexture(va("maps/%s/atlas_luma.tga", s->hmmod->path)); s->textures.bump = Terr_LoadTexture(va("maps/%s/atlas_norm.tga", s->hmmod->path)); s->textures.specular = Terr_LoadTexture(va("maps/%s/atlas_spec.tga", s->hmmod->path)); s->textures.upperoverlay = missing_texture; s->textures.loweroverlay = missing_texture; break; case HMM_TERRAIN: s->textures.base = Terr_LoadTexture(s->texname[0]); s->textures.upperoverlay = Terr_LoadTexture(s->texname[1]); s->textures.loweroverlay = Terr_LoadTexture(s->texname[2]); s->textures.fullbright = Terr_LoadTexture(s->texname[3]); s->textures.bump = *s->texname[0]?R_LoadHiResTexture(va("%s_norm", s->texname[0]), NULL, 0):r_nulltex; s->textures.specular = *s->texname[0]?R_LoadHiResTexture(va("%s_spec", s->texname[0]), NULL, 0):r_nulltex; break; } for (w = s->water; w; w = w->next) { w->shader = R_RegisterCustom (w->shadername, SUF_NONE, Shader_DefaultWaterShader, NULL); R_BuildDefaultTexnums(NULL, w->shader); //this might get expensive. hideously so. } #endif } #ifndef SERVERONLY static qboolean Terr_InitLightmap(hmsection_t *s, qboolean initialise) { heightmap_t *hm = s->hmmod; if (s->lightmap < 0) { struct lmsect_s *lms; if (!hm->unusedlmsects) { int lm; int i; lm = Surf_NewLightmaps(1, SECTTEXSIZE*LMCHUNKS, SECTTEXSIZE*LMCHUNKS, false); for (i = 0; i < LMCHUNKS*LMCHUNKS; i++) { lms = BZ_Malloc(sizeof(*lms)); lms->lm = lm; lms->x = (i & (LMCHUNKS-1))*SECTTEXSIZE; lms->y = (i / LMCHUNKS)*SECTTEXSIZE; lms->next = hm->unusedlmsects; hm->unusedlmsects = lms; hm->numunusedlmsects++; } } lms = hm->unusedlmsects; hm->unusedlmsects = lms->next; s->lightmap = lms->lm; s->lmx = lms->x; s->lmy = lms->y; hm->numunusedlmsects--; hm->numusedlmsects++; Z_Free(lms); initialise = true; } if (initialise && s->lightmap >= 0) { int x, y; unsigned char *lm; lm = lightmap[s->lightmap]->lightmaps; lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes; for (y = 0; y < SECTTEXSIZE; y++) { for (x = 0; x < SECTTEXSIZE; x++) { lm[x*4+0] = 0; lm[x*4+1] = 0; lm[x*4+2] = 0; lm[x*4+3] = 255; } lm += (HMLMSTRIDE)*lightmap_bytes; } } if (s->lightmap >= 0) { lightmap[s->lightmap]->modified = true; lightmap[s->lightmap]->rectchange.l = 0; lightmap[s->lightmap]->rectchange.t = 0; lightmap[s->lightmap]->rectchange.r = HMLMSTRIDE; lightmap[s->lightmap]->rectchange.b = HMLMSTRIDE; } return s->lightmap>=0; } #endif static char *genextendedhex(int n, char *buf) { char *ret; static char nibble[16] = "0123456789abcdef"; unsigned int m; int i; for (i = 7; i >= 1; i--) //>=1 ensures at least two nibbles appear. { m = 0xfffffff8<<(i*4); if ((n & m) != m && (n & m) != 0) break; } ret = buf; for(i++; i >= 0; i--) *buf++ = nibble[(n>>i*4) & 0xf]; *buf++ = 0; return ret; } static char *Terr_DiskBlockName(heightmap_t *hm, int sx, int sy, char *out, size_t outsize) { char xpart[9]; char ypart[9]; //using a naming scheme centered around 0 means we can gracefully expand the map away from 0,0 sx -= CHUNKBIAS; sy -= CHUNKBIAS; //wrap cleanly sx &= CHUNKLIMIT-1; sy &= CHUNKLIMIT-1; sx /= SECTIONSPERBLOCK; sy /= SECTIONSPERBLOCK; if (sx >= CHUNKBIAS/SECTIONSPERBLOCK) sx |= 0xffffff00; if (sy >= CHUNKBIAS/SECTIONSPERBLOCK) sy |= 0xffffff00; Q_snprintfz(out, outsize, "maps/%s/block_%s_%s.hms", hm->path, genextendedhex(sx, xpart), genextendedhex(sy, ypart)); return out; } static char *Terr_DiskSectionName(heightmap_t *hm, int sx, int sy, char *out, size_t outsize) { sx -= CHUNKBIAS; sy -= CHUNKBIAS; //wrap cleanly sx &= CHUNKLIMIT-1; sy &= CHUNKLIMIT-1; Q_snprintfz(out, outsize, "maps/%s/sect_%03x_%03x.hms", hm->path, sx, sy); return out; } #ifndef SERVERONLY static char *Terr_TempDiskSectionName(heightmap_t *hm, int sx, int sy) { sx -= CHUNKBIAS; sy -= CHUNKBIAS; //wrap cleanly sx &= CHUNKLIMIT-1; sy &= CHUNKLIMIT-1; return va("temp/%s/sect_%03x_%03x.hms", hm->path, sx, sy); } #endif static int dehex_e(int i, qboolean *error) { if (i >= '0' && i <= '9') return (i-'0'); else if (i >= 'A' && i <= 'F') return (i-'A'+10); else if (i >= 'a' && i <= 'f') return (i-'a'+10); else *error = true; return 0; } static qboolean Terr_IsSectionFName(heightmap_t *hm, char *fname, int *sx, int *sy) { int l; qboolean error = false; *sx = 0xdeafbeef; //something clearly invalid *sy = 0xdeafbeef; //not this model... if (!hm) return false; //expect the first 5 chars to be maps/ or temp/ fname += 5; l = strlen(hm->path); if (strncmp(fname, hm->path, l) || fname[l] != '/') return false; fname += l+1; //fname now has a fixed length. if (strlen(fname) != 16) return false; if (strncmp(fname, "sect_", 5) || fname[8] != '_' || (strcmp(fname+12, ".hms") && strcmp(fname+12, ".tmp"))) return false; *sx = 0; *sx += dehex_e(fname[5], &error)<<8; *sx += dehex_e(fname[6], &error)<<4; *sx += dehex_e(fname[7], &error)<<0; *sy = 0; *sy += dehex_e(fname[9], &error)<<8; *sy += dehex_e(fname[10], &error)<<4; *sy += dehex_e(fname[11], &error)<<0; *sx += CHUNKBIAS; *sy += CHUNKBIAS; if ((unsigned)*sx >= CHUNKLIMIT) *sx -= CHUNKLIMIT; if ((unsigned)*sy >= CHUNKLIMIT) *sy -= CHUNKLIMIT; //make sure its a valid section index. if ((unsigned)*sx >= CHUNKLIMIT) return false; if ((unsigned)*sy >= CHUNKLIMIT) return false; return true; } static hmsection_t *Terr_GenerateSection(heightmap_t *hm, int sx, int sy, qboolean scheduleload) { hmsection_t *s; hmcluster_t *cluster; int clusternum = (sx/MAXSECTIONS) + (sy/MAXSECTIONS)*MAXCLUSTERS; #ifdef LOADERTHREAD Sys_LockMutex(com_resourcemutex); #endif cluster = hm->cluster[clusternum]; if (!cluster) cluster = hm->cluster[clusternum] = Z_Malloc(sizeof(*cluster)); s = cluster->section[(sx%MAXSECTIONS) + (sy%MAXSECTIONS)*MAXSECTIONS]; if (!s) { s = Z_Malloc(sizeof(*s)); if (!s) { #ifdef LOADERTHREAD Sys_UnlockMutex(com_resourcemutex); #endif return NULL; } #ifndef SERVERONLY s->lightmap = -1; #endif #ifndef SERVERONLY s->numents = 0; #endif s->sx = sx; s->sy = sy; cluster->section[(sx%MAXSECTIONS) + (sy%MAXSECTIONS)*MAXSECTIONS] = s; hm->activesections++; s->hmmod = hm; s->flags = TSF_DIRTY; hm->loadingsections+=1; s->loadstate = TSLS_LOADING1; if (!scheduleload) return s; #ifdef LOADERTHREAD Sys_UnlockMutex(com_resourcemutex); #endif COM_AddWork(1, Terr_LoadSectionWorker, s, hm, sx, sy); return s; } if (scheduleload) #ifdef LOADERTHREAD Sys_UnlockMutex(com_resourcemutex); #endif return s; } //generates some water static void *Terr_GenerateWater(hmsection_t *s, float maxheight) { int i; struct hmwater_s *w; w = Z_Malloc(sizeof(*s->water)); w->next = s->water; s->water = w; Q_strncpyz(w->shadername, s->hmmod->defaultwatershader, sizeof(w->shadername)); w->simple = true; w->contentmask = FTECONTENTS_WATER; memset(w->holes, 0, sizeof(w->holes)); for (i = 0; i < 9*9; i++) w->heights[i] = maxheight; w->maxheight = w->minheight = maxheight; if (s->maxh_cull < w->maxheight) s->maxh_cull = w->maxheight; return w; } //embeds a mesh static void Terr_AddMesh(heightmap_t *hm, int loadflags, model_t *mod, vec3_t epos, vec3_t axis[3], float scale) { struct hmentity_s *e, *f = NULL; hmsection_t *s; int min[2], max[2], coord[2]; int i; if (!mod) return; if (!scale) scale = 1; if (axis[0][0] != 1 || axis[0][1] != 0 || axis[0][2] != 0 || axis[1][0] != 0 || axis[1][1] != 1 || axis[1][2] != 0 || axis[2][0] != 0 || axis[2][1] != 0 || axis[2][2] != 1) { min[0] = floor((epos[0]-mod->radius*scale) / hm->sectionsize) + CHUNKBIAS; min[1] = floor((epos[1]-mod->radius*scale) / hm->sectionsize) + CHUNKBIAS; min[0] = bound(hm->firstsegx, min[0], hm->maxsegx-1); min[1] = bound(hm->firstsegy, min[1], hm->maxsegy-1); max[0] = floor((epos[0]+mod->radius*scale) / hm->sectionsize) + CHUNKBIAS; max[1] = floor((epos[1]+mod->radius*scale) / hm->sectionsize) + CHUNKBIAS; max[0] = bound(hm->firstsegx, max[0], hm->maxsegx-1); max[1] = bound(hm->firstsegy, max[1], hm->maxsegy-1); } else { min[0] = floor((epos[0]+mod->mins[0]*scale) / hm->sectionsize) + CHUNKBIAS; min[1] = floor((epos[1]+mod->mins[1]*scale) / hm->sectionsize) + CHUNKBIAS; min[0] = bound(hm->firstsegx, min[0], hm->maxsegx-1); min[1] = bound(hm->firstsegy, min[1], hm->maxsegy-1); max[0] = floor((epos[0]+mod->maxs[0]*scale) / hm->sectionsize) + CHUNKBIAS; max[1] = floor((epos[1]+mod->maxs[1]*scale) / hm->sectionsize) + CHUNKBIAS; max[0] = bound(hm->firstsegx, max[0], hm->maxsegx-1); max[1] = bound(hm->firstsegy, max[1], hm->maxsegy-1); } Sys_LockMutex(hm->entitylock); //try to find the ent if it already exists (don't do dupes) for (e = hm->entities; e; e = e->next) { if (!e->refs) f = e; else { if (e->ent.origin[0] != epos[0] || e->ent.origin[1] != epos[1] || e->ent.origin[2] != epos[2]) continue; if (e->ent.model != mod || e->ent.scale != scale) continue; if (memcmp(axis, e->ent.axis, sizeof(e->ent.axis))) continue; break; //looks like a match. } } //allocate it if needed if (!e) { if (f) e = f; //can reuse a released one else { //allocate one e = Z_Malloc(sizeof(*e)); e->next = hm->entities; hm->entities = e; } e->ent.drawflags = SCALE_ORIGIN_ORIGIN; e->ent.scale = scale; e->ent.playerindex = -1; e->ent.framestate.g[FS_REG].lerpweight[0] = 1; e->ent.topcolour = TOP_DEFAULT; e->ent.bottomcolour = BOTTOM_DEFAULT; e->ent.shaderRGBAf[0] = 1; e->ent.shaderRGBAf[1] = 1; e->ent.shaderRGBAf[2] = 1; e->ent.shaderRGBAf[3] = 1; VectorCopy(epos, e->ent.origin); memcpy(e->ent.axis, axis, sizeof(e->ent.axis)); e->ent.model = mod; } for (coord[0] = min[0]; coord[0] <= max[0]; coord[0]++) { for (coord[1] = min[1]; coord[1] <= max[1]; coord[1]++) { s = Terr_GetSection(hm, coord[0], coord[1], loadflags|TGS_ANYSTATE); if (!s) continue; //don't add pointless dupes for (i = 0; i < s->numents; i++) { if (s->ents[i] == e) break; } if (i < s->numents) continue; //FIXME: while technically correct, this causes issues with the v1 format. s->flags |= TSF_EDITED; //FIXME: race condition - main thread might be walking the entity list. //FIXME: even worse: the editor might be running through this routine adding/removing entities at the same time as the loader. if (s->maxents == s->numents) { s->maxents++; s->ents = realloc(s->ents, sizeof(*s->ents)*(s->maxents)); } s->ents[s->numents++] = e; e->refs++; } } Sys_UnlockMutex(hm->entitylock); } static void *Terr_ReadV1(heightmap_t *hm, hmsection_t *s, void *ptr, int len) { #ifndef SERVERONLY dsmesh_v1_t *dm; float *colours; qbyte *lmstart; #endif dsection_v1_t *ds = ptr; int i; unsigned int flags = LittleLong(ds->flags); s->flags |= flags & ~(TSF_INTERNAL|TSF_HASWATER_V0); for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { s->heights[i] = LittleFloat(ds->heights[i]); } s->minh = ds->minh; s->maxh = ds->maxh; if (flags & TSF_HASWATER_V0) Terr_GenerateWater(s, ds->waterheight); memset(s->holes, 0, sizeof(s->holes)); for (i = 0; i < 8*8; i++) { int x = (i & 7); int y = (i>>3); int b = (1u<<(x>>1)) << ((y>>1)<<2); if (ds->holes & b) s->holes[y] |= 1u<texname[0], ds->texname[0], sizeof(s->texname[0])); Q_strncpyz(s->texname[1], ds->texname[1], sizeof(s->texname[1])); Q_strncpyz(s->texname[2], ds->texname[2], sizeof(s->texname[2])); Q_strncpyz(s->texname[3], ds->texname[3], sizeof(s->texname[3])); /*load in the mixture/lighting*/ lmstart = BZ_Malloc(SECTTEXSIZE*SECTTEXSIZE*4); memcpy(lmstart, ds->texmap, SECTTEXSIZE*SECTTEXSIZE*4); COM_AddWork(0, Terr_WorkerLoadedSectionLightmap, hm, lmstart, s->sx, s->sy); s->mesh.colors4f_array[0] = s->colours; if (flags & TSF_HASCOLOURS) { for (i = 0, colours = (float*)ptr; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++, colours+=4) { s->colours[i][0] = LittleFloat(colours[0]); s->colours[i][1] = LittleFloat(colours[1]); s->colours[i][2] = LittleFloat(colours[2]); s->colours[i][3] = LittleFloat(colours[3]); } ptr = colours; } else { for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { s->colours[i][0] = 1; s->colours[i][1] = 1; s->colours[i][2] = 1; s->colours[i][3] = 1; } } /*load any static ents*/ for (i = 0, dm = (dsmesh_v1_t*)ptr; i < ds->ents_num; i++, dm = (dsmesh_v1_t*)((qbyte*)dm + dm->size)) { vec3_t org; org[0] = dm->axisorg[3][0] + (s->sx-CHUNKBIAS)*hm->sectionsize; org[1] = dm->axisorg[3][1] + (s->sy-CHUNKBIAS)*hm->sectionsize; org[2] = dm->axisorg[3][2]; Terr_AddMesh(hm, TGS_NOLOAD, Mod_ForName((char*)(dm + 1), MLV_WARN), org, dm->axisorg, dm->scale); } #endif return ptr; } struct terrstream_s { qbyte *buffer; int maxsize; int pos; }; //I really hope these get inlined properly. static int Terr_Read_SInt(struct terrstream_s *strm) { int val; strm->pos = (strm->pos + sizeof(val)-1) & ~(sizeof(val)-1); val = *(int*)(strm->buffer+strm->pos); strm->pos += sizeof(val); return LittleLong(val); } static qbyte Terr_Read_Byte(struct terrstream_s *strm) { qbyte val; val = *(qbyte*)(strm->buffer+strm->pos); strm->pos += sizeof(val); return val; } static float Terr_Read_Float(struct terrstream_s *strm) { float val; strm->pos = (strm->pos + sizeof(val)-1) & ~(sizeof(val)-1); val = *(float*)(strm->buffer+strm->pos); strm->pos += sizeof(val); return LittleFloat(val); } static char *Terr_Read_String(struct terrstream_s *strm, char *val, int maxlen) { int len = strlen(strm->buffer + strm->pos); maxlen = min(len, maxlen-1); //truncate memcpy(val, strm->buffer + strm->pos, maxlen); val[maxlen] = 0; strm->pos += len+1; return val; } #ifndef SERVERONLY static void Terr_Write_SInt(struct terrstream_s *strm, int val) { val = LittleLong(val); strm->pos = (strm->pos + sizeof(val)-1) & ~(sizeof(val)-1); *(int*)(strm->buffer+strm->pos) = val; strm->pos += sizeof(val); } static void Terr_Write_Byte(struct terrstream_s *strm, qbyte val) { *(qbyte*)(strm->buffer+strm->pos) = val; strm->pos += sizeof(val); } static void Terr_Write_Float(struct terrstream_s *strm, float val) { val = LittleFloat(val); strm->pos = (strm->pos + sizeof(val)-1) & ~(sizeof(val)-1); *(float*)(strm->buffer+strm->pos) = val; strm->pos += sizeof(val); } static void Terr_Write_String(struct terrstream_s *strm, char *val) { int len = strlen(val)+1; memcpy(strm->buffer + strm->pos, val, len); strm->pos += len; } static void Terr_TrimWater(hmsection_t *s) { int i; struct hmwater_s *w, **link; for (link = &s->water; (w = *link); ) { //one has a height above the terrain? for (i = 0; i < 9*9; i++) if (w->heights[i] > s->minh) break; if (i == 9*9) { *link = w->next; Z_Free(w); continue; } else link = &(*link)->next; } } static void Terr_SaveV2(heightmap_t *hm, hmsection_t *s, vfsfile_t *f, int sx, int sy) { qbyte buffer[65536], last, delta, *lm; struct terrstream_s strm = {buffer, sizeof(buffer), 0}; unsigned int flags = s->flags; int i, j, x, y; struct hmwater_s *w; flags &= ~(TSF_INTERNAL); flags &= ~(TSF_HASCOLOURS|TSF_HASHEIGHTS|TSF_HASSHADOW); for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { if (s->colours[i][0] != 1 || s->colours[i][1] != 1 || s->colours[i][2] != 1 || s->colours[i][3] != 1) { flags |= TSF_HASCOLOURS; break; } } for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { if (s->heights[i] != s->heights[0]) { flags |= TSF_HASHEIGHTS; break; } } lm = lightmap[s->lightmap]->lightmaps; lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes; for (y = 0; y < SECTTEXSIZE; y++) { for (x = 0; x < SECTTEXSIZE; x++) { if (lm[x*4+3] != 255) { flags |= TSF_HASSHADOW; y = SECTTEXSIZE; break; } } lm += (HMLMSTRIDE)*lightmap_bytes; } //write the flags so the loader knows what to load Terr_Write_SInt(&strm, flags); //if heights are compressed, only the first is present. if (!(flags & TSF_HASHEIGHTS)) Terr_Write_Float(&strm, s->heights[0]); else { for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) Terr_Write_Float(&strm, s->heights[i]); } for (i = 0; i < sizeof(s->holes); i++) Terr_Write_Byte(&strm, s->holes[i]); Terr_TrimWater(s); for (j = 0, w = s->water; w; j++) w = w->next; Terr_Write_SInt(&strm, j); for (i = 0, w = s->water; i < j; i++, w = w->next) { char *shadername = w->shader->name; int fl = 0; if (strcmp(shadername, hm->defaultwatershader)) fl |= 1; for (x = 0; x < 8; x++) if (w->holes[x]) break; fl |= ((x==8)?0:2); for (x = 0; x < 9*9; x++) if (w->heights[x] != w->heights[0]) break; fl |= ((x==9*9)?0:4); Terr_Write_SInt(&strm, fl); Terr_Write_SInt(&strm, w->contentmask); if (fl & 1) Terr_Write_String(&strm, shadername); if (fl & 2) { for (x = 0; x < 8; x++) Terr_Write_Byte(&strm, w->holes[x]); } if (fl & 4) { for (x = 0; x < 9*9; x++) Terr_Write_Float(&strm, w->heights[x]); } else Terr_Write_Float(&strm, w->heights[0]); } if (flags & TSF_HASCOLOURS) { //FIXME: bytes? channels? for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { Terr_Write_Float(&strm, s->colours[i][0]); Terr_Write_Float(&strm, s->colours[i][1]); Terr_Write_Float(&strm, s->colours[i][2]); Terr_Write_Float(&strm, s->colours[i][3]); } } for (j = 0; j < 4; j++) Terr_Write_String(&strm, s->texname[j]); for (j = 0; j < 4; j++) { if (j == 3) { //only write the channel if it has actual data if (!(flags & TSF_HASSHADOW)) continue; } else { //only write the data if there's actually a texture. //its not meant to be possible to delete a texture without deleting its data too. // if (!*s->texname[2-j]) continue; } //write the channel last = 0; lm = lightmap[s->lightmap]->lightmaps; lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes; for (y = 0; y < SECTTEXSIZE; y++) { for (x = 0; x < SECTTEXSIZE; x++) { delta = lm[x*4+j] - last; last = lm[x*4+j]; Terr_Write_Byte(&strm, delta); } lm += (HMLMSTRIDE)*lightmap_bytes; } } Sys_LockMutex(hm->entitylock); Terr_Write_SInt(&strm, s->numents); for (i = 0; i < s->numents; i++) { unsigned int mf; //make sure we don't overflow. we should always be aligned at this point. if (strm.pos > strm.maxsize/2) { VFS_WRITE(f, strm.buffer, strm.pos); strm.pos = 0; } mf = 0; if (s->ents[i]->ent.scale != 1) mf |= TMF_SCALE; Terr_Write_SInt(&strm, mf); if (s->ents[i]->ent.model) Terr_Write_String(&strm, s->ents[i]->ent.model->name); else Terr_Write_String(&strm, "*invalid"); Terr_Write_Float(&strm, s->ents[i]->ent.origin[0]+(CHUNKBIAS-sx)*hm->sectionsize); Terr_Write_Float(&strm, s->ents[i]->ent.origin[1]+(CHUNKBIAS-sy)*hm->sectionsize); Terr_Write_Float(&strm, s->ents[i]->ent.origin[2]); Terr_Write_Float(&strm, s->ents[i]->ent.axis[0][0]); Terr_Write_Float(&strm, s->ents[i]->ent.axis[0][1]); Terr_Write_Float(&strm, s->ents[i]->ent.axis[0][2]); Terr_Write_Float(&strm, s->ents[i]->ent.axis[1][0]); Terr_Write_Float(&strm, s->ents[i]->ent.axis[1][1]); Terr_Write_Float(&strm, s->ents[i]->ent.axis[1][2]); Terr_Write_Float(&strm, s->ents[i]->ent.axis[2][0]); Terr_Write_Float(&strm, s->ents[i]->ent.axis[2][1]); Terr_Write_Float(&strm, s->ents[i]->ent.axis[2][2]); if (mf & TMF_SCALE) Terr_Write_Float(&strm, s->ents[i]->ent.scale); } Sys_UnlockMutex(hm->entitylock); //reset it in case the buffer is getting a little full strm.pos = (strm.pos + sizeof(int)-1) & ~(sizeof(int)-1); VFS_WRITE(f, strm.buffer, strm.pos); strm.pos = 0; } static void Terr_WorkerLoadedSectionLightmap(void *ctx, void *data, size_t a, size_t b) { heightmap_t *hm = ctx; hmsection_t *s = Terr_GetSection(hm, a, b, TGS_NOLOAD|TGS_ANYSTATE); qbyte *inlm = data; qbyte *outlm; int y; if (s) if (lightmap_bytes == 4 && Terr_InitLightmap(s, false)) { outlm = lightmap[s->lightmap]->lightmaps; outlm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes; for (y = 0; y < SECTTEXSIZE; y++) { memcpy(outlm, inlm, SECTTEXSIZE*4); inlm += SECTTEXSIZE*4; outlm += (HMLMSTRIDE)*lightmap_bytes; } } BZ_Free(data); } #endif static void *Terr_ReadV2(heightmap_t *hm, hmsection_t *s, void *ptr, int len) { #ifndef SERVERONLY char modelname[MAX_QPATH]; qbyte last; int y; qboolean present; qbyte *lmstart = NULL, *lm, delta; #endif struct terrstream_s strm = {ptr, len, 0}; float f; int i, j, x; unsigned int flags = Terr_Read_SInt(&strm); s->flags |= flags & ~TSF_INTERNAL; if (flags & TSF_HASHEIGHTS) { s->minh = s->maxh = s->heights[0] = Terr_Read_Float(&strm); for (i = 1; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { f = Terr_Read_Float(&strm); if (s->minh > f) s->minh = f; if (s->maxh < f) s->maxh = f; s->heights[i] = f; } } else { s->minh = s->maxh = f = Terr_Read_Float(&strm); for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) s->heights[i] = f; } for (i = 0; i < sizeof(s->holes); i++) s->holes[i] = Terr_Read_Byte(&strm); j = Terr_Read_SInt(&strm); for (i = 0; i < j; i++) { struct hmwater_s *w = Z_Malloc(sizeof(*w)); int fl = Terr_Read_SInt(&strm); w->next = s->water; s->water = w; w->simple = true; w->contentmask = Terr_Read_SInt(&strm); if (fl & 1) Terr_Read_String(&strm, w->shadername, sizeof(w->shadername)); else Q_strncpyz(w->shadername, hm->defaultwatershader, sizeof(w->shadername)); if (fl & 2) { for (x = 0; x < 8; x++) w->holes[i] = Terr_Read_Byte(&strm); w->simple = false; } if (fl & 4) { for (x = 0; x < 9*9; x++) { w->heights[x] = Terr_Read_Float(&strm); } w->simple = false; } else { //all heights the same can be used as a way to compress the data w->minheight = w->maxheight = Terr_Read_Float(&strm); for (x = 0; x < 9*9; x++) w->heights[x] = w->minheight = w->maxheight; } } //dedicated server can stop reading here. #ifndef SERVERONLY if (flags & TSF_HASCOLOURS) { for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { s->colours[i][0] = Terr_Read_Float(&strm); s->colours[i][1] = Terr_Read_Float(&strm); s->colours[i][2] = Terr_Read_Float(&strm); s->colours[i][3] = Terr_Read_Float(&strm); } } else { for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { s->colours[i][0] = 1; s->colours[i][1] = 1; s->colours[i][2] = 1; s->colours[i][3] = 1; } } for (j = 0; j < 4; j++) Terr_Read_String(&strm, s->texname[j], sizeof(s->texname[j])); for (j = 0; j < 4; j++) { if (j == 3) present = !!(flags & TSF_HASSHADOW); else present = !!(*s->texname[2-j]); //should be able to skip this if no shadows or textures if (!lmstart) lmstart = BZ_Malloc(SECTTEXSIZE*SECTTEXSIZE*4); if (present) { //read the channel last = 0; lm = lmstart; for (y = 0; y < SECTTEXSIZE; y++) { for (x = 0; x < SECTTEXSIZE; x++) { delta = Terr_Read_Byte(&strm); last = (last+delta)&0xff; lm[x*4+j] = last; } lm += x*4; } } else { last = ((j==3)?255:0); lm = lmstart; for (y = 0; y < SECTTEXSIZE; y++) { for (x = 0; x < SECTTEXSIZE; x++) lm[x*4+j] = last; lm += x*4; } } } if (lmstart) COM_AddWork(0, Terr_WorkerLoadedSectionLightmap, hm, lmstart, s->sx, s->sy); /*load any static ents*/ j = Terr_Read_SInt(&strm); for (i = 0; i < j; i++) { vec3_t axis[3]; vec3_t org; unsigned int mf; model_t *mod; float scale; mf = Terr_Read_SInt(&strm); mod = Mod_FindName(Terr_Read_String(&strm, modelname, sizeof(modelname))); org[0] = Terr_Read_Float(&strm); org[1] = Terr_Read_Float(&strm); org[2] = Terr_Read_Float(&strm); axis[0][0] = Terr_Read_Float(&strm); axis[0][1] = Terr_Read_Float(&strm); axis[0][2] = Terr_Read_Float(&strm); axis[1][0] = Terr_Read_Float(&strm); axis[1][1] = Terr_Read_Float(&strm); axis[1][2] = Terr_Read_Float(&strm); axis[2][0] = Terr_Read_Float(&strm); axis[2][1] = Terr_Read_Float(&strm); axis[2][2] = Terr_Read_Float(&strm); scale = (mf&TMF_SCALE)?Terr_Read_Float(&strm):1; org[0] += (s->sx-CHUNKBIAS)*hm->sectionsize; org[1] += (s->sy-CHUNKBIAS)*hm->sectionsize; Terr_AddMesh(hm, TGS_NOLOAD, mod, org, axis, scale); } #endif return ptr; } //#include "gl_adt.inc" static void Terr_ClearSection(hmsection_t *s) { struct hmwater_s *w; int i; Sys_LockMutex(s->hmmod->entitylock); for (i = 0; i < s->numents; i++) s->ents[i]->refs-=1; s->numents = 0; Sys_UnlockMutex(s->hmmod->entitylock); while(s->water) { w = s->water; s->water = w->next; Z_Free(w); } } static void Terr_GenerateDefault(heightmap_t *hm, hmsection_t *s) { int i; memset(s->holes, 0, sizeof(s->holes)); #ifndef SERVERONLY Q_strncpyz(s->texname[0], "", sizeof(s->texname[0])); Q_strncpyz(s->texname[1], "", sizeof(s->texname[1])); Q_strncpyz(s->texname[2], "", sizeof(s->texname[2])); Q_strncpyz(s->texname[3], hm->defaultgroundtexture, sizeof(s->texname[3])); if (s->lightmap >= 0) { int j; qbyte *lm; lm = lightmap[s->lightmap]->lightmaps; lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes; for (i = 0; i < SECTTEXSIZE; i++) { for (j = 0; j < SECTTEXSIZE; j++) { lm[j*4+0] = 0; lm[j*4+0] = 0; lm[j*4+0] = 0; lm[j*4+3] = 255; } lm += (HMLMSTRIDE)*lightmap_bytes; } lightmap[s->lightmap]->modified = true; lightmap[s->lightmap]->rectchange.l = 0; lightmap[s->lightmap]->rectchange.t = 0; lightmap[s->lightmap]->rectchange.r = HMLMSTRIDE; lightmap[s->lightmap]->rectchange.b = HMLMSTRIDE; } for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { s->colours[i][0] = 1; s->colours[i][1] = 1; s->colours[i][2] = 1; s->colours[i][3] = 1; } s->mesh.colors4f_array[0] = s->colours; #endif for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) s->heights[i] = hm->defaultgroundheight; if (hm->defaultwaterheight > hm->defaultgroundheight) Terr_GenerateWater(s, hm->defaultwaterheight); #if 0//def DEBUG void *f; if (lightmap_bytes == 4 && lightmap_bgra && FS_LoadFile(va("maps/%s/splatt.png", hm->path), &f) != (qofs_t)-1) { //temp int vx, vy; int x, y; extern qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, char *fname); int sw, sh; qboolean hasalpha; unsigned char *splatter = Read32BitImageFile(f, com_filesize, &sw, &sh, &hasalpha, "splattermap"); if (splatter) { lm = lightmap[s->lightmap]->lightmaps; lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes; for (vx = 0; vx < SECTTEXSIZE; vx++) { x = sw * (((float)sy) + ((float)vx / (SECTTEXSIZE-1))) / hm->numsegsx; if (x > sw-1) x = sw-1; for (vy = 0; vy < SECTTEXSIZE; vy++) { y = sh * (((float)sx) + ((float)vy / (SECTTEXSIZE-1))) / hm->numsegsy; if (y > sh-1) y = sh-1; lm[2] = splatter[(y + x*sh)*4+0]; lm[1] = splatter[(y + x*sh)*4+1]; lm[0] = splatter[(y + x*sh)*4+2]; lm[3] = splatter[(y + x*sh)*4+3]; lm += 4; } lm += (HMLMSTRIDE - SECTTEXSIZE)*lightmap_bytes; } BZ_Free(splatter); lightmap[s->lightmap]->modified = true; lightmap[s->lightmap]->rectchange.l = 0; lightmap[s->lightmap]->rectchange.t = 0; lightmap[s->lightmap]->rectchange.w = HMLMSTRIDE; lightmap[s->lightmap]->rectchange.h = HMLMSTRIDE; } FS_FreeFile(f); } if (lightmap_bytes == 4 && lightmap_bgra && !qofs_Error(FS_LoadFile(va("maps/%s/heightmap.png", hm->path), &f))) { //temp int vx, vy; int x, y; extern qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, char *fname); int sw, sh; float *h; qboolean hasalpha; unsigned char *hmimage = Read32BitImageFile(f, com_filesize, &sw, &sh, &hasalpha, "heightmap"); if (hmimage) { h = s->heights; for (vx = 0; vx < SECTHEIGHTSIZE; vx++) { x = sw * (((float)sy) + ((float)vx / (SECTHEIGHTSIZE-1))) / hm->numsegsx; if (x > sw-1) x = sw-1; for (vy = 0; vy < SECTHEIGHTSIZE; vy++) { y = sh * (((float)sx) + ((float)vy / (SECTHEIGHTSIZE-1))) / hm->numsegsy; if (y > sh-1) y = sh-1; *h = 0; *h += hmimage[(y + x*sh)*4+0]; *h += hmimage[(y + x*sh)*4+1]<<8; *h += hmimage[(y + x*sh)*4+2]<<16; *h *= 4.0f/(1<<16); h++; } } BZ_Free(hmimage); } FS_FreeFile(f); } #endif } static void Terr_WorkerLoadedSection(void *ctx, void *data, size_t a, size_t b) { hmsection_t *s = ctx; Terr_LoadSectionTextures(s); COM_AssertMainThread("foo"); InsertLinkBefore(&s->recycle, &s->hmmod->recycle); s->hmmod->loadingsections-=1; s->flags &= ~TSF_EDITED; s->loadstate = TSLS_LOADED; } static void Terr_WorkerFailedSection(void *ctx, void *data, size_t a, size_t b) { hmsection_t *s = ctx; Terr_WorkerLoadedSection(ctx, data, a, b); s->flags &= ~TSF_EDITED; s->loadstate = TSLS_FAILED; } static hmsection_t *Terr_ReadSection(heightmap_t *hm, hmsection_t *s, int ver, void *filebase, unsigned int filelen) { qboolean failed = false; void *ptr = filebase; if (ptr && ver == 1) Terr_ReadV1(hm, s, ptr, filelen); else if (ptr && ver == 2) Terr_ReadV2(hm, s, ptr, filelen); else { // s->flags |= TSF_RELIGHT; Terr_GenerateDefault(hm, s); failed = true; } s->flags &= ~TSF_EDITED; //its just been loaded (and was probably edited by the loader), make sure it doesn't get saved or whatever s->loadstate = TSLS_LOADING2; if (failed) COM_AddWork(0, Terr_WorkerFailedSection, s, NULL, s->sx, s->sy); else COM_AddWork(0, Terr_WorkerLoadedSection, s, NULL, s->sx, s->sy); return s; } #ifndef SERVERONLY qboolean Terr_DownloadedSection(char *fname) { /* qofs_t len; dsection_t *fileptr; int x, y; heightmap_t *hm; int ver = 0; if (!cl.worldmodel) return false; hm = cl.worldmodel->terrain; if (Terr_IsSectionFName(hm, fname, &x, &y)) { fileptr = NULL; len = FS_LoadFile(fname, (void**)&fileptr); if (!qofs_Error(len) && len >= sizeof(*fileptr) && fileptr->magic == SECTION_MAGIC) Terr_ReadSection(hm, ver, x, y, fileptr+1, len - sizeof(*fileptr)); else Terr_ReadSection(hm, ver, x, y, NULL, 0); if (fileptr) FS_FreeFile(fileptr); return true; } */ return false; } #endif static void Terr_LoadSection(heightmap_t *hm, hmsection_t *s, int sx, int sy, unsigned int flags) { #ifndef SERVERONLY //when using networked terrain, the client will never load a section from disk, but will only load it from the server //one section at a time. if (mod_terrain_networked.ival && !sv.state) { char fname[MAX_QPATH]; if (flags & TGS_NODOWNLOAD) return; //try to download it now... if (!cl.downloadlist) CL_CheckOrEnqueDownloadFile(Terr_DiskSectionName(hm, sx, sy, fname, sizeof(fname)), Terr_TempDiskSectionName(hm, sx, sy), DLLF_OVERWRITE|DLLF_TEMPORARY); return; } #endif if (!s) { Terr_GenerateSection(hm, sx, sy, true); } } static void Terr_LoadSectionWorker(void *ctx, void *data, size_t a, size_t b) { heightmap_t *hm = data; hmsection_t *s = ctx; int sx = a; int sy = b; int flags = 0; void *diskimage; qofs_t len; char fname[MAX_QPATH]; //already processed, or not otherwise valid if (s->loadstate != TSLS_LOADING1) return; #if SECTIONSPERBLOCK > 1 len = FS_LoadFile(Terr_DiskBlockName(hm, sx, sy, fname, sizeof(fname)), (void**)&diskimage); if (!qofs_Error(len)) { int offset; int x, y; int ver; dblock_t *block = diskimage; if (block->magic != SECTION_MAGIC || !(block->ver & 0x80000000)) { //give it a dummy so we don't constantly hit the disk Terr_ReadSection(hm, s, 0, NULL, 0); } else { sx&=~(SECTIONSPERBLOCK-1); sy&=~(SECTIONSPERBLOCK-1); ver = block->ver & ~0x80000000; for (y = 0; y < SECTIONSPERBLOCK; y++) for (x = 0; x < SECTIONSPERBLOCK; x++) { //noload avoids recursion. s = Terr_GenerateSection(hm, sx+x, sy+y, false); if (s) { if (s->loadstate == TSLS_LOADING1) { s->loadstate = TSLS_LOADING1; #ifdef LOADERTHREAD Sys_UnlockMutex(com_resourcemutex); #endif offset = block->offset[x + y*SECTIONSPERBLOCK]; if (!offset) Terr_ReadSection(hm, s, ver, NULL, 0); //no data in the file for this section else Terr_ReadSection(hm, s, ver, (char*)diskimage + offset, len - offset); } #ifdef LOADERTHREAD else Sys_UnlockMutex(com_resourcemutex); #endif } } } FS_FreeFile(diskimage); return; } #endif //legacy one-section-per-file format. len = FS_LoadFile(Terr_DiskSectionName(hm, sx, sy, fname, sizeof(fname)), (void**)&diskimage); if (!qofs_Error(len)) { dsection_t *h = diskimage; if (len >= sizeof(*h) && h->magic == SECTION_MAGIC) { Terr_ReadSection(hm, s, h->ver, h+1, len-sizeof(*h)); FS_FreeFile(diskimage); return; } if (diskimage) FS_FreeFile(diskimage); } #ifdef ADT if (Terr_ImportADT(hm, sx, sy, flags)) return; #endif //generate a dummy one Terr_ReadSection(hm, s, 0, NULL, 0); } #ifndef SERVERONLY static void Terr_SaveV1(heightmap_t *hm, hmsection_t *s, vfsfile_t *f, int sx, int sy) { int i; dsmesh_v1_t dm; qbyte *lm; dsection_v1_t ds; vec4_t dcolours[SECTHEIGHTSIZE*SECTHEIGHTSIZE]; int nothing = 0; struct hmwater_s *w = s->water; memset(&ds, 0, sizeof(ds)); memset(&dm, 0, sizeof(dm)); //mask off the flags which are only valid in memory ds.flags = s->flags & ~(TSF_INTERNAL|TSF_HASWATER_V0); //kill the haswater flag if its entirely above any possible water anyway. if (w) ds.flags |= TSF_HASWATER_V0; ds.flags &= ~TSF_HASCOLOURS; //recalculated Q_strncpyz(ds.texname[0], s->texname[0], sizeof(ds.texname[0])); Q_strncpyz(ds.texname[1], s->texname[1], sizeof(ds.texname[1])); Q_strncpyz(ds.texname[2], s->texname[2], sizeof(ds.texname[2])); Q_strncpyz(ds.texname[3], s->texname[3], sizeof(ds.texname[3])); for (i = 0; i < 8*8; i++) { int x = (i & 7); int y = (i>>3); int b = (1u<<(x>>1)) << ((y>>1)<<2); if (s->holes[y] & (1u<holes, 0, sizeof(s->holes)); for (i = 0; i < 8*8; i++) { int x = (i & 7); int y = (i>>3); int b = (1u<<(x>>1)) << ((y>>1)<<2); if (ds.holes & b) s->holes[y] |= 1u<flags |= TSF_DIRTY; lm = lightmap[s->lightmap]->lightmaps; lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes; for (i = 0; i < SECTTEXSIZE; i++) { memcpy(ds.texmap + i, lm, sizeof(ds.texmap[0])); lm += (HMLMSTRIDE)*lightmap_bytes; } for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++) { ds.heights[i] = LittleFloat(s->heights[i]); if (s->colours[i][0] != 1 || s->colours[i][1] != 1 || s->colours[i][2] != 1 || s->colours[i][3] != 1) { ds.flags |= TSF_HASCOLOURS; dcolours[i][0] = LittleFloat(s->colours[i][0]); dcolours[i][1] = LittleFloat(s->colours[i][1]); dcolours[i][2] = LittleFloat(s->colours[i][2]); dcolours[i][3] = LittleFloat(s->colours[i][3]); } else { dcolours[i][0] = dcolours[i][1] = dcolours[i][2] = dcolours[i][3] = LittleFloat(1); } } ds.waterheight = w?w->heights[4*8+4]:s->minh; ds.minh = s->minh; ds.maxh = s->maxh; Sys_LockMutex(hm->entitylock); ds.ents_num = s->numents; VFS_WRITE(f, &ds, sizeof(ds)); if (ds.flags & TSF_HASCOLOURS) VFS_WRITE(f, dcolours, sizeof(dcolours)); for (i = 0; i < s->numents; i++) { int pad; dm.scale = s->ents[i]->ent.scale; VectorCopy(s->ents[i]->ent.axis[0], dm.axisorg[0]); VectorCopy(s->ents[i]->ent.axis[1], dm.axisorg[1]); VectorCopy(s->ents[i]->ent.axis[2], dm.axisorg[2]); VectorCopy(s->ents[i]->ent.origin, dm.axisorg[3]); dm.axisorg[3][0] += (CHUNKBIAS-sx)*hm->sectionsize; dm.axisorg[3][1] += (CHUNKBIAS-sy)*hm->sectionsize; dm.size = sizeof(dm) + strlen(s->ents[i]->ent.model->name) + 1; if (dm.size & 3) pad = 4 - (dm.size&3); else pad = 0; dm.size += pad; VFS_WRITE(f, &dm, sizeof(dm)); VFS_WRITE(f, s->ents[i]->ent.model->name, strlen(s->ents[i]->ent.model->name)+1); if (pad) VFS_WRITE(f, ¬hing, pad); } Sys_UnlockMutex(hm->entitylock); } static void Terr_Save(heightmap_t *hm, hmsection_t *s, vfsfile_t *f, int sx, int sy, int ver) { if (ver == 1) Terr_SaveV1(hm, s, f, sx, sy); else if (ver == 2) Terr_SaveV2(hm, s, f, sx, sy); } #endif //doesn't clear edited/dirty flags or anything static qboolean Terr_SaveSection(heightmap_t *hm, hmsection_t *s, int sx, int sy, qboolean blocksave) { #ifdef SERVERONLY return true; #else vfsfile_t *f; char fname[MAX_QPATH]; int x, y; int writever = mod_terrain_savever.ival; if (!writever) writever = SECTION_VER_DEFAULT; //if its invalid or doesn't contain all the data... if (!s || s->lightmap < 0) return true; #if SECTIONSPERBLOCK > 1 if (blocksave) { dblock_t dbh; sx = sx & ~(SECTIONSPERBLOCK-1); sy = sy & ~(SECTIONSPERBLOCK-1); //make sure its loaded before we replace the file for (y = 0; y < SECTIONSPERBLOCK; y++) { for (x = 0; x < SECTIONSPERBLOCK; x++) { s = Terr_GetSection(hm, sx+x, sy+y, TGS_WAITLOAD|TGS_NODOWNLOAD); if (s) s->flags |= TSF_EDITED; //stop them from getting reused for something else. } } //make sure all lightmap info was loaded. COM_WorkerFullSync(); Terr_DiskBlockName(hm, sx, sy, fname, sizeof(fname)); FS_CreatePath(fname, FS_GAMEONLY); f = FS_OpenVFS(fname, "wb", FS_GAMEONLY); if (!f) { Con_Printf("Failed to open %s\n", fname); return false; } memset(&dbh, 0, sizeof(dbh)); dbh.magic = LittleLong(SECTION_MAGIC); dbh.ver = LittleLong(writever | 0x80000000); VFS_WRITE(f, &dbh, sizeof(dbh)); for (y = 0; y < SECTIONSPERBLOCK; y++) { for (x = 0; x < SECTIONSPERBLOCK; x++) { s = Terr_GetSection(hm, sx+x, sy+y, TGS_WAITLOAD|TGS_NODOWNLOAD); if (s && s->loadstate == TSLS_LOADED && Terr_InitLightmap(s, false)) { dbh.offset[y*SECTIONSPERBLOCK + x] = VFS_TELL(f); Terr_Save(hm, s, f, sx+x, sy+y, writever); s->flags &= ~TSF_EDITED; } else dbh.offset[y*SECTIONSPERBLOCK + x] = 0; } } VFS_SEEK(f, 0); VFS_WRITE(f, &dbh, sizeof(dbh)); VFS_CLOSE(f); } else #endif { dsection_t dsh; Terr_DiskSectionName(hm, sx, sy, fname, sizeof(fname)); // if (s && (s->flags & (TSF_EDITED|TSF_FAILEDLOAD)) != TSF_FAILEDLOAD) // return FS_Remove(fname, FS_GAMEONLY); //delete the file if the section got reverted to default, and wasn't later modified. //make sure all lightmap info was loaded. COM_WorkerFullSync(); FS_CreatePath(fname, FS_GAMEONLY); f = FS_OpenVFS(fname, "wb", FS_GAMEONLY); if (!f) { Con_Printf("Failed to open %s\n", fname); return false; } memset(&dsh, 0, sizeof(dsh)); dsh.magic = SECTION_MAGIC; dsh.ver = writever; VFS_WRITE(f, &dsh, sizeof(dsh)); Terr_Save(hm, s, f, sx, sy, writever); VFS_CLOSE(f); } return true; #endif } /*convienience function*/ static hmsection_t *Terr_GetSection(heightmap_t *hm, int x, int y, unsigned int flags) { hmcluster_t *cluster; hmsection_t *section; int cx = x / MAXSECTIONS; int cy = y / MAXSECTIONS; int sx = x & (MAXSECTIONS-1); int sy = y & (MAXSECTIONS-1); cluster = hm->cluster[cx + cy*MAXCLUSTERS]; if (!cluster) section = NULL; else section = cluster->section[sx + sy*MAXSECTIONS]; if (!section) { if (flags & (TGS_LAZYLOAD|TGS_TRYLOAD|TGS_WAITLOAD)) { if ((flags & TGS_LAZYLOAD) && hm->loadingsections) return NULL; section = Terr_GenerateSection(hm, x, y, true); } } #ifndef SERVERONLY //when using networked terrain, the client will never load a section from disk, but only loading it from the server //this means we need to send a new request to download the section if it was flagged as modified. if (!(flags & TGS_NODOWNLOAD)) if (section && (section->flags & TSF_NOTIFY) && mod_terrain_networked.ival && !sv.state) { //try to download it now... if (!cl.downloadlist) { char fname[MAX_QPATH]; CL_CheckOrEnqueDownloadFile(Terr_DiskSectionName(hm, x, y, fname, sizeof(fname)), Terr_TempDiskSectionName(hm, x, y), DLLF_OVERWRITE|DLLF_TEMPORARY); section->flags &= ~TSF_NOTIFY; } } #endif if (section) { //wait for it to load if we're meant to be doing that. if (section->loadstate == TSLS_LOADING1 && (flags & TGS_WAITLOAD)) { //process the load COM_WorkerPartialSync(section, §ion->loadstate, TSLS_LOADING1); } if (section->loadstate == TSLS_LOADING2 && (flags & TGS_WAITLOAD)) COM_MainThreadFlush(); //make sure any associated lightmaps also got read+handled //if it failed, generate a default (for editing) if (section->loadstate == TSLS_FAILED && ((flags & TGS_DEFAULTONFAIL) || hm->forcedefault)) { section->flags = (section->flags & ~TSF_EDITED); section->loadstate = TSLS_LOADED; Terr_ClearSection(section); Terr_GenerateDefault(hm, section); } if ((section->loadstate != TSLS_LOADED) && !(flags & TGS_ANYSTATE)) section = NULL; } return section; } /*save all currently loaded sections*/ int Heightmap_Save(heightmap_t *hm) { hmsection_t *s; int x, y; int sectionssaved = 0; for (x = hm->firstsegx; x < hm->maxsegx; x++) { for (y = hm->firstsegy; y < hm->maxsegy; y++) { s = Terr_GetSection(hm, x, y, TGS_NOLOAD); if (!s) continue; if (s->flags & TSF_EDITED) { /* //make sure all the parts are loaded before trying to write them, so we don't try reading partial files, which would be bad, mmkay? for (sy = y&~(SECTIONSPERBLOCK-1); sy < y+SECTIONSPERBLOCK && sy < hm->maxsegy; sy++) { for (sx = x&~(SECTIONSPERBLOCK-1); sx < x+SECTIONSPERBLOCK && sx < hm->maxsegx; sx++) { os = Terr_GetSection(hm, sx, sy, TGS_WAITLOAD|TGS_NODOWNLOAD|TGS_NORENDER); if (os) os->flags |= TSF_EDITED; } } */ if (Terr_SaveSection(hm, s, x, y, true)) { s->flags &= ~TSF_EDITED; sectionssaved++; } } } } return sectionssaved; } #ifndef CLIENTONLY //on servers, we can get requests to download current map sections. if so, give them it. qboolean Terrain_LocateSection(char *name, flocation_t *loc) { heightmap_t *hm; hmsection_t *s; int x, y; char fname[MAX_QPATH]; //reject if its not in maps if (strncmp(name, "maps/", 5)) return false; if (!sv.world.worldmodel) return false; hm = sv.world.worldmodel->terrain; if (!Terr_IsSectionFName(hm, name, &x, &y)) return false; //verify that its valid if (strcmp(name, Terr_DiskSectionName(hm, x, y, fname, sizeof(fname)))) return false; s = Terr_GetSection(hm, x, y, TGS_NOLOAD); if (!s || !(s->flags & TSF_EDITED)) return false; //its not been edited, might as well just use the regular file if (!Terr_SaveSection(hm, s, x, y, false)) return false; return FS_FLocateFile(name, FSLF_IFFOUND, loc); } #endif void Terr_DestroySection(heightmap_t *hm, hmsection_t *s, qboolean lightmapreusable) { if (s && s->loadstate == TSLS_LOADING1) COM_WorkerPartialSync(s, &s->loadstate, TSLS_LOADING1); if (s && s->loadstate == TSLS_LOADING2) COM_MainThreadFlush(); //make sure any associated lightmaps also got read+handled RemoveLink(&s->recycle); Terr_ClearSection(s); #ifndef SERVERONLY if (s->lightmap >= 0) { struct lmsect_s *lms; if (lightmapreusable) { lms = BZ_Malloc(sizeof(*lms)); lms->lm = s->lightmap; lms->x = s->lmx; lms->y = s->lmy; lms->next = hm->unusedlmsects; hm->unusedlmsects = lms; hm->numunusedlmsects++; } hm->numusedlmsects--; } if (hm->relight == s) hm->relight = NULL; #ifdef GLQUAKE if (qrenderer == QR_OPENGL && qglDeleteBuffersARB) { qglDeleteBuffersARB(1, &s->vbo.coord.gl.vbo); qglDeleteBuffersARB(1, &s->vbo.indicies.gl.vbo); } #endif Z_Free(s->ents); Z_Free(s->mesh.xyz_array); Z_Free(s->mesh.indexes); #endif Z_Free(s); hm->activesections--; } #ifndef SERVERONLY //dedicated servers do not support editing. no lightmap info causes problems. //when a terrain section has the notify flag set on the server, the server needs to go through and set out notifications to replicate it to the various clients //so the clients know to re-download the section. static void Terr_DoEditNotify(heightmap_t *hm) { int i; char *cmd; hmsection_t *s; link_t *ln = &hm->recycle; if (!sv.state) return; for (i = 0; i < sv.allocated_client_slots; i++) { if (svs.clients[i].state >= cs_connected && svs.clients[i].netchan.remote_address.type != NA_LOOPBACK) { if (svs.clients[i].backbuf.cursize) return; } } for (ln = &hm->recycle; ln->next != &hm->recycle; ln = &s->recycle) { s = (hmsection_t*)ln->next; if (s->flags & TSF_NOTIFY) { s->flags &= ~TSF_NOTIFY; cmd = va("mod_terrain_reload %s %i %i\n", hm->path, s->sx - CHUNKBIAS, s->sy - CHUNKBIAS); for (i = 0; i < sv.allocated_client_slots; i++) { if (svs.clients[i].state >= cs_connected && svs.clients[i].netchan.remote_address.type != NA_LOOPBACK) { SV_StuffcmdToClient(&svs.clients[i], cmd); } } return; } } } //garbage collect the oldest section, to make space for another static qboolean Terr_Collect(heightmap_t *hm) { hmcluster_t *c; hmsection_t *s; int cx, cy; int sx, sy; link_t *ln = &hm->recycle; for (ln = &hm->recycle; ln->next != &hm->recycle; ) { s = (hmsection_t*)ln->next; if ((s->flags & TSF_EDITED) || s->loadstate == TSLS_LOADING1 || s->loadstate == TSLS_LOADING2) ln = &s->recycle; else { cx = s->sx/MAXSECTIONS; cy = s->sy/MAXSECTIONS; c = hm->cluster[cx + cy*MAXCLUSTERS]; sx = s->sx & (MAXSECTIONS-1); sy = s->sy & (MAXSECTIONS-1); if (c->section[sx+sy*MAXSECTIONS] != s) Sys_Error("invalid section collection"); c->section[sx+sy*MAXSECTIONS] = NULL; #if 0 if (hm->relight == s) hm->relight = NULL; RemoveLink(&s->recycle); InsertLinkAfter(&s->recycle, &hm->collected); hm->activesections--; #else Terr_DestroySection(hm, s, true); #endif return true; } } return false; } #endif /*purge all sections, but not root lightmaps only are purged whenever the client rudely kills lightmaps (purges all lightmaps on map changes, to cope with models/maps potentially being unloaded) we'll reload those when its next seen. (lightmaps will already have been destroyed, so no poking them) */ void Terr_PurgeTerrainModel(model_t *mod, qboolean lightmapsonly, qboolean lightmapreusable) { heightmap_t *hm = mod->terrain; hmcluster_t *c; hmsection_t *s; int cx, cy; int sx, sy; // Con_Printf("PrePurge: %i lm chunks used, %i unused\n", hm->numusedlmsects, hm->numunusedlmsects); for (cy = 0; cy < MAXCLUSTERS; cy++) for (cx = 0; cx < MAXCLUSTERS; cx++) { int numremaining = 0; c = hm->cluster[cx + cy*MAXCLUSTERS]; if (!c) continue; for (sy = 0; sy < MAXSECTIONS; sy++) for (sx = 0; sx < MAXSECTIONS; sx++) { s = c->section[sx + sy*MAXSECTIONS]; if (!s) { } else if (lightmapsonly) { numremaining++; #ifndef SERVERONLY s->lightmap = -1; #endif } else { c->section[sx+sy*MAXSECTIONS] = NULL; Terr_DestroySection(hm, s, lightmapreusable); } } if (!numremaining) { hm->cluster[cx + cy*MAXSECTIONS] = NULL; BZ_Free(c); } } #ifndef SERVERONLY if (!lightmapreusable) { while (hm->unusedlmsects) { struct lmsect_s *lms; lms = hm->unusedlmsects; hm->unusedlmsects = lms->next; BZ_Free(lms); hm->numunusedlmsects--; } hm->recalculatebrushlighting = true; BZ_Free(hm->brushlmremaps); hm->brushlmremaps = NULL; hm->brushmaxlms = 0; } #endif // Con_Printf("PostPurge: %i lm chunks used, %i unused\n", hm->numusedlmsects, hm->numunusedlmsects); } void Terr_FreeModel(model_t *mod) { heightmap_t *hm = mod->terrain; if (hm) { while(hm->numbrushes) Terr_Brush_DeleteIdx(hm, hm->numbrushes-1); while(hm->brushtextures) { brushtex_t *bt = hm->brushtextures; #ifndef SERVERONLY brushbatch_t *bb; while((bb = bt->batches)) { bt->batches = bb->next; BE_VBO_Destroy(&bb->vbo.coord); BE_VBO_Destroy(&bb->vbo.indicies); BZ_Free(bb); } #endif hm->brushtextures = bt->next; BZ_Free(bt); } #ifdef RUNTIMELIGHTING if (hm->relightcontext) LightShutdown(hm->relightcontext, mod); if (hm->lightthreadmem && !hm->inheritedlightthreadmem) BZ_Free(hm->lightthreadmem); #endif BZ_Free(hm->wbrushes); Terr_PurgeTerrainModel(mod, false, false); while(hm->entities) { struct hmentity_s *n = hm->entities->next; Z_Free(hm->entities); hm->entities = n; } Sys_DestroyMutex(hm->entitylock); Z_Free(hm); mod->terrain = NULL; } } #ifndef SERVERONLY void Terr_DrawTerrainWater(heightmap_t *hm, float *mins, float *maxs, struct hmwater_s *w) { scenetris_t *t; int flags = BEF_NOSHADOWS; int firstv; int y, x; //need to filter by height too, or reflections won't work properly. if (cl_numstris && cl_stris[cl_numstris-1].shader == w->shader && cl_stris[cl_numstris-1].flags == flags && cl_strisvertv[cl_stris[cl_numstris-1].firstvert][2] == w->maxheight) { t = &cl_stris[cl_numstris-1]; } else { if (cl_numstris == cl_maxstris) { cl_maxstris+=8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = w->shader; t->flags = flags; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; t->numvert = 0; t->numidx = 0; } if (!w->simple) { float step = (maxs[0] - mins[0]) / 8; if (cl_numstrisidx+9*9*6 > cl_maxstrisidx) { cl_maxstrisidx=cl_numstrisidx+12 + 9*9*6*4; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } if (cl_numstrisvert+9*9 > cl_maxstrisvert) { cl_maxstrisvert+=9*9+64; cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert); cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert); cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert); } firstv = t->numvert; for (y = 0; y < 9; y++) { for (x = 0; x < 9; x++) { cl_strisvertv[cl_numstrisvert][0] = mins[0] + step*x; cl_strisvertv[cl_numstrisvert][1] = mins[1] + step*y; cl_strisvertv[cl_numstrisvert][2] = w->heights[x + y*9]; cl_strisvertt[cl_numstrisvert][0] = cl_strisvertv[cl_numstrisvert][0]/64; cl_strisvertt[cl_numstrisvert][1] = cl_strisvertv[cl_numstrisvert][1]/64; Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1) cl_numstrisvert++; } } for (y = 0; y < 8; y++) { for (x = 0; x < 8; x++) { if (w->holes[y] & (1u<numidx = cl_numstrisidx - t->firstidx; t->numvert = cl_numstrisvert - t->firstvert; } else { if (cl_numstrisidx+12 > cl_maxstrisidx) { cl_maxstrisidx=cl_numstrisidx+12 + 64; cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx); } if (cl_numstrisvert+4 > cl_maxstrisvert) { cl_maxstrisvert+=64; cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert); cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert); cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert); } { VectorSet(cl_strisvertv[cl_numstrisvert], mins[0], mins[1], w->maxheight); Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1) Vector2Set(cl_strisvertt[cl_numstrisvert], mins[0]/64, mins[1]/64); cl_numstrisvert++; VectorSet(cl_strisvertv[cl_numstrisvert], mins[0], maxs[1], w->maxheight); Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1) Vector2Set(cl_strisvertt[cl_numstrisvert], mins[0]/64, maxs[1]/64); cl_numstrisvert++; VectorSet(cl_strisvertv[cl_numstrisvert], maxs[0], maxs[1], w->maxheight); Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1) Vector2Set(cl_strisvertt[cl_numstrisvert], maxs[0]/64, maxs[1]/64); cl_numstrisvert++; VectorSet(cl_strisvertv[cl_numstrisvert], maxs[0], mins[1], w->maxheight); Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1) Vector2Set(cl_strisvertt[cl_numstrisvert], maxs[0]/64, mins[1]/64); cl_numstrisvert++; } firstv = t->numvert; /*build the triangles*/ cl_strisidx[cl_numstrisidx++] = firstv + 0; cl_strisidx[cl_numstrisidx++] = firstv + 1; cl_strisidx[cl_numstrisidx++] = firstv + 2; cl_strisidx[cl_numstrisidx++] = firstv + 0; cl_strisidx[cl_numstrisidx++] = firstv + 2; cl_strisidx[cl_numstrisidx++] = firstv + 3; cl_strisidx[cl_numstrisidx++] = firstv + 3; cl_strisidx[cl_numstrisidx++] = firstv + 2; cl_strisidx[cl_numstrisidx++] = firstv + 1; cl_strisidx[cl_numstrisidx++] = firstv + 3; cl_strisidx[cl_numstrisidx++] = firstv + 1; cl_strisidx[cl_numstrisidx++] = firstv + 0; t->numidx = cl_numstrisidx - t->firstidx; t->numvert = cl_numstrisvert - t->firstvert; } } static void Terr_RebuildMesh(model_t *model, hmsection_t *s, int x, int y) { int vx, vy; int v; mesh_t *mesh = &s->mesh; heightmap_t *hm = s->hmmod; Terr_InitLightmap(s, false); s->minh = 9999999999999999.f; s->maxh = -9999999999999999.f; switch(hm->mode) { case HMM_BLOCKS: //tiles, like dungeon keeper if (mesh->xyz_array) BZ_Free(mesh->xyz_array); { mesh->xyz_array = BZ_Malloc((sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * (SECTHEIGHTSIZE-1)*(SECTHEIGHTSIZE-1)*4*3); mesh->st_array = (void*) (mesh->xyz_array + (SECTHEIGHTSIZE-1)*(SECTHEIGHTSIZE-1)*4*3); mesh->lmst_array[0] = (void*) (mesh->st_array + (SECTHEIGHTSIZE-1)*(SECTHEIGHTSIZE-1)*4*3); } mesh->numvertexes = 0; if (mesh->indexes) BZ_Free(mesh->indexes); mesh->indexes = BZ_Malloc(sizeof(index_t) * SECTHEIGHTSIZE*SECTHEIGHTSIZE*6*3); mesh->numindexes = 0; mesh->colors4f_array[0] = NULL; for (vy = 0; vy < SECTHEIGHTSIZE-1; vy++) { for (vx = 0; vx < SECTHEIGHTSIZE-1; vx++) { float st[2], inst[2]; #if SECTHEIGHTSIZE == 17 int holebit; int holerow; //skip generation of the mesh above holes holerow = ((vy<<3)/(SECTHEIGHTSIZE-1)); holebit = 1u<<((vx<<3)/(SECTHEIGHTSIZE-1)); if (s->holes[holerow] & holebit) continue; #endif //top face v = mesh->numvertexes; mesh->numvertexes += 4; mesh->xyz_array[v+0][0] = (x-CHUNKBIAS + (vx+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+0][1] = (y-CHUNKBIAS + (vy+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+0][2] = s->heights[vx + vy*SECTHEIGHTSIZE]; mesh->xyz_array[v+1][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+1][1] = (y-CHUNKBIAS + (vy+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+1][2] = s->heights[vx + vy*SECTHEIGHTSIZE]; mesh->xyz_array[v+2][0] = (x-CHUNKBIAS + (vx+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+2][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+2][2] = s->heights[vx + vy*SECTHEIGHTSIZE]; mesh->xyz_array[v+3][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+3][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+3][2] = s->heights[vx + vy*SECTHEIGHTSIZE]; if (s->maxh < mesh->xyz_array[v][2]) s->maxh = mesh->xyz_array[v][2]; if (s->minh > mesh->xyz_array[v][2]) s->minh = mesh->xyz_array[v][2]; st[0] = 1.0f/hm->tilecount[0] * vx; st[1] = 1.0f/hm->tilecount[1] * vy; inst[0] = 0.5f/(hm->tilecount[0]*hm->tilepixcount[0]); inst[1] = 0.5f/(hm->tilecount[1]*hm->tilepixcount[1]); mesh->st_array[v+0][0] = st[0]+inst[0]; mesh->st_array[v+0][1] = st[1]+inst[1]; mesh->st_array[v+1][0] = st[0]-inst[0]+1.0f/hm->tilecount[0]; mesh->st_array[v+1][1] = st[1]+inst[1]; mesh->st_array[v+2][0] = st[0]+inst[0]; mesh->st_array[v+2][1] = st[1]-inst[1]+1.0f/hm->tilecount[1]; mesh->st_array[v+3][0] = st[0]-inst[0]+1.0f/hm->tilecount[0]; mesh->st_array[v+3][1] = st[1]-inst[1]+1.0f/hm->tilecount[1]; //calc the position in the range -0.5 to 0.5 mesh->lmst_array[0][v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5); mesh->lmst_array[0][v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5); //scale down to a half-texel mesh->lmst_array[0][v][0] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE; mesh->lmst_array[0][v][1] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE; //bias it mesh->lmst_array[0][v][0] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmx) / HMLMSTRIDE); mesh->lmst_array[0][v][1] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmy) / HMLMSTRIDE); mesh->indexes[mesh->numindexes++] = v+0; mesh->indexes[mesh->numindexes++] = v+2; mesh->indexes[mesh->numindexes++] = v+1; mesh->indexes[mesh->numindexes++] = v+1; mesh->indexes[mesh->numindexes++] = v+2; mesh->indexes[mesh->numindexes++] = v+1+2; //x boundary v = mesh->numvertexes; mesh->numvertexes += 4; mesh->xyz_array[v+0][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+0][1] = (y-CHUNKBIAS + (vy+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+0][2] = s->heights[vx+0 + vy*SECTHEIGHTSIZE]; mesh->xyz_array[v+1][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+1][1] = (y-CHUNKBIAS + (vy+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+1][2] = s->heights[(vx+1) + vy*SECTHEIGHTSIZE]; mesh->xyz_array[v+2][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+2][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+2][2] = s->heights[(vx+0) + vy*SECTHEIGHTSIZE]; mesh->xyz_array[v+3][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+3][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+3][2] = s->heights[(vx+1) + vy*SECTHEIGHTSIZE]; if (s->maxh < mesh->xyz_array[v][2]) s->maxh = mesh->xyz_array[v][2]; if (s->minh > mesh->xyz_array[v][2]) s->minh = mesh->xyz_array[v][2]; st[0] = 1.0f/hm->tilecount[0] * vx; st[1] = 1.0f/hm->tilecount[1] * vy; inst[0] = 0.5f/(hm->tilecount[0]*hm->tilepixcount[0]); inst[1] = 0.5f/(hm->tilecount[1]*hm->tilepixcount[1]); mesh->st_array[v+0][0] = st[0]+inst[0]; mesh->st_array[v+0][1] = st[1]+inst[1]; mesh->st_array[v+1][0] = st[0]+inst[0]; mesh->st_array[v+1][1] = st[1]-inst[1]+1.0f/hm->tilecount[1]; mesh->st_array[v+2][0] = st[0]-inst[0]+1.0f/hm->tilecount[0]; mesh->st_array[v+2][1] = st[1]+inst[1]; mesh->st_array[v+3][0] = st[0]-inst[0]+1.0f/hm->tilecount[0]; mesh->st_array[v+3][1] = st[1]-inst[1]+1.0f/hm->tilecount[1]; //calc the position in the range -0.5 to 0.5 mesh->lmst_array[0][v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5); mesh->lmst_array[0][v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5); //scale down to a half-texel mesh->lmst_array[0][v][0] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE; mesh->lmst_array[0][v][1] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE; //bias it mesh->lmst_array[0][v][0] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmx) / HMLMSTRIDE); mesh->lmst_array[0][v][1] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmy) / HMLMSTRIDE); mesh->indexes[mesh->numindexes++] = v+0; mesh->indexes[mesh->numindexes++] = v+2; mesh->indexes[mesh->numindexes++] = v+1; mesh->indexes[mesh->numindexes++] = v+1; mesh->indexes[mesh->numindexes++] = v+2; mesh->indexes[mesh->numindexes++] = v+1+2; //y boundary v = mesh->numvertexes; mesh->numvertexes += 4; mesh->xyz_array[v+0][0] = (x-CHUNKBIAS + (vx+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+0][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+0][2] = s->heights[vx + (vy+0)*SECTHEIGHTSIZE]; mesh->xyz_array[v+1][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+1][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+1][2] = s->heights[vx + (vy+0)*SECTHEIGHTSIZE]; mesh->xyz_array[v+2][0] = (x-CHUNKBIAS + (vx+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+2][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+2][2] = s->heights[vx + (vy+1)*SECTHEIGHTSIZE]; mesh->xyz_array[v+3][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+3][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v+3][2] = s->heights[vx + (vy+1)*SECTHEIGHTSIZE]; if (s->maxh < mesh->xyz_array[v][2]) s->maxh = mesh->xyz_array[v][2]; if (s->minh > mesh->xyz_array[v][2]) s->minh = mesh->xyz_array[v][2]; st[0] = 1.0f/hm->tilecount[0] * vx; st[1] = 1.0f/hm->tilecount[1] * vy; inst[0] = 0.5f/(hm->tilecount[0]*hm->tilepixcount[0]); inst[1] = 0.5f/(hm->tilecount[1]*hm->tilepixcount[1]); mesh->st_array[v+0][0] = st[0]+inst[0]; mesh->st_array[v+0][1] = st[1]+inst[1]; mesh->st_array[v+1][0] = st[0]-inst[0]+1.0f/hm->tilecount[0]; mesh->st_array[v+1][1] = st[1]+inst[1]; mesh->st_array[v+2][0] = st[0]+inst[0]; mesh->st_array[v+2][1] = st[1]-inst[1]+1.0f/hm->tilecount[1]; mesh->st_array[v+3][0] = st[0]-inst[0]+1.0f/hm->tilecount[0]; mesh->st_array[v+3][1] = st[1]-inst[1]+1.0f/hm->tilecount[1]; //calc the position in the range -0.5 to 0.5 mesh->lmst_array[0][v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5); mesh->lmst_array[0][v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5); //scale down to a half-texel mesh->lmst_array[0][v][0] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE; mesh->lmst_array[0][v][1] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE; //bias it mesh->lmst_array[0][v][0] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmx) / HMLMSTRIDE); mesh->lmst_array[0][v][1] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmy) / HMLMSTRIDE); mesh->indexes[mesh->numindexes++] = v+0; mesh->indexes[mesh->numindexes++] = v+2; mesh->indexes[mesh->numindexes++] = v+1; mesh->indexes[mesh->numindexes++] = v+1; mesh->indexes[mesh->numindexes++] = v+2; mesh->indexes[mesh->numindexes++] = v+1+2; } } break; case HMM_TERRAIN: //smooth terrain if (!mesh->xyz_array) { mesh->xyz_array = BZ_Malloc((sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE)); mesh->st_array = (void*) (mesh->xyz_array + (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE)); mesh->lmst_array[0] = (void*) (mesh->st_array + (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE)); } mesh->colors4f_array[0] = s->colours; mesh->numvertexes = 0; /*64 quads across requires 65 verticies*/ for (vy = 0; vy < SECTHEIGHTSIZE; vy++) { for (vx = 0; vx < SECTHEIGHTSIZE; vx++) { v = mesh->numvertexes++; mesh->xyz_array[v][0] = (x-CHUNKBIAS + vx/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v][1] = (y-CHUNKBIAS + vy/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize; mesh->xyz_array[v][2] = s->heights[vx + vy*SECTHEIGHTSIZE]; if (s->maxh < mesh->xyz_array[v][2]) s->maxh = mesh->xyz_array[v][2]; if (s->minh > mesh->xyz_array[v][2]) s->minh = mesh->xyz_array[v][2]; mesh->st_array[v][0] = mesh->xyz_array[v][0] / 128; mesh->st_array[v][1] = mesh->xyz_array[v][1] / 128; //calc the position in the range -0.5 to 0.5 mesh->lmst_array[0][v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5); mesh->lmst_array[0][v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5); //scale down to a half-texel mesh->lmst_array[0][v][0] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE; mesh->lmst_array[0][v][1] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE; //bias it mesh->lmst_array[0][v][0] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmx) / HMLMSTRIDE); mesh->lmst_array[0][v][1] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmy) / HMLMSTRIDE); } } if (!mesh->indexes) mesh->indexes = BZ_Malloc(sizeof(index_t) * SECTHEIGHTSIZE*SECTHEIGHTSIZE*6); mesh->numindexes = 0; for (vy = 0; vy < SECTHEIGHTSIZE-1; vy++) { for (vx = 0; vx < SECTHEIGHTSIZE-1; vx++) { #ifndef STRICTEDGES float d1,d2; #endif #if SECTHEIGHTSIZE == 17 int holerow; int holebit; //skip generation of the mesh above holes holerow = ((vy<<3)/(SECTHEIGHTSIZE-1)); holebit = 1u<<((vx<<3)/(SECTHEIGHTSIZE-1)); if (s->holes[holerow] & holebit) continue; #endif v = vx + vy*(SECTHEIGHTSIZE); #ifndef STRICTEDGES d1 = fabs(mesh->xyz_array[v][2] - mesh->xyz_array[v+1+SECTHEIGHTSIZE][2]); d2 = fabs(mesh->xyz_array[v+1][2] - mesh->xyz_array[v+SECTHEIGHTSIZE][2]); if (d1 < d2) { mesh->indexes[mesh->numindexes++] = v+0; mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE; mesh->indexes[mesh->numindexes++] = v+1; mesh->indexes[mesh->numindexes++] = v+0; mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE; mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE; } else #endif { mesh->indexes[mesh->numindexes++] = v+0; mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE; mesh->indexes[mesh->numindexes++] = v+1; mesh->indexes[mesh->numindexes++] = v+1; mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE; mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE; } } } break; } //pure holes if (!mesh->numindexes) { memset(&s->pvscache, 0, sizeof(s->pvscache)); return; } if (s->maxh_cull < s->maxh) s->maxh_cull = s->maxh; { vec3_t mins, maxs; mins[0] = (x-CHUNKBIAS) * hm->sectionsize; mins[1] = (y-CHUNKBIAS) * hm->sectionsize; mins[2] = s->minh; maxs[0] = (x+1-CHUNKBIAS) * hm->sectionsize; maxs[1] = (y+1-CHUNKBIAS) * hm->sectionsize; maxs[2] = s->maxh_cull; model->funcs.FindTouchedLeafs(model, &s->pvscache, mins, maxs); } #ifdef GLQUAKE if (qrenderer == QR_OPENGL && qglGenBuffersARB) { if (!s->vbo.coord.gl.vbo) { qglGenBuffersARB(1, &s->vbo.coord.gl.vbo); GL_SelectVBO(s->vbo.coord.gl.vbo); } else GL_SelectVBO(s->vbo.coord.gl.vbo); qglBufferDataARB(GL_ARRAY_BUFFER_ARB, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)+sizeof(vec4_t)) * (mesh->numvertexes), NULL, GL_STATIC_DRAW_ARB); qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes, mesh->xyz_array); if (mesh->colors4f_array[0]) qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes, sizeof(vec4_t)*mesh->numvertexes, mesh->colors4f_array[0]); GL_SelectVBO(0); s->vbo.coord.gl.addr = 0; s->vbo.texcoord.gl.addr = (void*)((char*)mesh->st_array - (char*)mesh->xyz_array); s->vbo.texcoord.gl.vbo = s->vbo.coord.gl.vbo; s->vbo.lmcoord[0].gl.addr = (void*)((char*)mesh->lmst_array[0] - (char*)mesh->xyz_array); s->vbo.lmcoord[0].gl.vbo = s->vbo.coord.gl.vbo; s->vbo.colours[0].gl.addr = (void*)((sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes); s->vbo.colours[0].gl.vbo = s->vbo.coord.gl.vbo; if (!s->vbo.indicies.gl.vbo) qglGenBuffersARB(1, &s->vbo.indicies.gl.vbo); s->vbo.indicies.gl.addr = 0; GL_SelectEBO(s->vbo.indicies.gl.vbo); qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(index_t) * mesh->numindexes, mesh->indexes, GL_STATIC_DRAW_ARB); GL_SelectEBO(0); #if 1 Z_Free(mesh->xyz_array); mesh->xyz_array = NULL; mesh->st_array = NULL; mesh->lmst_array[0] = NULL; Z_Free(mesh->indexes); mesh->indexes = NULL; #endif } #endif #ifdef D3D11QUAKE if (qrenderer == QR_DIRECT3D11) { void D3D11BE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch); batch_t batch = {0}; mesh_t *meshes = &s->mesh; vbo_t *vbo = NULL; batch.maxmeshes = 1; batch.mesh = &meshes; //BE_ClearVBO(&s->vbo); D3D11BE_GenBatchVBOs(&vbo, &batch, NULL); s->vbo = *vbo; } #endif } struct tdibctx { heightmap_t *hm; int vx; int vy; entity_t *ent; batch_t **batches; qbyte *pvs; model_t *wmodel; }; void Terr_DrawInBounds(struct tdibctx *ctx, int x, int y, int w, int h) { vec3_t mins, maxs; hmsection_t *s; struct hmwater_s *wa; int i, j; batch_t *b; heightmap_t *hm = ctx->hm; mins[0] = (x+0 - CHUNKBIAS)*hm->sectionsize; maxs[0] = (x+w - CHUNKBIAS)*hm->sectionsize; mins[1] = (y+0 - CHUNKBIAS)*hm->sectionsize; maxs[1] = (y+h - CHUNKBIAS)*hm->sectionsize; mins[2] = r_origin[2]-999999; maxs[2] = r_origin[2]+999999; if (R_CullBox(mins, maxs)) return; if (w == 1 && h == 1) { s = Terr_GetSection(hm, x, y, TGS_LAZYLOAD); if (!s) return; /*move to head*/ RemoveLink(&s->recycle); InsertLinkBefore(&s->recycle, &hm->recycle); if (s->lightmap < 0) Terr_LoadSection(hm, s, x, y, TGS_NODOWNLOAD); if (s->flags & TSF_RELIGHT) { if (!hm->relight) { hm->relight = s; hm->relightidx = 0; hm->relightmin[0] = mins[0]; hm->relightmin[1] = mins[1]; } } if (s->flags & TSF_DIRTY) { s->flags &= ~TSF_DIRTY; Terr_RebuildMesh(ctx->wmodel, s, x, y); } if (ctx->pvs && !ctx->wmodel->funcs.EdictInFatPVS(ctx->wmodel, &s->pvscache, ctx->pvs)) return; //this section isn't in any visible bsp leafs if (s->numents) { Sys_LockMutex(hm->entitylock); //chuck out any batches for models in this section for (i = 0; i < s->numents; i++) { vec3_t dist; float a, dmin, dmax; model_t *model; //skip the entity if its already been added to some batch this frame. if (s->ents[i]->drawnframe == hm->drawnframe) continue; s->ents[i]->drawnframe = hm->drawnframe; model = s->ents[i]->ent.model; if (!model) continue; if (model->loadstate == MLS_NOTLOADED) { // if (hm->beinglazy) // continue; // hm->beinglazy = true; Mod_LoadModel(model, MLV_WARN); } if (model->loadstate != MLS_LOADED) continue; VectorSubtract(s->ents[i]->ent.origin, r_origin, dist); a = VectorLength(dist); dmin = 1024 + model->radius*160; dmax = dmin + 1024; a = (a - dmin) / (dmax - dmin); a = 1-a; if (a < 0) continue; if (a >= 1) { a = 1; s->ents[i]->ent.flags &= ~RF_TRANSLUCENT; } else s->ents[i]->ent.flags |= RF_TRANSLUCENT; s->ents[i]->ent.shaderRGBAf[3] = a; switch(model->type) { case mod_alias: R_GAlias_GenerateBatches(&s->ents[i]->ent, ctx->batches); break; case mod_brush: Surf_GenBrushBatches(ctx->batches, &s->ents[i]->ent); break; default: //FIXME: no sprites! oh noes! break; } } Sys_UnlockMutex(hm->entitylock); } for (wa = s->water; wa; wa = wa->next) { mins[2] = wa->minheight; maxs[2] = wa->maxheight; if (!R_CullBox(mins, maxs)) { Terr_DrawTerrainWater(hm, mins, maxs, wa); } } mins[2] = s->minh; maxs[2] = s->maxh; // if (!BoundsIntersect(mins, maxs, r_refdef.vieworg, r_refdef.vieworg)) if (R_CullBox(mins, maxs)) return; if (hm->texmask) { for (i = 0; i < 4; i++) { if (!*s->texname[i]) break; if (!strcmp(s->texname[i], hm->texmask)) break; } if (i == 4) { //flicker if the surface cannot accept the named texture int xor = (x&1)^(y&1); if (((int)(realtime*10) & 1) ^ xor) return; } } b = BE_GetTempBatch(); if (!b) return; b->ent = ctx->ent; b->shader = hm->shader; b->flags = 0; b->mesh = &s->amesh; b->mesh[0] = &s->mesh; b->meshes = 1; b->buildmeshes = NULL; b->skin = &s->textures; b->texture = NULL; b->vbo = &s->vbo; b->lightmap[0] = s->lightmap; for (j = 1; j < MAXRLIGHTMAPS; j++) b->lightmap[j] = -1; b->next = ctx->batches[b->shader->sort]; ctx->batches[b->shader->sort] = b; } else if (w && h) { //divide and conquer, radiating outwards from the view. if (w > h) { i = x + w; w = x + w/2; if (ctx->vx >= w) { Terr_DrawInBounds(ctx, w, y, i-w, h); Terr_DrawInBounds(ctx, x, y, w-x, h); } else { Terr_DrawInBounds(ctx, x, y, w-x, h); Terr_DrawInBounds(ctx, w, y, i-w, h); } } else { i = y + h; h = y + h/2; if (ctx->vy >= h) { Terr_DrawInBounds(ctx, x, h, w, i-h); Terr_DrawInBounds(ctx, x, y, w, h-y); } else { Terr_DrawInBounds(ctx, x, y, w, h-y); Terr_DrawInBounds(ctx, x, h, w, i-h); } } } } void Terr_DrawTerrainModel (batch_t **batches, entity_t *e) { extern qbyte *frustumvis; model_t *m = e->model; heightmap_t *hm = m->terrain; batch_t *b; int bounds[4], j; struct tdibctx tdibctx; if (!r_refdef.recurse) { Terr_DoEditNotify(hm); // while (hm->activesections > 0) // if (!Terr_Collect(hm)) // break; while (hm->activesections > TERRAINACTIVESECTIONS) { if (!Terr_Collect(hm)) break; break; } } // hm->beinglazy = false; if (hm->relight) ted_dorelight(hm); if (e->model == cl.worldmodel && hm->skyshader) { b = BE_GetTempBatch(); if (b) { for (j = 0; j < MAXRLIGHTMAPS; j++) b->lightmap[j] = -1; b->ent = e; b->shader = hm->skyshader; b->flags = 0; b->mesh = &hm->askymesh; b->mesh[0] = &hm->skymesh; b->meshes = 1; b->buildmeshes = NULL; b->skin = NULL; b->texture = NULL; // vbo = b->vbo = hm->vbo[x+y*MAXSECTIONS]; b->vbo = NULL; b->next = batches[b->shader->sort]; batches[b->shader->sort] = b; } } Terr_Brush_Draw(hm, batches, e); if (r_refdef.globalfog.density || gl_maxdist.value>0) { float culldist; extern cvar_t r_fog_exp2; if (r_refdef.globalfog.density) { //figure out the eyespace distance required to reach that fog value culldist = log(0.5/255.0f); if (r_fog_exp2.ival) culldist = sqrt(culldist / (-r_refdef.globalfog.density * r_refdef.globalfog.density)); else culldist = culldist / (-r_refdef.globalfog.density); //anything drawn beyond this point is fully obscured by fog culldist += 4096; } else culldist = 999999999999999.f; if (culldist > gl_maxdist.value && gl_maxdist.value>0) culldist = gl_maxdist.value; bounds[0] = bound(hm->firstsegx, (r_refdef.vieworg[0] + (CHUNKBIAS + 0)*hm->sectionsize - culldist) / hm->sectionsize, hm->maxsegx); bounds[1] = bound(hm->firstsegx, (r_refdef.vieworg[0] + (CHUNKBIAS + 1)*hm->sectionsize + culldist) / hm->sectionsize, hm->maxsegx); bounds[2] = bound(hm->firstsegy, (r_refdef.vieworg[1] + (CHUNKBIAS + 0)*hm->sectionsize - culldist) / hm->sectionsize, hm->maxsegy); bounds[3] = bound(hm->firstsegy, (r_refdef.vieworg[1] + (CHUNKBIAS + 1)*hm->sectionsize + culldist) / hm->sectionsize, hm->maxsegy); } else { bounds[0] = hm->firstsegx; bounds[1] = hm->maxsegx; bounds[2] = hm->firstsegy; bounds[3] = hm->maxsegy; } hm->drawnframe+=1; tdibctx.hm = hm; tdibctx.batches = batches; tdibctx.ent = e; tdibctx.vx = (r_refdef.vieworg[0] + CHUNKBIAS*hm->sectionsize) / hm->sectionsize; tdibctx.vy = (r_refdef.vieworg[1] + CHUNKBIAS*hm->sectionsize) / hm->sectionsize; tdibctx.wmodel = e->model; tdibctx.pvs = (e->model == cl.worldmodel)?frustumvis:NULL; Terr_DrawInBounds(&tdibctx, bounds[0], bounds[2], bounds[1]-bounds[0], bounds[3]-bounds[2]); /*{ trace_t trace; vec3_t player_mins = {-16, -16, -24}; vec3_t player_maxs = {16, 16, 32}; vec3_t start, end; VectorCopy(cl.playerview[0].simorg, start); VectorCopy(start, end); start[0] += 5; end[2] -= 100; Heightmap_Trace(cl.worldmodel, 0, 0, NULL, start, end, player_mins, player_maxs, false, ~0, &trace); }*/ } void Terrain_ClipDecal(fragmentdecal_t *dec, float *center, float radius, model_t *model) { int min[2], max[2], mint[2], maxt[2]; int x, y, tx, ty; vecV_t vert[6]; hmsection_t *s; heightmap_t *hm = model->terrain; min[0] = floor((center[0] - radius)/(hm->sectionsize)) + CHUNKBIAS; min[1] = floor((center[1] - radius)/(hm->sectionsize)) + CHUNKBIAS; max[0] = ceil((center[0] + radius)/(hm->sectionsize)) + CHUNKBIAS; max[1] = ceil((center[1] + radius)/(hm->sectionsize)) + CHUNKBIAS; min[0] = bound(hm->firstsegx, min[0], hm->maxsegx); min[1] = bound(hm->firstsegy, min[1], hm->maxsegy); max[0] = bound(hm->firstsegx, max[0], hm->maxsegx); max[1] = bound(hm->firstsegy, max[1], hm->maxsegy); for (y = min[1]; y < max[1]; y++) { for (x = min[0]; x < max[0]; x++) { s = Terr_GetSection(hm, x, y, TGS_WAITLOAD); if (!s) continue; mint[0] = floor((center[0] - radius)*(SECTHEIGHTSIZE-1)/(hm->sectionsize) + (CHUNKBIAS - x)*(SECTHEIGHTSIZE-1)); mint[1] = floor((center[1] - radius)*(SECTHEIGHTSIZE-1)/(hm->sectionsize) + (CHUNKBIAS - y)*(SECTHEIGHTSIZE-1)); maxt[0] = ceil((center[0] + radius)*(SECTHEIGHTSIZE-1)/(hm->sectionsize) + (CHUNKBIAS - x)*(SECTHEIGHTSIZE-1)); maxt[1] = ceil((center[1] + radius)*(SECTHEIGHTSIZE-1)/(hm->sectionsize) + (CHUNKBIAS - y)*(SECTHEIGHTSIZE-1)); mint[0] = bound(0, mint[0], (SECTHEIGHTSIZE-1)); mint[1] = bound(0, mint[1], (SECTHEIGHTSIZE-1)); maxt[0] = bound(0, maxt[0], (SECTHEIGHTSIZE-1)); maxt[1] = bound(0, maxt[1], (SECTHEIGHTSIZE-1)); for (ty = mint[1]; ty < maxt[1]; ty++) { for (tx = mint[0]; tx < maxt[0]; tx++) { #ifndef STRICTEDGES float d1, d2; d1 = fabs(s->heights[(tx+0) + (ty+0)*SECTHEIGHTSIZE] - s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE]); d2 = fabs(s->heights[(tx+1) + (ty+0)*SECTHEIGHTSIZE] - s->heights[(tx+0) + (ty+1)*SECTHEIGHTSIZE]); if (d1 < d2) { vert[0][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[0][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[1][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[1][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[2][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[2][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[3][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[3][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[4][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[4][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[5][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[5][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[0][2] = s->heights[(tx+0) + (ty+0)*SECTHEIGHTSIZE]; vert[1][2] = s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE]; vert[2][2] = s->heights[(tx+1) + (ty+0)*SECTHEIGHTSIZE]; vert[3][2] = s->heights[(tx+0) + (ty+0)*SECTHEIGHTSIZE]; vert[4][2] = s->heights[(tx+0) + (ty+1)*SECTHEIGHTSIZE]; vert[5][2] = s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE]; } else #endif { vert[0][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[0][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[1][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[1][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[2][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[2][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[3][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[3][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[4][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[4][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[5][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[5][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize; vert[0][2] = s->heights[(tx+0) + (ty+0)*SECTHEIGHTSIZE]; vert[1][2] = s->heights[(tx+0) + (ty+1)*SECTHEIGHTSIZE]; vert[2][2] = s->heights[(tx+1) + (ty+0)*SECTHEIGHTSIZE]; vert[3][2] = s->heights[(tx+1) + (ty+0)*SECTHEIGHTSIZE]; vert[4][2] = s->heights[(tx+0) + (ty+1)*SECTHEIGHTSIZE]; vert[5][2] = s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE]; } //fixme: per-section shaders for clutter info. this kinda sucks. Fragment_ClipPoly(dec, 3, &vert[0][0], hm->shader); Fragment_ClipPoly(dec, 3, &vert[3][0], hm->shader); } } } } } #endif unsigned int Heightmap_PointContentsHM(heightmap_t *hm, float clipmipsz, vec3_t org) { float x, y; float z, tz; int sx, sy; unsigned int holerow; unsigned int holebit; hmsection_t *s; struct hmwater_s *w; unsigned int contents; const float wbias = CHUNKBIAS * hm->sectionsize; sx = (org[0]+wbias)/hm->sectionsize; sy = (org[1]+wbias)/hm->sectionsize; if (sx < hm->firstsegx || sy < hm->firstsegy) return hm->exteriorcontents; if (sx >= hm->maxsegx || sy >= hm->maxsegy) return hm->exteriorcontents; s = Terr_GetSection(hm, sx, sy, TGS_TRYLOAD | TGS_ANYSTATE); if (!s || s->loadstate != TSLS_LOADED) { if (s && s->loadstate == TSLS_FAILED) return hm->exteriorcontents; return FTECONTENTS_SOLID; } x = (org[0]+wbias - (sx*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize; y = (org[1]+wbias - (sy*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize; z = (org[2]+clipmipsz); if (z < s->minh-16) return hm->exteriorcontents; sx = x; x-=sx; sy = y; y-=sy; holerow = ((sy<<3)/(SECTHEIGHTSIZE-1)); holebit = 1u<<((sx<<3)/(SECTHEIGHTSIZE-1)); if (s->holes[holerow] & (1u<1) //the 1, 1 triangle { float v1, v2, v3; v3 = 1-y; v2 = x+y-1; v1 = 1-x; //0, 1 //1, 1 //1, 0 tz = (s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE]*v1 + s->heights[(sx+1)+(sy+1)*SECTHEIGHTSIZE]*v2 + s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE]*v3); } else { float v1, v2, v3; v1 = y; v2 = x; v3 = 1-y-x; //0, 1 //1, 0 //0, 0 tz = (s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE]*v1 + s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE]*v2 + s->heights[(sx+0)+(sy+0)*SECTHEIGHTSIZE]*v3); } if (z <= tz) return FTECONTENTS_SOLID; //contained within contents = FTECONTENTS_EMPTY; for (w = s->water; w; w = w->next) { if (w->holes[holerow] & (1u<maxheight) //FIXME contents |= w->contentmask; } return contents; } unsigned int Heightmap_PointContents(model_t *model, vec3_t axis[3], vec3_t org) { heightmap_t *hm = model->terrain; unsigned int cont; brushes_t *br; unsigned int i, j; float dist; cont = Heightmap_PointContentsHM(hm, 0, org); if (cont & FTECONTENTS_SOLID) return cont; for (i = 0; i < hm->numbrushes; i++) { br = &hm->wbrushes[i]; for (j = 0; j < br->numplanes; j++) { /* for (k=0 ; k<3 ; k++) { if (in_normals[j][k] < 0) best[k] = br->maxs[k]; else best[k] = br->mins[k]; } */ dist = DotProduct (org/*best*/, br->planes[j]); dist = br->planes[j][3] - dist; if (dist < 0) break; } if (j == br->numplanes) { cont |= br->contents; } } return cont; } unsigned int Heightmap_NativeBoxContents(model_t *model, int hulloverride, int frame, vec3_t axis[3], vec3_t org, vec3_t mins, vec3_t maxs) { heightmap_t *hm = model->terrain; return Heightmap_PointContentsHM(hm, mins[2], org); } void Heightmap_Normal(heightmap_t *hm, vec3_t org, vec3_t norm) { #if 0 norm[0] = 0; norm[1] = 0; norm[2] = 1; #else float x, y; int sx, sy; vec3_t d1, d2; const float wbias = CHUNKBIAS * hm->sectionsize; hmsection_t *s; norm[0] = 0; norm[1] = 0; norm[2] = 1; sx = (org[0]+wbias)/hm->sectionsize; sy = (org[1]+wbias)/hm->sectionsize; if (sx < hm->firstsegx || sy < hm->firstsegy) return; if (sx >= hm->maxsegx || sy >= hm->maxsegy) return; s = Terr_GetSection(hm, sx, sy, TGS_TRYLOAD); if (!s) return; x = (org[0]+wbias - (sx*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize; y = (org[1]+wbias - (sy*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize; sx = x; x-=sx; sy = y; y-=sy; if (x+y>1) //the 1, 1 triangle { //0, 1 //1, 1 //1, 0 d1[0] = (hm->sectionsize / SECTHEIGHTSIZE); d1[1] = 0; d1[2] = (s->heights[(sx+1)+(sy+1)*SECTHEIGHTSIZE] - s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE]); d2[0] = 0; d2[1] = (hm->sectionsize / SECTHEIGHTSIZE); d2[2] = (s->heights[(sx+1)+(sy+1)*SECTHEIGHTSIZE] - s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE]); } else { //the 0,0 triangle //0, 1 //1, 0 //0, 0 d1[0] = (hm->sectionsize / SECTHEIGHTSIZE); d1[1] = 0; d1[2] = (s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE] - s->heights[(sx+0)+(sy+0)*SECTHEIGHTSIZE]); d2[0] = 0; d2[1] = (hm->sectionsize / SECTHEIGHTSIZE); d2[2] = (s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE] - s->heights[(sx+0)+(sy+0)*SECTHEIGHTSIZE]); } VectorNormalize(d1); VectorNormalize(d2); CrossProduct(d1, d2, norm); VectorNormalize(norm); #endif } typedef struct { vec3_t start; vec3_t end; vec3_t impact; vec4_t plane; vec3_t mins; vec3_t maxs; vec3_t absmins; vec3_t absmaxs; vec3_t up; vec3_t capsulesize; enum {ispoint, iscapsule, isbox} shape; float frac; float htilesize; heightmap_t *hm; int contents; int hitcontentsmask; trace_t *result; #ifdef _DEBUG qboolean debug; #endif } hmtrace_t; static int Heightmap_Trace_Brush(hmtrace_t *tr, vec4_t *planes, int numplanes, brushes_t *brushinfo) { qboolean startout; float *enterplane; double enterfrac, exitfrac, nearfrac=0; double enterdist=0; double dist, d1, d2, f; unsigned int i, j; vec3_t ofs; startout = false; enterplane= NULL; enterfrac = -1; exitfrac = 10; for (i = 0; i < numplanes; i++) { /*calculate the distance based upon the shape of the object we're tracing for*/ switch(tr->shape) { default: case isbox: // general box case // push the plane out apropriately for mins/maxs // FIXME: use signbits into 8 way lookup for each mins/maxs for (j=0 ; j<3 ; j++) { if (planes[i][j] < 0) ofs[j] = tr->maxs[j]; else ofs[j] = tr->mins[j]; } dist = DotProduct (ofs, planes[i]); dist = planes[i][3] - dist; break; case iscapsule: dist = DotProduct(tr->up, planes[i]); dist = dist*(tr->capsulesize[(dist<0)?1:2]) - tr->capsulesize[0]; dist = planes[i][3] - dist; break; case ispoint: // special point case dist = planes[i][3]; break; } d1 = DotProduct (tr->start, planes[i]) - dist; d2 = DotProduct (tr->end, planes[i]) - dist; //if we're fully outside any plane, then we cannot possibly enter the brush, skip to the next one if (d1 > 0 && d2 >= d1) return false; if (d1 > 0) startout = true; //if we're fully inside the plane, then whatever is happening is not relevent for this plane if (d1 <= 0 && d2 <= 0) continue; f = (d1) / (d1-d2); if (d1 > d2) { //entered the brush. favour the furthest fraction to avoid extended edges (yay for convex shapes) if (enterfrac < f) { enterfrac = f; nearfrac = (d1 - (0.03125)) / (d1-d2); enterplane = planes[i]; enterdist = dist; } } else { //left the brush, favour the nearest plane (smallest frac) if (exitfrac > f) { exitfrac = f; } } } //non-point traces need to clip against the brush's edges if (brushinfo && tr->shape != ispoint && brushinfo->axialplanes != 0x3f) { static vec3_t axis[] = {{1,0,0},{0,1,0},{0,0,1},{-1,0,0},{0,-1,0},{0,0,-1}}; for (i = 0; i < 6; i++) { // if (brushinfo->axialplanes & (1u<= 3) { /*calculate the distance based upon the shape of the object we're tracing for*/ switch(tr->shape) { default: case isbox: dist = -tr->maxs[i-3]; dist = -brushinfo->mins[i-3] - dist; break; case iscapsule: dist = -tr->up[i-3]; dist = dist*(tr->capsulesize[(dist<0)?1:2]) - tr->capsulesize[0]; dist = -brushinfo->mins[i-3] - dist; break; case ispoint: dist = -brushinfo->mins[i-3]; break; } d1 = -tr->start[i-3] - dist; d2 = -tr->end[i-3] - dist; } else { switch(tr->shape) { default: case isbox: dist = brushinfo->maxs[i] - tr->mins[i]; break; case iscapsule: dist = tr->up[i]; dist = dist*(tr->capsulesize[(dist<0)?1:2]) - tr->capsulesize[0]; dist = brushinfo->maxs[i] - dist; break; case ispoint: dist = brushinfo->maxs[i]; break; } d1 = (tr->start[i]) - dist; d2 = (tr->end[i]) - dist; } //if we're fully outside any plane, then we cannot possibly enter the brush, skip to the next one if (d1 > 0 && d2 >= d1) return false; if (d1 > 0) startout = true; //if we're fully inside the plane, then whatever is happening is not relevent for this plane if (d1 <= 0 && d2 <= 0) continue; f = (d1) / (d1-d2); if (d1 > d2) { //entered the brush. favour the furthest fraction to avoid extended edges (yay for convex shapes) if (enterfrac < f) { enterfrac = f; nearfrac = (d1 - (0.03125)) / (d1-d2); enterplane = axis[i]; enterdist = dist; } } else { //left the brush, favour the nearest plane (smallest frac) if (exitfrac > f) { exitfrac = f; } } } } if (!startout) { #if 0//def _DEBUG if (tr->debug) { vecV_t facepoints[256]; unsigned int numpoints; for (i = 0; i < numplanes; i++) { scenetris_t *t; extern shader_t *shader_draw_fill; //generate points now (so we know the correct mins+maxs for the brush, and whether the plane is relevent) numpoints = Terr_GenerateBrushFace(facepoints, countof(facepoints), planes, numplanes, planes[i]); if (cl_numstrisvert+numpoints > cl_maxstrisvert) break; if (cl_numstrisidx+(numpoints-2)*3 > cl_maxstrisidx) break; if (cl_numstris == cl_maxstris) { cl_maxstris+=8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = shader_draw_fill; t->flags = 0; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; for (j = 2; j < numpoints; j++) { cl_strisidx[cl_numstrisidx++] = 0; cl_strisidx[cl_numstrisidx++] = j-1; cl_strisidx[cl_numstrisidx++] = j; } for (j = 0; j < numpoints; j++) { VectorCopy(facepoints[j], cl_strisvertv[cl_numstrisvert]); cl_strisvertv[cl_numstrisvert][2] += 1; Vector4Set(cl_strisvertc[cl_numstrisvert], 1, 0, 0, 0.2); Vector2Set(cl_strisvertt[cl_numstrisvert], 0, 0); cl_numstrisvert++; } t->numidx = cl_numstrisidx - t->firstidx; t->numvert = cl_numstrisvert-t->firstvert; } } #endif tr->frac = -1; return false; } if (enterfrac != -1 && enterfrac < exitfrac) { //impact! if (enterfrac < tr->frac) { if (nearfrac < 0) nearfrac = 0; tr->frac = nearfrac;//enterfrac; tr->plane[3] = enterdist; VectorCopy(enterplane, tr->plane); #if 0//def _DEBUG if (tr->debug) { vecV_t facepoints[256]; unsigned int numpoints; for (i = 0; i < numplanes; i++) { scenetris_t *t; extern shader_t *shader_draw_fill; //generate points now (so we know the correct mins+maxs for the brush, and whether the plane is relevent) numpoints = Terr_GenerateBrushFace(facepoints, countof(facepoints), planes, numplanes, planes[i]); if (cl_numstrisvert+numpoints > cl_maxstrisvert) break; if (cl_numstrisidx+(numpoints-2)*3 > cl_maxstrisidx) break; if (cl_numstris == cl_maxstris) { cl_maxstris+=8; cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris); } t = &cl_stris[cl_numstris++]; t->shader = shader_draw_fill; t->flags = 0; t->firstidx = cl_numstrisidx; t->firstvert = cl_numstrisvert; for (j = 2; j < numpoints; j++) { cl_strisidx[cl_numstrisidx++] = 0; cl_strisidx[cl_numstrisidx++] = j-1; cl_strisidx[cl_numstrisidx++] = j; } for (j = 0; j < numpoints; j++) { VectorCopy(facepoints[j], cl_strisvertv[cl_numstrisvert]); cl_strisvertv[cl_numstrisvert][2] += 1; Vector4Set(cl_strisvertc[cl_numstrisvert], 0, 1, 0, 0.2); Vector2Set(cl_strisvertt[cl_numstrisvert], 0, 0); cl_numstrisvert++; } t->numidx = cl_numstrisidx - t->firstidx; t->numvert = cl_numstrisvert-t->firstvert; } } #endif return ((vec4_t*)enterplane - planes)+1; } } return false; } //sx,sy are the tile coord //note that tile SECTHEIGHTSIZE-1 does not exist, as the last sample overlaps the first sample of the next section static void Heightmap_Trace_Square(hmtrace_t *tr, int tx, int ty) { vec3_t d[2]; vec3_t p[4]; vec4_t n[6]; int i; #ifndef STRICTEDGES float d1, d2; #endif int sx, sy; hmsection_t *s; unsigned int holerow; unsigned int holebit; sx = tx/(SECTHEIGHTSIZE-1); sy = ty/(SECTHEIGHTSIZE-1); if (sx < tr->hm->firstsegx || sx >= tr->hm->maxsegx || sy < tr->hm->firstsegy || sy >= tr->hm->maxsegy) s = NULL; else s = Terr_GetSection(tr->hm, sx, sy, TGS_TRYLOAD|TGS_WAITLOAD|TGS_ANYSTATE); if (!s || s->loadstate != TSLS_LOADED) { if ((tr->hitcontentsmask & tr->hm->exteriorcontents) || (s && s->loadstate != TSLS_FAILED)) { //you're not allowed to walk into sections that have not loaded. //might as well check the entire section instead of just one tile Vector4Set(n[0], 1, 0, 0, (tx/(SECTHEIGHTSIZE-1) + 1 - CHUNKBIAS)*tr->hm->sectionsize); Vector4Set(n[1], -1, 0, 0, -(tx/(SECTHEIGHTSIZE-1) + 0 - CHUNKBIAS)*tr->hm->sectionsize); Vector4Set(n[2], 0, 1, 0, (ty/(SECTHEIGHTSIZE-1) + 1 - CHUNKBIAS)*tr->hm->sectionsize); Vector4Set(n[3], 0, -1, 0, -(ty/(SECTHEIGHTSIZE-1) + 0 - CHUNKBIAS)*tr->hm->sectionsize); Heightmap_Trace_Brush(tr, n, 4, NULL); } return; } if (s->traceseq != tr->hm->traceseq && s->numents) { s->traceseq = tr->hm->traceseq; Sys_LockMutex(tr->hm->entitylock); for (i = 0; i < s->numents; i++) { vec3_t start_l, end_l; trace_t etr; model_t *model; int frame; if (s->ents[i]->traceseq == tr->hm->traceseq) continue; s->ents[i]->traceseq = tr->hm->traceseq; model = s->ents[i]->ent.model; frame = s->ents[i]->ent.framestate.g[FS_REG].frame[0]; //FIXME: IGNORE the entity if it isn't loaded yet? surely that's bad? if (!model || model->loadstate != MLS_LOADED || !model->funcs.NativeTrace) continue; //figure out where on the submodel the trace is. VectorSubtract (tr->start, s->ents[i]->ent.origin, start_l); VectorSubtract (tr->end, s->ents[i]->ent.origin, end_l); // start_l[2] -= tr->mins[2]; // end_l[2] -= tr->mins[2]; VectorScale(start_l, s->ents[i]->ent.scale, start_l); VectorScale(end_l, s->ents[i]->ent.scale, end_l); //skip if the local trace points are outside the model's bounds /* for (j = 0; j < 3; j++) { if (start_l[j]+tr->mins[j] > model->maxs[j] && end_l[j]+tr->mins[j] > model->maxs[j]) continue; if (start_l[j]+tr->maxs[j] < model->mins[j] && end_l[j]+tr->maxs[j] < model->mins[j]) continue; } */ //do the trace memset(&etr, 0, sizeof(etr)); etr.fraction = 1; model->funcs.NativeTrace (model, 0, frame, s->ents[i]->ent.axis, start_l, end_l, tr->mins, tr->maxs, tr->shape == iscapsule, tr->hitcontentsmask, &etr); if (etr.startsolid) { //many many bsp objects are not enclosed 'properly' (qbsp strips any surfaces outside the world). //this means that such bsps extend to infinity, resulting in sudden glitchy stuck issues when you enter a section containing such a bsp //so if we started solid, constrain that solidity to the volume of the submodel VectorCopy (s->ents[i]->ent.axis[0], n[0]); VectorNegate(s->ents[i]->ent.axis[0], n[1]); VectorCopy (s->ents[i]->ent.axis[1], n[2]); VectorNegate(s->ents[i]->ent.axis[1], n[3]); VectorCopy (s->ents[i]->ent.axis[2], n[4]); VectorNegate(s->ents[i]->ent.axis[2], n[5]); n[0][3] = DotProduct(n[0], s->ents[i]->ent.origin) + model->maxs[0]; n[1][3] = DotProduct(n[1], s->ents[i]->ent.origin) + -model->mins[0]; n[2][3] = DotProduct(n[2], s->ents[i]->ent.origin) + model->maxs[1]; n[3][3] = DotProduct(n[3], s->ents[i]->ent.origin) + -model->mins[1]; n[4][3] = DotProduct(n[4], s->ents[i]->ent.origin) + model->maxs[2]; n[5][3] = DotProduct(n[5], s->ents[i]->ent.origin) + -model->mins[2]; Heightmap_Trace_Brush(tr, n, 6, NULL); } else { tr->result->startsolid |= etr.startsolid; tr->result->allsolid |= etr.allsolid; if (etr.fraction < tr->frac) { tr->contents = etr.contents; tr->frac = etr.fraction; tr->plane[3] = etr.plane.dist; tr->plane[0] = etr.plane.normal[0]; tr->plane[1] = etr.plane.normal[1]; tr->plane[2] = etr.plane.normal[2]; } } } Sys_UnlockMutex(tr->hm->entitylock); } sx = tx - CHUNKBIAS*(SECTHEIGHTSIZE-1); sy = ty - CHUNKBIAS*(SECTHEIGHTSIZE-1); tx = tx % (SECTHEIGHTSIZE-1); ty = ty % (SECTHEIGHTSIZE-1); holerow = ((ty<<3)/(SECTHEIGHTSIZE-1)); holebit = 1u<<((tx<<3)/(SECTHEIGHTSIZE-1)); if (s->holes[holerow] & holebit) return; //no collision with holes switch(tr->hm->mode) { case HMM_BLOCKS: //left-most Vector4Set(n[0], -1, 0, 0, -tr->htilesize*(sx+0)); //bottom-most Vector4Set(n[1], 0, 1, 0, tr->htilesize*(sy+1)); //right-most Vector4Set(n[2], 1, 0, 0, tr->htilesize*(sx+1)); //top-most Vector4Set(n[3], 0, -1, 0, -tr->htilesize*(sy+0)); //top Vector4Set(n[4], 0, 0, 1, s->heights[(tx+0)+(ty+0)*SECTHEIGHTSIZE]); Heightmap_Trace_Brush(tr, n, 5, NULL); return; case HMM_TERRAIN: VectorSet(p[0], tr->htilesize*(sx+0), tr->htilesize*(sy+0), s->heights[(tx+0)+(ty+0)*SECTHEIGHTSIZE]); VectorSet(p[1], tr->htilesize*(sx+1), tr->htilesize*(sy+0), s->heights[(tx+1)+(ty+0)*SECTHEIGHTSIZE]); VectorSet(p[2], tr->htilesize*(sx+0), tr->htilesize*(sy+1), s->heights[(tx+0)+(ty+1)*SECTHEIGHTSIZE]); VectorSet(p[3], tr->htilesize*(sx+1), tr->htilesize*(sy+1), s->heights[(tx+1)+(ty+1)*SECTHEIGHTSIZE]); VectorSet(n[5], 0, 0, 1); #ifndef STRICTEDGES d1 = fabs(p[0][2] - p[3][2]); d2 = fabs(p[1][2] - p[2][2]); if (d1 < d2) { /*generate the brush (in world space*/ { VectorSubtract(p[3], p[0], d[0]); VectorSubtract(p[2], p[0], d[1]); //left-most Vector4Set(n[0], -1, 0, 0, -tr->htilesize*(sx+0)); //bottom-most Vector4Set(n[1], 0, 1, 0, tr->htilesize*(sy+1)); //top-right VectorSet(n[2], 0.70710678118654752440084436210485, -0.70710678118654752440084436210485, 0); n[2][3] = DotProduct(n[2], p[0]); //top VectorNormalize(d[0]); VectorNormalize(d[1]); CrossProduct(d[0], d[1], n[3]); VectorNormalize(n[3]); n[3][3] = DotProduct(n[3], p[0]); //down VectorNegate(n[3], n[4]); n[4][3] = DotProduct(n[4], p[0]) - n[4][2]*TERRAINTHICKNESS; n[5][3] = max(p[0][2], p[2][2]); n[5][3] = max(n[5][3], p[3][2]); Heightmap_Trace_Brush(tr, n, 6, NULL); } { VectorSubtract(p[3], p[0], d[0]); VectorSubtract(p[3], p[1], d[1]); //right-most Vector4Set(n[0], 1, 0, 0, tr->htilesize*(sx+1)); //top-most Vector4Set(n[1], 0, -1, 0, -tr->htilesize*(sy+0)); //bottom-left VectorSet(n[2], -0.70710678118654752440084436210485, 0.70710678118654752440084436210485, 0); n[2][3] = DotProduct(n[2], p[0]); //top VectorNormalize(d[0]); VectorNormalize(d[1]); CrossProduct(d[0], d[1], n[3]); VectorNormalize(n[3]); n[3][3] = DotProduct(n[3], p[0]); //down VectorNegate(n[3], n[4]); n[4][3] = DotProduct(n[4], p[0]) - n[4][2]*TERRAINTHICKNESS; n[5][3] = max(p[0][2], p[1][2]); n[5][3] = max(n[5][3], p[3][2]); Heightmap_Trace_Brush(tr, n, 6, NULL); } } else #endif { /*generate the brush (in world space*/ { VectorSubtract(p[1], p[0], d[0]); VectorSubtract(p[2], p[0], d[1]); //left-most Vector4Set(n[0], -1, 0, 0, -tr->htilesize*(sx+0)); //top-most Vector4Set(n[1], 0, -1, 0, -tr->htilesize*(sy+0)); //bottom-right VectorSet(n[2], 0.70710678118654752440084436210485, 0.70710678118654752440084436210485, 0); n[2][3] = DotProduct(n[2], p[1]); //top VectorNormalize(d[0]); VectorNormalize(d[1]); CrossProduct(d[0], d[1], n[3]); VectorNormalize(n[3]); n[3][3] = DotProduct(n[3], p[1]); //down VectorNegate(n[3], n[4]); n[4][3] = DotProduct(n[4], p[1]) - n[4][2]*TERRAINTHICKNESS; n[5][3] = max(p[0][2], p[1][2]); n[5][3] = max(n[5][3], p[2][2]); Heightmap_Trace_Brush(tr, n, 6, NULL); } { VectorSubtract(p[3], p[2], d[0]); VectorSubtract(p[3], p[1], d[1]); //right-most Vector4Set(n[0], 1, 0, 0, tr->htilesize*(sx+1)); //bottom-most Vector4Set(n[1], 0, 1, 0, tr->htilesize*(sy+1)); //top-left VectorSet(n[2], -0.70710678118654752440084436210485, -0.70710678118654752440084436210485, 0); n[2][3] = DotProduct(n[2], p[1]); //top VectorNormalize(d[0]); VectorNormalize(d[1]); CrossProduct(d[0], d[1], n[3]); VectorNormalize(n[3]); n[3][3] = DotProduct(n[3], p[1]); //down VectorNegate(n[3], n[4]); n[4][3] = DotProduct(n[4], p[1]) - n[4][2]*TERRAINTHICKNESS; n[5][3] = max(p[1][2], p[2][2]); n[5][3] = max(n[5][3], p[3][2]); Heightmap_Trace_Brush(tr, n, 6, NULL); } } break; } } #define DIST_EPSILON 0 /* Heightmap_TraceRecurse Traces an arbitary box through a heightmap. (interface with outside) Why is recursion good? 1: it is consistant with bsp models. :) 2: it allows us to use any size model we want 3: we don't have to work out the height of the terrain every X units, but can be more precise. Obviously, we don't care all that much about 1 */ qboolean Heightmap_Trace(struct model_s *model, int hulloverride, int frame, vec3_t mataxis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, qboolean capsule, unsigned int against, struct trace_s *trace) { vec2_t pos, npos; qboolean nudge[2]; vec2_t dir; vec2_t frac; vec2_t emins; vec2_t emaxs; vec3_t tmp; int x, y; int axis; int breaklimit = 1000; float wbias; float zbias; hmtrace_t hmtrace; hmtrace.hm = model->terrain; hmtrace.hm->traceseq++; hmtrace.htilesize = hmtrace.hm->sectionsize / (SECTHEIGHTSIZE-1); hmtrace.frac = 1; hmtrace.contents = 0; hmtrace.hitcontentsmask = against; hmtrace.plane[0] = 0; hmtrace.plane[1] = 0; hmtrace.plane[2] = 0; hmtrace.plane[3] = 0; if (capsule) { hmtrace.shape = iscapsule; zbias = 0; if (mataxis) VectorSet(hmtrace.up, mataxis[0][2], -mataxis[1][2], mataxis[2][2]); else VectorSet(hmtrace.up, 0, 0, 1); //determine the capsule sizes hmtrace.capsulesize[0] = ((maxs[0]-mins[0]) + (maxs[1]-mins[1]))/4.0; hmtrace.capsulesize[1] = maxs[2]; hmtrace.capsulesize[2] = mins[2]; // zbias = (trace_capsulesize[1] > -hmtrace.capsulesize[2])?hmtrace.capsulesize[1]:-hmtrace.capsulesize[2]; hmtrace.capsulesize[1] -= hmtrace.capsulesize[0]; hmtrace.capsulesize[2] += hmtrace.capsulesize[0]; zbias = 0; } else if (mins[0] || mins[1] || mins[2] || maxs[0] || maxs[1] || maxs[2]) { hmtrace.shape = isbox; zbias = 0; } else { hmtrace.shape = ispoint; zbias = mins[2]; } memset(trace, 0, sizeof(*trace)); trace->fraction = 1; hmtrace.result = trace; //to tile space hmtrace.start[0] = (start[0]); hmtrace.start[1] = (start[1]); hmtrace.start[2] = (start[2] + zbias); hmtrace.end[0] = (end[0]); hmtrace.end[1] = (end[1]); hmtrace.end[2] = (end[2] + zbias); dir[0] = (hmtrace.end[0] - hmtrace.start[0])/hmtrace.htilesize; dir[1] = (hmtrace.end[1] - hmtrace.start[1])/hmtrace.htilesize; pos[0] = (hmtrace.start[0]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize; pos[1] = (hmtrace.start[1]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize; wbias = CHUNKBIAS*hmtrace.hm->sectionsize; emins[0] = (mins[0]-1.5)/hmtrace.htilesize; emins[1] = (mins[1]-1.5)/hmtrace.htilesize; emaxs[0] = (maxs[0]+1.5)/hmtrace.htilesize; emaxs[1] = (maxs[1]+1.5)/hmtrace.htilesize; VectorCopy(mins, hmtrace.mins); VectorCopy(maxs, hmtrace.maxs); //determine extents VectorAdd(hmtrace.start, hmtrace.mins, hmtrace.absmins); VectorCopy(hmtrace.absmins, hmtrace.absmaxs); VectorAdd(hmtrace.start, hmtrace.maxs, tmp); AddPointToBounds (tmp, hmtrace.absmins, hmtrace.absmaxs); VectorAdd(hmtrace.end, hmtrace.mins, tmp); AddPointToBounds (tmp, hmtrace.absmins, hmtrace.absmaxs); VectorAdd(hmtrace.end, hmtrace.maxs, tmp); AddPointToBounds (tmp, hmtrace.absmins, hmtrace.absmaxs); hmtrace.absmaxs[0] += 1; hmtrace.absmaxs[1] += 1; hmtrace.absmaxs[2] += 1; hmtrace.absmins[0] -= 1; hmtrace.absmins[1] -= 1; hmtrace.absmins[2] -= 1; /*fixme: set pos to the leading corner instead on boundary changes, scan across multiple blocks */ //make sure the start tile is valid for (y = pos[1] + emins[1]; y <= (int)(pos[1] + emaxs[1]); y++) for (x = pos[0] + emins[0]; x <= (int)(pos[0] + emaxs[0]); x++) Heightmap_Trace_Square(&hmtrace, x, y); for(;;) { if (breaklimit--< 0) break; for (axis = 0; axis < 2; axis++) { if (dir[axis] > 0) { nudge[axis] = false; npos[axis] = pos[axis] + 1-(pos[axis]-(int)pos[axis]); frac[axis] = (npos[axis]*hmtrace.htilesize-wbias - hmtrace.start[axis])/(hmtrace.end[axis]-hmtrace.start[axis]); } else if (dir[axis] < 0) { npos[axis] = pos[axis]; nudge[axis] = (float)(int)pos[axis] == pos[axis]; npos[axis] = (int)npos[axis]; frac[axis] = (npos[axis]*hmtrace.htilesize-wbias - hmtrace.start[axis])/(hmtrace.end[axis]-hmtrace.start[axis]); npos[axis] -= nudge[axis]; } else frac[axis] = 1000000000000000.0; } //which side are we going down? if (frac[0] < frac[1]) axis = 0; else axis = 1; if (frac[axis] >= 1) break; //touch the neighbour(s) if (dir[axis] > 0) { pos[axis] = (int)pos[axis] + 1; pos[axis] = npos[axis]; Heightmap_Trace_Square(&hmtrace, pos[0], pos[1]); } else { pos[axis] = npos[axis]; Heightmap_Trace_Square(&hmtrace, pos[0], pos[1]); } //and make sure our position on the other axis is correct, for the next time around the loop if (frac[axis] > hmtrace.frac) break; pos[!axis] = ((hmtrace.end[!axis] * frac[axis]) + (hmtrace.start[!axis] * (1-frac[axis])) + CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize; } { brushes_t *brushes = hmtrace.hm->wbrushes; int count = hmtrace.hm->numbrushes; for (count = hmtrace.hm->numbrushes; count-->0; brushes++) { if (brushes->contents & against) { int face; if (hmtrace.absmaxs[0] < brushes->mins[0] || hmtrace.absmaxs[1] < brushes->mins[1] || hmtrace.absmaxs[2] < brushes->mins[2]) continue; if (hmtrace.absmins[0] > brushes->maxs[0] || hmtrace.absmins[1] > brushes->maxs[1] || hmtrace.absmins[2] > brushes->maxs[2]) continue; face = Heightmap_Trace_Brush(&hmtrace, brushes->planes, brushes->numplanes, brushes); if (face) { trace->brush_id = brushes->id; trace->brush_face = face; } } } } trace->plane.dist = hmtrace.plane[3]; trace->plane.normal[0] = hmtrace.plane[0]; trace->plane.normal[1] = hmtrace.plane[1]; trace->plane.normal[2] = hmtrace.plane[2]; if (hmtrace.frac == -1) { trace->fraction = 0; trace->startsolid = true; trace->allsolid = true; VectorCopy(start, trace->endpos); } else { if (hmtrace.frac < 0) hmtrace.frac = 0; trace->fraction = hmtrace.frac; VectorInterpolate(start, hmtrace.frac, end, trace->endpos); } return trace->fraction < 1; } typedef struct { int id; int pos[3]; } hmpvs_t; typedef struct { int id; int min[3], max[3]; } hmpvsent_t; unsigned int Heightmap_FatPVS (model_t *mod, vec3_t org, qbyte *pvsbuffer, unsigned int pvssize, qboolean add) { //embed the org onto the pvs hmpvs_t *hmpvs = (hmpvs_t*)pvsbuffer; hmpvs->id = 0xdeadbeef; VectorCopy(org, hmpvs->pos); return sizeof(*hmpvs); } #ifndef CLIENTONLY qboolean Heightmap_EdictInFatPVS (model_t *mod, struct pvscache_s *edict, qbyte *pvsdata) { heightmap_t *hm = mod->terrain; int o[3], i; hmpvs_t *hmpvs = (hmpvs_t*)pvsdata; hmpvsent_t *hmed = (hmpvsent_t*)edict; if (!hm->culldistance) return true; //check distance for (i = 0; i < 3; i++) { if (hmpvs->pos[i] < hmed->min[i]) o[i] = hmed->min[i] - hmpvs->pos[i]; else if (hmpvs->pos[i] > hmed->max[i]) o[i] = hmed->max[i] - hmpvs->pos[i]; else o[i] = 0; } return DotProduct(o,o) < hm->culldistance; } void Heightmap_FindTouchedLeafs (model_t *mod, pvscache_t *ent, float *mins, float *maxs) { hmpvsent_t *hmed = (hmpvsent_t*)ent; VectorCopy(mins, hmed->min); VectorCopy(maxs, hmed->max); } #endif void Heightmap_LightPointValues (model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir) { float time = realtime; res_diffuse[0] = 128; res_diffuse[1] = 128; res_diffuse[2] = 128; res_ambient[0] = 64; res_ambient[1] = 64; res_ambient[2] = 64; res_dir[0] = 1;//sin(time); res_dir[1] = 0;//cos(time); res_dir[2] = 0;//sin(time); VectorNormalize(res_dir); } void Heightmap_StainNode (mnode_t *node, float *parms) { } void Heightmap_MarkLights (dlight_t *light, int bit, mnode_t *node) { } qbyte *Heightmap_ClusterPVS (model_t *model, int num, qbyte *buffer, unsigned int buffersize) { return NULL; // static qbyte heightmappvs = 255; // return &heightmappvs; } int Heightmap_ClusterForPoint (model_t *model, vec3_t point) { return -1; } #ifndef SERVERONLY static unsigned char *ted_getlightmap(hmsection_t *s, int idx) { unsigned char *lm; int x = idx % SECTTEXSIZE, y = idx / SECTTEXSIZE; if (s->lightmap < 0) { Terr_LoadSection(s->hmmod, s, x, y, true); Terr_InitLightmap(s, true); } s->flags |= TSF_EDITED; lightmap[s->lightmap]->modified = true; lightmap[s->lightmap]->rectchange.l = 0; lightmap[s->lightmap]->rectchange.t = 0; lightmap[s->lightmap]->rectchange.r = HMLMSTRIDE; lightmap[s->lightmap]->rectchange.b = HMLMSTRIDE; lm = lightmap[s->lightmap]->lightmaps; lm += ((s->lmy+y) * HMLMSTRIDE + (s->lmx+x)) * lightmap_bytes; return lm; } static void ted_dorelight(heightmap_t *hm) { unsigned char *lm = ted_getlightmap(hm->relight, 0); int x, y; #define EXPAND 2 vec3_t surfnorms[(SECTTEXSIZE+EXPAND*2)*(SECTTEXSIZE+EXPAND*2)]; // float scaletab[EXPAND*2*EXPAND*2]; vec3_t ldir = {0.4, 0.7, 2}; hmsection_t *s = hm->relight; s->flags &= ~TSF_RELIGHT; hm->relight = NULL; if (s->lightmap < 0) return; for (y = -EXPAND; y < SECTTEXSIZE+EXPAND; y++) for (x = -EXPAND; x < SECTTEXSIZE+EXPAND; x++) { vec3_t pos; pos[0] = hm->relightmin[0] + (x*hm->sectionsize/(SECTTEXSIZE-1)); pos[1] = hm->relightmin[1] + (y*hm->sectionsize/(SECTTEXSIZE-1)); pos[2] = 0; Heightmap_Normal(s->hmmod, pos, surfnorms[x+EXPAND + (y+EXPAND)*(SECTTEXSIZE+EXPAND*2)]); } VectorNormalize(ldir); for (y = 0; y < SECTTEXSIZE; y++, lm += (HMLMSTRIDE-SECTTEXSIZE)*4) for (x = 0; x < SECTTEXSIZE; x++, lm += 4) { vec3_t norm; float d; int sx,sy; VectorClear(norm); for (sy = -EXPAND; sy <= EXPAND; sy++) for (sx = -EXPAND; sx <= EXPAND; sx++) { d = sqrt((EXPAND*2+1)*(EXPAND*2+1) - sx*sx+sy*sy); VectorMA(norm, d, surfnorms[x+sx+EXPAND + (y+sy+EXPAND)*(SECTTEXSIZE+EXPAND*2)], norm); } VectorNormalize(norm); d = DotProduct(ldir, norm); if (d < 0) d = 0; // lm[0] = norm[0]*127 + 128; // lm[1] = norm[1]*127 + 128; // lm[2] = norm[2]*127 + 128; lm[3] = 127 + d*128; } lightmap[s->lightmap]->modified = true; lightmap[s->lightmap]->rectchange.l = 0; lightmap[s->lightmap]->rectchange.t = 0; lightmap[s->lightmap]->rectchange.r = HMLMSTRIDE; lightmap[s->lightmap]->rectchange.b = HMLMSTRIDE; } static void ted_sethole(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { unsigned int row = idx/9; unsigned int col = idx%9; unsigned int bit; unsigned int mask; if (row == 8 || col == 8) return; //meh, our painting function is written with an overlap of 1 if (w <= 0) return; mask = 1u<<(col); if (*(float*)ctx > 0) bit = mask; else bit = 0; s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED; s->holes[row] = (s->holes[row] & ~mask) | bit; } static void ted_heighttally(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { /*raise the terrain*/ ((float*)ctx)[0] += s->heights[idx]*w; ((float*)ctx)[1] += w; } static void ted_heightsmooth(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_RELIGHT; /*interpolate the terrain towards a certain value*/ if (IS_NAN(s->heights[idx])) s->heights[idx] = *(float*)ctx; else s->heights[idx] = s->heights[idx]*(1-w) + w**(float*)ctx; } static void ted_heightdebug(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { int tx = idx/SECTHEIGHTSIZE, ty = idx % SECTHEIGHTSIZE; s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_RELIGHT; /*interpolate the terrain towards a certain value*/ if (tx == 16) tx = 0; if (ty == 16) ty = 0; // if (ty < tx) // tx = ty; s->heights[idx] = (tx>>1) * 32 + (ty>>1) * 32; } static void ted_heightraise(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength) { s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_RELIGHT; /*raise the terrain*/ s->heights[idx] += strength; } static void ted_heightset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength) { s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_RELIGHT; /*set the terrain to a specific value*/ s->heights[idx] = *(float*)ctx; } static void ted_waterset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength) { struct hmwater_s *w = s->water; if (!w) w = Terr_GenerateWater(s, *(float*)ctx); s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED; //FIXME: water doesn't render properly. don't let people make dodgy water regions because they can't see it. //this is temp code. //for (idx = 0; idx < 9*9; idx++) //w->heights[idx] = *(float*)ctx; //end fixme w->heights[idx] = *(float*)ctx; if (w->minheight > w->heights[idx]) w->minheight = w->heights[idx]; if (w->maxheight < w->heights[idx]) w->maxheight = w->heights[idx]; //FIXME: what about holes? } static void ted_texconcentrate(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { unsigned char *lm = ted_getlightmap(s, idx); s->flags |= TSF_NOTIFY|TSF_EDITED; /*concentrate the lightmap values to a single channel*/ if (lm[0] > lm[1] && lm[0] > lm[2] && lm[0] > (255-(lm[0]+lm[1]+lm[2]))) { lm[0] = lm[0]*(1-w) + 255*(w); lm[1] = lm[1]*(1-w) + 0*(w); lm[2] = lm[2]*(1-w) + 0*(w); } else if (lm[1] > lm[2] && lm[1] > (255-(lm[0]+lm[1]+lm[2]))) { lm[0] = lm[0]*(1-w) + 0*(w); lm[1] = lm[1]*(1-w) + 255*(w); lm[2] = lm[2]*(1-w) + 0*(w); } else if (lm[2] > (255-(lm[0]+lm[1]+lm[2]))) { lm[0] = lm[0]*(1-w) + 0*(w); lm[1] = lm[1]*(1-w) + 0*(w); lm[2] = lm[2]*(1-w) + 255*(w); } else { lm[0] = lm[0]*(1-w) + 0*(w); lm[1] = lm[1]*(1-w) + 0*(w); lm[2] = lm[2]*(1-w) + 0*(w); } } static void ted_texnoise(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { unsigned char *lm = ted_getlightmap(s, idx); vec4_t v; float sc; s->flags |= TSF_NOTIFY|TSF_EDITED; /*randomize the lightmap somewhat (you'll probably want to concentrate it a bit after)*/ v[0] = (rand()&255); v[1] = (rand()&255); v[2] = (rand()&255); v[3] = (rand()&255); sc = v[0] + v[1] + v[2] + v[3]; Vector4Scale(v, 255/sc, v); lm[0] = lm[0]*(1-w) + (v[0]*(w)); lm[1] = lm[1]*(1-w) + (v[1]*(w)); lm[2] = lm[2]*(1-w) + (v[2]*(w)); } static void ted_texpaint(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { unsigned char *lm = ted_getlightmap(s, idx); const char *texname = ctx; int t; vec4_t newval; if (w > 1) w = 1; s->flags |= TSF_NOTIFY|TSF_EDITED; for (t = 0; t < 4; t++) { if (!strncmp(s->texname[t], texname, sizeof(s->texname[t])-1)) { int extra; newval[0] = (t == 0); newval[1] = (t == 1); newval[2] = (t == 2); newval[3] = (t == 3); extra = 255 - (lm[0]+lm[1]+lm[2]); lm[2] = lm[2]*(1-w) + (255*newval[0]*(w)); lm[1] = lm[1]*(1-w) + (255*newval[1]*(w)); lm[0] = lm[0]*(1-w) + (255*newval[2]*(w)); extra = extra*(1-w) + (255*newval[3]*(w)); //the extra stuff is to cope with numerical precision. add any lost values to the new texture instead of the implicit one extra = 255 - (extra+lm[0]+lm[1]+lm[2]); if (t != 3) lm[2-t] += extra; return; } } /*special handling to make a section accept the first texture painted on it as a base texture. no more chessboard*/ if (!*s->texname[0] && !*s->texname[1] && !*s->texname[2] && !*s->texname[3]) { Q_strncpyz(s->texname[3], texname, sizeof(s->texname[3])); Terr_LoadSectionTextures(s); for (idx = 0; idx < SECTTEXSIZE*SECTTEXSIZE; idx++) { lm = ted_getlightmap(s, idx); lm[2] = 0; lm[1] = 0; lm[0] = 0; } return; } for (t = 0; t < 4; t++) { if (!*s->texname[t]) { Q_strncpyz(s->texname[t], texname, sizeof(s->texname[t])); newval[0] = (t == 0); newval[1] = (t == 1); newval[2] = (t == 2); lm[2] = lm[2]*(1-w) + (255*newval[0]*(w)); lm[1] = lm[1]*(1-w) + (255*newval[1]*(w)); lm[0] = lm[0]*(1-w) + (255*newval[2]*(w)); Terr_LoadSectionTextures(s); return; } } } static void ted_texreplace(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { if (w > 0) ted_texpaint(ctx, s, idx, wx, wy, 1); } /* static void ted_texlight(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { unsigned char *lm = ted_getlightmap(s, idx); vec3_t pos, pos2; vec3_t norm, tnorm; vec3_t ldir = {0.4, 0.7, 2}; float d; int x,y; trace_t tr; VectorClear(norm); for (y = -4; y < 4; y++) for (x = -4; x < 4; x++) { pos[0] = wx - (CHUNKBIAS + x/64.0) * s->hmmod->sectionsize; pos[1] = wy - (CHUNKBIAS + y/64.0) * s->hmmod->sectionsize; #if 0 pos[2] = 10000; pos2[0] = wx - (CHUNKBIAS + x/64.0) * s->hmmod->sectionsize; pos2[1] = wy - (CHUNKBIAS + y/64.0) * s->hmmod->sectionsize; pos2[2] = -10000; Heightmap_Trace(cl.worldmodel, 0, 0, NULL, pos, pos2, vec3_origin, vec3_origin, FTECONTENTS_SOLID, &tr); VectorCopy(tr.plane.normal, tnorm); #else Heightmap_Normal(s->hmmod, pos, tnorm); #endif d = sqrt(32 - x*x+y*y); VectorMA(norm, d, tnorm, norm); } VectorNormalize(ldir); VectorNormalize(norm); d = DotProduct(ldir, norm); if (d < 0) d = 0; lm[3] = d*255; } */ static void ted_texset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { unsigned char *lm = ted_getlightmap(s, idx); if (w > 1) w = 1; s->flags |= TSF_NOTIFY|TSF_EDITED; lm[2] = lm[2]*(1-w) + (255*((float*)ctx)[0]*(w)); lm[1] = lm[1]*(1-w) + (255*((float*)ctx)[1]*(w)); lm[0] = lm[0]*(1-w) + (255*((float*)ctx)[2]*(w)); } static void ted_textally(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { unsigned char *lm = ted_getlightmap(s, idx); ((float*)ctx)[0] += lm[0]*w; ((float*)ctx)[1] += lm[1]*w; ((float*)ctx)[2] += lm[2]*w; ((float*)ctx)[3] += w; } static void ted_tint(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w) { float *col = s->colours[idx]; float *newval = ctx; if (w > 1) w = 1; s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_HASCOLOURS; /*dirty because of the vbo*/ col[0] = col[0]*(1-w) + (newval[0]*(w)); col[1] = col[1]*(1-w) + (newval[1]*(w)); col[2] = col[2]*(1-w) + (newval[2]*(w)); col[3] = col[3]*(1-w) + (newval[3]*(w)); } enum { tid_linear, tid_exponential, tid_square_linear, tid_square_exponential, tid_flat }; //calls 'func' for each tile upon the terrain. the 'tile' can be either height or texel static void ted_itterate(heightmap_t *hm, int distribution, float *pos, float radius, float strength, int steps, void(*func)(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength), void *ctx) { int tx, ty; float wx, wy; float sc[2]; int min[2], max[2]; int sx,sy; hmsection_t *s; float w, xd, yd; if (radius < 0) { radius *= -1; distribution |= 2; } min[0] = floor((pos[0] - radius)/(hm->sectionsize) - 1.5); min[1] = floor((pos[1] - radius)/(hm->sectionsize) - 1.5); max[0] = ceil((pos[0] + radius)/(hm->sectionsize) + 1.5); max[1] = ceil((pos[1] + radius)/(hm->sectionsize) + 1.5); min[0] = bound(hm->firstsegx, min[0], hm->maxsegx); min[1] = bound(hm->firstsegy, min[1], hm->maxsegy); max[0] = bound(hm->firstsegx, max[0], hm->maxsegx); max[1] = bound(hm->firstsegy, max[1], hm->maxsegy); sc[0] = hm->sectionsize/(steps-1); sc[1] = hm->sectionsize/(steps-1); for (sy = min[1]; sy < max[1]; sy++) { for (sx = min[0]; sx < max[0]; sx++) { s = Terr_GetSection(hm, sx, sy, TGS_WAITLOAD|TGS_DEFAULTONFAIL); if (!s) continue; for (ty = 0; ty < steps; ty++) { wy = (sy*(steps-1.0) + ty)*sc[1]; yd = wy - pos[1];// - sc[1]/4; for (tx = 0; tx < steps; tx++) { /*both heights and textures have an overlapping/matching sample at the edge, there's no need for any half-pixels or anything here*/ wx = (sx*(steps-1.0) + tx)*sc[0]; xd = wx - pos[0];// - sc[0]/4; switch(distribution) { case tid_exponential: w = radius*radius - (xd*xd+yd*yd); if (w > 0) func(ctx, s, tx+ty*steps, wx, wy, sqrt(w)*strength/(radius)); break; case tid_linear: w = radius - sqrt(xd*xd+yd*yd); if (w > 0) func(ctx, s, tx+ty*steps, wx, wy, w*strength/(radius)); break; case tid_square_exponential: w = max(fabs(xd), fabs(yd)); w = radius*radius - w*w; if (w > 0) func(ctx, s, tx+ty*steps, wx, wy, sqrt(w)*strength/(radius)); break; case tid_square_linear: w = max(fabs(xd), fabs(yd)); w = radius - w; if (w > 0) func(ctx, s, tx+ty*steps, wx, wy, w*strength/(radius)); break; case tid_flat: w = max(fabs(xd), fabs(yd)); w = radius - w; if (w > 0) func(ctx, s, tx+ty*steps, wx, wy, strength); break; } } } } } } void ted_texkill(hmsection_t *s, const char *killtex) { int x, y, t, to; if (!s) return; for (t = 0; t < 4; t++) { if (!strcmp(s->texname[t], killtex)) { unsigned char *lm = ted_getlightmap(s, 0); s->flags |= TSF_EDITED; s->texname[t][0] = 0; for (to = 0; to < 4; to++) if (*s->texname[to]) break; if (to == 4) to = 0; if (to == 0 || to == 2) to = 2 - to; if (t == 0 || t == 2) t = 2 - t; for (y = 0; y < SECTTEXSIZE; y++) { for (x = 0; x < SECTTEXSIZE; x++, lm+=4) { if (t == 3) { //to won't be 3 lm[to] = lm[to] + (255 - (lm[0] + lm[1] + lm[2])); } else { if (to != 3) lm[to] = (lm[to]+lm[t])&0xff; lm[t] = 0; } } lm += SECTTEXSIZE*4*(LMCHUNKS-1); } if (t == 0 || t == 2) t = 2 - t; Terr_LoadSectionTextures(s); } } } void QCBUILTIN PF_terrain_edit(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { world_t *vmw = prinst->parms->user; int action = G_FLOAT(OFS_PARM0); vec3_t pos;// G_VECTOR(OFS_PARM1); float radius = G_FLOAT(OFS_PARM2); float quant = G_FLOAT(OFS_PARM3); // G_FLOAT(OFS_RETURN) = Heightmap_Edit(w->worldmodel, action, pos, radius, quant); model_t *mod = vmw->Get_CModel(vmw, ((wedict_t*)PROG_TO_EDICT(prinst, *vmw->g.self))->v->modelindex); heightmap_t *hm; vec4_t tally; G_FLOAT(OFS_RETURN) = 0; if (!mod || !mod->terrain) { if (mod && mod->loadstate == MLS_LOADING) COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING); } if (mod->loadstate != MLS_LOADED) return; switch(action) { case ter_ents_wipe: G_INT(OFS_RETURN) = PR_TempString(prinst, mod->entities); mod->entities = Z_Malloc(1); return; case ter_ents_concat: { char *olds = mod->entities; const char *news = PR_GetStringOfs(prinst, OFS_PARM1); size_t oldlen = strlen(olds); size_t newlen = strlen(news); mod->entities = Z_Malloc(oldlen + newlen + 1); memcpy(mod->entities, olds, oldlen); memcpy(mod->entities+oldlen, news, newlen); mod->entities[oldlen + newlen] = 0; Z_Free(olds); G_FLOAT(OFS_RETURN) = oldlen + newlen; if (mod->terrain) { hm = mod->terrain; hm->entsdirty = true; } } return; case ter_ents_get: G_INT(OFS_RETURN) = PR_TempString(prinst, mod->entities); return; case ter_save: if (mod->terrain) { quant = Heightmap_Save(mod->terrain); Con_DPrintf("ter_save: %g sections saved\n", quant); } G_FLOAT(OFS_RETURN) = quant; /* if (mod->type == mod_brush) { Con_Printf("that model isn't a suitable worldmodel\n"); return; } else { FS_CreatePath(fname, FS_GAMEONLY); file = FS_OpenVFS(fname, "wb", FS_GAMEONLY); if (!file) Con_Printf("unable to open %s\n", fname); else { Terr_WriteMapFile(file, mod); VFS_CLOSE(file); } }*/ return; } if (!mod->terrain) { char basename[MAX_QPATH]; COM_FileBase(mod->name, basename, sizeof(basename)); mod->terrain = Mod_LoadTerrainInfo(mod, basename, true); hm = mod->terrain; if (!hm) return; Terr_FinishTerrain(mod); } hm = mod->terrain; pos[0] = G_FLOAT(OFS_PARM1+0) + hm->sectionsize * CHUNKBIAS; pos[1] = G_FLOAT(OFS_PARM1+1) + hm->sectionsize * CHUNKBIAS; pos[2] = G_FLOAT(OFS_PARM1+2); switch(action) { case ter_reload: G_FLOAT(OFS_RETURN) = 1; Terr_PurgeTerrainModel(mod, false, true); break; case ter_sethole: /* { int x, y; hmsection_t *s; x = pos[0]*4 / hm->sectionsize; y = pos[1]*4 / hm->sectionsize; x = bound(hm->firstsegx*4, x, hm->maxsegx*4-1); y = bound(hm->firstsegy*4, y, hm->maxsegy*4-1); s = Terr_GetSection(hm, x/4, y/4, TGS_FORCELOAD); if (!s) return; ted_sethole(&quant, s, (x&3) + (y&3)*4, x/4, y/4, 0); } */ pos[0] -= 0.5 * hm->sectionsize / 8; pos[1] -= 0.5 * hm->sectionsize / 8; ted_itterate(hm, tid_linear, pos, radius, 1, 9, ted_sethole, &quant); break; case ter_height_set: ted_itterate(hm, tid_linear, pos, radius, 1, SECTHEIGHTSIZE, ted_heightset, &quant); break; case ter_height_flatten: tally[0] = 0; tally[1] = 0; ted_itterate(hm, tid_exponential, pos, radius, 1, SECTHEIGHTSIZE, ted_heighttally, &tally); tally[0] /= tally[1]; if (IS_NAN(tally[0])) tally[0] = 0; ted_itterate(hm, tid_exponential, pos, radius, quant, SECTHEIGHTSIZE, ted_heightsmooth, &tally); ted_itterate(hm, tid_exponential, pos, radius, quant, SECTHEIGHTSIZE, ted_heightdebug, &tally); break; case ter_height_smooth: tally[0] = 0; tally[1] = 0; ted_itterate(hm, tid_linear, pos, radius, 1, SECTHEIGHTSIZE, ted_heighttally, &tally); tally[0] /= tally[1]; if (IS_NAN(tally[0])) tally[0] = 0; ted_itterate(hm, tid_linear, pos, radius, quant, SECTHEIGHTSIZE, ted_heightsmooth, &tally); break; case ter_height_spread: tally[0] = 0; tally[1] = 0; ted_itterate(hm, tid_exponential, pos, radius/2, 1, SECTHEIGHTSIZE, ted_heighttally, &tally); tally[0] /= tally[1]; if (IS_NAN(tally[0])) tally[0] = 0; ted_itterate(hm, tid_exponential, pos, radius, 1, SECTHEIGHTSIZE, ted_heightsmooth, &tally); break; case ter_water_set: ted_itterate(hm, tid_linear, pos, radius, 1, 9, ted_waterset, &quant); break; case ter_lower: quant *= -1; case ter_raise: ted_itterate(hm, tid_exponential, pos, radius, quant, SECTHEIGHTSIZE, ted_heightraise, &quant); break; case ter_tint: ted_itterate(hm, tid_exponential, pos, radius, quant, SECTHEIGHTSIZE, ted_tint, G_VECTOR(OFS_PARM4)); //and parm5 too break; // case ter_mixset: // ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_mixset, G_VECTOR(OFS_PARM4)); // break; case ter_tex_blend: ted_itterate(hm, tid_exponential, pos, radius, quant/10, SECTTEXSIZE, ted_texpaint, (void*)PR_GetStringOfs(prinst, OFS_PARM4)); break; case ter_tex_replace: ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_texreplace, (void*)PR_GetStringOfs(prinst, OFS_PARM3)); break; case ter_tex_concentrate: ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_texconcentrate, NULL); break; case ter_tex_noise: ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_texnoise, NULL); break; case ter_tex_blur: Vector4Set(tally, 0, 0, 0, 0); ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_textally, &tally); VectorScale(tally, 1/(tally[3]*255), tally); ted_itterate(hm, tid_exponential, pos, radius, quant, SECTTEXSIZE, ted_texset, &tally); break; case ter_tex_get: { int x, y; hmsection_t *s; x = pos[0] / hm->sectionsize; y = pos[1] / hm->sectionsize; x = bound(hm->firstsegx, x, hm->maxsegx-1); y = bound(hm->firstsegy, y, hm->maxsegy-1); s = Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL); if (!s) return; x = bound(0, quant, 3); G_INT(OFS_RETURN) = PR_TempString(prinst, s->texname[x]); } break; case ter_tex_mask: Z_Free(hm->texmask); hm->texmask = NULL; if (G_INT(OFS_PARM1) == 0) hm->texmask = NULL; else hm->texmask = Z_StrDup(PR_GetStringOfs(prinst, OFS_PARM1)); break; case ter_tex_kill: { int x, y; x = pos[0] / hm->sectionsize; y = pos[1] / hm->sectionsize; x = bound(hm->firstsegx, x, hm->maxsegx-1); y = bound(hm->firstsegy, y, hm->maxsegy-1); ted_texkill(Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL), PR_GetStringOfs(prinst, OFS_PARM4)); } break; case ter_reset: { int x, y; hmsection_t *s; x = pos[0] / hm->sectionsize; y = pos[1] / hm->sectionsize; x = bound(hm->firstsegx, x, hm->maxsegx-1); y = bound(hm->firstsegy, y, hm->maxsegy-1); s = Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL); if (s) { s->flags = (s->flags & ~TSF_EDITED); Terr_ClearSection(s); Terr_GenerateDefault(hm, s); } } break; case ter_mesh_add: { vec3_t axis[3]; wedict_t *ed = G_WEDICT(prinst, OFS_PARM1); //FIXME: modeltype pitch inversion AngleVectorsFLU(ed->v->angles, axis[0], axis[1], axis[2]); Terr_AddMesh(hm, TGS_WAITLOAD|TGS_DEFAULTONFAIL, vmw->Get_CModel(vmw, ed->v->modelindex), ed->v->origin, axis, ed->xv->scale); } break; case ter_mesh_kill: { int i; // entity_t *e; int x, y; // float r; hmsection_t *s; x = pos[0] / hm->sectionsize; y = pos[1] / hm->sectionsize; x = bound(hm->firstsegx, x, hm->maxsegx-1); y = bound(hm->firstsegy, y, hm->maxsegy-1); s = Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL); if (!s) return; Sys_LockMutex(hm->entitylock); //FIXME: this doesn't work properly. if (s->numents) { for (i = 0; i < s->numents; i++) s->ents[i]->refs -= 1; s->flags |= TSF_EDITED; s->numents = 0; } Sys_UnlockMutex(hm->entitylock); } break; } } #else void QCBUILTIN PF_terrain_edit(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { G_FLOAT(OFS_RETURN) = 0; } #endif void Terr_ParseEntityLump(char *data, heightmap_t *heightmap) { char key[128]; char value[2048]; heightmap->sectionsize = 1024; heightmap->mode = HMM_TERRAIN; heightmap->culldistance = 4096*4096; heightmap->forcedefault = false; heightmap->defaultgroundheight = 0; heightmap->defaultwaterheight = 0; Q_snprintfz(heightmap->defaultwatershader, sizeof(heightmap->defaultwatershader), "water/%s", heightmap->path); Q_strncpyz(heightmap->defaultgroundtexture, "", sizeof(heightmap->defaultgroundtexture)); if (data) if ((data=COM_ParseOut(data, key, sizeof(key)))) //read the map info. if (key[0] == '{') while (1) { if (!(data=COM_ParseOut(data, key, sizeof(key)))) break; // error if (key[0] == '}') break; // end of worldspawn if (key[0] == '_') memmove(key, key+1, strlen(key)); //_ vars are for comments/utility stuff that arn't visible to progs and for compat. We want to support these stealth things. if (!((data=COM_ParseOut(data, value, sizeof(value))))) break; // error if (!strcmp("segmentsize", key)) heightmap->sectionsize = atof(value); else if (!strcmp("minxsegment", key)) heightmap->firstsegx = atoi(value); else if (!strcmp("minysegment", key)) heightmap->firstsegy = atoi(value); else if (!strcmp("maxxsegment", key)) heightmap->maxsegx = atoi(value); else if (!strcmp("maxysegment", key)) heightmap->maxsegy = atoi(value); else if (!strcmp("forcedefault", key)) heightmap->forcedefault = !!atoi(value); else if (!strcmp("defaultwaterheight", key)) heightmap->defaultwaterheight = atof(value); else if (!strcmp("defaultgroundheight", key)) heightmap->defaultgroundheight = atof(value); else if (!strcmp("defaultgroundtexture", key)) Q_strncpyz(heightmap->defaultgroundtexture, value, sizeof(heightmap->defaultgroundtexture)); else if (!strcmp("defaultwatertexture", key)) Q_strncpyz(heightmap->defaultwatershader, value, sizeof(heightmap->defaultwatershader)); else if (!strcmp("culldistance", key)) { heightmap->culldistance = atof(value); heightmap->culldistance *= heightmap->culldistance; } else if (!strcmp("skybox", key)) Q_strncpyz(heightmap->skyname, value, sizeof(heightmap->skyname)); else if (!strcmp("tiles", key)) { char *d; heightmap->mode = HMM_BLOCKS; d = value; d = COM_ParseOut(d, key, sizeof(key)); heightmap->tilepixcount[0] = atoi(key); d = COM_ParseOut(d, key, sizeof(key)); heightmap->tilepixcount[1] = atoi(key); d = COM_ParseOut(d, key, sizeof(key)); heightmap->tilecount[0] = atoi(key); d = COM_ParseOut(d, key, sizeof(key)); heightmap->tilecount[1] = atoi(key); } } /*bias and bound it*/ heightmap->firstsegx += CHUNKBIAS; heightmap->firstsegy += CHUNKBIAS; heightmap->maxsegx += CHUNKBIAS; heightmap->maxsegy += CHUNKBIAS; if (heightmap->firstsegx < 0) heightmap->firstsegx = 0; if (heightmap->firstsegy < 0) heightmap->firstsegy = 0; if (heightmap->maxsegx > CHUNKLIMIT) heightmap->maxsegx = CHUNKLIMIT; if (heightmap->maxsegy > CHUNKLIMIT) heightmap->maxsegy = CHUNKLIMIT; } void Terr_FinishTerrain(model_t *mod) { heightmap_t *hm = mod->terrain; #ifndef SERVERONLY if (qrenderer != QR_NONE) { if (*hm->skyname) hm->skyshader = R_RegisterCustom(va("skybox_%s", hm->skyname), SUF_NONE, Shader_DefaultSkybox, NULL); else hm->skyshader = NULL; switch (hm->mode) { case HMM_BLOCKS: hm->shader = R_RegisterShader("terraintileshader", SUF_NONE, "{\n" "{\n" "map $diffuse\n" "}\n" "}\n" ); break; case HMM_TERRAIN: hm->shader = R_RegisterShader(hm->groundshadername, SUF_LIGHTMAP, "{\n" "bemode rtlight\n" "{\n" "{\n" "map $diffuse\n" "blendfunc add\n" "}\n" //FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains s_diffuse "{\n" "map $upperoverlay\n" "}\n" "{\n" "map $loweroverlay\n" "}\n" "{\n" "map $fullbright\n" "}\n" "{\n" "map $lightmap\n" "}\n" "{\n" "map $shadowmap\n" "}\n" "{\n" "map $lightcubemap\n" "}\n" //woo, one glsl to rule them all "program terrain#RTLIGHT\n" "}\n" "bemode depthdark\n" "{\n" "program depthonly\n" "{\n" "depthwrite\n" "}\n" "}\n" "bemode depthonly\n" "{\n" "program depthonly\n" "{\n" "depthwrite\n" "maskcolor\n" "}\n" "}\n" //FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains s_diffuse "{\n" "map $diffuse\n" "}\n" "{\n" "map $upperoverlay\n" "}\n" "{\n" "map $loweroverlay\n" "}\n" "{\n" "map $fullbright\n" "}\n" "{\n" "map $lightmap\n" "}\n" "program terrain\n" "if r_terraindebug\n" "program terraindebug\n" "endif\n" "}\n" ); break; } } #endif } int Fragment_ClipPolyToPlane(float *inverts, float *outverts, int incount, float *plane, float planedist); static size_t Terr_GenerateBrushFace(vecV_t *points, size_t maxpoints, vec4_t *planes, size_t numplanes, vec4_t face) { int p, a; vec4_t verts[128]; vec4_t verts2[128]; vec4_t *cverts; int flip; // vec3_t d1, d2, n; size_t numverts; //generate some huge quad/poly aligned with the plane vec3_t tmp; vec3_t right, forward; double t; // if (face[2] != 1) // return 0; t = fabs(face[2]); if (t > fabs(face[0]) && t > fabs(face[1])) VectorSet(tmp, 1, 0, 0); else VectorSet(tmp, 0, 0, 1); CrossProduct(face, tmp, right); VectorNormalize(right); CrossProduct(face, right, forward); VectorNormalize(forward); VectorScale(face, face[3], verts[0]); VectorMA(verts[0], 8192, right, verts[0]); VectorMA(verts[0], 8192, forward, verts[0]); VectorScale(face, face[3], verts[1]); VectorMA(verts[1], 8192, right, verts[1]); VectorMA(verts[1], -8192, forward, verts[1]); VectorScale(face, face[3], verts[2]); VectorMA(verts[2], -8192, right, verts[2]); VectorMA(verts[2], -8192, forward, verts[2]); VectorScale(face, face[3], verts[3]); VectorMA(verts[3], -8192, right, verts[3]); VectorMA(verts[3], 8192, forward, verts[3]); numverts = 4; //clip the quad to the various other planes flip = 0; for (p = 0; p < numplanes; p++) { if (planes[p] != face) { vec3_t norm; flip^=1; VectorNegate(planes[p], norm); if (flip) numverts = Fragment_ClipPolyToPlane((float*)verts, (float*)verts2, numverts, norm, -planes[p][3]); else numverts = Fragment_ClipPolyToPlane((float*)verts2, (float*)verts, numverts, norm, -planes[p][3]); if (numverts < 3) //totally clipped. return 0; } } if (numverts > maxpoints) return 0; if (flip) cverts = verts2; else cverts = verts; for (p = 0; p < numverts; p++) { for (a = 0; a < 3; a++) { float f = cverts[p][a]; int rounded = floor(f + 0.5); //if its within 1/1000th of a qu, just round it. if (fabs(f - rounded) < 0.001) points[p][a] = rounded; else points[p][a] = f; } } return numverts; } #ifndef SERVERONLY void Terr_Brush_Draw(heightmap_t *hm, batch_t **batches, entity_t *e) { batch_t *b; size_t i, j; vbobctx_t ctx; brushbatch_t *bb; brushtex_t *bt; brushes_t *br; struct { vecV_t coord[65536]; vec2_t texcoord[65536]; vec2_t lmcoord[65536]; vec3_t normal[65536]; vec3_t svector[65536]; vec3_t tvector[65536]; index_t index[65535]; } *arrays = NULL; size_t numverts = 0; size_t numindicies = 0; int w, h, lmnum; float scale[2]; lightmapinfo_t *lm; qboolean dorelight = true; #ifdef RUNTIMELIGHTING //FIXME: lightmaps //if we're enabling lightmaps, make sure all surfaces have known sizes first. //allocate lightmap space for all surfaces, and then rebuild all textures. //if a surface is modified, clear its lightmap to -1 and when its batches are rebuilt, it'll unlight naturally. if (hm->entsdirty) { model_t *mod = e->model; if (mod->submodelof) mod = mod->submodelof; hm->entsdirty = false; LightReloadEntities(hm->relightcontext, mod->entities, true); //FIXME: figure out some way to hint this without having to relight the entire frigging world. for (bt = hm->brushtextures; bt; bt = bt->next) for (i = 0, br = hm->wbrushes; i < hm->numbrushes; i++, br++) for (j = 0; j < br->numplanes; j++) br->faces[j].relight = true; } if (hm->recalculatebrushlighting && !r_fullbright.ival) { unsigned int lmcount; unsigned int lmblocksize = 512;//LMBLOCK_SIZE_MAX hm->recalculatebrushlighting = false; if (!hm->relightcontext) { for (numverts = 0, numindicies = 0, i = 0, br = hm->wbrushes; i < hm->numbrushes; i++, br++) { for (j = 0; j < br->numplanes; j++) { br->faces[j].lightmap = -1; br->faces[j].lmbase[0] = 0; br->faces[j].lmbase[1] = 0; } } for (bt = hm->brushtextures; bt; bt = bt->next) { bt->rebuild = true; bt->firstlm = 0; bt->lmcount = 0; } BZ_Free(hm->brushlmremaps); hm->brushlmremaps = NULL; hm->brushmaxlms = 0; } else { Mod_LightmapAllocInit(&hm->brushlmalloc, false, lmblocksize, lmblocksize, 0); hm->brushlmscale = 1.0/lmblocksize; //textures is to try to ensure that they are allocated consecutively. for (bt = hm->brushtextures; bt; bt = bt->next) { bt->firstlm = hm->brushlmalloc.lmnum; for (numverts = 0, numindicies = 0, i = 0, br = hm->wbrushes; i < hm->numbrushes; i++, br++) { for (j = 0; j < br->numplanes; j++) { if (br->faces[j].tex == bt) { if (br->faces[j].lightdata) { Mod_LightmapAllocBlock(&hm->brushlmalloc, br->faces[j].lmextents[0], br->faces[j].lmextents[1], &br->faces[j].lmbase[0], &br->faces[j].lmbase[1], &br->faces[j].lightmap); br->faces[j].relit = true; } else { //this surface has no lightmap info or something. br->faces[j].lightmap = -1; br->faces[j].lmbase[0] = 0; br->faces[j].lmbase[1] = 0; } } } } bt->rebuild = true; bt->lmcount = hm->brushlmalloc.lmnum - bt->firstlm; if (hm->brushlmalloc.allocated[0]) bt->lmcount++; if (hm->brushlmalloc.deluxe) { bt->firstlm *= 2; bt->lmcount *= 2; } } lmcount = hm->brushlmalloc.lmnum; if (hm->brushlmalloc.allocated[0]) lmcount++; if (hm->brushlmalloc.deluxe) lmcount *= 2; if (lmcount > hm->brushmaxlms) { int first; hm->brushlmremaps = BZ_Realloc(hm->brushlmremaps, sizeof(*hm->brushlmremaps) * lmcount); first = Surf_NewLightmaps(lmcount - hm->brushmaxlms, hm->brushlmalloc.width, hm->brushlmalloc.height, hm->brushlmalloc.deluxe); while(hm->brushmaxlms < lmcount) hm->brushlmremaps[hm->brushmaxlms++] = first++; } } } if (hm->relightcontext && !r_fullbright.ival) for (i = 0, br = hm->wbrushes; i < hm->numbrushes; i++, br++) { for (j = 0; j < br->numplanes; j++) { if (br->faces[j].relight && dorelight) { qbyte styles[4] = {0,255,255,255}; int texsize[2] = {br->faces[j].lmextents[0]-1, br->faces[j].lmextents[1]-1}; vec2_t exactmins, exactmaxs; int m, k; vec2_t lm; for (m = 0; m < br->faces[j].numpoints; m++) { for (k = 0; k < 2; k++) { lm[k] = DotProduct(br->faces[j].points[m], br->faces[j].stdir[k]) + br->faces[j].stdir[k][3]; if (m == 0) exactmins[k] = exactmaxs[k] = lm[k]; else if (lm[k] > exactmaxs[k]) exactmaxs[k] = lm[k]; else if (lm[k] < exactmins[k]) exactmins[k] = lm[k]; } } dorelight = false; br->faces[j].relight = false; LightPlane (hm->relightcontext, hm->lightthreadmem, styles, br->faces[j].lightdata, NULL, br->planes[j], br->faces[j].stdir, exactmins, exactmaxs, br->faces[j].lmbias, texsize, br->faces[j].lmscale); //special version that doesn't know what a face is or anything. br->faces[j].relit = true; } if (br->faces[j].relit && br->faces[j].lightmap >= 0) { int s,t; qbyte *out, *in; lm = lightmap[hm->brushlmremaps[br->faces[j].lightmap]]; br->faces[j].relit = false; lm->modified = true; lm->rectchange.l = 0; lm->rectchange.t = 0; lm->rectchange.r = lm->width; lm->rectchange.b = lm->height; in = br->faces[j].lightdata; out = lm->lightmaps + (br->faces[j].lmbase[1] * lm->width + br->faces[j].lmbase[0]) * lightmap_bytes; if (lightmap_bytes == 4) { if (lightmap_bgra) { for (t = 0; t < br->faces[j].lmextents[1]; t++) { for (s = 0; s < br->faces[j].lmextents[0]; s++) { *out++ = in[2]; *out++ = in[1]; *out++ = in[0]; *out++ = 0xff; in+=3; } out += (lm->width - br->faces[j].lmextents[0]) * 4; } } else { for (t = 0; t < br->faces[j].lmextents[1]; t++) { for (s = 0; s < br->faces[j].lmextents[0]; s++) { *out++ = in[0]; *out++ = in[1]; *out++ = in[2]; *out++ = 0xff; in+=3; } out += (lm->width - br->faces[j].lmextents[0]) * 4; } } } else if (lightmap_bytes == 3) { if (lightmap_bgra) { for (t = 0; t < br->faces[j].lmextents[1]; t++) { for (s = 0; s < br->faces[j].lmextents[0]; s++) { *out++ = in[2]; *out++ = in[1]; *out++ = in[0]; in+=3; } out += (lm->width - br->faces[j].lmextents[0]) * 3; } } else { for (t = 0; t < br->faces[j].lmextents[1]; t++) { for (s = 0; s < br->faces[j].lmextents[0]; s++) { *out++ = in[0]; *out++ = in[1]; *out++ = in[2]; in+=3; } out += (lm->width - br->faces[j].lmextents[0]) * 3; } } } } } } #endif for (bt = hm->brushtextures; bt; bt = bt->next) { if (!bt->shader) { miptex_t *tx = W_GetMipTex(bt->shadername); if (!Q_strcasecmp(bt->shadername, "clip")) bt->shader = R_RegisterShader(bt->shadername, SUF_LIGHTMAP, "{\nsurfaceparm nodraw\n}"); else bt->shader = R_RegisterCustom (bt->shadername, SUF_LIGHTMAP, Shader_DefaultBSPQ1, NULL); // bt->shader = R_RegisterShader_Lightmap(bt->shadername); if (!Q_strncasecmp(bt->shadername, "sky", 3) && tx) R_InitSky (bt->shader, bt->shadername, (qbyte*)tx + tx->offsets[0], tx->width, tx->height); else if (tx) { qbyte *mips[4] = {(qbyte*)tx + tx->offsets[0], (qbyte*)tx + tx->offsets[1], (qbyte*)tx + tx->offsets[2], (qbyte*)tx + tx->offsets[3]}; unsigned int mapflags = SHADER_HASPALETTED | SHADER_HASDIFFUSE | SHADER_HASFULLBRIGHT | SHADER_HASNORMALMAP | SHADER_HASGLOSS; R_BuildLegacyTexnums(bt->shader, tx->name, NULL, mapflags, TF_BGRA32, tx->width, tx->height, mips, NULL); } else R_BuildDefaultTexnums(NULL, bt->shader); if (tx) { if (!bt->shader->width) bt->shader->width = tx->width; if (!bt->shader->height) bt->shader->height = tx->height; BZ_Free(tx); } } if (bt->rebuild) { //FIXME: don't block. if (R_GetShaderSizes(bt->shader, &w, &h, false) < 0) continue; bt->rebuild = false; if (w<1) w = 64; if (h<1) h = 64; scale[0] = 1.0/w; //I hate needing this. scale[1] = 1.0/h; while(bt->batches) { bb = bt->batches; bt->batches = bb->next; BE_VBO_Destroy(&bb->vbo.coord); BE_VBO_Destroy(&bb->vbo.indicies); BZ_Free(bb); } if (!arrays) arrays = BZ_Malloc(sizeof(*arrays)); for (lmnum = -1; lmnum < bt->firstlm+bt->lmcount; ((lmnum==-1)?(lmnum=bt->firstlm):(lmnum=lmnum+1))) { i = 0; br = hm->wbrushes; for (numverts = 0, numindicies = 0; i < hm->numbrushes; i++, br++) { //if a single batch has too many verts, cut it off before it overflows our maximum batch size, and hope we don't get a really really complex brush. if (numverts > 0xf000 || numindicies > 0xf000) break; for (j = 0; j < br->numplanes; j++) { if (br->faces[j].tex == bt && !br->selected && br->faces[j].lightmap == lmnum) { size_t k, o; float s,t; for (k = 0, o = numverts; k < br->faces[j].numpoints; k++, o++) { VectorCopy(br->faces[j].points[k], arrays->coord[o]); VectorCopy(br->planes[j], arrays->normal[o]); VectorCopy(br->faces[j].stdir[0], arrays->svector[o]); VectorCopy(br->faces[j].stdir[1], arrays->tvector[o]); //compute the texcoord planes s = (DotProduct(arrays->svector[o], arrays->coord[o]) + br->faces[j].stdir[0][3]); t = (DotProduct(arrays->tvector[o], arrays->coord[o]) + br->faces[j].stdir[1][3]); arrays->texcoord[o][0] = s * scale[0]; arrays->texcoord[o][1] = t * scale[1]; //maths, maths, and more maths. arrays->lmcoord[o][0] = (br->faces[j].lmbase[0]+0.5 + s/br->faces[j].lmscale-br->faces[j].lmbias[0]) * hm->brushlmscale; arrays->lmcoord[o][1] = (br->faces[j].lmbase[1]+0.5 + t/br->faces[j].lmscale-br->faces[j].lmbias[1]) * hm->brushlmscale; } for (k = 2; k < br->faces[j].numpoints; k++) { //triangle fans arrays->index[numindicies++] = numverts + 0; arrays->index[numindicies++] = numverts + k-1; arrays->index[numindicies++] = numverts + k-0; } numverts += br->faces[j].numpoints; } } } if (numverts || numindicies) { bb = Z_Malloc(sizeof(*bb) + (sizeof(bb->mesh.xyz_array[0])+sizeof(arrays->texcoord[0])+sizeof(arrays->lmcoord[0])+sizeof(arrays->normal[0])+sizeof(arrays->svector[0])+sizeof(arrays->tvector[0])) * numverts); bb->next = bt->batches; bt->batches = bb; bb->lightmap = lmnum; BE_VBO_Begin(&ctx, (sizeof(arrays->coord[0])+sizeof(arrays->texcoord[0])+sizeof(arrays->lmcoord[0])+sizeof(arrays->normal[0])+sizeof(arrays->svector[0])+sizeof(arrays->tvector[0])) * numverts); BE_VBO_Data(&ctx, arrays->coord, sizeof(arrays->coord [0])*numverts, &bb->vbo.coord); BE_VBO_Data(&ctx, arrays->texcoord, sizeof(arrays->texcoord [0])*numverts, &bb->vbo.texcoord); BE_VBO_Data(&ctx, arrays->lmcoord, sizeof(arrays->lmcoord [0])*numverts, &bb->vbo.lmcoord[0]); BE_VBO_Data(&ctx, arrays->normal, sizeof(arrays->normal [0])*numverts, &bb->vbo.normals); BE_VBO_Data(&ctx, arrays->svector, sizeof(arrays->svector [0])*numverts, &bb->vbo.svector); BE_VBO_Data(&ctx, arrays->tvector, sizeof(arrays->tvector [0])*numverts, &bb->vbo.tvector); BE_VBO_Finish(&ctx, arrays->index, sizeof(arrays->index [0])*numindicies, &bb->vbo.indicies); bb->mesh.xyz_array = (vecV_t*)(bb+1); memcpy(bb->mesh.xyz_array, arrays->coord, sizeof(*bb->mesh.xyz_array) * numverts); bb->mesh.st_array = (vec2_t*)(bb->mesh.xyz_array+numverts); memcpy(bb->mesh.st_array, arrays->texcoord, sizeof(*bb->mesh.st_array) * numverts); bb->mesh.lmst_array[0] = (vec2_t*)(bb->mesh.st_array+numverts); memcpy(bb->mesh.lmst_array[0], arrays->lmcoord, sizeof(*bb->mesh.lmst_array) * numverts); bb->mesh.normals_array = (vec3_t*)(bb->mesh.lmst_array[0]+numverts); memcpy(bb->mesh.normals_array, arrays->normal, sizeof(*bb->mesh.normals_array) * numverts); bb->mesh.snormals_array = (vec3_t*)(bb->mesh.normals_array+numverts); memcpy(bb->mesh.snormals_array, arrays->svector, sizeof(*bb->mesh.snormals_array) * numverts); bb->mesh.tnormals_array = (vec3_t*)(bb->mesh.snormals_array+numverts); memcpy(bb->mesh.tnormals_array, arrays->tvector, sizeof(*bb->mesh.tnormals_array) * numverts); bb->pmesh = &bb->mesh; bb->mesh.numindexes = numindicies; bb->mesh.numvertexes = numverts; } } } for(bb = bt->batches; bb; bb = bb->next) { b = BE_GetTempBatch(); if (b) { j = 0; if (bb->lightmap >= 0) b->lightmap[j++] = r_fullbright.ival?-1:hm->brushlmremaps[bb->lightmap]; for (; j < MAXRLIGHTMAPS; j++) b->lightmap[j] = -1; b->ent = e; b->shader = bt->shader; b->flags = 0; b->mesh = &bb->pmesh; b->meshes = 1; b->buildmeshes = NULL; b->skin = NULL; b->texture = NULL; b->vbo = &bb->vbo; b->next = batches[b->shader->sort]; batches[b->shader->sort] = b; } } } if (arrays) BZ_Free(arrays); } #endif static brushtex_t *Terr_Brush_FindTexture(heightmap_t *hm, const char *texname) { brushtex_t *bt; if (!hm) return NULL; for (bt = hm->brushtextures; bt; bt = bt->next) { if (!strcmp(bt->shadername, texname)) return bt; } bt = Z_Malloc(sizeof(*bt)); bt->next = hm->brushtextures; hm->brushtextures = bt; Q_strncpyz(bt->shadername, texname, sizeof(bt->shadername)); return bt; } static brushes_t *Terr_Brush_Insert(model_t *model, heightmap_t *hm, brushes_t *brush) { vecV_t facepoints[64]; unsigned int iface, oface, j, k; unsigned int numpoints; brushes_t *out; vec2_t mins, maxs; vec2_t lm; if (!hm) { if (model && model->loadstate == MLS_LOADING) COM_WorkerPartialSync(model, &model->loadstate, MLS_LOADING); if (model && model->loadstate == MLS_LOADED) { char basename[MAX_QPATH]; COM_FileBase(model->name, basename, sizeof(basename)); model->terrain = Mod_LoadTerrainInfo(model, basename, true); hm = model->terrain; if (!hm) return NULL; Terr_FinishTerrain(model); } else return NULL; } hm->wbrushes = BZ_Realloc(hm->wbrushes, sizeof(*hm->wbrushes) * (hm->numbrushes+1)); out = &hm->wbrushes[hm->numbrushes]; out->selected = false; out->contents = brush->contents; out->axialplanes = 0; out->planes = BZ_Malloc((sizeof(*out->planes)+sizeof(*out->faces)) * brush->numplanes); out->faces = (void*)(out->planes+brush->numplanes); ClearBounds(out->mins, out->maxs); for (iface = 0, oface = 0; iface < brush->numplanes; iface++) { for (j = 0; j < oface; j++) { if (out->planes[j][0] == brush->planes[iface][0] && out->planes[j][1] == brush->planes[iface][1] && out->planes[j][2] == brush->planes[iface][2] && out->planes[j][3] == brush->planes[iface][3]) break; } if (j < oface) { Con_DPrintf("duplicate plane\n"); continue; } //generate points now (so we know the correct mins+maxs for the brush, and whether the plane is relevent) numpoints = Terr_GenerateBrushFace(facepoints, sizeof(facepoints)/sizeof(facepoints[0]), brush->planes, brush->numplanes, brush->planes[iface]); if (!numpoints) { Con_DPrintf("redundant face\n"); continue; //this surface was chopped away entirely, and isn't relevant. } //copy the basic face info out so we can save/restore/query/edit it later. Vector4Copy(brush->planes[iface], out->planes[oface]); out->faces[oface].tex = brush->faces[iface].tex; Vector4Copy(brush->faces[iface].stdir[0], out->faces[oface].stdir[0]); Vector4Copy(brush->faces[iface].stdir[1], out->faces[oface].stdir[1]); if (out->planes[oface][0] == 1) out->axialplanes |= 1u<<0; else if (out->planes[oface][1] == 1) out->axialplanes |= 1u<<1; else if (out->planes[oface][2] == 1) out->axialplanes |= 1u<<2; else if (out->planes[oface][0] == -1) out->axialplanes |= 1u<<3; else if (out->planes[oface][1] == -1) out->axialplanes |= 1u<<4; else if (out->planes[oface][2] == -1) out->axialplanes |= 1u<<5; //make sure this stuff is rebuilt properly. out->faces[oface].tex->rebuild = true; //keep this stuff cached+reused, so everything is consistant. also work out min/max lightmap texture coords out->faces[oface].points = BZ_Malloc(numpoints * sizeof(*out->faces[oface].points)); Vector2Set(mins, 0, 0); Vector2Set(maxs, 0, 0); for (j = 0; j < numpoints; j++) { AddPointToBounds(facepoints[j], out->mins, out->maxs); VectorCopy(facepoints[j], out->faces[oface].points[j]); for (k = 0; k < 2; k++) { lm[k] = DotProduct(out->faces[oface].points[j], out->faces[oface].stdir[k]) + out->faces[oface].stdir[k][3]; if (j == 0) mins[k] = maxs[k] = lm[k]; else if (lm[k] > maxs[k]) maxs[k] = lm[k]; else if (lm[k] < mins[k]) mins[k] = lm[k]; } } out->faces[oface].numpoints = numpoints; //determine lightmap scale, and extents. rescale the lightmap if it ought to have been subdivided. out->faces[oface].relight = true; out->faces[oface].lmscale = 16; for (k = 0; k < 2; ) { out->faces[oface].lmbias[k] = floor(mins[k]/out->faces[oface].lmscale); out->faces[oface].lmextents[k] = ceil((maxs[k])/out->faces[oface].lmscale)-out->faces[oface].lmbias[k]+1; if (out->faces[oface].lmextents[k] > 128) { //surface is too large for lightmap data. just drop its resolution, because splitting the face in plane-defined geometry is a bad idea. if (out->faces[oface].lmscale > 256) { out->faces[oface].relight = false; k++; } else { out->faces[oface].lmscale *= 2; k = 0; } } else k++; } out->faces[oface].lightmap = -1; out->faces[oface].lmbase[0] = 0; out->faces[oface].lmbase[1] = 0; if (out->faces[oface].relight) { out->faces[oface].lightdata = BZ_Malloc(out->faces[oface].lmextents[0] * out->faces[oface].lmextents[1] * 3); memset(out->faces[oface].lightdata, 0x3f, out->faces[oface].lmextents[0]*out->faces[oface].lmextents[1]*3); } else out->faces[oface].lightdata = NULL; // Con_Printf("lm extents: %u %u (%i points)\n", out->faces[oface].lmextents[0], out->faces[oface].lmextents[1], numpoints); oface++; } if (oface < 4) { //a brush with less than 4 planes cannot be a valid convex area (but can happen when certain redundant planes are chopped out). don't accept creation //(we often get 2-plane brushes if the sides are sucked in) for (j = 0; j < oface; j++) { BZ_Free(out->faces[j].lightdata); BZ_Free(out->faces[j].points); } BZ_Free(out->planes); return NULL; } out->numplanes = oface; if (brush->id) out->id = brush->id; else out->id = ++hm->brushidseq; // Con_Printf("brush %u (%i faces)\n", out->id, oface); hm->numbrushes+=1; hm->recalculatebrushlighting = true; //lightmaps need to be reallocated //make sure the brush's bounds are added to the containing model. AddPointToBounds(out->mins, model->mins, model->maxs); AddPointToBounds(out->maxs, model->mins, model->maxs); return out; } static void Terr_Brush_DeleteIdx(heightmap_t *hm, size_t idx) { int i; brushes_t *br = &hm->wbrushes[idx]; if (!hm) return; for (i = 0; i < br->numplanes; i++) { BZ_Free(br->faces[i].lightdata); BZ_Free(br->faces[i].points); br->faces[i].tex->rebuild = true; } BZ_Free(br->planes); hm->numbrushes--; //plug the hole with some other brush. if (hm->numbrushes) hm->wbrushes[idx] = hm->wbrushes[hm->numbrushes]; } static void Terr_Brush_DeleteId(heightmap_t *hm, unsigned int brushid) { size_t i; brushes_t *br; if (!hm) return; for (i = 0; i < hm->numbrushes; i++) { br = &hm->wbrushes[i]; if (br->id == brushid) { Terr_Brush_DeleteIdx(hm, i); break; } } } #ifdef _WIN32 #include #else #include #endif static void Brush_Serialise(sizebuf_t *sb, brushes_t *br) { unsigned int i; MSG_WriteLong(sb, br->id); MSG_WriteLong(sb, br->contents); MSG_WriteLong(sb, br->numplanes); for (i = 0; i < br->numplanes; i++) { MSG_WriteString(sb, br->faces[i].tex->shadername); MSG_WriteFloat(sb, br->planes[i][0]); MSG_WriteFloat(sb, br->planes[i][1]); MSG_WriteFloat(sb, br->planes[i][2]); MSG_WriteFloat(sb, br->planes[i][3]); MSG_WriteFloat(sb, br->faces[i].stdir[0][0]); MSG_WriteFloat(sb, br->faces[i].stdir[0][1]); MSG_WriteFloat(sb, br->faces[i].stdir[0][2]); MSG_WriteFloat(sb, br->faces[i].stdir[0][3]); MSG_WriteFloat(sb, br->faces[i].stdir[1][0]); MSG_WriteFloat(sb, br->faces[i].stdir[1][1]); MSG_WriteFloat(sb, br->faces[i].stdir[1][2]); MSG_WriteFloat(sb, br->faces[i].stdir[1][3]); } } static qboolean Brush_Deserialise(heightmap_t *hm, brushes_t *br) { unsigned int i; unsigned int maxplanes = br->numplanes; br->id = MSG_ReadLong(); br->contents = MSG_ReadLong(); br->numplanes = MSG_ReadLong(); if (br->numplanes > maxplanes) return false; for (i = 0; i < br->numplanes; i++) { //FIXME: as a server, we probably want to reject the brush if we exceed some texnum/memory limitation, so clients can't just spam new textures endlessly. br->faces[i].tex = Terr_Brush_FindTexture(hm, MSG_ReadString()); br->planes[i][0] = MSG_ReadFloat(); br->planes[i][1] = MSG_ReadFloat(); br->planes[i][2] = MSG_ReadFloat(); br->planes[i][3] = MSG_ReadFloat(); br->faces[i].stdir[0][0] = MSG_ReadFloat(); br->faces[i].stdir[0][1] = MSG_ReadFloat(); br->faces[i].stdir[0][2] = MSG_ReadFloat(); br->faces[i].stdir[0][3] = MSG_ReadFloat(); br->faces[i].stdir[1][0] = MSG_ReadFloat(); br->faces[i].stdir[1][1] = MSG_ReadFloat(); br->faces[i].stdir[1][2] = MSG_ReadFloat(); br->faces[i].stdir[1][3] = MSG_ReadFloat(); } return true; } #ifndef SERVERONLY void CL_Parse_BrushEdit(void) { model_t *mod = cl.model_precache[1]; heightmap_t *hm = mod?mod->terrain:NULL; int cmd = MSG_ReadByte(); if (cmd == 0) Terr_Brush_DeleteId(hm, MSG_ReadLong()); else if (cmd == 1) { brushes_t brush; memset(&brush, 0, sizeof(brush)); brush.numplanes = 128; brush.planes = alloca(sizeof(*brush.planes) * brush.numplanes); brush.faces = alloca(sizeof(*brush.faces) * brush.numplanes); if (!Brush_Deserialise(hm, &brush)) Host_EndGame("CL_Parse_BrushEdit: unparsable brush\n"); if (brush.id) { int i; if (cls.demoplayback) Terr_Brush_DeleteId(hm, brush.id); else { for (i = 0; i < hm->numbrushes; i++) { brushes_t *br = &hm->wbrushes[i]; if (br->id == brush.id) return; //we already have it. assume we just edited it. } } } Terr_Brush_Insert(mod, hm, &brush); } else Host_EndGame("CL_Parse_BrushEdit: unknown command %i\n", cmd); } #endif #ifndef CLIENTONLY qboolean SV_Parse_BrushEdit(void) { model_t *mod = sv.models[1]; heightmap_t *hm = mod?mod->terrain:NULL; qboolean authorise = SV_MayCheat() || (host_client->penalties & BAN_VIP); int cmd = MSG_ReadByte(); if (cmd == 0) { unsigned int brushid = MSG_ReadLong(); if (!authorise) return true; Terr_Brush_DeleteId(hm, brushid); MSG_WriteByte(&sv.multicast, svcfte_brushedit); MSG_WriteByte(&sv.multicast, 0); MSG_WriteLong(&sv.multicast, brushid); SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0); return true; } else if (cmd == 1) { brushes_t brush; memset(&brush, 0, sizeof(brush)); brush.numplanes = 128; brush.planes = alloca(sizeof(*brush.planes) * brush.numplanes); brush.faces = alloca(sizeof(*brush.faces) * brush.numplanes); if (!Brush_Deserialise(hm, &brush)) { Con_Printf("SV_Parse_BrushEdit: %s sent an unparsable brush\n", host_client->name); return false; } if (!authorise) return true; Terr_Brush_DeleteId(hm, brush.id); if (!Terr_Brush_Insert(mod, hm, &brush)) return true; //looks mostly valid, but something was degenerate. fpu precision... //FIXME: expand the world entity's sizes if needed? MSG_WriteByte(&sv.multicast, svcfte_brushedit); MSG_WriteByte(&sv.multicast, 1); Brush_Serialise(&sv.multicast, &brush); SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0); return true; } else { Con_Printf("SV_Parse_BrushEdit: %s sent an unknown command: %i\n", host_client->name, cmd); return false; } return true; } #endif typedef struct { int shadername; vec3_t planenormal; float planedist; vec3_t sdir; float sbias; vec3_t tdir; float tbias; } qcbrushface_t; static void *validateqcpointer(pubprogfuncs_t *prinst, size_t qcptr, size_t elementsize, size_t elementcount, qboolean allownull) { //make sure that the sizes can't overflow if (elementcount > 0x10000) { PR_BIError(prinst, "brush: elementcount %u is too large\n", (unsigned int)elementcount); return NULL; } if (qcptr < 0 || qcptr+(elementsize*elementcount) > prinst->stringtablesize) { PR_BIError(prinst, "brush: invalid qc pointer\n"); return NULL; } if (!qcptr) { if (!allownull) PR_BIError(prinst, "brush: null qc pointer\n"); return NULL; } return prinst->stringtable + qcptr; } // {"brush_get", PF_brush_get, 0, 0, 0, 0, D(qcbrushface "int(float modelidx, int brushid, brushface_t *out_faces, int maxfaces, int *out_contents)", "Queries a brush's information. You must pre-allocate the face array for the builtin to write to. Return value is the number of faces retrieved, 0 on error.")}, void QCBUILTIN PF_brush_get(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { world_t *vmw = prinst->parms->user; model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0)); heightmap_t *hm = mod?mod->terrain:NULL; unsigned int brushid = G_INT(OFS_PARM1); unsigned int maxfaces = G_INT(OFS_PARM3); qcbrushface_t *out_faces = validateqcpointer(prinst, G_INT(OFS_PARM2), sizeof(*out_faces), maxfaces, true); unsigned int *out_contents = validateqcpointer(prinst, G_INT(OFS_PARM4), sizeof(*out_contents), 1, true); unsigned int fa, i; brushes_t *br; //assume the worst. G_INT(OFS_RETURN) = 0; if (out_contents) *out_contents = 0; if (!hm) return; for (i = 0; i < hm->numbrushes; i++) { br = &hm->wbrushes[i]; if (br->id == brushid) { if (out_contents) *out_contents = br->contents; if (!out_faces) G_INT(OFS_RETURN) = br->numplanes; else { maxfaces = min(br->numplanes, maxfaces); for (fa = 0; fa < maxfaces; fa++) { out_faces->shadername = PR_TempString(prinst, br->faces[fa].tex->shadername); VectorCopy(br->planes[fa], out_faces->planenormal); out_faces->planedist = br->planes[fa][3]; VectorCopy(br->faces[fa].stdir[0], out_faces->sdir); out_faces->sbias = br->faces[fa].stdir[0][3]; VectorCopy(br->faces[fa].stdir[1], out_faces->tdir); out_faces->tbias = br->faces[fa].stdir[1][3]; out_faces++; } G_INT(OFS_RETURN) = fa; } return; } } } // {"brush_create", PF_brush_create, 0, 0, 0, 0, D("int(float modelidx, brushface_t *in_faces, int numfaces, int contents)", "Inserts a new brush into the model. Return value is the new brush's id.")}, void QCBUILTIN PF_brush_create(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { world_t *vmw = prinst->parms->user; model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0)); heightmap_t *hm = mod?mod->terrain:NULL; unsigned int numfaces = G_INT(OFS_PARM2); qcbrushface_t *in_faces = validateqcpointer(prinst, G_INT(OFS_PARM1), sizeof(*in_faces), numfaces, false); unsigned int contents = G_INT(OFS_PARM3); unsigned int i; brushes_t brush, *nb; vec4_t *planes; struct brushface_s *faces; G_INT(OFS_RETURN) = 0; if (!hm) { if (mod && mod->loadstate == MLS_LOADING) COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING); if (mod && mod->loadstate == MLS_LOADED) { char basename[MAX_QPATH]; COM_FileBase(mod->name, basename, sizeof(basename)); mod->terrain = Mod_LoadTerrainInfo(mod, basename, true); hm = mod->terrain; if (!hm) return; Terr_FinishTerrain(mod); } else return; } planes = alloca(sizeof(*planes) * numfaces); faces = alloca(sizeof(*faces) * numfaces); for (i = 0; i < numfaces; i++) { VectorCopy(in_faces[i].planenormal, planes[i]); planes[i][3] = in_faces[i].planedist; faces[i].tex = Terr_Brush_FindTexture(hm, PR_GetString(prinst, in_faces[i].shadername)); VectorCopy(in_faces[i].sdir, faces[i].stdir[0]); faces[i].stdir[0][3] = in_faces[i].sbias; VectorCopy(in_faces[i].tdir, faces[i].stdir[1]); faces[i].stdir[1][3] = in_faces[i].tbias; } //now emit it brush.id = 0; brush.contents = contents; brush.numplanes = numfaces; brush.planes = planes; brush.faces = faces; if (numfaces) { nb = Terr_Brush_Insert(mod, hm, &brush); if (nb) { G_INT(OFS_RETURN) = nb->id; #ifndef CLIENTONLY if (sv.state) { MSG_WriteByte(&sv.multicast, svcfte_brushedit); MSG_WriteByte(&sv.multicast, 1); Brush_Serialise(&sv.multicast, nb); SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0); return; } #endif #ifndef SERVERONLY if (cls.state) { MSG_WriteByte(&cls.netchan.message, clcfte_brushedit); MSG_WriteByte(&cls.netchan.message, 1); Brush_Serialise(&cls.netchan.message, nb); return; } #endif } } } // {"brush_delete", PF_brush_delete, 0, 0, 0, 0, D("void(float modelidx, int brushid)", "Destroys the specified brush.")}, void QCBUILTIN PF_brush_delete(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { world_t *vmw = prinst->parms->user; model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0)); heightmap_t *hm = mod?mod->terrain:NULL; unsigned int brushid = G_INT(OFS_PARM1); if (!hm) return; Terr_Brush_DeleteId(hm, brushid); #ifndef CLIENTONLY if (sv.state) { MSG_WriteByte(&sv.multicast, svcfte_brushedit); MSG_WriteByte(&sv.multicast, 0); MSG_WriteLong(&sv.multicast, brushid); SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0); return; } #endif #ifndef SERVERONLY if (cls.state) { MSG_WriteByte(&cls.netchan.message, clcfte_brushedit); MSG_WriteByte(&cls.netchan.message, 0); MSG_WriteLong(&cls.netchan.message, brushid); return; } #endif } // {"brush_selected", PF_brush_selected, 0, 0, 0, 0, D("float(float modelid, int brushid, int faceid, float selectedstate)", "Allows you to easily set transient visual properties of a brush. If brush/face is -1, applies to all. returns old value. selectedstate=-1 changes nothing (called for its return value).")}, void QCBUILTIN PF_brush_selected(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { world_t *vmw = prinst->parms->user; model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0)); heightmap_t *hm = mod?mod->terrain:NULL; unsigned int brushid = G_INT(OFS_PARM1); unsigned int faceid = G_INT(OFS_PARM2); unsigned int state = G_FLOAT(OFS_PARM3); unsigned int i; brushes_t *br; G_FLOAT(OFS_RETURN) = 0; if (!hm) return; // hm->recalculatebrushlighting = true; for (i = 0; i < hm->numbrushes; i++) { br = &hm->wbrushes[i]; if (br->id == brushid) { G_FLOAT(OFS_RETURN) = br->selected; if (state >= 0) { if (br->selected != state) { for (i = 0; i < br->numplanes; i++) { br->faces[i].tex->rebuild = true; br->faces[i].relight = true; } br->selected = state; } } // return; } } } // {"brush_calcfacepoints",PF_brush_calcfacepoints,0,0, 0, 0, D("int(int faceid, brushface_t *in_faces, int numfaces, vector *points, int maxpoints)", "Determines the points of the specified face, if the specified brush were to actually be created.")}, void QCBUILTIN PF_brush_calcfacepoints(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { unsigned int faceid = G_INT(OFS_PARM0); unsigned int numfaces = G_INT(OFS_PARM2); qcbrushface_t *in_faces = validateqcpointer(prinst, G_INT(OFS_PARM1), sizeof(*in_faces), numfaces, false); unsigned int maxpoints = G_INT(OFS_PARM4); vec3_t *out_verts = validateqcpointer(prinst, G_INT(OFS_PARM3), sizeof(*out_verts), maxpoints, false); vecV_t facepoints[256]; vec4_t planes[256]; unsigned int j, numpoints; faceid--; if (faceid < 0 || faceid >= numfaces) { G_INT(OFS_RETURN) = 0; return; } //make sure this isn't a dupe face for (j = 0; j < faceid; j++) { if (in_faces[j].planenormal[0] == in_faces[faceid].planenormal[0] && in_faces[j].planenormal[1] == in_faces[faceid].planenormal[1] && in_faces[j].planenormal[2] == in_faces[faceid].planenormal[2] && in_faces[j].planedist == in_faces[faceid].planedist) { G_INT(OFS_RETURN) = 0; return; } } //generate a list that Terr_GenerateBrushFace can actually use, silly, but lets hope this isn't needed to be nippy for (j = 0; j < numfaces; j++) { VectorCopy(in_faces[j].planenormal, planes[j]); planes[j][3] = in_faces[j].planedist; } //generate points now (so we know the correct mins+maxs for the brush, and whether the plane is relevent) numpoints = Terr_GenerateBrushFace(facepoints, countof(facepoints), planes, numfaces, planes[faceid]); G_INT(OFS_RETURN) = numpoints; if (numpoints > maxpoints) numpoints = maxpoints; //... and copy them out without padding. yeah, silly. for (j = 0; j < numpoints; j++) { VectorCopy(facepoints[j], out_verts[j]); } } // {"brush_getfacepoints",PF_brush_getfacepoints,0,0, 0, 0, D("int(float modelid, int brushid, int faceid, vector *points, int maxpoints)", "Allows you to easily set transient visual properties of a brush. If brush/face is -1, applies to all. returns old value. selectedstate=-1 changes nothing (called for its return value).")}, void QCBUILTIN PF_brush_getfacepoints(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { world_t *vmw = prinst->parms->user; model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0)); heightmap_t *hm = mod?mod->terrain:NULL; unsigned int brushid = G_INT(OFS_PARM1); unsigned int faceid = G_INT(OFS_PARM2); unsigned int maxpoints = G_INT(OFS_PARM4), p; vec3_t *out_verts = validateqcpointer(prinst, G_INT(OFS_PARM3), sizeof(*out_verts), maxpoints, false); size_t i; brushes_t *br; G_INT(OFS_RETURN) = 0; if (!hm) return; for (i = 0; i < hm->numbrushes; i++) { br = &hm->wbrushes[i]; if (br->id == brushid) { if (!faceid) { if (maxpoints >= 2) { VectorCopy(br->mins, out_verts[0]); VectorCopy(br->maxs, out_verts[1]); G_INT(OFS_RETURN) = 2; } else if (maxpoints == 1) { VectorInterpolate(br->mins, 0.5, br->maxs, out_verts[0]); G_INT(OFS_RETURN) = 1; } } else { faceid--; if (faceid >= br->numplanes) break; maxpoints = min(maxpoints, br->faces[faceid].numpoints); for (p = 0; p < maxpoints; p++) VectorCopy(br->faces[faceid].points[p], out_verts[p]); G_INT(OFS_RETURN) = p; } break; } } } // {"brush_findinvolume",PF_brush_findinvolume,0,0, 0, 0, D("int(float modelid, vector *planes, float *dists, int numplanes, int *out_brushes, int *out_faces, int maxresults)", "Allows you to easily obtain a list of brushes+faces within the given bounding region. If out_faces is not null, the same brush might be listed twice.")}, void QCBUILTIN PF_brush_findinvolume(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals) { world_t *vmw = prinst->parms->user; model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0)); heightmap_t *hm = mod?mod->terrain:NULL; int in_numplanes = G_INT(OFS_PARM3); vec3_t *in_normals = validateqcpointer(prinst, G_INT(OFS_PARM1), sizeof(*in_normals), in_numplanes, false); float *in_distances = validateqcpointer(prinst, G_INT(OFS_PARM2), sizeof(*in_distances), in_numplanes, false); unsigned int maxresults = G_INT(OFS_PARM6); unsigned int *out_brushids = validateqcpointer(prinst, G_INT(OFS_PARM4), sizeof(*out_brushids), maxresults, false); unsigned int *out_faceids = G_INT(OFS_PARM5)?validateqcpointer(prinst, G_INT(OFS_PARM5), sizeof(*out_faceids), maxresults, false):NULL; unsigned int i, j, k, r = 0; brushes_t *br; vec3_t best; float dist; //find all brushes/faces with a vetex within the region //the brush is inside if any every plane has at least one vertex on the inner side if (hm) for (i = 0; i < hm->numbrushes; i++) { br = &hm->wbrushes[i]; for (j = 0; j < in_numplanes; j++) { for (k=0 ; k<3 ; k++) { if (in_normals[j][k] < 0) best[k] = br->maxs[k]; else best[k] = br->mins[k]; } dist = DotProduct (best, in_normals[j]); dist = in_distances[j] - dist; if (dist <= 0) //don't find coplanar brushes. add an epsilon if you need this. break; } if (j == in_numplanes) { //the box had some point on the near side of every single plane, and thus must contain at least part of the box if (r == maxresults) break; //ran out out_brushids[r] = br->id; if (out_faceids) //FIXME: handle this properly. out_faceids[r] = 0; r++; } } G_INT(OFS_RETURN) = r; } void Terr_WriteBrushInfo(vfsfile_t *file, brushes_t *br) { //( -0 -0 16 ) ( -0 -0 32 ) ( 64 -0 16 ) texname [x y z d] [x y z d] rotation sscale tscale float *point[3]; int i; VFS_PRINTF(file, "\n{"); for (i = 0; i < br->numplanes; i++) { point[0] = br->faces[i].points[0]; point[1] = br->faces[i].points[1]; point[2] = br->faces[i].points[2]; //%.9g is 'meant' to be lossless for a standard ieee single-precision float. (%.17g for a double) VFS_PRINTF(file, "\n( %.9g %.9g %.9g ) ( %.9g %.9g %.9g ) ( %.9g %.9g %.9g ) \"%s\" [ %.9g %.9g %.9g %.9g ] [ %.9g %.9g %.9g %.9g ] 0 1 1", point[0][0], point[0][1], point[0][2], point[1][0], point[1][1], point[1][2], point[2][0], point[2][1], point[2][2], br->faces[i].tex?br->faces[i].tex->shadername:"", br->faces[i].stdir[0][0], br->faces[i].stdir[0][1], br->faces[i].stdir[0][2], br->faces[i].stdir[0][3], br->faces[i].stdir[1][0], br->faces[i].stdir[1][1], br->faces[i].stdir[1][2], br->faces[i].stdir[1][3] ); } VFS_PRINTF(file, "\n}"); } void Terr_WriteMapFile(vfsfile_t *file, model_t *mod) { char token[8192]; int nest = 0; const char *start, *entities = mod->entities; int i; unsigned int entnum = 0; heightmap_t *hm; hm = mod->terrain; if (hm && hm->exteriorcontents != FTECONTENTS_EMPTY) VFS_WRITE(file, "terrain\n", 8); start = entities; while(entities) { entities = COM_ParseOut(entities, token, sizeof(token)); if (token[0] == '}' && token[1] == 0) { nest--; if (!nest) { if (!entnum) { // VFS_PRINTF(file, "\n//Worldspawn brushes go here"); hm = mod->terrain; if (hm) for (i = 0; i < hm->numbrushes; i++) Terr_WriteBrushInfo(file, &hm->wbrushes[i]); } entnum++; } } else if (token[0] == '{' && token[1] == 0) { nest++; } else { if (!strcmp(token, "model")) { int submodelnum; entities = COM_ParseOut(entities, token, sizeof(token)); if (*token == '*') submodelnum = atoi(token+1); else submodelnum = 0; if (submodelnum) { model_t *submod; Q_snprintfz(token, sizeof(token), "*%i:%s", submodelnum, mod->name); submod = Mod_FindName (token); // VFS_PRINTF(file, "\nBrushes for %s go here", token); hm = submod->terrain; if (hm) { for (i = 0; i < hm->numbrushes; i++) Terr_WriteBrushInfo(file, &hm->wbrushes[i]); start = entities; } } } else entities = COM_ParseOut(entities, token, sizeof(token)); } VFS_WRITE(file, start, entities - start); start = entities; } } void Mod_Terrain_Save_f(void) { vfsfile_t *file; model_t *mod; const char *mapname = Cmd_Argv(1); char fname[MAX_QPATH]; if (Cmd_IsInsecure()) { Con_Printf("Please use this command via the console\n"); return; } if (*mapname) mod = Mod_FindName(va("maps/%s", mapname)); #ifndef SERVERONLY else if (cls.state) mod = cl.worldmodel; #endif else mod = NULL; if (!mod) { Con_Printf("no model loaded by that name\n"); return; } if (mod->loadstate != MLS_LOADED) { Con_Printf("that model isn't fully loaded\n"); return; } if (*Cmd_Argv(2)) Q_snprintfz(fname, sizeof(fname), "maps/%s.map", Cmd_Argv(2)); else Q_snprintfz(fname, sizeof(fname), "%s", mod->name); if (mod->type != mod_heightmap) { //warning: brushes are not saved unless its a .map COM_StripExtension(mod->name, fname, sizeof(fname)); Q_strncatz(fname, ".ent", sizeof(fname)); FS_CreatePath(fname, FS_GAMEONLY); file = FS_OpenVFS(fname, "wb", FS_GAMEONLY); if (!file) Con_Printf("unable to open %s\n", fname); else { VFS_WRITE(file, mod->entities, strlen(mod->entities)); VFS_CLOSE(file); } } else { FS_CreatePath(fname, FS_GAMEONLY); file = FS_OpenVFS(fname, "wb", FS_GAMEONLY); if (!file) Con_Printf("unable to open %s\n", fname); else { Terr_WriteMapFile(file, mod); VFS_CLOSE(file); } } FS_FlushFSHash(); } qboolean Terr_ReformEntitiesLump(model_t *mod, heightmap_t *hm, char *entities) { char token[8192]; int nest = 0; int buflen = strlen(entities); char *out, *start; int i; int submodelnum = 0; qboolean isdetail = false; qboolean foundsubmodel = false; qboolean inbrush = false; int numplanes = 0; vec4_t planes[64]; struct brushface_s faces[64]; int brushcontents = FTECONTENTS_SOLID; heightmap_t *subhm = NULL; model_t *submod = NULL; #ifdef RUNTIMELIGHTING hm->entsdirty = true; hm->relightcontext = LightStartup(NULL, mod, false); hm->lightthreadmem = BZ_Malloc(lightthreadctxsize); hm->inheritedlightthreadmem = false; #endif /*FIXME: we need to re-form the entities lump to insert model fields as appropriate*/ mod->entities = out = Z_Malloc(buflen+1); while(entities) { start = entities; entities = COM_ParseOut(entities, token, sizeof(token)); if (token[0] == '}' && token[1] == 0) { nest--; if (inbrush) { brushes_t brush; //finish the brush brush.contents = brushcontents; brush.numplanes = numplanes; brush.planes = planes; brush.faces = faces; brush.id = 0; if (numplanes) Terr_Brush_Insert(submod, subhm, &brush); numplanes = 0; inbrush = false; continue; } } else if (token[0] == '{' && token[1] == 0) { nest++; if (nest == 1) { //entering a new entity foundsubmodel = false; isdetail = false; } if (nest == 2) { if (isdetail) //func_detail injects its brushes into the world model for some reason. { submod = mod; subhm = hm; } else if (!foundsubmodel) { foundsubmodel = true; if (submodelnum) { Q_snprintfz(token, sizeof(token), "*%i", submodelnum); *out++ = 'm'; *out++ = 'o'; *out++ = 'd'; *out++ = 'e'; *out++ = 'l'; *out++ = ' '; *out++ = '\"'; for (i = 0; token[i]; i++) *out++ = token[i]; *out++ = '\"'; *out++ = ' '; Q_snprintfz(token, sizeof(token), "*%i:%s", submodelnum, mod->name); submod = Mod_FindName (token); if (submod->loadstate == MLS_NOTLOADED) { submod->type = mod_heightmap; if (!submod->entities) submod->entities = Z_Malloc(1); subhm = submod->terrain = Mod_LoadTerrainInfo(submod, submod->name, true); subhm->exteriorcontents = FTECONTENTS_EMPTY; ClearBounds(submod->mins, submod->maxs); submod->funcs.NativeTrace = Heightmap_Trace; submod->funcs.PointContents = Heightmap_PointContents; submod->funcs.NativeContents = Heightmap_NativeBoxContents; submod->funcs.LightPointValues = Heightmap_LightPointValues; submod->funcs.StainNode = Heightmap_StainNode; submod->funcs.MarkLights = Heightmap_MarkLights; submod->funcs.ClusterForPoint = Heightmap_ClusterForPoint; submod->funcs.ClusterPVS = Heightmap_ClusterPVS; #ifndef CLIENTONLY submod->funcs.FindTouchedLeafs = Heightmap_FindTouchedLeafs; submod->funcs.EdictInFatPVS = Heightmap_EdictInFatPVS; submod->funcs.FatPVS = Heightmap_FatPVS; #endif submod->loadstate = MLS_LOADED; #ifdef RUNTIMELIGHTING subhm->relightcontext = LightStartup(hm->relightcontext, submod, false); subhm->lightthreadmem = hm->lightthreadmem; subhm->inheritedlightthreadmem = true; #endif } else subhm = NULL; } else { submod = mod; subhm = hm; } submodelnum++; } inbrush = true; continue; } } else if (inbrush) { //parse a plane //Quake: ( -0 -0 16 ) ( -0 -0 32 ) ( 64 -0 16 ) texname 0 -32 rotation sscale tscale //hexen2: ( -0 -0 16 ) ( -0 -0 32 ) ( 64 -0 16 ) texname 0 -32 rotation sscale tscale utterlypointless //Valve: ( -0 -0 16 ) ( -0 -0 32 ) ( 64 -0 16 ) texname [x y z d] [x y z d] rotation sscale tscale //fte : ( px py pz pd ) texname [sx sy sz sd] [tx ty tz td] 0 1 1 brushtex_t *bt; vec3_t d1,d2; vec3_t points[3]; vec4_t texplane[2]; float scale[2], rot; int p; qboolean hlstyle = false; memset(points, 0, sizeof(points)); for (p = 0; p < 3; p++) { if (token[0] != '(' || token[1] != 0) break; entities = COM_ParseOut(entities, token, sizeof(token)); points[p][0] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); points[p][1] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); points[p][2] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); if (token[0] != ')' || token[1] != 0) { // VectorClear(points[1]); // VectorClear(points[2]); points[1][0] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); if (p == 0 && !strcmp(token, ")")) p = 4; //we just managed to read an entire plane instead of 3 points. break; } entities = COM_ParseOut(entities, token, sizeof(token)); } if (p < 3) { Con_Printf(CON_ERROR "%s: malformed brush\n", mod->name); return false; } if (numplanes == sizeof(planes)/sizeof(planes[0])) { Con_Printf(CON_ERROR "%s: too many planes in brush\n", mod->name); return false; } bt = Terr_Brush_FindTexture(subhm, token); if (*token == '*') { if (!Q_strncasecmp(token, "*lava", 5)) brushcontents = FTECONTENTS_LAVA; else if (!Q_strncasecmp(token, "*slime", 5)) brushcontents = FTECONTENTS_SLIME; else brushcontents = FTECONTENTS_WATER; } else if (!Q_strncasecmp(token, "*sky", 4)) brushcontents = FTECONTENTS_SKY; else if (!Q_strcasecmp(token, "clip")) brushcontents = FTECONTENTS_PLAYERCLIP; else brushcontents = FTECONTENTS_SOLID; //FIXME: halflife format has the entire [x y z dist] plane specified. entities = COM_ParseOut(entities, token, sizeof(token)); if (*token == '[') { hlstyle = true; entities = COM_ParseOut(entities, token, sizeof(token)); texplane[0][0] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); texplane[0][1] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); texplane[0][2] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); texplane[0][3] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); //] entities = COM_ParseOut(entities, token, sizeof(token)); //[ entities = COM_ParseOut(entities, token, sizeof(token)); texplane[1][0] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); texplane[1][1] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); texplane[1][2] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); texplane[1][3] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); //] } else { VectorClear(texplane[0]); VectorClear(texplane[1]); texplane[0][3] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); texplane[1][3] = atof(token); } entities = COM_ParseOut(entities, token, sizeof(token)); rot = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); scale[0] = atof(token); entities = COM_ParseOut(entities, token, sizeof(token)); scale[1] = atof(token); //hexen2 has some extra junk that is useless - some 'light' value, but its never used and should normally be -1. while (*entities == ' ' || *entities == '\t') entities++; if (*entities == '-' || (*entities >= '0' && *entities <= '9')) entities = COM_ParseOut(entities, token, sizeof(token)); //okay, that's all the actual parsing, now try to make sense of this plane. if (p == 4) { //parsed an actual plane VectorCopy(points[0], planes[numplanes]); planes[numplanes][3] = points[1][0]; } else { //parsed 3 points. VectorSubtract(points[0], points[1], d1); VectorSubtract(points[2], points[1], d2); CrossProduct(d1, d2, planes[numplanes]); VectorNormalize(planes[numplanes]); planes[numplanes][3] = DotProduct(points[1], planes[numplanes]); } faces[numplanes].tex = bt; //quake's .maps use the normal to decide which texture directions to use in some lame axially-aligned way. if (!hlstyle) { float a=fabs(planes[numplanes][0]),b=fabs(planes[numplanes][1]),c=fabs(planes[numplanes][2]); if (a>=b&&a>=c) texplane[0][1] = 1; else texplane[0][0] = 1; if (c>a&&c>b) texplane[1][1] = -1; else texplane[1][2] = -1; } if (rot) { int mas, mat; float s,t; float a = rot*(M_PI/180); float cosa = cos(a), sina=sin(a); for (mas=0; mas<2&&!texplane[0][mas]; mas++); for (mat=0; mat<2&&!texplane[1][mat]; mat++); for (i = 0; i < 2; i++) { s = cosa*texplane[i][mas] - sina*texplane[i][mat]; t = sina*texplane[i][mas] + cosa*texplane[i][mat]; texplane[i][mas] = s; texplane[i][mat] = t; } } if (!scale[0]) scale[0] = 1; if (!scale[1]) scale[1] = 1; VectorScale(texplane[0], 1.0/scale[0], faces[numplanes].stdir[0]); VectorScale(texplane[1], 1.0/scale[1], faces[numplanes].stdir[1]); faces[numplanes].stdir[0][3] = texplane[0][3]; faces[numplanes].stdir[1][3] = texplane[1][3]; numplanes++; continue; } else { if (!strcmp(token, "classname")) { entities = COM_ParseOut(entities, token, sizeof(token)); if (!strcmp(token, "func_detail")) isdetail = true; } else entities = COM_ParseOut(entities, token, sizeof(token)); } while(start < entities) *out++ = *start++; } *out++ = 0; mod->numsubmodels = submodelnum; return true; } qboolean QDECL Terr_LoadTerrainModel (model_t *mod, void *buffer, size_t bufsize) { int exterior = FTECONTENTS_SOLID; heightmap_t *hm; char token[MAX_QPATH]; int sectsize = 0; char *src; src = COM_ParseOut(buffer, token, sizeof(token)); if (!strcmp(token, "terrain")) buffer = src; else if (!strcmp(token, "{")) exterior = FTECONTENTS_EMPTY; else { Con_Printf(CON_ERROR "%s wasn't terrain map\n", mod->name); //shouldn't happen return false; } mod->type = mod_heightmap; ClearBounds(mod->mins, mod->maxs); hm = Z_Malloc(sizeof(*hm)); ClearLink(&hm->recycle); // ClearLink(&hm->collected); COM_FileBase(mod->name, hm->path, sizeof(hm->path)); if (!Terr_ReformEntitiesLump(mod, hm, buffer)) return false; strcpy(hm->groundshadername, "terrainshader"); strcpy(hm->skyname, "sky1"); hm->entitylock = Sys_CreateMutex(); hm->sectionsize = sectsize; if (exterior) { hm->firstsegx = -1; hm->firstsegy = -1; hm->maxsegx = +1; hm->maxsegy = +1; } else { hm->firstsegx = 0; hm->firstsegy = 0; hm->maxsegx = 0; hm->maxsegy = 0; } hm->exteriorcontents = exterior; //sky outside the map Terr_ParseEntityLump(mod->entities, hm); if (hm->firstsegx != hm->maxsegx) { vec3_t point; point[0] = (hm->firstsegx - CHUNKBIAS) * hm->sectionsize; point[1] = (hm->firstsegy - CHUNKBIAS) * hm->sectionsize; point[2] = -999999999999999999999999.f; AddPointToBounds(point, mod->mins, mod->maxs); point[0] = (hm->maxsegx - CHUNKBIAS) * hm->sectionsize; point[1] = (hm->maxsegy - CHUNKBIAS) * hm->sectionsize; point[2] = 999999999999999999999999.f; AddPointToBounds(point, mod->mins, mod->maxs); } mod->funcs.NativeTrace = Heightmap_Trace; mod->funcs.PointContents = Heightmap_PointContents; mod->funcs.NativeContents = Heightmap_NativeBoxContents; mod->funcs.LightPointValues = Heightmap_LightPointValues; mod->funcs.StainNode = Heightmap_StainNode; mod->funcs.MarkLights = Heightmap_MarkLights; mod->funcs.ClusterForPoint = Heightmap_ClusterForPoint; mod->funcs.ClusterPVS = Heightmap_ClusterPVS; #ifndef CLIENTONLY mod->funcs.FindTouchedLeafs = Heightmap_FindTouchedLeafs; mod->funcs.EdictInFatPVS = Heightmap_EdictInFatPVS; mod->funcs.FatPVS = Heightmap_FatPVS; #endif /* mod->hulls[0].funcs.HullPointContents = Heightmap_PointContents; mod->hulls[1].funcs.HullPointContents = Heightmap_PointContents; mod->hulls[2].funcs.HullPointContents = Heightmap_PointContents; mod->hulls[3].funcs.HullPointContents = Heightmap_PointContents; */ mod->terrain = hm; #ifdef RUNTIMELIGHTING if (hm->relightcontext) { LightReloadEntities(hm->relightcontext, mod->entities, true); hm->entsdirty = false; } #endif return true; } void *Mod_LoadTerrainInfo(model_t *mod, char *loadname, qboolean force) { heightmap_t *hm; heightmap_t potential; if (!mod->entities) return NULL; memset(&potential, 0, sizeof(potential)); Terr_ParseEntityLump(mod->entities, &potential); if (potential.firstsegx >= potential.maxsegx || potential.firstsegy >= potential.maxsegy) { //figure out the size such that it encompases the entire bsp. potential.firstsegx = floor(mod->mins[0] / potential.sectionsize) + CHUNKBIAS; potential.firstsegy = floor(mod->mins[1] / potential.sectionsize) + CHUNKBIAS; potential.maxsegx = ceil(mod->maxs[0] / potential.sectionsize) + CHUNKBIAS; potential.maxsegy = ceil(mod->maxs[1] / potential.sectionsize) + CHUNKBIAS; if (*loadname=='*') { potential.firstsegx = bound(0, potential.firstsegx, CHUNKLIMIT); potential.firstsegy = bound(0, potential.firstsegy, CHUNKLIMIT); potential.maxsegx = bound(potential.firstsegx, potential.maxsegx, CHUNKLIMIT); potential.maxsegy = bound(potential.firstsegx, potential.maxsegy, CHUNKLIMIT); } else {//bound it, such that 0 0 will always be loaded. potential.firstsegx = bound(0, potential.firstsegx, CHUNKBIAS); potential.firstsegy = bound(0, potential.firstsegy, CHUNKBIAS); potential.maxsegx = bound(CHUNKBIAS+1, potential.maxsegx, CHUNKLIMIT); potential.maxsegy = bound(CHUNKBIAS+1, potential.maxsegy, CHUNKLIMIT); } if (!force) { char sect[MAX_QPATH]; Q_snprintfz(sect, sizeof(sect), "maps/%s/sect_%03x_%03x.hms", loadname, potential.firstsegx + (potential.maxsegx-potential.firstsegx)/2, potential.firstsegy + (potential.maxsegy-potential.firstsegy)/2); if (!COM_FCheckExists(sect)) { Q_snprintfz(sect, sizeof(sect), "maps/%s/block_00_00.hms", loadname); if (!COM_FCheckExists(sect)) return NULL; } } } hm = Z_Malloc(sizeof(*hm)); *hm = potential; hm->entitylock = Sys_CreateMutex(); ClearLink(&hm->recycle); Q_strncpyz(hm->path, loadname, sizeof(hm->path)); Q_strncpyz(hm->groundshadername, "terrainshader", sizeof(hm->groundshadername)); hm->exteriorcontents = FTECONTENTS_EMPTY; //bsp geometry outside the heightmap return hm; } #ifndef SERVERONLY void Mod_Terrain_Create_f(void) { int x,y; hmsection_t *s; heightmap_t *hm; char *mname; char *mapdesc; char *skyname; char *groundname; char *watername; char *groundheight; char *waterheight; vfsfile_t *file; model_t mod; memset(&mod, 0, sizeof(mod)); if (Cmd_Argc() < 2) { Con_Printf("%s: NAME \"DESCRIPTION\" SKYNAME DEFAULTGROUNDTEX DEFAULTHEIGHT DEFAULTWATER DEFAULTWATERHEIGHT\nGenerates a fresh maps/foo.hmp file. You may wish to edit it with notepad later to customise it. You will need csaddon.dat in order to edit the actual terrain.\n", Cmd_Argv(0)); return; } mname = va("maps/%s.hmp", Cmd_Argv(1)); mapdesc = Cmd_Argv(2); if (!*mapdesc) mapdesc = Cmd_Argv(1); skyname = Cmd_Argv(3); if (!*skyname) skyname = "sky1"; groundname = Cmd_Argv(4); if (!*groundname) groundname = "default"; groundheight = Cmd_Argv(5); if (!*groundheight) groundheight = "0"; watername = Cmd_Argv(6); if (!*watername) watername = ""; waterheight = Cmd_Argv(7); if (!*waterheight) waterheight = "1024"; mod.entities = va( "{\n" "classname \"worldspawn\"\n" "message \"%s\"\n" "_sky sky1\n" "_fog 0.02\n" "_segmentsize 1024\n" "_minxsegment -2048\n" "_minysegment -2048\n" "_maxxsegment 2048\n" "_maxysegment 2048\n" "//_defaultgroundtexture \"city4_2\"\n" "//_defaultwatertexture \"*water2\"\n" "//_defaultgroundheight -1024\n" "//_defaultwaterheight 0\n" //hurrah, sea level. // "_tiles 64 64 8 8\n" "}\n" "{\n" "classname info_player_start\n" "origin \"0 0 1024\"\n" "}\n" , Cmd_Argv(2)); mod.type = mod_heightmap; mod.terrain = hm = Z_Malloc(sizeof(*hm)); Terr_ParseEntityLump(mod.entities, hm); hm->entitylock = Sys_CreateMutex(); ClearLink(&hm->recycle); Q_strncpyz(hm->path, Cmd_Argv(1), sizeof(hm->path)); Q_strncpyz(hm->groundshadername, "terrainshader", sizeof(hm->groundshadername)); hm->exteriorcontents = FTECONTENTS_SOLID; for (x = CHUNKBIAS-1; x < CHUNKBIAS+1; x++) for (y = CHUNKBIAS-1; y < CHUNKBIAS+1; y++) Terr_GetSection(hm, x, y, TGS_TRYLOAD|TGS_DEFAULTONFAIL); for (x = CHUNKBIAS-1; x < CHUNKBIAS+1; x++) for (y = CHUNKBIAS-1; y < CHUNKBIAS+1; y++) { s = Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL); if (s && (s->flags & (TSF_EDITED|TSF_DIRTY))) { Terr_InitLightmap(s, false); Terr_SaveSection(hm, s, x, y, true); } } if (COM_FCheckExists(mname)) { Con_Printf("%s: already exists, not overwriting.\n", mname); return; } FS_CreatePath(mname, FS_GAMEONLY); file = FS_OpenVFS(mname, "wb", FS_GAMEONLY); if (!file) Con_Printf("unable to open %s\n", mname); else { Terr_WriteMapFile(file, &mod); VFS_CLOSE(file); Con_Printf("Wrote %s\n", mname); FS_FlushFSHashWritten(); } Terr_FreeModel(&mod); } #endif //reads in the terrain a tile at a time, and writes it out again. //the new version will match our current format version. //this is mostly so I can strip out old format revisions... #ifndef SERVERONLY void Mod_Terrain_Convert_f(void) { model_t *mod; heightmap_t *hm; if (Cmd_FromGamecode()) return; if (Cmd_Argc() >= 2) mod = Mod_FindName(va("maps/%s.hmp", Cmd_Argv(1))); else if (cls.state) mod = cl.worldmodel; else mod = NULL; if (!mod || mod->type == mod_dummy) return; hm = mod->terrain; if (!hm) return; { char *texkill = Cmd_Argv(2); hmsection_t *s; int x, sx; int y, sy; while(Terr_Collect(hm)) //collect as many as we can now, so when we collect later, the one that's collected is fresh. ; for (y = hm->firstsegy; y < hm->maxsegy; y+=SECTIONSPERBLOCK) { Sys_Printf("%g%% complete\n", 100 * (y-hm->firstsegy)/(float)(hm->maxsegy-hm->firstsegy)); for (x = hm->firstsegx; x < hm->maxsegx; x+=SECTIONSPERBLOCK) { for (sy = y; sy < y+SECTIONSPERBLOCK && sy < hm->maxsegy; sy++) { for (sx = x; sx < x+SECTIONSPERBLOCK && sx < hm->maxsegx; sx++) { s = Terr_GetSection(hm, sx, sy, TGS_WAITLOAD|TGS_NODOWNLOAD|TGS_NORENDER); if (s) { if (*texkill) ted_texkill(s, texkill); s->flags |= TSF_EDITED; } } } for (sy = y; sy < y+SECTIONSPERBLOCK && sy < hm->maxsegy; sy++) { for (sx = x; sx < x+SECTIONSPERBLOCK && sx < hm->maxsegx; sx++) { s = Terr_GetSection(hm, sx, sy, TGS_WAITLOAD|TGS_NODOWNLOAD|TGS_NORENDER); if (s) { if (s->flags & TSF_EDITED) { if (Terr_SaveSection(hm, s, sx, sy, true)) { s->flags &= ~TSF_EDITED; } } } } } while(Terr_Collect(hm)) ; } } Sys_Printf("%g%% complete\n", 100.0f); } } #endif void Mod_Terrain_Reload_f(void) { model_t *mod; heightmap_t *hm; if (Cmd_Argc() >= 2) mod = Mod_FindName(va("maps/%s.hmp", Cmd_Argv(1))); #ifndef SERVERONLY else if (cls.state) mod = cl.worldmodel; #endif else mod = NULL; if (!mod || mod->type == mod_dummy) return; hm = mod->terrain; if (!hm) return; if (Cmd_Argc() >= 4) { hmsection_t *s; int sx = atoi(Cmd_Argv(2)) + CHUNKBIAS; int sy = atoi(Cmd_Argv(3)) + CHUNKBIAS; if (hm) { s = Terr_GetSection(hm, sx, sy, TGS_NOLOAD); if (s) { s->flags |= TSF_NOTIFY; } } } else Terr_PurgeTerrainModel(mod, false, true); } void Terr_Init(void) { Cvar_Register(&mod_terrain_networked, "Terrain"); Cvar_Register(&mod_terrain_defaulttexture, "Terrain"); Cvar_Register(&mod_terrain_savever, "Terrain"); Cmd_AddCommand("mod_terrain_save", Mod_Terrain_Save_f); Cmd_AddCommand("mod_terrain_reload", Mod_Terrain_Reload_f); #ifndef SERVERONLY Cmd_AddCommand("mod_terrain_create", Mod_Terrain_Create_f); Cmd_AddCommandD("mod_terrain_convert", Mod_Terrain_Convert_f, "mod_terrain_convert [mapname] [texkill]\nConvert a terrain to the current format. If texkill is specified, only tiles with the named texture will be converted, and tiles with that texture will be stripped. This is a slow operation."); #endif Mod_RegisterModelFormatText(NULL, "FTE Heightmap Map (hmp)", "terrain", Terr_LoadTerrainModel); Mod_RegisterModelFormatText(NULL, "Quake Map Format (map)", "{", Terr_LoadTerrainModel); } #endif