/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // models.c -- model loading and caching // models are the only shared resource between a client and server running // on the same machine. #include "quakedef.h" #ifdef RGLQUAKE #include "glquake.h" #ifdef Q3SHADERS #include "shader.h" #endif extern cvar_t r_shadow_bumpscale_basetexture; extern int gl_bumpmappingpossible; qboolean isnotmap = true; //used to not warp ammo models. #ifndef SWQUAKE model_t *loadmodel; char loadname[32]; // for hunk tags #else extern model_t *loadmodel; extern char loadname[32]; // for hunk tags #endif void CM_Init(void); void GLMod_LoadCompositeAnim(model_t *mod, void *buffer); void GL_LoadHeightmapModel (model_t *mod, void *buffer); void GLMod_LoadDarkPlacesModel(model_t *mod, void *buffer); void GLMod_LoadSpriteModel (model_t *mod, void *buffer); void GLMod_LoadSprite2Model (model_t *mod, void *buffer); void GLMod_LoadBrushModel (model_t *mod, void *buffer); #ifdef Q2BSPS void Mod_LoadQ2BrushModel (model_t *mod, void *buffer); #endif void Mod_LoadHLModel (model_t *mod, void *buffer); void Mod_LoadAlias3Model (model_t *mod, void *buffer); void Mod_LoadGroupModel (model_t *mod, void *buffer); #ifdef ZYMOTICMODELS void GLMod_LoadZymoticModel(model_t *mod, void *buffer); #endif #ifdef MD5MODELS void GLMod_LoadMD5MeshModel(model_t *mod, void *buffer); #endif model_t *GLMod_LoadModel (model_t *mod, qboolean crash); #ifdef DOOMWADS qboolean Mod_LoadDoomLevel(model_t *mod); #endif void GL_LoadQ1Model (model_t *mod, void *buffer); #ifdef MD2MODELS void GL_LoadQ2Model (model_t *mod, void *buffer); #endif #ifdef MD3MODELS void GL_LoadQ3Model (model_t *mod, void *buffer); #endif #ifdef DOOMWADS void GLMod_LoadDoomSprite (model_t *mod); #endif #define MAX_MOD_KNOWN 2048 #ifndef SWQUAKE model_t mod_known[MAX_MOD_KNOWN]; int mod_numknown; #else extern model_t mod_known[MAX_MOD_KNOWN]; extern int mod_numknown; #endif extern cvar_t r_loadlits; #ifdef SPECULAR extern cvar_t gl_specular; #endif extern cvar_t r_fb_bmodels; #ifdef RUNTIMELIGHTING model_t *lightmodel; int numlightdata; qboolean writelitfile; int relitsurface; void GLMod_UpdateLightmap(int snum) { msurface_t *s; if (lightmodel) { // int i; // for (s = lightmodel->surfaces,i=0; i < lightmodel->numsurfaces; i++,s++) // s->cached_dlight = -1; if (snum < lightmodel->numsurfaces) { s = lightmodel->surfaces + snum; s->cached_dlight = -1; } else Con_Printf("lit non-existant surface\n"); } } #endif void GLMod_TextureList_f(void) { int m, i; texture_t *tx; model_t *mod; qboolean shownmodelname; for (m=0 , mod=mod_known ; mtype == mod_brush && !mod->needload) { if (*mod->name == '*') continue;// inlines don't count shownmodelname = false; for (i = 0; i < mod->numtextures; i++) { tx = mod->textures[i]; if (!tx) continue; //happens on e1m2 if (!shownmodelname) { shownmodelname = true; Con_Printf("%s\n", mod->name); } Con_Printf("%s\n", tx->name); } } } } void GLMod_BlockTextureColour_f (void) { char texname[64]; model_t *mod; texture_t *tx; char *match = Cmd_Argv(1); int i, m; unsigned int colour[8*8]; unsigned int rgba; ((char *)&rgba)[0] = atoi(Cmd_Argv(2)); ((char *)&rgba)[1] = atoi(Cmd_Argv(3)); ((char *)&rgba)[2] = atoi(Cmd_Argv(4)); ((char *)&rgba)[3] = 255; sprintf(texname, "8*8_%i_%i_%i", (int)((char *)&rgba)[0], (int)((char *)&rgba)[1], (int)((char *)&rgba)[2]); for (i = 0; i < sizeof(colour)/sizeof(colour[0]); i++) colour[i] = rgba; for (m=0 , mod=mod_known ; mtype == mod_brush && !mod->needload) { for (i = 0; i < mod->numtextures; i++) { tx = mod->textures[i]; if (!tx) continue; //happens on e1m2 if (!stricmp(tx->name, match)) { tx->gl_texturenum = GL_LoadTexture32(texname, 8, 8, colour, true, false); } } } } } /* =============== Mod_Init =============== */ void GLMod_Init (void) { mod_numknown = 0; Q1BSP_Init(); Cmd_AddRemCommand("mod_texturelist", GLMod_TextureList_f); Cmd_AddRemCommand("mod_usetexture", GLMod_BlockTextureColour_f); } void GLMod_Shutdown (void) { mod_numknown = 0; Cmd_RemoveCommand("mod_texturelist"); Cmd_RemoveCommand("mod_usetexture"); #ifdef RUNTIMELIGHTING lightmodel = NULL; #endif } /* =============== Mod_Init Caches the data if needed =============== */ void *GLMod_Extradata (model_t *mod) { void *r; r = Cache_Check (&mod->cache); if (r) return r; GLMod_LoadModel (mod, true); if (!mod->cache.data) Sys_Error ("Mod_Extradata: caching failed"); return mod->cache.data; } /* =============== Mod_PointInLeaf =============== */ mleaf_t *GLMod_PointInLeaf (model_t *model, vec3_t p) { mnode_t *node; float d; mplane_t *plane; if (!model) { Sys_Error ("Mod_PointInLeaf: bad model"); } if (!model->nodes) return NULL; #ifdef Q2BSPS if (model->fromgame == fg_quake2 || model->fromgame == fg_quake3) { return model->leafs + CM_PointLeafnum(model, p); } #endif if (model->fromgame == fg_doom) { return NULL; } node = model->nodes; while (1) { if (node->contents < 0) return (mleaf_t *)node; plane = node->plane; d = DotProduct (p,plane->normal) - plane->dist; if (d > 0) node = node->children[0]; else node = node->children[1]; } return NULL; // never reached } /* =================== Mod_ClearAll =================== */ void GLMod_ClearAll (void) { int i; model_t *mod; #ifdef RUNTIMELIGHTING lightmodel = NULL; #endif for (i=0 , mod=mod_known ; itype != mod_alias && mod->type != mod_halflife ) mod->needload = true; } void GLMod_Think (void) { #ifdef RUNTIMELIGHTING if (lightmodel) { if (relitsurface >= lightmodel->numsurfaces) { return; } LightFace(relitsurface); GLMod_UpdateLightmap(relitsurface); relitsurface++; if (relitsurface >= lightmodel->numsurfaces) { char filename[MAX_QPATH]; char *f; Con_Printf("Finished lighting level\n"); strcpy(filename, lightmodel->name); f = COM_SkipPath(filename); *f = '\0'; if (lightmodel->deluxdata) { COM_StripExtension(lightmodel->name, filename); COM_DefaultExtension(filename, ".lux"); FS_WriteFile(filename, lightmodel->deluxdata-8, numlightdata*3+8, FS_GAME); } if (writelitfile) //the user might already have a lit file (don't overwrite it). { COM_StripExtension(lightmodel->name, filename); COM_DefaultExtension(filename, ".lit"); FS_WriteFile(filename, lightmodel->lightdata-8, numlightdata*3+8, FS_GAME); } } } #endif } /* ================== Mod_FindName ================== */ model_t *GLMod_FindName (char *name) { int i; model_t *mod; // if (!name[0]) // Sys_Error ("Mod_ForName: NULL name"); // // search the currently loaded models // for (i=0 , mod=mod_known ; iname, name) ) break; if (i == mod_numknown) { if (mod_numknown == MAX_MOD_KNOWN) Sys_Error ("mod_numknown == MAX_MOD_KNOWN"); memset(mod, 0, sizeof(model_t)); //clear the old model as the renderers use the same globals strcpy (mod->name, name); mod->needload = true; mod_numknown++; mod->particleeffect = -1; mod->particletrail = -1; } return mod; } /* ================== Mod_TouchModel ================== */ void GLMod_TouchModel (char *name) { model_t *mod; mod = GLMod_FindName (name); if (!mod->needload) { if (mod->type == mod_alias || mod->type == mod_halflife ) Cache_Check (&mod->cache); } } /* ================== Mod_LoadModel Loads a model into the cache ================== */ char *COM_FileExtension (char *in); model_t *GLMod_LoadModel (model_t *mod, qboolean crash) { void *d; unsigned *buf = NULL; qbyte stackbuf[1024]; // avoid dirtying the cache heap char *ext; if (!mod->needload && mod->type != mod_dummy) { if (mod->type == mod_alias || mod->type == mod_halflife ) { d = Cache_Check (&mod->cache); if (d) return mod; } else return mod; // not cached at all } loadmodel = mod; #ifdef Q2BSPS if (!*mod->name) { Mod_LoadQ2BrushModel (mod, buf); mod->needload = false; P_DefaultTrail(mod); return mod; } #endif // // load the file // //look for a replacement, but not for q1 sprites ext = COM_FileExtension(mod->name); if (Q_strcasecmp(ext, "spr") && Q_strcasecmp(ext, "sp2")) { char mdlbase[MAX_QPATH]; COM_StripExtension(mod->name, mdlbase); #ifdef MD3MODELS if (!buf) buf = (unsigned *)COM_LoadStackFile (va("%s.md3", mdlbase), stackbuf, sizeof(stackbuf)); #endif #ifdef MD2MODELS if (!buf) buf = (unsigned *)COM_LoadStackFile (va("%s.md2", mdlbase), stackbuf, sizeof(stackbuf)); #endif } if (!buf) { buf = (unsigned *)COM_LoadStackFile (mod->name, stackbuf, sizeof(stackbuf)); if (!buf) { ext = COM_FileExtension(mod->name); #ifdef DOOMWADS if (!stricmp(ext, "dsp")) { mod->needload = false; GLMod_LoadDoomSprite(mod); P_DefaultTrail(mod); return mod; } #endif couldntload: if (crash) Host_EndGame ("Mod_NumForName: %s not found", mod->name); mod->type = mod_dummy; mod->mins[0] = -16; mod->mins[1] = -16; mod->mins[2] = -16; mod->maxs[0] = 16; mod->maxs[1] = 16; mod->maxs[2] = 16; mod->needload = true; P_DefaultTrail(mod); return mod; return NULL; } } // // allocate a new model // COM_FileBase (mod->name, loadname); Validation_IncludeFile(mod->name, (char *)buf, com_filesize); // // fill it in // // call the apropriate loader mod->needload = false; switch (LittleLong(*(unsigned *)buf)) { case IDPOLYHEADER: GL_LoadQ1Model(mod, buf); break; #ifdef MD2MODELS case MD2IDALIASHEADER: GL_LoadQ2Model(mod, buf); break; #endif #ifdef MD3MODELS case MD3_IDENT: GL_LoadQ3Model (mod, buf); break; #endif #ifdef SP2MODELS case IDSPRITE2HEADER: GLMod_LoadSprite2Model (mod, buf); break; #endif case IDSPRITEHEADER: GLMod_LoadSpriteModel (mod, buf); break; #ifdef Q2BSPS case ('R'<<0)+('B'<<8)+('S'<<16)+('P'<<24): case IDBSPHEADER: //looks like id switched to have proper ids Mod_LoadQ2BrushModel (mod, buf); break; #endif #ifdef HALFLIFEMODELS case (('T'<<24)+('S'<<16)+('D'<<8)+'I'): Mod_LoadHLModel (mod, buf); break; #endif #ifdef TERRAINMAPS case (('R'<<24)+('R'<<16)+('E'<<8)+'T'): Mod_LoadTerrain(mod, buf); break; #endif #ifdef DOOMWADS case (('D'<<24)+('A'<<16)+('W'<<8)+'I'): case (('D'<<24)+('A'<<16)+('W'<<8)+'P'): Mod_LoadDoomLevel (mod); break; #endif case 30: //hl case 29: //q1 case 28: //prerel GLMod_LoadBrushModel (mod, buf); break; #ifdef ZYMOTICMODELS case (('O'<<24)+('M'<<16)+('Y'<<8)+'Z'): GLMod_LoadZymoticModel(mod, buf); break; case (('K'<<24)+('R'<<16)+('A'<<8)+'D'): GLMod_LoadDarkPlacesModel(mod, buf); break; #endif default: //check for text based headers COM_Parse((char*)buf); #ifdef MD5MODELS if (!strcmp(com_token, "MD5Version")) { GLMod_LoadMD5MeshModel (mod, buf); break; } if (!strcmp(com_token, "EXTERNALANIM")) { GLMod_LoadCompositeAnim (mod, buf); break; } #endif #ifdef TERRAIN if (!strcmp(com_token, "terrain")) { GL_LoadHeightmapModel(mod, buf); break; } #endif Con_Printf("Unrecognised model format %i\n", LittleLong(*(unsigned *)buf)); goto couldntload; } P_DefaultTrail(mod); return mod; } /* ================== Mod_ForName Loads in a model for the given name ================== */ model_t *GLMod_ForName (char *name, qboolean crash) { model_t *mod; mod = GLMod_FindName (name); return GLMod_LoadModel (mod, crash); } /* =============================================================================== BRUSHMODEL LOADING =============================================================================== */ #ifdef SWQUAKE extern qbyte *mod_base; #else qbyte *mod_base; #endif char *advtexturedesc; char *mapsection; char *defaultsection; static char *GLMod_TD_LeaveSection(char *file) { //recursive routine to find the next } while(file) { file = COM_Parse(file); if (*com_token == '{') file = GLMod_TD_LeaveSection(file); else if (*com_token == '}') return file; } return NULL; } static char *GLMod_TD_Section(char *file, const char *sectionname) { //position within the open brace. while(file) { while(*file <= ' ') //skip whitespace and new lines. { if (!*file) return NULL; file++; } file = COM_Parse(file); if (!stricmp(com_token, sectionname)) { file = COM_Parse(file); if (*com_token != '{') return NULL; return file; } if (*com_token == '{') file = GLMod_TD_LeaveSection(file); } return NULL; } void GLMod_InitTextureDescs(char *mapname) { if (advtexturedesc) BZ_Free(advtexturedesc); advtexturedesc = COM_LoadMallocFile(va("maps/shaders/%s.shaders", mapname)); if (!advtexturedesc) advtexturedesc = COM_LoadMallocFile(va("shaders/%s.shaders", mapname)); if (advtexturedesc) { mapsection = advtexturedesc; defaultsection = NULL; } else { advtexturedesc = COM_LoadMallocFile(va("map.shaders", mapname)); mapsection = GLMod_TD_Section(advtexturedesc, mapname); defaultsection = GLMod_TD_Section(advtexturedesc, "default"); } } void GLMod_LoadAdvancedTextureSection(char *section, char *name, int *base, int *norm, int *luma, int *gloss, int *alphamode, qboolean *cull) //fixme: add gloss { char stdname[MAX_QPATH] = ""; char flatname[MAX_QPATH] = ""; char bumpname[MAX_QPATH] = ""; char normname[MAX_QPATH] = ""; char lumaname[MAX_QPATH] = ""; char glossname[MAX_QPATH] = ""; section = GLMod_TD_Section(section, name); while(section) { section = COM_Parse(section); if (*com_token == '}') break; while(*section <= ' ') //get rid of nasty whitespace. { if (!*section) return; section++; } if (*section == '=') section++; //evil notation. if (!stricmp(com_token, "texture") || !stricmp(com_token, "base")) { section = COM_Parse(section); Q_strncpyz(stdname, com_token, sizeof(stdname)); } else if (!stricmp(com_token, "flatmap") || !stricmp(com_token, "flat") || !stricmp(com_token, "diffusemap") || !stricmp(com_token, "diffuse")) { section = COM_Parse(section); Q_strncpyz(flatname, com_token, sizeof(flatname)); } else if (!stricmp(com_token, "bumpmap") || !stricmp(com_token, "bump")) { section = COM_Parse(section); Q_strncpyz(bumpname, com_token, sizeof(bumpname)); } else if (!stricmp(com_token, "normalmap") || !stricmp(com_token, "normal")) { section = COM_Parse(section); Q_strncpyz(normname, com_token, sizeof(normname)); } else if (!stricmp(com_token, "glossmap") || !stricmp(com_token, "gloss")) { section = COM_Parse(section); Q_strncpyz(glossname, com_token, sizeof(glossname)); } else if (!stricmp(com_token, "luma") || !stricmp(com_token, "glow") || !stricmp(com_token, "ambient") || !stricmp(com_token, "ambientmap")) { section = COM_Parse(section); Q_strncpyz(lumaname, com_token, sizeof(lumaname)); } else { //best thing we can do is jump to the end of the line, and hope they were a good creator... while(*section && *section != '\n') section++; } } //okay it's all parsed. Try and interpret the data now. *base = 0; if (norm) *norm = 0; if (luma) *luma = 0; if (gloss) *gloss = 0; if (!*stdname && !*flatname) return; TRACE(("dbg: GLMod_LoadAdvancedTextureSection: %s\n", name)); if (norm && gl_bumpmappingpossible && cls.allow_bump) { *base = 0; *norm = 0; if (!*norm && *normname) *norm = Mod_LoadHiResTexture(normname, NULL, true, false, false); if (!*norm && *bumpname) *norm = Mod_LoadBumpmapTexture(bumpname, NULL); if (*norm && *flatname) *base = Mod_LoadHiResTexture(flatname, NULL, true, false, true); } else { *base = 0; if (norm) *norm = 0; } if (!*base && *stdname) *base = Mod_LoadHiResTexture(stdname, NULL, true, false, true); if (!*base && *flatname) *base = Mod_LoadHiResTexture(flatname, NULL, true, false, true); if (luma && *lumaname) *luma = Mod_LoadHiResTexture(lumaname, NULL, true, true, true); if (*norm && gloss && *glossname && gl_specular.value) *gloss = Mod_LoadHiResTexture(glossname, NULL, true, false, true); } void GLMod_LoadAdvancedTexture(char *name, int *base, int *norm, int *luma, int *gloss, int *alphamode, qboolean *cull) //fixme: add gloss { if (!gl_load24bit.value) return; if (mapsection) { GLMod_LoadAdvancedTextureSection(mapsection, name,base,norm,luma,gloss,alphamode,cull); if (*base) return; } if (defaultsection) GLMod_LoadAdvancedTextureSection(defaultsection, name,base,norm,luma,gloss,alphamode,cull); } /* ================= Mod_LoadTextures ================= */ void GLMod_LoadTextures (lump_t *l) { extern cvar_t gl_shadeq1, gl_shadeq1_name; extern int gl_bumpmappingpossible; int i, j, pixels, num, max, altmax; miptex_t *mt; texture_t *tx, *tx2; texture_t *anims[10]; texture_t *altanims[10]; char altname[256]; dmiptexlump_t *m; qboolean alphaed; qbyte *base; TRACE(("dbg: GLMod_LoadTextures: inittexturedescs\n")); GLMod_InitTextureDescs(loadname); if (!l->filelen) { loadmodel->textures = NULL; return; } m = (dmiptexlump_t *)(mod_base + l->fileofs); m->nummiptex = LittleLong (m->nummiptex); loadmodel->numtextures = m->nummiptex; loadmodel->textures = Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , loadname); for (i=0 ; inummiptex ; i++) { m->dataofs[i] = LittleLong(m->dataofs[i]); if (m->dataofs[i] == -1) //e1m2, this happens continue; mt = (miptex_t *)((qbyte *)m + m->dataofs[i]); TRACE(("dbg: GLMod_LoadTextures: texture %s\n", loadname)); if (!*mt->name) //I HATE MAPPERS! { sprintf(mt->name, "unnamed%i", i); Con_Printf("warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, mt->name); } mt->width = LittleLong (mt->width); mt->height = LittleLong (mt->height); for (j=0 ; joffsets[j] = LittleLong (mt->offsets[j]); if ( (mt->width & 15) || (mt->height & 15) ) Con_Printf ("Warning: Texture %s is not 16 aligned", mt->name); if (mt->width < 1 || mt->height < 1) Con_Printf ("Warning: Texture %s has no size", mt->name); pixels = mt->width*mt->height/64*85; tx = Hunk_AllocName (sizeof(texture_t)/* +pixels*/, loadname ); loadmodel->textures[i] = tx; memcpy (tx->name, mt->name, sizeof(tx->name)); tx->width = mt->width; tx->height = mt->height; tx->parttype = P_ParticleTypeForName(va("tex_%s", tx->name)); if (!mt->offsets[0]) //this is a hl external style texture, load it a little later (from a wad) { // tx->gl_texturenum = Mod_LoadReplacementTexture("light1_4", true, false); continue; } // for (j=0 ; joffsets[j] = mt->offsets[j] + sizeof(texture_t) - sizeof(miptex_t); // the pixels immediately follow the structures // memcpy ( tx+1, mt+1, pixels); //have to be saved for dynamic screen changing (done by reloading entire vid/draw subsystem and all textures) if (!Q_strncmp(mt->name,"sky",3)) { tx->offsets[0] = (char *)mt + mt->offsets[0] - (char *)tx; GLR_InitSky (tx); } else #ifdef PEXT_BULLETENS if (!R_AddBulleten(tx)) #endif { tx->gl_texturenum = 0; GLMod_LoadAdvancedTexture(tx->name, &tx->gl_texturenum, &tx->gl_texturenumbumpmap, &tx->gl_texturenumfb, &tx->gl_texturenumspec, NULL, NULL); if (tx->gl_texturenum) continue; base = (qbyte *)(mt+1); if (loadmodel->fromgame == fg_halflife) {//external textures have already been filtered. base = W_ConvertWAD3Texture(mt, &mt->width, &mt->height, &alphaed); //convert texture to 32 bit. tx->alphaed = alphaed; texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR; if (!(tx->gl_texturenum = Mod_LoadReplacementTexture(mt->name, loadname, true, alphaed, true))) if (!(tx->gl_texturenum = Mod_LoadReplacementTexture(mt->name, "bmodels", true, alphaed, true))) tx->gl_texturenum = GL_LoadTexture32 (mt->name, tx->width, tx->height, (unsigned int *)base, true, alphaed); *tx->name = *mt->name; texture_mode = GL_LINEAR; } else { texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR; if (!(tx->gl_texturenum = Mod_LoadReplacementTexture(mt->name, loadname, true, false, true))) if (!(tx->gl_texturenum = Mod_LoadReplacementTexture(mt->name, "bmodels", true, false, true))) tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, base, true, false); texture_mode = GL_LINEAR; if (r_fb_bmodels.value) { _snprintf(altname, sizeof(altname)-1, "%s_luma", mt->name); if (gl_load24bit.value) { tx->gl_texturenumfb = Mod_LoadReplacementTexture(altname, loadname, true, false, true); if (!tx->gl_texturenumfb) tx->gl_texturenumfb = Mod_LoadReplacementTexture(altname, "bmodels", true, false, true); } if (!tx->gl_texturenumfb) //generate one (if possible). tx->gl_texturenumfb = GL_LoadTextureFB(altname, tx->width, tx->height, base, true, true); } } tx->gl_texturenumbumpmap = 0; if (gl_bumpmappingpossible && cls.allow_bump) { extern cvar_t gl_bump; if (gl_bump.value<2) //set to 2 to have faster loading. { _snprintf(altname, sizeof(altname)-1, "%s_norm", mt->name); tx->gl_texturenumbumpmap = Mod_LoadHiResTexture(altname, loadname, true, false, false); if (!tx->gl_texturenumbumpmap) tx->gl_texturenumbumpmap = Mod_LoadHiResTexture(altname, "bmodels", true, false, false); } if (!tx->gl_texturenumbumpmap) { if (gl_load24bit.value) { _snprintf(altname, sizeof(altname)-1, "%s_bump", mt->name); tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(altname, loadname); if (!tx->gl_texturenumbumpmap) tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(altname, "bmodels"); } else _snprintf(altname, sizeof(altname)-1, "%s_bump", mt->name); } if (!(tx->gl_texturenumbumpmap) && loadmodel->fromgame != fg_halflife) { base = (qbyte *)(mt+1); //convert to greyscale. for (j = 0; j < pixels; j++) base[j] = (host_basepal[base[j]*3] + host_basepal[base[j]*3+1] + host_basepal[base[j]*3+2]) / 3; tx->gl_texturenumbumpmap = GL_LoadTexture8Bump(altname, tx->width, tx->height, base, true, r_shadow_bumpscale_basetexture.value); //normalise it and then bump it. } //don't do any complex quake 8bit -> glossmap. It would likly look a little ugly... if (gl_specular.value && gl_load24bit.value) { _snprintf(altname, sizeof(altname)-1, "%s_gloss", mt->name); tx->gl_texturenumspec = Mod_LoadHiResTexture(altname, loadname, true, false, false); if (!tx->gl_texturenumspec) tx->gl_texturenumspec = Mod_LoadHiResTexture(altname, "bmodels", true, false, false); } } } #ifdef Q3SHADERS //load q3 syntax shader last, after the textures inside the bsp have been loaded and stuff. if (gl_shadeq1.value && *gl_shadeq1_name.string) { char *star; //find the * if (!strcmp(gl_shadeq1_name.string, "*")) tx->shader = R_RegisterShader(mt->name); //just load the regular name. else if (!(star = strchr(gl_shadeq1_name.string, '*')) || (strlen(gl_shadeq1_name.string)+strlen(mt->name)+1>=sizeof(altname))) //it's got to fit. tx->shader = R_RegisterShader(gl_shadeq1_name.string); else { strncpy(altname, gl_shadeq1_name.string, star-gl_shadeq1_name.string); //copy the left altname[star-gl_shadeq1_name.string] = '\0'; strcat(altname, mt->name); //insert the * strcat(altname, star+1); //add any final text. tx->shader = R_RegisterShader(altname); } } #endif } // // sequence the animations // for (i=0 ; inummiptex ; i++) { tx = loadmodel->textures[i]; if (!tx || tx->name[0] != '+') continue; if (tx->anim_next) continue; // already sequenced // find the number of frames in the animation memset (anims, 0, sizeof(anims)); memset (altanims, 0, sizeof(altanims)); max = tx->name[1]; altmax = 0; if (max >= 'a' && max <= 'z') max -= 'a' - 'A'; if (max >= '0' && max <= '9') { max -= '0'; altmax = 0; anims[max] = tx; max++; } else if (max >= 'A' && max <= 'J') { altmax = max - 'A'; max = 0; altanims[altmax] = tx; altmax++; } else Sys_Error ("Bad animating texture %s", tx->name); for (j=i+1 ; jnummiptex ; j++) { tx2 = loadmodel->textures[j]; if (!tx2 || tx2->name[0] != '+') continue; if (strcmp (tx2->name+2, tx->name+2)) continue; num = tx2->name[1]; if (num >= 'a' && num <= 'z') num -= 'a' - 'A'; if (num >= '0' && num <= '9') { num -= '0'; anims[num] = tx2; if (num+1 > max) max = num + 1; } else if (num >= 'A' && num <= 'J') { num = num - 'A'; altanims[num] = tx2; if (num+1 > altmax) altmax = num+1; } else Sys_Error ("Bad animating texture %s", tx->name); } #define ANIM_CYCLE 2 // link them all together for (j=0 ; jname); tx2->anim_total = max * ANIM_CYCLE; tx2->anim_min = j * ANIM_CYCLE; tx2->anim_max = (j+1) * ANIM_CYCLE; tx2->anim_next = anims[ (j+1)%max ]; if (altmax) tx2->alternate_anims = altanims[0]; } for (j=0 ; jname); tx2->anim_total = altmax * ANIM_CYCLE; tx2->anim_min = j * ANIM_CYCLE; tx2->anim_max = (j+1) * ANIM_CYCLE; tx2->anim_next = altanims[ (j+1)%altmax ]; if (max) tx2->alternate_anims = anims[0]; } } } void GLMod_NowLoadExternal(void) { extern int gl_bumpmappingpossible; int i, width, height; qboolean alphaed; texture_t *tx; if (loadmodel->fromgame != fg_halflife) return; for (i=0 ; inumtextures ; i++) { tx = loadmodel->textures[i]; if (!tx) //e1m2, this happens continue; if (!tx->gl_texturenum) { #ifdef PEXT_BULLETENS if (!R_AddBulleten(tx)) #endif { qbyte * data; texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR; data = W_GetTexture(tx->name, &width, &height, &alphaed); if (data) { //data is from temp hunk, so no need to free. tx->alphaed = alphaed; } if (!(tx->gl_texturenum = Mod_LoadHiResTexture(tx->name, loadname, true, false, true))) if (!(tx->gl_texturenum = Mod_LoadHiResTexture(tx->name, "bmodels", true, false, true))) tx->gl_texturenum = Mod_LoadReplacementTexture("light1_4", NULL, true, false, true); //a fallback. :/ texture_mode = GL_LINEAR; } } if (!tx->gl_texturenumbumpmap && *tx->name != '{' && gl_bumpmappingpossible && cls.allow_bump) { tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(va("%s_bump", tx->name), loadname); if (!tx->gl_texturenumbumpmap) tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(va("%s_bump", tx->name), "bmodels"); if (!tx->gl_texturenumbumpmap) { qbyte *data; qbyte *heightmap; int width, height; int j; data = W_GetTexture(tx->name, &width, &height, &alphaed); if (!data) continue; heightmap = Hunk_TempAllocMore(width*height); for (j = 0; j < width*height; j++) { *heightmap++ = (data[j*4+0] + data[j*4+1] + data[j*4+2])/3; } tx->gl_texturenumbumpmap = GL_LoadTexture8Bump (va("%s_bump", tx->name), width, height, heightmap-j, true, r_shadow_bumpscale_basetexture.value); } } } } qbyte lmgamma[256]; void BuildLightMapGammaTable (float g, float c) { int i, inf; // g = bound (0.1, g, 3); // c = bound (1, c, 3); if (g == 1 && c == 1) { for (i = 0; i < 256; i++) lmgamma[i] = i; return; } for (i = 0; i < 256; i++) { inf = 255 * pow ((i + 0.5) / 255.5 * c, g) + 0.5; if (inf < 0) inf = 0; else if (inf > 255) inf = 255; lmgamma[i] = inf; } } /* ================= Mod_LoadLighting ================= */ void GLMod_LoadLighting (lump_t *l) { qbyte *luxdata = NULL; int mapcomeswith24bitcolouredlighting = false; loadmodel->engineflags &= ~MDLF_RGBLIGHTING; //lit file light intensity is made to match the world's light intensity. // if (cls.allow_lightmapgamma) // BuildLightMapGammaTable(0.6, 2); // else BuildLightMapGammaTable(1, 1); loadmodel->lightdata = NULL; loadmodel->deluxdata = NULL; if (!l->filelen) { return; } if (loadmodel->fromgame == fg_halflife || loadmodel->fromgame == fg_quake2 || loadmodel->fromgame == fg_quake3) mapcomeswith24bitcolouredlighting = true; if (!mapcomeswith24bitcolouredlighting && r_loadlits.value && gl_bumpmappingpossible) //fixme: adjust the light intensities. { //the map util has a '-scalecos X' parameter. use 0 if you're going to use only just lux. without lux scalecos 0 is hideous. char luxname[MAX_QPATH]; if (!luxdata) { strcpy(luxname, loadmodel->name); COM_StripExtension(loadmodel->name, luxname); COM_DefaultExtension(luxname, ".lux"); luxdata = COM_LoadHunkFile(luxname); } if (!luxdata) { strcpy(luxname, "luxs/"); COM_StripExtension(COM_SkipPath(loadmodel->name), luxname+5); strcat(luxname, ".lux"); luxdata = COM_LoadHunkFile(luxname); } COM_StripExtension(COM_SkipPath(loadmodel->name), luxname+5); strcat(luxname, ".lux"); if (luxdata) { if (l->filelen && l->filelen != (com_filesize-8)/3) { Con_Printf("deluxmap \"%s\" doesn't match level. Ignored.\n", luxname); luxdata=NULL; } else if (luxdata[0] == 'Q' && luxdata[1] == 'L' && luxdata[2] == 'I' && luxdata[3] == 'T') { if (LittleLong(*(int *)&luxdata[4]) == 1) { luxdata+=8; loadmodel->deluxdata = luxdata; } else { Con_Printf("\"%s\" isn't a version 1 deluxmap\n", luxname); luxdata=NULL; } } else { Con_Printf("lit \"%s\" isn't a deluxmap\n", luxname); luxdata=NULL; } } } if (!mapcomeswith24bitcolouredlighting && r_loadlits.value) { qbyte *litdata = NULL; char *litname; char litnamemaps[MAX_QPATH]; char litnamelits[MAX_QPATH]; int depthmaps; int depthlits; { strcpy(litnamemaps, loadmodel->name); COM_StripExtension(loadmodel->name, litnamemaps); COM_DefaultExtension(litnamemaps, ".lit"); depthmaps = COM_FDepthFile(litnamemaps, false); } { strcpy(litnamelits, "lits/"); COM_StripExtension(COM_SkipPath(loadmodel->name), litnamelits+5); strcat(litnamelits, ".lit"); depthlits = COM_FDepthFile(litnamelits, false); } if (depthmaps <= depthlits) litname = litnamemaps; //maps has priority over lits else { litname = litnamelits; } litdata = COM_LoadHunkFile(litname); COM_StripExtension(COM_SkipPath(loadmodel->name), litname+5); strcat(litname, ".lit"); if (litdata && (litdata[0] == 'Q' && litdata[1] == 'L' && litdata[2] == 'I' && litdata[3] == 'T')) { if (LittleLong(*(int *)&litdata[4]) == 1 && l->filelen && l->filelen != (com_filesize-8)/3) Con_Printf("lit \"%s\" doesn't match level. Ignored.\n", litname); else if (LittleLong(*(int *)&litdata[4]) != 1) Con_Printf("lit \"%s\" isn't version 1.\n", litname); else { float prop; int i; qbyte *normal; //load it loadmodel->lightdata = litdata+8; loadmodel->engineflags |= MDLF_RGBLIGHTING; //now some cheat protection. normal = mod_base + l->fileofs; litdata = loadmodel->lightdata; for (i = 0; i < l->filelen; i++) //force it to the same intensity. (or less, depending on how you see it...) { #define m(a, b, c) (a>(b>c?b:c)?a:(b>c?b:c)) prop = (float)m(litdata[0], litdata[1], litdata[2]); if (!prop) { litdata[0] = lmgamma[*normal]; litdata[1] = lmgamma[*normal]; litdata[2] = lmgamma[*normal]; } else { prop = lmgamma[*normal] / prop; litdata[0] *= prop; litdata[1] *= prop; litdata[2] *= prop; } normal++; litdata+=3; } //end anti-cheat } } else if (litdata) Con_Printf("lit \"%s\" isn't a lit\n", litname); // else //failed to find } if (mapcomeswith24bitcolouredlighting) loadmodel->engineflags |= MDLF_RGBLIGHTING; #ifdef RUNTIMELIGHTING else if (r_loadlits.value == 2 && !lightmodel && (!(loadmodel->engineflags & MDLF_RGBLIGHTING) || (!luxdata && gl_bumpmappingpossible))) { qbyte *litdata = NULL; int i; qbyte *normal; writelitfile = !(loadmodel->engineflags & MDLF_RGBLIGHTING); loadmodel->engineflags |= MDLF_RGBLIGHTING; loadmodel->lightdata = Hunk_AllocName ( l->filelen*3+8, loadname); strcpy(loadmodel->lightdata, "QLIT"); ((int*)loadmodel->lightdata)[1] = LittleLong(1); loadmodel->lightdata += 8; litdata = loadmodel->lightdata; normal = mod_base + l->fileofs; for (i = 0; i < l->filelen; i++) { *litdata++ = lmgamma[*normal]; *litdata++ = lmgamma[*normal]; *litdata++ = lmgamma[*normal]; normal++; } if (gl_bumpmappingpossible) { loadmodel->deluxdata = Hunk_AllocName ( l->filelen*3+8, loadname); strcpy(loadmodel->deluxdata, "QLIT"); ((int*)loadmodel->deluxdata)[1] = LittleLong(1); loadmodel->deluxdata += 8; litdata = loadmodel->deluxdata; { for (i = 0; i < l->filelen*3; i++) *litdata++ = 0.5f*255; } } numlightdata = l->filelen; lightmodel = loadmodel; relitsurface = 0; return; } #endif if (loadmodel->lightdata) { if ((loadmodel->engineflags & MDLF_RGBLIGHTING) && r_lightmap_saturation.value != 1.0f) { // desaturate lightmap according to cvar SaturateR8G8B8(loadmodel->lightdata, l->filelen, r_lightmap_saturation.value); } return; } loadmodel->lightdata = Hunk_AllocName ( l->filelen, loadname); { int i; qbyte *in, *out; in = mod_base + l->fileofs; out = loadmodel->lightdata; for (i = 0; i < l->filelen; i++) { *out++ = lmgamma[*in++]; } if ((loadmodel->engineflags & MDLF_RGBLIGHTING) && r_lightmap_saturation.value != 1.0f) SaturateR8G8B8(loadmodel->lightdata, l->filelen, r_lightmap_saturation.value); } //memcpy (loadmodel->lightdata, mod_base + l->fileofs, l->filelen); } /* ================= Mod_LoadVisibility ================= */ void GLMod_LoadVisibility (lump_t *l) { if (!l->filelen) { loadmodel->visdata = NULL; return; } loadmodel->visdata = Hunk_AllocName ( l->filelen, loadname); memcpy (loadmodel->visdata, mod_base + l->fileofs, l->filelen); } /* ================= Mod_LoadEntities ================= */ void GLMod_LoadEntities (lump_t *l) { if (!l->filelen) { loadmodel->entities = NULL; return; } loadmodel->entities = Hunk_AllocName ( l->filelen, loadname); memcpy (loadmodel->entities, mod_base + l->fileofs, l->filelen); } /* ================= Mod_LoadVertexes ================= */ void GLMod_LoadVertexes (lump_t *l) { dvertex_t *in; mvertex_t *out; int i, count; in = (void *)(mod_base + l->fileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( count*sizeof(*out), loadname); loadmodel->vertexes = out; loadmodel->numvertexes = count; for ( i=0 ; iposition[0] = LittleFloat (in->point[0]); out->position[1] = LittleFloat (in->point[1]); out->position[2] = LittleFloat (in->point[2]); } } /* ================= Mod_LoadSubmodels ================= */ static qboolean hexen2map; void GLMod_LoadSubmodels (lump_t *l) { dq1model_t *inq; dh2model_t *inh; mmodel_t *out; int i, j, count; //this is crazy! inq = (void *)(mod_base + l->fileofs); inh = (void *)(mod_base + l->fileofs); if (!inq->numfaces) { hexen2map = true; if (l->filelen % sizeof(*inh)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*inh); out = Hunk_AllocName ( count*sizeof(*out), loadname); loadmodel->submodels = out; loadmodel->numsubmodels = count; for ( i=0 ; imins[j] = LittleFloat (inh->mins[j]) - 1; out->maxs[j] = LittleFloat (inh->maxs[j]) + 1; out->origin[j] = LittleFloat (inh->origin[j]); } for (j=0 ; jheadnode[j] = LittleLong (inh->headnode[j]); } for ( ; jheadnode[j] = 0; for (j=0 ; jhullavailable[j] = true; for ( ; jhullavailable[j] = false; out->visleafs = LittleLong (inh->visleafs); out->firstface = LittleLong (inh->firstface); out->numfaces = LittleLong (inh->numfaces); } } else { hexen2map = false; if (l->filelen % sizeof(*inq)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*inq); out = Hunk_AllocName ( count*sizeof(*out), loadname); loadmodel->submodels = out; loadmodel->numsubmodels = count; for ( i=0 ; imins[j] = LittleFloat (inq->mins[j]) - 1; out->maxs[j] = LittleFloat (inq->maxs[j]) + 1; out->origin[j] = LittleFloat (inq->origin[j]); } for (j=0 ; jheadnode[j] = LittleLong (inq->headnode[j]); } for ( ; jheadnode[j] = 0; for (j=0 ; j<3 ; j++) out->hullavailable[j] = true; for ( ; jhullavailable[j] = false; out->visleafs = LittleLong (inq->visleafs); out->firstface = LittleLong (inq->firstface); out->numfaces = LittleLong (inq->numfaces); } } } /* ================= Mod_LoadEdges ================= */ void GLMod_LoadEdges (lump_t *l) { dedge_t *in; medge_t *out; int i, count; in = (void *)(mod_base + l->fileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( (count + 1) * sizeof(*out), loadname); loadmodel->edges = out; loadmodel->numedges = count; for ( i=0 ; iv[0] = (unsigned short)LittleShort(in->v[0]); out->v[1] = (unsigned short)LittleShort(in->v[1]); } } /* ================= Mod_LoadTexinfo ================= */ void GLMod_LoadTexinfo (lump_t *l) { texinfo_t *in; mtexinfo_t *out; int i, j, count; int miptex; float len1, len2; in = (void *)(mod_base + l->fileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( count*sizeof(*out), loadname); loadmodel->texinfo = out; loadmodel->numtexinfo = count; for ( i=0 ; ivecs[0][j] = LittleFloat (in->vecs[0][j]); len1 = Length (out->vecs[0]); len2 = Length (out->vecs[1]); len1 = (len1 + len2)/2; if (len1 < 0.32) out->mipadjust = 4; else if (len1 < 0.49) out->mipadjust = 3; else if (len1 < 0.99) out->mipadjust = 2; else out->mipadjust = 1; #if 0 if (len1 + len2 < 0.001) out->mipadjust = 1; // don't crash else out->mipadjust = 1 / floor( (len1+len2)/2 + 0.1 ); #endif miptex = LittleLong (in->miptex); out->flags = LittleLong (in->flags); if (!loadmodel->textures || miptex < 0 || miptex >= loadmodel->numtextures) { out->texture = r_notexture_mip; // checkerboard texture out->flags = 0; } else { out->texture = loadmodel->textures[miptex]; if (!out->texture) { out->texture = r_notexture_mip; // texture not found out->flags = 0; } } } } /* ================ CalcSurfaceExtents Fills in s->texturemins[] and s->extents[] ================ */ void CalcSurfaceExtents (msurface_t *s); /* { float mins[2], maxs[2], val; int i,j, e; mvertex_t *v; mtexinfo_t *tex; int bmins[2], bmaxs[2]; mins[0] = mins[1] = 999999; maxs[0] = maxs[1] = -99999; tex = s->texinfo; for (i=0 ; inumedges ; i++) { e = loadmodel->surfedges[s->firstedge+i]; if (e >= 0) v = &loadmodel->vertexes[loadmodel->edges[e].v[0]]; else v = &loadmodel->vertexes[loadmodel->edges[-e].v[1]]; for (j=0 ; j<2 ; j++) { val = v->position[0] * tex->vecs[j][0] + v->position[1] * tex->vecs[j][1] + v->position[2] * tex->vecs[j][2] + tex->vecs[j][3]; if (val < mins[j]) mins[j] = val; if (val > maxs[j]) maxs[j] = val; } } for (i=0 ; i<2 ; i++) { bmins[i] = floor(mins[i]/16); bmaxs[i] = ceil(maxs[i]/16); s->texturemins[i] = bmins[i] * 16; s->extents[i] = (bmaxs[i] - bmins[i]) * 16; // if ( !(tex->flags & TEX_SPECIAL) && s->extents[i] > 512 ) //q2 uses 512. // Sys_Error ("Bad surface extents"); } } */ /* ================= Mod_LoadFaces ================= */ void GLMod_LoadFaces (lump_t *l) { dface_t *in; msurface_t *out; int i, count, surfnum; int planenum, side; int tn; in = (void *)(mod_base + l->fileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( count*sizeof(*out), loadname); loadmodel->surfaces = out; loadmodel->numsurfaces = count; for ( surfnum=0 ; surfnumfirstedge = LittleLong(in->firstedge); out->numedges = LittleShort(in->numedges); out->flags = 0; planenum = LittleShort(in->planenum); side = LittleShort(in->side); if (side) out->flags |= SURF_PLANEBACK; out->plane = loadmodel->planes + planenum; tn = LittleShort (in->texinfo); if (tn < 0 || tn >= loadmodel->numtexinfo) Host_EndGame("Hey! That map has texinfos out of bounds!\n"); out->texinfo = loadmodel->texinfo + tn; CalcSurfaceExtents (out); // lighting info for (i=0 ; istyles[i] = in->styles[i]; i = LittleLong(in->lightofs); if (i == -1) out->samples = NULL; else if ((loadmodel->engineflags & MDLF_RGBLIGHTING) && loadmodel->fromgame != fg_halflife) out->samples = loadmodel->lightdata + i*3; else out->samples = loadmodel->lightdata + i; if (!out->texinfo->texture) continue; // set the drawing flags flag if (!Q_strncmp(out->texinfo->texture->name,"sky",3)) // sky { out->flags |= (SURF_DRAWSKY | SURF_DRAWTILED); continue; } if (!Q_strncmp(out->texinfo->texture->name,"*",1)) // turbulent { out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED); for (i=0 ; i<2 ; i++) { out->extents[i] = 16384; out->texturemins[i] = -8192; } continue; } if (!Q_strncmp(out->texinfo->texture->name,"{",1)) // alpha { out->flags |= (SURF_DRAWALPHA); continue; } if (!Q_strncmp(out->texinfo->texture->name,"glass",5)) // alpha { out->flags |= (SURF_DRAWALPHA); continue; } if (out->flags & SURF_DRAWALPHA) out->flags &= ~SURF_DRAWALPHA; } } /* ================= Mod_SetParent ================= */ void GLMod_SetParent (mnode_t *node, mnode_t *parent) { if (!node) return; node->parent = parent; if (node->contents < 0) return; GLMod_SetParent (node->children[0], node); GLMod_SetParent (node->children[1], node); } /* ================= Mod_LoadNodes ================= */ void GLMod_LoadNodes (lump_t *l) { int i, j, count, p; dnode_t *in; mnode_t *out; in = (void *)(mod_base + l->fileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( count*sizeof(*out), loadname); loadmodel->nodes = out; loadmodel->numnodes = count; for ( i=0 ; iminmaxs[j] = LittleShort (in->mins[j]); out->minmaxs[3+j] = LittleShort (in->maxs[j]); } p = LittleLong(in->planenum); out->plane = loadmodel->planes + p; out->firstsurface = LittleShort (in->firstface); out->numsurfaces = LittleShort (in->numfaces); for (j=0 ; j<2 ; j++) { p = LittleShort (in->children[j]); if (p >= 0) out->children[j] = loadmodel->nodes + p; else out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p)); } } GLMod_SetParent (loadmodel->nodes, NULL); // sets nodes and leafs } /* ================= Mod_LoadLeafs ================= */ void GLMod_LoadLeafs (lump_t *l) { dleaf_t *in; mleaf_t *out; int i, j, count, p; // char s[80]; in = (void *)(mod_base + l->fileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( count*sizeof(*out), loadname); loadmodel->leafs = out; loadmodel->numleafs = count; for ( i=0 ; iminmaxs[j] = LittleShort (in->mins[j]); out->minmaxs[3+j] = LittleShort (in->maxs[j]); } p = LittleLong(in->contents); out->contents = p; out->firstmarksurface = loadmodel->marksurfaces + LittleShort(in->firstmarksurface); out->nummarksurfaces = LittleShort(in->nummarksurfaces); p = LittleLong(in->visofs); if (p == -1) out->compressed_vis = NULL; else out->compressed_vis = loadmodel->visdata + p; out->efrags = NULL; for (j=0 ; j<4 ; j++) out->ambient_sound_level[j] = in->ambient_level[j]; #ifndef CLIENTONLY if (!isDedicated) #endif { // gl underwater warp if (out->contents != Q1CONTENTS_EMPTY) { for (j=0 ; jnummarksurfaces ; j++) out->firstmarksurface[j]->flags |= SURF_UNDERWATER; } if (isnotmap) { for (j=0 ; jnummarksurfaces ; j++) out->firstmarksurface[j]->flags |= SURF_DONTWARP; } } } } //these are used to boost other info sizes int numsuplementryplanes; int numsuplementryclipnodes; void *suplementryclipnodes; void *suplementryplanes; void *crouchhullfile; qbyte *COM_LoadMallocFile (char *path); void GLMod_LoadCrouchHull(void) { int i, h; int numsm; char crouchhullname[MAX_QPATH]; int *data; int hulls; // dclipnode_t *cn; memset(loadmodel->hulls, 0, sizeof(loadmodel->hulls)); //ensure all the sizes are 0 (this is how we check for the existance of a hull numsuplementryplanes = numsuplementryclipnodes = 0; //find a name for a ccn and try to load it. strcpy(crouchhullname, loadmodel->name); COM_StripExtension(loadmodel->name, crouchhullname); COM_DefaultExtension(crouchhullname, ".crh"); //crouch hull crouchhullfile = COM_LoadMallocFile(crouchhullname); //or otherwise temporary storage. load on hunk if you want, but that would be a waste. if (!crouchhullfile) return; data = crouchhullfile; if (LittleLong(*data++) != ('S') + ('C'<<8) + ('N'<<16) + ('P'<<24)) //make sure it's the right version return; if (LittleLong(*data) == 2) { data++; hulls = LittleLong(*data++); } else return; if (hulls > MAX_MAP_HULLSM - MAX_MAP_HULLSDQ1) { return; } numsm = LittleLong(*data++); if (numsm != loadmodel->numsubmodels) //not compatable return; numsuplementryplanes = LittleLong(*data++); numsuplementryclipnodes = LittleLong(*data++); for (h = 0; h < hulls; h++) { for (i = 0; i < 3; i++) loadmodel->hulls[3+h].clip_mins[i] = LittleLong(*data++); for (i = 0; i < 3; i++) loadmodel->hulls[3+h].clip_maxs[i] = LittleLong(*data++); for (i = 0; i < numsm; i++) //load headnode references { loadmodel->submodels[i].headnode[3+h] = LittleLong(*data)+1; data++; } } suplementryplanes = data; suplementryclipnodes = (qbyte*)data + sizeof(dplane_t)*numsuplementryplanes; } /* ================= Mod_LoadClipnodes ================= */ void GLMod_LoadClipnodes (lump_t *l) { dclipnode_t *in, *out; int i, count; hull_t *hull; in = (void *)(mod_base + l->fileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( (count+numsuplementryclipnodes)*sizeof(*out), loadname);//space for both loadmodel->clipnodes = out; loadmodel->numclipnodes = count+numsuplementryclipnodes; if (hexen2map) { //hexen2. hexen2map=false; hull = &loadmodel->hulls[1]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -16; hull->clip_mins[1] = -16; hull->clip_mins[2] = -24; hull->clip_maxs[0] = 16; hull->clip_maxs[1] = 16; hull->clip_maxs[2] = 32; hull->available = true; hull = &loadmodel->hulls[2]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -24; hull->clip_mins[1] = -24; hull->clip_mins[2] = -20; hull->clip_maxs[0] = 24; hull->clip_maxs[1] = 24; hull->clip_maxs[2] = 20; hull->available = true; hull = &loadmodel->hulls[3]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -16; hull->clip_mins[1] = -16; hull->clip_mins[2] = -12; hull->clip_maxs[0] = 16; hull->clip_maxs[1] = 16; hull->clip_maxs[2] = 16; hull->available = true; hull = &loadmodel->hulls[4]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -40; hull->clip_mins[1] = -40; hull->clip_mins[2] = -42; hull->clip_maxs[0] = 40; hull->clip_maxs[1] = 40; hull->clip_maxs[2] = 42; hull->available = true; hull = &loadmodel->hulls[5]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -48; hull->clip_mins[1] = -48; hull->clip_mins[2] = -50; hull->clip_maxs[0] = 48; hull->clip_maxs[1] = 48; hull->clip_maxs[2] = 50; hull->available = true; } else if (loadmodel->fromgame == fg_halflife) { hull = &loadmodel->hulls[1]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -16; hull->clip_mins[1] = -16; hull->clip_mins[2] = -36; hull->clip_maxs[0] = 16; hull->clip_maxs[1] = 16; hull->clip_maxs[2] = 36; hull->available = true; hull = &loadmodel->hulls[2]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -32; hull->clip_mins[1] = -32; hull->clip_mins[2] = -32; hull->clip_maxs[0] = 32; hull->clip_maxs[1] = 32; hull->clip_maxs[2] = 32; hull->available = true; hull = &loadmodel->hulls[3]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -16; hull->clip_mins[1] = -16; hull->clip_mins[2] = -18; hull->clip_maxs[0] = 16; hull->clip_maxs[1] = 16; hull->clip_maxs[2] = 18; hull->available = true; } else { hull = &loadmodel->hulls[1]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -16; hull->clip_mins[1] = -16; hull->clip_mins[2] = -24; hull->clip_maxs[0] = 16; hull->clip_maxs[1] = 16; hull->clip_maxs[2] = 32; hull->available = true; hull = &loadmodel->hulls[2]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -32; hull->clip_mins[1] = -32; hull->clip_mins[2] = -24; hull->clip_maxs[0] = 32; hull->clip_maxs[1] = 32; hull->clip_maxs[2] = 64; hull->available = true; hull = &loadmodel->hulls[3]; hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; hull->clip_mins[0] = -16; hull->clip_mins[1] = -16; hull->clip_mins[2] = -6; hull->clip_maxs[0] = 16; hull->clip_maxs[1] = 16; hull->clip_maxs[2] = 30; hull->available = false; } for (i=0 ; iplanenum = LittleLong(in->planenum); out->children[0] = LittleShort(in->children[0]); out->children[1] = LittleShort(in->children[1]); } if (numsuplementryclipnodes) //now load the crouch ones. { for (i = 3; i < MAX_MAP_HULLSM; i++) { hull = &loadmodel->hulls[i]; hull->planes = suplementryplanes; hull->clipnodes = out-1; hull->firstclipnode = 0; hull->lastclipnode = numsuplementryclipnodes; hull->available = true; } in = suplementryclipnodes; for (i=0 ; iplanenum = LittleLong(in->planenum); out->children[0] = LittleShort(in->children[0]); out->children[0] += out->children[0]>=0?1:0; out->children[1] = LittleShort(in->children[1]); out->children[1] += out->children[1]>=0?1:0; } } } /* ================= Mod_MakeHull0 Deplicate the drawing hull structure as a clipping hull ================= */ void GLMod_MakeHull0 (void) { mnode_t *in, *child; dclipnode_t *out; int i, j, count; hull_t *hull; hull = &loadmodel->hulls[0]; in = loadmodel->nodes; count = loadmodel->numnodes; out = Hunk_AllocName ( count*sizeof(*out), loadname); hull->clipnodes = out; hull->firstclipnode = 0; hull->lastclipnode = count-1; hull->planes = loadmodel->planes; for (i=0 ; iplanenum = in->plane - loadmodel->planes; for (j=0 ; j<2 ; j++) { child = in->children[j]; if (child->contents < 0) out->children[j] = child->contents; else out->children[j] = child - loadmodel->nodes; } } } /* ================= Mod_LoadMarksurfaces ================= */ void GLMod_LoadMarksurfaces (lump_t *l) { int i, j, count; short *in; msurface_t **out; in = (void *)(mod_base + l->fileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( count*sizeof(*out), loadname); loadmodel->marksurfaces = out; loadmodel->nummarksurfaces = count; for ( i=0 ; i= loadmodel->numsurfaces) Sys_Error ("Mod_ParseMarksurfaces: bad surface number"); out[i] = loadmodel->surfaces + j; } } /* ================= Mod_LoadSurfedges ================= */ void GLMod_LoadSurfedges (lump_t *l) { int i, count; int *in, *out; in = (void *)(mod_base + l->fileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( count*sizeof(*out), loadname); loadmodel->surfedges = out; loadmodel->numsurfedges = count; for ( i=0 ; ifileofs); if (l->filelen % sizeof(*in)) Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name); count = l->filelen / sizeof(*in); out = Hunk_AllocName ( (count+numsuplementryplanes)*2*sizeof(*out), loadname); loadmodel->planes = out; loadmodel->numplanes = count+numsuplementryplanes; for ( i=0 ; inormal[j] = LittleFloat (in->normal[j]); if (out->normal[j] < 0) bits |= 1<dist = LittleFloat (in->dist); out->type = LittleLong (in->type); out->signbits = bits; } if (numsuplementryplanes) { in = suplementryplanes; suplementryplanes = out; for ( i=0 ; inormal[j] = LittleFloat (in->normal[j]); if (out->normal[j] < 0) bits |= 1<dist = LittleFloat (in->dist); out->type = LittleLong (in->type); out->signbits = bits; } } } /* ================= RadiusFromBounds ================= */ float RadiusFromBounds (vec3_t mins, vec3_t maxs); /* { int i; vec3_t corner; for (i=0 ; i<3 ; i++) { corner[i] = fabs(mins[i]) > fabs(maxs[i]) ? fabs(mins[i]) : fabs(maxs[i]); } return Length (corner); } */ //combination of R_AddDynamicLights and R_MarkLights void GLR_StainSurf (msurface_t *surf, float *parms); static void Q1BSP_StainNode (mnode_t *node, float *parms) { mplane_t *splitplane; float dist; msurface_t *surf; int i; if (node->contents < 0) return; splitplane = node->plane; dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist; if (dist > (*parms)) { Q1BSP_StainNode (node->children[0], parms); return; } if (dist < (-*parms)) { Q1BSP_StainNode (node->children[1], parms); return; } // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; inumsurfaces ; i++, surf++) { if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK)) continue; GLR_StainSurf(surf, parms); } Q1BSP_StainNode (node->children[0], parms); Q1BSP_StainNode (node->children[1], parms); } void Q1BSP_MarkLights (dlight_t *light, int bit, mnode_t *node); qboolean Q1BSP_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace); void GLQ1BSP_LightPointValues(vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir); /* ================= Mod_LoadBrushModel ================= */ void GLMod_LoadBrushModel (model_t *mod, void *buffer) { int i, j; dheader_t *header; mmodel_t *bm; model_t *lm=mod; unsigned int chksum; loadmodel->type = mod_brush; header = (dheader_t *)buffer; if ((!cl.worldmodel && cls.state>=ca_connected) #ifndef CLIENTONLY || (!sv.worldmodel && sv.active) #endif ) isnotmap = false; else isnotmap = true; i = LittleLong (header->version); if (i == BSPVERSION || i == BSPVERSIONPREREL) loadmodel->fromgame = fg_quake; else if (i == BSPVERSIONHL) //halflife support loadmodel->fromgame = fg_halflife; else Sys_Error ("Mod_LoadBrushModel: %s has wrong version number (%i should be %i)", mod->name, i, BSPVERSION); // swap all the lumps mod_base = (qbyte *)header; for (i=0 ; iname, sizeof(dheader_t)); } } // checksum all of the map, except for entities mod->checksum = 0; mod->checksum2 = 0; for (i = 0; i < HEADER_LUMPS; i++) { if (i == LUMP_ENTITIES) continue; chksum = Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen); mod->checksum ^= chksum; if (i == LUMP_VISIBILITY || i == LUMP_LEAFS || i == LUMP_NODES) continue; mod->checksum2 ^= chksum; } // load into heap #ifndef CLIENTONLY if (!isDedicated) #endif { GLMod_LoadVertexes (&header->lumps[LUMP_VERTEXES]); GLMod_LoadEdges (&header->lumps[LUMP_EDGES]); GLMod_LoadSurfedges (&header->lumps[LUMP_SURFEDGES]); GLMod_LoadTextures (&header->lumps[LUMP_TEXTURES]); GLMod_LoadLighting (&header->lumps[LUMP_LIGHTING]); } GLMod_LoadSubmodels (&header->lumps[LUMP_MODELS]); GLMod_LoadCrouchHull(); GLMod_LoadPlanes (&header->lumps[LUMP_PLANES]); #ifndef CLIENTONLY if (!isDedicated) #endif { GLMod_LoadTexinfo (&header->lumps[LUMP_TEXINFO]); GLMod_LoadFaces (&header->lumps[LUMP_FACES]); GLMod_LoadMarksurfaces (&header->lumps[LUMP_MARKSURFACES]); } GLMod_LoadVisibility (&header->lumps[LUMP_VISIBILITY]); GLMod_LoadLeafs (&header->lumps[LUMP_LEAFS]); GLMod_LoadNodes (&header->lumps[LUMP_NODES]); GLMod_LoadClipnodes (&header->lumps[LUMP_CLIPNODES]); GLMod_LoadEntities (&header->lumps[LUMP_ENTITIES]); GLMod_MakeHull0 (); if (crouchhullfile) { BZ_Free(crouchhullfile); crouchhullfile=NULL; } #ifndef CLIENTONLY if (sv.state) //if the server is running { if (!strcmp(loadmodel->name, va("maps/%s.bsp", sv.name))) Mod_ParseInfoFromEntityLump(mod_base + header->lumps[LUMP_ENTITIES].fileofs); } else #endif { if (!cl.model_precache[1]) //not copied across yet Mod_ParseInfoFromEntityLump(mod_base + header->lumps[LUMP_ENTITIES].fileofs); } Q1BSP_SetModelFuncs(mod); mod->funcs.LightPointValues = GLQ1BSP_LightPointValues; mod->funcs.StainNode = Q1BSP_StainNode; mod->funcs.MarkLights = Q1BSP_MarkLights; mod->numframes = 2; // regular and alternate animation // // set up the submodels (FIXME: this is confusing) // for (i=0 ; inumsubmodels ; i++) { bm = &mod->submodels[i]; mod->hulls[0].firstclipnode = bm->headnode[0]; mod->hulls[0].available = true; Q1BSP_SetHullFuncs(&mod->hulls[0]); for (j=1 ; jhulls[j].firstclipnode = bm->headnode[j]; mod->hulls[j].lastclipnode = mod->numclipnodes-1; mod->hulls[j].available = bm->hullavailable[j]; if (mod->hulls[j].firstclipnode > mod->hulls[j].lastclipnode) mod->hulls[j].available = false; Q1BSP_SetHullFuncs(&mod->hulls[j]); } mod->firstmodelsurface = bm->firstface; mod->nummodelsurfaces = bm->numfaces; VectorCopy (bm->maxs, mod->maxs); VectorCopy (bm->mins, mod->mins); mod->radius = RadiusFromBounds (mod->mins, mod->maxs); mod->numleafs = bm->visleafs; if (i < mod->numsubmodels-1) { // duplicate the basic information char name[10]; sprintf (name, "*%i", i+1); loadmodel = Mod_FindName (name); *loadmodel = *mod; strcpy (loadmodel->name, name); mod = loadmodel; P_DefaultTrail(mod); } } #ifdef RUNTIMELIGHTING if (lightmodel == lm) LightLoadEntities(lightmodel->entities); #endif } /* ============================================================================== ALIAS MODELS ============================================================================== */ //aliashdr_t *pheader; //mstvert_t stverts[MAXALIASVERTS*2]; //mtriangle_t triangles[MAXALIASTRIS]; // a pose is a single set of vertexes. a frame may be // an animating sequence of poses //dtrivertx_t *poseverts[MAXALIASFRAMES]; //int posenum; qbyte *player_8bit_texels/*[320*200]*/; //========================================================= /* ================= Mod_FloodFillSkin Fill background pixels so mipmapping doesn't have haloes - Ed ================= */ typedef struct { short x, y; } floodfill_t; // must be a power of 2 #define FLOODFILL_FIFO_SIZE 0x1000 #define FLOODFILL_FIFO_MASK (FLOODFILL_FIFO_SIZE - 1) #define FLOODFILL_STEP( off, dx, dy ) \ { \ if (pos[off] == fillcolor) \ { \ pos[off] = 255; \ fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \ inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \ } \ else if (pos[off] != 255) fdc = pos[off]; \ } void GLMod_FloodFillSkin( qbyte *skin, int skinwidth, int skinheight ) { qbyte fillcolor = *skin; // assume this is the pixel to fill floodfill_t fifo[FLOODFILL_FIFO_SIZE]; int inpt = 0, outpt = 0; int filledcolor = -1; int i; if (filledcolor == -1) { filledcolor = 0; // attempt to find opaque black for (i = 0; i < 256; ++i) if (d_8to24rgbtable[i] == (255 << 0)) // alpha 1.0 { filledcolor = i; break; } } // can't fill to filled color or to transparent color (used as visited marker) if ((fillcolor == filledcolor) || (fillcolor == 255)) { //printf( "not filling skin from %d to %d\n", fillcolor, filledcolor ); return; } fifo[inpt].x = 0, fifo[inpt].y = 0; inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; while (outpt != inpt) { int x = fifo[outpt].x, y = fifo[outpt].y; int fdc = filledcolor; qbyte *pos = &skin[x + skinwidth * y]; outpt = (outpt + 1) & FLOODFILL_FIFO_MASK; if (x > 0) FLOODFILL_STEP( -1, -1, 0 ); if (x < skinwidth - 1) FLOODFILL_STEP( 1, 1, 0 ); if (y > 0) FLOODFILL_STEP( -skinwidth, 0, -1 ); if (y < skinheight - 1) FLOODFILL_STEP( skinwidth, 0, 1 ); skin[x + skinwidth * y] = fdc; } } //============================================================================= /* ================= Mod_LoadSpriteFrame ================= */ void * GLMod_LoadSpriteFrame (void * pin, mspriteframe_t **ppframe, int framenum, int version, unsigned char *palette) { dspriteframe_t *pinframe; mspriteframe_t *pspriteframe; int width, height, size, origin[2]; char name[64]; pinframe = (dspriteframe_t *)pin; width = LittleLong (pinframe->width); height = LittleLong (pinframe->height); size = width * height; pspriteframe = Hunk_AllocName (sizeof (mspriteframe_t),loadname); Q_memset (pspriteframe, 0, sizeof (mspriteframe_t)); *ppframe = pspriteframe; pspriteframe->width = width; pspriteframe->height = height; origin[0] = LittleLong (pinframe->origin[0]); origin[1] = LittleLong (pinframe->origin[1]); pspriteframe->up = origin[1]; pspriteframe->down = origin[1] - height; pspriteframe->left = origin[0]; pspriteframe->right = width + origin[0]; pspriteframe->gl_texturenum = 0; if (!pspriteframe->gl_texturenum) { //the dp way strcat(name, va("_%i", framenum)); pspriteframe->gl_texturenum = Mod_LoadReplacementTexture(name, "sprites", true, true, true); } if (!pspriteframe->gl_texturenum) { //the older fte way. COM_StripExtension(loadmodel->name, name); strcat(name, va("_%i", framenum)); pspriteframe->gl_texturenum = Mod_LoadReplacementTexture(name, "sprites", true, true, true); } if (!pspriteframe->gl_texturenum) { //the fuhquake way COM_StripExtension(COM_SkipPath(loadmodel->name), name); strcat(name, va("_%i", framenum)); pspriteframe->gl_texturenum = Mod_LoadReplacementTexture(name, "sprites", true, true, true); } if (version == SPRITE32_VERSION) { size *= 4; if (!pspriteframe->gl_texturenum) pspriteframe->gl_texturenum = GL_LoadTexture32 (name, width, height, (unsigned *)(pinframe + 1), true, true); } else if (version == SPRITEHL_VERSION) { if (!pspriteframe->gl_texturenum) pspriteframe->gl_texturenum = GL_LoadTexture8Pal32 (name, width, height, (qbyte *)(pinframe + 1), (qbyte*)palette, true, true); } else { if (!pspriteframe->gl_texturenum) pspriteframe->gl_texturenum = GL_LoadTexture (name, width, height, (qbyte *)(pinframe + 1), true, true); } return (void *)((qbyte *)(pinframe+1) + size); } /* ================= Mod_LoadSpriteGroup ================= */ void * GLMod_LoadSpriteGroup (void * pin, mspriteframe_t **ppframe, int framenum, int version, unsigned char *palette) { dspritegroup_t *pingroup; mspritegroup_t *pspritegroup; int i, numframes; dspriteinterval_t *pin_intervals; float *poutintervals; void *ptemp; pingroup = (dspritegroup_t *)pin; numframes = LittleLong (pingroup->numframes); pspritegroup = Hunk_AllocName (sizeof (mspritegroup_t) + (numframes - 1) * sizeof (pspritegroup->frames[0]), loadname); pspritegroup->numframes = numframes; *ppframe = (mspriteframe_t *)pspritegroup; pin_intervals = (dspriteinterval_t *)(pingroup + 1); poutintervals = Hunk_AllocName (numframes * sizeof (float), loadname); pspritegroup->intervals = poutintervals; for (i=0 ; iinterval); if (*poutintervals <= 0.0) Sys_Error ("Mod_LoadSpriteGroup: interval<=0"); poutintervals++; pin_intervals++; } ptemp = (void *)pin_intervals; for (i=0 ; iframes[i], framenum * 100 + i, version, palette); } return ptemp; } /* ================= Mod_LoadSpriteModel ================= */ void GLMod_LoadSpriteModel (model_t *mod, void *buffer) { int i; int version; dsprite_t *pin; msprite_t *psprite; int numframes; int size; dspriteframetype_t *pframetype; int rendertype=0; unsigned char pal[256*4]; int sptype; pin = (dsprite_t *)buffer; version = LittleLong (pin->version); if (version != SPRITE_VERSION) if (version != SPRITE32_VERSION) if (version != SPRITEHL_VERSION) Sys_Error ("%s has wrong version number " "(%i should be %i)", mod->name, version, SPRITE_VERSION); sptype = LittleLong (pin->type); if (pin->version == SPRITEHL_VERSION) { pin = (dsprite_t*)((char*)pin + 4); rendertype = LittleLong (pin->type); } numframes = LittleLong (pin->numframes); size = sizeof (msprite_t) + (numframes - 1) * sizeof (psprite->frames); psprite = Hunk_AllocName (size, loadname); mod->cache.data = psprite; psprite->type = sptype; psprite->maxwidth = LittleLong (pin->width); psprite->maxheight = LittleLong (pin->height); psprite->beamlength = LittleFloat (pin->beamlength); mod->synctype = LittleLong (pin->synctype); psprite->numframes = numframes; mod->mins[0] = mod->mins[1] = -psprite->maxwidth/2; mod->maxs[0] = mod->maxs[1] = psprite->maxwidth/2; mod->mins[2] = -psprite->maxheight/2; mod->maxs[2] = psprite->maxheight/2; if (pin->version == SPRITEHL_VERSION) { int i; short *numi = (short*)(pin+1); unsigned char *src = (unsigned char *)(numi+1); if (*numi != 256) Sys_Error("%s has wrong number of palette indexes (we only support 256)\n", mod->name); for (i = 0; i < 256; i++) { pal[i*4+0] = *src++; pal[i*4+1] = *src++; pal[i*4+2] = *src++; pal[i*4+3] = 255; } pframetype = (dspriteframetype_t *)(src); } else pframetype = (dspriteframetype_t *)(pin + 1); // // load the frames // if (numframes < 1) Sys_Error ("Mod_LoadSpriteModel: Invalid # of frames: %d\n", numframes); mod->numframes = numframes; for (i=0 ; itype); psprite->frames[i].type = frametype; if (frametype == SPR_SINGLE) { pframetype = (dspriteframetype_t *) GLMod_LoadSpriteFrame (pframetype + 1, &psprite->frames[i].frameptr, i, version, pal); } else { pframetype = (dspriteframetype_t *) GLMod_LoadSpriteGroup (pframetype + 1, &psprite->frames[i].frameptr, i, version, pal); } } mod->type = mod_sprite; } void GLMod_LoadSprite2Model (model_t *mod, void *buffer) { int i; int version; dmd2sprite_t *pin; msprite_t *psprite; int numframes; int size; dmd2sprframe_t *pframetype; mspriteframe_t *frame; float origin[2]; pin = (dmd2sprite_t *)buffer; version = LittleLong (pin->version); if (version != SPRITE2_VERSION) Sys_Error ("%s has wrong version number " "(%i should be %i)", mod->name, version, SPRITE2_VERSION); numframes = LittleLong (pin->numframes); size = sizeof (msprite_t) + (numframes - 1) * sizeof (psprite->frames); psprite = Hunk_AllocName (size, loadname); mod->cache.data = psprite; psprite->type = SPR_VP_PARALLEL; psprite->maxwidth = 1; psprite->maxheight = 1; psprite->beamlength = 1; mod->synctype = 0; psprite->numframes = numframes; mod->mins[0] = mod->mins[1] = -psprite->maxwidth/2; mod->maxs[0] = mod->maxs[1] = psprite->maxwidth/2; mod->mins[2] = -psprite->maxheight/2; mod->maxs[2] = psprite->maxheight/2; // // load the frames // if (numframes < 1) Sys_Error ("Mod_LoadSpriteModel: Invalid # of frames: %d\n", numframes); mod->numframes = numframes; pframetype = pin->frames; for (i=0 ; iframes[i].type = frametype; frame = psprite->frames[i].frameptr = Hunk_AllocName(sizeof(mspriteframe_t), loadname); frame->gl_texturenum = Mod_LoadHiResTexture(pframetype->name, NULL, true, true, true); frame->width = LittleLong(pframetype->width); frame->height = LittleLong(pframetype->height); origin[0] = LittleLong (pframetype->origin_x); origin[1] = LittleLong (pframetype->origin_y); frame->up = -origin[1]; frame->down = frame->height - origin[1]; frame->left = -origin[0]; frame->right = frame->width - origin[0]; pframetype++; } mod->type = mod_sprite; } #ifdef DOOMWADS typedef struct { short width; short height; short xpos; short ypos; } doomimage_t; static int FindDoomSprites(char *name, int size, void *param) { if (*(int *)param + strlen(name)+1 > 16000) Sys_Error("Too many doom sprites\n"); strcpy((char *)param + *(int *)param, name); *(int *)param += strlen(name)+1; return true; } static void LoadDoomSpriteFrame(char *imagename, mspriteframedesc_t *pdesc, int anglenum, qboolean xmirrored) { int c; int fr; int rc; unsigned int *colpointers; qbyte *data; doomimage_t *header; qbyte image[256*256]; qbyte *palette; qbyte *coldata; mspriteframe_t *pframe; if (!anglenum) { pdesc->type = SPR_SINGLE; pdesc->frameptr = pframe = Hunk_AllocName(sizeof(*pframe), loadname); } else { mspritegroup_t *group; if (!pdesc->frameptr || pdesc->type != SPR_ANGLED) { pdesc->type = SPR_ANGLED; group = Hunk_AllocName(sizeof(*group)+sizeof(mspriteframe_t *)*(8-1), loadname); pdesc->frameptr = (mspriteframe_t *)group; group->numframes = 8; } else group = (mspritegroup_t *)pdesc->frameptr; pframe = Hunk_AllocName(sizeof(*pframe), loadname); group->frames[anglenum-1] = pframe; } palette = COM_LoadTempFile("wad/playpal"); header = (doomimage_t *)COM_LoadTempFile2(imagename); data = (qbyte *)header; pframe->width = header->width; pframe->height = header->height; pframe->up = +header->ypos; pframe->down = -header->height + header->ypos; if (xmirrored) { pframe->right = -header->xpos; pframe->left = header->width - header->xpos; } else { pframe->left = -header->xpos; pframe->right = header->width - header->xpos; } if (header->width*header->height > sizeof(image)) return; memset(image, 255, header->width*header->height); colpointers = (unsigned int*)(data+sizeof(doomimage_t)); for (c = 0; c < header->width; c++) { if (colpointers[c] >= com_filesize) break; coldata = data + colpointers[c]; while(1) { fr = *coldata++; if (fr == 255) break; rc = *coldata++; coldata++; if ((fr+rc) > header->height) break; while(rc) { image[c + fr*header->width] = *coldata++; fr++; rc--; } coldata++; } } pframe->gl_texturenum = GL_LoadTexture8Pal24(imagename, pframe->width, pframe->height, image, palette, true, true); } /* ================= Doom Sprites ================= */ void GLMod_LoadDoomSprite (model_t *mod) { char files[16384]; char basename[MAX_QPATH]; int baselen; char *name; int numframes=0; int ofs; int size; int elements=0; int framenum; int anglenum; msprite_t *psprite; COM_StripExtension(mod->name, basename); baselen = strlen(basename); strcat(basename, "*"); *(int *)files=4; COM_EnumerateFiles(basename, FindDoomSprites, files); //find maxframes and validate the rest. for (ofs = 4; ofs < *(int*)files; ofs+=strlen(files+ofs)+1) { name = files+ofs+baselen; if (!*name) Host_Error("Doom sprite componant lacks frame name"); if (*name - 'a'+1 > numframes) numframes = *name - 'a'+1; if (name[1] < '0' || name[1] > '8') Host_Error("Doom sprite componant has bad angle number"); if (name[1] == '0') elements+=8; else elements++; if (name[2]) //is there a second element? { if (name[2] - 'a'+1 > numframes) numframes = name[2] - 'a'+1; if (name[3] < '0' || name[3] > '8') Host_Error("Doom sprite componant has bad angle number"); if (name[3] == '0') elements+=8; else elements++; } } if (elements != numframes*8) Host_Error("Doom sprite has wrong componant count"); if (!numframes) Host_Error("Doom sprite componant has no frames"); size = sizeof (msprite_t) + (elements - 1) * sizeof (psprite->frames); psprite = Hunk_AllocName (size, loadname); psprite->numframes = numframes; //do the actual loading. for (ofs = 4; ofs < *(int*)files; ofs+=strlen(files+ofs)+1) { name = files+ofs; framenum = name[baselen+0] - 'a'; anglenum = name[baselen+1] - '0'; LoadDoomSpriteFrame(name, &psprite->frames[framenum], anglenum, false); if (name[baselen+2]) //is there a second element? { framenum = name[baselen+2] - 'a'; anglenum = name[baselen+3] - '0'; LoadDoomSpriteFrame(name, &psprite->frames[framenum], anglenum, true); } } psprite->type = SPR_FACING_UPRIGHT; mod->type = mod_sprite; mod->cache.data = psprite; } #endif //============================================================================= /* ================ Mod_Print ================ */ void GLMod_Print (void) { int i; model_t *mod; Con_Printf ("Cached models:\n"); for (i=0, mod=mod_known ; i < mod_numknown ; i++, mod++) { Con_Printf ("%8p : %s\n",mod->cache.data, mod->name); } } #endif