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fteqw/engine/gl/gl_heightmap.c
Spoike 82542ae037 Committing this before I break it any more.
Massive terrain system rewrite.
Added a Native Client port (sound is stereo 44khz only, rendering is gles2, networking is websockets only (sv_port_tcp supports acting as a qw websockets server with non-nacl servers, filesystem is downloads-only - no saves/configs). Blame Zalon. Grr.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4013 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-04-09 19:12:12 +00:00

1516 lines
40 KiB
C

#include "quakedef.h"
#ifdef TERRAIN
#ifdef GLQUAKE
#include "glquake.h"
#endif
#include "shader.h"
#include "pr_common.h"
int Surf_LM_AllocBlock (int w, int h, int *x, int *y, shader_t *shader);
//heightmaps work thusly:
//there is one raw heightmap file
//the file is split to 4*4 sections.
//each section is textured independantly (remember banshees are capped at 256*256 pixels)
//it's built into 16 seperate display lists, these display lists are individually culled, but the drivers are expected to optimise them too.
//Tei claims 14x speedup with a single display list. hopefully we can achieve the same speed by culling per-section.
//we get 20->130
//perhaps we should build it with multitexture? (no - slower on ati)
#define MAXSECTIONS 64 //this many sections max in each direction
#define SECTTEXSIZE 64 //this many texture samples per section
#define SECTHEIGHTSIZE 16 //this many height samples per section
typedef struct
{
char texname[4][32];
unsigned int texmap[SECTTEXSIZE][SECTTEXSIZE];
float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
unsigned short holes;
} dsection_t;
typedef struct
{
float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
unsigned short holes;
#ifndef SERVERONLY
char texname[4][32];
int lightmap;
int lmx, lmy;
texnums_t textures;
vbo_t vbo;
unsigned short minh, maxh;
mesh_t mesh;
mesh_t *amesh;
qboolean modified:1;
#endif
} hmsection_t;
typedef struct {
char path[MAX_QPATH];
int numsegsx, numsegsy; //tex/cull sections
float sectionsize; //each section is this big, in world coords
hmsection_t *section[MAXSECTIONS*MAXSECTIONS];
shader_t *skyshader;
shader_t *shader;
mesh_t skymesh;
mesh_t *askymesh;
} heightmap_t;
static void GL_LoadSectionTextures(hmsection_t *s)
{
#ifndef SERVERONLY
//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);
s->textures.base = R_LoadHiResTexture(s->texname[0], NULL, 0);
s->textures.upperoverlay = R_LoadHiResTexture(s->texname[1], NULL, 0);
s->textures.loweroverlay = R_LoadHiResTexture(s->texname[2], NULL, 0);
s->textures.fullbright = R_LoadHiResTexture(s->texname[3], NULL, 0);
s->textures.bump = R_LoadHiResTexture(va("%s_norm", s->texname[0]), NULL, 0);
s->textures.specular = R_LoadHiResTexture(va("%s_spec", s->texname[0]), NULL, 0);
#endif
}
static char *GL_DiskSectionName(heightmap_t *hm, int sx, int sy)
{
return va("maps/%s/sect_%02i_%02i.hms", hm->path, sx, sy);
}
static hmsection_t *GL_LoadSection(heightmap_t *hm, int sx, int sy)
{
hmsection_t *s;
dsection_t *ds;
int i;
#ifndef SERVERONLY
unsigned char *lm;
#endif
s = malloc(sizeof(*s));
if (!s)
return NULL;
memset(s, 0, sizeof(*s));
#ifndef SERVERONLY
s->lightmap = -1;
Q_strncpyz(s->texname[0], va("maps/%s/grass", hm->path), sizeof(s->texname[0]));
Q_strncpyz(s->texname[1], va("maps/%s/rock", hm->path), sizeof(s->texname[1]));
Q_strncpyz(s->texname[2], va("maps/%s/road", hm->path), sizeof(s->texname[2]));
Q_strncpyz(s->texname[3], va("maps/%s/ground", hm->path), sizeof(s->texname[3]));
s->modified = true;
if (s->lightmap < 0)
{
s->lightmap = Surf_LM_AllocBlock(SECTTEXSIZE, SECTTEXSIZE, &s->lmx, &s->lmy, hm->shader);
BE_UploadAllLightmaps();
}
#endif
if (FS_LoadFile(GL_DiskSectionName(hm, sx, sy), &ds) >= 0)
{
#ifndef SERVERONLY
Q_strncpyz(s->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]));
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmx * LMBLOCK_WIDTH + s->lmy) * lightmap_bytes;
for (i = 0; i < SECTTEXSIZE; i++)
{
memcpy(lm, ds->texmap + i, sizeof(ds->texmap[0]));
lm += (LMBLOCK_WIDTH)*lightmap_bytes;
}
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.w = LMBLOCK_WIDTH;
lightmap[s->lightmap]->rectchange.h = LMBLOCK_HEIGHT;
#endif
/*load the heights too*/
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
s->heights[i] = LittleFloat(ds->heights[i]);
}
FS_FreeFile(ds);
}
else
{
#if 0//def DEBUG
void *f;
if (lightmap_bytes == 4 && lightmap_bgra && FS_LoadFile(va("maps/%s/splatt.png", hm->path), &f) >= 0)
{
//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->lmx * LMBLOCK_WIDTH + s->lmy) * 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 += (LMBLOCK_WIDTH - 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 = LMBLOCK_WIDTH;
lightmap[s->lightmap]->rectchange.h = LMBLOCK_HEIGHT;
}
FS_FreeFile(f);
}
if (lightmap_bytes == 4 && lightmap_bgra && FS_LoadFile(va("maps/%s/heightmap.png", hm->path), &f) >= 0)
{
//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
}
GL_LoadSectionTextures(s);
hm->section[sx+sy*MAXSECTIONS] = s;
return s;
}
static void GL_SaveSection(heightmap_t *hm, int sx, int sy)
{
#ifndef SERVERONLY
hmsection_t *s = hm->section[sx+sy*MAXSECTIONS];
dsection_t ds;
unsigned char *lm;
int i;
if (!s || s->lightmap < 0)
return;
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]));
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmx * LMBLOCK_WIDTH + s->lmy) * lightmap_bytes;
for (i = 0; i < SECTTEXSIZE; i++)
{
memcpy(ds.texmap + i, lm, sizeof(ds.texmap[0]));
lm += (LMBLOCK_WIDTH)*lightmap_bytes;
}
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
ds.heights[i] = LittleFloat(s->heights[i]);
}
FS_WriteFile(GL_DiskSectionName(hm, sx, sy), &ds, sizeof(ds), FS_GAMEONLY);
#endif
}
/*save all currently loaded sections*/
void HeightMap_Save(heightmap_t *hm)
{
hmsection_t *s;
int x, y;
for (x = 0; x < hm->numsegsx; x++)
{
for (y = 0; y < hm->numsegsy; y++)
{
s = hm->section[x+y*MAXSECTIONS];
GL_SaveSection(hm, x, y);
}
}
}
/*purge all sections*/
void HeightMap_Purge(model_t *mod)
{
heightmap_t *hm = mod->terrain;
hmsection_t *s;
int x, y;
for (x = 0; x < hm->numsegsx; x++)
{
for (y = 0; y < hm->numsegsy; y++)
{
s = hm->section[x+y*MAXSECTIONS];
hm->section[x+y*MAXSECTIONS] = NULL;
free(s);
}
}
}
#ifndef SERVERONLY
void GL_DrawHeightmapModel (batch_t **batches, entity_t *e)
{
//a 512*512 heightmap
//will draw 2 tris per square, drawn twice for detail
//so a million triangles per frame if the whole thing is visible.
//with 130 to 180fps, display lists rule!
int x, y, vx, vy, v;
vec3_t mins, maxs;
model_t *m = e->model;
heightmap_t *hm = m->terrain;
mesh_t *mesh;
batch_t *b;
hmsection_t *s;
if (e->model == cl.worldmodel)
{
b = BE_GetTempBatch();
if (b)
{
b->lightmap = -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 = &b->shader->defaulttextures;
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;
}
}
for (x = 0; x < hm->numsegsx; x++)
{
mins[0] = (x+0)*hm->sectionsize;
maxs[0] = (x+1)*hm->sectionsize;
for (y = 0; y < hm->numsegsy; y++)
{
mins[1] = (y+0)*hm->sectionsize;
maxs[1] = (y+1)*hm->sectionsize;
s = hm->section[x+y*MAXSECTIONS];
if (!s)
{
s = GL_LoadSection(hm, x, y);
if (!s)
continue;
}
mesh = &s->mesh;
if (s->modified)
{
// minx = x*SECTHEIGHTSIZE;
// miny = y*SECTHEIGHTSIZE;
s->modified = false;
if (s->lightmap < 0)
{
s->lightmap = Surf_LM_AllocBlock(SECTTEXSIZE, SECTTEXSIZE, &s->lmx, &s->lmy, hm->shader);
BE_UploadAllLightmaps();
}
s->minh = 999999999999999;
s->maxh = -999999999999999;
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 = (void*) (mesh->st_array + (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE));
}
mesh->numvertexes = 0;
/*64 quads across requires 65 verticies*/
for (vx = 0; vx < SECTHEIGHTSIZE; vx++)
{
for (vy = 0; vy < SECTHEIGHTSIZE; vy++)
{
v = mesh->numvertexes++;
mesh->xyz_array[v][0] = (x + vx/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v][1] = (y + 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] / 64;
mesh->st_array[v][1] = mesh->xyz_array[v][1] / 64;
//calc the position in the range -0.5 to 0.5
mesh->lmst_array[v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5);
mesh->lmst_array[v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5);
//scale down to a half-texel
mesh->lmst_array[v][0] *= (SECTTEXSIZE-1.0f)/LMBLOCK_WIDTH;
mesh->lmst_array[v][1] *= (SECTTEXSIZE-1.0f)/LMBLOCK_HEIGHT;
//bias it
mesh->lmst_array[v][0] += ((float)SECTTEXSIZE/(LMBLOCK_WIDTH*2)) + ((float)(s->lmy) / LMBLOCK_WIDTH);
mesh->lmst_array[v][1] += ((float)SECTTEXSIZE/(LMBLOCK_HEIGHT*2)) + ((float)(s->lmx) / LMBLOCK_HEIGHT);
//TODO: include colour tints
}
}
if (!mesh->indexes)
mesh->indexes = BZ_Malloc(sizeof(index_t) * SECTHEIGHTSIZE*SECTHEIGHTSIZE*6);
mesh->numindexes = 0;
for (vx = 0; vx < SECTHEIGHTSIZE-1; vx++)
{
for (vy = 0; vy < SECTHEIGHTSIZE-1; vy++)
{
//TODO: holes
if (s->holes & (vx / (SECTHEIGHTSIZE/4)) << (vy / (SECTHEIGHTSIZE/4)) )
continue;
v = vx + vy*(SECTHEIGHTSIZE);
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE;
}
}
if (qrenderer == QR_OPENGL)
{
if (!s->vbo.coord.gl.vbo)
qglGenBuffersARB(1, &s->vbo.coord.gl.vbo);
s->vbo.coord.gl.addr = 0;
GL_SelectVBO(s->vbo.coord.gl.vbo);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * (mesh->numvertexes), mesh->xyz_array, GL_STATIC_DRAW_ARB);
GL_SelectVBO(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.gl.addr = (void*)((char*)mesh->lmst_array - (char*)mesh->xyz_array);
s->vbo.lmcoord.gl.vbo = s->vbo.coord.gl.vbo;
// Z_Free(mesh->xyz_array);
// mesh->xyz_array = NULL;
// mesh->st_array = NULL;
// mesh->lmst_array = NULL;
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);
// Z_Free(mesh->indexes);
// mesh->indexes = NULL;
}
}
mins[2] = s->minh;
maxs[2] = s->maxh;
// if (!BoundsIntersect(mins, maxs, r_refdef.vieworg, r_refdef.vieworg))
if (R_CullBox(mins, maxs))
continue;
b = BE_GetTempBatch();
if (!b)
continue;
b->ent = e;
b->shader = hm->shader;
b->flags = 0;
b->mesh = &s->amesh;
b->mesh[0] = mesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &s->textures;
b->texture = NULL;
b->vbo = &s->vbo;
b->lightmap = s->lightmap;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
}
#endif
unsigned int Heightmap_PointContentsHM(heightmap_t *hm, float clipmipsz, vec3_t org)
{
float x, y;
float z, tz;
int sx, sy;
int sectidx;
hmsection_t *s;
sx = org[0]/hm->sectionsize;
sy = org[1]/hm->sectionsize;
if (sx < 0 || sy < 0)
return FTECONTENTS_SOLID;
if (sx >= hm->numsegsx || sy >= hm->numsegsy)
return FTECONTENTS_SOLID;
sectidx = sx + sy*MAXSECTIONS;
s = hm->section[sectidx];
if (!s)
{
s = GL_LoadSection(hm, sx, sy);
if (!s)
return FTECONTENTS_SOLID;
}
x = (org[0] - (sx*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
y = (org[1] - (sy*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
z = (org[2]+clipmipsz);
sx = x; x-=sx;
sy = y; y-=sy;
//made of two triangles:
if (x+y>1) //the 1, 1 triangle
{
float v1, v2, v3;
v3 = 1-y;
v2 = x+y-1;
v1 = 1-x;
//0, 1
//1, 1
//1, 0
tz = (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
return FTECONTENTS_EMPTY;
}
unsigned int Heightmap_PointContents(model_t *model, vec3_t axis[3], vec3_t org)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, 0, org);
}
unsigned int Heightmap_NativeBoxContents(model_t *model, int hulloverride, int frame, vec3_t axis[3], vec3_t org, vec3_t mins, vec3_t maxs)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, mins[2], org);
}
void Heightmap_Normal(heightmap_t *hm, vec3_t org, vec3_t norm)
{
norm[0] = 0;
norm[1] = 0;
norm[2] = 1;
/*
float x, y;
float z;
int sx, sy;
vec3_t d1, d2;
x = org[0]/(SECTHEIGHTSIZE * hm->sectionsize);
y = org[1]/(SECTHEIGHTSIZE * hm->sectionsize);
z = org[2];
if (x < 0)
x = 0;
if (y < 0)
y = 0;
if (x > hm->tilesx-1)
x = hm->tilesx-1;
if (y > hm->tilesy-1)
y = hm->tilesy-1;
sx = x; x-=sx;
sy = y; y-=sy;
if (x+y>1) //the 1, 1 triangle
{
//0, 1
//1, 1
//1, 0
d1[0] = (SECTHEIGHTSIZE * hm->sectionsize);
d1[1] = 0;
d1[2] = (hm->heights[(sx+1)+(sy+1)*hm->tilesx] - hm->heights[(sx+0)+(sy+1)*hm->tilesx]);
d2[0] = 0;
d2[1] = (SECTHEIGHTSIZE * hm->sectionsize);
d2[2] = (hm->heights[(sx+1)+(sy+1)*hm->tilesx] - hm->heights[(sx+1)+(sy+0)*hm->tilesx]);
}
else
{ //the 0,0 triangle
//0, 1
//1, 0
//0, 0
d1[0] = (SECTHEIGHTSIZE * hm->sectionsize);
d1[1] = 0;
d1[2] = (hm->heights[(sx+0)+(sy+1)*hm->tilesx] - hm->heights[(sx+0)+(sy+0)*hm->tilesx]);
d2[0] = 0;
d2[1] = (SECTHEIGHTSIZE * hm->sectionsize);
d2[2] = (hm->heights[(sx+1)+(sy+0)*hm->tilesx] - hm->heights[(sx+0)+(sy+0)*hm->tilesx]);
}
VectorNormalize(d1);
VectorNormalize(d2);
CrossProduct(d1, d2, norm);
VectorNormalize(norm);
*/
}
#if 0
typedef struct {
vec3_t start;
vec3_t end;
vec3_t impact;
vec4_t plane;
float frac;
heightmap_t *hm;
int contents;
} hmtrace_t;
#define Closestf(res,n,min,max) res = ((n>0)?min:max)
#define Closest(res,n,min,max) Closestf(res[0],n[0],min[0],max[0]);Closestf(res[1],n[1],min[1],max[1]);Closestf(res[2],n[2],min[2],max[2])
void Heightmap_Trace_Square(hmtrace_t *tr, int sx, int sy)
{
vec3_t d[2];
vec3_t p[3];
vec4_t n[5];
int t, i;
qboolean startout, endout;
float *enterplane;
float enterfrac, exitfrac;
float enterdist=0;
float dist, d1, d2, f;
if (sx < 0 || sx > tr->hm->tilesx)
return;
if (sy < 0 || sy > tr->hm->tilesy)
return;
for (t = 0; t < 2; t++)
{
/*generate the brush*/
if (t == 0)
{
VectorSet(p[0], tr->hm->terrainscale*(sx+0), tr->hm->terrainscale*(sy+0), tr->hm->heights[(sx+0)+(sy+0)*tr->hm->tilesx]);
VectorSet(p[1], tr->hm->terrainscale*(sx+1), tr->hm->terrainscale*(sy+0), tr->hm->heights[(sx+1)+(sy+0)*tr->hm->tilesx]);
VectorSet(p[2], tr->hm->terrainscale*(sx+0), tr->hm->terrainscale*(sy+1), tr->hm->heights[(sx+0)+(sy+1)*tr->hm->tilesx]);
VectorSubtract(p[1], p[0], d[0]);
VectorSubtract(p[2], p[0], d[1]);
//left-most
Vector4Set(n[0], -1, 0, 0, tr->hm->terrainscale*(sx+0));
//top-most
Vector4Set(n[1], 0, -1, 0, tr->hm->terrainscale*(sy+0));
//bottom-right
VectorSet(n[2], 0.70710678118654752440084436210485, 0.70710678118654752440084436210485, 0);
n[2][3] = -DotProduct(n[2], p[1]);
//top
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = -DotProduct(n[3], p[1]);
//down
Vector4Set(n[4], 0, 0, 1, 0);
}
else
{
VectorSet(p[0], tr->hm->terrainscale*(sx+1), tr->hm->terrainscale*(sy+1), tr->hm->heights[(sx+1)+(sy+1)*tr->hm->tilesx]);
VectorSet(p[1], tr->hm->terrainscale*(sx+1), tr->hm->terrainscale*(sy+0), tr->hm->heights[(sx+1)+(sy+0)*tr->hm->tilesx]);
VectorSet(p[2], tr->hm->terrainscale*(sx+0), tr->hm->terrainscale*(sy+1), tr->hm->heights[(sx+0)+(sy+1)*tr->hm->tilesx]);
VectorSubtract(p[1], p[0], d[0]);
VectorSubtract(p[2], p[0], d[1]);
//right-most
Vector4Set(n[0], 1, 0, 0, tr->hm->terrainscale*(sx+1));
//bottom-most
Vector4Set(n[1], 0, 1, 0, tr->hm->terrainscale*(sy+1));
//bottom-right
VectorSet(n[2], -0.70710678118654752440084436210485, -0.70710678118654752440084436210485, 0);
n[2][3] = -DotProduct(n[2], p[1]);
//top
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = -DotProduct(n[3], p[1]);
//down
Vector4Set(n[4], 0, 0, 1, 0);
}
startout = false;
endout = false;
enterplane= NULL;
enterfrac = -1;
exitfrac = 10;
for (i = 0; i < 5; i++)
{
/*calculate the distance based upon the shape of the object we're tracing for*/
dist = n[i][3];
d1 = DotProduct (tr->start, n[i]) - dist;
d2 = DotProduct (tr->end, n[i]) - dist;
if (d1 >= 0)
startout = true;
if (d2 > 0)
endout = true;
//if we're fully outside any plane, then we cannot possibly enter the brush, skip to the next one
if (d1 > 0 && d2 >= 0)
goto nextbrush;
//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;
enterplane = n[i];
enterdist = dist;
}
}
else
{
//left the brush, favour the nearest plane (smallest frac)
if (exitfrac > f)
{
exitfrac = f;
}
}
}
if (!startout)
{
tr->frac = -1;
return;
}
if (enterfrac != -1 && enterfrac < exitfrac)
{
//impact!
if (enterfrac < tr->frac)
{
tr->frac = enterfrac;
tr->plane[3] = enterdist;
VectorCopy(enterplane, tr->plane);
}
}
nextbrush:
;
}
#if 0
float normf = 0.70710678118654752440084436210485;
float pd, sd, ed, bd;
int tris, x, y;
vec3_t closest;
vec3_t point;
pd = normf*(x+y);
sd = normf*tr->start[0]+normf*tr->start[1];
ed = normf*tr->end[0]+normf*tr->end[1];
bd = normf*tr->maxs[0]+normf*tr->maxs[1]; //assume mins is this but negative
//see which of the two triangles in the square it travels over.
tris = 0;
if (sd<=pd || ed<=pd)
tris |= 1;
if (sd>=pd || ed>=pd)
tris |= 2;
point[0] = sx+1;
point[1] = sy;
point[2] = tr->hm->heights[sx+1+sy*tr->hm->terrainsize];
if (tris & 1)
{ //triangle with 0, 0
vec3_t norm;
float d1, d2, dc;
x = tr->hm->heights[(sx+1)+(sy+0)*tr->hm->terrainsize] - tr->hm->heights[(sx+0)+(sy+0)*tr->hm->terrainsize];
y = tr->hm->heights[(sx+0)+(sy+1)*tr->hm->terrainsize] - tr->hm->heights[(sx+0)+(sy+0)*tr->hm->terrainsize];
norm[0] = (-x)/tr->hm->terrainscale;
norm[1] = (-y)/tr->hm->terrainscale;
norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
Closest(closest, norm, tr->mins, tr->maxs);
dc = DotProduct(norm, closest) - DotProduct(norm, point);
d1 = DotProduct(norm, tr->start) + dc;
d2 = DotProduct(norm, tr->end) + dc;
if (d1>=0 && d2<=0)
{ //intersects
tr->contents = FTECONTENTS_SOLID;
d1 = (d1-d2)/(d1+d2);
d2 = 1-d1;
tr->impact[0] = tr->end[0]*d1+tr->start[0]*d2;
tr->impact[1] = tr->end[1]*d1+tr->start[1]*d2;
tr->impact[2] = tr->end[2]*d1+tr->start[2]*d2;
}
}
if (tris & 2)
{ //triangle with 1, 1
vec3_t norm;
float d1, d2, dc;
norm[0] = (-x)/tr->hm->terrainscale;
norm[1] = (-y)/tr->hm->terrainscale;
norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
Closest(closest, norm, tr->mins, tr->maxs);
dc = DotProduct(norm, closest) - DotProduct(norm, point);
d1 = DotProduct(norm, tr->start) + dc;
d2 = DotProduct(norm, tr->end) + dc;
if (d1>=0 && d2<=0)
{ //intersects
tr->contents = FTECONTENTS_SOLID;
d1 = (d1-d2)/(d1+d2);
d2 = 1-d1;
tr->impact[0] = tr->end[0]*d1+tr->start[0]*d2;
tr->impact[1] = tr->end[1]*d1+tr->start[1]*d2;
tr->impact[2] = tr->end[2]*d1+tr->start[2]*d2;
}
}
#endif
}
#define DIST_EPSILON 0
void Heightmap_RecurseTrace(hmtrace_t *tr, float p1[2], float p2[2])
{
float newv[2];
float frac;
int mid;
int axis;
//FIXME: expand the trace somehow
if ((int)p1[0] == (int)p2[0] && (int)p1[1] == (int)p2[1])
{ //end
Heightmap_Trace_Square(tr, p1[0], p2[1]);
return;
}
/*decide the plane axis*/
axis = abs(p2[1] - p1[1]) > abs(p2[0] - p1[0]);
/*figure out the index to split the trace at*/
mid = (p1[axis] + p2[axis])*0.5;
if (!mid)/*make sure we make progress*/
mid = (p2[axis] > p1[axis])?1:-1;
//it crosses somewhere, it must do.
if (p2[axis] > p1[axis])
frac = ((p1[axis] - mid) - DIST_EPSILON)/(p1[axis]-p2[axis]);
else
frac = ((p1[axis] - mid) + DIST_EPSILON)/(p1[axis]-p2[axis]);
newv[axis] = mid;
newv[!axis] = (p2[!axis] * frac) + (p1[!axis] * (1-frac));
if ((int)p1[axis] != (int)newv[axis])
Heightmap_RecurseTrace(tr, p1, newv);
if (!tr->contents)
{
Heightmap_RecurseTrace(tr, newv, p2);
}
}
/*
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 axis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, unsigned int against, struct trace_s *trace)
{
float p1[2], p2[2];
hmtrace_t hmtrace;
hmtrace.hm = model->terrain;
hmtrace.start[0] = start[0]/hmtrace.hm->terrainscale;
hmtrace.start[1] = start[1]/hmtrace.hm->terrainscale;
hmtrace.start[2] = (start[2] + mins[2]);
hmtrace.end[0] = end[0]/hmtrace.hm->terrainscale;
hmtrace.end[1] = end[1]/hmtrace.hm->terrainscale;
hmtrace.end[2] = (end[2] + mins[2]);
p1[0] = (start[0])/hmtrace.hm->terrainscale;
p1[1] = (start[1])/hmtrace.hm->terrainscale;
p2[0] = (end[0])/hmtrace.hm->terrainscale;
p2[1] = (end[1])/hmtrace.hm->terrainscale;
Heightmap_RecurseTrace(&hmtrace, p1, p2);
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;
}
else
{
trace->fraction = hmtrace.frac;
VectorInterpolate(start, hmtrace.frac, end, trace->endpos);
}
return trace->fraction < 1;
}
#else
/*
Heightmap_Trace
Traces a line through a heightmap, sampling the terrain at various different positions.
This is inprecise, only supports points (or vertical lines), and can often travel though sticky out bits of terrain.
*/
qboolean Heightmap_Trace(model_t *model, int forcehullnum, int frame, vec3_t axis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, unsigned int contentmask, trace_t *trace)
{
vec3_t org;
vec3_t dir;
float distleft;
float dist;
heightmap_t *hm = model->terrain;
memset(trace, 0, sizeof(trace_t));
if (Heightmap_PointContentsHM(hm, mins[2], start) == FTECONTENTS_SOLID)
{
trace->fraction = 0;
trace->startsolid = true;
trace->allsolid = true;
VectorCopy(start, trace->endpos);
return true;
}
VectorCopy(start, org);
VectorSubtract(end, start, dir);
dist = VectorNormalize(dir);
if (dist < 10 && dist)
{ //if less than 10 units, do at least 10 steps
VectorScale(dir, 1/10.0f, dir);
dist = 10;
}
distleft = dist;
while(distleft>0)
{
VectorAdd(org, dir, org);
if (Heightmap_PointContentsHM(hm, mins[2], org) == FTECONTENTS_SOLID)
{ //go back to the previous safe spot
VectorSubtract(org, dir, org);
break;
}
distleft--;
}
trace->contents = Heightmap_PointContentsHM(hm, mins[2], end);
if (distleft <= 0 && trace->contents != FTECONTENTS_SOLID)
{ //all the way
trace->fraction = 1;
VectorCopy(end, trace->endpos);
}
else
{ //we didn't get all the way there. :(
VectorSubtract(org, start, dir);
trace->fraction = Length(dir)/dist;
if (trace->fraction > 1)
trace->fraction = 1;
VectorCopy(org, trace->endpos);
}
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = 1;
Heightmap_Normal(model->terrain, trace->endpos, trace->plane.normal);
return trace->fraction != 1;
}
#endif
unsigned int Heightmap_FatPVS (model_t *mod, vec3_t org, qbyte *pvsbuffer, unsigned int pvssize, qboolean add)
{
return 0;
}
#ifndef CLIENTONLY
qboolean Heightmap_EdictInFatPVS (model_t *mod, struct pvscache_s *edict, qbyte *pvsdata)
{
return true;
}
void Heightmap_FindTouchedLeafs (model_t *mod, pvscache_t *ent, float *mins, float *maxs)
{
}
#endif
void Heightmap_LightPointValues (model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
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] = sin(time);
res_dir[1] = cos(time);
res_dir[2] = 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_LeafnumPVS (model_t *model, int num, qbyte *buffer, unsigned int buffersize)
{
static qbyte heightmappvs = 255;
return &heightmappvs;
}
int Heightmap_LeafForPoint (model_t *model, vec3_t point)
{
return 0;
}
#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)
{
s->lightmap = Surf_LM_AllocBlock(SECTTEXSIZE, SECTTEXSIZE, &s->lmx, &s->lmy, NULL);
BE_UploadAllLightmaps();
}
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.w = LMBLOCK_WIDTH;
lightmap[s->lightmap]->rectchange.h = LMBLOCK_HEIGHT;
lm = lightmap[s->lightmap]->lightmaps;
lm += ((s->lmx+y) * LMBLOCK_WIDTH + (s->lmy+x)) * lightmap_bytes;
return lm;
}
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->modified = true;
/*interpolate the terrain towards a certain value*/
s->heights[idx] = s->heights[idx]*(1-w) + w**(float*)ctx;
}
static void ted_heightraise(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength)
{
s->modified = true;
/*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->modified = true;
/*set the terrain to a specific value*/
s->heights[idx] = *(float*)ctx;
}
static void ted_mixconcentrate(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
/*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_mixnoise(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;
/*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_mixset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
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_mixtally(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;
}
//calls 'func' for each tile upon the terrain. the 'tile' can be either height or texel
static void ted_itterate(heightmap_t *hm, 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;
min[0] = floor((pos[0] - radius)/(hm->sectionsize) - 1);
min[1] = floor((pos[1] - radius)/(hm->sectionsize) - 1);
max[0] = ceil((pos[0] + radius)/(hm->sectionsize) + 1);
max[1] = ceil((pos[1] + radius)/(hm->sectionsize) + 1);
min[0] = bound(0, min[0], hm->numsegsx);
min[1] = bound(0, min[1], hm->numsegsy);
max[0] = bound(0, max[0], hm->numsegsx);
max[1] = bound(0, max[1], hm->numsegsy);
sc[0] = hm->sectionsize/(steps-1);
sc[1] = hm->sectionsize/(steps-1);
for (sx = min[0]; sx < max[0]; sx++)
{
for (sy = min[1]; sy < max[1]; sy++)
{
s = hm->section[(int)(sx) + (int)(sy)*MAXSECTIONS];
if (!s)
s = GL_LoadSection(hm, sx, sy);
if (!s)
continue;
for (tx = 0; tx < steps; tx++)
{
for (ty = 0; ty < steps; ty++)
{
/*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];
wy = (sy*(steps-1.0) + ty)*sc[1];
xd = wx - pos[0];
yd = wy - pos[1];
w = sqrt(radius*radius - (xd*xd+yd*yd));
if (w > 0)
{
func(ctx, s, tx+ty*steps, wx, wy, w*strength/(radius));
}
}
}
}
}
}
//Heightmap_NativeBoxContents
enum
{
ter_reload,
ter_save,
ter_height_set,
ter_height_smooth,
ter_raise,
ter_lower,
ter_tex_set,
ter_tex_get,
ter_mixset,
ter_mixconcentrate,
ter_mixnoise,
ter_mixblur,
};
void QCBUILTIN PF_terrain_edit(progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
int action = G_FLOAT(OFS_PARM0);
float *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->worldmodel;
heightmap_t *hm;
vec4_t tally;
G_FLOAT(OFS_RETURN) = 0;
if (!mod || mod->type != mod_heightmap)
return;
hm = mod->terrain;
switch(action)
{
case ter_reload:
HeightMap_Purge(mod);
break;
case ter_save:
HeightMap_Save(hm);
break;
case ter_height_set:
ted_itterate(hm, pos, radius, 1, SECTHEIGHTSIZE, ted_heightset, &quant);
break;
case ter_height_smooth:
tally[0] = 0;
tally[1] = 0;
ted_itterate(hm, pos, radius, 1, SECTHEIGHTSIZE, ted_heighttally, &tally);
tally[0] /= tally[1];
ted_itterate(hm, pos, radius, 1, SECTHEIGHTSIZE, ted_heightsmooth, &tally);
break;
case ter_lower:
quant *= -1;
case ter_raise:
ted_itterate(hm, pos, radius, quant, SECTHEIGHTSIZE, ted_heightraise, &quant);
break;
case ter_mixset:
ted_itterate(hm, pos, radius, 1, SECTTEXSIZE, ted_mixset, G_VECTOR(OFS_PARM4));
break;
case ter_mixconcentrate:
ted_itterate(hm, pos, radius, 1, SECTTEXSIZE, ted_mixconcentrate, NULL);
break;
case ter_mixnoise:
ted_itterate(hm, pos, radius, 1, SECTTEXSIZE, ted_mixnoise, NULL);
break;
case ter_mixblur:
Vector4Set(tally, 0, 0, 0, 0);
ted_itterate(hm, pos, radius, 1, SECTTEXSIZE, ted_mixtally, &tally);
VectorScale(tally, 1/tally[3], tally);
ted_itterate(hm, pos, radius, quant, SECTTEXSIZE, ted_mixset, &tally);
break;
case ter_tex_set:
ted_itterate(hm, pos, radius, 1, SECTTEXSIZE, ted_mixset, NULL);
/* radius *= (float)hm->numsegsx / hm->tilesx;
for (x = 0; x < hm->numsegsx; x++)
{
for (y = 0; y < hm->numsegsy; y++)
{
xd = (sc[0] - x) * (float)hm->numsegsx / hm->tilesx;
yd = (sc[1] - y) * (float)hm->numsegsy / hm->tilesy;
w = sqrt(radius*radius - (xd*xd+yd*yd));
if (w > 0)
{
s = hm->section[(int)(x) + (int)(y)*MAXSECTIONS];
if (!s)
s = GL_LoadSection(hm, x, y);
if (s)
{
if (quant < 0 || quant >= 4)
quant = 0;
Q_strncpyz(s->texname[(int)quant], PR_GetStringOfs(prinst, OFS_PARM4), sizeof(s->texname[0]));
s->modified = true;
GL_LoadSectionTextures(s);
}
}
}
}
*/
break;
case ter_tex_get:
/*
x = sc[0]*hm->numsegsx / hm->tilesx;
y = sc[1]*hm->numsegsy / hm->tilesy;
x = bound(0, x, hm->numsegsx-1);
y = bound(0, y, hm->numsegsy-1);
G_INT(OFS_RETURN) = 0;
s = hm->section[(int)(x) + (int)(y)*MAXSECTIONS];
if (!s)
s = GL_LoadSection(hm, x, y);
if (s)
{
x = bound(0, quant, 3);
G_INT(OFS_RETURN) = PR_TempString(prinst, s->texname[x]);
}
*/
break;
}
}
#else
void QCBUILTIN PF_terrain_edit(progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
G_FLOAT(OFS_RETURN) = 0;
}
#endif
qboolean GL_LoadHeightmapModel (model_t *mod, void *buffer)
{
heightmap_t *hm;
float skyrotate;
vec3_t skyaxis;
char shadername[MAX_QPATH];
char entfile[MAX_QPATH];
char skyname[MAX_QPATH];
int numsegsx = 0, numsegsy = 0;
int sectsize = 0;
COM_FileBase(mod->name, shadername, sizeof(shadername));
Q_snprintfz(entfile, sizeof(entfile), "maps/%s/entities.ent", shadername);
strcpy(shadername, "terrainshader");
strcpy(skyname, "night");
skyrotate = 0;
skyaxis[0] = 0;
skyaxis[1] = 0;
skyaxis[2] = 0;
buffer = COM_Parse(buffer);
if (strcmp(com_token, "terrain"))
{
Con_Printf(CON_ERROR "%s wasn't terrain map\n", mod->name); //shouldn't happen
return false;
}
for(;;)
{
buffer = COM_Parse(buffer);
if (!buffer)
break;
if (!strcmp(com_token, "shadername"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(shadername, com_token, sizeof(shadername));
}
else if (!strcmp(com_token, "segmentsize")) //size of each segment in quake units
{
buffer = COM_Parse(buffer);
sectsize = atof(com_token);
}
else if (!strcmp(com_token, "entfile"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(entfile, com_token, sizeof(entfile));
}
else if (!strcmp(com_token, "skybox"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(skyname, com_token, sizeof(skyname));
}
else if (!strcmp(com_token, "skyrotate"))
{
buffer = COM_Parse(buffer);
skyaxis[0] = atof(com_token);
buffer = COM_Parse(buffer);
skyaxis[1] = atof(com_token);
buffer = COM_Parse(buffer);
skyaxis[2] = atof(com_token);
skyrotate = VectorNormalize(skyaxis);
}
else if (!strcmp(com_token, "texturesegments"))
{
buffer = COM_Parse(buffer);
numsegsx = numsegsy = atoi(com_token);
}
else if (!strcmp(com_token, "texturesegmentsx"))
{
buffer = COM_Parse(buffer);
numsegsx = atoi(com_token);
}
else if (!strcmp(com_token, "texturesegmentsy"))
{
buffer = COM_Parse(buffer);
numsegsy = atoi(com_token);
}
else
{
Con_Printf(CON_ERROR "%s, unrecognised token \"%s\" in terrain map\n", mod->name, com_token);
return false;
}
}
if (!sectsize)
sectsize = 1024;
if (!numsegsx)
numsegsx = 16;
if (!numsegsy)
numsegsy = 16;
if (numsegsx > MAXSECTIONS || numsegsy > MAXSECTIONS)
{
Con_Printf(CON_ERROR "%s, heightmap uses too many sections max is %i\n", mod->name, MAXSECTIONS);
return false;
}
mod->type = mod_heightmap;
hm = BZ_Malloc(sizeof(*hm));
memset(hm, 0, sizeof(*hm));
COM_FileBase(mod->name, hm->path, sizeof(hm->path));
mod->entities = COM_LoadHunkFile(entfile);
if (!mod->entities)
{
BZ_Free(hm);
Con_Printf(CON_ERROR "unable to read %s\n", entfile);
return false;
}
hm->sectionsize = sectsize;
hm->numsegsx = numsegsx;
hm->numsegsy = numsegsy;
#ifndef SERVERONLY
if (qrenderer != QR_NONE)
{
hm->shader = R_RegisterShader(shadername,
"{\n"
"{\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"
"[\n"
"program terraindebug\n"
"]\n"
"}\n"
);
hm->skyshader = R_RegisterCustom(va("skybox_%s", skyname), Shader_DefaultSkybox, NULL);
}
#endif
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.LeafnumForPoint = Heightmap_LeafForPoint;
mod->funcs.LeafPVS = Heightmap_LeafnumPVS;
#ifndef CLIENTONLY
mod->funcs.FindTouchedLeafs = Heightmap_FindTouchedLeafs;
mod->funcs.EdictInFatPVS = Heightmap_EdictInFatPVS;
mod->funcs.FatPVS = Heightmap_FatPVS;
#endif
/* mod->hulls[0].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[1].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[2].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[3].funcs.HullPointContents = Heightmap_PointContents;
*/
mod->terrain = hm;
return true;
}
#endif