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fteqw/engine/gl/gl_heightmap.c
2005-09-09 23:40:55 +00:00

734 lines
20 KiB
C

#include "quakedef.h"
#if defined(TERRAIN) && !defined(SERVERONLY) //fixme
#include "glquake.h"
//heightmaps work thusly:
//there is one raw heightmap file
//the file is split to 4*4 sections.
//each section is textured independantly (remember banshees are capped at 512 pixels)
//there's a detailtexture blended over the top to fake the detail.
//it's built into 16 seperate display lists, these display lists are individually culled, but the drivers are expected to optimise them too.
//Tei claims 14x speedup with a single display list. hopefully we can achieve the same speed by culling per-texture.
//we get 20->130
//perhaps we should build it with multitexture?
#define SECTIONS 8
typedef struct {
char path[MAX_QPATH];
unsigned short *heights;
int terrainsize;
float terrainscale;
float heightscale;
int numsegs;
int detailtexture;
int textures[SECTIONS*SECTIONS];
int displaylist[SECTIONS*SECTIONS]; //display lists are famous for being stupidly fast with heightmaps.
unsigned short mins[SECTIONS*SECTIONS], maxs[SECTIONS*SECTIONS];
} heightmap_t;
#define DISPLISTS
//#define MULTITEXTURE //ATI suck. I don't know about anyone else.
void GL_DrawHeightmapModel (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;
float subsize;
int minx, miny;
vec3_t mins, maxs;
model_t *m = e->model;
heightmap_t *hm = m->terrain;
qglColor4f(1, 1, 1, e->alpha);
for (x = 0; x < hm->numsegs; x++)
{
mins[0] = (x+0)*hm->terrainscale*hm->terrainsize/hm->numsegs;
maxs[0] = (x+1)*hm->terrainscale*hm->terrainsize/hm->numsegs;
for (y = 0; y < hm->numsegs; y++)
{
mins[1] = (y+0)*hm->terrainscale*hm->terrainsize/hm->numsegs;
maxs[1] = (y+1)*hm->terrainscale*hm->terrainsize/hm->numsegs;
mins[2] = 0;//hm->mins[x+y*SECTIONS];
mins[2] = 65535;//hm->maxs[x+y*SECTIONS];
// if (!BoundsIntersect(mins, maxs, r_refdef.vieworg, r_refdef.vieworg))
// if (R_CullBox(mins, maxs))
// continue;
#ifdef DISPLISTS
if (!hm->displaylist[x+y*SECTIONS])
{
hm->displaylist[x+y*SECTIONS] = qglGenLists(1);
qglNewList(hm->displaylist[x+y*SECTIONS], GL_COMPILE_AND_EXECUTE);
#endif
#ifdef MULTITEXTURE
if (qglActiveTextureARB)
{
qglActiveTextureARB(GL_TEXTURE0_ARB);
bindTexFunc(GL_TEXTURE_2D, hm->textures[x+y*SECTIONS]);
qglActiveTextureARB(GL_TEXTURE1_ARB);
bindTexFunc(GL_TEXTURE_2D, hm->detailtexture);
qglEnable(GL_TEXTURE_2D);
subsize = hm->terrainsize/SECTIONS;
minx = x*subsize;
miny = y*subsize;
qglBegin(GL_QUADS);
for (vx = minx; vx < minx+hm->terrainsize/hm->numsegs; vx++)
{
for (vy = miny; vy < miny+hm->terrainsize/hm->numsegs; vy++)
{
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, vx/subsize, (vy+1)/subsize);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 1);
qglVertex3f((vx)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx + (vy+1)*hm->terrainsize]*hm->heightscale);
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, (vx+1)/subsize, (vy+1)/subsize);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 1);
qglVertex3f((vx+1)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx+1 + (vy+1)*hm->terrainsize]*hm->heightscale);
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, (vx+1)/subsize, vy/subsize);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 0);
qglVertex3f((vx+1)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx+1 + vy*hm->terrainsize]*hm->heightscale);
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, vx/subsize, vy/subsize);
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 0);
qglVertex3f((vx)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx + vy*hm->terrainsize]*hm->heightscale);
}
}
qglEnd();
qglDisable(GL_TEXTURE_2D);
qglActiveTextureARB(GL_TEXTURE0_ARB);
}
else
#endif
{ //single texture
bindTexFunc(GL_TEXTURE_2D, hm->textures[x+y*SECTIONS]);
qglBegin(GL_QUADS);
subsize = hm->terrainsize/hm->numsegs;
minx = x*subsize;
miny = y*subsize;
for (vx = minx; vx < minx+hm->terrainsize/hm->numsegs; vx++)
{
for (vy = miny; vy < miny+hm->terrainsize/hm->numsegs; vy++)
{
qglTexCoord2f(vx/subsize, (vy+1)/subsize);
qglVertex3f((vx)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx + (vy+1)*hm->terrainsize]*hm->heightscale);
qglTexCoord2f((vx+1)/subsize, (vy+1)/subsize);
qglVertex3f((vx+1)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx+1 + (vy+1)*hm->terrainsize]*hm->heightscale);
qglTexCoord2f((vx+1)/subsize, vy/subsize);
qglVertex3f((vx+1)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx+1 + vy*hm->terrainsize]*hm->heightscale);
qglTexCoord2f(vx/subsize, vy/subsize);
qglVertex3f((vx)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx + vy*hm->terrainsize]*hm->heightscale);
}
}
qglEnd();
bindTexFunc(GL_TEXTURE_2D, hm->detailtexture);
qglEnable(GL_BLEND);
qglBlendFunc (GL_ZERO, GL_SRC_COLOR);
qglBegin(GL_QUADS);
for (vx = minx; vx < minx+hm->terrainsize/hm->numsegs; vx++)
{
for (vy = miny; vy < miny+hm->terrainsize/hm->numsegs; vy++)
{
qglTexCoord2f(0, 1);
qglVertex3f((vx)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx + (vy+1)*hm->terrainsize]*hm->heightscale);
qglTexCoord2f(1, 1);
qglVertex3f((vx+1)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx+1 + (vy+1)*hm->terrainsize]*hm->heightscale);
qglTexCoord2f(1, 0);
qglVertex3f((vx+1)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx+1 + vy*hm->terrainsize]*hm->heightscale);
qglTexCoord2f(0, 0);
qglVertex3f((vx)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx + vy*hm->terrainsize]*hm->heightscale);
}
}
qglEnd();
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable(GL_BLEND);
}
#ifdef DISPLISTS
qglEndList();
}
else
{
qglCallList(hm->displaylist[x+y*SECTIONS]);
}
#endif
}
}
}
int Heightmap_PointContentsHM(heightmap_t *hm, float clipmipsz, vec3_t org)
{
float x, y;
float z, tz;
int sx, sy;
x = org[0]/hm->terrainscale;
y = org[1]/hm->terrainscale;
z = (org[2]+clipmipsz)/hm->heightscale;
if (z < 0)
return FTECONTENTS_SOLID;
if (z > 65535)
{
if (z > 65535+64 || clipmipsz) //top 64 units are sky
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
if (x < 0)
{
if (x <= -1 || clipmipsz)
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
if (y < 0)
{
if (x <= -1 || clipmipsz)
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
if (x >= hm->terrainsize-1)
{
if (x >= hm->terrainsize || clipmipsz)
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
if (y >= hm->terrainsize-1)
{
if (y >= hm->terrainsize || clipmipsz)
return FTECONTENTS_SOLID;
else
return FTECONTENTS_SKY;
}
sx = x; x-=sx;
sy = y; y-=sy;
//made of two triangles:
#if 1
if (x+y>1) //the 1, 1 triangle
{
float v1, v2, v3;
v3 = 1-y;
v2 = x+y-1;
v1 = 1-x;
//0, 1
//1, 1
//1, 0
tz = (hm->heights[(sx+0)+(sy+1)*hm->terrainsize]*v1 +
hm->heights[(sx+1)+(sy+1)*hm->terrainsize]*v2 +
hm->heights[(sx+1)+(sy+0)*hm->terrainsize]*v3);
}
else
{
float v1, v2, v3;
v1 = y;
v2 = x;
v3 = 1-y-x;
//0, 1
//1, 0
//0, 0
tz = (hm->heights[(sx+0)+(sy+1)*hm->terrainsize]*v1 +
hm->heights[(sx+1)+(sy+0)*hm->terrainsize]*v2 +
hm->heights[(sx+0)+(sy+0)*hm->terrainsize]*v3);
}
#else
{
float t, b;
//square?
//:(
t = (hm->heights[sx+sy*hm->terrainsize]*(1-x) + hm->heights[sx+1+sy*hm->terrainsize]*x);
b = (hm->heights[sx+(sy+1)*hm->terrainsize]*(1-x) + hm->heights[sx+1+(sy+1)*hm->terrainsize]*x);
tz = t*(1-y) + b*y;
}
#endif
if (z <= tz)
return FTECONTENTS_SOLID; //contained within
return FTECONTENTS_EMPTY;
}
int Heightmap_PointContents(model_t *model, vec3_t org)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, 0, org);
}
float Heightmap_Normal(heightmap_t *hm, vec3_t org, vec3_t norm)
{
float x, y;
float z, tz;
int sx, sy;
x = org[0]/hm->terrainscale;
y = org[1]/hm->terrainscale;
z = org[2];
sx = x; x-=sx;
sy = y; y-=sy;
if (x+y>1) //the 1, 1 triangle
{
//0, 1
//1, 1
//1, 0
x = hm->heights[(sx+1)+(sy+1)*hm->terrainsize] - hm->heights[(sx+0)+(sy+1)*hm->terrainsize];
y = hm->heights[(sx+1)+(sy+1)*hm->terrainsize] - hm->heights[(sx+1)+(sy+0)*hm->terrainsize];
}
else
{
//0, 1
//1, 0
//0, 0
x = hm->heights[(sx+1)+(sy+0)*hm->terrainsize] - hm->heights[(sx+0)+(sy+0)*hm->terrainsize];
y = hm->heights[(sx+0)+(sy+1)*hm->terrainsize] - hm->heights[(sx+0)+(sy+0)*hm->terrainsize];
}
norm[0] = (-x*hm->heightscale)/hm->terrainscale;
norm[1] = (-y*hm->heightscale)/hm->terrainscale;
norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
norm[0] *= norm[2];
norm[1] *= norm[2];
VectorNormalize(norm);
}
#if 0
typedef struct {
vec3_t start;
vec3_t end;
vec3_t mins;
vec3_t maxs;
vec3_t impact;
heightmap_t *hm;
int contents;
} hmtrace_t;
#define Closestf(res,n,min,max) res = ((n>0)?min:max)
#define Closest(res,n,min,max) Closestf(res[0],n[0],min[0],max[0]);Closestf(res[1],n[1],min[1],max[1]);Closestf(res[2],n[2],min[2],max[2])
void Heightmap_Trace_Square(hmtrace_t *tr, int sx, int sy)
{
float normf = 0.70710678118654752440084436210485;
float pd, sd, ed, bd;
int tris, x, y;
vec3_t closest;
vec3_t point;
pd = normf*(x+y);
sd = normf*tr->start[0]+normf*tr->start[1];
ed = normf*tr->end[0]+normf*tr->end[1];
bd = normf*tr->maxs[0]+normf*tr->maxs[1]; //assume mins is this but negative
//see which of the two triangles in the square it travels over.
tris = sd<=pd || ed<=pd;
if (sd>=pd || ed>=pd)
tris |= 2;
point[0] = sx+1;
point[1] = sy;
point[2] = tr->hm->heights[sx+1+sy*tr->hm->terrainsize];
if (tris & 1)
{ //triangle with 0, 0
vec3_t norm;
float d1, d2, dc;
x = tr->hm->heights[(sx+1)+(sy+0)*tr->hm->terrainsize] - tr->hm->heights[(sx+0)+(sy+0)*tr->hm->terrainsize];
y = tr->hm->heights[(sx+0)+(sy+1)*tr->hm->terrainsize] - tr->hm->heights[(sx+0)+(sy+0)*tr->hm->terrainsize];
norm[0] = (-x*tr->hm->heightscale)/tr->hm->terrainscale;
norm[1] = (-y*tr->hm->heightscale)/tr->hm->terrainscale;
norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
Closest(closest, norm, tr->mins, tr->maxs);
dc = DotProduct(norm, closest) - DotProduct(norm, point);
d1 = DotProduct(norm, tr->start) + dc;
d2 = DotProduct(norm, tr->end) + dc;
if (d1>=0 && d2<=0)
{ //intersects
tr->contents = FTECONTENTS_SOLID;
d1 = (d1-d2)/(d1+d2);
d2 = 1-d1;
tr->impact[0] = tr->end[0]*d1+tr->start[0]*d2;
tr->impact[1] = tr->end[1]*d1+tr->start[1]*d2;
tr->impact[2] = tr->end[2]*d1+tr->start[2]*d2;
}
}
if (tris & 2)
{ //triangle with 1, 1
vec3_t norm;
float d1, d2, dc;
norm[0] = (-x*tr->hm->heightscale)/tr->hm->terrainscale;
norm[1] = (-y*tr->hm->heightscale)/tr->hm->terrainscale;
norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
Closest(closest, norm, tr->mins, tr->maxs);
dc = DotProduct(norm, closest) - DotProduct(norm, point);
d1 = DotProduct(norm, tr->start) + dc;
d2 = DotProduct(norm, tr->end) + dc;
if (d1>=0 && d2<=0)
{ //intersects
tr->contents = FTECONTENTS_SOLID;
d1 = (d1-d2)/(d1+d2);
d2 = 1-d1;
tr->impact[0] = tr->end[0]*d1+tr->start[0]*d2;
tr->impact[1] = tr->end[1]*d1+tr->start[1]*d2;
tr->impact[2] = tr->end[2]*d1+tr->start[2]*d2;
}
}
}
void Heightmap_Trace_Y(hmtrace_t *tr, int x, int min, int max)
{
int mid;
if (min == max)
{ //end
Heightmap_Trace_Square(tr, x, min);
return;
}
mid = ((max-min)>>1)+min;
if (tr->start[1] < min+tr->mins[1] && tr->end[1] < min+tr->mins[1])
{ //both on one size.
Heightmap_Trace_Y(tr, x, min, mid);
return;
}
if (tr->start[1] > max+tr->maxs[1] && tr->end[1] > max+tr->maxs[1])
{ //both on one size.
Heightmap_Trace_Y(tr, x, mid, max);
return;
}
//crosses this line.
if (tr->start[1] > tr->end[1])
{
Heightmap_Trace_Y(tr, x, min, mid);
if (!tr->contents)
Heightmap_Trace_Y(tr, x, mid, max);
}
else
{
Heightmap_Trace_Y(tr, x, mid, max);
if (!tr->contents)
Heightmap_Trace_Y(tr, x, min, mid);
}
}
void Heightmap_Trace_X(hmtrace_t *tr, int min, int max)
{
int mid;
if (min == max)
{ //end
//FIXME: we don't have to check ALL squares like this, we could use a much smaller range.
Heightmap_Trace_Y(tr, min, 0, tr->hm->terrainsize);
return;
}
mid = ((max-min)>>1)+min;
if (tr->start[0] < min+tr->mins[0] && tr->end[0] < min+tr->mins[0])
{ //both on one size.
Heightmap_Trace_X(tr, min, mid);
return;
}
if (tr->start[0] > max+tr->maxs[0] && tr->end[0] > max+tr->maxs[0])
{ //both on one size.
Heightmap_Trace_X(tr, mid, max);
return;
}
//crosses this line.
if (tr->start[0] > tr->end[0])
{
Heightmap_Trace_X(tr, min, mid);
if (!tr->contents)
Heightmap_Trace_X(tr, mid, max);
}
else
{
Heightmap_Trace_X(tr, mid, max);
if (!tr->contents)
Heightmap_Trace_X(tr, min, mid);
}
}
/*
Heightmap_TraceRecurse
Traces an arbitary box through a heightmap. (interface with outside)
Why is recursion good?
1: it is consistant with bsp models. :)
2: it allows us to use any size model we want
3: we don't have to work out the height of the terrain every X units, but can be more precise.
Obviously, we don't care all that much about 1
*/
qboolean Heightmap_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
{
hmtrace_t hmtrace;
hmtrace.hm = model->terrain;
hmtrace.start[0] = start[0]/hmtrace.hm->terrainscale;
hmtrace.start[1] = start[1]/hmtrace.hm->terrainscale;
hmtrace.start[2] = (start[2])/hmtrace.hm->heightscale;
hmtrace.end[0] = end[0]/hmtrace.hm->terrainscale;
hmtrace.end[1] = end[1]/hmtrace.hm->terrainscale;
hmtrace.end[2] = (end[2])/hmtrace.hm->heightscale;
hmtrace.mins[0] = mins[0]/hmtrace.hm->terrainscale;
hmtrace.mins[1] = mins[1]/hmtrace.hm->terrainscale;
hmtrace.mins[2] = (mins[2])/hmtrace.hm->heightscale;
hmtrace.maxs[0] = maxs[0]/hmtrace.hm->terrainscale;
hmtrace.maxs[1] = maxs[1]/hmtrace.hm->terrainscale;
hmtrace.maxs[2] = (maxs[2])/hmtrace.hm->heightscale;
//FIXME: we don't have to check ALL squares like this, we could use a much smaller range.
Heightmap_Trace_X(&hmtrace, 0, hmtrace.hm->terrainsize);
}
#else
/*
Heightmap_Trace
Traces a line through a heightmap, sampling the terrain at various different positions.
This is inprecise, only supports points (or vertical lines), and can often travel though sticky out bits of terrain.
*/
qboolean Heightmap_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
{
vec3_t org;
vec3_t dir;
int 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)
{ //if less than 10 units, do at least 10 steps
VectorScale(dir, 10/dist, 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
void Heightmap_FatPVS (model_t *mod, vec3_t org, qboolean add)
{
}
qboolean Heightmap_EdictInFatPVS (model_t *mod, edict_t *edict)
{
return true;
}
void Heightmap_FindTouchedLeafs (model_t *mod, edict_t *ent)
{
}
void Heightmap_LightPointValues (vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
}
void Heightmap_StainNode (mnode_t *node, float *parms)
{
}
void Heightmap_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
}
qbyte *Heightmap_LeafnumPVS (model_t *model, int num, qbyte *buffer)
{
static qbyte heightmappvs = 255;
return &heightmappvs;
}
int Heightmap_LeafForPoint (model_t *model, vec3_t point)
{
return 0;
}
void GL_LoadHeightmapModel (model_t *mod, void *buffer)
{
heightmap_t *hm;
unsigned short *heightmap;
int size;
int x, y;
char heightmapname[MAX_QPATH];
char detailtexname[MAX_QPATH];
char basetexname[MAX_QPATH];
char exttexname[MAX_QPATH];
char entfile[MAX_QPATH];
float worldsize = 64;
float heightsize = 1/16;
int numsegs = 1;
*heightmapname = '\0';
*detailtexname = '\0';
*basetexname = '\0';
*exttexname = '\0';
*entfile = '\0';
buffer = COM_Parse(buffer);
if (strcmp(com_token, "terrain"))
Sys_Error("Wasn't terrain map"); //shouldn't happen
for(;;)
{
buffer = COM_Parse(buffer);
if (!buffer)
break;
if (!strcmp(com_token, "heightmap"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(heightmapname, com_token, sizeof(heightmapname));
}
else if (!strcmp(com_token, "detail"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(detailtexname, com_token, sizeof(detailtexname));
}
else if (!strcmp(com_token, "texturegridbase"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(basetexname, com_token, sizeof(basetexname));
}
else if (!strcmp(com_token, "texturegridext"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(exttexname, com_token, sizeof(exttexname));
}
else if (!strcmp(com_token, "gridsize"))
{
buffer = COM_Parse(buffer);
worldsize = atof(com_token);
}
else if (!strcmp(com_token, "heightsize"))
{
buffer = COM_Parse(buffer);
heightsize = atof(com_token);
}
else if (!strcmp(com_token, "entfile"))
{
buffer = COM_Parse(buffer);
Q_strncpyz(entfile, com_token, sizeof(entfile));
}
else if (!strcmp(com_token, "texturesegments"))
{
buffer = COM_Parse(buffer);
numsegs = atoi(com_token);
}
else
Sys_Error("Unrecognised token in terrain map\n");
}
if (numsegs > SECTIONS)
Sys_Error("Heightmap uses too many sections max is %i\n", SECTIONS);
mod->type = mod_heightmap;
heightmap = (unsigned short*)COM_LoadTempFile(heightmapname);
size = sqrt(com_filesize/2);
if (size % numsegs)
Sys_Error("Heightmap is not a multiple of %i\n", numsegs);
hm = Hunk_Alloc(sizeof(*hm) + com_filesize);
memset(hm, 0, sizeof(*hm));
hm->heights = (unsigned short*)(hm+1);
for (x = 0; x < size*size; x++)
{
hm->heights[x] = LittleShort(heightmap[x]);
}
memcpy(hm->heights, heightmap, com_filesize);
hm->terrainsize = size;
hm->terrainscale = worldsize;
hm->heightscale = heightsize;
hm->numsegs = numsegs;
hm->detailtexture = Mod_LoadHiResTexture(detailtexname, "", true, true, false);
mod->entities = COM_LoadHunkFile(entfile);
for (x = 0; x < numsegs; x++)
{
for (y = 0; y < numsegs; y++)
{
hm->textures[x+y*SECTIONS] = Mod_LoadHiResTexture(va("%s%02ix%02i%s", basetexname, x, y, exttexname), "", true, true, false);
}
}
mod->funcs.Trace = Heightmap_Trace;
mod->funcs.PointContents = Heightmap_PointContents;
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_Q1 = 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->hulls[0].firstclipnode = (void*)hm;
mod->hulls[1].firstclipnode = (void*)hm;
mod->hulls[2].firstclipnode = (void*)hm;
mod->hulls[3].firstclipnode = (void*)hm;
mod->terrain = hm;
}
#endif