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# ifdef TERRAIN
//#define STRICTEDGES //strict (ugly) grid
# define TERRAINTHICKNESS 16
# define TERRAINACTIVESECTIONS 3000
/*
a note on networking :
By default terrain is NOT networked . This means content is loaded without networking delays .
If you wish to edit the terrain collaboratively , you can enable the mod_terrain_networked cvar .
When set , changes on the server will notify clients that a section has changed , and the client will reload it as needed .
Changes on the client WILL NOT notify the server , and will get clobbered if the change is also made on the server .
This means for editing purposes , you MUST funnel it via ssqc with your own permission checks .
It also means for explosions and local stuff , the server will merely restate changes from impacts if you do them early . BUT DO NOT CALL THE EDIT FUNCTION IF THE SERVER HAS ALREADY APPLIED THE CHANGE .
*/
/*
terminology :
tile :
a single grid tile of 2 * 2 height samples .
iterrated for collisions but otherwise unused .
section :
16 * 16 tiles , with a single texture spread over them .
samples have an overlap with the neighbouring section ( so 17 * 17 height samples ) . texture samples do not quite match height frequency ( 63 * 63 vs 16 * 16 ) .
smallest unit for culling .
block :
16 * 16 sections . forms a single disk file . used only to avoid 16777216 files in a single directory , instead getting 65536 files for a single fully populated map . . . much smaller . . .
each block file is about 4 mb each . larger can be detrimental to automatic downloads .
cluster :
64 * 64 sections
internal concept to avoid a single pointer array of 16 million entries per terrain .
*/
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int Surf_NewLightmaps ( int count , int width , int height , uploadfmt_t fmt , qboolean deluxe ) ;
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# define MAXCLUSTERS 64
# define MAXSECTIONS 64 //this many sections within each cluster in each direction
# define SECTHEIGHTSIZE 17 //this many height samples per section (one for overlap)
# define SECTTEXSIZE 64 //this many texture samples per section (one for overlap, yes, this is a little awkward)
# define SECTIONSPERBLOCK 16
//each section is this many sections higher in world space, to keep the middle centered at '0 0'
# define CHUNKBIAS (MAXCLUSTERS*MAXSECTIONS / 2)
# define CHUNKLIMIT (MAXCLUSTERS*MAXSECTIONS)
# define LMCHUNKS 8 //(LMBLOCK_WIDTH/SECTTEXSIZE)
# define HMLMSTRIDE (LMCHUNKS*SECTTEXSIZE)
# define SECTION_MAGIC (*(int*)"HMMS")
# define SECTION_VER_DEFAULT 1
/*simple version history:
ver = 0
SECTHEIGHTSIZE = 16
ver = 1
SECTHEIGHTSIZE = 17 ( oops , makes holes more usable )
( holes in this format are no longer supported )
ver = 2
uses deltas instead of absolute values
variable length image names
*/
# define TGS_NOLOAD 0
# define TGS_LAZYLOAD 1 //see if its available, if not, queue it. don't create too much work at once. peace man
# define TGS_TRYLOAD 2 //try and get it, but don't stress if its not available yet
# define TGS_WAITLOAD 4 //load it, wait for it if needed.
# define TGS_ANYSTATE 8 //returns the section regardless of its current state, even if its loading.
# define TGS_NODOWNLOAD 16 //don't queue it for download
# define TGS_NORENDER 32 //don't upload any textures or whatever
# define TGS_DEFAULTONFAIL 64 //if it failed to load, generate a default anyway
enum
{
//these flags can be found on disk
TSF_HASWATER_V0 = 1u < < 0 , //no longer flagged.
TSF_HASCOLOURS = 1u < < 1 ,
TSF_HASHEIGHTS = 1u < < 2 ,
TSF_HASSHADOW = 1u < < 3 ,
//these flags are found only on disk
TSF_D_UNUSED1 = 1u < < 28 ,
TSF_D_UNUSED2 = 1u < < 29 ,
TSF_D_UNUSED3 = 1u < < 30 ,
TSF_D_UNUSED4 = 1u < < 31 ,
//these flags should not be found on disk
TSF_NOTIFY = 1u < < 28 , //modified on server, waiting for clients to be told about the change.
TSF_RELIGHT = 1u < < 29 , //height edited, needs relighting.
TSF_DIRTY = 1u < < 30 , //its heightmap has changed, the mesh needs rebuilding
TSF_EDITED = 1u < < 31 //says it needs to be written if saved
# define TSF_INTERNAL (TSF_RELIGHT|TSF_DIRTY|TSF_EDITED|TSF_NOTIFY)
} ;
enum
{
TMF_SCALE = 1u < < 0 ,
//what else do we want? alpha? colormod perhaps?
} ;
typedef struct
{
int size ;
vec3_t axisorg [ 4 ] ;
float scale ;
int reserved3 ;
int reserved2 ;
int reserved1 ;
//char modelname[1+];
} dsmesh_v1_t ;
typedef struct
{
unsigned int flags ;
char texname [ 4 ] [ 32 ] ;
unsigned int texmap [ SECTTEXSIZE ] [ SECTTEXSIZE ] ;
float heights [ SECTHEIGHTSIZE * SECTHEIGHTSIZE ] ;
unsigned short holes ;
unsigned short reserved0 ;
float waterheight ;
float minh ;
float maxh ;
int ents_num ;
int reserved1 ;
int reserved4 ;
int reserved3 ;
int reserved2 ;
} dsection_v1_t ;
//file header for a single section
typedef struct
{
int magic ;
int ver ;
} dsection_t ;
//file header for a block of sections.
//(because 16777216 files in a single directory is a bad plan. windows really doesn't like it.)
typedef struct
{
//a block is a X*Y group of sections
//if offset==0, the section isn't present.
//the data length of the section preceeds the actual data.
int magic ;
int ver ;
unsigned int offset [ SECTIONSPERBLOCK * SECTIONSPERBLOCK ] ;
} dblock_t ;
typedef struct hmpolyset_s
{
struct hmpolyset_s * next ;
shader_t * shader ;
mesh_t mesh ;
mesh_t * amesh ;
vbo_t vbo ;
} hmpolyset_t ;
struct hmwater_s
{
struct hmwater_s * next ;
unsigned int contentmask ;
qboolean simple ; //no holes, one height
float minheight ;
float maxheight ;
char shadername [ MAX_QPATH ] ;
shader_t * shader ;
qbyte holes [ 8 ] ;
float heights [ 9 * 9 ] ;
/*
qboolean facesdown ;
unsigned int contentmask ;
float heights [ SECTHEIGHTSIZE * SECTHEIGHTSIZE ] ;
# ifndef SERVERONLY
byte_vec4_t colours [ SECTHEIGHTSIZE * SECTHEIGHTSIZE ] ;
char texname [ 4 ] [ MAX_QPATH ] ;
int lightmap ;
int lmx , lmy ;
texnums_t textures ;
vbo_t vbo ;
mesh_t mesh ;
mesh_t * amesh ;
# endif
*/
} ;
enum
{
TSLS_NOTLOADED ,
TSLS_LOADING0 , //posted to a worker, but not picked up yet. this allows a single worker to generate multiple sections without fighting.
TSLS_LOADING1 , //section is queued to the worker (and may be loaded as part of another section)
TSLS_LOADING2 , //waiting for main thread to finish, worker will ignore
TSLS_LOADED ,
TSLS_FAILED
} ;
typedef struct
{
link_t recycle ;
int sx , sy ;
int loadstate ;
float timestamp ; //don't recycle it if its still fairly recent.
float heights [ SECTHEIGHTSIZE * SECTHEIGHTSIZE ] ;
unsigned char holes [ 8 ] ;
unsigned int flags ;
float maxh_cull ; //includes water+mesh heights
float minh , maxh ;
struct heightmap_s * hmmod ;
//FIXME: make layers, each with their own holes+heights+contents+textures+shader+mixes. water will presumably have specific values set for each part.
struct hmwater_s * water ;
size_t traceseq ;
# ifndef SERVERONLY
pvscache_t pvscache ;
vec4_t colours [ SECTHEIGHTSIZE * SECTHEIGHTSIZE ] ; //FIXME: make bytes
char texname [ 4 ] [ MAX_QPATH ] ; //fixme: make path length dynamic.
int lightmap ;
int lmx , lmy ;
texnums_t textures ;
vbo_t vbo ;
mesh_t mesh ;
mesh_t * amesh ;
hmpolyset_t * polys ;
# endif
int numents ;
int maxents ;
struct hmentity_s * * ents ;
} hmsection_t ;
typedef struct
{
hmsection_t * section [ MAXSECTIONS * MAXSECTIONS ] ;
} hmcluster_t ;
# ifndef SERVERONLY
typedef struct brushbatch_s
{
vbo_t vbo ;
mesh_t mesh ;
mesh_t * pmesh ;
int lightmap ;
struct brushbatch_s * next ;
avec4_t align ; //meh, cos we can.
} brushbatch_t ;
# endif
typedef struct brushtex_s
{
char shadername [ MAX_QPATH ] ;
# ifndef SERVERONLY
shader_t * shader ;
//for rebuild performance
int firstlm ;
int lmcount ;
struct brushbatch_s * batches ;
# endif
qboolean rebuild ;
struct brushtex_s * next ;
} brushtex_t ;
typedef struct
{
unsigned int contents ;
unsigned int id ; //networked/gamecode id.
unsigned int axialplanes ; //+x,+y,+z,-x,-y,-z. used for bevel stuff.
unsigned int numplanes ;
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unsigned char selected : 1 ; //different shader stuff
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vec4_t * planes ;
vec3_t mins , maxs ; //for optimisation and stuff
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struct patchdata_s
{ //unlit, always...
brushtex_t * tex ;
unsigned short xpoints ;
unsigned short ypoints ;
struct
{
vec3_t v ;
vec2_t tc ;
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vec4_t rgba ;
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vec3_t norm ;
vec3_t sdir ;
vec3_t tdir ;
} verts [ 1 ] ; //x+(y*xpoints)
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} * patch ; //if this is NULL, then its a regular brush. otherwise its a patch.
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struct brushface_s
{
brushtex_t * tex ;
vec4_t stdir [ 2 ] ;
vec3_t * points ;
unsigned short numpoints ;
unsigned short lmscale ;
int lightmap ;
unsigned short lmbase [ 2 ] ; //min st coord of the lightmap atlas, in texels.
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unsigned short relight : 1 ;
unsigned short relit : 1 ;
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int lmbias [ 2 ] ;
unsigned short lmextents [ 2 ] ;
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unsigned int surfaceflags ; //used by q2
unsigned int surfacevalue ; //used by q2 (generally light levels)
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qbyte * lightdata ;
} * faces ;
} brushes_t ;
typedef struct heightmap_s
{
char path [ MAX_QPATH ] ;
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char skyname [ MAX_QPATH ] ; //name of the skybox
char groundshadername [ MAX_QPATH ] ; //this is the shader we're using to draw the terrain itself. you could use other shaders here, for eg debugging or stylised weirdness.
unsigned int culldistance ; //entities will be culled if they're this far away (squared distance
float maxdrawdist ; //maximum view distance. extends view if larger than fog implies.
unsigned char * seed ; //used by whatever terrain generator.
qboolean forcedefault ; //sections that cannot be loaded/generated will receive default values for stuff.
char defaultgroundtexture [ MAX_QPATH ] ; //texture used for defaulted sections
char defaultwatershader [ MAX_QPATH ] ; //shader used for defaulted sections that have heights beneath defaultwaterheight.
float defaultwaterheight ; //water height. if you want your islands to be surrounded by water.
float defaultgroundheight ; //defaulted sections will have a z plane this high
int firstsegx , firstsegy ; //min bounds of the terrain, in sections
int maxsegx , maxsegy ; //max bounds of the terrain, in sections
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float sectionsize ; //each section is this big, in world coords
hmcluster_t * cluster [ MAXCLUSTERS * MAXCLUSTERS ] ;
shader_t * skyshader ;
shader_t * shader ;
mesh_t skymesh ;
mesh_t * askymesh ;
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qboolean legacyterrain ; //forced exterior=SOLID
unsigned int exteriorcontents ; //contents type outside of the terrain sections area (.map should be empty, while terrain will usually block).
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unsigned int loadingsections ; //number of sections currently being loaded. avoid loading extras while non-zero.
size_t traceseq ;
size_t drawnframe ;
enum
{
DGT_SOLID , //invalid/new areas should be completely solid until painted.
DGT_HOLES , //invalid/new sections should be non-solid+invisible
DGT_FLAT //invalid/new sections should be filled with ground by default
} defaultgroundtype ;
enum
{
HMM_TERRAIN ,
HMM_BLOCKS
} mode ;
int tilecount [ 2 ] ;
int tilepixcount [ 2 ] ;
int activesections ;
link_t recycle ; //section list in lru order
// link_t collected; //memory that may be reused, to avoid excess reallocs.
struct hmentity_s
{
size_t drawnframe ; //don't add it to the scene multiple times.
size_t traceseq ; //don't trace through this entity multiple times if its in different sections.
int refs ; //entity is free/reusable when its no longer referenced by any sections
entity_t ent ; //note: only model+modelmatrix info is relevant. fixme: implement instancing.
struct hmentity_s * next ; //used for freeing/allocating an entity
} * entities ;
void * entitylock ; //lock this if you're going to read/write entities of any kind.
# ifndef SERVERONLY
unsigned int numusedlmsects ; //to track leaks and stats
unsigned int numunusedlmsects ;
struct lmsect_s
{
struct lmsect_s * next ;
int lm , x , y ;
} * unusedlmsects ;
# endif
# ifndef SERVERONLY
//I'm putting this here because we might have some quite expensive lighting routines going on
//and that'll make editing the terrain jerky as fook, so relighting it a few texels at a time will help maintain a framerate while editing
hmsection_t * relight ;
unsigned int relightidx ;
vec2_t relightmin ;
# endif
char * texmask ; //for editing - visually masks off the areas which CANNOT accept this texture
qboolean entsdirty ; //ents were edited, so we need to reload all lighting...
struct relight_ctx_s * relightcontext ;
struct llightinfo_s * lightthreadmem ;
qboolean inheritedlightthreadmem ;
qboolean recalculatebrushlighting ;
lmalloc_t brushlmalloc ;
float brushlmscale ;
unsigned int * brushlmremaps ;
unsigned int brushmaxlms ;
brushtex_t * brushtextures ;
brushes_t * wbrushes ;
unsigned int numbrushes ;
unsigned int brushidseq ;
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qboolean brushesedited ;
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} heightmap_t ;
typedef struct terrainfuncs_s
{
void * ( QDECL * GenerateWater ) ( hmsection_t * s , float maxheight ) ;
qboolean ( QDECL * InitLightmap ) ( hmsection_t * s , qboolean initialise ) ;
unsigned char * ( QDECL * GetLightmap ) ( hmsection_t * s , int idx , qboolean edit ) ;
void ( QDECL * AddMesh ) ( heightmap_t * hm , int loadflags , model_t * mod , const char * modelname , vec3_t epos , vec3_t axis [ 3 ] , float scale ) ;
hmsection_t * ( QDECL * GetSection ) ( heightmap_t * hm , int x , int y , unsigned int flags ) ;
int ( QDECL * GenerateSections ) ( heightmap_t * hm , int sx , int sy , int count , hmsection_t * * sects ) ;
void ( QDECL * FinishedSection ) ( hmsection_t * s , qboolean success ) ;
qboolean ( QDECL * AutogenerateSection ) ( heightmap_t * hm , int sx , int sy , unsigned int tgsflags ) ; //replace this if you want to make a terrain generator.
} terrainfuncs_t ;
# endif