fteqw/engine/gl/gl_heightmap.c

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/*
See gl_terrain.h for terminology, networking notes, etc.
*/
#include "quakedef.h"
#ifdef TERRAIN
#include "glquake.h"
#include "shader.h"
#include "pr_common.h"
#include "gl_terrain.h"
static terrainfuncs_t terrainfuncs;
cvar_t mod_terrain_networked = CVARD("mod_terrain_networked", "0", "Terrain edits are networked. Clients will download sections on demand, and servers will notify clients of changes.");
cvar_t mod_terrain_defaulttexture = CVARD("mod_terrain_defaulttexture", "", "Newly created terrain tiles will use this texture. This should generally be updated by the terrain editor.");
cvar_t mod_terrain_savever = CVARD("mod_terrain_savever", "", "Which terrain section version to write if terrain was edited.");
enum
{
hmcmd_brush_delete,
hmcmd_brush_insert,
hmcmd_prespawning, //sent before initial inserts
hmcmd_prespawned, //sent just after initial inserts
hmcmd_ent_edit = 0x40,
hmcmd_ent_remove
};
void validatelinks(link_t *firstnode)
{
/* link_t *node;
COM_AssertMainThread("foo");
for (node = firstnode->next; node; node = node->next)
if (firstnode == node)
break;
for (node = firstnode->prev; node; node = node->prev)
if (firstnode == node)
break;
return;*/
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
void validatelinks2(link_t *firstnode, link_t *panic)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
/* link_t *node;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
COM_AssertMainThread("foo");
for (node = firstnode->next; node; node = node->next)
{
if (node == panic)
Sys_Error("Panic\n");
if (firstnode == node)
break;
}
for (node = firstnode->prev; node; node = node->prev)
{
if (node == panic)
Sys_Error("Panic\n");
if (firstnode == node)
break;
}
return;*/
}
//FIXME
int Surf_NewLightmaps(int count, int width, int height, qboolean deluxe);
#ifndef SERVERONLY
static void ted_dorelight(heightmap_t *hm);
static void Terr_WorkerLoadedSectionLightmap(void *ctx, void *data, size_t a, size_t b);
static qboolean Terr_Collect(heightmap_t *hm);
#endif
static hmsection_t *QDECL Terr_GetSection(heightmap_t *hm, int x, int y, unsigned int flags);
static void Terr_LoadSectionWorker(void *ctx, void *data, size_t a, size_t b);
static void Terr_WorkerLoadedSection(void *ctx, void *data, size_t a, size_t b);
static void Terr_WorkerFailedSection(void *ctx, void *data, size_t a, size_t b);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
static void Terr_Brush_DeleteIdx(heightmap_t *hm, size_t idx);
#ifndef SERVERONLY
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
static void Terr_Brush_Draw(heightmap_t *hm, batch_t **batches, entity_t *e);
#endif
#ifndef SERVERONLY
static texid_t Terr_LoadTexture(char *name)
{
extern texid_t missing_texture;
texid_t id;
if (*name)
{
id = R_LoadHiResTexture(name, NULL, 0);
if (!TEXVALID(id))
{
id = missing_texture;
Con_Printf("Unable to load texture %s\n", name);
}
}
else
id = missing_texture;
return id;
}
#endif
static void QDECL Terr_LoadSectionTextures(hmsection_t *s)
{
#ifndef SERVERONLY
extern texid_t missing_texture;
struct hmwater_s *w;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (isDedicated)
return;
//CL_CheckOrEnqueDownloadFile(s->texname[0], NULL, 0);
//CL_CheckOrEnqueDownloadFile(s->texname[1], NULL, 0);
//CL_CheckOrEnqueDownloadFile(s->texname[2], NULL, 0);
//CL_CheckOrEnqueDownloadFile(s->texname[3], NULL, 0);
switch(s->hmmod->mode)
{
case HMM_BLOCKS:
s->textures.base = Terr_LoadTexture(va("maps/%s/atlas.tga", s->hmmod->path));
s->textures.fullbright = Terr_LoadTexture(va("maps/%s/atlas_luma.tga", s->hmmod->path));
s->textures.bump = Terr_LoadTexture(va("maps/%s/atlas_norm.tga", s->hmmod->path));
s->textures.specular = Terr_LoadTexture(va("maps/%s/atlas_spec.tga", s->hmmod->path));
s->textures.upperoverlay = missing_texture;
s->textures.loweroverlay = missing_texture;
break;
case HMM_TERRAIN:
s->textures.base = Terr_LoadTexture(s->texname[0]);
s->textures.upperoverlay = Terr_LoadTexture(s->texname[1]);
s->textures.loweroverlay = Terr_LoadTexture(s->texname[2]);
s->textures.fullbright = Terr_LoadTexture(s->texname[3]);
s->textures.bump = *s->texname[0]?R_LoadHiResTexture(va("%s_norm", s->texname[0]), NULL, 0):r_nulltex;
s->textures.specular = *s->texname[0]?R_LoadHiResTexture(va("%s_spec", s->texname[0]), NULL, 0):r_nulltex;
break;
}
for (w = s->water; w; w = w->next)
{
w->shader = R_RegisterCustom (w->shadername, SUF_NONE, Shader_DefaultWaterShader, NULL);
R_BuildDefaultTexnums(NULL, w->shader); //this might get expensive. hideously so.
}
#endif
}
static qboolean QDECL Terr_InitLightmap(hmsection_t *s, qboolean initialise)
{
#ifdef SERVERONLY
return false;
#else
heightmap_t *hm = s->hmmod;
if (s->lightmap < 0)
{
struct lmsect_s *lms;
Sys_LockMutex(com_resourcemutex);
while (!hm->unusedlmsects)
{
int lm;
int i;
Sys_UnlockMutex(com_resourcemutex);
lm = Surf_NewLightmaps(1, SECTTEXSIZE*LMCHUNKS, SECTTEXSIZE*LMCHUNKS, false);
Sys_LockMutex(com_resourcemutex);
for (i = 0; i < LMCHUNKS*LMCHUNKS; i++)
{
lms = BZ_Malloc(sizeof(*lms));
lms->lm = lm;
lms->x = (i & (LMCHUNKS-1))*SECTTEXSIZE;
lms->y = (i / LMCHUNKS)*SECTTEXSIZE;
lms->next = hm->unusedlmsects;
hm->unusedlmsects = lms;
hm->numunusedlmsects++;
}
}
lms = hm->unusedlmsects;
hm->unusedlmsects = lms->next;
s->lightmap = lms->lm;
s->lmx = lms->x;
s->lmy = lms->y;
hm->numunusedlmsects--;
hm->numusedlmsects++;
Sys_UnlockMutex(com_resourcemutex);
Z_Free(lms);
initialise = true;
}
if (initialise && s->lightmap >= 0)
{
int x, y;
unsigned char *lm;
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (y = 0; y < SECTTEXSIZE; y++)
{
for (x = 0; x < SECTTEXSIZE; x++)
{
lm[x*4+0] = 0;
lm[x*4+1] = 0;
lm[x*4+2] = 0;
lm[x*4+3] = 255;
}
lm += (HMLMSTRIDE)*lightmap_bytes;
}
}
if (s->lightmap >= 0)
{
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.r = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.b = HMLMSTRIDE;
}
return s->lightmap>=0;
#endif
}
static char *genextendedhex(int n, char *buf)
{
char *ret;
static char nibble[16] = "0123456789abcdef";
unsigned int m;
int i;
for (i = 7; i >= 1; i--) //>=1 ensures at least two nibbles appear.
{
m = 0xfffffff8<<(i*4);
if ((n & m) != m && (n & m) != 0)
break;
}
ret = buf;
for(i++; i >= 0; i--)
*buf++ = nibble[(n>>i*4) & 0xf];
*buf++ = 0;
return ret;
}
static char *Terr_DiskBlockName(heightmap_t *hm, int sx, int sy, char *out, size_t outsize)
{
char xpart[9];
char ypart[9];
//using a naming scheme centered around 0 means we can gracefully expand the map away from 0,0
sx -= CHUNKBIAS;
sy -= CHUNKBIAS;
//wrap cleanly
sx &= CHUNKLIMIT-1;
sy &= CHUNKLIMIT-1;
sx /= SECTIONSPERBLOCK;
sy /= SECTIONSPERBLOCK;
if (sx >= CHUNKBIAS/SECTIONSPERBLOCK)
sx |= 0xffffff00;
if (sy >= CHUNKBIAS/SECTIONSPERBLOCK)
sy |= 0xffffff00;
Q_snprintfz(out, outsize, "maps/%s/block_%s_%s.hms", hm->path, genextendedhex(sx, xpart), genextendedhex(sy, ypart));
return out;
}
static char *Terr_DiskSectionName(heightmap_t *hm, int sx, int sy, char *out, size_t outsize)
{
sx -= CHUNKBIAS;
sy -= CHUNKBIAS;
//wrap cleanly
sx &= CHUNKLIMIT-1;
sy &= CHUNKLIMIT-1;
Q_snprintfz(out, outsize, "maps/%s/sect_%03x_%03x.hms", hm->path, sx, sy);
return out;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifndef SERVERONLY
static char *Terr_TempDiskSectionName(heightmap_t *hm, int sx, int sy)
{
sx -= CHUNKBIAS;
sy -= CHUNKBIAS;
//wrap cleanly
sx &= CHUNKLIMIT-1;
sy &= CHUNKLIMIT-1;
return va("temp/%s/sect_%03x_%03x.hms", hm->path, sx, sy);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#endif
static int dehex_e(int i, qboolean *error)
{
if (i >= '0' && i <= '9')
return (i-'0');
else if (i >= 'A' && i <= 'F')
return (i-'A'+10);
else if (i >= 'a' && i <= 'f')
return (i-'a'+10);
else
*error = true;
return 0;
}
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
static qboolean Terr_IsSectionFName(heightmap_t *hm, const char *fname, int *sx, int *sy)
{
int l;
qboolean error = false;
*sx = 0xdeafbeef; //something clearly invalid
*sy = 0xdeafbeef;
//not this model...
if (!hm)
return false;
//expect the first 5 chars to be maps/ or temp/
fname += 5;
l = strlen(hm->path);
if (strncmp(fname, hm->path, l) || fname[l] != '/')
return false;
fname += l+1;
//fname now has a fixed length.
if (strlen(fname) != 16)
return false;
if (strncmp(fname, "sect_", 5) || fname[8] != '_' || (strcmp(fname+12, ".hms") && strcmp(fname+12, ".tmp")))
return false;
*sx = 0;
*sx += dehex_e(fname[5], &error)<<8;
*sx += dehex_e(fname[6], &error)<<4;
*sx += dehex_e(fname[7], &error)<<0;
*sy = 0;
*sy += dehex_e(fname[9], &error)<<8;
*sy += dehex_e(fname[10], &error)<<4;
*sy += dehex_e(fname[11], &error)<<0;
*sx += CHUNKBIAS;
*sy += CHUNKBIAS;
if ((unsigned)*sx >= CHUNKLIMIT)
*sx -= CHUNKLIMIT;
if ((unsigned)*sy >= CHUNKLIMIT)
*sy -= CHUNKLIMIT;
//make sure its a valid section index.
if ((unsigned)*sx >= CHUNKLIMIT)
return false;
if ((unsigned)*sy >= CHUNKLIMIT)
return false;
return true;
}
static int QDECL Terr_GenerateSections(heightmap_t *hm, int sx, int sy, int count, hmsection_t **sects)
{
//a worker is trying to load multiple sections at once.
//lock ALL of them atomically, so that we don't end up with too many workers all doing stuff at once.
int x, y;
hmsection_t *s;
hmcluster_t *cluster;
int numgen = 0;
Sys_LockMutex(com_resourcemutex);
for (y = 0; y < count; y++)
for (x = 0; x < count; x++)
{
int clusternum = ((sx+x)/MAXSECTIONS) + ((sy+y)/MAXSECTIONS)*MAXCLUSTERS;
cluster = hm->cluster[clusternum];
if (!cluster)
cluster = hm->cluster[clusternum] = Z_Malloc(sizeof(*cluster));
s = cluster->section[((sx+x)%MAXSECTIONS) + ((sy+y)%MAXSECTIONS)*MAXSECTIONS];
if (!s)
{
s = Z_Malloc(sizeof(*s));
s->loadstate = TSLS_LOADING0;
#ifndef SERVERONLY
s->lightmap = -1;
#endif
s->numents = 0;
s->sx = sx + x;
s->sy = sy + y;
cluster->section[(s->sx%MAXSECTIONS) + (s->sy%MAXSECTIONS)*MAXSECTIONS] = s;
hm->activesections++;
s->hmmod = hm;
s->flags = TSF_DIRTY;
hm->loadingsections+=1;
}
#ifndef SERVERONLY
else if (s->loadstate == TSLS_LOADED && s->lightmap < 0)
; //it lost its lightmap. the main thread won't be drawing with it, nor do any loaders.
//FIXME: might be used by tracelines on a worker (eg lightmap generation)
#endif
else if (s->loadstate != TSLS_LOADING0)
{
//this one is already active.
sects[x + y*count] = NULL;
continue;
}
s->loadstate = TSLS_LOADING1;
sects[x + y*count] = s;
numgen++;
}
Sys_UnlockMutex(com_resourcemutex);
return numgen;
}
static hmsection_t *QDECL Terr_GenerateSection(heightmap_t *hm, int sx, int sy, qboolean scheduleload)
{
hmsection_t *s;
hmcluster_t *cluster;
int clusternum = (sx/MAXSECTIONS) + (sy/MAXSECTIONS)*MAXCLUSTERS;
#ifdef LOADERTHREAD
Sys_LockMutex(com_resourcemutex);
#endif
cluster = hm->cluster[clusternum];
if (!cluster)
cluster = hm->cluster[clusternum] = Z_Malloc(sizeof(*cluster));
s = cluster->section[(sx%MAXSECTIONS) + (sy%MAXSECTIONS)*MAXSECTIONS];
if (!s)
{
s = Z_Malloc(sizeof(*s));
if (!s)
{
#ifdef LOADERTHREAD
Sys_UnlockMutex(com_resourcemutex);
#endif
return NULL;
}
#ifndef SERVERONLY
s->lightmap = -1;
#endif
#ifndef SERVERONLY
s->numents = 0;
#endif
s->sx = sx;
s->sy = sy;
cluster->section[(sx%MAXSECTIONS) + (sy%MAXSECTIONS)*MAXSECTIONS] = s;
hm->activesections++;
s->hmmod = hm;
s->flags = TSF_DIRTY;
hm->loadingsections+=1;
if (!scheduleload)
{ //no scheduling means that we're loading it NOW, on this thread.
s->loadstate = TSLS_LOADING1;
#ifdef LOADERTHREAD
Sys_UnlockMutex(com_resourcemutex);
#endif
return s;
}
s->loadstate = TSLS_LOADING0;
#ifdef LOADERTHREAD
Sys_UnlockMutex(com_resourcemutex);
#endif
COM_AddWork(WG_LOADER, Terr_LoadSectionWorker, s, hm, sx, sy);
return s;
}
if (!scheduleload)
{
if (s->loadstate == TSLS_LOADING0)
s->loadstate = TSLS_LOADING1;
else
s = NULL;
}
#ifdef LOADERTHREAD
Sys_UnlockMutex(com_resourcemutex);
#endif
return s;
}
//generates some water
static void *QDECL Terr_GenerateWater(hmsection_t *s, float maxheight)
{
int i;
struct hmwater_s *w;
w = Z_Malloc(sizeof(*s->water));
w->next = s->water;
s->water = w;
Q_strncpyz(w->shadername, s->hmmod->defaultwatershader, sizeof(w->shadername));
w->simple = true;
w->contentmask = FTECONTENTS_WATER;
memset(w->holes, 0, sizeof(w->holes));
for (i = 0; i < 9*9; i++)
w->heights[i] = maxheight;
w->maxheight = w->minheight = maxheight;
if (s->maxh_cull < w->maxheight)
s->maxh_cull = w->maxheight;
return w;
}
//embeds a mesh
static void QDECL Terr_AddMesh(heightmap_t *hm, int loadflags, model_t *mod, const char *modelname, vec3_t epos, vec3_t axis[3], float scale)
{
#ifndef SERVERONLY
struct hmentity_s *e, *f = NULL;
hmsection_t *s;
int min[2], max[2], coord[2];
int i;
if (!mod)
{
if (modelname)
mod = Mod_ForName(modelname, MLV_WARN);
if (!mod)
return;
}
if (!scale)
scale = 1;
if (mod->loadstate != MLS_LOADED)
Con_DPrintf("Terr_AddMesh: model is not loaded yet\n");
//I do NOT like that this depends on the size of the model.
if (axis[0][0] != 1 || axis[0][1] != 0 || axis[0][2] != 0 ||
axis[1][0] != 0 || axis[1][1] != 1 || axis[1][2] != 0 ||
axis[2][0] != 0 || axis[2][1] != 0 || axis[2][2] != 1)
{
min[0] = floor((epos[0]-mod->radius*scale) / hm->sectionsize) + CHUNKBIAS;
min[1] = floor((epos[1]-mod->radius*scale) / hm->sectionsize) + CHUNKBIAS;
min[0] = bound(hm->firstsegx, min[0], hm->maxsegx-1);
min[1] = bound(hm->firstsegy, min[1], hm->maxsegy-1);
max[0] = floor((epos[0]+mod->radius*scale) / hm->sectionsize) + CHUNKBIAS;
max[1] = floor((epos[1]+mod->radius*scale) / hm->sectionsize) + CHUNKBIAS;
max[0] = bound(hm->firstsegx, max[0], hm->maxsegx-1);
max[1] = bound(hm->firstsegy, max[1], hm->maxsegy-1);
}
else
{
min[0] = floor((epos[0]+mod->mins[0]*scale) / hm->sectionsize) + CHUNKBIAS;
min[1] = floor((epos[1]+mod->mins[1]*scale) / hm->sectionsize) + CHUNKBIAS;
min[0] = bound(hm->firstsegx, min[0], hm->maxsegx-1);
min[1] = bound(hm->firstsegy, min[1], hm->maxsegy-1);
max[0] = floor((epos[0]+mod->maxs[0]*scale) / hm->sectionsize) + CHUNKBIAS;
max[1] = floor((epos[1]+mod->maxs[1]*scale) / hm->sectionsize) + CHUNKBIAS;
max[0] = bound(hm->firstsegx, max[0], hm->maxsegx-1);
max[1] = bound(hm->firstsegy, max[1], hm->maxsegy-1);
}
Sys_LockMutex(hm->entitylock);
//try to find the ent if it already exists (don't do dupes)
for (e = hm->entities; e; e = e->next)
{
if (!e->refs)
f = e;
else
{
if (e->ent.origin[0] != epos[0] || e->ent.origin[1] != epos[1] || e->ent.origin[2] != epos[2])
continue;
if (e->ent.model != mod || e->ent.scale != scale)
continue;
if (memcmp(axis, e->ent.axis, sizeof(e->ent.axis)))
continue;
break; //looks like a match.
}
}
//allocate it if needed
if (!e)
{
if (f)
e = f; //can reuse a released one
else
{ //allocate one
e = Z_Malloc(sizeof(*e));
e->next = hm->entities;
hm->entities = e;
}
#ifdef HEXEN2
e->ent.drawflags = SCALE_ORIGIN_ORIGIN;
#endif
e->ent.scale = scale;
e->ent.playerindex = -1;
e->ent.framestate.g[FS_REG].lerpweight[0] = 1;
e->ent.topcolour = TOP_DEFAULT;
e->ent.bottomcolour = BOTTOM_DEFAULT;
e->ent.shaderRGBAf[0] = 1;
e->ent.shaderRGBAf[1] = 1;
e->ent.shaderRGBAf[2] = 1;
e->ent.shaderRGBAf[3] = 1;
VectorCopy(epos, e->ent.origin);
memcpy(e->ent.axis, axis, sizeof(e->ent.axis));
e->ent.model = mod;
}
for (coord[0] = min[0]; coord[0] <= max[0]; coord[0]++)
{
for (coord[1] = min[1]; coord[1] <= max[1]; coord[1]++)
{
s = Terr_GetSection(hm, coord[0], coord[1], loadflags|TGS_ANYSTATE);
if (!s)
continue;
//don't add pointless dupes
for (i = 0; i < s->numents; i++)
{
if (s->ents[i] == e)
break;
}
if (i < s->numents)
continue;
//FIXME: while technically correct, this causes issues with the v1 format.
s->flags |= TSF_EDITED;
//FIXME: race condition - main thread might be walking the entity list.
//FIXME: even worse: the editor might be running through this routine adding/removing entities at the same time as the loader.
if (s->maxents == s->numents)
{
s->maxents++;
s->ents = realloc(s->ents, sizeof(*s->ents)*(s->maxents));
}
s->ents[s->numents++] = e;
e->refs++;
}
}
Sys_UnlockMutex(hm->entitylock);
#endif
}
static void *Terr_ReadV1(heightmap_t *hm, hmsection_t *s, void *ptr, int len)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifndef SERVERONLY
dsmesh_v1_t *dm;
float *colours;
qbyte *lmstart;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#endif
dsection_v1_t *ds = ptr;
int i;
unsigned int flags = LittleLong(ds->flags);
s->flags |= flags & ~(TSF_INTERNAL|TSF_HASWATER_V0);
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
s->heights[i] = LittleFloat(ds->heights[i]);
}
s->minh = ds->minh;
s->maxh = ds->maxh;
if (flags & TSF_HASWATER_V0)
Terr_GenerateWater(s, ds->waterheight);
memset(s->holes, 0, sizeof(s->holes));
for (i = 0; i < 8*8; i++)
{
int x = (i & 7);
int y = (i>>3);
int b = (1u<<(x>>1)) << ((y>>1)<<2);
if (ds->holes & b)
s->holes[y] |= 1u<<x;
}
ptr = ds+1;
#ifndef SERVERONLY
/*deal with textures*/
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]));
/*load in the mixture/lighting*/
lmstart = BZ_Malloc(SECTTEXSIZE*SECTTEXSIZE*4);
memcpy(lmstart, ds->texmap, SECTTEXSIZE*SECTTEXSIZE*4);
COM_AddWork(WG_MAIN, Terr_WorkerLoadedSectionLightmap, hm, lmstart, s->sx, s->sy);
s->mesh.colors4f_array[0] = s->colours;
if (flags & TSF_HASCOLOURS)
{
for (i = 0, colours = (float*)ptr; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++, colours+=4)
{
s->colours[i][0] = LittleFloat(colours[0]);
s->colours[i][1] = LittleFloat(colours[1]);
s->colours[i][2] = LittleFloat(colours[2]);
s->colours[i][3] = LittleFloat(colours[3]);
}
ptr = colours;
}
else
{
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
s->colours[i][0] = 1;
s->colours[i][1] = 1;
s->colours[i][2] = 1;
s->colours[i][3] = 1;
}
}
/*load any static ents*/
for (i = 0, dm = (dsmesh_v1_t*)ptr; i < ds->ents_num; i++, dm = (dsmesh_v1_t*)((qbyte*)dm + dm->size))
{
vec3_t org;
org[0] = dm->axisorg[3][0] + (s->sx-CHUNKBIAS)*hm->sectionsize;
org[1] = dm->axisorg[3][1] + (s->sy-CHUNKBIAS)*hm->sectionsize;
org[2] = dm->axisorg[3][2];
Terr_AddMesh(hm, TGS_NOLOAD, NULL, (char*)(dm + 1), org, dm->axisorg, dm->scale);
}
#endif
return ptr;
}
struct terrstream_s
{
qbyte *buffer;
int maxsize;
int pos;
};
//I really hope these get inlined properly.
static int Terr_Read_SInt(struct terrstream_s *strm)
{
int val;
strm->pos = (strm->pos + sizeof(val)-1) & ~(sizeof(val)-1);
val = *(int*)(strm->buffer+strm->pos);
strm->pos += sizeof(val);
return LittleLong(val);
}
static qbyte Terr_Read_Byte(struct terrstream_s *strm)
{
qbyte val;
val = *(qbyte*)(strm->buffer+strm->pos);
strm->pos += sizeof(val);
return val;
}
static float Terr_Read_Float(struct terrstream_s *strm)
{
float val;
strm->pos = (strm->pos + sizeof(val)-1) & ~(sizeof(val)-1);
val = *(float*)(strm->buffer+strm->pos);
strm->pos += sizeof(val);
return LittleFloat(val);
}
static char *Terr_Read_String(struct terrstream_s *strm, char *val, int maxlen)
{
int len = strlen(strm->buffer + strm->pos);
maxlen = min(len, maxlen-1); //truncate
memcpy(val, strm->buffer + strm->pos, maxlen);
val[maxlen] = 0;
strm->pos += len+1;
return val;
}
#ifndef SERVERONLY
static void Terr_Write_SInt(struct terrstream_s *strm, int val)
{
val = LittleLong(val);
strm->pos = (strm->pos + sizeof(val)-1) & ~(sizeof(val)-1);
*(int*)(strm->buffer+strm->pos) = val;
strm->pos += sizeof(val);
}
static void Terr_Write_Byte(struct terrstream_s *strm, qbyte val)
{
*(qbyte*)(strm->buffer+strm->pos) = val;
strm->pos += sizeof(val);
}
static void Terr_Write_Float(struct terrstream_s *strm, float val)
{
val = LittleFloat(val);
strm->pos = (strm->pos + sizeof(val)-1) & ~(sizeof(val)-1);
*(float*)(strm->buffer+strm->pos) = val;
strm->pos += sizeof(val);
}
static void Terr_Write_String(struct terrstream_s *strm, char *val)
{
int len = strlen(val)+1;
memcpy(strm->buffer + strm->pos, val, len);
strm->pos += len;
}
static void Terr_TrimWater(hmsection_t *s)
{
int i;
struct hmwater_s *w, **link;
for (link = &s->water; (w = *link); )
{
//one has a height above the terrain?
for (i = 0; i < 9*9; i++)
if (w->heights[i] > s->minh)
break;
if (i == 9*9)
{
*link = w->next;
Z_Free(w);
continue;
}
else
link = &(*link)->next;
}
}
static void Terr_SaveV2(heightmap_t *hm, hmsection_t *s, vfsfile_t *f, int sx, int sy)
{
qbyte buffer[65536], last, delta, *lm;
struct terrstream_s strm = {buffer, sizeof(buffer), 0};
unsigned int flags = s->flags;
int i, j, x, y;
struct hmwater_s *w;
flags &= ~(TSF_INTERNAL);
flags &= ~(TSF_HASCOLOURS|TSF_HASHEIGHTS|TSF_HASSHADOW);
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
if (s->colours[i][0] != 1 || s->colours[i][1] != 1 || s->colours[i][2] != 1 || s->colours[i][3] != 1)
{
flags |= TSF_HASCOLOURS;
break;
}
}
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
if (s->heights[i] != s->heights[0])
{
flags |= TSF_HASHEIGHTS;
break;
}
}
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (y = 0; y < SECTTEXSIZE; y++)
{
for (x = 0; x < SECTTEXSIZE; x++)
{
if (lm[x*4+3] != 255)
{
flags |= TSF_HASSHADOW;
y = SECTTEXSIZE;
break;
}
}
lm += (HMLMSTRIDE)*lightmap_bytes;
}
//write the flags so the loader knows what to load
Terr_Write_SInt(&strm, flags);
//if heights are compressed, only the first is present.
if (!(flags & TSF_HASHEIGHTS))
Terr_Write_Float(&strm, s->heights[0]);
else
{
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
Terr_Write_Float(&strm, s->heights[i]);
}
for (i = 0; i < sizeof(s->holes); i++)
Terr_Write_Byte(&strm, s->holes[i]);
Terr_TrimWater(s);
for (j = 0, w = s->water; w; j++)
w = w->next;
Terr_Write_SInt(&strm, j);
for (i = 0, w = s->water; i < j; i++, w = w->next)
{
char *shadername = w->shader->name;
int fl = 0;
if (strcmp(shadername, hm->defaultwatershader))
fl |= 1;
for (x = 0; x < 8; x++)
if (w->holes[x])
break;
fl |= ((x==8)?0:2);
for (x = 0; x < 9*9; x++)
if (w->heights[x] != w->heights[0])
break;
fl |= ((x==9*9)?0:4);
Terr_Write_SInt(&strm, fl);
Terr_Write_SInt(&strm, w->contentmask);
if (fl & 1)
Terr_Write_String(&strm, shadername);
if (fl & 2)
{
for (x = 0; x < 8; x++)
Terr_Write_Byte(&strm, w->holes[x]);
}
if (fl & 4)
{
for (x = 0; x < 9*9; x++)
Terr_Write_Float(&strm, w->heights[x]);
}
else
Terr_Write_Float(&strm, w->heights[0]);
}
if (flags & TSF_HASCOLOURS)
{
//FIXME: bytes? channels?
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
Terr_Write_Float(&strm, s->colours[i][0]);
Terr_Write_Float(&strm, s->colours[i][1]);
Terr_Write_Float(&strm, s->colours[i][2]);
Terr_Write_Float(&strm, s->colours[i][3]);
}
}
for (j = 0; j < 4; j++)
Terr_Write_String(&strm, s->texname[j]);
for (j = 0; j < 4; j++)
{
if (j == 3)
{
//only write the channel if it has actual data
if (!(flags & TSF_HASSHADOW))
continue;
}
else
{
//only write the data if there's actually a texture.
//its not meant to be possible to delete a texture without deleting its data too.
//
if (!*s->texname[2-j])
continue;
}
//write the channel
last = 0;
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (y = 0; y < SECTTEXSIZE; y++)
{
for (x = 0; x < SECTTEXSIZE; x++)
{
delta = lm[x*4+j] - last;
last = lm[x*4+j];
Terr_Write_Byte(&strm, delta);
}
lm += (HMLMSTRIDE)*lightmap_bytes;
}
}
Sys_LockMutex(hm->entitylock);
Terr_Write_SInt(&strm, s->numents);
for (i = 0; i < s->numents; i++)
{
unsigned int mf;
//make sure we don't overflow. we should always be aligned at this point.
if (strm.pos > strm.maxsize/2)
{
VFS_WRITE(f, strm.buffer, strm.pos);
strm.pos = 0;
}
mf = 0;
if (s->ents[i]->ent.scale != 1)
mf |= TMF_SCALE;
Terr_Write_SInt(&strm, mf);
if (s->ents[i]->ent.model)
Terr_Write_String(&strm, s->ents[i]->ent.model->name);
else
Terr_Write_String(&strm, "*invalid");
Terr_Write_Float(&strm, s->ents[i]->ent.origin[0]+(CHUNKBIAS-sx)*hm->sectionsize);
Terr_Write_Float(&strm, s->ents[i]->ent.origin[1]+(CHUNKBIAS-sy)*hm->sectionsize);
Terr_Write_Float(&strm, s->ents[i]->ent.origin[2]);
Terr_Write_Float(&strm, s->ents[i]->ent.axis[0][0]);
Terr_Write_Float(&strm, s->ents[i]->ent.axis[0][1]);
Terr_Write_Float(&strm, s->ents[i]->ent.axis[0][2]);
Terr_Write_Float(&strm, s->ents[i]->ent.axis[1][0]);
Terr_Write_Float(&strm, s->ents[i]->ent.axis[1][1]);
Terr_Write_Float(&strm, s->ents[i]->ent.axis[1][2]);
Terr_Write_Float(&strm, s->ents[i]->ent.axis[2][0]);
Terr_Write_Float(&strm, s->ents[i]->ent.axis[2][1]);
Terr_Write_Float(&strm, s->ents[i]->ent.axis[2][2]);
if (mf & TMF_SCALE)
Terr_Write_Float(&strm, s->ents[i]->ent.scale);
}
Sys_UnlockMutex(hm->entitylock);
//reset it in case the buffer is getting a little full
strm.pos = (strm.pos + sizeof(int)-1) & ~(sizeof(int)-1);
VFS_WRITE(f, strm.buffer, strm.pos);
strm.pos = 0;
}
#ifndef SERVERONLY
static void Terr_WorkerLoadedSectionLightmap(void *ctx, void *data, size_t a, size_t b)
{
heightmap_t *hm = ctx;
hmsection_t *s = Terr_GetSection(hm, a, b, TGS_NOLOAD|TGS_ANYSTATE);
qbyte *inlm = data;
qbyte *outlm;
int y;
if (s)
if (lightmap_bytes == 4 && Terr_InitLightmap(s, false))
{
outlm = lightmap[s->lightmap]->lightmaps;
outlm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (y = 0; y < SECTTEXSIZE; y++)
{
memcpy(outlm, inlm, SECTTEXSIZE*4);
inlm += SECTTEXSIZE*4;
outlm += (HMLMSTRIDE)*lightmap_bytes;
}
}
BZ_Free(data);
}
#endif
#endif
static void *Terr_ReadV2(heightmap_t *hm, hmsection_t *s, void *ptr, int len)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifndef SERVERONLY
char modelname[MAX_QPATH];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qbyte last;
int y;
qboolean present;
qbyte *lmstart = NULL, *lm, delta;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#endif
struct terrstream_s strm = {ptr, len, 0};
float f;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int i, j, x;
unsigned int flags = Terr_Read_SInt(&strm);
s->flags |= flags & ~TSF_INTERNAL;
if (flags & TSF_HASHEIGHTS)
{
s->minh = s->maxh = s->heights[0] = Terr_Read_Float(&strm);
for (i = 1; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
f = Terr_Read_Float(&strm);
if (s->minh > f)
s->minh = f;
if (s->maxh < f)
s->maxh = f;
s->heights[i] = f;
}
}
else
{
s->minh = s->maxh = f = Terr_Read_Float(&strm);
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
s->heights[i] = f;
}
for (i = 0; i < sizeof(s->holes); i++)
s->holes[i] = Terr_Read_Byte(&strm);
j = Terr_Read_SInt(&strm);
for (i = 0; i < j; i++)
{
struct hmwater_s *w = Z_Malloc(sizeof(*w));
int fl = Terr_Read_SInt(&strm);
w->next = s->water;
s->water = w;
w->simple = true;
w->contentmask = Terr_Read_SInt(&strm);
if (fl & 1)
Terr_Read_String(&strm, w->shadername, sizeof(w->shadername));
else
Q_strncpyz(w->shadername, hm->defaultwatershader, sizeof(w->shadername));
if (fl & 2)
{
for (x = 0; x < 8; x++)
w->holes[i] = Terr_Read_Byte(&strm);
w->simple = false;
}
if (fl & 4)
{
for (x = 0; x < 9*9; x++)
{
w->heights[x] = Terr_Read_Float(&strm);
}
w->simple = false;
}
else
{ //all heights the same can be used as a way to compress the data
w->minheight = w->maxheight = Terr_Read_Float(&strm);
for (x = 0; x < 9*9; x++)
w->heights[x] = w->minheight = w->maxheight;
}
}
//dedicated server can stop reading here.
#ifndef SERVERONLY
if (flags & TSF_HASCOLOURS)
{
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
s->colours[i][0] = Terr_Read_Float(&strm);
s->colours[i][1] = Terr_Read_Float(&strm);
s->colours[i][2] = Terr_Read_Float(&strm);
s->colours[i][3] = Terr_Read_Float(&strm);
}
}
else
{
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
s->colours[i][0] = 1;
s->colours[i][1] = 1;
s->colours[i][2] = 1;
s->colours[i][3] = 1;
}
}
for (j = 0; j < 4; j++)
Terr_Read_String(&strm, s->texname[j], sizeof(s->texname[j]));
for (j = 0; j < 4; j++)
{
if (j == 3)
present = !!(flags & TSF_HASSHADOW);
else
present = !!(*s->texname[2-j]);
//should be able to skip this if no shadows or textures
if (!lmstart)
lmstart = BZ_Malloc(SECTTEXSIZE*SECTTEXSIZE*4);
if (present)
{
//read the channel
last = 0;
lm = lmstart;
for (y = 0; y < SECTTEXSIZE; y++)
{
for (x = 0; x < SECTTEXSIZE; x++)
{
delta = Terr_Read_Byte(&strm);
last = (last+delta)&0xff;
lm[x*4+j] = last;
}
lm += x*4;
}
}
else
{
last = ((j==3)?255:0);
lm = lmstart;
for (y = 0; y < SECTTEXSIZE; y++)
{
for (x = 0; x < SECTTEXSIZE; x++)
lm[x*4+j] = last;
lm += x*4;
}
}
}
if (lmstart)
COM_AddWork(WG_MAIN, Terr_WorkerLoadedSectionLightmap, hm, lmstart, s->sx, s->sy);
/*load any static ents*/
j = Terr_Read_SInt(&strm);
for (i = 0; i < j; i++)
{
vec3_t axis[3];
vec3_t org;
unsigned int mf;
model_t *mod;
float scale;
mf = Terr_Read_SInt(&strm);
mod = Mod_FindName(Terr_Read_String(&strm, modelname, sizeof(modelname)));
org[0] = Terr_Read_Float(&strm);
org[1] = Terr_Read_Float(&strm);
org[2] = Terr_Read_Float(&strm);
axis[0][0] = Terr_Read_Float(&strm);
axis[0][1] = Terr_Read_Float(&strm);
axis[0][2] = Terr_Read_Float(&strm);
axis[1][0] = Terr_Read_Float(&strm);
axis[1][1] = Terr_Read_Float(&strm);
axis[1][2] = Terr_Read_Float(&strm);
axis[2][0] = Terr_Read_Float(&strm);
axis[2][1] = Terr_Read_Float(&strm);
axis[2][2] = Terr_Read_Float(&strm);
scale = (mf&TMF_SCALE)?Terr_Read_Float(&strm):1;
org[0] += (s->sx-CHUNKBIAS)*hm->sectionsize;
org[1] += (s->sy-CHUNKBIAS)*hm->sectionsize;
Terr_AddMesh(hm, TGS_NOLOAD, mod, NULL, org, axis, scale);
}
#endif
return ptr;
}
static void Terr_ClearSection(hmsection_t *s)
{
struct hmwater_s *w;
int i;
Sys_LockMutex(s->hmmod->entitylock);
for (i = 0; i < s->numents; i++)
s->ents[i]->refs-=1;
s->numents = 0;
Sys_UnlockMutex(s->hmmod->entitylock);
while(s->water)
{
w = s->water;
s->water = w->next;
Z_Free(w);
}
}
static void Terr_GenerateDefault(heightmap_t *hm, hmsection_t *s)
{
int i;
memset(s->holes, 0, sizeof(s->holes));
#ifndef SERVERONLY
Q_strncpyz(s->texname[0], "", sizeof(s->texname[0]));
Q_strncpyz(s->texname[1], "", sizeof(s->texname[1]));
Q_strncpyz(s->texname[2], "", sizeof(s->texname[2]));
Q_strncpyz(s->texname[3], hm->defaultgroundtexture, sizeof(s->texname[3]));
if (s->lightmap >= 0)
{
int j;
qbyte *lm;
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (i = 0; i < SECTTEXSIZE; i++)
{
for (j = 0; j < SECTTEXSIZE; j++)
{
lm[j*4+0] = 0;
lm[j*4+0] = 0;
lm[j*4+0] = 0;
lm[j*4+3] = 255;
}
lm += (HMLMSTRIDE)*lightmap_bytes;
}
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.r = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.b = HMLMSTRIDE;
}
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
s->colours[i][0] = 1;
s->colours[i][1] = 1;
s->colours[i][2] = 1;
s->colours[i][3] = 1;
}
s->mesh.colors4f_array[0] = s->colours;
#endif
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
s->heights[i] = hm->defaultgroundheight;
if (hm->defaultwaterheight > hm->defaultgroundheight)
Terr_GenerateWater(s, hm->defaultwaterheight);
#if 0//def DEBUG
void *f;
if (lightmap_bytes == 4 && lightmap_bgra && FS_LoadFile(va("maps/%s/splatt.png", hm->path), &f) != (qofs_t)-1)
{
//temp
int vx, vy;
int x, y;
extern qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, const char *fname);
int sw, sh;
qboolean hasalpha;
unsigned char *splatter = Read32BitImageFile(f, com_filesize, &sw, &sh, &hasalpha, "splattermap");
if (splatter)
{
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (vx = 0; vx < SECTTEXSIZE; vx++)
{
x = sw * (((float)sy) + ((float)vx / (SECTTEXSIZE-1))) / hm->numsegsx;
if (x > sw-1)
x = sw-1;
for (vy = 0; vy < SECTTEXSIZE; vy++)
{
y = sh * (((float)sx) + ((float)vy / (SECTTEXSIZE-1))) / hm->numsegsy;
if (y > sh-1)
y = sh-1;
lm[2] = splatter[(y + x*sh)*4+0];
lm[1] = splatter[(y + x*sh)*4+1];
lm[0] = splatter[(y + x*sh)*4+2];
lm[3] = splatter[(y + x*sh)*4+3];
lm += 4;
}
lm += (HMLMSTRIDE - SECTTEXSIZE)*lightmap_bytes;
}
BZ_Free(splatter);
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.w = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.h = HMLMSTRIDE;
}
FS_FreeFile(f);
}
if (lightmap_bytes == 4 && lightmap_bgra && !qofs_Error(FS_LoadFile(va("maps/%s/heightmap.png", hm->path), &f)))
{
//temp
int vx, vy;
int x, y;
extern qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, const char *fname);
int sw, sh;
float *h;
qboolean hasalpha;
unsigned char *hmimage = Read32BitImageFile(f, com_filesize, &sw, &sh, &hasalpha, "heightmap");
if (hmimage)
{
h = s->heights;
for (vx = 0; vx < SECTHEIGHTSIZE; vx++)
{
x = sw * (((float)sy) + ((float)vx / (SECTHEIGHTSIZE-1))) / hm->numsegsx;
if (x > sw-1)
x = sw-1;
for (vy = 0; vy < SECTHEIGHTSIZE; vy++)
{
y = sh * (((float)sx) + ((float)vy / (SECTHEIGHTSIZE-1))) / hm->numsegsy;
if (y > sh-1)
y = sh-1;
*h = 0;
*h += hmimage[(y + x*sh)*4+0];
*h += hmimage[(y + x*sh)*4+1]<<8;
*h += hmimage[(y + x*sh)*4+2]<<16;
*h *= 4.0f/(1<<16);
h++;
}
}
BZ_Free(hmimage);
}
FS_FreeFile(f);
}
#endif
}
static void Terr_WorkerLoadedSection(void *ctx, void *data, size_t a, size_t b)
{
hmsection_t *s = ctx;
validatelinks(&s->hmmod->recycle);
Terr_LoadSectionTextures(s);
validatelinks2(&s->hmmod->recycle, &s->recycle);
InsertLinkBefore(&s->recycle, &s->hmmod->recycle);
validatelinks(&s->hmmod->recycle);
s->hmmod->loadingsections-=1;
s->flags &= ~TSF_EDITED;
s->loadstate = TSLS_LOADED;
s->timestamp = realtime;
validatelinks(&s->hmmod->recycle);
}
static void Terr_WorkerFailedSection(void *ctx, void *data, size_t a, size_t b)
{
hmsection_t *s = ctx;
Terr_WorkerLoadedSection(ctx, data, a, b);
s->flags &= ~TSF_EDITED;
s->loadstate = TSLS_FAILED;
validatelinks(&s->hmmod->recycle);
}
void QDECL Terr_FinishedSection(hmsection_t *s, qboolean success)
{
s->flags &= ~TSF_EDITED; //its just been loaded (and was probably edited by the loader), make sure it doesn't get saved or whatever
s->loadstate = TSLS_LOADING2;
if (!success)
COM_AddWork(WG_MAIN, Terr_WorkerFailedSection, s, NULL, s->sx, s->sy);
else
COM_AddWork(WG_MAIN, Terr_WorkerLoadedSection, s, NULL, s->sx, s->sy);
}
static hmsection_t *Terr_ReadSection(heightmap_t *hm, hmsection_t *s, int ver, void *filebase, unsigned int filelen)
{
qboolean failed = false;
void *ptr = filebase;
if (ptr && ver == 1)
Terr_ReadV1(hm, s, ptr, filelen);
else if (ptr && ver == 2)
Terr_ReadV2(hm, s, ptr, filelen);
else
{
// s->flags |= TSF_RELIGHT;
Terr_GenerateDefault(hm, s);
failed = true;
}
Terr_FinishedSection(s, !failed);
return s;
}
#ifndef SERVERONLY
qboolean Terr_DownloadedSection(char *fname)
{
/*
qofs_t len;
dsection_t *fileptr;
int x, y;
heightmap_t *hm;
int ver = 0;
if (!cl.worldmodel)
return false;
hm = cl.worldmodel->terrain;
if (Terr_IsSectionFName(hm, fname, &x, &y))
{
fileptr = NULL;
len = FS_LoadFile(fname, (void**)&fileptr);
if (!qofs_Error(len) && len >= sizeof(*fileptr) && fileptr->magic == SECTION_MAGIC)
Terr_ReadSection(hm, ver, x, y, fileptr+1, len - sizeof(*fileptr));
else
Terr_ReadSection(hm, ver, x, y, NULL, 0);
if (fileptr)
FS_FreeFile(fileptr);
return true;
}
*/
return false;
}
#endif
#ifndef SERVERONLY
static void Terr_LoadSection(heightmap_t *hm, hmsection_t *s, int sx, int sy, unsigned int flags)
{
//when using networked terrain, the client will never load a section from disk, but will only load it from the server
//one section at a time.
if (mod_terrain_networked.ival && !sv_state)
{
char fname[MAX_QPATH];
if (flags & TGS_NODOWNLOAD)
return;
//try to download it now...
if (!cl.downloadlist)
CL_CheckOrEnqueDownloadFile(Terr_DiskSectionName(hm, sx, sy, fname, sizeof(fname)), Terr_TempDiskSectionName(hm, sx, sy), DLLF_OVERWRITE|DLLF_TEMPORARY);
return;
}
if (!s)
{
Terr_GenerateSection(hm, sx, sy, true);
}
}
#endif
static void Terr_LoadSectionWorker(void *ctx, void *data, size_t a, size_t b)
{
heightmap_t *hm = data;
hmsection_t *s = ctx;
int sx = a;
int sy = b;
void *diskimage;
qofs_t len;
char fname[MAX_QPATH];
//already processed, or not otherwise valid
if (s->loadstate != TSLS_LOADING0)
return;
#if SECTIONSPERBLOCK > 1
len = FS_LoadFile(Terr_DiskBlockName(hm, sx, sy, fname, sizeof(fname)), (void**)&diskimage);
if (!qofs_Error(len))
{
int offset;
int x, y;
int ver;
dblock_t *block = diskimage;
if (block->magic != SECTION_MAGIC || !(block->ver & 0x80000000))
{
s = Terr_GenerateSection(hm, sx, sy, false);
//give it a dummy so we don't constantly hit the disk
Terr_ReadSection(hm, s, 0, NULL, 0);
}
else
{
hmsection_t *sects[SECTIONSPERBLOCK*SECTIONSPERBLOCK];
sx&=~(SECTIONSPERBLOCK-1);
sy&=~(SECTIONSPERBLOCK-1);
ver = block->ver & ~0x80000000;
if (Terr_GenerateSections(hm, sx, sy, SECTIONSPERBLOCK, sects))
{
for (y = 0; y < SECTIONSPERBLOCK; y++)
for (x = 0; x < SECTIONSPERBLOCK; x++)
{
//noload avoids recursion.
s = sects[x+y*SECTIONSPERBLOCK];
if (s)
{
offset = block->offset[x + y*SECTIONSPERBLOCK];
if (!offset)
Terr_ReadSection(hm, s, ver, NULL, 0); //no data in the file for this section
else
Terr_ReadSection(hm, s, ver, (char*)diskimage + offset, len - offset);
}
}
}
}
FS_FreeFile(diskimage);
return;
}
#endif
//legacy one-section-per-file format.
len = FS_LoadFile(Terr_DiskSectionName(hm, sx, sy, fname, sizeof(fname)), (void**)&diskimage);
if (!qofs_Error(len))
{
dsection_t *h = diskimage;
if (len >= sizeof(*h) && h->magic == SECTION_MAGIC)
{
s = Terr_GenerateSection(hm, sx, sy, false);
if (!s)
return;
Terr_ReadSection(hm, s, h->ver, h+1, len-sizeof(*h));
FS_FreeFile(diskimage);
return;
}
if (diskimage)
FS_FreeFile(diskimage);
}
if (terrainfuncs.AutogenerateSection && terrainfuncs.AutogenerateSection(hm, sx, sy, 0))
return;
s = Terr_GenerateSection(hm, sx, sy, false);
if (!s)
return;
//generate a dummy one
Terr_ReadSection(hm, s, 0, NULL, 0);
}
#ifndef SERVERONLY
static void Terr_SaveV1(heightmap_t *hm, hmsection_t *s, vfsfile_t *f, int sx, int sy)
{
int i;
dsmesh_v1_t dm;
qbyte *lm;
dsection_v1_t ds;
vec4_t dcolours[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
int nothing = 0;
struct hmwater_s *w = s->water;
memset(&ds, 0, sizeof(ds));
memset(&dm, 0, sizeof(dm));
//mask off the flags which are only valid in memory
ds.flags = s->flags & ~(TSF_INTERNAL|TSF_HASWATER_V0);
//kill the haswater flag if its entirely above any possible water anyway.
if (w)
ds.flags |= TSF_HASWATER_V0;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
ds.flags &= ~TSF_HASCOLOURS; //recalculated
Q_strncpyz(ds.texname[0], s->texname[0], sizeof(ds.texname[0]));
Q_strncpyz(ds.texname[1], s->texname[1], sizeof(ds.texname[1]));
Q_strncpyz(ds.texname[2], s->texname[2], sizeof(ds.texname[2]));
Q_strncpyz(ds.texname[3], s->texname[3], sizeof(ds.texname[3]));
for (i = 0; i < 8*8; i++)
{
int x = (i & 7);
int y = (i>>3);
int b = (1u<<(x>>1)) << ((y>>1)<<2);
if (s->holes[y] & (1u<<x))
ds.holes |= b;
}
//make sure the user can see the holes they just saved.
memset(s->holes, 0, sizeof(s->holes));
for (i = 0; i < 8*8; i++)
{
int x = (i & 7);
int y = (i>>3);
int b = (1u<<(x>>1)) << ((y>>1)<<2);
if (ds.holes & b)
s->holes[y] |= 1u<<x;
}
s->flags |= TSF_DIRTY;
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (i = 0; i < SECTTEXSIZE; i++)
{
memcpy(ds.texmap + i, lm, sizeof(ds.texmap[0]));
lm += (HMLMSTRIDE)*lightmap_bytes;
}
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
ds.heights[i] = LittleFloat(s->heights[i]);
if (s->colours[i][0] != 1 || s->colours[i][1] != 1 || s->colours[i][2] != 1 || s->colours[i][3] != 1)
{
ds.flags |= TSF_HASCOLOURS;
dcolours[i][0] = LittleFloat(s->colours[i][0]);
dcolours[i][1] = LittleFloat(s->colours[i][1]);
dcolours[i][2] = LittleFloat(s->colours[i][2]);
dcolours[i][3] = LittleFloat(s->colours[i][3]);
}
else
{
dcolours[i][0] = dcolours[i][1] = dcolours[i][2] = dcolours[i][3] = LittleFloat(1);
}
}
ds.waterheight = w?w->heights[4*8+4]:s->minh;
ds.minh = s->minh;
ds.maxh = s->maxh;
Sys_LockMutex(hm->entitylock);
ds.ents_num = s->numents;
VFS_WRITE(f, &ds, sizeof(ds));
if (ds.flags & TSF_HASCOLOURS)
VFS_WRITE(f, dcolours, sizeof(dcolours));
for (i = 0; i < s->numents; i++)
{
int pad;
dm.scale = s->ents[i]->ent.scale;
VectorCopy(s->ents[i]->ent.axis[0], dm.axisorg[0]);
VectorCopy(s->ents[i]->ent.axis[1], dm.axisorg[1]);
VectorCopy(s->ents[i]->ent.axis[2], dm.axisorg[2]);
VectorCopy(s->ents[i]->ent.origin, dm.axisorg[3]);
dm.axisorg[3][0] += (CHUNKBIAS-sx)*hm->sectionsize;
dm.axisorg[3][1] += (CHUNKBIAS-sy)*hm->sectionsize;
dm.size = sizeof(dm) + strlen(s->ents[i]->ent.model->name) + 1;
if (dm.size & 3)
pad = 4 - (dm.size&3);
else
pad = 0;
dm.size += pad;
VFS_WRITE(f, &dm, sizeof(dm));
VFS_WRITE(f, s->ents[i]->ent.model->name, strlen(s->ents[i]->ent.model->name)+1);
if (pad)
VFS_WRITE(f, &nothing, pad);
}
Sys_UnlockMutex(hm->entitylock);
}
static void Terr_Save(heightmap_t *hm, hmsection_t *s, vfsfile_t *f, int sx, int sy, int ver)
{
if (ver == 1)
Terr_SaveV1(hm, s, f, sx, sy);
else if (ver == 2)
Terr_SaveV2(hm, s, f, sx, sy);
}
#endif
//doesn't clear edited/dirty flags or anything
static qboolean Terr_SaveSection(heightmap_t *hm, hmsection_t *s, int sx, int sy, qboolean blocksave)
{
#ifdef SERVERONLY
return true;
#else
vfsfile_t *f;
char fname[MAX_QPATH];
int x, y;
int writever = mod_terrain_savever.ival;
if (!writever)
writever = SECTION_VER_DEFAULT;
//if its invalid or doesn't contain all the data...
if (!s || s->lightmap < 0)
return true;
#if SECTIONSPERBLOCK > 1
if (blocksave)
{
dblock_t dbh;
sx = sx & ~(SECTIONSPERBLOCK-1);
sy = sy & ~(SECTIONSPERBLOCK-1);
//make sure its loaded before we replace the file
for (y = 0; y < SECTIONSPERBLOCK; y++)
{
for (x = 0; x < SECTIONSPERBLOCK; x++)
{
s = Terr_GetSection(hm, sx+x, sy+y, TGS_WAITLOAD|TGS_NODOWNLOAD);
if (s)
s->flags |= TSF_EDITED; //stop them from getting reused for something else.
}
}
//make sure all lightmap info was loaded.
COM_WorkerFullSync();
Terr_DiskBlockName(hm, sx, sy, fname, sizeof(fname));
FS_CreatePath(fname, FS_GAMEONLY);
f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
if (!f)
{
Con_Printf("Failed to open %s\n", fname);
return false;
}
memset(&dbh, 0, sizeof(dbh));
dbh.magic = LittleLong(SECTION_MAGIC);
dbh.ver = LittleLong(writever | 0x80000000);
VFS_WRITE(f, &dbh, sizeof(dbh));
for (y = 0; y < SECTIONSPERBLOCK; y++)
{
for (x = 0; x < SECTIONSPERBLOCK; x++)
{
s = Terr_GetSection(hm, sx+x, sy+y, TGS_WAITLOAD|TGS_NODOWNLOAD);
if (s && s->loadstate == TSLS_LOADED && Terr_InitLightmap(s, false))
{
dbh.offset[y*SECTIONSPERBLOCK + x] = VFS_TELL(f);
Terr_Save(hm, s, f, sx+x, sy+y, writever);
s->flags &= ~TSF_EDITED;
}
else
dbh.offset[y*SECTIONSPERBLOCK + x] = 0;
}
}
VFS_SEEK(f, 0);
VFS_WRITE(f, &dbh, sizeof(dbh));
VFS_CLOSE(f);
FS_FlushFSHashWritten(fname);
}
else
#endif
{
dsection_t dsh;
Terr_DiskSectionName(hm, sx, sy, fname, sizeof(fname));
// if (s && (s->flags & (TSF_EDITED|TSF_FAILEDLOAD)) != TSF_FAILEDLOAD)
// return FS_Remove(fname, FS_GAMEONLY); //delete the file if the section got reverted to default, and wasn't later modified.
//make sure all lightmap info was loaded.
COM_WorkerFullSync();
FS_CreatePath(fname, FS_GAMEONLY);
f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
if (!f)
{
Con_Printf("Failed to open %s\n", fname);
return false;
}
memset(&dsh, 0, sizeof(dsh));
dsh.magic = SECTION_MAGIC;
dsh.ver = writever;
VFS_WRITE(f, &dsh, sizeof(dsh));
Terr_Save(hm, s, f, sx, sy, writever);
VFS_CLOSE(f);
FS_FlushFSHashWritten(fname);
}
return true;
#endif
}
/*convienience function*/
static hmsection_t *QDECL Terr_GetSection(heightmap_t *hm, int x, int y, unsigned int flags)
{
hmcluster_t *cluster;
hmsection_t *section;
int cx = x / MAXSECTIONS;
int cy = y / MAXSECTIONS;
int sx = x & (MAXSECTIONS-1);
int sy = y & (MAXSECTIONS-1);
cluster = hm->cluster[cx + cy*MAXCLUSTERS];
if (!cluster)
section = NULL;
else
section = cluster->section[sx + sy*MAXSECTIONS];
if (!section)
{
if (flags & (TGS_LAZYLOAD|TGS_TRYLOAD|TGS_WAITLOAD))
{
if ((flags & TGS_LAZYLOAD) && hm->loadingsections)
return NULL;
section = Terr_GenerateSection(hm, x, y, true);
}
}
#ifndef SERVERONLY
//when using networked terrain, the client will never load a section from disk, but only loading it from the server
//this means we need to send a new request to download the section if it was flagged as modified.
if (!(flags & TGS_NODOWNLOAD))
if (section && (section->flags & TSF_NOTIFY) && mod_terrain_networked.ival && !sv_state)
{
//try to download it now...
if (!cl.downloadlist)
{
char fname[MAX_QPATH];
CL_CheckOrEnqueDownloadFile(Terr_DiskSectionName(hm, x, y, fname, sizeof(fname)), Terr_TempDiskSectionName(hm, x, y), DLLF_OVERWRITE|DLLF_TEMPORARY);
section->flags &= ~TSF_NOTIFY;
}
}
#endif
if (section && section->loadstate != TSLS_LOADED)
{
//wait for it to load if we're meant to be doing that.
if (flags & TGS_WAITLOAD)
{
//wait for it to load if we're meant to be doing that.
if (section->loadstate == TSLS_LOADING0)
COM_WorkerPartialSync(section, &section->loadstate, TSLS_LOADING0);
if (section->loadstate == TSLS_LOADING1)
COM_WorkerPartialSync(section, &section->loadstate, TSLS_LOADING1);
if (section->loadstate == TSLS_LOADING2)
COM_MainThreadFlush(); //make sure any associated lightmaps also got read+handled
}
//if it failed, generate a default (for editing)
if (section->loadstate == TSLS_FAILED && ((flags & TGS_DEFAULTONFAIL) || hm->forcedefault))
{
section->flags = (section->flags & ~TSF_EDITED);
section->loadstate = TSLS_LOADED;
Terr_ClearSection(section);
Terr_GenerateDefault(hm, section);
}
if ((section->loadstate != TSLS_LOADED) && !(flags & TGS_ANYSTATE))
section = NULL;
}
if (section)
section->timestamp = realtime;
return section;
}
/*save all currently loaded sections*/
int Heightmap_Save(heightmap_t *hm)
{
hmsection_t *s;
int x, y;
int sectionssaved = 0;
for (x = hm->firstsegx; x < hm->maxsegx; x++)
{
for (y = hm->firstsegy; y < hm->maxsegy; y++)
{
s = Terr_GetSection(hm, x, y, TGS_NOLOAD);
if (!s)
continue;
if (s->flags & TSF_EDITED)
{
/* //make sure all the parts are loaded before trying to write them, so we don't try reading partial files, which would be bad, mmkay?
for (sy = y&~(SECTIONSPERBLOCK-1); sy < y+SECTIONSPERBLOCK && sy < hm->maxsegy; sy++)
{
for (sx = x&~(SECTIONSPERBLOCK-1); sx < x+SECTIONSPERBLOCK && sx < hm->maxsegx; sx++)
{
os = Terr_GetSection(hm, sx, sy, TGS_WAITLOAD|TGS_NODOWNLOAD|TGS_NORENDER);
if (os)
os->flags |= TSF_EDITED;
}
}
*/
if (Terr_SaveSection(hm, s, x, y, true))
{
s->flags &= ~TSF_EDITED;
sectionssaved++;
}
}
}
}
return sectionssaved;
}
#ifndef CLIENTONLY
//on servers, we can get requests to download current map sections. if so, give them it.
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
qboolean Terrain_LocateSection(const char *name, flocation_t *loc)
{
heightmap_t *hm;
hmsection_t *s;
int x, y;
char fname[MAX_QPATH];
//reject if its not in maps
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
if (Q_strncasecmp(name, "maps/", 5))
return false;
if (!sv.world.worldmodel)
return false;
hm = sv.world.worldmodel->terrain;
if (!Terr_IsSectionFName(hm, name, &x, &y))
return false;
//verify that its valid
if (strcmp(name, Terr_DiskSectionName(hm, x, y, fname, sizeof(fname))))
return false;
s = Terr_GetSection(hm, x, y, TGS_NOLOAD);
if (!s || !(s->flags & TSF_EDITED))
return false; //its not been edited, might as well just use the regular file
if (!Terr_SaveSection(hm, s, x, y, false))
return false;
return FS_FLocateFile(name, FSLF_IFFOUND, loc);
}
#endif
void Terr_DestroySection(heightmap_t *hm, hmsection_t *s, qboolean lightmapreusable)
{
if (s && s->loadstate == TSLS_LOADING0)
COM_WorkerPartialSync(s, &s->loadstate, TSLS_LOADING0);
if (s && s->loadstate == TSLS_LOADING1)
COM_WorkerPartialSync(s, &s->loadstate, TSLS_LOADING1);
if (s && s->loadstate == TSLS_LOADING2)
COM_MainThreadFlush(); //make sure any associated lightmaps also got read+handled
if (!s || s->loadstate < TSLS_LOADING2)
return;
validatelinks(&hm->recycle);
RemoveLink(&s->recycle);
validatelinks(&s->hmmod->recycle);
Terr_ClearSection(s);
#ifndef SERVERONLY
if (s->lightmap >= 0)
{
struct lmsect_s *lms;
if (lightmapreusable)
{
lms = BZ_Malloc(sizeof(*lms));
lms->lm = s->lightmap;
lms->x = s->lmx;
lms->y = s->lmy;
lms->next = hm->unusedlmsects;
hm->unusedlmsects = lms;
hm->numunusedlmsects++;
}
hm->numusedlmsects--;
}
if (hm->relight == s)
hm->relight = NULL;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (qglDeleteBuffersARB)
{
qglDeleteBuffersARB(1, &s->vbo.coord.gl.vbo);
s->vbo.coord.gl.vbo = 0;
qglDeleteBuffersARB(1, &s->vbo.indicies.gl.vbo);
s->vbo.indicies.gl.vbo = 0;
}
}
else
#endif
{
BE_ClearVBO(&s->vbo, true);
}
Z_Free(s->ents);
Z_Free(s->mesh.xyz_array);
Z_Free(s->mesh.indexes);
#endif
Z_Free(s);
hm->activesections--;
validatelinks(&hm->recycle);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifndef SERVERONLY
//dedicated servers do not support editing. no lightmap info causes problems.
//when a terrain section has the notify flag set on the server, the server needs to go through and set out notifications to replicate it to the various clients
//so the clients know to re-download the section.
static void Terr_DoEditNotify(heightmap_t *hm)
{
#ifndef CLIENTONLY
int i;
char *cmd;
hmsection_t *s;
link_t *ln = &hm->recycle;
if (!sv_state)
return;
for (i = 0; i < sv.allocated_client_slots; i++)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (svs.clients[i].state >= cs_connected && svs.clients[i].netchan.remote_address.type != NA_LOOPBACK)
{
if (svs.clients[i].backbuf.cursize)
return;
}
}
for (ln = &hm->recycle; ln->next != &hm->recycle; ln = &s->recycle)
{
s = (hmsection_t*)ln->next;
if (s->flags & TSF_NOTIFY)
{
s->flags &= ~TSF_NOTIFY;
cmd = va("mod_terrain_reload %s %i %i\n", hm->path, s->sx - CHUNKBIAS, s->sy - CHUNKBIAS);
for (i = 0; i < sv.allocated_client_slots; i++)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (svs.clients[i].state >= cs_connected && svs.clients[i].netchan.remote_address.type != NA_LOOPBACK)
{
SV_StuffcmdToClient(&svs.clients[i], cmd);
}
}
return;
}
}
#endif
}
//garbage collect the oldest section, to make space for another
static qboolean Terr_Collect(heightmap_t *hm)
{
hmcluster_t *c;
hmsection_t *s;
int cx, cy;
int sx, sy;
float timeout = realtime-2; //must used no later than 2 seconds in the past
link_t *ln = &hm->recycle;
validatelinks(&hm->recycle);
for (ln = &hm->recycle; ln->next != &hm->recycle; )
{
s = (hmsection_t*)ln->next;
if ((s->flags & TSF_EDITED) || s->loadstate <= TSLS_LOADING2 || s->timestamp > timeout)
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
ln = &s->recycle;
else
{
cx = s->sx/MAXSECTIONS;
cy = s->sy/MAXSECTIONS;
c = hm->cluster[cx + cy*MAXCLUSTERS];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
sx = s->sx & (MAXSECTIONS-1);
sy = s->sy & (MAXSECTIONS-1);
if (c->section[sx+sy*MAXSECTIONS] != s)
Sys_Error("invalid section collection");
c->section[sx+sy*MAXSECTIONS] = NULL;
#if 0
if (hm->relight == s)
hm->relight = NULL;
RemoveLink(&s->recycle);
InsertLinkAfter(&s->recycle, &hm->collected);
hm->activesections--;
#else
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Terr_DestroySection(hm, s, true);
#endif
validatelinks(&hm->recycle);
return true;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
}
}
return false;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#endif
/*purge all sections, but not root
lightmaps only are purged whenever the client rudely kills lightmaps (purges all lightmaps on map changes, to cope with models/maps potentially being unloaded)
we'll reload those when its next seen.
(lightmaps will already have been destroyed, so no poking them)
*/
void Terr_PurgeTerrainModel(model_t *mod, qboolean lightmapsonly, qboolean lightmapreusable)
{
heightmap_t *hm = mod->terrain;
hmcluster_t *c;
hmsection_t *s;
int cx, cy;
int sx, sy;
COM_WorkerFullSync(); //should probably be inside the caller or something. make sure there's no loaders still loading lightmaps when lightmaps are going to be nuked.
validatelinks(&hm->recycle);
// Con_Printf("PrePurge: %i lm chunks used, %i unused\n", hm->numusedlmsects, hm->numunusedlmsects);
for (cy = 0; cy < MAXCLUSTERS; cy++)
for (cx = 0; cx < MAXCLUSTERS; cx++)
{
int numremaining = 0;
c = hm->cluster[cx + cy*MAXCLUSTERS];
if (!c)
continue;
for (sy = 0; sy < MAXSECTIONS; sy++)
for (sx = 0; sx < MAXSECTIONS; sx++)
{
s = c->section[sx + sy*MAXSECTIONS];
if (!s)
{
}
else if (lightmapsonly)
{
numremaining++;
#ifndef SERVERONLY
s->lightmap = -1;
#endif
}
else
{
c->section[sx+sy*MAXSECTIONS] = NULL;
validatelinks(&hm->recycle);
Terr_DestroySection(hm, s, lightmapreusable);
validatelinks(&hm->recycle);
}
}
if (!numremaining)
{
hm->cluster[cx + cy*MAXSECTIONS] = NULL;
BZ_Free(c);
validatelinks(&hm->recycle);
}
}
validatelinks(&hm->recycle);
#ifndef SERVERONLY
if (!lightmapreusable)
{
while (hm->unusedlmsects)
{
struct lmsect_s *lms;
lms = hm->unusedlmsects;
hm->unusedlmsects = lms->next;
BZ_Free(lms);
hm->numunusedlmsects--;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
hm->recalculatebrushlighting = true;
BZ_Free(hm->brushlmremaps);
hm->brushlmremaps = NULL;
hm->brushmaxlms = 0;
}
#endif
validatelinks(&hm->recycle);
// Con_Printf("PostPurge: %i lm chunks used, %i unused\n", hm->numusedlmsects, hm->numunusedlmsects);
}
void Terr_FreeModel(model_t *mod)
{
heightmap_t *hm = mod->terrain;
if (hm)
{
validatelinks(&hm->recycle);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
while(hm->numbrushes)
Terr_Brush_DeleteIdx(hm, hm->numbrushes-1);
while(hm->brushtextures)
{
brushtex_t *bt = hm->brushtextures;
#ifndef SERVERONLY
brushbatch_t *bb;
while((bb = bt->batches))
{
bt->batches = bb->next;
BE_VBO_Destroy(&bb->vbo.coord, bb->vbo.vbomem);
BE_VBO_Destroy(&bb->vbo.indicies, bb->vbo.ebomem);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
BZ_Free(bb);
}
#endif
hm->brushtextures = bt->next;
BZ_Free(bt);
}
#ifdef RUNTIMELIGHTING
if (hm->relightcontext)
LightShutdown(hm->relightcontext, mod);
if (hm->lightthreadmem && !hm->inheritedlightthreadmem)
BZ_Free(hm->lightthreadmem);
#endif
BZ_Free(hm->wbrushes);
Terr_PurgeTerrainModel(mod, false, false);
while(hm->entities)
{
struct hmentity_s *n = hm->entities->next;
Z_Free(hm->entities);
hm->entities = n;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Sys_DestroyMutex(hm->entitylock);
Z_Free(hm->seed);
Z_Free(hm);
mod->terrain = NULL;
}
}
#ifndef SERVERONLY
void Terr_DrawTerrainWater(heightmap_t *hm, float *mins, float *maxs, struct hmwater_s *w)
{
scenetris_t *t;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
int flags = BEF_NOSHADOWS;
int firstv;
int y, x;
//need to filter by height too, or reflections won't work properly.
if (cl_numstris && cl_stris[cl_numstris-1].shader == w->shader && cl_stris[cl_numstris-1].flags == flags && cl_strisvertv[cl_stris[cl_numstris-1].firstvert][2] == w->maxheight)
{
t = &cl_stris[cl_numstris-1];
}
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris+=8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = w->shader;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
t->flags = flags;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->numvert = 0;
t->numidx = 0;
}
if (!w->simple)
{
float step = (maxs[0] - mins[0]) / 8;
if (cl_numstrisidx+9*9*6 > cl_maxstrisidx)
{
cl_maxstrisidx=cl_numstrisidx+12 + 9*9*6*4;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
if (cl_numstrisvert+9*9 > cl_maxstrisvert)
{
cl_maxstrisvert+=9*9+64;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert);
}
firstv = t->numvert;
for (y = 0; y < 9; y++)
{
for (x = 0; x < 9; x++)
{
cl_strisvertv[cl_numstrisvert][0] = mins[0] + step*x;
cl_strisvertv[cl_numstrisvert][1] = mins[1] + step*y;
cl_strisvertv[cl_numstrisvert][2] = w->heights[x + y*9];
cl_strisvertt[cl_numstrisvert][0] = cl_strisvertv[cl_numstrisvert][0]/64;
cl_strisvertt[cl_numstrisvert][1] = cl_strisvertv[cl_numstrisvert][1]/64;
Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1)
cl_numstrisvert++;
}
}
for (y = 0; y < 8; y++)
{
for (x = 0; x < 8; x++)
{
if (w->holes[y] & (1u<<x))
continue;
cl_strisidx[cl_numstrisidx++] = firstv+(x+0)+(y+0)*9;
cl_strisidx[cl_numstrisidx++] = firstv+(x+0)+(y+1)*9;
cl_strisidx[cl_numstrisidx++] = firstv+(x+1)+(y+0)*9;
cl_strisidx[cl_numstrisidx++] = firstv+(x+1)+(y+0)*9;
cl_strisidx[cl_numstrisidx++] = firstv+(x+0)+(y+1)*9;
cl_strisidx[cl_numstrisidx++] = firstv+(x+1)+(y+1)*9;
}
}
t->numidx = cl_numstrisidx - t->firstidx;
t->numvert = cl_numstrisvert - t->firstvert;
}
else
{
if (cl_numstrisidx+12 > cl_maxstrisidx)
{
cl_maxstrisidx=cl_numstrisidx+12 + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
if (cl_numstrisvert+4 > cl_maxstrisvert)
{
cl_maxstrisvert+=64;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert);
}
{
VectorSet(cl_strisvertv[cl_numstrisvert], mins[0], mins[1], w->maxheight);
Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1)
Vector2Set(cl_strisvertt[cl_numstrisvert], mins[0]/64, mins[1]/64);
cl_numstrisvert++;
VectorSet(cl_strisvertv[cl_numstrisvert], mins[0], maxs[1], w->maxheight);
Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1)
Vector2Set(cl_strisvertt[cl_numstrisvert], mins[0]/64, maxs[1]/64);
cl_numstrisvert++;
VectorSet(cl_strisvertv[cl_numstrisvert], maxs[0], maxs[1], w->maxheight);
Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1)
Vector2Set(cl_strisvertt[cl_numstrisvert], maxs[0]/64, maxs[1]/64);
cl_numstrisvert++;
VectorSet(cl_strisvertv[cl_numstrisvert], maxs[0], mins[1], w->maxheight);
Vector4Set(cl_strisvertc[cl_numstrisvert], 1,1,1,1)
Vector2Set(cl_strisvertt[cl_numstrisvert], maxs[0]/64, mins[1]/64);
cl_numstrisvert++;
}
firstv = t->numvert;
/*build the triangles*/
cl_strisidx[cl_numstrisidx++] = firstv + 0;
cl_strisidx[cl_numstrisidx++] = firstv + 1;
cl_strisidx[cl_numstrisidx++] = firstv + 2;
cl_strisidx[cl_numstrisidx++] = firstv + 0;
cl_strisidx[cl_numstrisidx++] = firstv + 2;
cl_strisidx[cl_numstrisidx++] = firstv + 3;
cl_strisidx[cl_numstrisidx++] = firstv + 3;
cl_strisidx[cl_numstrisidx++] = firstv + 2;
cl_strisidx[cl_numstrisidx++] = firstv + 1;
cl_strisidx[cl_numstrisidx++] = firstv + 3;
cl_strisidx[cl_numstrisidx++] = firstv + 1;
cl_strisidx[cl_numstrisidx++] = firstv + 0;
t->numidx = cl_numstrisidx - t->firstidx;
t->numvert = cl_numstrisvert - t->firstvert;
}
}
static void Terr_RebuildMesh(model_t *model, hmsection_t *s, int x, int y)
{
int vx, vy;
int v;
mesh_t *mesh = &s->mesh;
heightmap_t *hm = s->hmmod;
Terr_InitLightmap(s, false);
s->minh = 9999999999999999.f;
s->maxh = -9999999999999999.f;
switch(hm->mode)
{
case HMM_BLOCKS:
//tiles, like dungeon keeper
if (mesh->xyz_array)
BZ_Free(mesh->xyz_array);
{
mesh->xyz_array = BZ_Malloc((sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * (SECTHEIGHTSIZE-1)*(SECTHEIGHTSIZE-1)*4*3);
mesh->st_array = (void*) (mesh->xyz_array + (SECTHEIGHTSIZE-1)*(SECTHEIGHTSIZE-1)*4*3);
mesh->lmst_array[0] = (void*) (mesh->st_array + (SECTHEIGHTSIZE-1)*(SECTHEIGHTSIZE-1)*4*3);
}
mesh->numvertexes = 0;
if (mesh->indexes)
BZ_Free(mesh->indexes);
mesh->indexes = BZ_Malloc(sizeof(index_t) * SECTHEIGHTSIZE*SECTHEIGHTSIZE*6*3);
mesh->numindexes = 0;
mesh->colors4f_array[0] = NULL;
for (vy = 0; vy < SECTHEIGHTSIZE-1; vy++)
{
for (vx = 0; vx < SECTHEIGHTSIZE-1; vx++)
{
float st[2], inst[2];
#if SECTHEIGHTSIZE == 17
int holebit;
int holerow;
//skip generation of the mesh above holes
holerow = ((vy<<3)/(SECTHEIGHTSIZE-1));
holebit = 1u<<((vx<<3)/(SECTHEIGHTSIZE-1));
if (s->holes[holerow] & holebit)
continue;
#endif
//top face
v = mesh->numvertexes;
mesh->numvertexes += 4;
mesh->xyz_array[v+0][0] = (x-CHUNKBIAS + (vx+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+0][1] = (y-CHUNKBIAS + (vy+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+0][2] = s->heights[vx + vy*SECTHEIGHTSIZE];
mesh->xyz_array[v+1][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+1][1] = (y-CHUNKBIAS + (vy+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+1][2] = s->heights[vx + vy*SECTHEIGHTSIZE];
mesh->xyz_array[v+2][0] = (x-CHUNKBIAS + (vx+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+2][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+2][2] = s->heights[vx + vy*SECTHEIGHTSIZE];
mesh->xyz_array[v+3][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+3][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+3][2] = s->heights[vx + vy*SECTHEIGHTSIZE];
if (s->maxh < mesh->xyz_array[v][2])
s->maxh = mesh->xyz_array[v][2];
if (s->minh > mesh->xyz_array[v][2])
s->minh = mesh->xyz_array[v][2];
st[0] = 1.0f/hm->tilecount[0] * vx;
st[1] = 1.0f/hm->tilecount[1] * vy;
inst[0] = 0.5f/(hm->tilecount[0]*hm->tilepixcount[0]);
inst[1] = 0.5f/(hm->tilecount[1]*hm->tilepixcount[1]);
mesh->st_array[v+0][0] = st[0]+inst[0];
mesh->st_array[v+0][1] = st[1]+inst[1];
mesh->st_array[v+1][0] = st[0]-inst[0]+1.0f/hm->tilecount[0];
mesh->st_array[v+1][1] = st[1]+inst[1];
mesh->st_array[v+2][0] = st[0]+inst[0];
mesh->st_array[v+2][1] = st[1]-inst[1]+1.0f/hm->tilecount[1];
mesh->st_array[v+3][0] = st[0]-inst[0]+1.0f/hm->tilecount[0];
mesh->st_array[v+3][1] = st[1]-inst[1]+1.0f/hm->tilecount[1];
//calc the position in the range -0.5 to 0.5
mesh->lmst_array[0][v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5);
mesh->lmst_array[0][v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5);
//scale down to a half-texel
mesh->lmst_array[0][v][0] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
mesh->lmst_array[0][v][1] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
//bias it
mesh->lmst_array[0][v][0] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmx) / HMLMSTRIDE);
mesh->lmst_array[0][v][1] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmy) / HMLMSTRIDE);
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+2;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+2;
mesh->indexes[mesh->numindexes++] = v+1+2;
//x boundary
v = mesh->numvertexes;
mesh->numvertexes += 4;
mesh->xyz_array[v+0][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+0][1] = (y-CHUNKBIAS + (vy+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+0][2] = s->heights[vx+0 + vy*SECTHEIGHTSIZE];
mesh->xyz_array[v+1][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+1][1] = (y-CHUNKBIAS + (vy+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+1][2] = s->heights[(vx+1) + vy*SECTHEIGHTSIZE];
mesh->xyz_array[v+2][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+2][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+2][2] = s->heights[(vx+0) + vy*SECTHEIGHTSIZE];
mesh->xyz_array[v+3][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+3][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+3][2] = s->heights[(vx+1) + vy*SECTHEIGHTSIZE];
if (s->maxh < mesh->xyz_array[v][2])
s->maxh = mesh->xyz_array[v][2];
if (s->minh > mesh->xyz_array[v][2])
s->minh = mesh->xyz_array[v][2];
st[0] = 1.0f/hm->tilecount[0] * vx;
st[1] = 1.0f/hm->tilecount[1] * vy;
inst[0] = 0.5f/(hm->tilecount[0]*hm->tilepixcount[0]);
inst[1] = 0.5f/(hm->tilecount[1]*hm->tilepixcount[1]);
mesh->st_array[v+0][0] = st[0]+inst[0];
mesh->st_array[v+0][1] = st[1]+inst[1];
mesh->st_array[v+1][0] = st[0]+inst[0];
mesh->st_array[v+1][1] = st[1]-inst[1]+1.0f/hm->tilecount[1];
mesh->st_array[v+2][0] = st[0]-inst[0]+1.0f/hm->tilecount[0];
mesh->st_array[v+2][1] = st[1]+inst[1];
mesh->st_array[v+3][0] = st[0]-inst[0]+1.0f/hm->tilecount[0];
mesh->st_array[v+3][1] = st[1]-inst[1]+1.0f/hm->tilecount[1];
//calc the position in the range -0.5 to 0.5
mesh->lmst_array[0][v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5);
mesh->lmst_array[0][v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5);
//scale down to a half-texel
mesh->lmst_array[0][v][0] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
mesh->lmst_array[0][v][1] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
//bias it
mesh->lmst_array[0][v][0] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmx) / HMLMSTRIDE);
mesh->lmst_array[0][v][1] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmy) / HMLMSTRIDE);
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+2;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+2;
mesh->indexes[mesh->numindexes++] = v+1+2;
//y boundary
v = mesh->numvertexes;
mesh->numvertexes += 4;
mesh->xyz_array[v+0][0] = (x-CHUNKBIAS + (vx+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+0][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+0][2] = s->heights[vx + (vy+0)*SECTHEIGHTSIZE];
mesh->xyz_array[v+1][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+1][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+1][2] = s->heights[vx + (vy+0)*SECTHEIGHTSIZE];
mesh->xyz_array[v+2][0] = (x-CHUNKBIAS + (vx+0)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+2][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+2][2] = s->heights[vx + (vy+1)*SECTHEIGHTSIZE];
mesh->xyz_array[v+3][0] = (x-CHUNKBIAS + (vx+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+3][1] = (y-CHUNKBIAS + (vy+1)/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v+3][2] = s->heights[vx + (vy+1)*SECTHEIGHTSIZE];
if (s->maxh < mesh->xyz_array[v][2])
s->maxh = mesh->xyz_array[v][2];
if (s->minh > mesh->xyz_array[v][2])
s->minh = mesh->xyz_array[v][2];
st[0] = 1.0f/hm->tilecount[0] * vx;
st[1] = 1.0f/hm->tilecount[1] * vy;
inst[0] = 0.5f/(hm->tilecount[0]*hm->tilepixcount[0]);
inst[1] = 0.5f/(hm->tilecount[1]*hm->tilepixcount[1]);
mesh->st_array[v+0][0] = st[0]+inst[0];
mesh->st_array[v+0][1] = st[1]+inst[1];
mesh->st_array[v+1][0] = st[0]-inst[0]+1.0f/hm->tilecount[0];
mesh->st_array[v+1][1] = st[1]+inst[1];
mesh->st_array[v+2][0] = st[0]+inst[0];
mesh->st_array[v+2][1] = st[1]-inst[1]+1.0f/hm->tilecount[1];
mesh->st_array[v+3][0] = st[0]-inst[0]+1.0f/hm->tilecount[0];
mesh->st_array[v+3][1] = st[1]-inst[1]+1.0f/hm->tilecount[1];
//calc the position in the range -0.5 to 0.5
mesh->lmst_array[0][v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5);
mesh->lmst_array[0][v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5);
//scale down to a half-texel
mesh->lmst_array[0][v][0] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
mesh->lmst_array[0][v][1] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
//bias it
mesh->lmst_array[0][v][0] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmx) / HMLMSTRIDE);
mesh->lmst_array[0][v][1] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmy) / HMLMSTRIDE);
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+2;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+2;
mesh->indexes[mesh->numindexes++] = v+1+2;
}
}
break;
case HMM_TERRAIN:
//smooth terrain
if (!mesh->xyz_array)
{
mesh->xyz_array = BZ_Malloc((sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE));
mesh->st_array = (void*) (mesh->xyz_array + (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE));
mesh->lmst_array[0] = (void*) (mesh->st_array + (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE));
}
mesh->colors4f_array[0] = s->colours;
mesh->numvertexes = 0;
/*64 quads across requires 65 verticies*/
for (vy = 0; vy < SECTHEIGHTSIZE; vy++)
{
for (vx = 0; vx < SECTHEIGHTSIZE; vx++)
{
v = mesh->numvertexes++;
mesh->xyz_array[v][0] = (x-CHUNKBIAS + vx/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v][1] = (y-CHUNKBIAS + vy/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v][2] = s->heights[vx + vy*SECTHEIGHTSIZE];
if (s->maxh < mesh->xyz_array[v][2])
s->maxh = mesh->xyz_array[v][2];
if (s->minh > mesh->xyz_array[v][2])
s->minh = mesh->xyz_array[v][2];
mesh->st_array[v][0] = mesh->xyz_array[v][0] / 128;
mesh->st_array[v][1] = mesh->xyz_array[v][1] / 128;
//calc the position in the range -0.5 to 0.5
mesh->lmst_array[0][v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5);
mesh->lmst_array[0][v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5);
//scale down to a half-texel
mesh->lmst_array[0][v][0] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
mesh->lmst_array[0][v][1] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
//bias it
mesh->lmst_array[0][v][0] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmx) / HMLMSTRIDE);
mesh->lmst_array[0][v][1] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmy) / HMLMSTRIDE);
}
}
if (!mesh->indexes)
mesh->indexes = BZ_Malloc(sizeof(index_t) * SECTHEIGHTSIZE*SECTHEIGHTSIZE*6);
mesh->numindexes = 0;
for (vy = 0; vy < SECTHEIGHTSIZE-1; vy++)
{
for (vx = 0; vx < SECTHEIGHTSIZE-1; vx++)
{
#ifndef STRICTEDGES
float d1,d2;
#endif
#if SECTHEIGHTSIZE == 17
int holerow;
int holebit;
//skip generation of the mesh above holes
holerow = ((vy<<3)/(SECTHEIGHTSIZE-1));
holebit = 1u<<((vx<<3)/(SECTHEIGHTSIZE-1));
if (s->holes[holerow] & holebit)
continue;
#endif
v = vx + vy*(SECTHEIGHTSIZE);
#ifndef STRICTEDGES
d1 = fabs(mesh->xyz_array[v][2] - mesh->xyz_array[v+1+SECTHEIGHTSIZE][2]);
d2 = fabs(mesh->xyz_array[v+1][2] - mesh->xyz_array[v+SECTHEIGHTSIZE][2]);
if (d1 < d2)
{
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE;
}
else
#endif
{
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE;
}
}
}
break;
}
//pure holes
if (!mesh->numindexes)
{
memset(&s->pvscache, 0, sizeof(s->pvscache));
return;
}
if (s->maxh_cull < s->maxh)
s->maxh_cull = s->maxh;
{
vec3_t mins, maxs;
mins[0] = (x-CHUNKBIAS) * hm->sectionsize;
mins[1] = (y-CHUNKBIAS) * hm->sectionsize;
mins[2] = s->minh;
maxs[0] = (x+1-CHUNKBIAS) * hm->sectionsize;
maxs[1] = (y+1-CHUNKBIAS) * hm->sectionsize;
maxs[2] = s->maxh_cull;
model->funcs.FindTouchedLeafs(model, &s->pvscache, mins, maxs);
}
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && qglGenBuffersARB)
{
if (!s->vbo.coord.gl.vbo)
{
qglGenBuffersARB(1, &s->vbo.coord.gl.vbo);
GL_SelectVBO(s->vbo.coord.gl.vbo);
}
else
GL_SelectVBO(s->vbo.coord.gl.vbo);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)+sizeof(vec4_t)) * (mesh->numvertexes), NULL, GL_STATIC_DRAW_ARB);
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes, mesh->xyz_array);
if (mesh->colors4f_array[0])
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes, sizeof(vec4_t)*mesh->numvertexes, mesh->colors4f_array[0]);
GL_SelectVBO(0);
s->vbo.coord.gl.addr = 0;
s->vbo.texcoord.gl.addr = (void*)((char*)mesh->st_array - (char*)mesh->xyz_array);
s->vbo.texcoord.gl.vbo = s->vbo.coord.gl.vbo;
s->vbo.lmcoord[0].gl.addr = (void*)((char*)mesh->lmst_array[0] - (char*)mesh->xyz_array);
s->vbo.lmcoord[0].gl.vbo = s->vbo.coord.gl.vbo;
s->vbo.colours[0].gl.addr = (void*)((sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes);
s->vbo.colours[0].gl.vbo = s->vbo.coord.gl.vbo;
if (!s->vbo.indicies.gl.vbo)
qglGenBuffersARB(1, &s->vbo.indicies.gl.vbo);
s->vbo.indicies.gl.addr = 0;
GL_SelectEBO(s->vbo.indicies.gl.vbo);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(index_t) * mesh->numindexes, mesh->indexes, GL_STATIC_DRAW_ARB);
GL_SelectEBO(0);
#if 1
Z_Free(mesh->xyz_array);
mesh->xyz_array = NULL;
mesh->st_array = NULL;
mesh->lmst_array[0] = NULL;
Z_Free(mesh->indexes);
mesh->indexes = NULL;
#endif
}
#endif
#ifdef VKQUAKE
if (qrenderer == QR_VULKAN)
{
void VKBE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch);
batch_t batch = {0};
mesh_t *meshes = &s->mesh;
vbo_t *vbo = NULL;
batch.maxmeshes = 1;
batch.mesh = &meshes;
VKBE_GenBatchVBOs(&vbo, &batch, NULL);
s->vbo = *vbo;
}
#endif
#ifdef D3D9QUAKE
if (qrenderer == QR_DIRECT3D9)
{
void D3D9BE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch);
batch_t batch = {0};
mesh_t *meshes = &s->mesh;
vbo_t *vbo = NULL;
batch.maxmeshes = 1;
batch.mesh = &meshes;
//BE_ClearVBO(&s->vbo);
D3D9BE_GenBatchVBOs(&vbo, &batch, NULL);
s->vbo = *vbo;
}
#endif
#ifdef D3D11QUAKE
if (qrenderer == QR_DIRECT3D11)
{
void D3D11BE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch);
batch_t batch = {0};
mesh_t *meshes = &s->mesh;
vbo_t *vbo = NULL;
batch.maxmeshes = 1;
batch.mesh = &meshes;
//BE_ClearVBO(&s->vbo);
D3D11BE_GenBatchVBOs(&vbo, &batch, NULL);
s->vbo = *vbo;
}
#endif
}
struct tdibctx
{
heightmap_t *hm;
int vx;
int vy;
entity_t *ent;
batch_t **batches;
qbyte *pvs;
model_t *wmodel;
};
void Terr_DrawInBounds(struct tdibctx *ctx, int x, int y, int w, int h)
{
vec3_t mins, maxs;
hmsection_t *s;
struct hmwater_s *wa;
int i, j;
batch_t *b;
heightmap_t *hm = ctx->hm;
mins[0] = (x+0 - CHUNKBIAS)*hm->sectionsize;
maxs[0] = (x+w - CHUNKBIAS)*hm->sectionsize;
mins[1] = (y+0 - CHUNKBIAS)*hm->sectionsize;
maxs[1] = (y+h - CHUNKBIAS)*hm->sectionsize;
mins[2] = r_origin[2]-999999;
maxs[2] = r_origin[2]+999999;
if (w == 1 && h == 1)
{
// if (R_CullBox(mins, maxs))
// return;
s = Terr_GetSection(hm, x, y, TGS_LAZYLOAD);
if (!s)
return;
/*move to head*/
validatelinks(&hm->recycle);
RemoveLink(&s->recycle);
validatelinks(&hm->recycle);
InsertLinkBefore(&s->recycle, &hm->recycle);
validatelinks(&hm->recycle);
if (s->lightmap < 0)
Terr_LoadSection(hm, s, x, y, TGS_NODOWNLOAD);
if (s->flags & TSF_RELIGHT)
{
if (!hm->relight)
{
hm->relight = s;
hm->relightidx = 0;
hm->relightmin[0] = mins[0];
hm->relightmin[1] = mins[1];
}
}
if (s->flags & TSF_DIRTY)
{
s->flags &= ~TSF_DIRTY;
Terr_RebuildMesh(ctx->wmodel, s, x, y);
}
if (ctx->pvs && !ctx->wmodel->funcs.EdictInFatPVS(ctx->wmodel, &s->pvscache, ctx->pvs))
return; //this section isn't in any visible bsp leafs
if (s->numents)
{
Sys_LockMutex(hm->entitylock);
//chuck out any batches for models in this section
for (i = 0; i < s->numents; i++)
{
struct hmentity_s *e = s->ents[i];
vec3_t dist;
float a, dmin, dmax;
model_t *model;
//skip the entity if its already been added to some batch this frame.
if (e->drawnframe == hm->drawnframe)
continue;
e->drawnframe = hm->drawnframe;
model = e->ent.model;
if (!model)
continue;
if (model->loadstate == MLS_NOTLOADED)
{
// if (hm->beinglazy)
// continue;
// hm->beinglazy = true;
Mod_LoadModel(model, MLV_WARN);
}
if (model->loadstate != MLS_LOADED)
continue;
VectorSubtract(e->ent.origin, r_origin, dist);
a = VectorLength(dist);
dmin = 1024 + model->radius*160;
dmax = dmin + 1024;
a = (a - dmin) / (dmax - dmin);
a = 1-a;
if (a < 0)
continue;
if (R_CullSphere(e->ent.origin, model->radius))
continue;
if (a >= 1)
{
a = 1;
e->ent.flags &= ~RF_TRANSLUCENT;
}
else
e->ent.flags |= RF_TRANSLUCENT;
e->ent.shaderRGBAf[3] = a;
switch(model->type)
{
case mod_alias:
R_GAlias_GenerateBatches(&e->ent, ctx->batches);
break;
case mod_brush:
Surf_GenBrushBatches(ctx->batches, &e->ent);
break;
default: //FIXME: no sprites! oh noes!
break;
}
}
Sys_UnlockMutex(hm->entitylock);
}
for (wa = s->water; wa; wa = wa->next)
{
mins[2] = wa->minheight;
maxs[2] = wa->maxheight;
if (!R_CullBox(mins, maxs))
{
Terr_DrawTerrainWater(hm, mins, maxs, wa);
}
}
mins[2] = s->minh;
maxs[2] = s->maxh;
// if (!BoundsIntersect(mins, maxs, r_refdef.vieworg, r_refdef.vieworg))
if (R_CullBox(mins, maxs))
return;
if (hm->texmask)
{
for (i = 0; i < 4; i++)
{
if (!*s->texname[i])
break;
if (!strcmp(s->texname[i], hm->texmask))
break;
}
if (i == 4)
{ //flicker if the surface cannot accept the named texture
int xor = (x&1)^(y&1);
if (((int)(realtime*10) & 1) ^ xor)
return;
}
}
b = BE_GetTempBatch();
if (!b)
return;
b->ent = ctx->ent;
b->shader = hm->shader;
b->flags = 0;
b->mesh = &s->amesh;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
b->mesh[0] = &s->mesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &s->textures;
b->texture = NULL;
b->vbo = &s->vbo;
b->lightmap[0] = s->lightmap;
for (j = 1; j < MAXRLIGHTMAPS; j++)
b->lightmap[j] = -1;
b->next = ctx->batches[b->shader->sort];
ctx->batches[b->shader->sort] = b;
}
else if (w && h)
{
//divide and conquer, radiating outwards from the view.
if (w > h)
{
i = x + w;
w = x + w/2;
if (ctx->vx >= w)
{
Terr_DrawInBounds(ctx, w, y, i-w, h);
Terr_DrawInBounds(ctx, x, y, w-x, h);
}
else
{
Terr_DrawInBounds(ctx, x, y, w-x, h);
Terr_DrawInBounds(ctx, w, y, i-w, h);
}
}
else
{
i = y + h;
h = y + h/2;
if (ctx->vy >= h)
{
Terr_DrawInBounds(ctx, x, h, w, i-h);
Terr_DrawInBounds(ctx, x, y, w, h-y);
}
else
{
Terr_DrawInBounds(ctx, x, y, w, h-y);
Terr_DrawInBounds(ctx, x, h, w, i-h);
}
}
}
}
void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
{
extern qbyte *frustumvis;
model_t *m = e->model;
heightmap_t *hm = m->terrain;
batch_t *b;
int bounds[4], j;
struct tdibctx tdibctx;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (!r_refdef.recurse)
{
Terr_DoEditNotify(hm);
// while (hm->activesections > 0)
// if (!Terr_Collect(hm))
// break;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
while (hm->activesections > TERRAINACTIVESECTIONS)
{
if (!Terr_Collect(hm))
break;
break;
}
}
// hm->beinglazy = false;
if (hm->relight)
ted_dorelight(hm);
if (e->model == cl.worldmodel && hm->skyshader)
{
b = BE_GetTempBatch();
if (b)
{
for (j = 0; j < MAXRLIGHTMAPS; j++)
b->lightmap[j] = -1;
b->ent = e;
b->shader = hm->skyshader;
b->flags = 0;
b->mesh = &hm->askymesh;
b->mesh[0] = &hm->skymesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = NULL;
b->texture = NULL;
// vbo = b->vbo = hm->vbo[x+y*MAXSECTIONS];
b->vbo = NULL;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
Terr_Brush_Draw(hm, batches, e);
if (r_refdef.globalfog.density || r_refdef.maxdist>0)
{
float culldist;
extern cvar_t r_fog_exp2;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (r_refdef.globalfog.density)
{
//figure out the eyespace distance required to reach that fog value
culldist = log(0.5/255.0f);
if (r_fog_exp2.ival)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
culldist = sqrt(culldist / (-r_refdef.globalfog.density * r_refdef.globalfog.density));
else
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
culldist = culldist / (-r_refdef.globalfog.density);
//anything drawn beyond this point is fully obscured by fog
culldist += 4096;
}
else
culldist = 999999999999999.f;
if (culldist < hm->maxdrawdist)
culldist = hm->maxdrawdist;
if (culldist > r_refdef.maxdist && r_refdef.maxdist>0)
culldist = r_refdef.maxdist;
bounds[0] = bound(hm->firstsegx, (r_refdef.vieworg[0] + (CHUNKBIAS + 0)*hm->sectionsize - culldist) / hm->sectionsize, hm->maxsegx);
bounds[1] = bound(hm->firstsegx, (r_refdef.vieworg[0] + (CHUNKBIAS + 1)*hm->sectionsize + culldist) / hm->sectionsize, hm->maxsegx);
bounds[2] = bound(hm->firstsegy, (r_refdef.vieworg[1] + (CHUNKBIAS + 0)*hm->sectionsize - culldist) / hm->sectionsize, hm->maxsegy);
bounds[3] = bound(hm->firstsegy, (r_refdef.vieworg[1] + (CHUNKBIAS + 1)*hm->sectionsize + culldist) / hm->sectionsize, hm->maxsegy);
}
else
{
bounds[0] = hm->firstsegx;
bounds[1] = hm->maxsegx;
bounds[2] = hm->firstsegy;
bounds[3] = hm->maxsegy;
}
//FIXME: project the near+far clip planes onto the screen, generate bounds from those, instead of the above overkill code.
hm->drawnframe+=1;
tdibctx.hm = hm;
tdibctx.batches = batches;
tdibctx.ent = e;
tdibctx.vx = (r_refdef.vieworg[0] + CHUNKBIAS*hm->sectionsize) / hm->sectionsize;
tdibctx.vy = (r_refdef.vieworg[1] + CHUNKBIAS*hm->sectionsize) / hm->sectionsize;
tdibctx.wmodel = e->model;
tdibctx.pvs = (e->model == cl.worldmodel)?frustumvis:NULL;
validatelinks(&hm->recycle);
Terr_DrawInBounds(&tdibctx, bounds[0], bounds[2], bounds[1]-bounds[0], bounds[3]-bounds[2]);
validatelinks(&hm->recycle);
/*{
trace_t trace;
vec3_t player_mins = {-16, -16, -24};
vec3_t player_maxs = {16, 16, 32};
vec3_t start, end;
VectorCopy(cl.playerview[0].simorg, start);
VectorCopy(start, end);
start[0] += 5;
end[2] -= 100;
Heightmap_Trace(cl.worldmodel, 0, 0, NULL, start, end, player_mins, player_maxs, false, ~0, &trace);
}*/
}
void Terrain_ClipDecal(fragmentdecal_t *dec, float *center, float radius, model_t *model)
{
int min[2], max[2], mint[2], maxt[2];
int x, y, tx, ty;
vecV_t vert[6];
hmsection_t *s;
heightmap_t *hm = model->terrain;
min[0] = floor((center[0] - radius)/(hm->sectionsize)) + CHUNKBIAS;
min[1] = floor((center[1] - radius)/(hm->sectionsize)) + CHUNKBIAS;
max[0] = ceil((center[0] + radius)/(hm->sectionsize)) + CHUNKBIAS;
max[1] = ceil((center[1] + radius)/(hm->sectionsize)) + CHUNKBIAS;
min[0] = bound(hm->firstsegx, min[0], hm->maxsegx);
min[1] = bound(hm->firstsegy, min[1], hm->maxsegy);
max[0] = bound(hm->firstsegx, max[0], hm->maxsegx);
max[1] = bound(hm->firstsegy, max[1], hm->maxsegy);
for (y = min[1]; y < max[1]; y++)
{
for (x = min[0]; x < max[0]; x++)
{
s = Terr_GetSection(hm, x, y, TGS_WAITLOAD);
if (!s)
continue;
mint[0] = floor((center[0] - radius)*(SECTHEIGHTSIZE-1)/(hm->sectionsize) + (CHUNKBIAS - x)*(SECTHEIGHTSIZE-1));
mint[1] = floor((center[1] - radius)*(SECTHEIGHTSIZE-1)/(hm->sectionsize) + (CHUNKBIAS - y)*(SECTHEIGHTSIZE-1));
maxt[0] = ceil((center[0] + radius)*(SECTHEIGHTSIZE-1)/(hm->sectionsize) + (CHUNKBIAS - x)*(SECTHEIGHTSIZE-1));
maxt[1] = ceil((center[1] + radius)*(SECTHEIGHTSIZE-1)/(hm->sectionsize) + (CHUNKBIAS - y)*(SECTHEIGHTSIZE-1));
mint[0] = bound(0, mint[0], (SECTHEIGHTSIZE-1));
mint[1] = bound(0, mint[1], (SECTHEIGHTSIZE-1));
maxt[0] = bound(0, maxt[0], (SECTHEIGHTSIZE-1));
maxt[1] = bound(0, maxt[1], (SECTHEIGHTSIZE-1));
for (ty = mint[1]; ty < maxt[1]; ty++)
{
for (tx = mint[0]; tx < maxt[0]; tx++)
{
#ifndef STRICTEDGES
float d1, d2;
d1 = fabs(s->heights[(tx+0) + (ty+0)*SECTHEIGHTSIZE] - s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE]);
d2 = fabs(s->heights[(tx+1) + (ty+0)*SECTHEIGHTSIZE] - s->heights[(tx+0) + (ty+1)*SECTHEIGHTSIZE]);
if (d1 < d2)
{
vert[0][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[0][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[1][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[1][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[2][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[2][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[3][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[3][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[4][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[4][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[5][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[5][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[0][2] = s->heights[(tx+0) + (ty+0)*SECTHEIGHTSIZE];
vert[1][2] = s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE];
vert[2][2] = s->heights[(tx+1) + (ty+0)*SECTHEIGHTSIZE];
vert[3][2] = s->heights[(tx+0) + (ty+0)*SECTHEIGHTSIZE];
vert[4][2] = s->heights[(tx+0) + (ty+1)*SECTHEIGHTSIZE];
vert[5][2] = s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE];
}
else
#endif
{
vert[0][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[0][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[1][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[1][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[2][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[2][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[3][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[3][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[4][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+0)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[4][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[5][0] = (x-CHUNKBIAS)*hm->sectionsize + (tx+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;vert[5][1] = (y-CHUNKBIAS)*hm->sectionsize + (ty+1)/(float)(SECTHEIGHTSIZE-1)*hm->sectionsize;
vert[0][2] = s->heights[(tx+0) + (ty+0)*SECTHEIGHTSIZE];
vert[1][2] = s->heights[(tx+0) + (ty+1)*SECTHEIGHTSIZE];
vert[2][2] = s->heights[(tx+1) + (ty+0)*SECTHEIGHTSIZE];
vert[3][2] = s->heights[(tx+1) + (ty+0)*SECTHEIGHTSIZE];
vert[4][2] = s->heights[(tx+0) + (ty+1)*SECTHEIGHTSIZE];
vert[5][2] = s->heights[(tx+1) + (ty+1)*SECTHEIGHTSIZE];
}
//fixme: per-section shaders for clutter info. this kinda sucks.
Fragment_ClipPoly(dec, 3, &vert[0][0], hm->shader);
Fragment_ClipPoly(dec, 3, &vert[3][0], hm->shader);
}
}
}
}
}
#endif
unsigned int Heightmap_PointContentsHM(heightmap_t *hm, float clipmipsz, vec3_t org)
{
float x, y;
float z, tz;
int sx, sy;
unsigned int holerow;
unsigned int holebit;
hmsection_t *s;
struct hmwater_s *w;
unsigned int contents;
const float wbias = CHUNKBIAS * hm->sectionsize;
sx = (org[0]+wbias)/hm->sectionsize;
sy = (org[1]+wbias)/hm->sectionsize;
if (sx < hm->firstsegx || sy < hm->firstsegy)
return hm->exteriorcontents;
if (sx >= hm->maxsegx || sy >= hm->maxsegy)
return hm->exteriorcontents;
s = Terr_GetSection(hm, sx, sy, TGS_TRYLOAD | TGS_ANYSTATE);
if (!s || s->loadstate != TSLS_LOADED)
{
if (s && s->loadstate == TSLS_FAILED)
return hm->exteriorcontents;
return FTECONTENTS_SOLID;
}
x = (org[0]+wbias - (sx*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
y = (org[1]+wbias - (sy*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
z = (org[2]+clipmipsz);
if (z < s->minh-16)
return hm->exteriorcontents;
sx = x; x-=sx;
sy = y; y-=sy;
holerow = ((sy<<3)/(SECTHEIGHTSIZE-1));
holebit = 1u<<((sx<<3)/(SECTHEIGHTSIZE-1));
if (s->holes[holerow] & (1u<<holebit))
return FTECONTENTS_EMPTY;
//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
contents = FTECONTENTS_EMPTY;
for (w = s->water; w; w = w->next)
{
if (w->holes[holerow] & (1u<<holebit))
continue;
if (z < w->maxheight) //FIXME
contents |= w->contentmask;
}
return contents;
}
unsigned int Heightmap_PointContents(model_t *model, vec3_t axis[3], vec3_t org)
{
heightmap_t *hm = model->terrain;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int cont;
brushes_t *br;
unsigned int i, j;
float dist;
cont = Heightmap_PointContentsHM(hm, 0, org);
if (cont & FTECONTENTS_SOLID)
return cont;
for (i = 0; i < hm->numbrushes; i++)
{
br = &hm->wbrushes[i];
for (j = 0; j < br->numplanes; j++)
{
/*
for (k=0 ; k<3 ; k++)
{
if (in_normals[j][k] < 0)
best[k] = br->maxs[k];
else
best[k] = br->mins[k];
}
*/
dist = DotProduct (org/*best*/, br->planes[j]);
dist = br->planes[j][3] - dist;
if (dist < 0)
break;
}
if (j == br->numplanes)
{
cont |= br->contents;
}
}
return cont;
}
unsigned int Heightmap_NativeBoxContents(model_t *model, int hulloverride, framestate_t *framestate, vec3_t axis[3], vec3_t org, vec3_t mins, vec3_t maxs)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, mins[2], org);
}
void Heightmap_Normal(heightmap_t *hm, vec3_t org, vec3_t norm)
{
#if 0
norm[0] = 0;
norm[1] = 0;
norm[2] = 1;
#else
float x, y;
int sx, sy;
vec3_t d1, d2;
const float wbias = CHUNKBIAS * hm->sectionsize;
hmsection_t *s;
norm[0] = 0;
norm[1] = 0;
norm[2] = 1;
sx = (org[0]+wbias)/hm->sectionsize;
sy = (org[1]+wbias)/hm->sectionsize;
if (sx < hm->firstsegx || sy < hm->firstsegy)
return;
if (sx >= hm->maxsegx || sy >= hm->maxsegy)
return;
s = Terr_GetSection(hm, sx, sy, TGS_TRYLOAD);
if (!s)
return;
x = (org[0]+wbias - (sx*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
y = (org[1]+wbias - (sy*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
sx = x; x-=sx;
sy = y; y-=sy;
if (x+y>1) //the 1, 1 triangle
{
//0, 1
//1, 1
//1, 0
d1[0] = (hm->sectionsize / SECTHEIGHTSIZE);
d1[1] = 0;
d1[2] = (s->heights[(sx+1)+(sy+1)*SECTHEIGHTSIZE] - s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE]);
d2[0] = 0;
d2[1] = (hm->sectionsize / SECTHEIGHTSIZE);
d2[2] = (s->heights[(sx+1)+(sy+1)*SECTHEIGHTSIZE] - s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE]);
}
else
{ //the 0,0 triangle
//0, 1
//1, 0
//0, 0
d1[0] = (hm->sectionsize / SECTHEIGHTSIZE);
d1[1] = 0;
d1[2] = (s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE] - s->heights[(sx+0)+(sy+0)*SECTHEIGHTSIZE]);
d2[0] = 0;
d2[1] = (hm->sectionsize / SECTHEIGHTSIZE);
d2[2] = (s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE] - s->heights[(sx+0)+(sy+0)*SECTHEIGHTSIZE]);
}
VectorNormalize(d1);
VectorNormalize(d2);
CrossProduct(d1, d2, norm);
VectorNormalize(norm);
#endif
}
typedef struct {
vec3_t start;
vec3_t end;
vec3_t impact;
vec4_t plane;
vec3_t mins;
vec3_t maxs;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
vec3_t absmins;
vec3_t absmaxs;
vec3_t up;
vec3_t capsulesize;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
enum {ispoint, iscapsule, isbox} shape;
qboolean startsolid;
double nearfrac;
float truefrac;
float htilesize;
heightmap_t *hm;
int contents;
int hitcontentsmask;
trace_t *result;
#ifdef _DEBUG
qboolean debug;
#endif
} hmtrace_t;
static int Heightmap_Trace_Brush(hmtrace_t *tr, vec4_t *planes, int numplanes, brushes_t *brushinfo)
{
qboolean startout;
float *enterplane;
double enterfrac, exitfrac, nearfrac=0;
double enterdist=0;
double dist, d1, d2, f;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int i, j;
vec3_t ofs;
startout = false;
enterplane= NULL;
enterfrac = -1;
exitfrac = 10;
for (i = 0; i < numplanes; i++)
{
/*calculate the distance based upon the shape of the object we're tracing for*/
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
switch(tr->shape)
{
default:
case isbox: // general box case
// push the plane out apropriately for mins/maxs
// FIXME: use signbits into 8 way lookup for each mins/maxs
for (j=0 ; j<3 ; j++)
{
if (planes[i][j] < 0)
ofs[j] = tr->maxs[j];
else
ofs[j] = tr->mins[j];
}
dist = DotProduct (ofs, planes[i]);
dist = planes[i][3] - dist;
break;
case iscapsule:
dist = DotProduct(tr->up, planes[i]);
dist = dist*(tr->capsulesize[(dist<0)?1:2]) - tr->capsulesize[0];
dist = planes[i][3] - dist;
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case ispoint: // special point case
dist = planes[i][3];
break;
}
d1 = DotProduct (tr->start, planes[i]) - dist;
d2 = DotProduct (tr->end, planes[i]) - dist;
//if we're fully outside any plane, then we cannot possibly enter the brush, skip to the next one
if (d1 > 0 && d2 >= d1)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return false;
if (d1 > 0)
startout = true;
//if we're fully inside the plane, then whatever is happening is not relevent for this plane
if (d1 < 0 && d2 <= 0)
continue;
f = (d1) / (d1-d2);
if (d1 > d2)
{
//entered the brush. favour the furthest fraction to avoid extended edges (yay for convex shapes)
if (enterfrac < f)
{
enterfrac = f;
nearfrac = (d1 - (0.03125)) / (d1-d2);
enterplane = planes[i];
enterdist = dist;
}
}
else
{
//left the brush, favour the nearest plane (smallest frac)
if (exitfrac > f)
{
exitfrac = f;
}
}
}
//non-point traces need to clip against the brush's edges
if (brushinfo && tr->shape != ispoint && brushinfo->axialplanes != 0x3f)
{
static vec3_t axis[] = {{1,0,0},{0,1,0},{0,0,1},{-1,0,0},{0,-1,0},{0,0,-1}};
for (i = 0; i < 6; i++)
{
// if (brushinfo->axialplanes & (1u<<i))
// continue; //should have already checked this plane.
if (i >= 3)
{
/*calculate the distance based upon the shape of the object we're tracing for*/
switch(tr->shape)
{
default:
case isbox:
dist = -tr->maxs[i-3];
dist = -brushinfo->mins[i-3] - dist;
break;
case iscapsule:
dist = -tr->up[i-3];
dist = dist*(tr->capsulesize[(dist<0)?1:2]) - tr->capsulesize[0];
dist = -brushinfo->mins[i-3] - dist;
break;
case ispoint:
dist = -brushinfo->mins[i-3];
break;
}
d1 = -tr->start[i-3] - dist;
d2 = -tr->end[i-3] - dist;
}
else
{
switch(tr->shape)
{
default:
case isbox:
dist = brushinfo->maxs[i] - tr->mins[i];
break;
case iscapsule:
dist = tr->up[i];
dist = dist*(tr->capsulesize[(dist<0)?1:2]) - tr->capsulesize[0];
dist = brushinfo->maxs[i] - dist;
break;
case ispoint:
dist = brushinfo->maxs[i];
break;
}
d1 = (tr->start[i]) - dist;
d2 = (tr->end[i]) - dist;
}
//if we're fully outside any plane, then we cannot possibly enter the brush, skip to the next one
if (d1 > 0 && d2 >= d1)
return false;
if (d1 > 0)
startout = true;
//if we're fully inside the plane, then whatever is happening is not relevent for this plane
if (d1 <= 0 && d2 <= 0)
continue;
f = (d1) / (d1-d2);
if (d1 > d2)
{
//entered the brush. favour the furthest fraction to avoid extended edges (yay for convex shapes)
if (enterfrac < f)
{
enterfrac = f;
nearfrac = (d1 - (0.03125)) / (d1-d2);
enterplane = axis[i];
enterdist = dist;
}
}
else
{
//left the brush, favour the nearest plane (smallest frac)
if (exitfrac > f)
{
exitfrac = f;
}
}
}
}
if (!startout)
{
#if 0//def _DEBUG
if (tr->debug)
{
vecV_t facepoints[256];
unsigned int numpoints;
for (i = 0; i < numplanes; i++)
{
scenetris_t *t;
extern shader_t *shader_draw_fill;
//generate points now (so we know the correct mins+maxs for the brush, and whether the plane is relevent)
numpoints = Terr_GenerateBrushFace(facepoints, countof(facepoints), planes, numplanes, planes[i]);
if (cl_numstrisvert+numpoints > cl_maxstrisvert)
break;
if (cl_numstrisidx+(numpoints-2)*3 > cl_maxstrisidx)
break;
if (cl_numstris == cl_maxstris)
{
cl_maxstris+=8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader_draw_fill;
t->flags = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
for (j = 2; j < numpoints; j++)
{
cl_strisidx[cl_numstrisidx++] = 0;
cl_strisidx[cl_numstrisidx++] = j-1;
cl_strisidx[cl_numstrisidx++] = j;
}
for (j = 0; j < numpoints; j++)
{
VectorCopy(facepoints[j], cl_strisvertv[cl_numstrisvert]);
cl_strisvertv[cl_numstrisvert][2] += 1;
Vector4Set(cl_strisvertc[cl_numstrisvert], 1, 0, 0, 0.2);
Vector2Set(cl_strisvertt[cl_numstrisvert], 0, 0);
cl_numstrisvert++;
}
t->numidx = cl_numstrisidx - t->firstidx;
t->numvert = cl_numstrisvert-t->firstvert;
}
}
#endif
tr->startsolid = true;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return false;
}
if (enterfrac != -1 && enterfrac < exitfrac)
{
//impact!
if (enterfrac < tr->truefrac)
{
if (nearfrac < 0)
nearfrac = 0;
tr->nearfrac = nearfrac;
tr->truefrac = enterfrac;
tr->plane[3] = enterdist;
VectorCopy(enterplane, tr->plane);
#if 0//def _DEBUG
if (tr->debug)
{
vecV_t facepoints[256];
unsigned int numpoints;
for (i = 0; i < numplanes; i++)
{
scenetris_t *t;
extern shader_t *shader_draw_fill;
//generate points now (so we know the correct mins+maxs for the brush, and whether the plane is relevent)
numpoints = Terr_GenerateBrushFace(facepoints, countof(facepoints), planes, numplanes, planes[i]);
if (cl_numstrisvert+numpoints > cl_maxstrisvert)
break;
if (cl_numstrisidx+(numpoints-2)*3 > cl_maxstrisidx)
break;
if (cl_numstris == cl_maxstris)
{
cl_maxstris+=8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader_draw_fill;
t->flags = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
for (j = 2; j < numpoints; j++)
{
cl_strisidx[cl_numstrisidx++] = 0;
cl_strisidx[cl_numstrisidx++] = j-1;
cl_strisidx[cl_numstrisidx++] = j;
}
for (j = 0; j < numpoints; j++)
{
VectorCopy(facepoints[j], cl_strisvertv[cl_numstrisvert]);
cl_strisvertv[cl_numstrisvert][2] += 1;
Vector4Set(cl_strisvertc[cl_numstrisvert], 0, 1, 0, 0.2);
Vector2Set(cl_strisvertt[cl_numstrisvert], 0, 0);
cl_numstrisvert++;
}
t->numidx = cl_numstrisidx - t->firstidx;
t->numvert = cl_numstrisvert-t->firstvert;
}
}
#endif
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return ((vec4_t*)enterplane - planes)+1;
}
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return false;
}
//sx,sy are the tile coord
//note that tile SECTHEIGHTSIZE-1 does not exist, as the last sample overlaps the first sample of the next section
static void Heightmap_Trace_Square(hmtrace_t *tr, int tx, int ty)
{
vec3_t d[2];
vec3_t p[4];
vec4_t n[6];
int i;
#ifndef STRICTEDGES
float d1, d2;
#endif
int sx, sy;
hmsection_t *s;
unsigned int holerow;
unsigned int holebit;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
sx = tx/(SECTHEIGHTSIZE-1);
sy = ty/(SECTHEIGHTSIZE-1);
if (sx < tr->hm->firstsegx || sx >= tr->hm->maxsegx ||
sy < tr->hm->firstsegy || sy >= tr->hm->maxsegy)
s = NULL;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
else
s = Terr_GetSection(tr->hm, sx, sy, TGS_TRYLOAD|TGS_WAITLOAD|TGS_ANYSTATE);
if (!s || s->loadstate != TSLS_LOADED)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if ((tr->hitcontentsmask & tr->hm->exteriorcontents) || (s && s->loadstate != TSLS_FAILED))
{
//you're not allowed to walk into sections that have not loaded.
//might as well check the entire section instead of just one tile
Vector4Set(n[0], 1, 0, 0, (tx/(SECTHEIGHTSIZE-1) + 1 - CHUNKBIAS)*tr->hm->sectionsize);
Vector4Set(n[1], -1, 0, 0, -(tx/(SECTHEIGHTSIZE-1) + 0 - CHUNKBIAS)*tr->hm->sectionsize);
Vector4Set(n[2], 0, 1, 0, (ty/(SECTHEIGHTSIZE-1) + 1 - CHUNKBIAS)*tr->hm->sectionsize);
Vector4Set(n[3], 0, -1, 0, -(ty/(SECTHEIGHTSIZE-1) + 0 - CHUNKBIAS)*tr->hm->sectionsize);
Heightmap_Trace_Brush(tr, n, 4, NULL);
}
return;
}
if (s->traceseq != tr->hm->traceseq && s->numents)
{
s->traceseq = tr->hm->traceseq;
Sys_LockMutex(tr->hm->entitylock);
for (i = 0; i < s->numents; i++)
{
vec3_t start_l, end_l;
trace_t etr;
model_t *model;
if (s->ents[i]->traceseq == tr->hm->traceseq)
continue;
s->ents[i]->traceseq = tr->hm->traceseq;
model = s->ents[i]->ent.model;
//FIXME: IGNORE the entity if it isn't loaded yet? surely that's bad?
if (!model || model->loadstate != MLS_LOADED || !model->funcs.NativeTrace)
continue;
//figure out where on the submodel the trace is.
VectorSubtract (tr->start, s->ents[i]->ent.origin, start_l);
VectorSubtract (tr->end, s->ents[i]->ent.origin, end_l);
// start_l[2] -= tr->mins[2];
// end_l[2] -= tr->mins[2];
VectorScale(start_l, s->ents[i]->ent.scale, start_l);
VectorScale(end_l, s->ents[i]->ent.scale, end_l);
//skip if the local trace points are outside the model's bounds
/* for (j = 0; j < 3; j++)
{
if (start_l[j]+tr->mins[j] > model->maxs[j] && end_l[j]+tr->mins[j] > model->maxs[j])
continue;
if (start_l[j]+tr->maxs[j] < model->mins[j] && end_l[j]+tr->maxs[j] < model->mins[j])
continue;
}
*/
//do the trace
memset(&etr, 0, sizeof(etr));
etr.fraction = 1;
model->funcs.NativeTrace (model, 0, &s->ents[i]->ent.framestate, s->ents[i]->ent.axis, start_l, end_l, tr->mins, tr->maxs, tr->shape == iscapsule, tr->hitcontentsmask, &etr);
if (etr.startsolid)
{ //many many bsp objects are not enclosed 'properly' (qbsp strips any surfaces outside the world).
//this means that such bsps extend to infinity, resulting in sudden glitchy stuck issues when you enter a section containing such a bsp
//so if we started solid, constrain that solidity to the volume of the submodel
VectorCopy (s->ents[i]->ent.axis[0], n[0]);
VectorNegate(s->ents[i]->ent.axis[0], n[1]);
VectorCopy (s->ents[i]->ent.axis[1], n[2]);
VectorNegate(s->ents[i]->ent.axis[1], n[3]);
VectorCopy (s->ents[i]->ent.axis[2], n[4]);
VectorNegate(s->ents[i]->ent.axis[2], n[5]);
n[0][3] = DotProduct(n[0], s->ents[i]->ent.origin) + model->maxs[0];
n[1][3] = DotProduct(n[1], s->ents[i]->ent.origin) + -model->mins[0];
n[2][3] = DotProduct(n[2], s->ents[i]->ent.origin) + model->maxs[1];
n[3][3] = DotProduct(n[3], s->ents[i]->ent.origin) + -model->mins[1];
n[4][3] = DotProduct(n[4], s->ents[i]->ent.origin) + model->maxs[2];
n[5][3] = DotProduct(n[5], s->ents[i]->ent.origin) + -model->mins[2];
Heightmap_Trace_Brush(tr, n, 6, NULL);
}
else
{
tr->result->startsolid |= etr.startsolid;
tr->result->allsolid |= etr.allsolid;
if (etr.fraction < tr->nearfrac)
{
tr->contents = etr.contents;
tr->truefrac = etr.truefraction;
tr->nearfrac = etr.fraction;
tr->plane[3] = etr.plane.dist;
tr->plane[0] = etr.plane.normal[0];
tr->plane[1] = etr.plane.normal[1];
tr->plane[2] = etr.plane.normal[2];
}
}
}
Sys_UnlockMutex(tr->hm->entitylock);
}
sx = tx - CHUNKBIAS*(SECTHEIGHTSIZE-1);
sy = ty - CHUNKBIAS*(SECTHEIGHTSIZE-1);
tx = tx % (SECTHEIGHTSIZE-1);
ty = ty % (SECTHEIGHTSIZE-1);
holerow = ((ty<<3)/(SECTHEIGHTSIZE-1));
holebit = 1u<<((tx<<3)/(SECTHEIGHTSIZE-1));
if (s->holes[holerow] & holebit)
return; //no collision with holes
switch(tr->hm->mode)
{
case HMM_BLOCKS:
//left-most
Vector4Set(n[0], -1, 0, 0, -tr->htilesize*(sx+0));
//bottom-most
Vector4Set(n[1], 0, 1, 0, tr->htilesize*(sy+1));
//right-most
Vector4Set(n[2], 1, 0, 0, tr->htilesize*(sx+1));
//top-most
Vector4Set(n[3], 0, -1, 0, -tr->htilesize*(sy+0));
//top
Vector4Set(n[4], 0, 0, 1, s->heights[(tx+0)+(ty+0)*SECTHEIGHTSIZE]);
Heightmap_Trace_Brush(tr, n, 5, NULL);
return;
case HMM_TERRAIN:
VectorSet(p[0], tr->htilesize*(sx+0), tr->htilesize*(sy+0), s->heights[(tx+0)+(ty+0)*SECTHEIGHTSIZE]);
VectorSet(p[1], tr->htilesize*(sx+1), tr->htilesize*(sy+0), s->heights[(tx+1)+(ty+0)*SECTHEIGHTSIZE]);
VectorSet(p[2], tr->htilesize*(sx+0), tr->htilesize*(sy+1), s->heights[(tx+0)+(ty+1)*SECTHEIGHTSIZE]);
VectorSet(p[3], tr->htilesize*(sx+1), tr->htilesize*(sy+1), s->heights[(tx+1)+(ty+1)*SECTHEIGHTSIZE]);
VectorSet(n[5], 0, 0, 1);
#ifndef STRICTEDGES
d1 = fabs(p[0][2] - p[3][2]);
d2 = fabs(p[1][2] - p[2][2]);
if (d1 < d2)
{
/*generate the brush (in world space*/
{
VectorSubtract(p[3], p[0], d[0]);
VectorSubtract(p[2], p[0], d[1]);
//left-most
Vector4Set(n[0], -1, 0, 0, -tr->htilesize*(sx+0));
//bottom-most
Vector4Set(n[1], 0, 1, 0, tr->htilesize*(sy+1));
//top-right
VectorSet(n[2], 0.70710678118654752440084436210485, -0.70710678118654752440084436210485, 0);
n[2][3] = DotProduct(n[2], p[0]);
//top
VectorNormalize(d[0]);
VectorNormalize(d[1]);
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = DotProduct(n[3], p[0]);
//down
VectorNegate(n[3], n[4]);
n[4][3] = DotProduct(n[4], p[0]) - n[4][2]*TERRAINTHICKNESS;
n[5][3] = max(p[0][2], p[2][2]);
n[5][3] = max(n[5][3], p[3][2]);
Heightmap_Trace_Brush(tr, n, 6, NULL);
}
{
VectorSubtract(p[3], p[0], d[0]);
VectorSubtract(p[3], p[1], d[1]);
//right-most
Vector4Set(n[0], 1, 0, 0, tr->htilesize*(sx+1));
//top-most
Vector4Set(n[1], 0, -1, 0, -tr->htilesize*(sy+0));
//bottom-left
VectorSet(n[2], -0.70710678118654752440084436210485, 0.70710678118654752440084436210485, 0);
n[2][3] = DotProduct(n[2], p[0]);
//top
VectorNormalize(d[0]);
VectorNormalize(d[1]);
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = DotProduct(n[3], p[0]);
//down
VectorNegate(n[3], n[4]);
n[4][3] = DotProduct(n[4], p[0]) - n[4][2]*TERRAINTHICKNESS;
n[5][3] = max(p[0][2], p[1][2]);
n[5][3] = max(n[5][3], p[3][2]);
Heightmap_Trace_Brush(tr, n, 6, NULL);
}
}
else
#endif
{
/*generate the brush (in world space*/
{
VectorSubtract(p[1], p[0], d[0]);
VectorSubtract(p[2], p[0], d[1]);
//left-most
Vector4Set(n[0], -1, 0, 0, -tr->htilesize*(sx+0));
//top-most
Vector4Set(n[1], 0, -1, 0, -tr->htilesize*(sy+0));
//bottom-right
VectorSet(n[2], 0.70710678118654752440084436210485, 0.70710678118654752440084436210485, 0);
n[2][3] = DotProduct(n[2], p[1]);
//top
VectorNormalize(d[0]);
VectorNormalize(d[1]);
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = DotProduct(n[3], p[1]);
//down
VectorNegate(n[3], n[4]);
n[4][3] = DotProduct(n[4], p[1]) - n[4][2]*TERRAINTHICKNESS;
n[5][3] = max(p[0][2], p[1][2]);
n[5][3] = max(n[5][3], p[2][2]);
Heightmap_Trace_Brush(tr, n, 6, NULL);
}
{
VectorSubtract(p[3], p[2], d[0]);
VectorSubtract(p[3], p[1], d[1]);
//right-most
Vector4Set(n[0], 1, 0, 0, tr->htilesize*(sx+1));
//bottom-most
Vector4Set(n[1], 0, 1, 0, tr->htilesize*(sy+1));
//top-left
VectorSet(n[2], -0.70710678118654752440084436210485, -0.70710678118654752440084436210485, 0);
n[2][3] = DotProduct(n[2], p[1]);
//top
VectorNormalize(d[0]);
VectorNormalize(d[1]);
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = DotProduct(n[3], p[1]);
//down
VectorNegate(n[3], n[4]);
n[4][3] = DotProduct(n[4], p[1]) - n[4][2]*TERRAINTHICKNESS;
n[5][3] = max(p[1][2], p[2][2]);
n[5][3] = max(n[5][3], p[3][2]);
Heightmap_Trace_Brush(tr, n, 6, NULL);
}
}
break;
}
}
#define DIST_EPSILON 0
/*
Heightmap_TraceRecurse
Traces an arbitary box through a heightmap. (interface with outside)
Why is recursion good?
1: it is consistant with bsp models. :)
2: it allows us to use any size model we want
3: we don't have to work out the height of the terrain every X units, but can be more precise.
Obviously, we don't care all that much about 1
*/
qboolean Heightmap_Trace(struct model_s *model, int hulloverride, framestate_t *framestate, vec3_t mataxis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, qboolean capsule, unsigned int against, struct trace_s *trace)
{
vec2_t pos;
vec2_t frac;
vec2_t emins;
vec2_t emaxs;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
vec3_t tmp;
int ipos[2], npos[2];
int x, y, e;
int axis;
int breaklimit = 1000;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
float zbias;
hmtrace_t hmtrace;
hmtrace.hm = model->terrain;
hmtrace.hm->traceseq++;
hmtrace.htilesize = hmtrace.hm->sectionsize / (SECTHEIGHTSIZE-1);
hmtrace.nearfrac = hmtrace.truefrac = 1;
hmtrace.contents = 0;
hmtrace.hitcontentsmask = against;
hmtrace.plane[0] = 0;
hmtrace.plane[1] = 0;
hmtrace.plane[2] = 0;
hmtrace.plane[3] = 0;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (capsule)
{
hmtrace.shape = iscapsule;
zbias = 0;
if (mataxis)
VectorSet(hmtrace.up, mataxis[0][2], -mataxis[1][2], mataxis[2][2]);
else
VectorSet(hmtrace.up, 0, 0, 1);
//determine the capsule sizes
hmtrace.capsulesize[0] = ((maxs[0]-mins[0]) + (maxs[1]-mins[1]))/4.0;
hmtrace.capsulesize[1] = maxs[2];
hmtrace.capsulesize[2] = mins[2];
// zbias = (trace_capsulesize[1] > -hmtrace.capsulesize[2])?hmtrace.capsulesize[1]:-hmtrace.capsulesize[2];
hmtrace.capsulesize[1] -= hmtrace.capsulesize[0];
hmtrace.capsulesize[2] += hmtrace.capsulesize[0];
zbias = 0;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
else if (mins[0] || mins[1] || mins[2] || maxs[0] || maxs[1] || maxs[2])
{
hmtrace.shape = isbox;
zbias = 0;
}
else
{
hmtrace.shape = ispoint;
zbias = mins[2];
}
memset(trace, 0, sizeof(*trace));
hmtrace.result = trace;
hmtrace.startsolid = false;
//to tile space
hmtrace.start[0] = (start[0]);
hmtrace.start[1] = (start[1]);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
hmtrace.start[2] = (start[2] + zbias);
hmtrace.end[0] = (end[0]);
hmtrace.end[1] = (end[1]);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
hmtrace.end[2] = (end[2] + zbias);
// mins = vec3_origin;
// maxs = vec3_origin;
VectorCopy(mins, hmtrace.mins);
VectorCopy(maxs, hmtrace.maxs);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//determine extents
VectorAdd(hmtrace.start, hmtrace.mins, hmtrace.absmins);
VectorCopy(hmtrace.absmins, hmtrace.absmaxs);
VectorAdd(hmtrace.start, hmtrace.maxs, tmp);
AddPointToBounds (tmp, hmtrace.absmins, hmtrace.absmaxs);
VectorAdd(hmtrace.end, hmtrace.mins, tmp);
AddPointToBounds (tmp, hmtrace.absmins, hmtrace.absmaxs);
VectorAdd(hmtrace.end, hmtrace.maxs, tmp);
AddPointToBounds (tmp, hmtrace.absmins, hmtrace.absmaxs);
hmtrace.absmaxs[0] += 1;
hmtrace.absmaxs[1] += 1;
hmtrace.absmaxs[2] += 1;
hmtrace.absmins[0] -= 1;
hmtrace.absmins[1] -= 1;
hmtrace.absmins[2] -= 1;
//figure out where we are in terms of tiles
pos[0] = (hmtrace.start[0]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
pos[1] = (hmtrace.start[1]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
emins[0] = (mins[0]-1.5)/hmtrace.htilesize;
emins[1] = (mins[1]-1.5)/hmtrace.htilesize;
emaxs[0] = (maxs[0]+1.5)/hmtrace.htilesize;
emaxs[1] = (maxs[1]+1.5)/hmtrace.htilesize;
//Test code
if (0)
{
vec2_t minb, maxb;
Vector2Copy(pos, minb);
Vector2Copy(pos, maxb);
npos[0] = (hmtrace.end[0]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
npos[1] = (hmtrace.end[1]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
if (npos[0] > pos[0])
maxb[0] = pos[0];
else
minb[0] = pos[0];
if (npos[1] > pos[1])
maxb[1] = pos[1];
else
minb[1] = pos[1];
minb[0] += emins[0];
minb[1] += emins[1];
maxb[0] += emaxs[0];
maxb[1] += emaxs[1];
for (y = floor(minb[1]); y <= ceil(maxb[1]); y++)
for (x = floor(minb[0]); x <= ceil(maxb[0]); x++)
Heightmap_Trace_Square(&hmtrace, x, y);
}
//make sure the start tile is valid
for (y = floor(pos[1] + emins[1]); y <= ceil(pos[1] + emaxs[1]); y++)
for (x = floor(pos[0] + emins[0]); x <= ceil(pos[0] + emaxs[0]); x++)
Heightmap_Trace_Square(&hmtrace, x, y);
//now walk over the terrain
if (hmtrace.end[0] != hmtrace.start[0] || hmtrace.end[1] != hmtrace.start[1])
{
vec2_t dir, trstart, trdist;
//figure out the leading point
for (axis = 0; axis < 2; axis++)
{
trdist[axis] = hmtrace.end[axis]-hmtrace.start[axis];
dir[axis] = (hmtrace.end[axis] - hmtrace.start[axis])/hmtrace.htilesize;
if (dir[axis] > 0)
{
ipos[axis] = pos[axis] + emins[axis];
trstart[axis] = CHUNKBIAS*hmtrace.hm->sectionsize + (maxs[axis]) + hmtrace.start[axis];
}
else
{
ipos[axis] = pos[axis] + emaxs[axis];
trstart[axis] = CHUNKBIAS*hmtrace.hm->sectionsize + (mins[axis]) + hmtrace.start[axis];
}
trstart[axis] /= hmtrace.htilesize;
trdist[axis] /= hmtrace.htilesize;
}
for(;;)
{
if (breaklimit--< 0)
break;
for (axis = 0; axis < 2; axis++)
{
if (dir[axis] > 0)
{
npos[axis] = ipos[axis]+1;
frac[axis] = (npos[axis]-trstart[axis])/trdist[axis];
}
else if (dir[axis] < 0)
{
npos[axis] = ipos[axis];
frac[axis] = (ipos[axis]-trstart[axis])/trdist[axis];
}
else
frac[axis] = 1000000000000000.0;
}
//which side are we going down?
if (frac[0] < frac[1])
axis = 0;
else
axis = 1;
if (frac[axis] >= 1)
break;
//progress to the crossed boundary
if (dir[axis] < 0)
ipos[axis] = ipos[axis]-1;
else
ipos[axis] = ipos[axis]+1;
axis = !axis;
if (dir[axis] > 0)
{ //leading edge is on the right, so start on the left and keep going until we hit the leading edge
npos[0] = ipos[0];
npos[1] = ipos[1];
npos[axis] -= ceil(emins[axis]-emaxs[axis]);
e = ipos[axis];
npos[axis] -= 1;
e++;
for (; npos[axis] <= e; npos[axis]++)
Heightmap_Trace_Square(&hmtrace, npos[0], npos[1]);
}
else
{
//leading edge is on the left
npos[0] = ipos[0];
npos[1] = ipos[1];
e = ipos[axis] + ceil(emaxs[axis]-emins[axis]);
npos[axis] -= 1;
e++;
for (; npos[axis] <= e; npos[axis]++)
Heightmap_Trace_Square(&hmtrace, npos[0], npos[1]);
}
// axis = !axis;
//and make sure our position on the other axis is correct, for the next time around the loop
// if (frac[axis] > hmtrace.truefrac)
// break;
}
}
//FIXME: optimise into the section grid
{
brushes_t *brushes = hmtrace.hm->wbrushes;
int count = hmtrace.hm->numbrushes;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (count = hmtrace.hm->numbrushes; count-->0; brushes++)
{
if (brushes->contents & against)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
int face;
if (hmtrace.absmaxs[0] < brushes->mins[0] ||
hmtrace.absmaxs[1] < brushes->mins[1] ||
hmtrace.absmaxs[2] < brushes->mins[2])
continue;
if (hmtrace.absmins[0] > brushes->maxs[0] ||
hmtrace.absmins[1] > brushes->maxs[1] ||
hmtrace.absmins[2] > brushes->maxs[2])
continue;
face = Heightmap_Trace_Brush(&hmtrace, brushes->planes, brushes->numplanes, brushes);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (face)
{
trace->brush_id = brushes->id;
trace->brush_face = face;
}
}
}
}
trace->plane.dist = hmtrace.plane[3];
trace->plane.normal[0] = hmtrace.plane[0];
trace->plane.normal[1] = hmtrace.plane[1];
trace->plane.normal[2] = hmtrace.plane[2];
trace->startsolid = trace->allsolid = hmtrace.startsolid;
if (hmtrace.nearfrac < 0)
hmtrace.nearfrac = 0;
trace->fraction = hmtrace.nearfrac;
trace->truefraction = hmtrace.truefrac;
VectorInterpolate(start, hmtrace.nearfrac, end, trace->endpos);
return trace->fraction < 1;
}
qboolean Heightmap_Trace_Test(struct model_s *model, int hulloverride, framestate_t *framestate, vec3_t mataxis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, qboolean capsule, unsigned int against, struct trace_s *trace)
{
qboolean ret = Heightmap_Trace(model, hulloverride, framestate, mataxis, start, end, mins, maxs, capsule, against, trace);
if (!trace->startsolid)
{
trace_t testtrace;
Heightmap_Trace(model, hulloverride, framestate, mataxis, trace->endpos, trace->endpos, mins, maxs, capsule, against, &testtrace);
if (testtrace.startsolid)
{
Con_DPrintf("Trace became solid\n");
trace->fraction = 0;
VectorCopy(start, trace->endpos);
trace->startsolid = trace->allsolid = true;
}
}
return ret;
}
typedef struct
{
int id;
int pos[3];
} hmpvs_t;
typedef struct
{
int id;
int min[3], max[3];
} hmpvsent_t;
unsigned int Heightmap_FatPVS (model_t *mod, vec3_t org, pvsbuffer_t *pvsbuffer, qboolean add)
{
//embed the org onto the pvs
hmpvs_t *hmpvs;
if (pvsbuffer->buffersize < sizeof(*hmpvs))
pvsbuffer->buffer = BZ_Realloc(pvsbuffer->buffer, pvsbuffer->buffersize=sizeof(*hmpvs));
hmpvs = (hmpvs_t*)pvsbuffer->buffer;
hmpvs->id = 0xdeadbeef;
VectorCopy(org, hmpvs->pos);
return sizeof(*hmpvs);
}
#ifndef CLIENTONLY
qboolean Heightmap_EdictInFatPVS (model_t *mod, struct pvscache_s *edict, qbyte *pvsdata)
{
heightmap_t *hm = mod->terrain;
int o[3], i;
hmpvs_t *hmpvs = (hmpvs_t*)pvsdata;
hmpvsent_t *hmed = (hmpvsent_t*)edict;
if (!hm->culldistance)
return true;
//check distance
for (i = 0; i < 3; i++)
{
if (hmpvs->pos[i] < hmed->min[i])
o[i] = hmed->min[i] - hmpvs->pos[i];
else if (hmpvs->pos[i] > hmed->max[i])
o[i] = hmed->max[i] - hmpvs->pos[i];
else
o[i] = 0;
}
return DotProduct(o,o) < hm->culldistance;
}
void Heightmap_FindTouchedLeafs (model_t *mod, pvscache_t *ent, float *mins, float *maxs)
{
hmpvsent_t *hmed = (hmpvsent_t*)ent;
VectorCopy(mins, hmed->min);
VectorCopy(maxs, hmed->max);
}
#endif
void Heightmap_LightPointValues (model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
res_diffuse[0] = 128;
res_diffuse[1] = 128;
res_diffuse[2] = 128;
res_ambient[0] = 64;
res_ambient[1] = 64;
res_ambient[2] = 64;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
res_dir[0] = 1;//sin(time);
res_dir[1] = 0;//cos(time);
res_dir[2] = 0;//sin(time);
VectorNormalize(res_dir);
}
void Heightmap_StainNode (mnode_t *node, float *parms)
{
}
void Heightmap_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
}
qbyte *Heightmap_ClusterPVS (model_t *model, int num, pvsbuffer_t *buffer, pvsmerge_t merge)
{
return NULL;
// static qbyte heightmappvs = 255;
// return &heightmappvs;
}
int Heightmap_ClusterForPoint (model_t *model, vec3_t point)
{
return -1;
}
#ifndef SERVERONLY
static unsigned char *QDECL Terr_GetLightmap(hmsection_t *s, int idx, qboolean edit)
{
unsigned char *lm;
int x = idx % SECTTEXSIZE, y = idx / SECTTEXSIZE;
if (s->lightmap < 0)
{
Terr_LoadSection(s->hmmod, s, s->sx, s->sy, true);
Terr_InitLightmap(s, true);
}
if (s->lightmap < 0)
return NULL;
if (edit)
{
s->flags |= TSF_EDITED;
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.r = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.b = HMLMSTRIDE;
}
lm = lightmap[s->lightmap]->lightmaps;
lm += ((s->lmy+y) * HMLMSTRIDE + (s->lmx+x)) * lightmap_bytes;
return lm;
}
static void ted_dorelight(heightmap_t *hm)
{
unsigned char *lm = Terr_GetLightmap(hm->relight, 0, true);
int x, y;
#define EXPAND 2
vec3_t surfnorms[(SECTTEXSIZE+EXPAND*2)*(SECTTEXSIZE+EXPAND*2)];
// float scaletab[EXPAND*2*EXPAND*2];
vec3_t ldir = {0.4, 0.7, 2};
hmsection_t *s = hm->relight;
s->flags &= ~TSF_RELIGHT;
hm->relight = NULL;
if (s->lightmap < 0)
return;
for (y = -EXPAND; y < SECTTEXSIZE+EXPAND; y++)
for (x = -EXPAND; x < SECTTEXSIZE+EXPAND; x++)
{
vec3_t pos;
pos[0] = hm->relightmin[0] + (x*hm->sectionsize/(SECTTEXSIZE-1));
pos[1] = hm->relightmin[1] + (y*hm->sectionsize/(SECTTEXSIZE-1));
pos[2] = 0;
Heightmap_Normal(s->hmmod, pos, surfnorms[x+EXPAND + (y+EXPAND)*(SECTTEXSIZE+EXPAND*2)]);
}
VectorNormalize(ldir);
for (y = 0; y < SECTTEXSIZE; y++, lm += (HMLMSTRIDE-SECTTEXSIZE)*4)
for (x = 0; x < SECTTEXSIZE; x++, lm += 4)
{
vec3_t norm;
float d;
int sx,sy;
VectorClear(norm);
for (sy = -EXPAND; sy <= EXPAND; sy++)
for (sx = -EXPAND; sx <= EXPAND; sx++)
{
d = sqrt((EXPAND*2+1)*(EXPAND*2+1) - sx*sx+sy*sy);
VectorMA(norm, d, surfnorms[x+sx+EXPAND + (y+sy+EXPAND)*(SECTTEXSIZE+EXPAND*2)], norm);
}
VectorNormalize(norm);
d = DotProduct(ldir, norm);
if (d < 0)
d = 0;
// lm[0] = norm[0]*127 + 128;
// lm[1] = norm[1]*127 + 128;
// lm[2] = norm[2]*127 + 128;
lm[3] = 127 + d*128;
}
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.r = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.b = HMLMSTRIDE;
}
static void ted_sethole(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned int row = idx/9;
unsigned int col = idx%9;
unsigned int bit;
unsigned int mask;
if (row == 8 || col == 8)
return; //meh, our painting function is written with an overlap of 1
if (w <= 0)
return;
mask = 1u<<(col);
if (*(float*)ctx > 0)
bit = mask;
else
bit = 0;
s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED;
s->holes[row] = (s->holes[row] & ~mask) | bit;
}
static void ted_heighttally(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
/*raise the terrain*/
((float*)ctx)[0] += s->heights[idx]*w;
((float*)ctx)[1] += w;
}
static void ted_heightsmooth(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_RELIGHT;
/*interpolate the terrain towards a certain value*/
if (IS_NAN(s->heights[idx]))
s->heights[idx] = *(float*)ctx;
else
s->heights[idx] = s->heights[idx]*(1-w) + w**(float*)ctx;
}
static void ted_heightdebug(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
int tx = idx/SECTHEIGHTSIZE, ty = idx % SECTHEIGHTSIZE;
s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_RELIGHT;
/*interpolate the terrain towards a certain value*/
if (tx == 16)
tx = 0;
if (ty == 16)
ty = 0;
// if (ty < tx)
// tx = ty;
s->heights[idx] = (tx>>1) * 32 + (ty>>1) * 32;
}
static void ted_heightraise(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength)
{
s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_RELIGHT;
/*raise the terrain*/
s->heights[idx] += strength;
}
static void ted_heightset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength)
{
s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_RELIGHT;
/*set the terrain to a specific value*/
s->heights[idx] = *(float*)ctx;
}
static void ted_waterset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength)
{
struct hmwater_s *w = s->water;
if (!w)
w = Terr_GenerateWater(s, *(float*)ctx);
s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED;
//FIXME: water doesn't render properly. don't let people make dodgy water regions because they can't see it.
//this is temp code.
//for (idx = 0; idx < 9*9; idx++)
//w->heights[idx] = *(float*)ctx;
//end fixme
w->heights[idx] = *(float*)ctx;
if (w->minheight > w->heights[idx])
w->minheight = w->heights[idx];
if (w->maxheight < w->heights[idx])
w->maxheight = w->heights[idx];
//FIXME: what about holes?
}
static void ted_texconcentrate(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = Terr_GetLightmap(s, idx, true);
s->flags |= TSF_NOTIFY|TSF_EDITED;
/*concentrate the lightmap values to a single channel*/
if (lm[0] > lm[1] && lm[0] > lm[2] && lm[0] > (255-(lm[0]+lm[1]+lm[2])))
{
lm[0] = lm[0]*(1-w) + 255*(w);
lm[1] = lm[1]*(1-w) + 0*(w);
lm[2] = lm[2]*(1-w) + 0*(w);
}
else if (lm[1] > lm[2] && lm[1] > (255-(lm[0]+lm[1]+lm[2])))
{
lm[0] = lm[0]*(1-w) + 0*(w);
lm[1] = lm[1]*(1-w) + 255*(w);
lm[2] = lm[2]*(1-w) + 0*(w);
}
else if (lm[2] > (255-(lm[0]+lm[1]+lm[2])))
{
lm[0] = lm[0]*(1-w) + 0*(w);
lm[1] = lm[1]*(1-w) + 0*(w);
lm[2] = lm[2]*(1-w) + 255*(w);
}
else
{
lm[0] = lm[0]*(1-w) + 0*(w);
lm[1] = lm[1]*(1-w) + 0*(w);
lm[2] = lm[2]*(1-w) + 0*(w);
}
}
static void ted_texnoise(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = Terr_GetLightmap(s, idx, true);
vec4_t v;
float sc;
s->flags |= TSF_NOTIFY|TSF_EDITED;
/*randomize the lightmap somewhat (you'll probably want to concentrate it a bit after)*/
v[0] = (rand()&255);
v[1] = (rand()&255);
v[2] = (rand()&255);
v[3] = (rand()&255);
sc = v[0] + v[1] + v[2] + v[3];
Vector4Scale(v, 255/sc, v);
lm[0] = lm[0]*(1-w) + (v[0]*(w));
lm[1] = lm[1]*(1-w) + (v[1]*(w));
lm[2] = lm[2]*(1-w) + (v[2]*(w));
}
static void ted_texpaint(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = Terr_GetLightmap(s, idx, true);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
const char *texname = ctx;
int t;
vec4_t newval;
if (w > 1)
w = 1;
s->flags |= TSF_NOTIFY|TSF_EDITED;
for (t = 0; t < 4; t++)
{
if (!strncmp(s->texname[t], texname, sizeof(s->texname[t])-1))
{
int extra;
newval[0] = (t == 0);
newval[1] = (t == 1);
newval[2] = (t == 2);
newval[3] = (t == 3);
extra = 255 - (lm[0]+lm[1]+lm[2]);
lm[2] = lm[2]*(1-w) + (255*newval[0]*(w));
lm[1] = lm[1]*(1-w) + (255*newval[1]*(w));
lm[0] = lm[0]*(1-w) + (255*newval[2]*(w));
extra = extra*(1-w) + (255*newval[3]*(w));
//the extra stuff is to cope with numerical precision. add any lost values to the new texture instead of the implicit one
extra = 255 - (extra+lm[0]+lm[1]+lm[2]);
if (t != 3)
lm[2-t] += extra;
return;
}
}
/*special handling to make a section accept the first texture painted on it as a base texture. no more chessboard*/
if (!*s->texname[0] && !*s->texname[1] && !*s->texname[2] && !*s->texname[3])
{
Q_strncpyz(s->texname[3], texname, sizeof(s->texname[3]));
Terr_LoadSectionTextures(s);
for (idx = 0; idx < SECTTEXSIZE*SECTTEXSIZE; idx++)
{
lm = Terr_GetLightmap(s, idx, true);
lm[2] = 0;
lm[1] = 0;
lm[0] = 0;
}
return;
}
for (t = 0; t < 4; t++)
{
if (!*s->texname[t])
{
Q_strncpyz(s->texname[t], texname, sizeof(s->texname[t]));
newval[0] = (t == 0);
newval[1] = (t == 1);
newval[2] = (t == 2);
lm[2] = lm[2]*(1-w) + (255*newval[0]*(w));
lm[1] = lm[1]*(1-w) + (255*newval[1]*(w));
lm[0] = lm[0]*(1-w) + (255*newval[2]*(w));
Terr_LoadSectionTextures(s);
return;
}
}
}
static void ted_texreplace(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
if (w > 0)
ted_texpaint(ctx, s, idx, wx, wy, 1);
}
/*
static void ted_texlight(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
vec3_t pos, pos2;
vec3_t norm, tnorm;
vec3_t ldir = {0.4, 0.7, 2};
float d;
int x,y;
trace_t tr;
VectorClear(norm);
for (y = -4; y < 4; y++)
for (x = -4; x < 4; x++)
{
pos[0] = wx - (CHUNKBIAS + x/64.0) * s->hmmod->sectionsize;
pos[1] = wy - (CHUNKBIAS + y/64.0) * s->hmmod->sectionsize;
#if 0
pos[2] = 10000;
pos2[0] = wx - (CHUNKBIAS + x/64.0) * s->hmmod->sectionsize;
pos2[1] = wy - (CHUNKBIAS + y/64.0) * s->hmmod->sectionsize;
pos2[2] = -10000;
Heightmap_Trace(cl.worldmodel, 0, 0, NULL, pos, pos2, vec3_origin, vec3_origin, FTECONTENTS_SOLID, &tr);
VectorCopy(tr.plane.normal, tnorm);
#else
Heightmap_Normal(s->hmmod, pos, tnorm);
#endif
d = sqrt(32 - x*x+y*y);
VectorMA(norm, d, tnorm, norm);
}
VectorNormalize(ldir);
VectorNormalize(norm);
d = DotProduct(ldir, norm);
if (d < 0)
d = 0;
lm[3] = d*255;
}
*/
static void ted_texset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = Terr_GetLightmap(s, idx, true);
if (w > 1)
w = 1;
s->flags |= TSF_NOTIFY|TSF_EDITED;
lm[2] = lm[2]*(1-w) + (255*((float*)ctx)[0]*(w));
lm[1] = lm[1]*(1-w) + (255*((float*)ctx)[1]*(w));
lm[0] = lm[0]*(1-w) + (255*((float*)ctx)[2]*(w));
}
static void ted_textally(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = Terr_GetLightmap(s, idx, false);
((float*)ctx)[0] += lm[0]*w;
((float*)ctx)[1] += lm[1]*w;
((float*)ctx)[2] += lm[2]*w;
((float*)ctx)[3] += w;
}
static void ted_tint(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
float *col = s->colours[idx];
float *newval = ctx;
if (w > 1)
w = 1;
s->flags |= TSF_NOTIFY|TSF_DIRTY|TSF_EDITED|TSF_HASCOLOURS; /*dirty because of the vbo*/
col[0] = col[0]*(1-w) + (newval[0]*(w));
col[1] = col[1]*(1-w) + (newval[1]*(w));
col[2] = col[2]*(1-w) + (newval[2]*(w));
col[3] = col[3]*(1-w) + (newval[3]*(w));
}
enum
{
tid_linear,
tid_exponential,
tid_square_linear,
tid_square_exponential,
tid_flat
};
//calls 'func' for each tile upon the terrain. the 'tile' can be either height or texel
static void ted_itterate(heightmap_t *hm, int distribution, float *pos, float radius, float strength, int steps, void(*func)(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength), void *ctx)
{
int tx, ty;
float wx, wy;
float sc[2];
int min[2], max[2];
int sx,sy;
hmsection_t *s;
float w, xd, yd;
if (radius < 0)
{
radius *= -1;
distribution |= 2;
}
min[0] = floor((pos[0] - radius)/(hm->sectionsize) - 1.5);
min[1] = floor((pos[1] - radius)/(hm->sectionsize) - 1.5);
max[0] = ceil((pos[0] + radius)/(hm->sectionsize) + 1.5);
max[1] = ceil((pos[1] + radius)/(hm->sectionsize) + 1.5);
min[0] = bound(hm->firstsegx, min[0], hm->maxsegx);
min[1] = bound(hm->firstsegy, min[1], hm->maxsegy);
max[0] = bound(hm->firstsegx, max[0], hm->maxsegx);
max[1] = bound(hm->firstsegy, max[1], hm->maxsegy);
sc[0] = hm->sectionsize/(steps-1);
sc[1] = hm->sectionsize/(steps-1);
for (sy = min[1]; sy < max[1]; sy++)
{
for (sx = min[0]; sx < max[0]; sx++)
{
s = Terr_GetSection(hm, sx, sy, TGS_WAITLOAD|TGS_DEFAULTONFAIL);
if (!s)
continue;
for (ty = 0; ty < steps; ty++)
{
wy = (sy*(steps-1.0) + ty)*sc[1];
yd = wy - pos[1];// - sc[1]/4;
for (tx = 0; tx < steps; tx++)
{
/*both heights and textures have an overlapping/matching sample at the edge, there's no need for any half-pixels or anything here*/
wx = (sx*(steps-1.0) + tx)*sc[0];
xd = wx - pos[0];// - sc[0]/4;
switch(distribution)
{
case tid_exponential:
w = radius*radius - (xd*xd+yd*yd);
if (w > 0)
func(ctx, s, tx+ty*steps, wx, wy, sqrt(w)*strength/(radius));
break;
case tid_linear:
w = radius - sqrt(xd*xd+yd*yd);
if (w > 0)
func(ctx, s, tx+ty*steps, wx, wy, w*strength/(radius));
break;
case tid_square_exponential:
w = max(fabs(xd), fabs(yd));
w = radius*radius - w*w;
if (w > 0)
func(ctx, s, tx+ty*steps, wx, wy, sqrt(w)*strength/(radius));
break;
case tid_square_linear:
w = max(fabs(xd), fabs(yd));
w = radius - w;
if (w > 0)
func(ctx, s, tx+ty*steps, wx, wy, w*strength/(radius));
break;
case tid_flat:
w = max(fabs(xd), fabs(yd));
w = radius - w;
if (w > 0)
func(ctx, s, tx+ty*steps, wx, wy, strength);
break;
}
}
}
}
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void ted_texkill(hmsection_t *s, const char *killtex)
{
int x, y, t, to;
if (!s)
return;
for (t = 0; t < 4; t++)
{
if (!strcmp(s->texname[t], killtex))
{
unsigned char *lm = Terr_GetLightmap(s, 0, true);
s->flags |= TSF_EDITED;
s->texname[t][0] = 0;
for (to = 0; to < 4; to++)
if (*s->texname[to])
break;
if (to == 4)
to = 0;
if (to == 0 || to == 2)
to = 2 - to;
if (t == 0 || t == 2)
t = 2 - t;
for (y = 0; y < SECTTEXSIZE; y++)
{
for (x = 0; x < SECTTEXSIZE; x++, lm+=4)
{
if (t == 3)
{
//to won't be 3
lm[to] = lm[to] + (255 - (lm[0] + lm[1] + lm[2]));
}
else
{
if (to != 3)
lm[to] = (lm[to]+lm[t])&0xff;
lm[t] = 0;
}
}
lm += SECTTEXSIZE*4*(LMCHUNKS-1);
}
if (t == 0 || t == 2)
t = 2 - t;
Terr_LoadSectionTextures(s);
}
}
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
void QCBUILTIN PF_terrain_edit(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
int action = G_FLOAT(OFS_PARM0);
vec3_t pos;// G_VECTOR(OFS_PARM1);
float radius = G_FLOAT(OFS_PARM2);
float quant = G_FLOAT(OFS_PARM3);
int modelindex = ((wedict_t*)PROG_TO_EDICT(prinst, *vmw->g.self))->v->modelindex;
// G_FLOAT(OFS_RETURN) = Heightmap_Edit(w->worldmodel, action, pos, radius, quant);
model_t *mod = vmw->Get_CModel(vmw, modelindex);
heightmap_t *hm;
vec4_t tally;
G_FLOAT(OFS_RETURN) = 0;
if (!mod)
return;
if (!mod->terrain)
{
if (mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
}
if (mod->loadstate != MLS_LOADED)
return;
switch(action)
{
case ter_ent_get:
{
int idx = G_INT(OFS_PARM1);
if (!mod->numentityinfo)
Mod_ParseEntities(mod);
if (idx >= mod->numentityinfo || !mod->entityinfo[idx].keyvals)
G_INT(OFS_RETURN) = 0;
else
G_INT(OFS_RETURN) = PR_TempString(prinst, mod->entityinfo[idx].keyvals);
}
return;
case ter_ent_set:
{
int idx = G_INT(OFS_PARM1);
int id;
const char *newvals;
if (idx >= MAX_EDICTS) //we need some sanity limit... many ents will get removed like lights so this one isn't quite correct, but it'll be in the right sort of ballpark.
{
G_INT(OFS_RETURN) = 0;
return;
}
//if there's no ents, then that's a problem. make sure that there's at least a worldspawn.
if (!mod->numentityinfo)
Mod_ParseEntities(mod);
//make sure we don't have any cached entities string, by wiping it all.
Z_Free((char*)mod->entities_raw);
mod->entities_raw = NULL;
G_INT(OFS_RETURN) = 0;
if (idx < mod->numentityinfo)
{
if (!G_INT(OFS_PARM2) && !mod->entityinfo[idx].keyvals)
return; //no-op
Z_Free(mod->entityinfo[idx].keyvals);
mod->entityinfo[idx].keyvals = NULL;
id = mod->entityinfo[idx].id;
}
else
id = 0;
if (G_INT(OFS_PARM2))
{
newvals = PR_GetStringOfs(prinst, OFS_PARM2);
if (idx >= mod->numentityinfo)
Z_ReallocElements((void**)&mod->entityinfo, &mod->numentityinfo, idx+64, sizeof(*mod->entityinfo));
mod->entityinfo[idx].keyvals = Z_StrDup(newvals);
if (!id)
id = (idx+1) | ((cl.playerview[0].playernum+1)<<24);
mod->entityinfo[idx].id = id;
}
else
{
newvals = NULL;
if (idx < mod->numentityinfo)
mod->entityinfo[idx].id = 0;
}
#ifndef CLIENTONLY
if (sv_state && modelindex > 0)
{
MSG_WriteByte(&sv.multicast, svcfte_brushedit);
MSG_WriteShort(&sv.multicast, modelindex);
MSG_WriteByte(&sv.multicast, newvals?hmcmd_ent_edit:hmcmd_ent_remove);
MSG_WriteLong(&sv.multicast, id);
if (newvals)
MSG_WriteString(&sv.multicast, newvals);
SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0);
//tell ssqc, csqc will be told by the server
SSQC_MapEntityEdited(modelindex, idx, newvals);
}
else
#endif
#ifndef SERVERONLY
if (cls.state && modelindex > 0)
{
MSG_WriteByte(&cls.netchan.message, clcfte_brushedit);
MSG_WriteShort(&cls.netchan.message, modelindex);
MSG_WriteByte(&cls.netchan.message, newvals?hmcmd_ent_edit:hmcmd_ent_remove);
MSG_WriteLong(&cls.netchan.message, id);
if (newvals)
MSG_WriteString(&cls.netchan.message, newvals);
#ifdef CSQC_DAT
CSQC_MapEntityEdited(modelindex, idx, newvals);
#endif
}
else
#endif
{
#ifdef CSQC_DAT
CSQC_MapEntityEdited(modelindex, idx, newvals);
#endif
}
}
return;
case ter_ent_add:
{
// int idx = G_INT(OFS_PARM1);
// const char *news = PR_GetStringOfs(prinst, OFS_PARM2);
G_INT(OFS_RETURN) = mod->numentityinfo;
}
return;
case ter_ent_count:
if (!mod->numentityinfo)
Mod_ParseEntities(mod);
G_INT(OFS_RETURN) = mod->numentityinfo;
return;
case ter_ents_wipe_deprecated:
G_INT(OFS_RETURN) = PR_TempString(prinst, Mod_GetEntitiesString(mod));
Mod_SetEntitiesString(mod, "", true);
return;
case ter_ents_concat_deprecated:
{
char *newv;
const char *olds = Mod_GetEntitiesString(mod);
const char *news = PR_GetStringOfs(prinst, OFS_PARM1);
size_t oldlen = strlen(olds);
size_t newlen = strlen(news);
newv = Z_Malloc(oldlen + newlen + 1);
memcpy(newv, olds, oldlen);
memcpy(newv+oldlen, news, newlen);
newv[oldlen + newlen] = 0;
Z_Free((char*)olds);
G_FLOAT(OFS_RETURN) = oldlen + newlen;
Mod_SetEntitiesString(mod, newv, false);
if (mod->terrain)
{
hm = mod->terrain;
hm->entsdirty = true;
}
}
return;
case ter_ents_get:
G_INT(OFS_RETURN) = PR_TempString(prinst, Mod_GetEntitiesString(mod));
return;
case ter_save:
if (mod->terrain)
{
quant = Heightmap_Save(mod->terrain);
Con_DPrintf("ter_save: %g sections saved\n", quant);
}
G_FLOAT(OFS_RETURN) = quant;
/*
if (mod->type == mod_brush)
{
Con_Printf("that model isn't a suitable worldmodel\n");
return;
}
else
{
FS_CreatePath(fname, FS_GAMEONLY);
file = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
if (!file)
Con_Printf("unable to open %s\n", fname);
else
{
Terr_WriteMapFile(file, mod);
VFS_CLOSE(file);
}
}*/
return;
}
if (!mod->terrain)
{
char basename[MAX_QPATH];
COM_FileBase(mod->name, basename, sizeof(basename));
mod->terrain = Mod_LoadTerrainInfo(mod, basename, true);
hm = mod->terrain;
if (!hm)
return;
Terr_FinishTerrain(mod);
}
hm = mod->terrain;
pos[0] = G_FLOAT(OFS_PARM1+0) + hm->sectionsize * CHUNKBIAS;
pos[1] = G_FLOAT(OFS_PARM1+1) + hm->sectionsize * CHUNKBIAS;
pos[2] = G_FLOAT(OFS_PARM1+2);
switch(action)
{
case ter_reload:
G_FLOAT(OFS_RETURN) = 1;
Terr_PurgeTerrainModel(mod, false, true);
break;
case ter_sethole:
/* {
int x, y;
hmsection_t *s;
x = pos[0]*4 / hm->sectionsize;
y = pos[1]*4 / hm->sectionsize;
x = bound(hm->firstsegx*4, x, hm->maxsegx*4-1);
y = bound(hm->firstsegy*4, y, hm->maxsegy*4-1);
s = Terr_GetSection(hm, x/4, y/4, TGS_FORCELOAD);
if (!s)
return;
ted_sethole(&quant, s, (x&3) + (y&3)*4, x/4, y/4, 0);
}
*/
pos[0] -= 0.5 * hm->sectionsize / 8;
pos[1] -= 0.5 * hm->sectionsize / 8;
ted_itterate(hm, tid_linear, pos, radius, 1, 9, ted_sethole, &quant);
break;
case ter_height_set:
ted_itterate(hm, tid_linear, pos, radius, 1, SECTHEIGHTSIZE, ted_heightset, &quant);
break;
case ter_height_flatten:
tally[0] = 0;
tally[1] = 0;
ted_itterate(hm, tid_exponential, pos, radius, 1, SECTHEIGHTSIZE, ted_heighttally, &tally);
tally[0] /= tally[1];
if (IS_NAN(tally[0]))
tally[0] = 0;
ted_itterate(hm, tid_exponential, pos, radius, quant, SECTHEIGHTSIZE, ted_heightsmooth, &tally);
ted_itterate(hm, tid_exponential, pos, radius, quant, SECTHEIGHTSIZE, ted_heightdebug, &tally);
break;
case ter_height_smooth:
tally[0] = 0;
tally[1] = 0;
ted_itterate(hm, tid_linear, pos, radius, 1, SECTHEIGHTSIZE, ted_heighttally, &tally);
tally[0] /= tally[1];
if (IS_NAN(tally[0]))
tally[0] = 0;
ted_itterate(hm, tid_linear, pos, radius, quant, SECTHEIGHTSIZE, ted_heightsmooth, &tally);
break;
case ter_height_spread:
tally[0] = 0;
tally[1] = 0;
ted_itterate(hm, tid_exponential, pos, radius/2, 1, SECTHEIGHTSIZE, ted_heighttally, &tally);
tally[0] /= tally[1];
if (IS_NAN(tally[0]))
tally[0] = 0;
ted_itterate(hm, tid_exponential, pos, radius, 1, SECTHEIGHTSIZE, ted_heightsmooth, &tally);
break;
case ter_water_set:
ted_itterate(hm, tid_linear, pos, radius, 1, 9, ted_waterset, &quant);
break;
case ter_lower:
quant *= -1;
case ter_raise:
ted_itterate(hm, tid_exponential, pos, radius, quant, SECTHEIGHTSIZE, ted_heightraise, &quant);
break;
case ter_tint:
ted_itterate(hm, tid_exponential, pos, radius, quant, SECTHEIGHTSIZE, ted_tint, G_VECTOR(OFS_PARM4)); //and parm5 too
break;
// case ter_mixset:
// ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_mixset, G_VECTOR(OFS_PARM4));
// break;
case ter_tex_blend:
ted_itterate(hm, tid_exponential, pos, radius, quant/10, SECTTEXSIZE, ted_texpaint, (void*)PR_GetStringOfs(prinst, OFS_PARM4));
break;
case ter_tex_replace:
ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_texreplace, (void*)PR_GetStringOfs(prinst, OFS_PARM3));
break;
case ter_tex_concentrate:
ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_texconcentrate, NULL);
break;
case ter_tex_noise:
ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_texnoise, NULL);
break;
case ter_tex_blur:
Vector4Set(tally, 0, 0, 0, 0);
ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_textally, &tally);
VectorScale(tally, 1/(tally[3]*255), tally);
ted_itterate(hm, tid_exponential, pos, radius, quant, SECTTEXSIZE, ted_texset, &tally);
break;
case ter_tex_get:
{
int x, y;
hmsection_t *s;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegx-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL);
if (!s)
return;
x = bound(0, quant, 3);
G_INT(OFS_RETURN) = PR_TempString(prinst, s->texname[x]);
}
break;
case ter_tex_mask:
Z_Free(hm->texmask);
hm->texmask = NULL;
if (G_INT(OFS_PARM1) == 0)
hm->texmask = NULL;
else
hm->texmask = Z_StrDup(PR_GetStringOfs(prinst, OFS_PARM1));
break;
case ter_tex_kill:
{
int x, y;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegx-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
ted_texkill(Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL), PR_GetStringOfs(prinst, OFS_PARM4));
}
break;
case ter_reset:
{
int x, y;
hmsection_t *s;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegx-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL);
if (s)
{
s->flags = (s->flags & ~TSF_EDITED);
Terr_ClearSection(s);
Terr_GenerateDefault(hm, s);
}
}
break;
case ter_mesh_add:
{
vec3_t axis[3];
wedict_t *ed = G_WEDICT(prinst, OFS_PARM1);
//FIXME: modeltype pitch inversion
AngleVectorsFLU(ed->v->angles, axis[0], axis[1], axis[2]);
Terr_AddMesh(hm, TGS_WAITLOAD|TGS_DEFAULTONFAIL, vmw->Get_CModel(vmw, ed->v->modelindex), NULL, ed->v->origin, axis, ed->xv->scale);
}
break;
case ter_mesh_kill:
{
int i;
// entity_t *e;
int x, y;
// float r;
hmsection_t *s;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegx-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL);
if (!s)
return;
Sys_LockMutex(hm->entitylock);
//FIXME: this doesn't work properly.
if (s->numents)
{
for (i = 0; i < s->numents; i++)
s->ents[i]->refs -= 1;
s->flags |= TSF_EDITED;
s->numents = 0;
}
Sys_UnlockMutex(hm->entitylock);
}
break;
}
}
#else
static unsigned char *QDECL Terr_GetLightmap(hmsection_t *s, int idx, qboolean edit)
{
return NULL;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
void QCBUILTIN PF_terrain_edit(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
G_FLOAT(OFS_RETURN) = 0;
}
#endif
void Terr_ParseEntityLump(model_t *mod, heightmap_t *heightmap)
{
char key[128];
char value[2048];
const char *data = Mod_GetEntitiesString(mod);
heightmap->sectionsize = 1024;
heightmap->mode = HMM_TERRAIN;
heightmap->culldistance = 4096*4096;
heightmap->forcedefault = false;
heightmap->defaultgroundheight = 0;
heightmap->defaultwaterheight = 0;
Q_snprintfz(heightmap->defaultwatershader, sizeof(heightmap->defaultwatershader), "water/%s", heightmap->path);
Q_strncpyz(heightmap->defaultgroundtexture, "", sizeof(heightmap->defaultgroundtexture));
if (data)
if ((data=COM_ParseOut(data, key, sizeof(key)))) //read the map info.
if (key[0] == '{')
while (1)
{
if (!(data=COM_ParseOut(data, key, sizeof(key))))
break; // error
if (key[0] == '}')
break; // end of worldspawn
if (key[0] == '_')
memmove(key, key+1, strlen(key)); //_ vars are for comments/utility stuff that arn't visible to progs and for compat. We want to support these stealth things.
if (!((data=COM_ParseOut(data, value, sizeof(value)))))
break; // error
if (!strcmp("segmentsize", key))
heightmap->sectionsize = atof(value);
else if (!strcmp("minxsegment", key))
heightmap->firstsegx = atoi(value);
else if (!strcmp("minysegment", key))
heightmap->firstsegy = atoi(value);
else if (!strcmp("maxxsegment", key))
heightmap->maxsegx = atoi(value);
else if (!strcmp("maxysegment", key))
heightmap->maxsegy = atoi(value);
else if (!strcmp("forcedefault", key))
heightmap->forcedefault = !!atoi(value);
else if (!strcmp("defaultwaterheight", key))
heightmap->defaultwaterheight = atof(value);
else if (!strcmp("defaultgroundheight", key))
heightmap->defaultgroundheight = atof(value);
else if (!strcmp("defaultgroundtexture", key))
Q_strncpyz(heightmap->defaultgroundtexture, value, sizeof(heightmap->defaultgroundtexture));
else if (!strcmp("defaultwatertexture", key))
Q_strncpyz(heightmap->defaultwatershader, value, sizeof(heightmap->defaultwatershader));
else if (!strcmp("culldistance", key))
{
heightmap->culldistance = atof(value);
heightmap->culldistance *= heightmap->culldistance;
}
else if (!strcmp("drawdist", key))
heightmap->maxdrawdist = atof(value);
else if (!strcmp("seed", key))
{
Z_Free(heightmap->seed);
heightmap->seed = Z_StrDup(value);
}
else if (!strcmp("exterior", key))
{
heightmap->legacyterrain = false;
if (!strcmp(value, "empty") || !strcmp(value, ""))
heightmap->exteriorcontents = FTECONTENTS_EMPTY;
else if (!strcmp(value, "sky"))
heightmap->exteriorcontents = FTECONTENTS_SKY;
else if (!strcmp(value, "lava"))
heightmap->exteriorcontents = FTECONTENTS_LAVA;
else //if (!strcmp(value, "solid"))
heightmap->exteriorcontents = FTECONTENTS_SOLID;
}
else if (!strcmp("skybox", key))
Q_strncpyz(heightmap->skyname, value, sizeof(heightmap->skyname));
else if (!strcmp("tiles", key))
{
char *d;
heightmap->mode = HMM_BLOCKS;
d = value;
d = COM_ParseOut(d, key, sizeof(key));
heightmap->tilepixcount[0] = atoi(key);
d = COM_ParseOut(d, key, sizeof(key));
heightmap->tilepixcount[1] = atoi(key);
d = COM_ParseOut(d, key, sizeof(key));
heightmap->tilecount[0] = atoi(key);
d = COM_ParseOut(d, key, sizeof(key));
heightmap->tilecount[1] = atoi(key);
}
}
/*bias and bound it*/
heightmap->firstsegx += CHUNKBIAS;
heightmap->firstsegy += CHUNKBIAS;
heightmap->maxsegx += CHUNKBIAS;
heightmap->maxsegy += CHUNKBIAS;
if (heightmap->firstsegx < 0)
heightmap->firstsegx = 0;
if (heightmap->firstsegy < 0)
heightmap->firstsegy = 0;
if (heightmap->maxsegx > CHUNKLIMIT)
heightmap->maxsegx = CHUNKLIMIT;
if (heightmap->maxsegy > CHUNKLIMIT)
heightmap->maxsegy = CHUNKLIMIT;
}
void Terr_FinishTerrain(model_t *mod)
{
#ifndef SERVERONLY
heightmap_t *hm = mod->terrain;
if (qrenderer != QR_NONE)
{
if (*hm->skyname)
{
hm->skyshader = R_RegisterCustom(va("skybox_%s", hm->skyname), SUF_NONE, Shader_DefaultSkybox, NULL);
if (!hm->skyshader->skydome)
hm->skyshader = NULL;
}
else
hm->skyshader = NULL;
switch (hm->mode)
{
case HMM_BLOCKS:
hm->shader = R_RegisterShader("terraintileshader", SUF_NONE,
"{\n"
"{\n"
"map $diffuse\n"
"}\n"
"}\n"
);
break;
case HMM_TERRAIN:
hm->shader = R_RegisterShader(hm->groundshadername, SUF_LIGHTMAP,
"{\n"
"bemode rtlight\n"
"{\n"
"{\n"
"map $diffuse\n"
"blendfunc add\n"
"}\n"
//FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains s_diffuse
"{\n"
"map $upperoverlay\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"{\n"
"map $shadowmap\n"
"}\n"
"{\n"
"map $lightcubemap\n"
"}\n"
//woo, one glsl to rule them all
"program terrain#RTLIGHT\n"
"}\n"
"bemode depthdark\n"
"{\n"
"program depthonly\n"
"{\n"
"depthwrite\n"
"}\n"
"}\n"
"bemode depthonly\n"
"{\n"
"program depthonly\n"
"{\n"
"depthwrite\n"
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
"maskcolor\n"
"}\n"
"}\n"
//FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains s_diffuse
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"program terrain\n"
"if r_terraindebug\n"
"program terraindebug\n"
"endif\n"
"}\n"
);
break;
}
}
#endif
}
#ifndef SERVERONLY
void Terr_Brush_Draw(heightmap_t *hm, batch_t **batches, entity_t *e)
{
batch_t *b;
size_t i, j;
vbobctx_t ctx;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
brushbatch_t *bb;
brushtex_t *bt;
brushes_t *br;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
struct {
vecV_t coord[65536];
vec2_t texcoord[65536];
vec2_t lmcoord[65536];
vec3_t normal[65536];
vec3_t svector[65536];
vec3_t tvector[65536];
index_t index[65535];
} *arrays = NULL;
size_t numverts = 0;
size_t numindicies = 0;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
int w, h, lmnum;
float scale[2];
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
lightmapinfo_t *lm;
qboolean dorelight = true;
#ifdef RUNTIMELIGHTING
//FIXME: lightmaps
//if we're enabling lightmaps, make sure all surfaces have known sizes first.
//allocate lightmap space for all surfaces, and then rebuild all textures.
//if a surface is modified, clear its lightmap to -1 and when its batches are rebuilt, it'll unlight naturally.
if (hm->entsdirty)
{
model_t *mod = e->model;
if (mod->submodelof)
mod = mod->submodelof;
hm->entsdirty = false;
LightReloadEntities(hm->relightcontext, Mod_GetEntitiesString(mod), true);
//FIXME: figure out some way to hint this without having to relight the entire frigging world.
for (bt = hm->brushtextures; bt; bt = bt->next)
for (i = 0, br = hm->wbrushes; i < hm->numbrushes; i++, br++)
for (j = 0; j < br->numplanes; j++)
br->faces[j].relight = true;
}
if (hm->recalculatebrushlighting && !r_fullbright.ival)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
unsigned int lmcount;
unsigned int lmblocksize = 512;//LMBLOCK_SIZE_MAX
hm->recalculatebrushlighting = false;
if (!hm->relightcontext)
{
for (numverts = 0, numindicies = 0, i = 0, br = hm->wbrushes; i < hm->numbrushes; i++, br++)
{
for (j = 0; j < br->numplanes; j++)
{
br->faces[j].lightmap = -1;
br->faces[j].lmbase[0] = 0;
br->faces[j].lmbase[1] = 0;
}
}
for (bt = hm->brushtextures; bt; bt = bt->next)
{
bt->rebuild = true;
bt->firstlm = 0;
bt->lmcount = 0;
}
BZ_Free(hm->brushlmremaps);
hm->brushlmremaps = NULL;
hm->brushmaxlms = 0;
}
else
{
Mod_LightmapAllocInit(&hm->brushlmalloc, false, lmblocksize, lmblocksize, 0);
hm->brushlmscale = 1.0/lmblocksize;
//textures is to try to ensure that they are allocated consecutively.
for (bt = hm->brushtextures; bt; bt = bt->next)
{
bt->firstlm = hm->brushlmalloc.lmnum;
for (numverts = 0, numindicies = 0, i = 0, br = hm->wbrushes; i < hm->numbrushes; i++, br++)
{
for (j = 0; j < br->numplanes; j++)
{
if (br->faces[j].tex == bt)
{
if (br->faces[j].lightdata)
{
Mod_LightmapAllocBlock(&hm->brushlmalloc, br->faces[j].lmextents[0], br->faces[j].lmextents[1], &br->faces[j].lmbase[0], &br->faces[j].lmbase[1], &br->faces[j].lightmap);
br->faces[j].relit = true;
}
else
{ //this surface has no lightmap info or something.
br->faces[j].lightmap = -1;
br->faces[j].lmbase[0] = 0;
br->faces[j].lmbase[1] = 0;
}
}
}
}
bt->rebuild = true;
bt->lmcount = hm->brushlmalloc.lmnum - bt->firstlm;
if (hm->brushlmalloc.allocated[0])
bt->lmcount++;
if (hm->brushlmalloc.deluxe)
{
bt->firstlm *= 2;
bt->lmcount *= 2;
}
}
lmcount = hm->brushlmalloc.lmnum;
if (hm->brushlmalloc.allocated[0])
lmcount++;
if (hm->brushlmalloc.deluxe)
lmcount *= 2;
if (lmcount > hm->brushmaxlms)
{
int first;
hm->brushlmremaps = BZ_Realloc(hm->brushlmremaps, sizeof(*hm->brushlmremaps) * lmcount);
first = Surf_NewLightmaps(lmcount - hm->brushmaxlms, hm->brushlmalloc.width, hm->brushlmalloc.height, hm->brushlmalloc.deluxe);
while(hm->brushmaxlms < lmcount)
hm->brushlmremaps[hm->brushmaxlms++] = first++;
}
}
}
if (hm->relightcontext && !r_fullbright.ival)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (i = 0, br = hm->wbrushes; i < hm->numbrushes; i++, br++)
{
for (j = 0; j < br->numplanes; j++)
{
if (br->faces[j].relight && dorelight)
{
qbyte styles[4] = {0,255,255,255};
int texsize[2] = {br->faces[j].lmextents[0]-1, br->faces[j].lmextents[1]-1};
vec2_t exactmins, exactmaxs;
int m, k;
vec2_t lm;
for (m = 0; m < br->faces[j].numpoints; m++)
{
for (k = 0; k < 2; k++)
{
lm[k] = DotProduct(br->faces[j].points[m], br->faces[j].stdir[k]) + br->faces[j].stdir[k][3];
if (m == 0)
exactmins[k] = exactmaxs[k] = lm[k];
else if (lm[k] > exactmaxs[k])
exactmaxs[k] = lm[k];
else if (lm[k] < exactmins[k])
exactmins[k] = lm[k];
}
}
dorelight = false;
br->faces[j].relight = false;
LightPlane (hm->relightcontext, hm->lightthreadmem, styles, br->faces[j].lightdata, NULL, br->planes[j], br->faces[j].stdir, exactmins, exactmaxs, br->faces[j].lmbias, texsize, br->faces[j].lmscale); //special version that doesn't know what a face is or anything.
br->faces[j].relit = true;
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (br->faces[j].relit && br->faces[j].lightmap >= 0)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
int s,t;
qbyte *out, *in;
lm = lightmap[hm->brushlmremaps[br->faces[j].lightmap]];
br->faces[j].relit = false;
lm->modified = true;
lm->rectchange.l = 0;
lm->rectchange.t = 0;
lm->rectchange.r = lm->width;
lm->rectchange.b = lm->height;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
in = br->faces[j].lightdata;
out = lm->lightmaps + (br->faces[j].lmbase[1] * lm->width + br->faces[j].lmbase[0]) * lightmap_bytes;
switch(lightmap_fmt)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
default:
Sys_Error("Bad lightmap_fmt\n");
break;
case PTI_BGRA8:
case PTI_BGRX8:
for (t = 0; t < br->faces[j].lmextents[1]; t++)
{
for (s = 0; s < br->faces[j].lmextents[0]; s++)
{
*out++ = in[2];
*out++ = in[1];
*out++ = in[0];
*out++ = 0xff;
in+=3;
}
out += (lm->width - br->faces[j].lmextents[0]) * 4;
}
break;
case PTI_RGBA8:
case PTI_RGBX8:
for (t = 0; t < br->faces[j].lmextents[1]; t++)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
for (s = 0; s < br->faces[j].lmextents[0]; s++)
{
*out++ = in[0];
*out++ = in[1];
*out++ = in[2];
*out++ = 0xff;
in+=3;
}
out += (lm->width - br->faces[j].lmextents[0]) * 4;
}
break;
case PTI_BGR8:
for (t = 0; t < br->faces[j].lmextents[1]; t++)
{
for (s = 0; s < br->faces[j].lmextents[0]; s++)
{
*out++ = in[2];
*out++ = in[1];
*out++ = in[0];
in+=3;
}
out += (lm->width - br->faces[j].lmextents[0]) * 3;
}
break;
case PTI_RGB8:
for (t = 0; t < br->faces[j].lmextents[1]; t++)
{
for (s = 0; s < br->faces[j].lmextents[0]; s++)
{
*out++ = in[0];
*out++ = in[1];
*out++ = in[2];
in+=3;
}
out += (lm->width - br->faces[j].lmextents[0]) * 3;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
break;
case PTI_A2BGR10:
for (t = 0; t < br->faces[j].lmextents[1]; t++)
{
for (s = 0; s < br->faces[j].lmextents[0]; s++)
{
*(unsigned int*)out = (0x3<<30) | (in[2]<<22) | (in[1]<<12) | (in[0]<<2);
out+=4;
in+=3;
}
out += (lm->width - br->faces[j].lmextents[0]) * 4;
}
break;
/*case PTI_E5BGR9:
for (t = 0; t < br->faces[j].lmextents[1]; t++)
{
for (s = 0; s < br->faces[j].lmextents[0]; s++)
{
*(unsigned int*)out = Surf_PackE5BRG9(in[0], in[1], in[2], 8);
out+=4;
in+=3;
}
out += (lm->width - br->faces[j].lmextents[0]) * 4;
}
break;*/
case PTI_L8:
for (t = 0; t < br->faces[j].lmextents[1]; t++)
{
for (s = 0; s < br->faces[j].lmextents[0]; s++)
{
*out++ = max(max(in[0], in[1]), in[2]);
in+=3;
}
out += (lm->width - br->faces[j].lmextents[0]);
}
break;
case PTI_RGBA16F:
case PTI_RGBA32F:
case PTI_RGB565:
case PTI_RGBA4444:
case PTI_RGBA5551:
case PTI_ARGB4444:
case PTI_ARGB1555:
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
}
}
}
#endif
for (bt = hm->brushtextures; bt; bt = bt->next)
{
if (!bt->shader)
{
#ifdef PACKAGE_TEXWAD
miptex_t *tx = W_GetMipTex(bt->shadername);
#else
const miptex_t *tx = NULL;
#endif
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!Q_strcasecmp(bt->shadername, "clip"))
bt->shader = R_RegisterShader(bt->shadername, SUF_LIGHTMAP, "{\nsurfaceparm nodraw\n}");
else
bt->shader = R_RegisterCustom (bt->shadername, SUF_LIGHTMAP, Shader_DefaultBSPQ1, NULL);
// bt->shader = R_RegisterShader_Lightmap(bt->shadername);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!Q_strncasecmp(bt->shadername, "sky", 3) && tx)
R_InitSky (bt->shader, bt->shadername, (qbyte*)tx + tx->offsets[0], tx->width, tx->height);
else if (tx)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
qbyte *mips[4] = {(qbyte*)tx + tx->offsets[0], (qbyte*)tx + tx->offsets[1], (qbyte*)tx + tx->offsets[2], (qbyte*)tx + tx->offsets[3]};
unsigned int mapflags = SHADER_HASPALETTED | SHADER_HASDIFFUSE | SHADER_HASFULLBRIGHT | SHADER_HASNORMALMAP | SHADER_HASGLOSS;
R_BuildLegacyTexnums(bt->shader, tx->name, NULL, mapflags, 0, TF_MIP4_SOLID8, tx->width, tx->height, mips, NULL);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
else
R_BuildDefaultTexnums(NULL, bt->shader);
if (tx)
{
if (!bt->shader->width)
bt->shader->width = tx->width;
if (!bt->shader->height)
bt->shader->height = tx->height;
BZ_Free(tx);
}
}
if (bt->rebuild)
{
//FIXME: don't block.
if (R_GetShaderSizes(bt->shader, &w, &h, false) < 0)
continue;
bt->rebuild = false;
if (w<1) w = 64;
if (h<1) h = 64;
scale[0] = 1.0/w; //I hate needing this.
scale[1] = 1.0/h;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
while(bt->batches)
{
bb = bt->batches;
bt->batches = bb->next;
BE_VBO_Destroy(&bb->vbo.coord, bb->vbo.vbomem);
BE_VBO_Destroy(&bb->vbo.indicies, bb->vbo.ebomem);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
BZ_Free(bb);
}
if (!arrays)
arrays = BZ_Malloc(sizeof(*arrays));
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (lmnum = -1; lmnum < bt->firstlm+bt->lmcount; ((lmnum==-1)?(lmnum=bt->firstlm):(lmnum=lmnum+1)))
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
i = 0;
br = hm->wbrushes;
for (;i < hm->numbrushes;)
{
for (numverts = 0, numindicies = 0; i < hm->numbrushes; i++, br++)
{
//if a single batch has too many verts, cut it off before it overflows our maximum batch size, and hope we don't get a really really complex brush.
if (numverts >= 0xf000 || numindicies >= 0xf000)
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (br->patch && br->patch->tex == bt && lmnum == -1)
{
int x, y;
index_t r1, r2;
for (y = 0, r1 = numverts, r2 = 0; y < br->patch->ypoints; y++)
{
for (x = 0; x < br->patch->xpoints; x++, r1++, r2++)
{
VectorCopy(br->patch->verts[r2].v, arrays->coord[r1]);
Vector2Copy(br->patch->verts[r2].tc, arrays->texcoord[r1]);
VectorCopy(br->patch->verts[r2].norm, arrays->normal[r1]);
VectorCopy(br->patch->verts[r2].sdir, arrays->svector[r1]);
VectorCopy(br->patch->verts[r2].tdir, arrays->tvector[r1]);
Vector2Copy(br->patch->verts[r2].tc, arrays->lmcoord[r1]);
}
}
for (y = 0, r1 = numverts, r2 = r1 + br->patch->xpoints; y < br->patch->ypoints-1; y++)
{
for (x = 0; x < br->patch->xpoints-1; x++, r1++, r2++)
{
arrays->index[numindicies++] = r1;
arrays->index[numindicies++] = r1+1;
arrays->index[numindicies++] = r2;
arrays->index[numindicies++] = r1+1;
arrays->index[numindicies++] = r2+1;
arrays->index[numindicies++] = r2;
}
r1++; r2++;
}
numverts += br->patch->ypoints*br->patch->xpoints;
}
for (j = 0; j < br->numplanes; j++)
{
if (br->faces[j].tex == bt && !br->selected && br->faces[j].lightmap == lmnum)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
size_t k, o;
float s,t;
for (k = 0, o = numverts; k < br->faces[j].numpoints; k++, o++)
{
VectorCopy(br->faces[j].points[k], arrays->coord[o]);
VectorCopy(br->planes[j], arrays->normal[o]);
VectorCopy(br->faces[j].stdir[0], arrays->svector[o]);
VectorCopy(br->faces[j].stdir[1], arrays->tvector[o]);
//compute the texcoord planes
s = (DotProduct(arrays->svector[o], arrays->coord[o]) + br->faces[j].stdir[0][3]);
t = (DotProduct(arrays->tvector[o], arrays->coord[o]) + br->faces[j].stdir[1][3]);
arrays->texcoord[o][0] = s * scale[0];
arrays->texcoord[o][1] = t * scale[1];
//maths, maths, and more maths.
arrays->lmcoord[o][0] = (br->faces[j].lmbase[0]+0.5 + s/br->faces[j].lmscale-br->faces[j].lmbias[0]) * hm->brushlmscale;
arrays->lmcoord[o][1] = (br->faces[j].lmbase[1]+0.5 + t/br->faces[j].lmscale-br->faces[j].lmbias[1]) * hm->brushlmscale;
}
for (k = 2; k < br->faces[j].numpoints; k++)
{ //triangle fans
arrays->index[numindicies++] = numverts + 0;
arrays->index[numindicies++] = numverts + k-1;
arrays->index[numindicies++] = numverts + k-0;
}
numverts += br->faces[j].numpoints;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
}
}
if (numverts || numindicies)
{
bb = Z_Malloc(sizeof(*bb) + (sizeof(bb->mesh.xyz_array[0])+sizeof(arrays->texcoord[0])+sizeof(arrays->lmcoord[0])+sizeof(arrays->normal[0])+sizeof(arrays->svector[0])+sizeof(arrays->tvector[0])) * numverts);
bb->next = bt->batches;
bt->batches = bb;
bb->lightmap = lmnum;
BE_VBO_Begin(&ctx, (sizeof(arrays->coord[0])+sizeof(arrays->texcoord[0])+sizeof(arrays->lmcoord[0])+sizeof(arrays->normal[0])+sizeof(arrays->svector[0])+sizeof(arrays->tvector[0])) * numverts);
BE_VBO_Data(&ctx, arrays->coord, sizeof(arrays->coord [0])*numverts, &bb->vbo.coord);
BE_VBO_Data(&ctx, arrays->texcoord, sizeof(arrays->texcoord [0])*numverts, &bb->vbo.texcoord);
BE_VBO_Data(&ctx, arrays->lmcoord, sizeof(arrays->lmcoord [0])*numverts, &bb->vbo.lmcoord[0]);
BE_VBO_Data(&ctx, arrays->normal, sizeof(arrays->normal [0])*numverts, &bb->vbo.normals);
BE_VBO_Data(&ctx, arrays->svector, sizeof(arrays->svector [0])*numverts, &bb->vbo.svector);
BE_VBO_Data(&ctx, arrays->tvector, sizeof(arrays->tvector [0])*numverts, &bb->vbo.tvector);
BE_VBO_Finish(&ctx, arrays->index, sizeof(arrays->index [0])*numindicies, &bb->vbo.indicies, &bb->vbo.vbomem, &bb->vbo.ebomem);
bb->mesh.xyz_array = (vecV_t*)(bb+1);
memcpy(bb->mesh.xyz_array, arrays->coord, sizeof(*bb->mesh.xyz_array) * numverts);
bb->mesh.st_array = (vec2_t*)(bb->mesh.xyz_array+numverts);
memcpy(bb->mesh.st_array, arrays->texcoord, sizeof(*bb->mesh.st_array) * numverts);
bb->mesh.lmst_array[0] = (vec2_t*)(bb->mesh.st_array+numverts);
memcpy(bb->mesh.lmst_array[0], arrays->lmcoord, sizeof(*bb->mesh.lmst_array) * numverts);
bb->mesh.normals_array = (vec3_t*)(bb->mesh.lmst_array[0]+numverts);
memcpy(bb->mesh.normals_array, arrays->normal, sizeof(*bb->mesh.normals_array) * numverts);
bb->mesh.snormals_array = (vec3_t*)(bb->mesh.normals_array+numverts);
memcpy(bb->mesh.snormals_array, arrays->svector, sizeof(*bb->mesh.snormals_array) * numverts);
bb->mesh.tnormals_array = (vec3_t*)(bb->mesh.snormals_array+numverts);
memcpy(bb->mesh.tnormals_array, arrays->tvector, sizeof(*bb->mesh.tnormals_array) * numverts);
bb->pmesh = &bb->mesh;
bb->mesh.numindexes = numindicies;
bb->mesh.numvertexes = numverts;
numverts = 0;
numindicies = 0;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
}
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for(bb = bt->batches; bb; bb = bb->next)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
b = BE_GetTempBatch();
if (b)
{
j = 0;
if (bb->lightmap >= 0)
b->lightmap[j++] = r_fullbright.ival?-1:hm->brushlmremaps[bb->lightmap];
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (; j < MAXRLIGHTMAPS; j++)
b->lightmap[j] = -1;
b->ent = e;
b->shader = bt->shader;
b->flags = 0;
b->mesh = &bb->pmesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = NULL;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
b->texture = NULL;
b->vbo = &bb->vbo;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (arrays)
BZ_Free(arrays);
}
#endif
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
static brushtex_t *Terr_Brush_FindTexture(heightmap_t *hm, const char *texname)
{
brushtex_t *bt;
if (!hm)
return NULL;
for (bt = hm->brushtextures; bt; bt = bt->next)
{
if (!strcmp(bt->shadername, texname))
return bt;
}
bt = Z_Malloc(sizeof(*bt));
bt->next = hm->brushtextures;
hm->brushtextures = bt;
Q_strncpyz(bt->shadername, texname, sizeof(bt->shadername));
return bt;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
static brushes_t *Terr_Brush_Insert(model_t *model, heightmap_t *hm, brushes_t *brush)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
vecV_t facepoints[64];
unsigned int iface, oface, j, k;
unsigned int numpoints;
brushes_t *out;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
vec2_t mins, maxs;
vec2_t lm;
if (!hm)
{
if (model && model->loadstate == MLS_LOADING)
COM_WorkerPartialSync(model, &model->loadstate, MLS_LOADING);
if (model && model->loadstate == MLS_LOADED)
{
char basename[MAX_QPATH];
COM_FileBase(model->name, basename, sizeof(basename));
model->terrain = Mod_LoadTerrainInfo(model, basename, true);
hm = model->terrain;
if (!hm)
return NULL;
Terr_FinishTerrain(model);
}
else
return NULL;
}
hm->wbrushes = BZ_Realloc(hm->wbrushes, sizeof(*hm->wbrushes) * (hm->numbrushes+1));
out = &hm->wbrushes[hm->numbrushes];
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
out->selected = false;
out->contents = brush->contents;
out->axialplanes = 0;
out->patch = NULL;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
out->planes = BZ_Malloc((sizeof(*out->planes)+sizeof(*out->faces)) * brush->numplanes);
out->faces = (void*)(out->planes+brush->numplanes);
ClearBounds(out->mins, out->maxs);
for (iface = 0, oface = 0; iface < brush->numplanes; iface++)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (j = 0; j < oface; j++)
{
if (out->planes[j][0] == brush->planes[iface][0] &&
out->planes[j][1] == brush->planes[iface][1] &&
out->planes[j][2] == brush->planes[iface][2] &&
out->planes[j][3] == brush->planes[iface][3])
break;
}
if (j < oface)
{
Con_DPrintf("duplicate plane\n");
continue;
}
//generate points now (so we know the correct mins+maxs for the brush, and whether the plane is relevent)
numpoints = Fragment_ClipPlaneToBrush(facepoints, sizeof(facepoints)/sizeof(facepoints[0]), brush->planes, sizeof(*brush->planes), brush->numplanes, brush->planes[iface]);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!numpoints)
{
Con_DPrintf("redundant face\n");
continue; //this surface was chopped away entirely, and isn't relevant.
}
//copy the basic face info out so we can save/restore/query/edit it later.
Vector4Copy(brush->planes[iface], out->planes[oface]);
out->faces[oface].tex = brush->faces[iface].tex;
Vector4Copy(brush->faces[iface].stdir[0], out->faces[oface].stdir[0]);
Vector4Copy(brush->faces[iface].stdir[1], out->faces[oface].stdir[1]);
if (out->planes[oface][0] == 1)
out->axialplanes |= 1u<<0;
else if (out->planes[oface][1] == 1)
out->axialplanes |= 1u<<1;
else if (out->planes[oface][2] == 1)
out->axialplanes |= 1u<<2;
else if (out->planes[oface][0] == -1)
out->axialplanes |= 1u<<3;
else if (out->planes[oface][1] == -1)
out->axialplanes |= 1u<<4;
else if (out->planes[oface][2] == -1)
out->axialplanes |= 1u<<5;
//make sure this stuff is rebuilt properly.
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
out->faces[oface].tex->rebuild = true;
//keep this stuff cached+reused, so everything is consistant. also work out min/max lightmap texture coords
out->faces[oface].points = BZ_Malloc(numpoints * sizeof(*out->faces[oface].points));
Vector2Set(mins, 0, 0);
Vector2Set(maxs, 0, 0);
for (j = 0; j < numpoints; j++)
{
AddPointToBounds(facepoints[j], out->mins, out->maxs);
VectorCopy(facepoints[j], out->faces[oface].points[j]);
for (k = 0; k < 2; k++)
{
lm[k] = DotProduct(out->faces[oface].points[j], out->faces[oface].stdir[k]) + out->faces[oface].stdir[k][3];
if (j == 0)
mins[k] = maxs[k] = lm[k];
else if (lm[k] > maxs[k])
maxs[k] = lm[k];
else if (lm[k] < mins[k])
mins[k] = lm[k];
}
}
out->faces[oface].numpoints = numpoints;
//determine lightmap scale, and extents. rescale the lightmap if it ought to have been subdivided.
out->faces[oface].relight = true;
out->faces[oface].lmscale = 16;
for (k = 0; k < 2; )
{
out->faces[oface].lmbias[k] = floor(mins[k]/out->faces[oface].lmscale);
out->faces[oface].lmextents[k] = ceil((maxs[k])/out->faces[oface].lmscale)-out->faces[oface].lmbias[k]+1;
if (out->faces[oface].lmextents[k] > 128)
{ //surface is too large for lightmap data. just drop its resolution, because splitting the face in plane-defined geometry is a bad idea.
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (out->faces[oface].lmscale > 256)
{
out->faces[oface].relight = false;
k++;
}
else
{
out->faces[oface].lmscale *= 2;
k = 0;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
else
k++;
}
out->faces[oface].lightmap = -1;
out->faces[oface].lmbase[0] = 0;
out->faces[oface].lmbase[1] = 0;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (out->faces[oface].relight)
{
out->faces[oface].lightdata = BZ_Malloc(out->faces[oface].lmextents[0] * out->faces[oface].lmextents[1] * 3);
memset(out->faces[oface].lightdata, 0x3f, out->faces[oface].lmextents[0]*out->faces[oface].lmextents[1]*3);
}
else
out->faces[oface].lightdata = NULL;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
// Con_Printf("lm extents: %u %u (%i points)\n", out->faces[oface].lmextents[0], out->faces[oface].lmextents[1], numpoints);
oface++;
}
if (oface < 4)
{ //a brush with less than 4 planes cannot be a valid convex area (but can happen when certain redundant planes are chopped out). don't accept creation
//(we often get 2-plane brushes if the sides are sucked in)
for (j = 0; j < oface; j++)
{
BZ_Free(out->faces[j].lightdata);
BZ_Free(out->faces[j].points);
}
BZ_Free(out->planes);
return NULL;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
out->numplanes = oface;
if (brush->id)
out->id = brush->id;
else
{
unsigned int i;
//loop to avoid creating two brushes with the same id
do
{
out->id = (++hm->brushidseq)&0x00ffffff;
#ifndef SERVERONLY
if (cls.state) //avoid networking conflicts by having each node generating its own private ids
out->id |= (cl.playerview[0].playernum+1)<<24;
#endif
for (i = 0; i < hm->numbrushes; i++)
{
if (hm->wbrushes[i].id == out->id)
break;
}
} while (i != hm->numbrushes);
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
// Con_Printf("brush %u (%i faces)\n", out->id, oface);
hm->numbrushes+=1;
hm->brushesedited = true;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
hm->recalculatebrushlighting = true; //lightmaps need to be reallocated
//make sure the brush's bounds are added to the containing model.
AddPointToBounds(out->mins, model->mins, model->maxs);
AddPointToBounds(out->maxs, model->mins, model->maxs);
return out;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
static void Terr_Brush_DeleteIdx(heightmap_t *hm, size_t idx)
{
int i;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
brushes_t *br = &hm->wbrushes[idx];
if (!hm)
return;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (i = 0; i < br->numplanes; i++)
{
BZ_Free(br->faces[i].lightdata);
BZ_Free(br->faces[i].points);
br->faces[i].tex->rebuild = true;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
BZ_Free(br->planes);
hm->numbrushes--;
hm->brushesedited = true;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//plug the hole with some other brush.
if (idx < hm->numbrushes)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
hm->wbrushes[idx] = hm->wbrushes[hm->numbrushes];
}
static qboolean Terr_Brush_DeleteId(heightmap_t *hm, unsigned int brushid)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
size_t i;
brushes_t *br;
if (!hm)
return false;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (i = 0; i < hm->numbrushes; i++)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
br = &hm->wbrushes[i];
if (br->id == brushid)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Terr_Brush_DeleteIdx(hm, i);
return true;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
return false;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
static void Brush_Serialise(sizebuf_t *sb, brushes_t *br)
{
unsigned int i;
MSG_WriteLong(sb, br->id);
MSG_WriteLong(sb, br->contents);
MSG_WriteLong(sb, br->numplanes);
for (i = 0; i < br->numplanes; i++)
{
MSG_WriteString(sb, br->faces[i].tex->shadername);
MSG_WriteFloat(sb, br->planes[i][0]);
MSG_WriteFloat(sb, br->planes[i][1]);
MSG_WriteFloat(sb, br->planes[i][2]);
MSG_WriteFloat(sb, br->planes[i][3]);
MSG_WriteFloat(sb, br->faces[i].stdir[0][0]);
MSG_WriteFloat(sb, br->faces[i].stdir[0][1]);
MSG_WriteFloat(sb, br->faces[i].stdir[0][2]);
MSG_WriteFloat(sb, br->faces[i].stdir[0][3]);
MSG_WriteFloat(sb, br->faces[i].stdir[1][0]);
MSG_WriteFloat(sb, br->faces[i].stdir[1][1]);
MSG_WriteFloat(sb, br->faces[i].stdir[1][2]);
MSG_WriteFloat(sb, br->faces[i].stdir[1][3]);
}
}
static qboolean Brush_Deserialise(heightmap_t *hm, brushes_t *br)
{
unsigned int i;
unsigned int maxplanes = br->numplanes;
br->id = MSG_ReadLong();
br->contents = MSG_ReadLong();
br->numplanes = MSG_ReadLong();
if (br->numplanes > maxplanes)
return false;
for (i = 0; i < br->numplanes; i++)
{
//FIXME: as a server, we probably want to reject the brush if we exceed some texnum/memory limitation, so clients can't just spam new textures endlessly.
br->faces[i].tex = Terr_Brush_FindTexture(hm, MSG_ReadString());
br->planes[i][0] = MSG_ReadFloat();
br->planes[i][1] = MSG_ReadFloat();
br->planes[i][2] = MSG_ReadFloat();
br->planes[i][3] = MSG_ReadFloat();
br->faces[i].stdir[0][0] = MSG_ReadFloat();
br->faces[i].stdir[0][1] = MSG_ReadFloat();
br->faces[i].stdir[0][2] = MSG_ReadFloat();
br->faces[i].stdir[0][3] = MSG_ReadFloat();
br->faces[i].stdir[1][0] = MSG_ReadFloat();
br->faces[i].stdir[1][1] = MSG_ReadFloat();
br->faces[i].stdir[1][2] = MSG_ReadFloat();
br->faces[i].stdir[1][3] = MSG_ReadFloat();
}
return true;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#ifndef SERVERONLY
heightmap_t *CL_BrushEdit_ForceContext(model_t *mod)
{
heightmap_t *hm = mod?mod->terrain:NULL;
if (!hm)
{
if (mod && mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
if (mod && mod->loadstate == MLS_LOADED)
{
char basename[MAX_QPATH];
COM_FileBase(mod->name, basename, sizeof(basename));
mod->terrain = Mod_LoadTerrainInfo(mod, basename, true);
hm = mod->terrain;
if (!hm)
return NULL;
Terr_FinishTerrain(mod);
}
else
return NULL;
}
return hm;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
void CL_Parse_BrushEdit(void)
{
unsigned int modelindex = MSG_ReadShort();
int cmd = MSG_ReadByte();
model_t *mod = (modelindex<countof(cl.model_precache))?cl.model_precache[modelindex]:NULL;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
heightmap_t *hm = mod?mod->terrain:NULL;
#ifdef CLIENTONLY
const qboolean ignore = false;
#else
const qboolean ignore = (sv_state>=ss_loading); //if we're the server then we already have this info. don't break anything (this info is present for demos).
#endif
if (cmd == hmcmd_brush_delete)
{
int id = MSG_ReadLong();
if (ignore)
return; //ignore if we're the server, we should already have it anyway.
Terr_Brush_DeleteId(hm, id);
}
else if (cmd == hmcmd_brush_insert) //1=create/replace
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
brushes_t brush;
hm = CL_BrushEdit_ForceContext(mod); //do this early, to ensure that the textures are correct
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
memset(&brush, 0, sizeof(brush));
brush.numplanes = 128;
brush.planes = alloca(sizeof(*brush.planes) * brush.numplanes);
brush.faces = alloca(sizeof(*brush.faces) * brush.numplanes);
if (!Brush_Deserialise(hm, &brush))
Host_EndGame("CL_Parse_BrushEdit: unparsable brush\n");
if (ignore)
return; //ignore if we're the server, we should already have it anyway (but might need it for demos, hence why its still sent).
if (brush.id)
{
int i;
if (cls.demoplayback)
Terr_Brush_DeleteId(hm, brush.id);
else
{
for (i = 0; i < hm->numbrushes; i++)
{
brushes_t *br = &hm->wbrushes[i];
if (br->id == brush.id)
return; //we already have it. assume we just edited it.
}
}
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Terr_Brush_Insert(mod, hm, &brush);
}
else if (cmd == hmcmd_prespawning)
{ //delete all
if (ignore)
return; //ignore if we're the server, we should already have it anyway.
hm = CL_BrushEdit_ForceContext(mod); //make sure we don't end up with any loaded brushes.
if (hm)
{
while(hm->numbrushes)
Terr_Brush_DeleteIdx(hm, hm->numbrushes-1);
}
}
else if (cmd == hmcmd_prespawned)
{
}
else if (cmd == hmcmd_ent_edit || cmd == hmcmd_ent_remove)
{ //ent edit
int id = MSG_ReadLong();
const char *data;
int idx = mod->numentityinfo, i;
if (cmd == hmcmd_ent_edit)
data = MSG_ReadString();
else
data = NULL;
//convert id to idx
for (i = 0; i < mod->numentityinfo; i++)
{
if (mod->entityinfo[i].id == id)
{
idx = i;
break;
}
if (!mod->entityinfo[i].keyvals)
idx = i;
}
//FIXME: cap the maximum data sizes (both count and storage, to prevent DOS attacks).
if (idx == mod->numentityinfo && data)
Z_ReallocElements((void**)&mod->entityinfo, &mod->numentityinfo, mod->numentityinfo+64, sizeof(*mod->entityinfo));
if (idx < mod->numentityinfo)
{
if (!ignore)
{
mod->entityinfo[idx].id = id;
Z_Free(mod->entityinfo[idx].keyvals);
if (data)
mod->entityinfo[idx].keyvals = Z_StrDup(data);
else
mod->entityinfo[idx].keyvals = NULL;
CSQC_MapEntityEdited(modelindex, idx, data);
}
}
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else
Host_EndGame("CL_Parse_BrushEdit: unknown command %i\n", cmd);
}
#endif
#ifndef CLIENTONLY
qboolean SV_Prespawn_Brushes(sizebuf_t *msg, unsigned int *modelindex, unsigned int *lastid)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
//lastid starts at 0
unsigned int bestid, i;
brushes_t *best;
model_t *mod;
heightmap_t *hm;
while(1)
{
if (*modelindex < MAX_PRECACHE_MODELS)
mod = sv.models[*modelindex];
else
mod = NULL;
if (!mod)
{
if (!(*modelindex)++)
continue;
return false;
}
hm = mod->terrain;
if (!hm || !hm->brushesedited)
{
*modelindex+=1;
*lastid = 0;
continue;
}
if (!*lastid)
{ //make sure the client starts with a clean slate.
MSG_WriteByte(msg, svcfte_brushedit);
MSG_WriteShort(msg, *modelindex);
MSG_WriteByte(msg, hmcmd_prespawning);
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//weird loop to try to ensure we never miss any brushes.
//get the lowest index that is 1 higher than our previous.
for (best = NULL, bestid = ~0u, i = 0; i < hm->numbrushes; i++)
{
unsigned int bid = hm->wbrushes[i].id;
if (bid > *lastid && bid <= bestid)
{
best = &hm->wbrushes[i];
bestid = best->id;
if (bestid == *lastid+1)
break;
}
}
if (best)
{
MSG_WriteByte(msg, svcfte_brushedit);
MSG_WriteShort(msg, *modelindex);
MSG_WriteByte(msg, hmcmd_brush_insert);
Brush_Serialise(msg, best);
*lastid = bestid;
return true;
}
*modelindex+=1;
*lastid = 0;
}
}
qboolean SV_Parse_BrushEdit(void)
{
qboolean authorise = (host_client->penalties & BAN_MAPPER) || (host_client->netchan.remote_address.type == NA_LOOPBACK);
unsigned int modelindex = MSG_ReadShort();
int cmd = MSG_ReadByte();
model_t *mod = (modelindex<countof(sv.models))?sv.models[modelindex]:NULL;
heightmap_t *hm = mod?mod->terrain:NULL;
if (cmd == hmcmd_brush_delete)
{ //delete
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int brushid = MSG_ReadLong();
if (!authorise)
{
SV_PrintToClient(host_client, PRINT_MEDIUM, "Brush editing ignored: you are not a mapper\n");
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return true;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Terr_Brush_DeleteId(hm, brushid);
MSG_WriteByte(&sv.multicast, svcfte_brushedit);
MSG_WriteShort(&sv.multicast, modelindex);
MSG_WriteByte(&sv.multicast, hmcmd_brush_delete);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
MSG_WriteLong(&sv.multicast, brushid);
SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0);
return true;
}
else if (cmd == hmcmd_brush_insert)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
brushes_t brush;
memset(&brush, 0, sizeof(brush));
brush.numplanes = 128;
brush.planes = alloca(sizeof(*brush.planes) * brush.numplanes);
brush.faces = alloca(sizeof(*brush.faces) * brush.numplanes);
if (!Brush_Deserialise(hm, &brush))
{
Con_Printf("SV_Parse_BrushEdit: %s sent an unparsable brush\n", host_client->name);
return false;
}
if (!authorise)
{
SV_PrintToClient(host_client, PRINT_MEDIUM, "Brush editing ignored: you are not a mapper\n");
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return true;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Terr_Brush_DeleteId(hm, brush.id);
if (!Terr_Brush_Insert(mod, hm, &brush))
return true; //looks mostly valid, but something was degenerate. fpu precision...
//FIXME: expand the world entity's sizes if needed?
MSG_WriteByte(&sv.multicast, svcfte_brushedit);
MSG_WriteShort(&sv.multicast, modelindex);
MSG_WriteByte(&sv.multicast, hmcmd_brush_insert);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Brush_Serialise(&sv.multicast, &brush);
SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0);
return true;
}
else if (cmd == hmcmd_ent_edit || cmd == hmcmd_ent_remove)
{
unsigned int entid = MSG_ReadLong();
char *keyvals = (cmd == hmcmd_ent_edit)?MSG_ReadString():NULL;
if (mod->submodelof != mod)
return true;
if (!authorise)
{
SV_PrintToClient(host_client, PRINT_MEDIUM, "Entity editing ignored: you are not a mapper\n");
//FIXME: undo the client's edit? or is that rude?
return true;
}
//FIXME: need to update the server's entity list
//SSQC_MapEntityEdited(idx, newvals);
MSG_WriteByte(&sv.multicast, svcfte_brushedit);
MSG_WriteShort(&sv.multicast, modelindex);
MSG_WriteByte(&sv.multicast, keyvals?hmcmd_ent_edit:hmcmd_ent_remove);
MSG_WriteLong(&sv.multicast, entid);
if (keyvals)
MSG_WriteString(&sv.multicast, keyvals);
SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0);
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else
{
Con_Printf("SV_Parse_BrushEdit: %s sent an unknown command: %i\n", host_client->name, cmd);
return false;
}
return true;
}
#endif
typedef struct
{
int shadername;
vec3_t planenormal;
float planedist;
vec3_t sdir;
float sbias;
vec3_t tdir;
float tbias;
} qcbrushface_t;
static void *validateqcpointer(pubprogfuncs_t *prinst, size_t qcptr, size_t elementsize, size_t elementcount, qboolean allownull)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
//make sure that the sizes can't overflow
if (elementcount > 0x10000)
{
PR_BIError(prinst, "brush: elementcount %u is too large\n", (unsigned int)elementcount);
return NULL;
}
if (qcptr+(elementsize*elementcount) > (size_t)prinst->stringtablesize)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
PR_BIError(prinst, "brush: invalid qc pointer\n");
return NULL;
}
if (!qcptr)
{
if (!allownull)
PR_BIError(prinst, "brush: null qc pointer\n");
return NULL;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return prinst->stringtable + qcptr;
}
// {"brush_get", PF_brush_get, 0, 0, 0, 0, D(qcbrushface "int(float modelidx, int brushid, brushface_t *out_faces, int maxfaces, int *out_contents)", "Queries a brush's information. You must pre-allocate the face array for the builtin to write to. Return value is the number of faces retrieved, 0 on error.")},
void QCBUILTIN PF_brush_get(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0));
heightmap_t *hm = mod?mod->terrain:NULL;
unsigned int brushid = G_INT(OFS_PARM1);
unsigned int maxfaces = G_INT(OFS_PARM3);
qcbrushface_t *out_faces = validateqcpointer(prinst, G_INT(OFS_PARM2), sizeof(*out_faces), maxfaces, true);
unsigned int *out_contents = validateqcpointer(prinst, G_INT(OFS_PARM4), sizeof(*out_contents), 1, true);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int fa, i;
brushes_t *br;
//assume the worst.
G_INT(OFS_RETURN) = 0;
if (out_contents)
*out_contents = 0;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!hm)
return;
for (i = 0; i < hm->numbrushes; i++)
{
br = &hm->wbrushes[i];
if (br->id == brushid)
{
if (out_contents)
*out_contents = br->contents;
if (!out_faces)
G_INT(OFS_RETURN) = br->numplanes;
else
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
maxfaces = min(br->numplanes, maxfaces);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
for (fa = 0; fa < maxfaces; fa++)
{
out_faces->shadername = PR_TempString(prinst, br->faces[fa].tex->shadername);
VectorCopy(br->planes[fa], out_faces->planenormal);
out_faces->planedist = br->planes[fa][3];
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
VectorCopy(br->faces[fa].stdir[0], out_faces->sdir);
out_faces->sbias = br->faces[fa].stdir[0][3];
VectorCopy(br->faces[fa].stdir[1], out_faces->tdir);
out_faces->tbias = br->faces[fa].stdir[1][3];
out_faces++;
}
G_INT(OFS_RETURN) = fa;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
return;
}
}
}
// {"brush_create", PF_brush_create, 0, 0, 0, 0, D("int(float modelidx, brushface_t *in_faces, int numfaces, int contents)", "Inserts a new brush into the model. Return value is the new brush's id.")},
void QCBUILTIN PF_brush_create(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
int modelindex = G_FLOAT(OFS_PARM0);
model_t *mod = vmw->Get_CModel(vmw, modelindex);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
heightmap_t *hm = mod?mod->terrain:NULL;
unsigned int numfaces = G_INT(OFS_PARM2);
qcbrushface_t *in_faces = validateqcpointer(prinst, G_INT(OFS_PARM1), sizeof(*in_faces), numfaces, numfaces==0);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int contents = G_INT(OFS_PARM3);
unsigned int brushid = (prinst->callargc > 4)?G_INT(OFS_PARM4):0; //to simplify edits
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int i;
brushes_t brush, *nb;
vec4_t *planes;
struct brushface_s *faces;
G_INT(OFS_RETURN) = 0;
if (!hm)
{
if (mod && mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING);
if (mod && mod->loadstate == MLS_LOADED)
{
char basename[MAX_QPATH];
COM_FileBase(mod->name, basename, sizeof(basename));
mod->terrain = Mod_LoadTerrainInfo(mod, basename, true);
hm = mod->terrain;
if (!hm)
return;
Terr_FinishTerrain(mod);
}
else
return;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//if we're creating one that already exists, then assume that its a move.
if (brushid && Terr_Brush_DeleteId(hm, brushid))
{
#ifndef CLIENTONLY
if (sv.state && modelindex > 0)
{
MSG_WriteByte(&sv.multicast, svcfte_brushedit);
MSG_WriteShort(&sv.multicast, modelindex);
MSG_WriteByte(&sv.multicast, hmcmd_brush_delete);
MSG_WriteLong(&sv.multicast, brushid);
SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0);
}
else
#endif
#ifndef SERVERONLY
if (cls.state && modelindex > 0)
{
MSG_WriteByte(&cls.netchan.message, clcfte_brushedit);
MSG_WriteShort(&cls.netchan.message, modelindex);
MSG_WriteByte(&cls.netchan.message, hmcmd_brush_delete);
MSG_WriteLong(&cls.netchan.message, brushid);
}
#else
{
}
#endif
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
planes = alloca(sizeof(*planes) * numfaces);
faces = alloca(sizeof(*faces) * numfaces);
for (i = 0; i < numfaces; i++)
{
VectorCopy(in_faces[i].planenormal, planes[i]);
planes[i][3] = in_faces[i].planedist;
faces[i].tex = Terr_Brush_FindTexture(hm, PR_GetString(prinst, in_faces[i].shadername));
VectorCopy(in_faces[i].sdir, faces[i].stdir[0]);
faces[i].stdir[0][3] = in_faces[i].sbias;
VectorCopy(in_faces[i].tdir, faces[i].stdir[1]);
faces[i].stdir[1][3] = in_faces[i].tbias;
}
//now emit it
brush.id = 0;
brush.contents = contents;
brush.numplanes = numfaces;
brush.planes = planes;
brush.faces = faces;
if (numfaces)
{
nb = Terr_Brush_Insert(mod, hm, &brush);
if (nb)
{
G_INT(OFS_RETURN) = nb->id;
#ifndef CLIENTONLY
if (sv.state && modelindex > 0)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
MSG_WriteByte(&sv.multicast, svcfte_brushedit);
MSG_WriteShort(&sv.multicast, modelindex);
MSG_WriteByte(&sv.multicast, hmcmd_brush_insert);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Brush_Serialise(&sv.multicast, nb);
SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0);
return;
}
#endif
#ifndef SERVERONLY
if (cls.state && modelindex > 0)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
MSG_WriteByte(&cls.netchan.message, clcfte_brushedit);
MSG_WriteShort(&cls.netchan.message, modelindex);
MSG_WriteByte(&cls.netchan.message, hmcmd_brush_insert);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Brush_Serialise(&cls.netchan.message, nb);
return;
}
#endif
}
}
}
// {"brush_delete", PF_brush_delete, 0, 0, 0, 0, D("void(float modelidx, int brushid)", "Destroys the specified brush.")},
void QCBUILTIN PF_brush_delete(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
int modelindex = G_FLOAT(OFS_PARM0);
model_t *mod = vmw->Get_CModel(vmw, modelindex);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
heightmap_t *hm = mod?mod->terrain:NULL;
unsigned int brushid = G_INT(OFS_PARM1);
if (!hm)
return;
Terr_Brush_DeleteId(hm, brushid);
#ifndef CLIENTONLY
if (sv.state && modelindex > 0)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
MSG_WriteByte(&sv.multicast, svcfte_brushedit);
MSG_WriteShort(&sv.multicast, modelindex);
MSG_WriteByte(&sv.multicast, hmcmd_brush_delete);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
MSG_WriteLong(&sv.multicast, brushid);
SV_MulticastProtExt(vec3_origin, MULTICAST_ALL_R, ~0, 0, 0);
return;
}
#endif
#ifndef SERVERONLY
if (cls.state && modelindex > 0)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
MSG_WriteByte(&cls.netchan.message, clcfte_brushedit);
MSG_WriteShort(&cls.netchan.message, modelindex);
MSG_WriteByte(&cls.netchan.message, hmcmd_brush_delete);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
MSG_WriteLong(&cls.netchan.message, brushid);
return;
}
#endif
}
// {"brush_selected", PF_brush_selected, 0, 0, 0, 0, D("float(float modelid, int brushid, int faceid, float selectedstate)", "Allows you to easily set transient visual properties of a brush. If brush/face is -1, applies to all. returns old value. selectedstate=-1 changes nothing (called for its return value).")},
void QCBUILTIN PF_brush_selected(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0));
heightmap_t *hm = mod?mod->terrain:NULL;
unsigned int brushid = G_INT(OFS_PARM1);
// unsigned int faceid = G_INT(OFS_PARM2);
int state = G_FLOAT(OFS_PARM3);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int i;
brushes_t *br;
G_FLOAT(OFS_RETURN) = 0;
if (!hm)
return;
// hm->recalculatebrushlighting = true;
for (i = 0; i < hm->numbrushes; i++)
{
br = &hm->wbrushes[i];
if (br->id == brushid)
{
G_FLOAT(OFS_RETURN) = br->selected;
if (state >= 0)
{
if (br->selected != state)
{
for (i = 0; i < br->numplanes; i++)
{
br->faces[i].tex->rebuild = true;
br->faces[i].relight = true;
}
br->selected = state;
}
}
// return;
}
}
}
// {"brush_calcfacepoints",PF_brush_calcfacepoints,0,0, 0, 0, D("int(int faceid, brushface_t *in_faces, int numfaces, vector *points, int maxpoints)", "Determines the points of the specified face, if the specified brush were to actually be created.")},
void QCBUILTIN PF_brush_calcfacepoints(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
size_t faceid = G_INT(OFS_PARM0);
size_t numfaces = G_INT(OFS_PARM2);
qcbrushface_t *in_faces = validateqcpointer(prinst, G_INT(OFS_PARM1), sizeof(*in_faces), numfaces, false);
size_t maxpoints = G_INT(OFS_PARM4);
vec3_t *out_verts = validateqcpointer(prinst, G_INT(OFS_PARM3), sizeof(*out_verts), maxpoints, false);
vecV_t facepoints[256];
vec4_t planes[256];
unsigned int j, numpoints;
faceid--;
if ((size_t)faceid >= numfaces)
{
G_INT(OFS_RETURN) = 0;
return;
}
//make sure this isn't a dupe face
for (j = 0; j < faceid; j++)
{
if (in_faces[j].planenormal[0] == in_faces[faceid].planenormal[0] &&
in_faces[j].planenormal[1] == in_faces[faceid].planenormal[1] &&
in_faces[j].planenormal[2] == in_faces[faceid].planenormal[2] &&
in_faces[j].planedist == in_faces[faceid].planedist)
{
G_INT(OFS_RETURN) = 0;
return;
}
}
//generate a list that Terr_GenerateBrushFace can actually use, silly, but lets hope this isn't needed to be nippy
for (j = 0; j < numfaces; j++)
{
VectorCopy(in_faces[j].planenormal, planes[j]);
planes[j][3] = in_faces[j].planedist;
}
//generate points now (so we know the correct mins+maxs for the brush, and whether the plane is relevent)
numpoints = Fragment_ClipPlaneToBrush(facepoints, countof(facepoints), planes, sizeof(*planes), numfaces, planes[faceid]);
G_INT(OFS_RETURN) = numpoints;
if (numpoints > maxpoints)
numpoints = maxpoints;
//... and copy them out without padding. yeah, silly.
for (j = 0; j < numpoints; j++)
{
VectorCopy(facepoints[j], out_verts[j]);
}
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
// {"brush_getfacepoints",PF_brush_getfacepoints,0,0, 0, 0, D("int(float modelid, int brushid, int faceid, vector *points, int maxpoints)", "Allows you to easily set transient visual properties of a brush. If brush/face is -1, applies to all. returns old value. selectedstate=-1 changes nothing (called for its return value).")},
void QCBUILTIN PF_brush_getfacepoints(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0));
heightmap_t *hm = mod?mod->terrain:NULL;
unsigned int brushid = G_INT(OFS_PARM1);
unsigned int faceid = G_INT(OFS_PARM2);
unsigned int maxpoints = G_INT(OFS_PARM4), p;
vec3_t *out_verts = validateqcpointer(prinst, G_INT(OFS_PARM3), sizeof(*out_verts), maxpoints, false);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
size_t i;
brushes_t *br;
G_INT(OFS_RETURN) = 0;
if (!hm)
return;
for (i = 0; i < hm->numbrushes; i++)
{
br = &hm->wbrushes[i];
if (br->id == brushid)
{
if (!faceid)
{
if (maxpoints >= 2)
{
VectorCopy(br->mins, out_verts[0]);
VectorCopy(br->maxs, out_verts[1]);
G_INT(OFS_RETURN) = 2;
}
else if (maxpoints == 1)
{
VectorInterpolate(br->mins, 0.5, br->maxs, out_verts[0]);
G_INT(OFS_RETURN) = 1;
}
}
else
{
faceid--;
if (faceid >= br->numplanes)
break;
maxpoints = min(maxpoints, br->faces[faceid].numpoints);
for (p = 0; p < maxpoints; p++)
VectorCopy(br->faces[faceid].points[p], out_verts[p]);
G_INT(OFS_RETURN) = p;
}
break;
}
}
}
// {"brush_findinvolume",PF_brush_findinvolume,0,0, 0, 0, D("int(float modelid, vector *planes, float *dists, int numplanes, int *out_brushes, int *out_faces, int maxresults)", "Allows you to easily obtain a list of brushes+faces within the given bounding region. If out_faces is not null, the same brush might be listed twice.")},
void QCBUILTIN PF_brush_findinvolume(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
model_t *mod = vmw->Get_CModel(vmw, G_FLOAT(OFS_PARM0));
heightmap_t *hm = mod?mod->terrain:NULL;
int in_numplanes = G_INT(OFS_PARM3);
vec3_t *in_normals = validateqcpointer(prinst, G_INT(OFS_PARM1), sizeof(*in_normals), in_numplanes, false);
float *in_distances = validateqcpointer(prinst, G_INT(OFS_PARM2), sizeof(*in_distances), in_numplanes, false);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int maxresults = G_INT(OFS_PARM6);
unsigned int *out_brushids = validateqcpointer(prinst, G_INT(OFS_PARM4), sizeof(*out_brushids), maxresults, false);
unsigned int *out_faceids = G_INT(OFS_PARM5)?validateqcpointer(prinst, G_INT(OFS_PARM5), sizeof(*out_faceids), maxresults, false):NULL;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned int i, j, k, r = 0;
brushes_t *br;
vec3_t best;
float dist;
//find all brushes/faces with a vetex within the region
//the brush is inside if any every plane has at least one vertex on the inner side
if (hm)
for (i = 0; i < hm->numbrushes; i++)
{
br = &hm->wbrushes[i];
for (j = 0; j < in_numplanes; j++)
{
for (k=0 ; k<3 ; k++)
{
if (in_normals[j][k] < 0)
best[k] = br->maxs[k];
else
best[k] = br->mins[k];
}
dist = DotProduct (best, in_normals[j]);
dist = in_distances[j] - dist;
if (dist <= 0) //don't find coplanar brushes. add an epsilon if you need this.
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
break;
}
if (j == in_numplanes)
{
//the box had some point on the near side of every single plane, and thus must contain at least part of the box
if (r == maxresults)
break; //ran out
out_brushids[r] = br->id;
if (out_faceids) //FIXME: handle this properly.
out_faceids[r] = 0;
r++;
}
}
G_INT(OFS_RETURN) = r;
}
void Terr_WriteBrushInfo(vfsfile_t *file, brushes_t *br)
{
//valve 220 format:
//{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//( -0 -0 16 ) ( -0 -0 32 ) ( 64 -0 16 ) texname [x y z d] [x y z d] rotation sscale tscale
//}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
float *point[3];
int i, x, y;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
VFS_PRINTF(file, "\n{");
if (br->patch)
{
VFS_PRINTF(file, "\n\tpatchDef2\n\t{\n\t\"%s\"\n\t( %.9g %.9g %.9g %.9g %.9g )\n\t(\t\n",
br->patch->tex?br->patch->tex->shadername:"",
0.0/*xoffset*/,
0.0/*yoffset*/,
0.0/*rotation*/,
1.0/*xscale*/,
1.0/*yscale*/);
for (y = 0; y < br->patch->ypoints; y++)
{
VFS_PRINTF(file, "\t\t( ");
for (x = 0; x < br->patch->xpoints; x++)
{
VFS_PRINTF(file, "( %.9g %.9g %.9g %.9g %.9g )", br->patch->verts[x + y*br->patch->xpoints].v[0],
br->patch->verts[x + y*br->patch->xpoints].v[1],
br->patch->verts[x + y*br->patch->xpoints].v[2],
br->patch->verts[x + y*br->patch->xpoints].tc[0],
br->patch->verts[x + y*br->patch->xpoints].tc[1]);
}
VFS_PRINTF(file, " )");
}
VFS_PRINTF(file, " )\n\t}\n");
}
else
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
for (i = 0; i < br->numplanes; i++)
{
point[0] = br->faces[i].points[0];
point[1] = br->faces[i].points[1];
point[2] = br->faces[i].points[2];
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//%.9g is 'meant' to be lossless for a standard ieee single-precision float. (%.17g for a double)
VFS_PRINTF(file, "\n( %.9g %.9g %.9g ) ( %.9g %.9g %.9g ) ( %.9g %.9g %.9g ) \"%s\" [ %.9g %.9g %.9g %.9g ] [ %.9g %.9g %.9g %.9g ] 0 1 1",
point[0][0], point[0][1], point[0][2],
point[1][0], point[1][1], point[1][2],
point[2][0], point[2][1], point[2][2],
br->faces[i].tex?br->faces[i].tex->shadername:"",
br->faces[i].stdir[0][0], br->faces[i].stdir[0][1], br->faces[i].stdir[0][2], br->faces[i].stdir[0][3],
br->faces[i].stdir[1][0], br->faces[i].stdir[1][1], br->faces[i].stdir[1][2], br->faces[i].stdir[1][3]
);
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
VFS_PRINTF(file, "\n}");
}
void Terr_WriteMapFile(vfsfile_t *file, model_t *mod)
{
char token[8192];
int nest = 0;
const char *start, *entities = Mod_GetEntitiesString(mod);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
int i;
unsigned int entnum = 0;
heightmap_t *hm;
hm = mod->terrain;
if (hm && hm->legacyterrain)
VFS_WRITE(file, "terrain\n", 8);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
start = entities;
while(entities)
{
entities = COM_ParseOut(entities, token, sizeof(token));
if (token[0] == '}' && token[1] == 0)
{
nest--;
if (!nest)
{
if (!entnum)
{
// VFS_PRINTF(file, "\n//Worldspawn brushes go here");
hm = mod->terrain;
if (hm)
for (i = 0; i < hm->numbrushes; i++)
Terr_WriteBrushInfo(file, &hm->wbrushes[i]);
}
entnum++;
}
}
else if (token[0] == '{' && token[1] == 0)
{
nest++;
}
else
{
if (!strcmp(token, "model"))
{
int submodelnum;
entities = COM_ParseOut(entities, token, sizeof(token));
if (*token == '*')
submodelnum = atoi(token+1);
else
submodelnum = 0;
if (submodelnum)
{
model_t *submod;
Q_snprintfz(token, sizeof(token), "*%i:%s", submodelnum, mod->name);
submod = Mod_FindName (token);
// VFS_PRINTF(file, "\nBrushes for %s go here", token);
hm = submod->terrain;
if (hm)
{
for (i = 0; i < hm->numbrushes; i++)
Terr_WriteBrushInfo(file, &hm->wbrushes[i]);
start = entities;
}
}
}
else
entities = COM_ParseOut(entities, token, sizeof(token));
}
VFS_WRITE(file, start, entities - start);
start = entities;
}
}
void Mod_Terrain_Save_f(void)
{
vfsfile_t *file;
model_t *mod;
const char *mapname = Cmd_Argv(1);
char fname[MAX_QPATH];
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (Cmd_IsInsecure())
{
Con_Printf("Please use this command via the console\n");
return;
}
if (*mapname)
mod = Mod_FindName(va("maps/%s", mapname));
#ifndef SERVERONLY
else if (cls.state)
mod = cl.worldmodel;
#endif
else
mod = NULL;
if (!mod)
{
Con_Printf("no model loaded by that name\n");
return;
}
if (mod->loadstate != MLS_LOADED)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
Con_Printf("that model isn't fully loaded\n");
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return;
}
if (*Cmd_Argv(2))
Q_snprintfz(fname, sizeof(fname), "maps/%s.map", Cmd_Argv(2));
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else
Q_snprintfz(fname, sizeof(fname), "%s", mod->name);
if (mod->type != mod_heightmap)
{
//warning: brushes are not saved unless its a .map
COM_StripExtension(mod->name, fname, sizeof(fname));
Q_strncatz(fname, ".ent", sizeof(fname));
FS_CreatePath(fname, FS_GAMEONLY);
file = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
if (!file)
Con_Printf("unable to open %s\n", fname);
else
{
const char *s = Mod_GetEntitiesString(mod);
VFS_WRITE(file, s, strlen(s));
VFS_CLOSE(file);
FS_FlushFSHashWritten(fname);
}
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else
{
FS_CreatePath(fname, FS_GAMEONLY);
file = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
if (!file)
Con_Printf("unable to open %s\n", fname);
else
{
Terr_WriteMapFile(file, mod);
VFS_CLOSE(file);
FS_FlushFSHashWritten(fname);
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
}
qboolean Terr_ReformEntitiesLump(model_t *mod, heightmap_t *hm, char *entities)
{
char token[8192];
int nest = 0;
int buflen = strlen(entities);
char *out, *outstart, *start;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
int i;
int submodelnum = 0;
qboolean isdetail = false;
qboolean foundsubmodel = false;
qboolean inbrush = false;
int numplanes = 0;
vec4_t planes[64];
struct brushface_s faces[64];
int brushcontents = FTECONTENTS_SOLID;
heightmap_t *subhm = NULL;
model_t *submod = NULL;
const char *brushpunct = "(){}[]"; //use an empty string for better compat with vanilla qbsp...
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#ifdef RUNTIMELIGHTING
hm->entsdirty = true;
hm->relightcontext = LightStartup(NULL, mod, false, false);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
hm->lightthreadmem = BZ_Malloc(lightthreadctxsize);
hm->inheritedlightthreadmem = false;
#endif
/*FIXME: we need to re-form the entities lump to insert model fields as appropriate*/
outstart = out = Z_Malloc(buflen+1);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
while(entities)
{
start = entities;
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (token[0] == '}' && token[1] == 0)
{
nest--;
if (inbrush)
{
brushes_t brush;
//finish the brush
brush.contents = brushcontents;
brush.numplanes = numplanes;
brush.planes = planes;
brush.faces = faces;
brush.id = 0;
if (numplanes && subhm)
{
qboolean oe = subhm->brushesedited;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Terr_Brush_Insert(submod, subhm, &brush);
subhm->brushesedited = oe;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
numplanes = 0;
inbrush = false;
continue;
}
}
else if (token[0] == '{' && token[1] == 0)
{
nest++;
if (nest == 1)
{ //entering a new entity
foundsubmodel = false;
isdetail = false;
}
if (nest == 2)
{
if (isdetail) //func_detail injects its brushes into the world model for some reason.
{
submod = mod;
subhm = hm;
}
else if (!foundsubmodel)
{
foundsubmodel = true;
if (submodelnum)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Q_snprintfz(token, sizeof(token), "*%i", submodelnum);
*out++ = 'm';
*out++ = 'o';
*out++ = 'd';
*out++ = 'e';
*out++ = 'l';
*out++ = ' ';
*out++ = '\"';
for (i = 0; token[i]; i++)
*out++ = token[i];
*out++ = '\"';
*out++ = ' ';
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Q_snprintfz(token, sizeof(token), "*%i:%s", submodelnum, mod->name);
submod = Mod_FindName (token);
if (submod->loadstate == MLS_NOTLOADED)
{
submod->type = mod_heightmap;
Mod_SetEntitiesString(submod, "", true);
subhm = submod->terrain = Mod_LoadTerrainInfo(submod, submod->name, true);
subhm->exteriorcontents = FTECONTENTS_EMPTY;
ClearBounds(submod->mins, submod->maxs);
submod->funcs.NativeTrace = Heightmap_Trace_Test;
submod->funcs.PointContents = Heightmap_PointContents;
submod->funcs.NativeContents = Heightmap_NativeBoxContents;
submod->funcs.LightPointValues = Heightmap_LightPointValues;
submod->funcs.StainNode = Heightmap_StainNode;
submod->funcs.MarkLights = Heightmap_MarkLights;
submod->funcs.ClusterForPoint = Heightmap_ClusterForPoint;
submod->funcs.ClusterPVS = Heightmap_ClusterPVS;
#ifndef CLIENTONLY
submod->funcs.FindTouchedLeafs = Heightmap_FindTouchedLeafs;
submod->funcs.EdictInFatPVS = Heightmap_EdictInFatPVS;
submod->funcs.FatPVS = Heightmap_FatPVS;
#endif
submod->loadstate = MLS_LOADED;
submod->pvsbytes = sizeof(hmpvs_t);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#ifdef RUNTIMELIGHTING
subhm->relightcontext = LightStartup(hm->relightcontext, submod, false, false);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
subhm->lightthreadmem = hm->lightthreadmem;
subhm->inheritedlightthreadmem = true;
#endif
}
else
subhm = NULL;
}
else
{
submod = mod;
subhm = hm;
}
submodelnum++;
}
inbrush = true;
continue;
}
}
else if (inbrush && !strcmp(token, "patchDef2"))
{
vec5_t pvert[64][64];
int x, y;
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (strcmp(token, "{")) {Con_Printf(CON_ERROR "%s: invalid patch\n", mod->name);return false;}
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
/*parse texture name*/
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (strcmp(token, "(")) {Con_Printf(CON_ERROR "%s: invalid patch\n", mod->name);return false;}
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
/*xoffset = atof(token);*/
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
/*yoffset = atof(token);*/
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
/*rotation = atof(token);*/
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
/*xscale = atof(token);*/
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
/*yscale = atof(token);*/
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (strcmp(token, ")")) {Con_Printf(CON_ERROR "%s: invalid patch\n", mod->name);return false;}
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (strcmp(token, "(")) {Con_Printf(CON_ERROR "%s: invalid patch\n", mod->name);return false;}
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
y = 0;
while (!strcmp(token, "("))
{
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
x = 0;
while (!strcmp(token, "("))
{
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
pvert[y][x][0] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
pvert[y][x][1] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
pvert[y][x][2] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
pvert[y][x][3] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
pvert[y][x][4] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (strcmp(token, ")")) {Con_Printf(CON_ERROR "%s: invalid patch\n", mod->name);return false;}
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (x < countof(pvert[y])-1)
x++;
}
if (strcmp(token, ")")) {Con_Printf(CON_ERROR "%s: invalid patch\n", mod->name);return false;}
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (y < countof(pvert)-1)
y++;
}
if (strcmp(token, ")")) {Con_Printf(CON_ERROR "%s: invalid patch\n", mod->name);return false;}
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (strcmp(token, "}")) {Con_Printf(CON_ERROR "%s: invalid patch\n", mod->name);return false;}
}
else if (inbrush)
{
//parse a plane
//Quake: ( -0 -0 16 ) ( -0 -0 32 ) ( 64 -0 16 ) texname soffset toffset rotation sscale tscale
//hexen2:( -0 -0 16 ) ( -0 -0 32 ) ( 64 -0 16 ) texname soffset toffset rotation sscale tscale utterlypointless
//Valve: ( -0 -0 16 ) ( -0 -0 32 ) ( 64 -0 16 ) texname [x y z d] [x y z d] rotation sscale tscale
//fte : ( px py pz pd ) texname [sx sy sz sd] [tx ty tz td] 0 1 1
//q3 : ( -0 -0 16 ) ( -0 -0 32 ) ( 64 -0 16 ) common/caulk common/caulk rotation sscale tscale detailcontents unused unused
//doom3: brushdef3 { ( px py pz pd ) ( ( x y z ) ( x y z ) ) texture detailcontents unused unused }
brushtex_t *bt;
vec3_t d1,d2;
vec3_t points[3];
vec4_t texplane[2];
float scale[2], rot;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
int p;
qboolean hlstyle = false;
memset(points, 0, sizeof(points));
for (p = 0; p < 3; p++)
{
if (token[0] != '(' || token[1] != 0)
break;
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
points[p][0] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
points[p][1] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
points[p][2] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (token[0] != ')' || token[1] != 0)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
// VectorClear(points[1]);
// VectorClear(points[2]);
points[1][0] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (p == 0 && !strcmp(token, ")"))
p = 4; //we just managed to read an entire plane instead of 3 points.
break;
}
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
if (p < 3)
{
Con_Printf(CON_ERROR "%s: malformed brush\n", mod->name);
return false;
}
if (numplanes == sizeof(planes)/sizeof(planes[0]))
{
Con_Printf(CON_ERROR "%s: too many planes in brush\n", mod->name);
return false;
}
bt = Terr_Brush_FindTexture(subhm, token);
if (*token == '*')
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!Q_strncasecmp(token, "*lava", 5))
brushcontents = FTECONTENTS_LAVA;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else if (!Q_strncasecmp(token, "*slime", 5))
brushcontents = FTECONTENTS_SLIME;
else
brushcontents = FTECONTENTS_WATER;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else if (!Q_strncasecmp(token, "*sky", 4))
brushcontents = FTECONTENTS_SKY;
else if (!Q_strcasecmp(token, "clip"))
brushcontents = FTECONTENTS_PLAYERCLIP|FTECONTENTS_MONSTERCLIP;
else
brushcontents = FTECONTENTS_SOLID;
//FIXME: halflife format has the entire [x y z dist] plane specified.
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
if (*token == '[')
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
hlstyle = true;
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
texplane[0][0] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
texplane[0][1] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
texplane[0][2] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
texplane[0][3] = atof(token);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
//]
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
//[
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
texplane[1][0] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
texplane[1][1] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
texplane[1][2] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
texplane[1][3] = atof(token);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
//]
}
else
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
VectorClear(texplane[0]);
VectorClear(texplane[1]);
texplane[0][3] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
texplane[1][3] = atof(token);
}
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
rot = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
scale[0] = atof(token);
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
scale[1] = atof(token);
//hexen2 has some extra junk that is useless - some 'light' value, but its never used and should normally be -1.
//quake3 on the other hand has 3 different args. Contents Unused Unused. The contents conveys only CONTENTS_DETAIL. which is awkward as it varies by game.
while (*entities == ' ' || *entities == '\t')
entities++;
if (*entities == '-' || (*entities >= '0' && *entities <= '9'))
{
int ex1;
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
ex1 = atoi(token);
while (*entities == ' ' || *entities == '\t')
entities++;
if (*entities == '-' || (*entities >= '0' && *entities <= '9'))
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
while (*entities == ' ' || *entities == '\t')
entities++;
if (*entities == '-' || (*entities >= '0' && *entities <= '9'))
{
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
//if we got this far, then its q3 format.
//q3 is weird. the first extra arg is contents. but only the detail contents is used.
if (ex1 & Q3CONTENTS_DETAIL)
brushcontents |= Q3CONTENTS_DETAIL;
}
}
//okay, that's all the actual parsing, now try to make sense of this plane.
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (p == 4)
{ //parsed an actual plane
VectorCopy(points[0], planes[numplanes]);
planes[numplanes][3] = points[1][0];
}
else
{ //parsed 3 points.
VectorSubtract(points[0], points[1], d1);
VectorSubtract(points[2], points[1], d2);
CrossProduct(d1, d2, planes[numplanes]);
VectorNormalize(planes[numplanes]);
planes[numplanes][3] = DotProduct(points[1], planes[numplanes]);
}
faces[numplanes].tex = bt;
//quake's .maps use the normal to decide which texture directions to use in some lame axially-aligned way.
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!hlstyle)
{
float a=fabs(planes[numplanes][0]),b=fabs(planes[numplanes][1]),c=fabs(planes[numplanes][2]);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (a>=b&&a>=c)
texplane[0][1] = 1;
else
texplane[0][0] = 1;
if (c>a&&c>b)
texplane[1][1] = -1;
else
texplane[1][2] = -1;
}
if (rot)
{
int mas, mat;
float s,t;
float a = rot*(M_PI/180);
float cosa = cos(a), sina=sin(a);
for (mas=0; mas<2&&!texplane[0][mas]; mas++);
for (mat=0; mat<2&&!texplane[1][mat]; mat++);
for (i = 0; i < 2; i++)
{
s = cosa*texplane[i][mas] - sina*texplane[i][mat];
t = sina*texplane[i][mas] + cosa*texplane[i][mat];
texplane[i][mas] = s;
texplane[i][mat] = t;
}
}
if (!scale[0]) scale[0] = 1;
if (!scale[1]) scale[1] = 1;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
VectorScale(texplane[0], 1.0/scale[0], faces[numplanes].stdir[0]);
VectorScale(texplane[1], 1.0/scale[1], faces[numplanes].stdir[1]);
faces[numplanes].stdir[0][3] = texplane[0][3];
faces[numplanes].stdir[1][3] = texplane[1][3];
numplanes++;
continue;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else
{
if (!strcmp(token, "classname"))
{
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!strcmp(token, "func_detail"))
isdetail = true;
}
else
entities = COM_ParseTokenOut(entities, brushpunct, token, sizeof(token), NULL);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
while(start < entities)
*out++ = *start++;
}
*out = 0;
Mod_SetEntitiesString(mod, outstart, false);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
mod->numsubmodels = submodelnum;
return true;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean QDECL Terr_LoadTerrainModel (model_t *mod, void *buffer, size_t bufsize)
{
int legacyterrain;
heightmap_t *hm;
char token[MAX_QPATH];
int sectsize = 0;
char *src;
src = COM_ParseOut(buffer, token, sizeof(token));
if (!strcmp(token, "terrain"))
{
legacyterrain = true;
buffer = src;
}
else if (!strcmp(token, "{"))
legacyterrain = false;
else
{
Con_Printf(CON_ERROR "%s wasn't terrain map\n", mod->name); //shouldn't happen
return false;
}
mod->type = mod_heightmap;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
ClearBounds(mod->mins, mod->maxs);
hm = Z_Malloc(sizeof(*hm));
ClearLink(&hm->recycle);
// ClearLink(&hm->collected);
COM_FileBase(mod->name, hm->path, sizeof(hm->path));
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!Terr_ReformEntitiesLump(mod, hm, buffer))
return false;
strcpy(hm->groundshadername, "terrainshader");
strcpy(hm->skyname, "sky1");
hm->entitylock = Sys_CreateMutex();
hm->sectionsize = sectsize;
if (legacyterrain)
{
hm->firstsegx = -1;
hm->firstsegy = -1;
hm->maxsegx = +1;
hm->maxsegy = +1;
}
else
{
hm->firstsegx = 0;
hm->firstsegy = 0;
hm->maxsegx = 0;
hm->maxsegy = 0;
}
hm->legacyterrain = legacyterrain;
if (legacyterrain)
hm->exteriorcontents = FTECONTENTS_SOLID; //sky outside the map
Terr_ParseEntityLump(mod, hm);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (hm->firstsegx != hm->maxsegx)
{
vec3_t point;
point[0] = (hm->firstsegx - CHUNKBIAS) * hm->sectionsize;
point[1] = (hm->firstsegy - CHUNKBIAS) * hm->sectionsize;
point[2] = -999999999999999999999999.f;
AddPointToBounds(point, mod->mins, mod->maxs);
point[0] = (hm->maxsegx - CHUNKBIAS) * hm->sectionsize;
point[1] = (hm->maxsegy - CHUNKBIAS) * hm->sectionsize;
point[2] = 999999999999999999999999.f;
AddPointToBounds(point, mod->mins, mod->maxs);
}
mod->funcs.NativeTrace = Heightmap_Trace_Test;
mod->funcs.PointContents = Heightmap_PointContents;
mod->funcs.NativeContents = Heightmap_NativeBoxContents;
mod->funcs.LightPointValues = Heightmap_LightPointValues;
mod->funcs.StainNode = Heightmap_StainNode;
mod->funcs.MarkLights = Heightmap_MarkLights;
mod->funcs.ClusterForPoint = Heightmap_ClusterForPoint;
mod->funcs.ClusterPVS = Heightmap_ClusterPVS;
#ifndef CLIENTONLY
mod->funcs.FindTouchedLeafs = Heightmap_FindTouchedLeafs;
mod->funcs.EdictInFatPVS = Heightmap_EdictInFatPVS;
mod->funcs.FatPVS = Heightmap_FatPVS;
#endif
/* mod->hulls[0].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[1].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[2].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[3].funcs.HullPointContents = Heightmap_PointContents;
*/
mod->pvsbytes = sizeof(hmpvs_t);
mod->terrain = hm;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#ifdef RUNTIMELIGHTING
if (hm->relightcontext)
{
LightReloadEntities(hm->relightcontext, Mod_GetEntitiesString(mod), true);
hm->entsdirty = false;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#endif
validatelinks(&hm->recycle);
return true;
}
void *Mod_LoadTerrainInfo(model_t *mod, char *loadname, qboolean force)
{
heightmap_t *hm;
heightmap_t potential;
if (!Mod_GetEntitiesString(mod))
return NULL;
memset(&potential, 0, sizeof(potential));
Terr_ParseEntityLump(mod, &potential);
if (potential.firstsegx >= potential.maxsegx || potential.firstsegy >= potential.maxsegy)
{
//figure out the size such that it encompases the entire bsp.
potential.firstsegx = floor(mod->mins[0] / potential.sectionsize) + CHUNKBIAS;
potential.firstsegy = floor(mod->mins[1] / potential.sectionsize) + CHUNKBIAS;
potential.maxsegx = ceil(mod->maxs[0] / potential.sectionsize) + CHUNKBIAS;
potential.maxsegy = ceil(mod->maxs[1] / potential.sectionsize) + CHUNKBIAS;
if (*loadname=='*')
{
potential.firstsegx = bound(0, potential.firstsegx, CHUNKLIMIT);
potential.firstsegy = bound(0, potential.firstsegy, CHUNKLIMIT);
potential.maxsegx = bound(potential.firstsegx, potential.maxsegx, CHUNKLIMIT);
potential.maxsegy = bound(potential.firstsegx, potential.maxsegy, CHUNKLIMIT);
}
else
{//bound it, such that 0 0 will always be loaded.
potential.firstsegx = bound(0, potential.firstsegx, CHUNKBIAS);
potential.firstsegy = bound(0, potential.firstsegy, CHUNKBIAS);
potential.maxsegx = bound(CHUNKBIAS+1, potential.maxsegx, CHUNKLIMIT);
potential.maxsegy = bound(CHUNKBIAS+1, potential.maxsegy, CHUNKLIMIT);
}
if (!force)
{
char sect[MAX_QPATH];
Q_snprintfz(sect, sizeof(sect), "maps/%s/sect_%03x_%03x.hms", loadname, potential.firstsegx + (potential.maxsegx-potential.firstsegx)/2, potential.firstsegy + (potential.maxsegy-potential.firstsegy)/2);
if (!COM_FCheckExists(sect))
{
Q_snprintfz(sect, sizeof(sect), "maps/%s/block_00_00.hms", loadname);
if (!COM_FCheckExists(sect))
return NULL;
}
}
}
hm = Z_Malloc(sizeof(*hm));
*hm = potential;
hm->entitylock = Sys_CreateMutex();
ClearLink(&hm->recycle);
Q_strncpyz(hm->path, loadname, sizeof(hm->path));
Q_strncpyz(hm->groundshadername, "terrainshader", sizeof(hm->groundshadername));
hm->exteriorcontents = FTECONTENTS_EMPTY; //bsp geometry outside the heightmap
return hm;
}
#ifndef SERVERONLY
void Mod_Terrain_Create_f(void)
{
int x,y;
hmsection_t *s;
heightmap_t *hm;
char *mname;
char *mapdesc;
char *skyname;
char *groundname;
char *watername;
char *groundheight;
char *waterheight;
char *seed;
vfsfile_t *file;
model_t mod;
memset(&mod, 0, sizeof(mod));
if (Cmd_Argc() < 2)
{
Con_Printf("%s: NAME \"DESCRIPTION\" SKYNAME DEFAULTGROUNDTEX DEFAULTHEIGHT DEFAULTWATER DEFAULTWATERHEIGHT seed\nGenerates a fresh maps/foo.hmp file. You may wish to edit it with notepad later to customise it. You will need csaddon.dat in order to edit the actual terrain.\n", Cmd_Argv(0));
return;
}
mname = va("maps/%s.hmp", Cmd_Argv(1));
mapdesc = Cmd_Argv(2); if (!*mapdesc) mapdesc = Cmd_Argv(1);
skyname = Cmd_Argv(3);
groundname = Cmd_Argv(4);
groundheight = Cmd_Argv(5);
watername = Cmd_Argv(6);
waterheight = Cmd_Argv(7);
seed = Cmd_Argv(7);
Mod_SetEntitiesString(&mod, va(
"{\n"
"classname \"worldspawn\"\n"
"message \"%s\"\n"
"_sky \"%s\"\n"
"_fog 0.02\n"
"_maxdrawdist 0 /*overrides fog distance (if greater)*/\n"
"_segmentsize 1024 /*how big each section is. this affects texturing and resolutions*/\n"
"_minxsegment -2048\n"
"_minysegment -2048\n"
"_maxxsegment 2048\n"
"_maxysegment 2048\n"
"_seed \"%s\" /*for auto-gen plugins*/\n"
"_exterior solid\n"
"_defaultgroundtexture \"%s\"\n"
"_defaultgroundheight \"%s\"\n"
"_defaultwatertexture \"%s\"\n"
"_defaultwaterheight \"%s\"\n" //hurrah, sea level.
// "_tiles 64 64 8 8\n"
"}\n"
"{\n"
"classname info_player_start\n"
"origin \"0 0 1024\" /*EDITME*/\n"
"}\n"
"/*ADD EXTRA ENTITIES!*/\n"
, mapdesc
,*skyname?skyname:"terrsky1", seed
,*groundname?groundname:"ground1_1"
,*groundheight?groundheight:"-1024"
,*watername?watername:"*water2"
,*waterheight?waterheight:"0"
), true);
mod.type = mod_heightmap;
mod.terrain = hm = Z_Malloc(sizeof(*hm));
Terr_ParseEntityLump(&mod, hm);
hm->entitylock = Sys_CreateMutex();
ClearLink(&hm->recycle);
Q_strncpyz(hm->path, Cmd_Argv(1), sizeof(hm->path));
Q_strncpyz(hm->groundshadername, "terrainshader", sizeof(hm->groundshadername));
hm->exteriorcontents = FTECONTENTS_SOLID;
for (x = CHUNKBIAS-1; x < CHUNKBIAS+1; x++)
for (y = CHUNKBIAS-1; y < CHUNKBIAS+1; y++)
Terr_GetSection(hm, x, y, TGS_TRYLOAD|TGS_DEFAULTONFAIL);
for (x = CHUNKBIAS-1; x < CHUNKBIAS+1; x++)
for (y = CHUNKBIAS-1; y < CHUNKBIAS+1; y++)
{
s = Terr_GetSection(hm, x, y, TGS_WAITLOAD|TGS_DEFAULTONFAIL);
if (s && (s->flags & (TSF_EDITED|TSF_DIRTY)))
{
Terr_InitLightmap(s, false);
Terr_SaveSection(hm, s, x, y, true);
}
}
if (COM_FCheckExists(mname))
{
Con_Printf("%s: already exists, not overwriting.\n", mname);
return;
}
FS_CreatePath(mname, FS_GAMEONLY);
file = FS_OpenVFS(mname, "wb", FS_GAMEONLY);
if (!file)
Con_Printf("unable to open %s\n", mname);
else
{
Terr_WriteMapFile(file, &mod);
VFS_CLOSE(file);
Con_Printf("Wrote %s\n", mname);
FS_FlushFSHashWritten(mname);
}
Mod_SetEntitiesString(&mod, NULL, false);
Terr_FreeModel(&mod);
}
#endif
//reads in the terrain a tile at a time, and writes it out again.
//the new version will match our current format version.
//this is mostly so I can strip out old format revisions...
#ifndef SERVERONLY
void Mod_Terrain_Convert_f(void)
{
model_t *mod;
heightmap_t *hm;
if (Cmd_FromGamecode())
return;
if (Cmd_Argc() >= 2)
mod = Mod_FindName(va("maps/%s.hmp", Cmd_Argv(1)));
else if (cls.state)
mod = cl.worldmodel;
else
mod = NULL;
if (!mod || mod->type == mod_dummy)
return;
hm = mod->terrain;
if (!hm)
return;
{
char *texkill = Cmd_Argv(2);
hmsection_t *s;
int x, sx;
int y, sy;
while(Terr_Collect(hm)) //collect as many as we can now, so when we collect later, the one that's collected is fresh.
;
for (y = hm->firstsegy; y < hm->maxsegy; y+=SECTIONSPERBLOCK)
{
Sys_Printf("%g%% complete\n", 100 * (y-hm->firstsegy)/(float)(hm->maxsegy-hm->firstsegy));
for (x = hm->firstsegx; x < hm->maxsegx; x+=SECTIONSPERBLOCK)
{
for (sy = y; sy < y+SECTIONSPERBLOCK && sy < hm->maxsegy; sy++)
{
for (sx = x; sx < x+SECTIONSPERBLOCK && sx < hm->maxsegx; sx++)
{
s = Terr_GetSection(hm, sx, sy, TGS_WAITLOAD|TGS_NODOWNLOAD|TGS_NORENDER);
if (s)
{
if (*texkill)
ted_texkill(s, texkill);
s->flags |= TSF_EDITED;
}
}
}
for (sy = y; sy < y+SECTIONSPERBLOCK && sy < hm->maxsegy; sy++)
{
for (sx = x; sx < x+SECTIONSPERBLOCK && sx < hm->maxsegx; sx++)
{
s = Terr_GetSection(hm, sx, sy, TGS_WAITLOAD|TGS_NODOWNLOAD|TGS_NORENDER);
if (s)
{
if (s->flags & TSF_EDITED)
{
if (Terr_SaveSection(hm, s, sx, sy, true))
{
s->flags &= ~TSF_EDITED;
}
}
}
}
}
while(Terr_Collect(hm))
;
}
}
Sys_Printf("%g%% complete\n", 100.0f);
}
}
#endif
void Mod_Terrain_Reload_f(void)
{
model_t *mod;
heightmap_t *hm;
if (Cmd_Argc() >= 2)
mod = Mod_FindName(va("maps/%s.hmp", Cmd_Argv(1)));
#ifndef SERVERONLY
else if (cls.state)
mod = cl.worldmodel;
#endif
else
mod = NULL;
if (!mod || mod->type == mod_dummy)
return;
hm = mod->terrain;
if (!hm)
return;
if (Cmd_Argc() >= 4)
{
hmsection_t *s;
int sx = atoi(Cmd_Argv(2)) + CHUNKBIAS;
int sy = atoi(Cmd_Argv(3)) + CHUNKBIAS;
if (hm)
{
s = Terr_GetSection(hm, sx, sy, TGS_NOLOAD);
if (s)
{
s->flags |= TSF_NOTIFY;
}
}
}
else
Terr_PurgeTerrainModel(mod, false, true);
}
terrainfuncs_t *QDECL Terr_GetTerrainFuncs(void)
{
#ifdef SERVERONLY
return NULL; //dedicated server builds have all the visual stuff stripped, which makes APIs too inconsistent. Generate then save. Or fix up the API...
#else
return &terrainfuncs;
#endif
}
void Terr_Init(void)
{
terrainfuncs.GenerateWater = Terr_GenerateWater;
terrainfuncs.InitLightmap = Terr_InitLightmap;
terrainfuncs.AddMesh = Terr_AddMesh;
terrainfuncs.GetLightmap = Terr_GetLightmap;
terrainfuncs.GetSection = Terr_GetSection;
terrainfuncs.GenerateSections = Terr_GenerateSections;
terrainfuncs.FinishedSection = Terr_FinishedSection;
Cvar_Register(&mod_terrain_networked, "Terrain");
Cvar_Register(&mod_terrain_defaulttexture, "Terrain");
Cvar_Register(&mod_terrain_savever, "Terrain");
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
Cmd_AddCommand("mod_terrain_save", Mod_Terrain_Save_f);
Cmd_AddCommand("mod_terrain_reload", Mod_Terrain_Reload_f);
#ifndef SERVERONLY
Cmd_AddCommand("mod_terrain_create", Mod_Terrain_Create_f);
Cmd_AddCommandD("mod_terrain_convert", Mod_Terrain_Convert_f, "mod_terrain_convert [mapname] [texkill]\nConvert a terrain to the current format. If texkill is specified, only tiles with the named texture will be converted, and tiles with that texture will be stripped. This is a slow operation.");
#endif
Mod_RegisterModelFormatText(NULL, "FTE Heightmap Map (hmp)", "terrain", Terr_LoadTerrainModel);
Mod_RegisterModelFormatText(NULL, "Quake Map Format (map)", "{", Terr_LoadTerrainModel);
}
#endif