fteqw/engine/gl/glmod_doom.c
Spoike bdc8ae1281 fix autotrack issues.
tweak gameclock to work properly with demos.
tried to fix stealth chat messages.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4896 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-06-14 01:28:01 +00:00

2286 lines
60 KiB
C

#include "quakedef.h"
#ifdef MAP_DOOM
#include "glquake.h"
#include "shader.h"
char *va2(char *buffer, size_t buffersize, const char *format, ...)
{
va_list argptr;
va_start (argptr, format);
buffer[--buffersize] = 0;
vsnprintf (buffer, buffersize, format, argptr);
va_end (argptr);
return buffer;
}
int SignbitsForPlane (mplane_t *out);
int PlaneTypeForNormal ( vec3_t normal );
//coded from file specifications provided by:
//Matthew S Fell (msfell@aol.com)
//Unofficial Doom Specs
//(aol suck)
void Doom_SetModelFunc(model_t *mod);
int Doom_SectorNearPoint(vec3_t p);
//assumptions:
//1. That there is a node, and thus two ssectors.
//2. That the user doesn't want textures...
//3. That all segs ssectors for a single sector are all the same.
//4. That ALL sectors are fully enclosed, and not made of two areas.
//5. That no sectors are inside out.
enum {
THING_PLAYER = 1,
THING_PLAYER2 = 2,
THING_PLAYER3 = 3,
THING_PLAYER4 = 4,
THING_DMSPAWN = 11,
//we need to balance weapons according to ammo types.
THING_WCHAINSAW = 2005, //-> quad
THING_WSHOTGUN1 = 2001, //-> ng
THING_WSHOTGUN2 = 82, //-> sng
THING_WCHAINGUN = 2002, //-> ssg
THING_WROCKETL = 2003, //-> lightning
THING_WPLASMA = 2004, //-> grenade
THING_WBFG = 2006 //-> rocket
} THING_TYPES;
//thing flags
//skill/dm is appears in rather than quake's excuded in.
#define THING_EASY 1
#define THING_MEDIUM 2
#define THING_HARD 4
#define THING_DEAF 8
#define THING_DEATHMATCH 16
//other bits are ignored
typedef struct {
short xpos;
short ypos;
short angle;
unsigned short type;
unsigned short flags;
} dthing_t;
typedef struct {
short xpos;
short ypos;
} ddoomvertex_t;
typedef struct {
float xpos;
float ypos;
} mdoomvertex_t;
typedef struct {
unsigned short vert[2];
unsigned short flags;
short types;
short tag;
unsigned short sidedef[2]; //(0xffff is none for sidedef[1])
} dlinedef_t;
#define LINEDEF_IMPASSABLE 1
#define LINEDEF_BLOCKMONSTERS 2
#define LINEDEF_TWOSIDED 4
#define LINEDEF_UPPERUNPEGGED 8
#define LINEDEF_LOWERUNPEGGED 16
#define LINEDEF_SECRET 32 //seen as singlesided on automap, does nothing else.
#define LINEDEF_BLOCKSOUND 64
#define LINEDEF_NOTONMAP 128 //doesn't appear on automap.
#define LINEDEF_STARTONMAP 256
//others are ignored.
typedef struct {
short texx;
short texy;
char uppertex[8];
char lowertex[8];
char middletex[8];
unsigned short sector;
} dsidedef_t;
typedef struct {
float texx;
float texy;
int uppertex;
int lowertex;
int middletex;
unsigned short sector;
} msidedef_t;
typedef struct { //figure out which linedef to use and throw the rest away.
unsigned short vert[2];
short angle;
unsigned short linedef;
short direction;
short offset;
} dseg_t;
typedef struct {
unsigned short vert[2];
unsigned short linedef;
short direction;
unsigned short Partner; //the one on the other side of the owner's linedef
} dgl_seg1_t;
typedef struct {
unsigned int vert[2];
unsigned short linedef;
short direction;
unsigned int Partner; //the one on the other side of the owner's linedef
} dgl_seg3_t;
typedef struct {
unsigned short segcount;
unsigned short first;
} dssector_t;
typedef struct {
short x;
short y;
short dx;
short dy;
short y1upper;
short y1lower;
short x1lower;
short x1upper;
short y2upper;
short y2lower;
short x2lower;
short x2upper;
unsigned short node1;
unsigned short node2;
} ddoomnode_t;
#define NODE_IS_SSECTOR 0x8000
typedef struct {
short floorheight;
short ceilingheight;
char floortexture[8];
char ceilingtexture[8];
short lightlevel;
short specialtype;
short tag;
} dsector_t;
typedef struct {
int visframe;
int floortex;
int ceilingtex;
short floorheight;
short ceilingheight;
qbyte lightlev;
qbyte pad;
int numflattris;
short tag;
short specialtype;
unsigned short *flats;
} msector_t;
typedef struct {
short xorg;
short yorg;
short columns;
short rows;
} blockmapheader_t;
ddoomnode_t *nodel;
dssector_t *ssectorsl;
dthing_t *thingsl;
mdoomvertex_t *vertexesl;
dgl_seg3_t *segsl;
dlinedef_t *linedefsl;
msidedef_t *sidedefsm;
msector_t *sectorm;
plane_t *nodeplanes;
plane_t *lineplanes;
blockmapheader_t *blockmapl;
unsigned short *blockmapofs;
unsigned int nodec;
unsigned int sectorc;
unsigned int segsc;
unsigned int ssectorsc;
unsigned int thingsc;
unsigned int linedefsc;
unsigned int sidedefsc;
unsigned int vertexesc;
unsigned int vertexsglbase;
typedef struct
{
char name[16];
shader_t *shader;
unsigned short width;
unsigned short height;
batch_t batch;
mesh_t *meshptr;
mesh_t mesh;
int maxverts;
int maxindicies;
} gldoomtexture_t;
gldoomtexture_t *gldoomtextures;
int numgldoomtextures;
////////////////////////////////////////////////////////////////////////////////////////////
//physics
/*walk the bsp tree*/
int Doom_SectorNearPoint(vec3_t p)
{
ddoomnode_t *node;
plane_t *plane;
int num;
int seg;
float d;
num = nodec-1;
while (1)
{
if (num & NODE_IS_SSECTOR)
{
num -= NODE_IS_SSECTOR;
for (seg = ssectorsl[num].first; seg < ssectorsl[num].first + ssectorsl[num].segcount; seg++)
if (segsl[seg].linedef != 0xffff)
break;
return sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;
}
node = nodel + num;
plane = nodeplanes + num;
// if (plane->type < 3)
// d = p[plane->type] - plane->dist;
// else
d = DotProduct (plane->normal, p) - plane->dist;
if (d < 0)
num = node->node2;
else
num = node->node1;
}
return num;
}
int Doom_PointContents(model_t *model, vec3_t axis[3], vec3_t p)
{
int sec = Doom_SectorNearPoint(p);
if (p[2] < sectorm[sec].floorheight)
return FTECONTENTS_SOLID;
if (p[2] > sectorm[sec].ceilingheight)
return FTECONTENTS_SOLID;
return FTECONTENTS_EMPTY;
}
/*
fixme:
use q2-style bsp collision using the trisoup for flats collisions.
use blockmap for walls
*/
qboolean Doom_Trace(model_t *model, int hulloverride, int frame, vec3_t axis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, qboolean iscapsule, unsigned int contentstype, trace_t *trace)
{
#if 0
#define TRACESTEP 16
unsigned short *linedefs;
dlinedef_t *ld;
int bmi, obmi;
vec3_t delta;
int sec1 = Doom_SectorNearPoint(start);
vec3_t p1, pointonplane, ofs;
float d1, d2, c1, c2, planedist;
plane_t *lp;
mdoomvertex_t *v1, *v2;
int j;
float p2f;
float clipfrac;
#define DIST_EPSILON (0.03125)
// Con_Printf("%i\n", sec1);
if (start[2] < sectorm[sec1].floorheight-mins[2]) //whoops, started outside... ?
{
trace->fraction = 0;
trace->allsolid = trace->startsolid = true;
trace->endpos[0] = start[0];
trace->endpos[1] = start[1];
trace->endpos[2] = start[2]; //yeah, we do mean this - startsolid
// if (IS_NAN(trace->endpos[2]))
// Con_Printf("Nanny\n");
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = 1;
trace->plane.dist = sectorm[sec1].floorheight-mins[2];
return false;
}
if (start[2] > sectorm[sec1].ceilingheight-maxs[2]) //whoops, started outside... ?
{
trace->fraction = 0;
trace->allsolid = trace->startsolid = true;
trace->endpos[0] = start[0];
trace->endpos[1] = start[1];
trace->endpos[2] = start[2];
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = -1;
trace->plane.dist = -(sectorm[sec1].ceilingheight-maxs[2]);
return false;
}
obmi = -1;
VectorSubtract(end, start, delta);
p2f = Length(delta)+DIST_EPSILON;
if (IS_NAN(p2f) || p2f > 100000)
p2f = 100000;
VectorNormalize(delta);
trace->endpos[0] = end[0];
trace->endpos[1] = end[1];
trace->endpos[2] = end[2];
trace->fraction = 1;
while(1)
{
bmi = ((int)p1[0] - blockmapl->xorg)/128 + (((int)p1[1] - blockmapl->yorg)/128)*blockmapl->columns;
// Con_Printf("%i of %i ", bmi, blockmapl->rows*blockmapl->columns);
if (bmi >= 0 && bmi < blockmapl->rows*blockmapl->columns)
if (bmi != obmi)
{
#if 1
short dummy;
linedefs = &dummy;
for (dummy = 0; dummy < linedefsc; dummy++)
#else
for(linedefs = (short*)blockmapl + blockmapofs[bmi]+1; *linedefs != 0xffff; linedefs++)
#endif
{
ld = linedefsl + *linedefs;
if (ld->sidedef[1] != 0xffff)
{
if (sectorm[sidedefsm[ld->sidedef[0]].sector].floorheight == sectorm[sidedefsm[ld->sidedef[1]].sector].floorheight &&
sectorm[sidedefsm[ld->sidedef[0]].sector].ceilingheight == sectorm[sidedefsm[ld->sidedef[1]].sector].ceilingheight)
continue;
}
lp = lineplanes + *linedefs;
if (1)
{ //figure out how far to move the plane out by
for (j=0 ; j<2 ; j++)
{
if (lp->normal[j] < 0)
ofs[j] = maxs[j];
else
ofs[j] = mins[j];
}
ofs[2] = 0;
planedist = lp->dist - DotProduct (ofs, lp->normal);
}
else
planedist = lp->dist;
d1 = DotProduct(lp->normal, start) - (planedist);
d2 = DotProduct(lp->normal, end) - (planedist);
if (d1 > 0 && d2 > 0)
continue; //both points on the front side.
if (d1 < 0) //start on back side
{
if (ld->sidedef[1] != 0xffff) //two sided (optimisation)
{
planedist = -planedist+lp->dist;
if (/*d1 < planedist*-1 &&*/ d1 > planedist*2)
{ //right, we managed to end up just on the other side of a wall's plane.
v1 = &vertexesl[ld->vert[0]];
v2 = &vertexesl[ld->vert[1]];
if (!(d1 - d2))
continue;
if (d1<0) //back to front.
c1 = (d1+DIST_EPSILON) / (d1 - d2);
else
c1 = (d1-DIST_EPSILON) / (d1 - d2);
c2 = 1-c1;
pointonplane[0] = start[0]*c2 + p2[0]*c1;
/* if (pointonplane[0] > v1->xpos+DIST_EPSILON*2+hull->clip_maxs[0] && pointonplane[0] > v2->xpos+DIST_EPSILON*2+hull->clip_maxs[0])
continue;
if (pointonplane[0] < v1->xpos-DIST_EPSILON*2+hull->clip_mins[0] && pointonplane[0] < v2->xpos-DIST_EPSILON*2+hull->clip_mins[0])
continue;
*/ pointonplane[1] = start[1]*c2 + p2[1]*c1;
/* if (pointonplane[1] > v1->ypos+DIST_EPSILON*2+hull->clip_maxs[1] && pointonplane[1] > v2->ypos+DIST_EPSILON*2+hull->clip_maxs[1])
continue;
if (pointonplane[1] < v1->ypos-DIST_EPSILON*2+hull->clip_mins[1] && pointonplane[1] < v2->ypos-DIST_EPSILON*2+hull->clip_mins[1])
continue;
*/
pointonplane[2] = start[2]*c2 + p2[2]*c1;
Con_Printf("Started in wall\n");
j = sidedefsm[ld->sidedef[d1 < planedist]].sector;
//yup, we are in the thing
//prevent ourselves from entering the back-sector's floor/ceiling
if (pointonplane[2] < sectorm[j].floorheight-hull->clip_mins[2]) //whoops, started outside... ?
{
Con_Printf("Started in floor\n");
trace->allsolid = trace->startsolid = false;
trace->endpos[2] = sectorm[j].floorheight-hull->clip_mins[2];
trace->fraction = fabs(trace->endpos[2] - start[2]) / fabs(p2[2] - start[2]);
trace->endpos[0] = start[0]+delta[0]*trace->fraction*p2f;
trace->endpos[1] = start[1]+delta[1]*trace->fraction*p2f;
// if (IS_NAN(trace->endpos[2]))
// Con_Printf("Nanny\n");
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = 1;
trace->plane.dist = sectorm[j].floorheight-hull->clip_mins[2];
continue;
}
if (pointonplane[2] > sectorm[j].ceilingheight-hull->clip_maxs[2]) //whoops, started outside... ?
{
Con_Printf("Started in ceiling\n");
trace->allsolid = trace->startsolid = false;
trace->endpos[0] = pointonplane[0];
trace->endpos[1] = pointonplane[1];
trace->endpos[2] = sectorm[j].ceilingheight-hull->clip_maxs[2];
trace->fraction = fabs(trace->endpos[2] - start[2]) / fabs(p2[2] - start[2]);
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = -1;
trace->plane.dist = -(sectorm[j].ceilingheight-hull->clip_maxs[2]);
continue;
}
}
}
if (d2 < 0)
continue; //both points on the reverse side.
}
//line crosses plane.
v1 = &vertexesl[ld->vert[0]];
v2 = &vertexesl[ld->vert[1]];
if (d1<0) //back to front.
{
if (ld->sidedef[1] == 0xffff)
continue; //hack to allow them to pass
c1 = (d1+DIST_EPSILON) / (d1 - d2);
}
else
c1 = (d1-DIST_EPSILON) / (d1 - d2);
c2 = 1-c1;
pointonplane[0] = start[0]*c2 + p2[0]*c1;
if (pointonplane[0] > v1->xpos+DIST_EPSILON*2+hull->clip_maxs[0] && pointonplane[0] > v2->xpos+DIST_EPSILON*2+hull->clip_maxs[0])
continue;
if (pointonplane[0] < v1->xpos-DIST_EPSILON*2+hull->clip_mins[0] && pointonplane[0] < v2->xpos-DIST_EPSILON*2+hull->clip_mins[0])
continue;
pointonplane[1] = start[1]*c2 + p2[1]*c1;
if (pointonplane[1] > v1->ypos+DIST_EPSILON*2+hull->clip_maxs[1] && pointonplane[1] > v2->ypos+DIST_EPSILON*2+hull->clip_maxs[1])
continue;
if (pointonplane[1] < v1->ypos-DIST_EPSILON*2+hull->clip_mins[1] && pointonplane[1] < v2->ypos-DIST_EPSILON*2+hull->clip_mins[1])
continue;
pointonplane[2] = start[2]*c2 + p2[2]*c1;
if (ld->flags & LINEDEF_IMPASSABLE || ld->sidedef[1] == 0xffff) //unconditionally unpassable.
{ //unconditionally clipped.
}
else
{ //ensure that the side we are passing on to passes the clip (no ceiling/floor clips happened first)
msector_t *sec2;
if (d1<0)
sec2 = &sectorm[sidedefsm[ld->sidedef[1]].sector];
else
sec2 = &sectorm[sidedefsm[ld->sidedef[0]].sector];
if (pointonplane[2] < sec2->floorheight-hull->clip_mins[2])
{ //hit the floor first.
c1 = fabs(sectorm[sec1].floorheight-hull->clip_mins[2] - start[2]);
c2 = fabs(p2[2] - start[2]);
if (!c2)
c1 = 1;
else
c1 = (c1-DIST_EPSILON) / c2;
if (trace->fraction > c1)
{
// Con_Printf("Hit floor\n");
trace->fraction = c1;
trace->allsolid = trace->startsolid = true;
trace->endpos[0] = start[0] + trace->fraction*(p2[0]-start[0]);
trace->endpos[1] = start[1] + trace->fraction*(p2[1]-start[1]);
trace->endpos[2] = start[2] + trace->fraction*(p2[2]-start[2]);
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = 1;
trace->plane.dist = sectorm[sec1].floorheight-hull->clip_mins[2];
}
continue;
}
if (pointonplane[2] > sec2->ceilingheight-hull->clip_maxs[2])
{ //hit the floor first.
c1 = fabs((sectorm[sec1].ceilingheight-hull->clip_maxs[2]) - start[2]);
c2 = fabs(p2[2] - start[2]);
if (!c2)
c1 = 1;
else
c1 = (c1-DIST_EPSILON) / c2;
if (trace->fraction > c1)
{
// Con_Printf("Hit ceiling\n");
trace->fraction = c1;
trace->allsolid = trace->startsolid = true;
trace->endpos[0] = start[0] + trace->fraction*(p2[0]-start[0]);
trace->endpos[1] = start[1] + trace->fraction*(p2[1]-start[1]);
trace->endpos[2] = start[2] + trace->fraction*(p2[2]-start[2]);
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = -1;
trace->plane.dist = -(sectorm[sec1].ceilingheight-hull->clip_maxs[2]);
}
continue;
}
if (d1<0)
sec2 = &sectorm[sidedefsm[ld->sidedef[0]].sector];
else
sec2 = &sectorm[sidedefsm[ld->sidedef[1]].sector];
if(sec2->ceilingheight == sec2->floorheight)
sec2->ceilingheight += 64;
if (pointonplane[2] > sec2->floorheight-hull->clip_mins[2] &&
pointonplane[2] < sec2->ceilingheight-hull->clip_maxs[2])
{
Con_Printf("Two sided passed\n");
continue;
}
// Con_Printf("blocked by two sided line\n");
// sec2->floorheight--;
}
if (d1<0) //back to front.
c1 = (d1+DIST_EPSILON) / (d1 - d2);
else
c1 = (d1-DIST_EPSILON) / (d1 - d2);
clipfrac = c1;
if (clipfrac < 0)
clipfrac = 0;
if (clipfrac > 1)
clipfrac = 1;
if (trace->fraction > clipfrac)
{
trace->fraction = clipfrac;
VectorMA(pointonplane, 0, lp->normal, trace->endpos);
VectorMA(trace->endpos, -0.1, delta, trace->endpos);
// if (IS_NAN(trace->endpos[2]))
// Con_Printf("Buggy clipping\n");
VectorCopy(lp->normal, trace->plane.normal);
trace->plane.dist = planedist;
// if (IS_NAN(trace->plane.normal[2]))
// Con_Printf("Buggy clipping\n");
if (clipfrac)
Con_Printf("Clip Wall %f\n", clipfrac);
}
}
obmi = bmi;
}
p1f += TRACESTEP;
if (p1f >= p2f)
break;
VectorMA(p1, TRACESTEP, delta, p1);
}
// VectorMA(start, p2f*trace->fraction, delta, p2);
if (p2[2] != start[2])
{
if (sec1 == Doom_SectorNearPoint(p2)) //special test.
{
if (p2[2] <= sectorm[sec1].floorheight-hull->clip_mins[2]) //whoops, started outside... ?
{
p1f = fabs(sectorm[sec1].floorheight-hull->clip_mins[2] - start[2]);
p2f = fabs(p2[2] - start[2]);
if (!p2f)
c1 = 1;
else
c1 = (p1f-DIST_EPSILON) / p2f;
if (trace->fraction > c1)
{
trace->fraction = c1;
trace->allsolid = trace->startsolid = false;
trace->endpos[0] = start[0] + trace->fraction*(p2[0]-start[0]);
trace->endpos[1] = start[1] + trace->fraction*(p2[1]-start[1]);
trace->endpos[2] = start[2] + trace->fraction*(p2[2]-start[2]);
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = 1;
trace->plane.dist = sectorm[sec1].floorheight-hull->clip_mins[2];
}
// if (IS_NAN(trace->endpos[2]))
// Con_Printf("Nanny\n");
}
if (p2[2] >= sectorm[sec1].ceilingheight-hull->clip_maxs[2]) //whoops, started outside... ?
{
p1f = fabs(sectorm[sec1].ceilingheight-hull->clip_maxs[2] - start[2]);
p2f = fabs(p2[2] - start[2]);
if (!p2f)
c1 = 1;
else
c1 = (p1f-DIST_EPSILON) / p2f;
if (trace->fraction > c1)
{
trace->fraction = c1;
trace->allsolid = trace->startsolid = false;
trace->endpos[0] = start[0] + trace->fraction*(p2[0]-start[0]);
trace->endpos[1] = start[1] + trace->fraction*(p2[1]-start[1]);
trace->endpos[2] = start[2] + trace->fraction*(p2[2]-start[2]);
trace->plane.normal[0] = 0;
trace->plane.normal[1] = 0;
trace->plane.normal[2] = -1;
trace->plane.dist = -(sectorm[sec1].ceilingheight-hull->clip_maxs[2]);
}
// if (IS_NAN(trace->endpos[2]))
// Con_Printf("Nanny\n");
}
}
}
//we made it all the way through. yay.
trace->allsolid = trace->startsolid = false;
//Con_Printf("total = %f\n", trace->fraction);
#endif
return trace->fraction==1;
}
#ifndef SERVERONLY
qbyte doompalette[768];
static qboolean paletteloaded;
void Doom_LoadPalette(void)
{
char *file;
int greyscale;
if (!paletteloaded)
{
paletteloaded = true;
file = FS_LoadMallocFile("wad/playpal", NULL);
if (file)
{
memcpy(doompalette, file, 768);
Z_Free(file);
}
else
{
for (greyscale = 0; greyscale < 256; greyscale++)
{
doompalette[greyscale*3+0] = greyscale;
doompalette[greyscale*3+1] = greyscale;
doompalette[greyscale*3+2] = greyscale;
}
}
}
}
#endif
int Doom_LoadFlat(model_t *mod, char *flatname)
{
#ifndef SERVERONLY
char texname[64];
int texnum;
sprintf(texname, "flats/%-.8s", flatname);
for (texnum = 0; texnum < numgldoomtextures; texnum++)
{
if (!strcmp(gldoomtextures[texnum].name, texname))
return texnum;
}
gldoomtextures = BZ_Realloc(gldoomtextures, sizeof(*gldoomtextures)*((numgldoomtextures+16)&~15));
memset(gldoomtextures + numgldoomtextures, 0, sizeof(gldoomtextures[numgldoomtextures]));
numgldoomtextures++;
Q_strncpyz(gldoomtextures[texnum].name, texname, sizeof(gldoomtextures[texnum].name));
gldoomtextures[texnum].width = 64;
gldoomtextures[texnum].height = 64;
return texnum;
#else
return 0;
#endif
}
#ifndef SERVERONLY
static void GLR_DrawWall(int texnum, int s, int t, float x1, float y1, float z1, float x2, float y2, float z2, qboolean unpegged, unsigned int colour4b)
{
gldoomtexture_t *tex = gldoomtextures+texnum;
mesh_t *mesh = &tex->mesh;
float len = sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2));
float s1, s2;
float t1, t2;
unsigned int col;
s1 = s/tex->width;
s2 = s1 + len/tex->width;
if (unpegged)
{
t2 = t/tex->height;
t1 = t2 - (z2-z1)/tex->height;
}
else
{
t1 = t/tex->height;
t2 = t1 + (z2-z1)/tex->height;
}
t1 = 0;
t2 = 1;
if (mesh->numvertexes+4 > tex->maxverts)
{
tex->maxverts = mesh->numvertexes+4;
mesh->colors4b_array = BZ_Realloc(mesh->colors4b_array, sizeof(*mesh->colors4b_array) * tex->maxverts);
mesh->xyz_array = BZ_Realloc(mesh->xyz_array, sizeof(*mesh->xyz_array) * tex->maxverts);
mesh->st_array = BZ_Realloc(mesh->st_array, sizeof(*mesh->st_array) * tex->maxverts);
}
if (mesh->numindexes+6 > tex->maxindicies)
{
tex->maxindicies = mesh->numindexes+6;
mesh->indexes = BZ_Realloc(mesh->indexes, sizeof(*mesh->indexes) * tex->maxindicies);
}
col = colour4b * 0x01010101;
((unsigned char*)&col)[3] = 0xff;
*(unsigned int*)mesh->colors4b_array[mesh->numvertexes+0] = col;
*(unsigned int*)mesh->colors4b_array[mesh->numvertexes+1] = col;
*(unsigned int*)mesh->colors4b_array[mesh->numvertexes+2] = col;
*(unsigned int*)mesh->colors4b_array[mesh->numvertexes+3] = col;
VectorSet(mesh->xyz_array[mesh->numvertexes+0], x1, y1, z1);
VectorSet(mesh->xyz_array[mesh->numvertexes+1], x1, y1, z2);
VectorSet(mesh->xyz_array[mesh->numvertexes+2], x2, y2, z2);
VectorSet(mesh->xyz_array[mesh->numvertexes+3], x2, y2, z1);
Vector2Set(mesh->st_array[mesh->numvertexes+0], s1, t2);
Vector2Set(mesh->st_array[mesh->numvertexes+1], s1, t1);
Vector2Set(mesh->st_array[mesh->numvertexes+2], s2, t1);
Vector2Set(mesh->st_array[mesh->numvertexes+3], s2, t2);
mesh->indexes[mesh->numindexes+0] = mesh->numvertexes+0;
mesh->indexes[mesh->numindexes+1] = mesh->numvertexes+1;
mesh->indexes[mesh->numindexes+2] = mesh->numvertexes+2;
mesh->indexes[mesh->numindexes+3] = mesh->numvertexes+0;
mesh->indexes[mesh->numindexes+4] = mesh->numvertexes+2;
mesh->indexes[mesh->numindexes+5] = mesh->numvertexes+3;
mesh->numvertexes += 4;
mesh->numindexes += 6;
if (tex->shader)
BE_DrawMesh_Single(tex->shader, mesh, NULL, 0);
}
static void GLR_DrawFlats(int floortexnum, int floorheight, int ceiltexnum, int ceilheight, int numverts, unsigned short *verts, unsigned int colour4b)
{
mesh_t *mesh;
unsigned int col;
unsigned int v, i;
//floor
{
gldoomtexture_t *floortex = gldoomtextures + floortexnum;
mesh = &floortex->mesh;
if (mesh->numvertexes+numverts > floortex->maxverts)
{
floortex->maxverts = mesh->numvertexes+numverts;
mesh->colors4b_array = BZ_Realloc(mesh->colors4b_array, sizeof(*mesh->colors4b_array) * floortex->maxverts);
mesh->xyz_array = BZ_Realloc(mesh->xyz_array, sizeof(*mesh->xyz_array) * floortex->maxverts);
mesh->st_array = BZ_Realloc(mesh->st_array, sizeof(*mesh->st_array) * floortex->maxverts);
}
if (mesh->numindexes+numverts > floortex->maxindicies)
{
floortex->maxindicies = mesh->numindexes+numverts;
mesh->indexes = BZ_Realloc(mesh->indexes, sizeof(*mesh->indexes) * floortex->maxindicies);
}
col = colour4b * 0x01010101;
((unsigned char*)&col)[3] = 0xff;
for (i = 0; i < numverts; i++)
{
v = verts[i];
VectorSet(mesh->xyz_array[mesh->numvertexes+i], vertexesl[v].xpos, vertexesl[v].ypos, floorheight);
Vector2Set(mesh->st_array[mesh->numvertexes+i], vertexesl[v].xpos/64.0f, vertexesl[v].ypos/64.0f);
*(unsigned int*)mesh->colors4b_array[mesh->numvertexes+i] = col;
}
for (i = 0; i < numverts; i++)
{
mesh->indexes[mesh->numindexes+i] = mesh->numvertexes+i;
}
mesh->numvertexes += numverts;
mesh->numindexes += numverts;
if (floortex->shader)
BE_DrawMesh_Single(floortex->shader, mesh, NULL, 0);
}
//ceiling
{
gldoomtexture_t *ceiltex = gldoomtextures + ceiltexnum;
mesh = &ceiltex->mesh;
if (mesh->numvertexes+numverts > ceiltex->maxverts)
{
ceiltex->maxverts = mesh->numvertexes+numverts;
mesh->colors4b_array = BZ_Realloc(mesh->colors4b_array, sizeof(*mesh->colors4b_array) * ceiltex->maxverts);
mesh->xyz_array = BZ_Realloc(mesh->xyz_array, sizeof(*mesh->xyz_array) * ceiltex->maxverts);
mesh->st_array = BZ_Realloc(mesh->st_array, sizeof(*mesh->st_array) * ceiltex->maxverts);
}
if (mesh->numindexes+numverts > ceiltex->maxindicies)
{
ceiltex->maxindicies = mesh->numindexes+numverts;
mesh->indexes = BZ_Realloc(mesh->indexes, sizeof(*mesh->indexes) * ceiltex->maxindicies);
}
col = colour4b * 0x01010101;
((unsigned char*)&col)[3] = 0xff;
for (i = 0; i < numverts; i++)
{
v = verts[numverts-1-i];
VectorSet(mesh->xyz_array[mesh->numvertexes+i], vertexesl[v].xpos, vertexesl[v].ypos, ceilheight);
Vector2Set(mesh->st_array[mesh->numvertexes+i], vertexesl[v].xpos/64.0f, vertexesl[v].ypos/64.0f);
*(unsigned int*)mesh->colors4b_array[mesh->numvertexes+i] = col;
}
for (i = 0; i < numverts; i++)
{
mesh->indexes[mesh->numindexes+i] = mesh->numvertexes+i;
}
mesh->numvertexes += numverts;
mesh->numindexes += numverts;
if (ceiltex->shader)
BE_DrawMesh_Single(ceiltex->shader, mesh, NULL, 0);
}
}
static void GLR_DrawSSector(unsigned int ssec)
{
short v0, v1;
int sd;
dlinedef_t *ld;
int seg;
msector_t *sec, *sec2;
for (seg = ssectorsl[ssec].first + ssectorsl[ssec].segcount-1; seg >= ssectorsl[ssec].first; seg--)
if (segsl[seg].linedef != 0xffff)
break;
sec = sectorm + sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;
if (sec->visframe != r_visframecount)
{
GLR_DrawFlats(sec->floortex, sec->floorheight, sec->ceilingtex, sec->ceilingheight, sec->numflattris*3, sec->flats, sec->lightlev);
sec->visframe = r_visframecount;
}
for (seg = ssectorsl[ssec].first + ssectorsl[ssec].segcount-1; seg >= ssectorsl[ssec].first; seg--)
{
if (segsl[seg].linedef == 0xffff)
continue;
v0 = segsl[seg].vert[0];
v1 = segsl[seg].vert[1];
if (v0==v1)
continue;
ld = linedefsl + segsl[seg].linedef;
sd = ld->sidedef[segsl[seg].direction];
if (ld->sidedef[1] != 0xffff) //we can see through this linedef
{
sec2 = sectorm + sidedefsm[ld->sidedef[1-segsl[seg].direction]].sector;
if (sec->floorheight < sec2->floorheight)
{
GLR_DrawWall(sidedefsm[sd].lowertex,
sidedefsm[ld->sidedef[1-segsl[seg].direction]].texx,
sidedefsm[ld->sidedef[1-segsl[seg].direction]].texy,
vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight,
vertexesl[v1].xpos, vertexesl[v1].ypos, sec2->floorheight, ld->flags & LINEDEF_LOWERUNPEGGED, sec->lightlev);
}
if (sec->ceilingheight > sec2->ceilingheight)
{
GLR_DrawWall(sidedefsm[sd].uppertex,
sidedefsm[ld->sidedef[1-segsl[seg].direction]].texx,
sidedefsm[ld->sidedef[1-segsl[seg].direction]].texy,
vertexesl[v0].xpos, vertexesl[v0].ypos, sec2->ceilingheight,
vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight, ld->flags & LINEDEF_UPPERUNPEGGED, sec->lightlev);
}
if (sidedefsm[sd].middletex)
{
GLR_DrawWall(sidedefsm[sd].middletex,
sidedefsm[ld->sidedef[segsl[seg].direction]].texx,
sidedefsm[ld->sidedef[segsl[seg].direction]].texy,
vertexesl[v1].xpos, vertexesl[v1].ypos, (sec2->ceilingheight < sec->ceilingheight)?sec2->ceilingheight:sec->ceilingheight,
vertexesl[v0].xpos, vertexesl[v0].ypos, (sec2->floorheight > sec->floorheight)?sec2->floorheight:sec->floorheight, false, sec->lightlev);
}
}
else
{ //solid wall, draw full wall.
GLR_DrawWall(sidedefsm[sd].middletex,
sidedefsm[ld->sidedef[segsl[seg].direction]].texx,
sidedefsm[ld->sidedef[segsl[seg].direction]].texy,
vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight,
vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight, false, sec->lightlev);
}
}
}
mplane_t frustum2d[2];
static int Box2DOnPlaneSide (short emins[2], short emaxs[2], mplane_t *p)
{
float dist1, dist2;
int sides;
// general case
switch (p->signbits)
{
case 0:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
break;
case 1:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
break;
case 2:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
break;
case 3:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
break;
case 4:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
break;
case 5:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
break;
case 6:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
break;
case 7:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
break;
default:
dist1 = dist2 = 0; // shut up compiler
// BOPS_Error ();
break;
}
sides = 0;
if (dist1 >= p->dist)
sides = 1;
if (dist2 < p->dist)
sides |= 2;
#ifdef PARANOID
if (sides == 0)
Sys_Error ("Box2DOnPlaneSide: sides==0");
#endif
return sides;
}
static qboolean R_Cull2DBox (short mins_x, short mins_y, short maxs_x, short maxs_y)
{
short mins[2], maxs[2];
int i;
//return false;
mins[0] = mins_x;
mins[1] = mins_y;
maxs[0] = maxs_x;
maxs[1] = maxs_y;
for (i=0 ; i<2 ; i++)
if (Box2DOnPlaneSide (mins, maxs, &frustum2d[i]) == 2)
return true;
return false;
}
void R_Set2DFrustum (void)
{
int i;
vec3_t vpn, vright, vup, viewang;
if ((int)r_novis.value & 4)
return;
viewang[0] = 0;
viewang[1] = r_refdef.viewangles[1];
viewang[2] = 0;
AngleVectors (viewang, vpn, vright, vup);
/* if (r_refdef.fov_x == 90)
{
// front side is visible
VectorAdd (vpn, vright, frustum2d[0].normal);
VectorSubtract (vpn, vright, frustum2d[1].normal);
}
else*/
{
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum2d[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum2d[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
}
for (i=0 ; i<2 ; i++)
{
frustum2d[i].type = PLANE_ANYZ;
frustum2d[i].dist = DotProduct (r_origin, frustum2d[i].normal);
frustum2d[i].signbits = SignbitsForPlane (&frustum2d[i]);
}
}
static void GLR_RecursiveDoomNode(unsigned int node)
{
if (node & NODE_IS_SSECTOR)
{
GLR_DrawSSector(node & ~NODE_IS_SSECTOR);
return;
}
if (!R_Cull2DBox(nodel[node].x1lower, nodel[node].y1lower, nodel[node].x1upper, nodel[node].y1upper)||1)
GLR_RecursiveDoomNode(nodel[node].node1);
if (!R_Cull2DBox(nodel[node].x2lower, nodel[node].y2lower, nodel[node].x2upper, nodel[node].y2upper)||1)
GLR_RecursiveDoomNode(nodel[node].node2);
}
void GLR_DoomWorld(void)
{
int texnum;
gldoomtexture_t *t;
if (!nodel || !nodec)
return; //err... buggy
for (texnum = 0; texnum < numgldoomtextures; texnum++) //a hash table might be a good plan.
{
t = &gldoomtextures[texnum];
t->mesh.numindexes = 0;
t->mesh.numvertexes = 0;
}
r_visframecount++;
GLR_RecursiveDoomNode(nodec-1);
memset(cl.worldmodel->batches, 0, sizeof(cl.worldmodel->batches));
for (texnum = 0; texnum < numgldoomtextures; texnum++) //a hash table might be a good plan.
{
t = &gldoomtextures[texnum];
if (t->mesh.numindexes && t->shader)
{
t->batch.next = cl.worldmodel->batches[t->shader->sort];
cl.worldmodel->batches[t->shader->sort] = &t->batch;
}
}
}
#endif
//find the first ssector, go through it's list/
//grab the lines into multiple arrays.
//make sure all arrays are looped fully. If not, error out.
//if we have two arrays, we have a hole in the middle.
//with multiple arrays, from the second onwards
// grab two adjacent verts and find the nearest point in any other array, that is also on the positive side.
// One of the two should be an extreeme, and the external point should be in the direction that the angle points at.
// none found = error
// create a triangle from these points, fix array links.
// move on to next spare array.
//we now have a concave polygon with no holes.
//pick a point, follow along the walls making a triangle fan, until an angle of > 180, throw out fan, rebuild arrays.
//at new point, start a new fan. Be prepared to not be able to generate one.
#define MAX_REGIONS 256
#define MAX_POLYVERTS (MAX_FLATTRIS*3)
#define MAX_FLATTRIS 1024
//buffer to hold tris
static unsigned short indexes[MAX_POLYVERTS];
static unsigned int numindexes;
typedef struct {
int vertex[MAX_POLYVERTS];
unsigned int numverts;
float angle;
} conectedregion_t;
static conectedregion_t polyregions[MAX_REGIONS]; //we need to be able to join them as we go.
static unsigned int regions;
//throw out duplicates.
static void Triangulate_AddLine(int v1, int v2) //order makes a difference
{
int r, v;
int beginingof = -1;
int endof = -1;
int freer = -1;
for (r = 0; r < regions; r++)
{
if (!polyregions[r].numverts)
{
freer = r;
continue;
}
if (polyregions[r].vertex[0] == v2)
beginingof = r;
if (polyregions[r].vertex[polyregions[r].numverts-1] == v1)
endof = r;
for (v = polyregions[r].numverts-2; v >= 0; v--)
if (polyregions[r].vertex[v] == v1 && polyregions[r].vertex[v+1] == v2)
return; //whoops. Duplicate line.
}
if (beginingof >= 0 && endof >= 0)
{ //merge two regions. Copy one onto the end of the other.
if (beginingof == endof)
{ //close up
if (polyregions[endof].numverts+1 >= MAX_POLYVERTS)
{
Con_Printf(CON_WARNING "WARNING: Map region is too large.\n");
return;
}
polyregions[endof].vertex[polyregions[endof].numverts] = v2;
polyregions[endof].numverts++;
}
else
{
if (polyregions[endof].numverts+polyregions[beginingof].numverts >= MAX_POLYVERTS)
{
Con_Printf(CON_WARNING "WARNING: Map region is too large.\n");
return;
}
memcpy(polyregions[endof].vertex + polyregions[endof].numverts,
polyregions[beginingof].vertex,
sizeof(polyregions[beginingof].vertex[0])*polyregions[beginingof].numverts);
polyregions[endof].numverts += polyregions[beginingof].numverts;
polyregions[beginingof].numverts = 0;
}
}
else if (beginingof >= 0)
{ //insert into
if (polyregions[beginingof].numverts+1 >= MAX_POLYVERTS)
{
Con_Printf(CON_WARNING "WARNING: Map region is too large.\n");
return;
}
memmove(polyregions[beginingof].vertex + 1,
polyregions[beginingof].vertex,
sizeof(polyregions[beginingof].vertex[0])*polyregions[beginingof].numverts);
polyregions[beginingof].vertex[0] = v1;
polyregions[beginingof].numverts++;
}
else if (endof >= 0)
{ //stick outselves on the end
if (polyregions[endof].numverts+1 >= MAX_POLYVERTS)
{
Con_Printf(CON_WARNING "WARNING: Map region is too large.\n");
return;
}
polyregions[endof].vertex[polyregions[endof].numverts] = v2;
polyregions[endof].numverts++;
}
else
{ //new region.
if (freer < 0)
{
freer = regions++;
if (regions > MAX_REGIONS)
{
Con_Printf(CON_WARNING "WARNING: Too many regions. Sector is too chaotic/complicated.\n");
freer = 0;
regions = 1;
}
}
polyregions[freer].numverts = 2;
polyregions[freer].vertex[0] = v1;
polyregions[freer].vertex[1] = v2;
}
}
static unsigned short *Triangulate_Finish(int *numtris, unsigned short *old, int oldindexcount)
{
unsigned short *out;
unsigned int v1, v2, v3, v;
unsigned int r, v2s, f;
float a1;
float a2;
for (r = 0; r < regions; r++)
{
if (!polyregions[r].numverts)
continue;
if (polyregions[r].vertex[0] != polyregions[r].vertex[polyregions[r].numverts-1])
{
Con_Printf("Sector is not enclosed\n");
polyregions[r].vertex[polyregions[r].numverts] = polyregions[r].vertex[0];
polyregions[r].numverts++;
/*
*numtris = 0;
regions = 0;
return NULL;*/
}
polyregions[r].angle = 0;
polyregions[r].numverts--;//start == end
for (v = 0; v < polyregions[r].numverts; v++)
{
v1 = polyregions[r].vertex[v];
v2 = polyregions[r].vertex[(v+1)%(polyregions[r].numverts)];
v3 = polyregions[r].vertex[(v+2)%(polyregions[r].numverts)];
a1 = atan2(vertexesl[v3].ypos - vertexesl[v2].ypos, vertexesl[v3].xpos - vertexesl[v2].xpos);
a2 = atan2(vertexesl[v1].ypos - vertexesl[v2].ypos, vertexesl[v1].xpos - vertexesl[v2].xpos);
polyregions[r].angle += fabs(a1 - a2);
}
}
//FIXME: inner loops should find the nearest point in a forwards direction from one of the extreeme points.
//angle should be either (numverts-2)*PI //inner loop
//or PI*numverts+2*PI //outer loop
//unfortuantly it's rarly either of them...
for (r = 0; r < regions; r++)
{
if (polyregions[r].numverts<3)
continue;
v1 = polyregions[r].vertex[0];
v2 = polyregions[r].vertex[1];
v2s = 1;
f=0;
for (v = 2; polyregions[r].numverts>=3; )
{ //build a triangle fan.
if (numindexes+3 > MAX_POLYVERTS)
{
Con_Printf(CON_WARNING "WARNING: Sector is too big for triangulation\n");
break;
}
v3 = polyregions[r].vertex[v];
a1 = atan2(vertexesl[v3].ypos - vertexesl[v2].ypos, vertexesl[v3].xpos - vertexesl[v2].xpos);
a2 = atan2(vertexesl[v1].ypos - vertexesl[v2].ypos, vertexesl[v1].xpos - vertexesl[v2].xpos);
if (fabs(a1-a2) > M_PI+0.01) //this would be a reflex angle then.;.
{
/* indexes[numindexes++] = 0;
indexes[numindexes++] = v2;
indexes[numindexes++] = 1;
*/
v1 = v2;
v2 = v3;
v2s = v;
v=(v+1)%polyregions[r].numverts;
f++;
if (f >= 1000)
{ //infinate loop - shouldn't happen. must have got the angle stuff wrong.
Con_Printf(CON_WARNING "WARNING: Failed to triangulate polygon\n");
break;
}
continue;
}
//FIXME: make sure v1 -> v3 doesn't clip any same-region lines.
indexes[numindexes++] = v1;
indexes[numindexes++] = v2;
indexes[numindexes++] = v3;
memmove(polyregions[r].vertex+v2s, polyregions[r].vertex+v2s+1, (polyregions[r].numverts-v2s)*sizeof(polyregions[r].vertex[0]));
polyregions[r].numverts--;
v=(v)%polyregions[r].numverts;
v2 = v3;
v2s = v;
polyregions[r].vertex[polyregions[r].numverts] = 0;
}
}
if (!numindexes)
{
Con_Printf(CON_WARNING "Warning: Sector is empty\n");
*numtris = 0;
regions = 0;
return NULL;
}
out = BZ_Realloc(old, sizeof(*out)*(numindexes+oldindexcount*3));
memcpy(out+oldindexcount*3, indexes, sizeof(*out)*numindexes);
*numtris = numindexes/3+oldindexcount;
regions = 0;
numindexes = 0;
return out;
}
static void Triangulate_Sectors(model_t *mod, dsector_t *sectorl, qboolean glbspinuse)
{
int seg, nsec;
int i, sec=-1;
sectorm = Z_Malloc(sectorc * sizeof(*sectorm));
if (glbspinuse)
{
for (i = 0; i < ssectorsc; i++)
{ //only do linedefs.
for (seg = ssectorsl[i].first; seg < ssectorsl[i].first + ssectorsl[i].segcount; seg++)
if (segsl[seg].linedef != 0xffff)
break;
if (seg == ssectorsl[i].first + ssectorsl[i].segcount) //throw a fit.
{
Con_Printf("SubSector %i has absolutly no walls\n", i);
continue;
}
nsec = sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;
if (sec != nsec)
{
if (sec>=0)
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris, sectorm[sec].flats, sectorm[sec].numflattris);
sec = nsec;
}
for (seg = ssectorsl[i].first; seg < ssectorsl[i].first + ssectorsl[i].segcount; seg++)
{ //ignore direction, it's do do with the intersection rather than the draw direction.
Triangulate_AddLine(segsl[seg].vert[0], segsl[seg].vert[1]);
}
}
if (sec>=0)
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris, sectorm[sec].flats, sectorm[sec].numflattris);
}
else
{
for (sec = 0; sec < sectorc; sec++)
{
for (i = 0; i < linedefsc; i++)
{
if (sidedefsm[linedefsl[i].sidedef[0]].sector == sec)
Triangulate_AddLine(linedefsl[i].vert[0], linedefsl[i].vert[1]);
if (linedefsl[i].sidedef[1] != 0xffff && sidedefsm[linedefsl[i].sidedef[1]].sector == sec)
Triangulate_AddLine(linedefsl[i].vert[1], linedefsl[i].vert[0]);
}
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris, sectorm[sec].flats, sectorm[sec].numflattris);
}
}
/*
for (i = 0; i < ssectorsc; i++)
{ //only do linedefs.
seg = ssectorsl[i].first;
nsec = sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;
if (sec != nsec)
{
if (sec>=0)
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris);
sec = nsec;
}
for (seg = ssectorsl[i].first; seg < ssectorsl[i].first + ssectorsl[i].segcount; seg++)
{ //ignore direction, it's do do with the intersection rather than the draw direction.
Triangulate_AddLine(segsl[seg].vert[0], segsl[seg].vert[1]);
}
}
if (sec>=0)
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris);
*/
for (i = 0; i < sectorc; i++)
{
sectorm[i].ceilingtex = Doom_LoadFlat(mod, sectorl[i].ceilingtexture);
sectorm[i].floortex = Doom_LoadFlat(mod, sectorl[i].floortexture);
sectorm[i].lightlev = sectorl[i].lightlevel;
sectorm[i].specialtype = sectorl[i].specialtype;
sectorm[i].tag = sectorl[i].tag;
sectorm[i].ceilingheight = sectorl[i].ceilingheight;
sectorm[i].floorheight = sectorl[i].floorheight;
}
}
#ifndef SERVERONLY
static void *textures1;
static void *textures2;
static char *pnames;
static void Doom_LoadTextureInfos(void)
{
textures1 = FS_LoadMallocFile("wad/texture1", NULL);
textures2 = FS_LoadMallocFile("wad/texture2", NULL);
pnames = FS_LoadMallocFile("wad/pnames", NULL);
}
typedef struct {
char name[8];
short always0_0;
short always0_1;
short width;
short height;
short always0_2;
short always0_3;
short componantcount;
} ddoomtexture_t;
typedef struct {
short xoffset;
short yoffset;
unsigned short patchnum;
unsigned short always_1;
unsigned short always_0;
} ddoomtexturecomponant_t;
typedef struct {
short width;
short height;
short xpos;
short ypos;
} doomimage_t;
static void Doom_ExtractPName(unsigned int *out, doomimage_t *di, size_t imgsize, int outwidth, int outheight, int x, int y)
{
unsigned int *colpointers;
int c, fr, rc, extra;
unsigned char *data, *coldata;
extern qbyte gammatable[256];
if (!di)
return;
data = (char *)di;
// out += x/*+di->xpos*/;
// out += (y/*+di->ypos*/)*outwidth;
colpointers = (unsigned int*)(data+sizeof(doomimage_t));
for (c = 0; c < di->width; c++)
{
if (c+x < 0)
continue;
if (c+x >= outwidth)
break;
if (colpointers[c] >= imgsize)
break;
coldata = data + colpointers[c];
while(1)
{
fr = *coldata++;
if (fr == 255)
break;
rc = *coldata++;
coldata++; //one not drawn, on each side
fr+=y;
if (fr<0)
{
coldata += -fr; //plus
rc -= -fr;
fr = 0;
}
if ((fr+rc) > outheight)
{
extra = rc - (outheight - fr) +1;
rc = outheight - fr;
if (rc < 0)
break;
}
else
extra = 1;
while(rc)
{
out[c+x + fr*outwidth] = (gammatable[doompalette[*coldata*3]]) + (gammatable[doompalette[*coldata*3+1]]<<8) + (gammatable[doompalette[*coldata*3+2]]<<16) + (255<<24);
coldata++;
fr++;
rc--;
}
coldata+=extra; //one not drawn, on each side
}
}
}
static texid_t Doom_LoadPatchFromTexWad(char *name, void *texlump, unsigned short *width, unsigned short *height, qboolean *hasalpha)
{
char patch[32] = "patches/";
unsigned int *tex;
ddoomtexture_t *tx;
ddoomtexturecomponant_t *tc;
texid_t result;
int i;
int count;
count = *(int *)texlump;
tex = (int *)texlump+1;
for (i = 0; i < count; i++)
{
tx = (ddoomtexture_t*)((unsigned char*)texlump + *tex);
if (!strncmp(tx->name, name, 8))
{
tex = BZ_Malloc(tx->width*tx->height*4);
memset(tex, 0, tx->width*tx->height*4);
*width = tx->width;
*height = tx->height;
tc = (ddoomtexturecomponant_t*)(tx+1);
for (i = 0; i < tx->componantcount; i++, tc++)
{
doomimage_t *img;
size_t imgsize;
strncpy(patch+8, pnames+4+8*tc->patchnum, 8);
Q_strlwr(patch+8);
patch[16] = '\0';
Q_strncatz(patch, ".pat", sizeof(patch));
img = (doomimage_t *)FS_LoadMallocFile(patch, &imgsize);
Doom_ExtractPName(tex, img, imgsize, tx->width, tx->height, tc->xoffset, tc->yoffset);
BZ_Free(img);
}
*hasalpha = false;
for (i = 0; i < tx->width * tx->height; i++)
{
if (!(tex[i] & 0xff000000))
{
*hasalpha = true;
break;
}
}
result = R_LoadTexture32(name, tx->width, tx->height, tex, 0);
BZ_Free(tex);
return result;
}
tex++;
}
return r_nulltex;
}
static int Doom_LoadPatch(model_t *mod, char *name)
{
qboolean hasalpha = false;
int texnum;
size_t nlen = strnlen(name, 8);
for (texnum = 0; texnum < numgldoomtextures; texnum++) //a hash table might be a good plan.
{
if(!memcmp(name, gldoomtextures[texnum].name, nlen) && !gldoomtextures[texnum].name[nlen])
{
return texnum;
}
}
//couldn't find it.
// texnum = numgldoomtextures;
gldoomtextures = BZ_Realloc(gldoomtextures, sizeof(*gldoomtextures)*((numgldoomtextures+16)&~15));
memset(gldoomtextures + numgldoomtextures, 0, sizeof(gldoomtextures[numgldoomtextures]));
numgldoomtextures++;
memcpy(gldoomtextures[texnum].name, name, nlen);
gldoomtextures[texnum].name[nlen] = 0;
return texnum;
}
static void Doom_LoadShaders(void *ctx, void *data, size_t a, size_t b)
{
model_t *mod = ctx;
texnums_t tn;
qboolean hasalpha = false;
qboolean isflat;
int texnum;
char tmp[MAX_QPATH];
for (texnum = 0; texnum < numgldoomtextures; texnum++) //a hash table might be a good plan.
{
isflat = !strncmp(gldoomtextures[texnum].name, "flats/", 6);
memset(&tn, 0, sizeof(tn));
if (isflat)
{
void *file = FS_LoadMallocFile(va2(tmp, sizeof(tmp), "%s.raw", gldoomtextures[texnum].name), NULL);
if (file)
{
tn.base = Image_GetTexture(gldoomtextures[texnum].name, NULL, 0, file, doompalette, 64, 64, TF_8PAL24);
Z_Free(file);
}
gldoomtextures[texnum].width = 64;
gldoomtextures[texnum].height = 64;
}
else
{
if (textures1 && !TEXVALID(tn.base))
tn.base = Doom_LoadPatchFromTexWad(gldoomtextures[texnum].name, textures1, &gldoomtextures[texnum].width, &gldoomtextures[texnum].height, &hasalpha);
if (textures2 && !TEXVALID(tn.base))
tn.base = Doom_LoadPatchFromTexWad(gldoomtextures[texnum].name, textures2, &gldoomtextures[texnum].width, &gldoomtextures[texnum].height, &hasalpha);
}
if (!TEXVALID(tn.base))
{
gldoomtextures[texnum].width = 64;
gldoomtextures[texnum].height = 64;
hasalpha = false;
}
if (hasalpha)
gldoomtextures[texnum].shader = R_RegisterShader(gldoomtextures[texnum].name, SUF_NONE, "{\n{\nmap $diffuse\nrgbgen vertex\nalphagen vertex\nalphafunc ge128\n}\n}\n");
else
gldoomtextures[texnum].shader = R_RegisterShader(gldoomtextures[texnum].name, SUF_NONE, "{\n{\nmap $diffuse\nrgbgen vertex\nalphagen vertex\n}\n}\n");
R_BuildDefaultTexnums(&tn, gldoomtextures[texnum].shader);
}
};
static void Doom_Purge (struct model_s *mod)
{
int texnum;
for (texnum = 0; texnum < numgldoomtextures; texnum++)
{
BZ_Free(gldoomtextures[texnum].mesh.colors4b_array);
BZ_Free(gldoomtextures[texnum].mesh.st_array);
BZ_Free(gldoomtextures[texnum].mesh.xyz_array);
BZ_Free(gldoomtextures[texnum].mesh.indexes);
}
BZ_Free(gldoomtextures);
gldoomtextures = NULL;
}
#endif
static void CleanWalls(model_t *mod, dsidedef_t *sidedefsl)
{
int i;
char texname[64];
char lastmiddle[9]="-";
char lastlower[9]="-";
char lastupper[9]="-";
int lastmidtex=0, lastuptex=0, lastlowtex=0;
sidedefsm = BZ_Malloc(sidedefsc * sizeof(*sidedefsm));
for (i = 0; i < sidedefsc; i++)
{
#ifdef GLQUAKE
strncpy(texname, sidedefsl[i].middletex, 8);
texname[8] = '\0';
if (!strcmp(texname, "-"))
sidedefsm[i].middletex = 0;
else
{
if (!strncmp(texname, lastmiddle, 8))
sidedefsm[i].middletex = lastmidtex;
else
{
strncpy(lastmiddle, texname, 8);
sidedefsm[i].middletex = lastmidtex = Doom_LoadPatch(mod, texname);
}
}
strncpy(texname, sidedefsl[i].lowertex, 8);
texname[8] = '\0';
if (!strcmp(texname, "-"))
sidedefsm[i].lowertex = 0;
else
{
if (!strncmp(texname, lastlower, 8))
sidedefsm[i].lowertex = lastlowtex;
else
{
strncpy(lastlower, texname, 8);
sidedefsm[i].lowertex = lastlowtex = Doom_LoadPatch(mod, texname);
}
}
strncpy(texname, sidedefsl[i].uppertex, 8);
texname[8] = '\0';
if (!strcmp(texname, "-"))
sidedefsm[i].uppertex = 0;
else
{
if (!strncmp(texname, lastupper, 8))
sidedefsm[i].uppertex = lastuptex;
else
{
strncpy(lastupper, texname, 8);
sidedefsm[i].uppertex = lastuptex = Doom_LoadPatch(mod, texname);
}
}
#endif
sidedefsm[i].sector = sidedefsl[i].sector;
sidedefsm[i].texx = sidedefsl[i].texx;
sidedefsm[i].texy = sidedefsl[i].texy;
}
}
void QuakifyThings(model_t *mod, dthing_t *thingsl)
{
int sector;
int spawnflags;
char *name;
int i;
int zpos;
static char newlump[1024*1024]; //FIXME
char thingname[MAX_QPATH];
char *ptr = newlump;
vec3_t point;
sprintf(ptr, "{\n"
"\"classname\" \"worldspawn\"\n"
"}\n");
ptr += strlen(ptr);
for (i = 0; i < thingsc; i++)
{
switch(thingsl[i].type)
{
case THING_PLAYER: //fixme: spit out a coop spawn too.
name = "info_player_start";
break;
case THING_PLAYER2:
case THING_PLAYER3:
case THING_PLAYER4:
name = "info_player_coop";
break;
case THING_DMSPAWN:
name = "info_player_deathmatch";
break;
case THING_WCHAINSAW:
name = "item_artifact_super_damage";
break;
case THING_WSHOTGUN1:
name = "weapon_nailgun";
break;
case THING_WSHOTGUN2:
name = "weapon_supernailgun";
break;
case THING_WCHAINGUN:
name = "weapon_supershotgun";
break;
case THING_WROCKETL:
name = "weapon_rocketlauncher";
break;
case THING_WPLASMA:
name = "weapon_grenadelauncher";
break;
case THING_WBFG:
name = "weapon_lightning";
break;
default:
name = va2(thingname, sizeof(thingname), "thing_%i", thingsl[i].type);
break;
}
point[0] = thingsl[i].xpos;
point[1] = thingsl[i].ypos;
point[2] = 0;
sector = Doom_SectorNearPoint(point);
zpos = sectorm[sector].floorheight + 24; //things have no z coord, so find the sector they're in
spawnflags = SPAWNFLAG_NOT_EASY | SPAWNFLAG_NOT_MEDIUM | SPAWNFLAG_NOT_HARD | SPAWNFLAG_NOT_DEATHMATCH;
if (thingsl[i].flags & THING_EASY)
spawnflags -= SPAWNFLAG_NOT_EASY;
if (thingsl[i].flags & THING_MEDIUM)
spawnflags -= SPAWNFLAG_NOT_MEDIUM;
if (thingsl[i].flags & THING_HARD)
spawnflags -= SPAWNFLAG_NOT_HARD;
if (thingsl[i].flags & THING_DEATHMATCH)
spawnflags -= SPAWNFLAG_NOT_DEATHMATCH;
if (thingsl[i].flags & THING_DEAF)
spawnflags |= 1;
Q_snprintfz(ptr, newlump+sizeof(newlump)-ptr, "{\n"
"\"classname\" \"%s\"\n"
"\"origin\" \"%i %i %i\"\n"
"\"spawnflags\" \"%i\"\n"
"\"angle\" \"%i\"\n"
"}\n",
name,
thingsl[i].xpos, thingsl[i].ypos, zpos,
spawnflags,
thingsl[i].angle
);
ptr += strlen(ptr);
}
mod->entities = BZ_Malloc(ptr-newlump+1);
memcpy(mod->entities, newlump, ptr-newlump+1);
}
void Doom_GeneratePlanes(ddoomnode_t *nodel)
{
vec3_t point, up, line;
int n;
up[0] = 0;
up[1] = 0;
up[2] = 1;
line[2] = 0;
nodeplanes = BZ_Malloc(sizeof(*nodeplanes)*nodec);
lineplanes = BZ_Malloc(sizeof(*lineplanes)*linedefsc);
point[2] = 0;
for (n = 0; n < nodec; n++)
{
line[0] = nodel[n].dx;
line[1] = nodel[n].dy;
point[0] = nodel[n].x;
point[1] = nodel[n].y;
CrossProduct(line, up, nodeplanes[n].normal);
VectorNormalize(nodeplanes[n].normal);
nodeplanes[n].dist = DotProduct (point, nodeplanes[n].normal);
}
for (n = 0; n < linedefsc; n++)
{
point[0] = vertexesl[linedefsl[n].vert[0]].xpos;
point[1] = vertexesl[linedefsl[n].vert[0]].ypos;
line[0] = vertexesl[linedefsl[n].vert[1]].xpos-point[0];
line[1] = vertexesl[linedefsl[n].vert[1]].ypos-point[1];
CrossProduct(line, up, lineplanes[n].normal);
VectorNormalize(lineplanes[n].normal);
lineplanes[n].dist = DotProduct (point, lineplanes[n].normal);
}
}
/*
doom maps have no network limitations, but has +/-32767 map size limits (same as quake bsp)
fte defaults to a +/- 4096 world
a lot of maps are off-centered and can be moved to get them to fit fte's constraints, so if we can, do so
*/
static void MoveWorld(void)
{
int v;
short adj[2];
short min[2], max[2];
min[0] = 4096;
min[1] = 4096;
max[0] = -4096;
max[1] = -4096;
for (v = 0; v < vertexesc; v++)
{
if (min[0] > vertexesl[v].xpos)
min[0] = vertexesl[v].xpos;
if (min[1] > vertexesl[v].ypos)
min[1] = vertexesl[v].ypos;
if (max[0] < vertexesl[v].xpos)
max[0] = vertexesl[v].xpos;
if (max[1] < vertexesl[v].ypos)
max[1] = vertexesl[v].ypos;
}
if (min[0]>=-4096 && max[0]<=4096)
if (min[1]>=-4096 && max[1]<=4096)
return; //doesn't need adjusting, live with it.
if (max[0]-min[0]>=8192 || max[1]-min[1]>=8192)
{
Con_Printf(CON_WARNING "Warning: Map is too large for the network protocol\n");
return;
}
adj[0] = (max[0]-4096)&~63; //don't harm the tiling.
adj[1] = (max[1]-4096)&~63;
Con_Printf("Adjusting map (%i %i)\n", -adj[0], -adj[1]);
for (v = 0; v < vertexesc; v++)
{
vertexesl[v].xpos -= adj[0];
vertexesl[v].ypos -= adj[1];
}
for (v = 0; v < nodec; v++)
{
nodel[v].x -= adj[0];
nodel[v].y -= adj[1];
nodel[v].x1lower -= adj[0];
nodel[v].x1upper -= adj[1];
nodel[v].y1lower -= adj[0];
nodel[v].y1upper -= adj[1];
nodel[v].x2lower -= adj[0];
nodel[v].x2upper -= adj[1];
nodel[v].y2lower -= adj[0];
nodel[v].y2upper -= adj[1];
}
for (v = 0; v < thingsc; v++)
{
thingsl[v].xpos -= adj[0];
thingsl[v].ypos -= adj[1];
}
blockmapl->xorg -= adj[0];
blockmapl->yorg -= adj[1];
}
static void Doom_LoadVerticies(char *name)
{
ddoomvertex_t *std, *gl1;
int stdc, glc;
int *gl2;
int i;
size_t fsize;
char tmp[MAX_QPATH];
std = (void *)FS_LoadMallocFile (va2(tmp,sizeof(tmp),"%s.vertexes", name), &fsize);
stdc = fsize/sizeof(*std);
gl2 = (void *)FS_LoadMallocFile (va2(tmp,sizeof(tmp),"%s.gl_vert", name), &fsize);
if (!gl2)
{
glc = 0;
gl1 = NULL;
}
else if (gl2[0] == *(int*)"gNd2")
{
gl2++;
glc = (fsize-4)/sizeof(int)/2;
gl1 = NULL;
}
else
{
glc = fsize/sizeof(*gl1);
gl1 = (ddoomvertex_t*)gl2;
}
if (stdc)
{
vertexesc = stdc + glc;
vertexesl = BZ_Malloc(vertexesc*sizeof(*vertexesl));
vertexsglbase = stdc;
for (i = 0; i < stdc; i++)
{
vertexesl[i].xpos = std[i].xpos;
vertexesl[i].ypos = std[i].ypos;
}
if (gl1)
{
for (i = 0; i < glc; i++)
{
vertexesl[stdc+i].xpos = gl1[i].xpos;
vertexesl[stdc+i].ypos = gl1[i].ypos;
}
}
else
{
for (i = 0; i < glc; i++)
{
vertexesl[stdc+i].xpos = (float)gl2[i*2] / 0x10000;
vertexesl[stdc+i].ypos = (float)gl2[i*2+1] / 0x10000;
}
}
}
Z_Free(std);
Z_Free(gl2);
}
static void Doom_LoadSSectors(char *name)
{
size_t fsize;
char tmp[MAX_QPATH];
ssectorsl = (void *)FS_LoadMallocFile (va2(tmp, sizeof(tmp), "%s.gl_ssect", name), &fsize);
if (!ssectorsl)
ssectorsl = (void *)FS_LoadMallocFile (va2(tmp, sizeof(tmp), "%s.ssectors", name), &fsize);
//FIXME: "gNd3" means that it's glbsp version 3.
ssectorsc = fsize/sizeof(*ssectorsl);
}
static void Doom_LoadSSegs(char *name)
{ //these skirt the subsectors
void *file;
dgl_seg3_t *s3;
dgl_seg1_t *s1;
dseg_t *s0;
int i;
size_t fsize;
char tmp[MAX_QPATH];
file = (void *)FS_LoadMallocFile (va2(tmp, sizeof(tmp), "%s.gl_segs", name), &fsize);
if (!file)
{
s0 = (void *)FS_LoadMallocFile (va2(tmp, sizeof(tmp), "%s.segs", name), &fsize);
segsc = fsize/sizeof(*s0);
segsl = BZ_Malloc(segsc * sizeof(*segsl));
for (i = 0; i < segsc; i++)
{
segsl[i].vert[0] = s0[i].vert[0];
segsl[i].vert[1] = s0[i].vert[1];
segsl[i].linedef = s0[i].linedef;
segsl[i].direction = s0[i].direction;
segsl[i].Partner = 0xffff;
}
}
else if (*(int *)file == *(int *)"gNd3")
{
s3 = file;
segsc = fsize/sizeof(*s3);
segsl = s3;
}
else if (!file)
return;
else
{
s1 = file;
segsc = fsize/sizeof(*s1);
segsl = BZ_Malloc(segsc * sizeof(*segsl));
for (i = 0; i < segsc; i++)
{
if (s1[i].vert[0] & 0x8000)
segsl[i].vert[0] = (s1[i].vert[0]&0x7fff)+vertexsglbase;
else
segsl[i].vert[0] = s1[i].vert[0];
if (s1[i].vert[1] & 0x8000)
segsl[i].vert[1] = (s1[i].vert[1]&0x7fff)+vertexsglbase;
else
segsl[i].vert[1] = s1[i].vert[1];
segsl[i].linedef = s1[i].linedef;
segsl[i].direction = s1[i].direction;
if (s1[i].Partner == 0xffff)
segsl[i].Partner = 0xffffffff;
else
segsl[i].Partner = s1[i].Partner;
}
}
}
qboolean QDECL Mod_LoadDoomLevel(model_t *mod, void *buffer, size_t fsize)
{
int h;
dsector_t *sectorl;
dsidedef_t *sidedefsl;
char name[MAX_QPATH];
char tmp[MAX_QPATH];
int *gl_nodes;
if (fsize != 4)
{
Con_Printf("Wad map %s does actually exist... weird.\n", mod->name);
return false;
}
COM_StripExtension(mod->name, name, sizeof(name));
gl_nodes = (void *)FS_LoadMallocFile (va2(tmp,sizeof(tmp),"%s.gl_nodes", name), &fsize);
if (gl_nodes && fsize>0)
{
nodel = (void *)gl_nodes;
nodec = fsize/sizeof(*nodel);
}
else
{
gl_nodes=NULL;
nodel = (void *)FS_LoadMallocFile (va2(tmp,sizeof(tmp),"%s.nodes", name), &fsize);
nodec = fsize/sizeof(*nodel);
}
sectorl = (void *)FS_LoadMallocFile (va2(tmp,sizeof(tmp),"%s.sectors", name), &fsize);
sectorc = fsize/sizeof(*sectorl);
#ifndef SERVERONLY
numgldoomtextures=0;
Doom_LoadPalette();
#endif
Doom_LoadVerticies(name);
Doom_LoadSSegs(name);
Doom_LoadSSectors(name);
thingsl = (void *)FS_LoadMallocFile (va2(tmp,sizeof(tmp),"%s.things", name), &fsize);
thingsc = fsize/sizeof(*thingsl);
linedefsl = (void *)FS_LoadMallocFile (va2(tmp,sizeof(tmp),"%s.linedefs", name), &fsize);
linedefsc = fsize/sizeof(*linedefsl);
sidedefsl = (void *)FS_LoadMallocFile (va2(tmp,sizeof(tmp),"%s.sidedefs", name), &fsize);
sidedefsc = fsize/sizeof(*sidedefsl);
blockmapl = (void *)FS_LoadMallocFile (va2(tmp,sizeof(tmp),"%s.blockmap", name), &fsize);
// blockmaps = fsize;
#ifndef SERVERONLY
Doom_LoadTextureInfos();
#endif
blockmapofs = (unsigned short*)(blockmapl+1);
if (!nodel || !sectorl || !segsl || !ssectorsl || !thingsl || !linedefsl || !sidedefsl || !vertexesl)
{
Sys_Error("Wad map doesn't contain enough lumps\n");
nodel = NULL;
return false;
}
MoveWorld();
Doom_GeneratePlanes(nodel);
mod->hulls[0].clip_mins[0] = 0;
mod->hulls[0].clip_mins[1] = 0;
mod->hulls[0].clip_mins[2] = 0;
mod->hulls[0].clip_maxs[0] = 0;
mod->hulls[0].clip_maxs[1] = 0;
mod->hulls[0].clip_maxs[2] = 0;
mod->hulls[0].available = true;
for (h = 1; h < MAX_MAP_HULLSM; h++)
mod->hulls[h].available = false;
Doom_SetModelFunc(mod);
mod->fromgame = fg_doom;
mod->type = mod_brush;
mod->nodes = (void*)0x1;
CleanWalls(mod, sidedefsl);
Triangulate_Sectors(mod, sectorl, !!gl_nodes);
QuakifyThings(mod, thingsl);
COM_AddWork(0, Doom_LoadShaders, mod, NULL, 0, 0);
return true;
}
void Doom_LightPointValues(model_t *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
msector_t *sec;
sec = sectorm + Doom_SectorNearPoint(point);
res_dir[0] = 0;
res_dir[1] = 1;
res_dir[2] = 1;
res_diffuse[0] = sec->lightlev;
res_diffuse[1] = sec->lightlev;
res_diffuse[2] = sec->lightlev;
res_ambient[0] = sec->lightlev;
res_ambient[1] = sec->lightlev;
res_ambient[2] = sec->lightlev;
}
//return pvs bits for point
unsigned int Doom_FatPVS(struct model_s *model, vec3_t org, qbyte *pvsbuffer, unsigned int buffersize, qboolean merge)
{
//FIXME: use REJECT lump.
return 0;
}
//check if an ent is within the given pvs
qboolean Doom_EdictInFatPVS(struct model_s *model, struct pvscache_s *edict, qbyte *pvsbuffer)
{ //FIXME: use REJECT lump.
return true;
}
//generate useful info for correct functioning of Doom_EdictInFatPVS.
void Doom_FindTouchedLeafs(struct model_s *model, struct pvscache_s *ent, vec3_t cullmins, vec3_t cullmaxs)
{
//work out the sectors this ent is in for easy pvs.
}
//requires lightmaps - not supported.
void Doom_StainNode(struct mnode_s *node, float *parms)
{
}
//requires lightmaps - not supported.
void Doom_MarkLights(struct dlight_s *light, int bit, struct mnode_s *node)
{
}
void Doom_SetModelFunc(model_t *mod)
{
#ifndef SERVERONLY
mod->funcs.PurgeModel = Doom_Purge;
#endif
mod->funcs.FatPVS = Doom_FatPVS;
mod->funcs.EdictInFatPVS = Doom_EdictInFatPVS;
mod->funcs.FindTouchedLeafs = Doom_FindTouchedLeafs;
mod->funcs.LightPointValues = Doom_LightPointValues;
mod->funcs.StainNode = Doom_StainNode;
mod->funcs.MarkLights = Doom_MarkLights;
// mod->funcs.LeafPVS) (struct model_s *model, int num, qbyte *buffer, unsigned int buffersize);
mod->funcs.NativeTrace = Doom_Trace;
mod->funcs.PointContents = Doom_PointContents;
//Doom_SetCollisionFuncs(mod);
}
#endif