fteqw/engine/gl/gl_heightmap.c
Spoike 53a7b3d47c added support for external capture plugins - and using avcodec as a plugin.c.
The ragdoll API is potentially usable now, but still really limited.
Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it.
Fixed nacl.
NPFTE plugin now invokes an exe to run the game rather than running the game within the browser.
externvalue builtin now accepts & prefix to return a pointer instead.
Fixed vector autocvars.
uri_get, bufstr_add, bufstr_free, now functional.
QC debugger can now show asm if line numbers are not available.
Added support for QC watchpoints. Use the watchpoint command.
gl_specular now give specular even without rtlights, thankfully not as blatently, but its there.
android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-11-27 03:23:19 +00:00

3075 lines
87 KiB
C

#include "quakedef.h"
#ifdef TERRAIN
#include "glquake.h"
#include "shader.h"
#include "pr_common.h"
//#define STRICTEDGES //strict (ugly) grid
#define TERRAINTHICKNESS 16
#define TERRAINACTIVESECTIONS 1000
/*
a note on networking:
By default terrain is NOT networked. This means content is loaded without networking delays.
If you wish to edit the terrain collaboratively, you can enable the mod_terrain_networked cvar.
When set, changes on the server will notify clients that a section has changed, and the client will reload it as needed.
Changes on the client WILL NOT notify the server, and will get clobbered if the change is also made on the server.
This means for editing purposes, you MUST funnel it via ssqc with your own permission checks.
It also means for explosions and local stuff, the server will merely restate changes from impacts if you do them early. BUT DO NOT CALL THE EDIT FUNCTION IF THE SERVER HAS ALREADY APPLIED THE CHANGE.
*/
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.");
//heightmaps work thusly:
//there is one raw heightmap file
//the file is split to 4*4 sections.
//each section is textured independantly (remember banshees are capped at 256*256 pixels)
//it's built into 16 seperate display lists, these display lists are individually culled, but the drivers are expected to optimise them too.
//Tei claims 14x speedup with a single display list. hopefully we can achieve the same speed by culling per-section.
//we get 20->130
//perhaps we should build it with multitexture? (no - slower on ati)
int Surf_NewLightmaps(int count, int width, int height, qboolean deluxe);
#define MAXSECTIONS 64 //this many sections max in each direction
#define SECTTEXSIZE 64 //this many texture samples per section
#define SECTHEIGHTSIZE 17 //this many height samples per section
//each section is this many sections higher in world space, to keep the middle centered at '0 0'
#define CHUNKBIAS (MAXSECTIONS*MAXSECTIONS/2)
#define CHUNKLIMIT (MAXSECTIONS*MAXSECTIONS)
#define LMCHUNKS 2
#define HMLMSTRIDE (LMCHUNKS*SECTTEXSIZE)
#define SECTION_MAGIC (*(int*)"HMMS")
#define SECTION_VER 1
/*simple version history:
ver=0
SECTHEIGHTSIZE=16
*/
enum
{
//these flags can be found on disk
TSF_HASWATER = 1u<<0,
TSF_HASCOLOURS = 1u<<1,
//these flags should not be found on disk
TSF_RELIGHT = 1u<<29, //height edited, needs relighting.
TSF_DIRTY = 1u<<30, //its heightmap has changed, the mesh needs rebuilding
TSF_EDITED = 1u<<31 //says it needs to be written if saved
#define TSF_INTERNAL (TSF_RELIGHT|TSF_DIRTY|TSF_EDITED)
};
typedef struct
{
int size;
vec3_t axisorg[4];
float scale;
int reserved3;
int reserved2;
int reserved1;
//char modelname[1+];
} dsmesh_t;
typedef struct
{
int magic;
int ver;
unsigned int flags;
char texname[4][32];
unsigned int texmap[SECTTEXSIZE][SECTTEXSIZE];
float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
unsigned short holes;
float waterheight;
float minh;
float maxh;
int ents_num;
int reserved1;
int reserved4;
int reserved3;
int reserved2;
} dsection_t;
typedef struct hmpolyset_s
{
struct hmpolyset_s *next;
shader_t *shader;
mesh_t mesh;
mesh_t *amesh;
vbo_t vbo;
} hmpolyset_t;
typedef struct
{
link_t recycle;
int sx, sy;
float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
unsigned short holes;
unsigned int flags;
float waterheight;
float minh, maxh;
struct heightmap_s *hmmod;
#ifndef SERVERONLY
vec4_t colours[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
char texname[4][32];
int lightmap;
int lmx, lmy;
texnums_t textures;
vbo_t vbo;
mesh_t mesh;
mesh_t *amesh;
int numents;
int maxents;
entity_t *ents;
hmpolyset_t *polys;
#endif
} hmsection_t;
typedef struct
{
hmsection_t *section[MAXSECTIONS*MAXSECTIONS];
} hmcluster_t;
typedef struct heightmap_s
{
char path[MAX_QPATH];
int firstsegx, firstsegy;
int maxsegx, maxsegy; //tex/cull sections
float sectionsize; //each section is this big, in world coords
hmcluster_t *cluster[MAXSECTIONS*MAXSECTIONS];
shader_t *skyshader;
shader_t *shader;
shader_t *watershader;
mesh_t skymesh;
mesh_t *askymesh;
unsigned int exteriorcontents;
int tiled;
int tilecount[2];
int tilepixcount[2];
int activesections;
link_t recycle;
#ifndef SERVERONLY
struct lmsect_s
{
struct lmsect_s *next;
int lm, x, y;
} *unusedlmsects;
#endif
#ifndef SERVERONLY
//I'm putting this here because we might have some quite expensive lighting routines going on
//and that'll make editing the terrain jerky as fook, so relighting it a few texels at a time will help maintain a framerate while editing
hmsection_t *relight;
unsigned int relightidx;
vec2_t relightmin;
#endif
} heightmap_t;
static void ted_dorelight(heightmap_t *hm);
static void Terr_Collect(heightmap_t *hm);
#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 Terr_LoadSectionTextures(hmsection_t *s)
{
#ifndef SERVERONLY
extern texid_t missing_texture;
//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);
if (s->hmmod->tiled)
{
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;
}
else
{
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;
}
#endif
}
#ifndef SERVERONLY
static void Terr_InitLightmap(hmsection_t *s)
{
heightmap_t *hm = s->hmmod;
struct lmsect_s *lms;
if (!hm->unusedlmsects)
{
int lm;
int i;
lm = Surf_NewLightmaps(1, SECTTEXSIZE*LMCHUNKS, SECTTEXSIZE*LMCHUNKS, false);
for (i = 0; i < LMCHUNKS*LMCHUNKS; i++)
{
lms = malloc(sizeof(*lms));
lms->lm = lm;
lms->x = (i & (LMCHUNKS-1))*SECTTEXSIZE;
lms->y = (i / LMCHUNKS)*SECTTEXSIZE;
lms->next = hm->unusedlmsects;
hm->unusedlmsects = lms;
}
}
lms = hm->unusedlmsects;
hm->unusedlmsects = lms->next;
s->lightmap = lms->lm;
s->lmx = lms->x;
s->lmy = lms->y;
free(lms);
}
#endif
static char *Terr_DiskSectionName(heightmap_t *hm, int sx, int sy)
{
sx -= CHUNKBIAS;
sy -= CHUNKBIAS;
//wrap cleanly
sx &= CHUNKLIMIT-1;
sy &= CHUNKLIMIT-1;
return va("maps/%s/sect_%03x_%03x.hms", hm->path, sx, sy);
}
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);
}
static hmsection_t *Terr_LoadSection(heightmap_t *hm, hmsection_t *s, int sx, int sy)
{
dsection_t *ds = NULL;
int i;
#ifndef SERVERONLY
dsmesh_t *dm;
unsigned char *lm;
float *colours;
#endif
void *ptr;
if (mod_terrain_networked.ival)
{
#ifndef CLIENTONLY
if (hm != sv.world.worldmodel->terrain)
#endif
return NULL;
}
/*queue the file for download if we don't have it yet*/
if (FS_LoadFile(Terr_DiskSectionName(hm, sx, sy), (void**)&ds) < 0
#ifndef CLIENTONLY
&& !sv.state
#endif
)
{
#ifndef SERVERONLY
CL_CheckOrEnqueDownloadFile(Terr_DiskSectionName(hm, sx, sy), NULL, 0);
#endif
return NULL;
}
if (ds)
{
if (ds->magic != SECTION_MAGIC)
return NULL;
if (ds->ver != SECTION_VER)
{
FS_FreeFile(ds);
ds = NULL;
}
}
if (!s)
{
s = malloc(sizeof(*s));
if (!s)
{
FS_FreeFile(ds);
return NULL;
}
memset(s, 0, sizeof(*s));
InsertLinkBefore(&s->recycle, &hm->recycle);
s->sx = sx;
s->sy = sy;
hm->activesections++;
#ifndef SERVERONLY
s->lightmap = -1;
#endif
}
s->hmmod = hm;
#ifndef SERVERONLY
s->flags |= TSF_DIRTY;
if (s->lightmap < 0 && qrenderer != QR_NONE)
Terr_InitLightmap(s);
#endif
if (ds)
{
s->flags = ds->flags | TSF_DIRTY;
/*load the heights*/
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
s->heights[i] = LittleFloat(ds->heights[i]);
}
s->minh = ds->minh;
s->maxh = ds->maxh;
s->waterheight = ds->waterheight;
s->holes = ds->holes;
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]));
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);
/*load in the mixture/lighting*/
if (s->lightmap >= 0)
{
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (i = 0; i < SECTTEXSIZE; i++)
{
memcpy(lm, ds->texmap + i, sizeof(ds->texmap[0]));
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.w = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.h = HMLMSTRIDE;
}
s->mesh.colors4f_array = s->colours;
if (ds->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*/
s->numents = ds->ents_num;
s->maxents = s->numents;
if (s->maxents)
s->ents = malloc(sizeof(*s->ents) * s->maxents);
else
s->ents = NULL;
if (!s->ents)
s->numents = s->maxents = 0;
memset(s->ents, 0, sizeof(*s->ents) * s->maxents);
for (i = 0, dm = (dsmesh_t*)ptr; i < s->numents; i++, dm = (dsmesh_t*)((qbyte*)dm + dm->size))
{
s->ents[i].model = Mod_ForName((char*)(dm + 1), false);
if (!s->ents[i].model || s->ents[i].model->type == mod_dummy)
{
s->numents--;
i--;
continue;
}
s->ents[i].scale = dm->scale;
VectorCopy(dm->axisorg[0], s->ents[i].axis[0]);
VectorCopy(dm->axisorg[1], s->ents[i].axis[1]);
VectorCopy(dm->axisorg[2], s->ents[i].axis[2]);
VectorCopy(dm->axisorg[3], s->ents[i].origin);
s->ents[i].origin[0] += (sx-CHUNKBIAS)*hm->sectionsize;
s->ents[i].origin[1] += (sy-CHUNKBIAS)*hm->sectionsize;
s->ents[i].shaderRGBAf[0] = 1;
s->ents[i].shaderRGBAf[1] = 1;
s->ents[i].shaderRGBAf[2] = 1;
s->ents[i].shaderRGBAf[3] = 1;
}
#endif
FS_FreeFile(ds);
}
else
{
s->flags |= TSF_RELIGHT;
#ifndef SERVERONLY
if (s->lightmap >= 0)
{
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (i = 0; i < SECTTEXSIZE; i++)
{
memset(lm, 0, sizeof(byte_vec4_t)*SECTTEXSIZE);
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.w = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.h = 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;
}
#endif
#if 0//def DEBUG
void *f;
if (lightmap_bytes == 4 && lightmap_bgra && FS_LoadFile(va("maps/%s/splatt.png", hm->path), &f) >= 0)
{
//temp
int vx, vy;
int x, y;
extern qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, char *fname);
int sw, sh;
qboolean hasalpha;
unsigned char *splatter = Read32BitImageFile(f, com_filesize, &sw, &sh, &hasalpha, "splattermap");
if (splatter)
{
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->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 && FS_LoadFile(va("maps/%s/heightmap.png", hm->path), &f) >= 0)
{
//temp
int vx, vy;
int x, y;
extern qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, char *fname);
int sw, sh;
float *h;
qboolean hasalpha;
unsigned char *hmimage = Read32BitImageFile(f, com_filesize, &sw, &sh, &hasalpha, "heightmap");
if (hmimage)
{
h = s->heights;
for (vx = 0; vx < SECTHEIGHTSIZE; vx++)
{
x = sw * (((float)sy) + ((float)vx / (SECTHEIGHTSIZE-1))) / hm->numsegsx;
if (x > sw-1)
x = sw-1;
for (vy = 0; vy < SECTHEIGHTSIZE; vy++)
{
y = sh * (((float)sx) + ((float)vy / (SECTHEIGHTSIZE-1))) / hm->numsegsy;
if (y > sh-1)
y = sh-1;
*h = 0;
*h += hmimage[(y + x*sh)*4+0];
*h += hmimage[(y + x*sh)*4+1]<<8;
*h += hmimage[(y + x*sh)*4+2]<<16;
*h *= 4.0f/(1<<16);
h++;
}
}
BZ_Free(hmimage);
}
FS_FreeFile(f);
}
#endif
}
Terr_LoadSectionTextures(s);
return s;
}
//doesn't clear edited/dirty flags or anything
static qboolean Terr_SaveSection(heightmap_t *hm, hmsection_t *s, int sx, int sy, char *fname)
{
#ifndef SERVERONLY
dsection_t ds;
dsmesh_t dm;
unsigned char *lm;
vfsfile_t *f;
int nothing = 0;
int i;
vec4_t dcolours[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
//if its invalid or doesn't contain all the data...
if (!s || s->lightmap < 0)
return true;
memset(&ds, 0, sizeof(ds));
memset(&dm, 0, sizeof(dm));
ds.magic = SECTION_MAGIC;
ds.ver = SECTION_VER;
//mask off the flags which are only valid in memory
ds.flags = s->flags & ~(TSF_INTERNAL);
//kill the haswater flag if its entirely above any possible water anyway.
if (s->waterheight < s->minh)
ds.flags &= ~TSF_HASWATER;
ds.flags &= TSF_HASCOLOURS; //recalculate
Q_strncpyz(ds.texname[0], s->texname[0], sizeof(ds.texname[0]));
Q_strncpyz(ds.texname[1], s->texname[1], sizeof(ds.texname[1]));
Q_strncpyz(ds.texname[2], s->texname[2], sizeof(ds.texname[2]));
Q_strncpyz(ds.texname[3], s->texname[3], sizeof(ds.texname[3]));
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->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 = s->waterheight;
ds.holes = s->holes;
ds.minh = s->minh;
ds.maxh = s->maxh;
ds.ents_num = s->numents;
FS_CreatePath(fname, FS_GAMEONLY);
f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
if (!f)
{
Con_Printf("Failed to open %s\n", fname);
return false;
}
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].scale;
VectorCopy(s->ents[i].axis[0], dm.axisorg[0]);
VectorCopy(s->ents[i].axis[1], dm.axisorg[1]);
VectorCopy(s->ents[i].axis[2], dm.axisorg[2]);
VectorCopy(s->ents[i].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].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].model->name, strlen(s->ents[i].model->name)+1);
if (pad)
VFS_WRITE(f, &nothing, pad);
}
VFS_CLOSE(f);
#endif
return true;
}
/*convienience function*/
static hmsection_t *Terr_GetSection(heightmap_t *hm, int x, int y, qboolean doload)
{
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*MAXSECTIONS];
if (!cluster)
{
if (doload)
{
cluster = malloc(sizeof(*cluster));
if (!cluster)
return NULL;
memset(cluster, 0, sizeof(*cluster));
hm->cluster[cx + cy*MAXSECTIONS] = cluster;
}
else
return NULL;
}
section = cluster->section[sx + sy*MAXSECTIONS];
if (!section)
{
if (doload)
{
while (hm->activesections > TERRAINACTIVESECTIONS)
Terr_Collect(hm);
section = cluster->section[sx + sy*MAXSECTIONS] = Terr_LoadSection(hm, section, x, y);
}
}
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, false);
if (!s)
continue;
if (s->flags & TSF_EDITED)
{
if (Terr_SaveSection(hm, s, x, y, Terr_DiskSectionName(hm, x, y)))
{
s->flags &= ~TSF_EDITED;
sectionssaved++;
}
}
}
}
return sectionssaved;
}
#ifndef CLIENTONLY
static int dehex(int i)
{
if (i >= '0' && i <= '9')
return (i-'0');
else if (i >= 'A' && i <= 'F')
return (i-'A'+10);
else
return (i-'a'+10);
}
//on servers, we can get requests to download current map sections. if so, give them it.
qboolean Terrain_LocateSection(char *name, flocation_t *loc)
{
heightmap_t *hm;
hmsection_t *s;
int x, y;
int nlen = strlen(name);
//reject if its not in maps
if (strncmp(name, "maps/", 5))
return false;
//or too short
if (nlen < 17+5)
return false;
//reject if its not a section...
if (strncmp(name+nlen - 17, "/sect_", 6) || strcmp(name+nlen - 4, ".hms"))
return false;
//FIXME: find the right map instead
hm = sv.world.worldmodel->terrain;
if (!hm) //its not terrain.
return false;
x = dehex(name[nlen-17+ 6])<<8;
x|= dehex(name[nlen-17+ 7])<<4;
x|= dehex(name[nlen-17+ 8])<<0;
y = dehex(name[nlen-17+10])<<8;
y|= dehex(name[nlen-17+11])<<4;
y|= dehex(name[nlen-17+12])<<0;
x += CHUNKBIAS;
y += CHUNKBIAS;
//verify that its valid
if (strcmp(name, Terr_DiskSectionName(hm, x, y)))
return false;
s = Terr_GetSection(hm, x, y, false);
if (!s || !(s->flags & TSF_EDITED))
return false; //its not been edited, might as well just use the regular file
name = Terr_TempDiskSectionName(hm, x, y);
if (!Terr_SaveSection(hm, s, x, y, name))
return false;
return FS_FLocateFile(name, FSLFRT_IFFOUND, loc);
}
#endif
void Terr_DestroySection(heightmap_t *hm, hmsection_t *s, qboolean lightmapreusable)
{
RemoveLink(&s->recycle);
#ifndef SERVERONLY
if (lightmapreusable && s->lightmap >= 0)
{
struct lmsect_s *lms;
lms = malloc(sizeof(*lms));
lms->lm = s->lightmap;
lms->x = s->lmx;
lms->y = s->lmy;
lms->next = hm->unusedlmsects;
hm->unusedlmsects = lms;
}
if (hm->relight == s)
hm->relight = NULL;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && qglDeleteBuffersARB)
{
qglDeleteBuffersARB(1, &s->vbo.coord.gl.vbo);
qglDeleteBuffersARB(1, &s->vbo.indicies.gl.vbo);
}
#endif
free(s->ents);
free(s->mesh.xyz_array);
free(s->mesh.indexes);
#endif
free(s);
hm->activesections--;
}
//garbage collect the oldest section, to make space for another
static void Terr_Collect(heightmap_t *hm)
{
hmcluster_t *c;
hmsection_t *s;
int cx, cy;
int sx, sy;
link_t *ln = &hm->recycle;
for (ln = &hm->recycle; ln->next != &hm->recycle; )
{
s = (hmsection_t*)ln->next;
cx = s->sx/MAXSECTIONS;
cy = s->sy/MAXSECTIONS;
c = hm->cluster[cx + cy*MAXSECTIONS];
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;
Terr_DestroySection(hm, s, true);
return;
}
}
/*purge all sections
lightmaps only are purged whenever the client rudely kills lightmaps
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;
for (cy = 0; cy < MAXSECTIONS; cy++)
for (cx = 0; cx < MAXSECTIONS; cx++)
{
c = hm->cluster[cx + cy*MAXSECTIONS];
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)
{
#ifndef SERVERONLY
s->lightmap = -1;
#endif
}
else
{
c->section[sx+sy*MAXSECTIONS] = NULL;
Terr_DestroySection(hm, s, lightmapreusable);
}
}
if (!lightmapsonly)
{
hm->cluster[cx + cy*MAXSECTIONS] = NULL;
free(c);
}
}
#ifndef SERVERONLY
if (!lightmapreusable)
{
while (hm->unusedlmsects)
{
struct lmsect_s *lms;
lms = hm->unusedlmsects;
hm->unusedlmsects = lms->next;
free(lms);
}
}
#endif
}
#ifndef SERVERONLY
void Terr_DrawTerrainWater(heightmap_t *hm, float *mins, float *maxs, float waterz, float r, float g, float b, float a)
{
scenetris_t *t;
if (cl_numstris && cl_stris[cl_numstris-1].shader == hm->watershader)
{
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 = hm->watershader;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->numvert = 0;
t->numidx = 0;
}
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], waterz);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, a);
Vector2Set(cl_strisvertt[cl_numstrisvert], mins[0]/64, mins[1]/64);
cl_numstrisvert++;
VectorSet(cl_strisvertv[cl_numstrisvert], mins[0], maxs[1], waterz);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, a);
Vector2Set(cl_strisvertt[cl_numstrisvert], mins[0]/64, maxs[1]/64);
cl_numstrisvert++;
VectorSet(cl_strisvertv[cl_numstrisvert], maxs[0], maxs[1], waterz);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, a);
Vector2Set(cl_strisvertt[cl_numstrisvert], maxs[0]/64, maxs[1]/64);
cl_numstrisvert++;
VectorSet(cl_strisvertv[cl_numstrisvert], maxs[0], mins[1], waterz);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, a);
Vector2Set(cl_strisvertt[cl_numstrisvert], maxs[0]/64, mins[1]/64);
cl_numstrisvert++;
}
/*build the triangles*/
cl_strisidx[cl_numstrisidx++] = t->numvert + 0;
cl_strisidx[cl_numstrisidx++] = t->numvert + 1;
cl_strisidx[cl_numstrisidx++] = t->numvert + 2;
cl_strisidx[cl_numstrisidx++] = t->numvert + 0;
cl_strisidx[cl_numstrisidx++] = t->numvert + 2;
cl_strisidx[cl_numstrisidx++] = t->numvert + 3;
cl_strisidx[cl_numstrisidx++] = t->numvert + 3;
cl_strisidx[cl_numstrisidx++] = t->numvert + 2;
cl_strisidx[cl_numstrisidx++] = t->numvert + 1;
cl_strisidx[cl_numstrisidx++] = t->numvert + 3;
cl_strisidx[cl_numstrisidx++] = t->numvert + 1;
cl_strisidx[cl_numstrisidx++] = t->numvert + 0;
t->numidx = cl_numstrisidx - t->firstidx;
t->numvert += 4;
}
void Terr_RebuildMesh(hmsection_t *s, int x, int y)
{
int vx, vy;
int v;
mesh_t *mesh = &s->mesh;
heightmap_t *hm = s->hmmod;
if (s->lightmap < 0)
{
Terr_InitLightmap(s);
}
s->minh = 9999999999999999.f;
s->maxh = -9999999999999999.f;
if (hm->tiled)
{
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 = NULL;
for (vy = 0; vy < SECTHEIGHTSIZE-1; vy++)
{
for (vx = 0; vx < SECTHEIGHTSIZE-1; vx++)
{
float st[2], inst[2];
#if SECTHEIGHTSIZE >= 4
int holebit;
//skip generation of the mesh above holes
holebit = 1u<<(vx/(SECTHEIGHTSIZE>>2) + (vy/(SECTHEIGHTSIZE>>2))*4);
if (s->holes & 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;
}
}
}
else
{
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 = 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 >= 4
int holebit;
//skip generation of the mesh above holes
holebit = 1u<<(vx/(SECTHEIGHTSIZE>>2) + (vy/(SECTHEIGHTSIZE>>2))*4);
if (s->holes & 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;
}
}
}
}
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && qglGenBuffersARB)
{
if (s->vbo.coord.gl.vbo)
{
qglDeleteBuffersARB(1, &s->vbo.coord.gl.vbo);
qglDeleteBuffersARB(1, &s->vbo.indicies.gl.vbo);
s->vbo.coord.gl.vbo = 0;
s->vbo.indicies.gl.vbo = 0;
}
if (!s->vbo.coord.gl.vbo)
{
qglGenBuffersARB(1, &s->vbo.coord.gl.vbo);
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);
}
else
GL_SelectVBO(s->vbo.coord.gl.vbo);
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes, mesh->xyz_array);
if (mesh->colors4f_array)
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes, sizeof(vec4_t)*mesh->numvertexes, mesh->colors4f_array);
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.gl.addr = (void*)((sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes);
s->vbo.colours.gl.vbo = s->vbo.coord.gl.vbo;
// Z_Free(mesh->xyz_array);
// mesh->xyz_array = NULL;
// mesh->st_array = NULL;
// mesh->lmst_array = NULL;
if (!s->vbo.indicies.gl.vbo)
qglGenBuffersARB(1, &s->vbo.indicies.gl.vbo);
s->vbo.indicies.gl.addr = 0;
GL_SelectEBO(s->vbo.indicies.gl.vbo);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(index_t) * mesh->numindexes, mesh->indexes, GL_STATIC_DRAW_ARB);
GL_SelectEBO(0);
// Z_Free(mesh->indexes);
// mesh->indexes = NULL;
}
#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
}
void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
{
//a 512*512 heightmap
//will draw 2 tris per square, drawn twice for detail
//so a million triangles per frame if the whole thing is visible.
//with 130 to 180fps, display lists rule!
int x, y, i;
vec3_t mins, maxs;
model_t *m = e->model;
heightmap_t *hm = m->terrain;
mesh_t *mesh;
batch_t *b;
hmsection_t *s;
int bounds[4];
if (hm->relight)
ted_dorelight(hm);
if (e->model == cl.worldmodel)
{
b = BE_GetTempBatch();
if (b)
{
b->lightmap[0] = -1;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
b->ent = e;
b->shader = hm->skyshader;
b->flags = 0;
b->mesh = &hm->askymesh;
b->mesh[0] = &hm->skymesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &b->shader->defaulttextures;
b->texture = NULL;
// vbo = b->vbo = hm->vbo[x+y*MAXSECTIONS];
b->vbo = NULL;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
if (r_refdef.gfog_rgbd[3] || gl_maxdist.value>0)
{
float culldist;
extern cvar_t r_fog_exp2;
if (r_refdef.gfog_rgbd[3])
{
//figure out the eyespace distance required to reach that fog value
culldist = log(0.5/255.0f);
if (r_fog_exp2.ival)
culldist = sqrt(culldist / (-r_refdef.gfog_rgbd[3] * r_refdef.gfog_rgbd[3]));
else
culldist = culldist / (-r_refdef.gfog_rgbd[3]);
//anything drawn beyond this point is fully obscured by fog
culldist += 4096;
}
else
culldist = 999999999999999.f;
if (culldist > gl_maxdist.value && gl_maxdist.value>0)
culldist = gl_maxdist.value;
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;
}
for (x = bounds[0]; x < bounds[1]; x++)
{
mins[0] = (x+0 - CHUNKBIAS)*hm->sectionsize;
maxs[0] = (x+1 - CHUNKBIAS)*hm->sectionsize;
for (y = bounds[2]; y < bounds[3]; y++)
{
mins[1] = (y+0 - CHUNKBIAS)*hm->sectionsize;
maxs[1] = (y+1 - CHUNKBIAS)*hm->sectionsize;
s = Terr_GetSection(hm, x, y, true);
if (!s)
continue;
if (s->lightmap < 0)
Terr_LoadSection(hm, s, x, y);
if (s->flags & TSF_RELIGHT)
{
if (!hm->relight)
{
hm->relight = s;
hm->relightidx = 0;
hm->relightmin[0] = mins[0];
hm->relightmin[1] = mins[1];
}
}
mesh = &s->mesh;
if (s->flags & TSF_DIRTY)
{
s->flags &= ~TSF_DIRTY;
Terr_RebuildMesh(s, x, y);
}
//chuck out any batches for models in this section
for (i = 0; i < s->numents; i++)
{
if (s->ents[i].model && s->ents[i].model->type == mod_alias)
{
R_GAlias_GenerateBatches(&s->ents[i], batches);
}
}
if (s->flags & TSF_HASWATER)
{
mins[2] = s->waterheight;
maxs[2] = s->waterheight;
if (!R_CullBox(mins, maxs))
{
Terr_DrawTerrainWater(hm, mins, maxs, s->waterheight, 1, 1, 1, 1);
}
}
mins[2] = s->minh;
maxs[2] = s->maxh;
// if (!BoundsIntersect(mins, maxs, r_refdef.vieworg, r_refdef.vieworg))
if (R_CullBox(mins, maxs))
continue;
b = BE_GetTempBatch();
if (!b)
continue;
b->ent = e;
b->shader = hm->shader;
b->flags = 0;
b->mesh = &s->amesh;
b->mesh[0] = mesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &s->textures;
b->texture = NULL;
b->vbo = NULL;//&s->vbo;
b->lightmap[0] = s->lightmap;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
}
typedef struct fragmentdecal_s fragmentdecal_t;
void Fragment_ClipPoly(fragmentdecal_t *dec, int numverts, float *inverts);
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, true);
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];
}
Fragment_ClipPoly(dec, 3, &vert[0][0]);
Fragment_ClipPoly(dec, 3, &vert[3][0]);
}
}
}
}
}
#endif
unsigned int Heightmap_PointContentsHM(heightmap_t *hm, float clipmipsz, vec3_t org)
{
float x, y;
float z, tz;
int sx, sy;
unsigned int holebit;
hmsection_t *s;
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, true);
if (!s)
{
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;
holebit = 1u<<(sx/(SECTHEIGHTSIZE>>2) + (sy/(SECTHEIGHTSIZE>>2))*4);
if (s->holes & (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
if (s->flags & TSF_HASWATER)
if (z < s->waterheight)
return FTECONTENTS_WATER;
return FTECONTENTS_EMPTY;
}
unsigned int Heightmap_PointContents(model_t *model, vec3_t axis[3], vec3_t org)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, 0, org);
}
unsigned int Heightmap_NativeBoxContents(model_t *model, int hulloverride, int frame, vec3_t axis[3], vec3_t org, vec3_t mins, vec3_t maxs)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, mins[2], org);
}
void Heightmap_Normal(heightmap_t *hm, vec3_t org, vec3_t norm)
{
#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, true);
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;
float frac;
float htilesize;
heightmap_t *hm;
int contents;
} hmtrace_t;
static void Heightmap_Trace_Brush(hmtrace_t *tr, vec4_t *planes, int numplanes)
{
qboolean startout;
float *enterplane;
double enterfrac, exitfrac, nearfrac=0;
double enterdist=0;
double dist, d1, d2, f;
int i;
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*/
dist = planes[i][3];
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)
return;
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;
}
}
}
if (!startout)
{
tr->frac = -1;
return;
}
if (enterfrac != -1 && enterfrac < exitfrac)
{
//impact!
if (enterfrac < tr->frac)
{
if (nearfrac < 0)
nearfrac = 0;
tr->frac = nearfrac;//enterfrac;
tr->plane[3] = enterdist;
VectorCopy(enterplane, tr->plane);
}
}
}
//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[5];
int t;
#ifndef STRICTEDGES
float d1, d2;
#endif
int sx, sy;
hmsection_t *s;
unsigned int holebit;
if (tx < 0 || tx >= CHUNKLIMIT*(SECTHEIGHTSIZE-1))
return;
if (ty < 0 || ty >= CHUNKLIMIT*(SECTHEIGHTSIZE-1))
return;
s = Terr_GetSection(tr->hm, tx/(SECTHEIGHTSIZE-1), ty/(SECTHEIGHTSIZE-1), true);
if (!s)
{
//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);
return;
}
sx = tx - CHUNKBIAS*(SECTHEIGHTSIZE-1);
sy = ty - CHUNKBIAS*(SECTHEIGHTSIZE-1);
tx = tx % (SECTHEIGHTSIZE-1);
ty = ty % (SECTHEIGHTSIZE-1);
holebit = 1u<<(tx/(SECTHEIGHTSIZE>>2) + (ty/(SECTHEIGHTSIZE>>2))*4);
if (s->holes & holebit)
return; //no collision with holes
if (tr->hm->tiled)
{
//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);
return;
}
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]);
#ifndef STRICTEDGES
d1 = fabs(p[0][2] - p[3][2]);
d2 = fabs(p[1][2] - p[2][2]);
if (d1 < d2)
{
for (t = 0; t < 2; t++)
{
/*generate the brush (in world space*/
if (t == 0)
{
VectorSubtract(p[3], p[2], 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;
}
else
{
VectorSubtract(p[1], 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;
}
Heightmap_Trace_Brush(tr, n, 5);
}
}
else
#endif
{
for (t = 0; t < 2; t++)
{
/*generate the brush (in world space*/
if (t == 0)
{
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;
}
else
{
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;
}
Heightmap_Trace_Brush(tr, n, 5);
}
}
}
#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, int frame, vec3_t mataxis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, unsigned int against, struct trace_s *trace)
{
vec2_t pos, npos;
qboolean nudge[2];
vec2_t dir;
vec2_t frac;
vec2_t emins;
vec2_t emaxs;
int x, y;
int axis;
int breaklimit = 1000;
float wbias;
hmtrace_t hmtrace;
hmtrace.hm = model->terrain;
hmtrace.htilesize = hmtrace.hm->sectionsize / (SECTHEIGHTSIZE-1);
hmtrace.frac = 1;
hmtrace.contents = 0;
hmtrace.plane[0] = 0;
hmtrace.plane[1] = 0;
hmtrace.plane[2] = 0;
hmtrace.plane[3] = 0;
memset(trace, 0, sizeof(*trace));
trace->fraction = 1;
//to tile space
hmtrace.start[0] = (start[0]);
hmtrace.start[1] = (start[1]);
hmtrace.start[2] = (start[2] + mins[2]);
hmtrace.end[0] = (end[0]);
hmtrace.end[1] = (end[1]);
hmtrace.end[2] = (end[2] + mins[2]);
dir[0] = (hmtrace.end[0] - hmtrace.start[0])/hmtrace.htilesize;
dir[1] = (hmtrace.end[1] - hmtrace.start[1])/hmtrace.htilesize;
pos[0] = (hmtrace.start[0]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
pos[1] = (hmtrace.start[1]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
wbias = CHUNKBIAS*hmtrace.hm->sectionsize;
emins[0] = (mins[0]-1)/hmtrace.htilesize;
emins[1] = (mins[1]-1)/hmtrace.htilesize;
emaxs[0] = (maxs[0]+1)/hmtrace.htilesize;
emaxs[1] = (maxs[1]+1)/hmtrace.htilesize;
/*fixme:
set pos to the leading corner instead
on boundary changes, scan across multiple blocks
*/
//make sure the start tile is valid
for (y = pos[1] + emins[1]; y <= pos[1] + emaxs[1]; y++)
for (x = pos[0] + emins[0]; x <= pos[0] + emaxs[0]; x++)
Heightmap_Trace_Square(&hmtrace, x, y);
for(;;)
{
if (breaklimit--< 0)
break;
for (axis = 0; axis < 2; axis++)
{
if (dir[axis] > 0)
{
nudge[axis] = false;
npos[axis] = pos[axis] + 1-(pos[axis]-(int)pos[axis]);
frac[axis] = (npos[axis]*hmtrace.htilesize-wbias - hmtrace.start[axis])/(hmtrace.end[axis]-hmtrace.start[axis]);
}
else if (dir[axis] < 0)
{
npos[axis] = pos[axis];
nudge[axis] = (float)(int)pos[axis] == pos[axis];
npos[axis] = (int)npos[axis];
frac[axis] = (npos[axis]*hmtrace.htilesize-wbias - hmtrace.start[axis])/(hmtrace.end[axis]-hmtrace.start[axis]);
npos[axis] -= nudge[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;
//touch the neighbour(s)
if (dir[axis] > 0)
{
pos[axis] = (int)pos[axis] + 1;
pos[axis] = npos[axis];
Heightmap_Trace_Square(&hmtrace, pos[0], pos[1]);
}
else
{
pos[axis] = npos[axis];
Heightmap_Trace_Square(&hmtrace, pos[0], pos[1]);
}
//and make sure our position on the other axis is correct, for the next time around the loop
if (frac[axis] > hmtrace.frac)
break;
pos[!axis] = ((hmtrace.end[!axis] * frac[axis]) + (hmtrace.start[!axis] * (1-frac[axis])) + CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
}
trace->plane.dist = hmtrace.plane[3];
trace->plane.normal[0] = hmtrace.plane[0];
trace->plane.normal[1] = hmtrace.plane[1];
trace->plane.normal[2] = hmtrace.plane[2];
if (hmtrace.frac == -1)
{
trace->fraction = 0;
trace->startsolid = true;
trace->allsolid = true;
VectorCopy(start, trace->endpos);
}
else
{
if (hmtrace.frac < 0)
hmtrace.frac = 0;
trace->fraction = hmtrace.frac;
VectorInterpolate(start, hmtrace.frac, end, trace->endpos);
}
return trace->fraction < 1;
}
unsigned int Heightmap_FatPVS (model_t *mod, vec3_t org, qbyte *pvsbuffer, unsigned int pvssize, qboolean add)
{
return 0;
}
#ifndef CLIENTONLY
qboolean Heightmap_EdictInFatPVS (model_t *mod, struct pvscache_s *edict, qbyte *pvsdata)
{
return true;
}
void Heightmap_FindTouchedLeafs (model_t *mod, pvscache_t *ent, float *mins, float *maxs)
{
}
#endif
void Heightmap_LightPointValues (model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
float time = realtime;
res_diffuse[0] = 128;
res_diffuse[1] = 128;
res_diffuse[2] = 128;
res_ambient[0] = 64;
res_ambient[1] = 64;
res_ambient[2] = 64;
res_dir[0] = sin(time);
res_dir[1] = cos(time);
res_dir[2] = sin(time);
VectorNormalize(res_dir);
}
void Heightmap_StainNode (mnode_t *node, float *parms)
{
}
void Heightmap_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
}
qbyte *Heightmap_LeafnumPVS (model_t *model, int num, qbyte *buffer, unsigned int buffersize)
{
static qbyte heightmappvs = 255;
return &heightmappvs;
}
int Heightmap_LeafForPoint (model_t *model, vec3_t point)
{
return 0;
}
#ifndef SERVERONLY
static unsigned char *ted_getlightmap(hmsection_t *s, int idx)
{
unsigned char *lm;
int x = idx % SECTTEXSIZE, y = idx / SECTTEXSIZE;
if (s->lightmap < 0)
{
Terr_LoadSection(s->hmmod, s, x, y);
if (s->lightmap < 0)
Terr_InitLightmap(s);
}
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.w = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.h = 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 = ted_getlightmap(hm->relight, 0);
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] = d*255;
}
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;
}
static void ted_sethole(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned int bit;
unsigned int mask;
mask = 1u<<idx;
if (*(float*)ctx)
bit = mask;
else
bit = 0;
s->flags |= TSF_DIRTY|TSF_EDITED;
s->holes = (s->holes & ~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_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_heightraise(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength)
{
s->flags |= 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_DIRTY|TSF_EDITED|TSF_RELIGHT;
/*set the terrain to a specific value*/
s->heights[idx] = *(float*)ctx;
}
static void ted_mixconcentrate(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
/*concentrate the lightmap values to a single channel*/
if (lm[0] > lm[1] && lm[0] > lm[2] && lm[0] > (255-(lm[0]+lm[1]+lm[2])))
{
lm[0] = lm[0]*(1-w) + 255*(w);
lm[1] = lm[1]*(1-w) + 0*(w);
lm[2] = lm[2]*(1-w) + 0*(w);
}
else if (lm[1] > lm[2] && lm[1] > (255-(lm[0]+lm[1]+lm[2])))
{
lm[0] = lm[0]*(1-w) + 0*(w);
lm[1] = lm[1]*(1-w) + 255*(w);
lm[2] = lm[2]*(1-w) + 0*(w);
}
else if (lm[2] > (255-(lm[0]+lm[1]+lm[2])))
{
lm[0] = lm[0]*(1-w) + 0*(w);
lm[1] = lm[1]*(1-w) + 0*(w);
lm[2] = lm[2]*(1-w) + 255*(w);
}
else
{
lm[0] = lm[0]*(1-w) + 0*(w);
lm[1] = lm[1]*(1-w) + 0*(w);
lm[2] = lm[2]*(1-w) + 0*(w);
}
}
static void ted_mixnoise(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
vec4_t v;
float sc;
/*randomize the lightmap somewhat (you'll probably want to concentrate it a bit after)*/
v[0] = (rand()&255);
v[1] = (rand()&255);
v[2] = (rand()&255);
v[3] = (rand()&255);
sc = v[0] + v[1] + v[2] + v[3];
Vector4Scale(v, 255/sc, v);
lm[0] = lm[0]*(1-w) + (v[0]*(w));
lm[1] = lm[1]*(1-w) + (v[1]*(w));
lm[2] = lm[2]*(1-w) + (v[2]*(w));
}
static void ted_mixpaint(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
char *texname = ctx;
int t;
vec3_t newval;
if (w > 1)
w = 1;
for (t = 0; t < 4; t++)
{
if (!strncmp(s->texname[t], texname, sizeof(s->texname[t])-1))
{
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));
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 = ted_getlightmap(s, idx);
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_mixlight(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_mixset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
if (w > 1)
w = 1;
lm[2] = lm[2]*(1-w) + (255*((float*)ctx)[0]*(w));
lm[1] = lm[1]*(1-w) + (255*((float*)ctx)[1]*(w));
lm[0] = lm[0]*(1-w) + (255*((float*)ctx)[2]*(w));
}
static void ted_mixtally(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
((float*)ctx)[0] += lm[0]*w;
((float*)ctx)[1] += lm[1]*w;
((float*)ctx)[2] += lm[2]*w;
((float*)ctx)[3] += w;
}
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_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
};
//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;
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, true);
if (!s)
continue;
for (ty = 0; ty < steps; ty++)
{
wy = (sy*(steps-1.0) + ty)*sc[1];
yd = wy - pos[1];// - sc[1]/4;
// if (yd < 0)
// yd = 0;
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;
// if (xd < 0)
// xd = 0;
if (radius*radius >= (xd*xd+yd*yd))
{
if (distribution == tid_exponential)
w = sqrt((radius*radius) - ((xd*xd)+(yd*yd)));
else
w = radius - sqrt(xd*xd+yd*yd);
if (w > 0)
func(ctx, s, tx+ty*steps, wx, wy, w*strength/(radius));
}
}
}
}
}
}
void QCBUILTIN PF_terrain_edit(progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
int action = G_FLOAT(OFS_PARM0);
vec3_t pos;// G_VECTOR(OFS_PARM1);
float radius = G_FLOAT(OFS_PARM2);
float quant = G_FLOAT(OFS_PARM3);
// G_FLOAT(OFS_RETURN) = Heightmap_Edit(w->worldmodel, action, pos, radius, quant);
model_t *mod = vmw->Get_CModel(vmw, ((wedict_t*)PROG_TO_EDICT(prinst, *vmw->g.self))->v->modelindex);
heightmap_t *hm;
vec4_t tally;
G_FLOAT(OFS_RETURN) = 0;
if (!mod || !mod->terrain)
return;
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:
Terr_PurgeTerrainModel(mod, false, true);
break;
case ter_save:
Con_Printf("%i sections saved\n", Heightmap_Save(hm));
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->maxsegy*4-1);
y = bound(hm->firstsegy*4, y, hm->maxsegy*4-1);
s = Terr_GetSection(hm, x/4, y/4, true);
if (!s)
return;
ted_sethole(&quant, s, (x&3) + (y&3)*4, x/4, y/4, 0);
}
*/ ted_itterate(hm, tid_linear, pos, radius, 1, 4, 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);
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:
{
int x, y;
hmsection_t *s;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
s->flags |= TSF_HASWATER|TSF_EDITED;
s->waterheight = 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_mix_paint:
ted_itterate(hm, tid_exponential, pos, radius, quant/10, SECTTEXSIZE, ted_mixpaint, PR_GetStringOfs(prinst, OFS_PARM4));
break;
case ter_mix_concentrate:
ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_mixconcentrate, NULL);
break;
case ter_mix_noise:
ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_mixnoise, NULL);
break;
case ter_mix_blur:
Vector4Set(tally, 0, 0, 0, 0);
ted_itterate(hm, tid_exponential, pos, radius, 1, SECTTEXSIZE, ted_mixtally, &tally);
VectorScale(tally, 1/(tally[3]*255), tally);
ted_itterate(hm, tid_exponential, pos, radius, quant, SECTTEXSIZE, ted_mixset, &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->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
x = bound(0, quant, 3);
G_INT(OFS_RETURN) = PR_TempString(prinst, s->texname[x]);
}
break;
case ter_tex_kill:
{
char *killtex = PR_GetStringOfs(prinst, OFS_PARM4);
int x, y, t, to;
hmsection_t *s;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
s->flags |= TSF_EDITED;
for (t = 0; t < 4; t++)
{
if (!strcmp(s->texname[t], killtex))
{
unsigned char *lm = ted_getlightmap(s, 0);
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[t];
lm[t] = 0;
}
}
lm += SECTTEXSIZE*4*(LMCHUNKS-1);
}
if (t == 0 || t == 2)
t = 2 - t;
Terr_LoadSectionTextures(s);
}
}
}
break;
case ter_mesh_add:
{
entity_t *e;
float *epos;
int x, y;
hmsection_t *s;
epos = ((wedict_t *)G_EDICT(prinst, OFS_PARM1))->v->origin;
x = (epos[0] / hm->sectionsize) + CHUNKBIAS;
y = (epos[1] / hm->sectionsize) + CHUNKBIAS;
x = bound(hm->firstsegx, x, hm->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
s->flags |= TSF_EDITED;
if (s->maxents == s->numents)
{
s->maxents++;
s->ents = realloc(s->ents, sizeof(*s->ents)*(s->maxents));
}
e = &s->ents[s->numents++];
memset(e, 0, sizeof(*e));
e->scale = ((wedict_t *)G_EDICT(prinst, OFS_PARM1))->xv->scale;
e->shaderRGBAf[0] = 1;
e->shaderRGBAf[1] = 1;
e->shaderRGBAf[2] = 1;
e->shaderRGBAf[3] = 1;
VectorCopy(epos, e->origin);
AngleVectorsFLU(((wedict_t *)G_EDICT(prinst, OFS_PARM1))->v->angles, e->axis[0], e->axis[1], e->axis[2]);
e->model = vmw->Get_CModel(vmw, ((wedict_t *)G_EDICT(prinst, OFS_PARM1))->v->modelindex);
}
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->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
s->numents = 0;
s->flags |= TSF_EDITED;
/*for (i = 0; i < s->numents; i++)
{
}*/
}
break;
}
}
#else
void QCBUILTIN PF_terrain_edit(progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
G_FLOAT(OFS_RETURN) = 0;
}
#endif
void Terr_ParseEntityLump(char *data, heightmap_t *heightmap)
{
char key[128];
heightmap->sectionsize = 1024;
if (data)
if ((data=COM_Parse(data))) //read the map info.
if (com_token[0] == '{')
while (1)
{
if (!(data=COM_Parse(data)))
break; // error
if (com_token[0] == '}')
break; // end of worldspawn
if (com_token[0] == '_')
strcpy(key, com_token + 1); //_ vars are for comments/utility stuff that arn't visible to progs. Ignore them.
else
strcpy(key, com_token);
if (!((data=COM_Parse(data))))
break; // error
if (!strcmp("segmentsize", key))
heightmap->sectionsize = atof(com_token);
else if (!strcmp("minxsegment", key))
heightmap->firstsegx = atoi(com_token);
else if (!strcmp("minysegment", key))
heightmap->firstsegy = atoi(com_token);
else if (!strcmp("maxxsegment", key))
heightmap->maxsegx = atoi(com_token);
else if (!strcmp("maxysegment", key))
heightmap->maxsegy = atoi(com_token);
else if (!strcmp("tiles", key))
{
char *d;
heightmap->tiled = true;
d = com_token;
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(heightmap_t *hm, char *shadername, char *skyname)
{
#ifndef SERVERONLY
if (qrenderer != QR_NONE)
{
hm->skyshader = R_RegisterCustom(va("skybox_%s", skyname), Shader_DefaultSkybox, NULL);
if (hm->tiled)
hm->shader = R_RegisterShader("terraintileshader",
"{\n"
"{\n"
"map $diffuse\n"
"}\n"
"}\n"
);
else
hm->shader = R_RegisterShader(shadername,
"{\n"
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"program terrain\n"
"if r_terraindebug\n"
"[\n"
"program terraindebug\n"
"]\n"
"}\n"
);
hm->watershader = R_RegisterCustom ("warp/terrain", Shader_DefaultBSPQ2, NULL);
if (!TEXVALID(hm->watershader->defaulttextures.base))
hm->watershader->defaulttextures.base = R_LoadHiResTexture("terwater", NULL, IF_NOALPHA);
if (!TEXVALID(hm->watershader->defaulttextures.bump))
hm->watershader->defaulttextures.bump = R_LoadBumpmapTexture("terwater_bump", NULL);
if (!TEXVALID(hm->watershader->defaulttextures.bump))
{
unsigned char dat[64*64] = {0};
int i;
for (i = 0; i < 64*64; i++)
dat[i] = rand()&15;
hm->watershader->defaulttextures.bump = R_LoadTexture8BumpPal("terwater_bump", 64, 64, dat, 0);
}
}
#endif
}
qboolean Terr_LoadTerrainModel (model_t *mod, void *buffer)
{
heightmap_t *hm;
float skyrotate;
vec3_t skyaxis;
char shadername[MAX_QPATH];
char skyname[MAX_QPATH];
int numsegsx = 0, numsegsy = 0;
int sectsize = 0;
COM_FileBase(mod->name, shadername, sizeof(shadername));
strcpy(shadername, "terrainshader");
strcpy(skyname, "night");
skyrotate = 0;
skyaxis[0] = 0;
skyaxis[1] = 0;
skyaxis[2] = 0;
buffer = COM_Parse(buffer);
if (strcmp(com_token, "terrain"))
{
Con_Printf(CON_ERROR "%s wasn't terrain map\n", mod->name); //shouldn't happen
return false;
}
mod->type = mod_heightmap;
hm = Hunk_Alloc(sizeof(*hm));
memset(hm, 0, sizeof(*hm));
ClearLink(&hm->recycle);
COM_FileBase(mod->name, hm->path, sizeof(hm->path));
mod->entities = Hunk_AllocName(strlen(buffer)+1, mod->name);
strcpy(mod->entities, buffer);
hm->sectionsize = sectsize;
hm->firstsegx = -1;
hm->firstsegy = -1;
hm->maxsegx = +1;
hm->maxsegy = +1;
hm->exteriorcontents = FTECONTENTS_SOLID; //sky outside the map
Terr_ParseEntityLump(mod->entities, hm);
mod->mins[0] = (hm->firstsegx - CHUNKBIAS) * hm->sectionsize;
mod->mins[1] = (hm->firstsegy - CHUNKBIAS) * hm->sectionsize;
mod->mins[2] = -999999999999999999999999.f;
mod->maxs[0] = (hm->maxsegy - CHUNKBIAS) * hm->sectionsize;
mod->maxs[1] = (hm->maxsegy - CHUNKBIAS) * hm->sectionsize;
mod->maxs[2] = 999999999999999999999999.f;
mod->funcs.NativeTrace = Heightmap_Trace;
mod->funcs.PointContents = Heightmap_PointContents;
mod->funcs.NativeContents = Heightmap_NativeBoxContents;
mod->funcs.LightPointValues = Heightmap_LightPointValues;
mod->funcs.StainNode = Heightmap_StainNode;
mod->funcs.MarkLights = Heightmap_MarkLights;
mod->funcs.LeafnumForPoint = Heightmap_LeafForPoint;
mod->funcs.LeafPVS = Heightmap_LeafnumPVS;
#ifndef CLIENTONLY
mod->funcs.FindTouchedLeafs = Heightmap_FindTouchedLeafs;
mod->funcs.EdictInFatPVS = Heightmap_EdictInFatPVS;
mod->funcs.FatPVS = Heightmap_FatPVS;
#endif
/* mod->hulls[0].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[1].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[2].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[3].funcs.HullPointContents = Heightmap_PointContents;
*/
mod->terrain = hm;
Terr_FinishTerrain(hm, shadername, skyname);
return true;
}
void *Mod_LoadTerrainInfo(model_t *mod, char *loadname)
{
heightmap_t *hm;
heightmap_t potential;
if (!mod->entities)
return NULL;
memset(&potential, 0, sizeof(potential));
Terr_ParseEntityLump(mod->entities, &potential);
if (potential.firstsegx == potential.maxsegx || potential.firstsegy == potential.maxsegy)
return NULL;
hm = Z_Malloc(sizeof(*hm));
*hm = potential;
ClearLink(&hm->recycle);
Q_strncpyz(hm->path, loadname, sizeof(hm->path));
hm->exteriorcontents = FTECONTENTS_EMPTY; //bsp geometry outside the heightmap
Terr_FinishTerrain(hm, "terrainshader", loadname);
return hm;
}
void Terr_Init(void)
{
Cvar_Register(&mod_terrain_networked, "Terrain");
}
#endif