/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "tr_local.h"
/*
================
idRenderWorldLocal::FreeWorld
================
*/
void idRenderWorldLocal::FreeWorld() {
// this will free all the lightDefs and entityDefs
FreeDefs();
// free all the portals and check light/model references
for ( int i = 0; i < numPortalAreas; i++ ) {
portalArea_t *area;
portal_t *portal, *nextPortal;
area = &portalAreas[i];
for ( portal = area->portals; portal; portal = nextPortal ) {
nextPortal = portal->next;
delete portal->w;
R_StaticFree( portal );
}
// there shouldn't be any remaining lightRefs or entityRefs
if ( area->lightRefs.areaNext != &area->lightRefs ) {
common->Error( "FreeWorld: unexpected remaining lightRefs" );
}
if ( area->entityRefs.areaNext != &area->entityRefs ) {
common->Error( "FreeWorld: unexpected remaining entityRefs" );
}
}
if ( portalAreas ) {
R_StaticFree( portalAreas );
portalAreas = NULL;
numPortalAreas = 0;
R_StaticFree( areaScreenRect );
areaScreenRect = NULL;
}
if ( doublePortals ) {
R_StaticFree( doublePortals );
doublePortals = NULL;
numInterAreaPortals = 0;
}
if ( areaNodes ) {
R_StaticFree( areaNodes );
areaNodes = NULL;
}
// free all the inline idRenderModels
for ( int i = 0; i < localModels.Num(); i++ ) {
renderModelManager->RemoveModel( localModels[i] );
delete localModels[i];
}
localModels.Clear();
areaReferenceAllocator.Shutdown();
interactionAllocator.Shutdown();
mapName = "";
}
/*
================
idRenderWorldLocal::TouchWorldModels
================
*/
void idRenderWorldLocal::TouchWorldModels() {
for ( int i = 0; i < localModels.Num(); i++ ) {
renderModelManager->CheckModel( localModels[i]->Name() );
}
}
/*
================
idRenderWorldLocal::ReadBinaryShadowModel
================
*/
idRenderModel *idRenderWorldLocal::ReadBinaryModel( idFile *fileIn ) {
idStrStatic< MAX_OSPATH > name;
fileIn->ReadString( name );
idRenderModel * model = renderModelManager->AllocModel();
model->InitEmpty( name );
if ( model->LoadBinaryModel( fileIn, mapTimeStamp ) ) {
return model;
}
return NULL;
}
extern idCVar r_binaryLoadRenderModels;
/*
================
idRenderWorldLocal::ParseModel
================
*/
idRenderModel *idRenderWorldLocal::ParseModel( idLexer *src, const char *mapName, ID_TIME_T mapTimeStamp, idFile *fileOut ) {
idToken token;
src->ExpectTokenString( "{" );
// parse the name
src->ExpectAnyToken( &token );
idRenderModel * model = renderModelManager->AllocModel();
model->InitEmpty( token );
if ( fileOut != NULL ) {
// write out the type so the binary reader knows what to instantiate
fileOut->WriteString( "shadowmodel" );
fileOut->WriteString( token );
}
int numSurfaces = src->ParseInt();
if ( numSurfaces < 0 ) {
src->Error( "R_ParseModel: bad numSurfaces" );
}
for ( int i = 0; i < numSurfaces; i++ ) {
src->ExpectTokenString( "{" );
src->ExpectAnyToken( &token );
modelSurface_t surf;
surf.shader = declManager->FindMaterial( token );
((idMaterial*)surf.shader)->AddReference();
srfTriangles_t * tri = R_AllocStaticTriSurf();
surf.geometry = tri;
tri->numVerts = src->ParseInt();
tri->numIndexes = src->ParseInt();
// parse the vertices
idTempArray verts( tri->numVerts * 8 );
for ( int j = 0; j < tri->numVerts; j++ ) {
src->Parse1DMatrix( 8, &verts[j * 8] );
}
// parse the indices
idTempArray indexes( tri->numIndexes );
for ( int j = 0; j < tri->numIndexes; j++ ) {
indexes[j] = src->ParseInt();
}
#if 1
// find the island that each vertex belongs to
idTempArray vertIslands( tri->numVerts );
idTempArray trisVisited( tri->numIndexes );
vertIslands.Zero();
trisVisited.Zero();
int numIslands = 0;
for ( int j = 0; j < tri->numIndexes; j += 3 ) {
if ( trisVisited[j] ) {
continue;
}
int islandNum = ++numIslands;
vertIslands[indexes[j + 0]] = islandNum;
vertIslands[indexes[j + 1]] = islandNum;
vertIslands[indexes[j + 2]] = islandNum;
trisVisited[j] = true;
idList queue;
queue.Append( j );
for ( int n = 0; n < queue.Num(); n++ ) {
int t = queue[n];
for ( int k = 0; k < tri->numIndexes; k += 3 ) {
if ( trisVisited[k] ) {
continue;
}
bool connected = indexes[t + 0] == indexes[k + 0] || indexes[t + 0] == indexes[k + 1] || indexes[t + 0] == indexes[k + 2] ||
indexes[t + 1] == indexes[k + 0] || indexes[t + 1] == indexes[k + 1] || indexes[t + 1] == indexes[k + 2] ||
indexes[t + 2] == indexes[k + 0] || indexes[t + 2] == indexes[k + 1] || indexes[t + 2] == indexes[k + 2];
if ( connected ) {
vertIslands[indexes[k + 0]] = islandNum;
vertIslands[indexes[k + 1]] = islandNum;
vertIslands[indexes[k + 2]] = islandNum;
trisVisited[k] = true;
queue.Append( k );
}
}
}
}
// center the texture coordinates for each island for maximum 16-bit precision
for ( int j = 1; j <= numIslands; j++ ) {
float minS = idMath::INFINITY;
float minT = idMath::INFINITY;
float maxS = -idMath::INFINITY;
float maxT = -idMath::INFINITY;
for ( int k = 0; k < tri->numVerts; k++ ) {
if ( vertIslands[k] == j ) {
minS = Min( minS, verts[k * 8 + 3] );
maxS = Max( maxS, verts[k * 8 + 3] );
minT = Min( minT, verts[k * 8 + 4] );
maxT = Max( maxT, verts[k * 8 + 4] );
}
}
const float averageS = idMath::Ftoi( ( minS + maxS ) * 0.5f );
const float averageT = idMath::Ftoi( ( minT + maxT ) * 0.5f );
for ( int k = 0; k < tri->numVerts; k++ ) {
if ( vertIslands[k] == j ) {
verts[k * 8 + 3] -= averageS;
verts[k * 8 + 4] -= averageT;
}
}
}
#endif
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
for ( int j = 0; j < tri->numVerts; j++ ) {
tri->verts[j].xyz[0] = verts[j * 8 + 0];
tri->verts[j].xyz[1] = verts[j * 8 + 1];
tri->verts[j].xyz[2] = verts[j * 8 + 2];
tri->verts[j].SetTexCoord( verts[j * 8 + 3], verts[j * 8 + 4] );
tri->verts[j].SetNormal( verts[j * 8 + 5], verts[j * 8 + 6], verts[j * 8 + 7] );
}
R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
for ( int j = 0; j < tri->numIndexes; j++ ) {
tri->indexes[j] = indexes[j];
}
src->ExpectTokenString( "}" );
// add the completed surface to the model
model->AddSurface( surf );
}
src->ExpectTokenString( "}" );
model->FinishSurfaces();
if ( fileOut != NULL && model->SupportsBinaryModel() && r_binaryLoadRenderModels.GetBool() ) {
model->WriteBinaryModel( fileOut, &mapTimeStamp );
}
return model;
}
/*
================
idRenderWorldLocal::ReadBinaryShadowModel
================
*/
idRenderModel *idRenderWorldLocal::ReadBinaryShadowModel( idFile *fileIn ) {
idStrStatic< MAX_OSPATH > name;
fileIn->ReadString( name );
idRenderModel * model = renderModelManager->AllocModel();
model->InitEmpty( name );
if ( model->LoadBinaryModel( fileIn, mapTimeStamp ) ) {
return model;
}
return NULL;
}
/*
================
idRenderWorldLocal::ParseShadowModel
================
*/
idRenderModel *idRenderWorldLocal::ParseShadowModel( idLexer *src, idFile *fileOut ) {
idToken token;
src->ExpectTokenString( "{" );
// parse the name
src->ExpectAnyToken( &token );
idRenderModel * model = renderModelManager->AllocModel();
model->InitEmpty( token );
if ( fileOut != NULL ) {
// write out the type so the binary reader knows what to instantiate
fileOut->WriteString( "shadowmodel" );
fileOut->WriteString( token );
}
srfTriangles_t * tri = R_AllocStaticTriSurf();
tri->numVerts = src->ParseInt();
tri->numShadowIndexesNoCaps = src->ParseInt();
tri->numShadowIndexesNoFrontCaps = src->ParseInt();
tri->numIndexes = src->ParseInt();
tri->shadowCapPlaneBits = src->ParseInt();
assert( ( tri->numVerts & 1 ) == 0 );
R_AllocStaticTriSurfPreLightShadowVerts( tri, ALIGN( tri->numVerts, 2 ) );
tri->bounds.Clear();
for ( int j = 0; j < tri->numVerts; j++ ) {
float vec[8];
src->Parse1DMatrix( 3, vec );
tri->preLightShadowVertexes[j].xyzw[0] = vec[0];
tri->preLightShadowVertexes[j].xyzw[1] = vec[1];
tri->preLightShadowVertexes[j].xyzw[2] = vec[2];
tri->preLightShadowVertexes[j].xyzw[3] = 1.0f; // no homogenous value
tri->bounds.AddPoint( tri->preLightShadowVertexes[j].xyzw.ToVec3() );
}
// clear the last vertex if it wasn't stored
if ( ( tri->numVerts & 1 ) != 0 ) {
tri->preLightShadowVertexes[ALIGN( tri->numVerts, 2 ) - 1].xyzw.Zero();
}
// to be consistent set the number of vertices to half the number of shadow vertices
tri->numVerts = ALIGN( tri->numVerts, 2 ) / 2;
R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
for ( int j = 0; j < tri->numIndexes; j++ ) {
tri->indexes[j] = src->ParseInt();
}
// add the completed surface to the model
modelSurface_t surf;
surf.id = 0;
surf.shader = tr.defaultMaterial;
surf.geometry = tri;
model->AddSurface( surf );
src->ExpectTokenString( "}" );
// NOTE: we do NOT do a model->FinishSurfaceces, because we don't need sil edges, planes, tangents, etc.
if ( fileOut != NULL && model->SupportsBinaryModel() && r_binaryLoadRenderModels.GetBool() ) {
model->WriteBinaryModel( fileOut, &mapTimeStamp );
}
return model;
}
/*
================
idRenderWorldLocal::SetupAreaRefs
================
*/
void idRenderWorldLocal::SetupAreaRefs() {
connectedAreaNum = 0;
for ( int i = 0; i < numPortalAreas; i++ ) {
portalAreas[i].areaNum = i;
portalAreas[i].lightRefs.areaNext =
portalAreas[i].lightRefs.areaPrev = &portalAreas[i].lightRefs;
portalAreas[i].entityRefs.areaNext =
portalAreas[i].entityRefs.areaPrev = &portalAreas[i].entityRefs;
}
}
/*
================
idRenderWorldLocal::ParseInterAreaPortals
================
*/
void idRenderWorldLocal::ParseInterAreaPortals( idLexer *src, idFile *fileOut ) {
src->ExpectTokenString( "{" );
numPortalAreas = src->ParseInt();
if ( numPortalAreas < 0 ) {
src->Error( "R_ParseInterAreaPortals: bad numPortalAreas" );
return;
}
if ( fileOut != NULL ) {
// write out the type so the binary reader knows what to instantiate
fileOut->WriteString( "interAreaPortals" );
}
portalAreas = (portalArea_t *)R_ClearedStaticAlloc( numPortalAreas * sizeof( portalAreas[0] ) );
areaScreenRect = (idScreenRect *) R_ClearedStaticAlloc( numPortalAreas * sizeof( idScreenRect ) );
// set the doubly linked lists
SetupAreaRefs();
numInterAreaPortals = src->ParseInt();
if ( numInterAreaPortals < 0 ) {
src->Error( "R_ParseInterAreaPortals: bad numInterAreaPortals" );
return;
}
if ( fileOut != NULL ) {
fileOut->WriteBig( numPortalAreas );
fileOut->WriteBig( numInterAreaPortals );
}
doublePortals = (doublePortal_t *)R_ClearedStaticAlloc( numInterAreaPortals *
sizeof( doublePortals [0] ) );
for ( int i = 0; i < numInterAreaPortals; i++ ) {
int numPoints, a1, a2;
idWinding *w;
portal_t *p;
numPoints = src->ParseInt();
a1 = src->ParseInt();
a2 = src->ParseInt();
if ( fileOut != NULL ) {
fileOut->WriteBig( numPoints );
fileOut->WriteBig( a1 );
fileOut->WriteBig( a2 );
}
w = new (TAG_RENDER_WINDING) idWinding( numPoints );
w->SetNumPoints( numPoints );
for ( int j = 0; j < numPoints; j++ ) {
src->Parse1DMatrix( 3, (*w)[j].ToFloatPtr() );
if ( fileOut != NULL ) {
fileOut->WriteBig( (*w)[j].x );
fileOut->WriteBig( (*w)[j].y );
fileOut->WriteBig( (*w)[j].z );
}
// no texture coordinates
(*w)[j][3] = 0;
(*w)[j][4] = 0;
}
// add the portal to a1
p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
p->intoArea = a2;
p->doublePortal = &doublePortals[i];
p->w = w;
p->w->GetPlane( p->plane );
p->next = portalAreas[a1].portals;
portalAreas[a1].portals = p;
doublePortals[i].portals[0] = p;
// reverse it for a2
p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
p->intoArea = a1;
p->doublePortal = &doublePortals[i];
p->w = w->Reverse();
p->w->GetPlane( p->plane );
p->next = portalAreas[a2].portals;
portalAreas[a2].portals = p;
doublePortals[i].portals[1] = p;
}
src->ExpectTokenString( "}" );
}
/*
================
idRenderWorldLocal::ParseInterAreaPortals
================
*/
void idRenderWorldLocal::ReadBinaryAreaPortals( idFile *file ) {
file->ReadBig( numPortalAreas );
file->ReadBig( numInterAreaPortals );
portalAreas = (portalArea_t *)R_ClearedStaticAlloc( numPortalAreas * sizeof( portalAreas[0] ) );
areaScreenRect = (idScreenRect *) R_ClearedStaticAlloc( numPortalAreas * sizeof( idScreenRect ) );
// set the doubly linked lists
SetupAreaRefs();
doublePortals = (doublePortal_t *)R_ClearedStaticAlloc( numInterAreaPortals * sizeof( doublePortals [0] ) );
for ( int i = 0; i < numInterAreaPortals; i++ ) {
int numPoints, a1, a2;
idWinding *w;
portal_t *p;
file->ReadBig( numPoints );
file->ReadBig( a1 );
file->ReadBig( a2 );
w = new (TAG_RENDER_WINDING) idWinding( numPoints );
w->SetNumPoints( numPoints );
for ( int j = 0; j < numPoints; j++ ) {
file->ReadBig( (*w)[ j ][ 0 ] );
file->ReadBig( (*w)[ j ][ 1 ] );
file->ReadBig( (*w)[ j ][ 2 ] );
// no texture coordinates
(*w)[ j ][ 3 ] = 0;
(*w)[ j ][ 4 ] = 0;
}
// add the portal to a1
p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
p->intoArea = a2;
p->doublePortal = &doublePortals[i];
p->w = w;
p->w->GetPlane( p->plane );
p->next = portalAreas[a1].portals;
portalAreas[a1].portals = p;
doublePortals[i].portals[0] = p;
// reverse it for a2
p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
p->intoArea = a1;
p->doublePortal = &doublePortals[i];
p->w = w->Reverse();
p->w->GetPlane( p->plane );
p->next = portalAreas[a2].portals;
portalAreas[a2].portals = p;
doublePortals[i].portals[1] = p;
}
}
/*
================
idRenderWorldLocal::ParseNodes
================
*/
void idRenderWorldLocal::ParseNodes( idLexer *src, idFile *fileOut ) {
src->ExpectTokenString( "{" );
numAreaNodes = src->ParseInt();
if ( numAreaNodes < 0 ) {
src->Error( "R_ParseNodes: bad numAreaNodes" );
}
areaNodes = (areaNode_t *)R_ClearedStaticAlloc( numAreaNodes * sizeof( areaNodes[0] ) );
if ( fileOut != NULL ) {
// write out the type so the binary reader knows what to instantiate
fileOut->WriteString( "nodes" );
}
if ( fileOut != NULL ) {
fileOut->WriteBig( numAreaNodes );
}
for ( int i = 0; i < numAreaNodes; i++ ) {
areaNode_t *node;
node = &areaNodes[i];
src->Parse1DMatrix( 4, node->plane.ToFloatPtr() );
node->children[0] = src->ParseInt();
node->children[1] = src->ParseInt();
if ( fileOut != NULL ) {
fileOut->WriteBig( node->plane[ 0 ] );
fileOut->WriteBig( node->plane[ 1 ] );
fileOut->WriteBig( node->plane[ 2 ] );
fileOut->WriteBig( node->plane[ 3 ] );
fileOut->WriteBig( node->children[ 0 ] );
fileOut->WriteBig( node->children[ 1 ] );
}
}
src->ExpectTokenString( "}" );
}
/*
================
idRenderWorldLocal::ReadBinaryNodes
================
*/
void idRenderWorldLocal::ReadBinaryNodes( idFile * file ) {
file->ReadBig( numAreaNodes );
areaNodes = (areaNode_t *)R_ClearedStaticAlloc( numAreaNodes * sizeof( areaNodes[0] ) );
for ( int i = 0; i < numAreaNodes; i++ ) {
areaNode_t * node = &areaNodes[ i ];
file->ReadBig( node->plane[ 0 ] );
file->ReadBig( node->plane[ 1 ] );
file->ReadBig( node->plane[ 2 ] );
file->ReadBig( node->plane[ 3 ] );
file->ReadBig( node->children[ 0 ] );
file->ReadBig( node->children[ 1 ] );
}
}
/*
================
idRenderWorldLocal::CommonChildrenArea_r
================
*/
int idRenderWorldLocal::CommonChildrenArea_r( areaNode_t *node ) {
int nums[2];
for ( int i = 0; i < 2; i++ ) {
if ( node->children[i] <= 0 ) {
nums[i] = -1 - node->children[i];
} else {
nums[i] = CommonChildrenArea_r( &areaNodes[ node->children[i] ] );
}
}
// solid nodes will match any area
if ( nums[0] == AREANUM_SOLID ) {
nums[0] = nums[1];
}
if ( nums[1] == AREANUM_SOLID ) {
nums[1] = nums[0];
}
int common;
if ( nums[0] == nums[1] ) {
common = nums[0];
} else {
common = CHILDREN_HAVE_MULTIPLE_AREAS;
}
node->commonChildrenArea = common;
return common;
}
/*
=================
idRenderWorldLocal::ClearWorld
Sets up for a single area world
=================
*/
void idRenderWorldLocal::ClearWorld() {
numPortalAreas = 1;
portalAreas = (portalArea_t *)R_ClearedStaticAlloc( sizeof( portalAreas[0] ) );
areaScreenRect = (idScreenRect *) R_ClearedStaticAlloc( sizeof( idScreenRect ) );
SetupAreaRefs();
// even though we only have a single area, create a node
// that has both children pointing at it so we don't need to
//
areaNodes = (areaNode_t *)R_ClearedStaticAlloc( sizeof( areaNodes[0] ) );
areaNodes[0].plane[3] = 1;
areaNodes[0].children[0] = -1;
areaNodes[0].children[1] = -1;
}
/*
=================
idRenderWorldLocal::FreeDefs
dump all the interactions
=================
*/
void idRenderWorldLocal::FreeDefs() {
generateAllInteractionsCalled = false;
if ( interactionTable ) {
R_StaticFree( interactionTable );
interactionTable = NULL;
}
// free all lightDefs
for ( int i = 0; i < lightDefs.Num(); i++ ) {
idRenderLightLocal * light = lightDefs[i];
if ( light != NULL && light->world == this ) {
FreeLightDef( i );
lightDefs[i] = NULL;
}
}
// free all entityDefs
for ( int i = 0; i < entityDefs.Num(); i++ ) {
idRenderEntityLocal * mod = entityDefs[i];
if ( mod != NULL && mod->world == this ) {
FreeEntityDef( i );
entityDefs[i] = NULL;
}
}
// Reset decals and overlays
for ( int i = 0; i < decals.Num(); i++ ) {
decals[i].entityHandle = -1;
decals[i].lastStartTime = 0;
}
for ( int i = 0; i < overlays.Num(); i++ ) {
overlays[i].entityHandle = -1;
overlays[i].lastStartTime = 0;
}
}
/*
=================
idRenderWorldLocal::InitFromMap
A NULL or empty name will make a world without a map model, which
is still useful for displaying a bare model
=================
*/
bool idRenderWorldLocal::InitFromMap( const char *name ) {
idLexer * src;
idToken token;
idRenderModel * lastModel;
// if this is an empty world, initialize manually
if ( !name || !name[0] ) {
FreeWorld();
mapName.Clear();
ClearWorld();
return true;
}
// load it
idStrStatic< MAX_OSPATH > filename = name;
filename.SetFileExtension( PROC_FILE_EXT );
// check for generated file
idStrStatic< MAX_OSPATH > generatedFileName = filename;
generatedFileName.Insert( "generated/", 0 );
generatedFileName.SetFileExtension( "bproc" );
// if we are reloading the same map, check the timestamp
// and try to skip all the work
ID_TIME_T currentTimeStamp = fileSystem->GetTimestamp( filename );
if ( name == mapName ) {
if ( fileSystem->InProductionMode() || ( currentTimeStamp != FILE_NOT_FOUND_TIMESTAMP && currentTimeStamp == mapTimeStamp ) ) {
common->Printf( "idRenderWorldLocal::InitFromMap: retaining existing map\n" );
FreeDefs();
TouchWorldModels();
AddWorldModelEntities();
ClearPortalStates();
return true;
}
common->Printf( "idRenderWorldLocal::InitFromMap: timestamp has changed, reloading.\n" );
}
FreeWorld();
// see if we have a generated version of this
static const byte BPROC_VERSION = 1;
static const unsigned int BPROC_MAGIC = ( 'P' << 24 ) | ( 'R' << 16 ) | ( 'O' << 8 ) | BPROC_VERSION;
bool loaded = false;
idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) );
if ( file != NULL ) {
int numEntries = 0;
int magic = 0;
file->ReadBig( magic );
if ( magic == BPROC_MAGIC ) {
file->ReadBig( numEntries );
file->ReadString( mapName );
file->ReadBig( mapTimeStamp );
loaded = true;
for ( int i = 0; i < numEntries; i++ ) {
idStrStatic< MAX_OSPATH > type;
file->ReadString( type );
type.ToLower();
if ( type == "model" ) {
idRenderModel * lastModel = ReadBinaryModel( file );
if ( lastModel == NULL ) {
loaded = false;
break;
}
renderModelManager->AddModel( lastModel );
localModels.Append( lastModel );
} else if ( type == "shadowmodel" ) {
idRenderModel * lastModel = ReadBinaryModel( file );
if ( lastModel == NULL ) {
loaded = false;
break;
}
renderModelManager->AddModel( lastModel );
localModels.Append( lastModel );
} else if ( type == "interareaportals" ) {
ReadBinaryAreaPortals( file );
} else if ( type == "nodes" ) {
ReadBinaryNodes( file );
} else {
idLib::Error( "Binary proc file failed, unexpected type %s\n", type.c_str() );
}
}
}
}
if ( !loaded ) {
src = new (TAG_RENDER) idLexer( filename, LEXFL_NOSTRINGCONCAT | LEXFL_NODOLLARPRECOMPILE );
if ( !src->IsLoaded() ) {
common->Printf( "idRenderWorldLocal::InitFromMap: %s not found\n", filename.c_str() );
ClearWorld();
return false;
}
mapName = name;
mapTimeStamp = currentTimeStamp;
// if we are writing a demo, archive the load command
if ( common->WriteDemo() ) {
WriteLoadMap();
}
if ( !src->ReadToken( &token ) || token.Icmp( PROC_FILE_ID ) ) {
common->Printf( "idRenderWorldLocal::InitFromMap: bad id '%s' instead of '%s'\n", token.c_str(), PROC_FILE_ID );
delete src;
return false;
}
int numEntries = 0;
idFileLocal outputFile( fileSystem->OpenFileWrite( generatedFileName, "fs_basepath" ) );
if ( outputFile != NULL ) {
int magic = BPROC_MAGIC;
outputFile->WriteBig( magic );
outputFile->WriteBig( numEntries );
outputFile->WriteString( mapName );
outputFile->WriteBig( mapTimeStamp );
}
// parse the file
while ( 1 ) {
if ( !src->ReadToken( &token ) ) {
break;
}
common->UpdateLevelLoadPacifier();
if ( token == "model" ) {
lastModel = ParseModel( src, name, currentTimeStamp, outputFile );
// add it to the model manager list
renderModelManager->AddModel( lastModel );
// save it in the list to free when clearing this map
localModels.Append( lastModel );
numEntries++;
continue;
}
if ( token == "shadowModel" ) {
lastModel = ParseShadowModel( src, outputFile );
// add it to the model manager list
renderModelManager->AddModel( lastModel );
// save it in the list to free when clearing this map
localModels.Append( lastModel );
numEntries++;
continue;
}
if ( token == "interAreaPortals" ) {
ParseInterAreaPortals( src, outputFile );
numEntries++;
continue;
}
if ( token == "nodes" ) {
ParseNodes( src, outputFile );
numEntries++;
continue;
}
src->Error( "idRenderWorldLocal::InitFromMap: bad token \"%s\"", token.c_str() );
}
delete src;
if ( outputFile != NULL ) {
outputFile->Seek( 0, FS_SEEK_SET );
int magic = BPROC_MAGIC;
outputFile->WriteBig( magic );
outputFile->WriteBig( numEntries );
}
}
// if it was a trivial map without any areas, create a single area
if ( !numPortalAreas ) {
ClearWorld();
}
// find the points where we can early-our of reference pushing into the BSP tree
CommonChildrenArea_r( &areaNodes[0] );
AddWorldModelEntities();
ClearPortalStates();
// done!
return true;
}
/*
=====================
idRenderWorldLocal::ClearPortalStates
=====================
*/
void idRenderWorldLocal::ClearPortalStates() {
// all portals start off open
for ( int i = 0; i < numInterAreaPortals; i++ ) {
doublePortals[i].blockingBits = PS_BLOCK_NONE;
}
// flood fill all area connections
for ( int i = 0; i < numPortalAreas; i++ ) {
for ( int j = 0; j < NUM_PORTAL_ATTRIBUTES; j++ ) {
connectedAreaNum++;
FloodConnectedAreas( &portalAreas[i], j );
}
}
}
/*
=====================
idRenderWorldLocal::AddWorldModelEntities
=====================
*/
void idRenderWorldLocal::AddWorldModelEntities() {
// add the world model for each portal area
// we can't just call AddEntityDef, because that would place the references
// based on the bounding box, rather than explicitly into the correct area
for ( int i = 0; i < numPortalAreas; i++ ) {
common->UpdateLevelLoadPacifier();
idRenderEntityLocal * def = new (TAG_RENDER_ENTITY) idRenderEntityLocal;
// try and reuse a free spot
int index = entityDefs.FindNull();
if ( index == -1 ) {
index = entityDefs.Append(def);
} else {
entityDefs[index] = def;
}
def->index = index;
def->world = this;
def->parms.hModel = renderModelManager->FindModel( va("_area%i", i ) );
if ( def->parms.hModel->IsDefaultModel() || !def->parms.hModel->IsStaticWorldModel() ) {
common->Error( "idRenderWorldLocal::InitFromMap: bad area model lookup" );
}
idRenderModel *hModel = def->parms.hModel;
for ( int j = 0; j < hModel->NumSurfaces(); j++ ) {
const modelSurface_t *surf = hModel->Surface( j );
if ( surf->shader->GetName() == idStr( "textures/smf/portal_sky" ) ) {
def->needsPortalSky = true;
}
}
// the local and global reference bounds are the same for area models
def->localReferenceBounds = def->parms.hModel->Bounds();
def->globalReferenceBounds = def->parms.hModel->Bounds();
def->parms.axis[0][0] = 1.0f;
def->parms.axis[1][1] = 1.0f;
def->parms.axis[2][2] = 1.0f;
// in case an explicit shader is used on the world, we don't
// want it to have a 0 alpha or color
def->parms.shaderParms[0] = 1.0f;
def->parms.shaderParms[1] = 1.0f;
def->parms.shaderParms[2] = 1.0f;
def->parms.shaderParms[3] = 1.0f;
R_DeriveEntityData( def );
AddEntityRefToArea( def, &portalAreas[i] );
}
}
/*
=====================
CheckAreaForPortalSky
=====================
*/
bool idRenderWorldLocal::CheckAreaForPortalSky( int areaNum ) {
assert( areaNum >= 0 && areaNum < numPortalAreas );
for ( areaReference_t * ref = portalAreas[areaNum].entityRefs.areaNext; ref->entity; ref = ref->areaNext ) {
assert( ref->area == &portalAreas[areaNum] );
if ( ref->entity && ref->entity->needsPortalSky ) {
return true;
}
}
return false;
}
/*
=====================
ResetLocalRenderModels
=====================
*/
void idRenderWorldLocal::ResetLocalRenderModels() {
localModels.Clear(); // Clear out the list when switching between expansion packs, so InitFromMap doesn't try to delete the list whose content has already been deleted by the model manager being re-started
}